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Global Subscription-based Gaming Market Consumption Study by Region: North America, Asia-Pacific, Europe, South America, Middle East & Africa

Fully considering the economic change by this health crisis, Local Gaming accounting for % of the Subscription-based Gaming global market in 2021, is projected to value US$ million by 2028, growing at a revised % CAGR from 2022 to 2028. While Console Gaming segment is altered to an % CAGR throughout this forecast period.

China Subscription-based Gaming market size is valued at US$ million in 2021, while the North America and Europe Subscription-based Gaming are US$ million and US$ million, severally. The proportion of the North America is % in 2021, while China and Europe are % and respectively, and it is predicted that China proportion will reach % in 2028, trailing a CAGR of % through the analysis period 2022-2028. Japan, South Korea, and Southeast Asia are noteworthy markets in Asia, with CAGR %, %, and % respectively for the next 6-year period. As for the Europe Subscription-based Gaming landscape, Germany is projected to reach US$ million by 2028 trailing a CAGR of % over the forecast period 2022-2028.

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The research report includes specific segments by region (country), by manufacturers, by Type and by Application. Each type provides information about the production during the forecast period of 2016 to 2027. by Application segment also provides consumption during the forecast period of 2016 to 2027. Understanding the segments helps in identifying the importance of different factors that aid the market growth.

Segment by Type

  • Local Gaming
  • Cloud Gaming

Segment by Application

  • Console Gaming
  • PC-based Gaming
  • Mobile Gaming

By Company

  • Xbox (Game Pass) (Microsoft Corporation)
  • PlayStation Now (Sony Corporation)
  • 1.3 Apple Arcade (Apple Inc.)
  • Nintendo Switch Online (Nintendo Co. Ltd)
  • EA Play (Electronic Arts Inc.)
  • Google Play Pass (Google LLC)
  • Humble Bundle Inc.
  • GeForce Now (NVIDIA)
  • Uplay Pass (Ubisoft)
  • Amazon Luna (Amazon Inc.)
  • Tencent​ Holdings Ltd
  • Epic games Inc.
  • Prime Gaming (Amazon Inc.)

Production by Region

  • North America
  • Europe
  • China

Consumption by Region

  • North America (United States, Canada)
  • Europe (Germany, France, U.K., Italy, Russia)
  • Asia-Pacific (China, Japan, South Korea, India, Australia, China Taiwan, Indonesia, Thailand, Malaysia)
  • Latin America (Mexico, Brazil, Argentina)
  • Middle East & Africa (Turkey, Saudi Arabia, UAE)


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Mr. Shirish Gupta

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