New York, Dec. 20, 2022 (GLOBE NEWSWIRE) — Reportlinker.com announces the release of the report “Global Subscription-based Gaming Market Size, Share & Industry Trends Analysis Report By Device Type, By Genre, By Regional Outlook and Forecast, 2022 – 2028” – https://www.reportlinker.com/p06374170/?utm_source=GNW
Subscription-based gaming service offers a large selection of games from its catalog to customers using their devices. It charges annual or monthly subscription fees for top-notch gaming graphics, as well as other features.
These services can be purchased by customers on a monthly, or even an annual basis. The games can be accessed on multiple devices, such as smartphones, tablets, consoles or PCs. Subscribers have the option to either download or stream the game directly from the platform.
The subscription service reduces the risk of top-performing titles being delivered regularly. Subscription services provide a steady source of revenue as well as an engaged audience. Service providers can make stable incomes through micro-transactions or prepaid download content. These subscription-based industries have seen a significant increase in smartphone users and easy access online services.
COVID-19 Impact Analysis
Businesses are clearly feeling the effects of the COVID-19 virus. Online work was the new norm for businesses and organizations. The government made it mandatory that people stay indoors and imposed strict guidelines. People were searching for entertainment and ways to keep in touch with others using subscription-based gaming services. The transition from live events into live streams during COVID-19 has altered the way people work in order to deal with the situation. The businesses & organisations associated with the subscription-based gaming market are positively impacted by theCOVID-19 outbreak resulting in great sales and revenue.
Market Growth Factors
Gaming Sector: Emergence of cutting-edge technology
Technology has made online gaming so much easier that there is no line between fantasy and reality. The games’ creativity, fun and design have stimulated minds. Because they provide a unique experience for gamers and offer greater satisfaction, rapid technological advancements are driving increased adoption of subscription-based gaming.
Increase in Smartphone Use and Internet Accessibility
Mobile game players have seen a rise in popularity due to the availability of high-quality smartphones. With more smartphone access and greater internet penetration, mobile-based gaming expectations are constantly growing. Mobile-based subscription gaming users have increased due to technological advances in smartphones, including larger screens and greater storage capacities. While casual games still remain a good choice, hardcore gamers who love to play on their phones have seen their screen time increase.
Market Restraining factors
The Games Need Continuous Improvements and Content Upgradation
Subscription-based gaming is often negatively impacted by developers having to create a more enjoyable environment for players. Customers expect more features because they pay a monthly fee. Businesses are required to provide updated content and themes for end users. If a business wants to stay in the industry long-term, they must keep updating their content and themes. Users are more likely to lose interest in features they have been using for a long time.
Type of device Outlook
According to device type, the market for subscription-based games can be divided into smartphone, console and PC. With the highest revenue share, the PC segment was the dominant subscription-based gaming segment in 2021. The availability of new technological advancement, easy access to internet services, and the rise of the media & entertainment industry are the major factors leading to the rising demand for PC games. Realizing that tablets and smartphones are limited in productivity, people are shifting to the larger screen PCs which offer multitasking, videoconferencing and large screens.
Gaming Genre Outlook
The subscription-based gaming market can be divided into several gaming categories: action, adventure shooting, fighting, role play, racing, and other. The subscription-based market for adventure games saw a significant rise in 2021. In an adventure game, the player can take on the role of the central character and interact with the story. As they become more comfortable with their character, they develop new skills and learn new challenges. These adventure games allow players to live their own heroic adventures.
Analyzing the market for subscription-based gambling in North America, Europe (Asia-Pacific), LAMEA and Asia-Pacific regions is done region-wise. The Asia-Pacific region was the top-generating region in the subscription-based gaming industry by generating the highest revenue share. The region offers many opportunities for the gaming industry due to its growth in independent entities, active businesses associations, foreign investments, and supportive government policies. The governmental policies can entice considerable foreign investment for leading small & medium scale gaming companies for partnership work and businesses. This support has contributed to an acceleration in the region’s growth.
Partnerships are the most popular strategy followed by market participants. Based on the analysis presented in the Cardinal matrix, Apple, Inc., Google LLC, Microsoft Corporation were the pioneers in Subscription-based Gaming Market. Amazon.com, Inc., Tencent Holdings Ltd., NVIDIA Corporation, are some of the leading innovators in Subscription Gaming Market.
Market research reports provide an analysis of the key market players. Nvidia Corporation, Tencent Holdings Ltd., Google LLC, Microsoft Corporation, Sony Corporation, Amazon, Inc., Amazon Luna), Sony Corporation, Amazon, Inc., Electronic Arts Inc., Blacknut, Shadow, and Shadow (OVH SAS) are some of the key companies included in this report.
Recent Strategies in the Subscription-Based Gaming Market
Partnerships, Collaborations, and Agreements
Oct-2022 – Electronic Arts collaborated to Marvel, a wholly owned subsidiary of The Walt Disney Company. The collaboration focuses primarily on character-based media. The collaboration would allow players to have extraordinary experiences and develop at least 3 games.
Aug-2022 – Tencent partners with Logitech G, a part of Logitech International. Logitech Global primarily sells keyboards, headsets, flight sticks and other products. This partnership brings together Logitech G’s competence in hardware and Tencent’s knowledge in software services and aims to strengthen handheld cloud gaming. Logitech’s dominant market share in console gaming and PC complements Tencent’s vision to improve the gaming experience for gamers across the globe.
Aug-2022: Microsoft and Unity, a US-based provider for the software platform to develop and operate real-time 3D content, entered into a partnership. Unity engine and Microsoft Azure can be used together by developers thanks to the partnership. Moreover, the partnership aligns with Microsoft’s aim to make the development of games accessible to everyone across the world, and across all industries.
Jun-2022: Tencent partnered with Microsoft’s gaming division. The partnership involves the inclusion of some of Tencent’s games in Xbox Game Pass (Microsoft’s gaming subscription). Tencent and Microsoft will expand the reach for games created in China through their partnership.
Dec-2021: Tencent has partnered with Remedy (a Finnish company that specializes in developing video games). Remedy will publish Vanguard (a free-to use game based upon Games as a Service), and Tencent will be able to publish on Asian markets. Tencent also gets worldwide rights to market and develop a mobile-based version.
Oct-2020: Microsoft has partnered with GameStop (a US-based electronic retailer company mainly into video games, merchandise and consumer electronics). This strategic partnership includes equipping GameStop store associates and equipping them with Microsoft Surface devices and integrating Microsoft Teams and Microsoft 365 into GameStop’s retail stores. Gamestop’s vast store base, and skilled gamers network benefits Microsoft by increasing customer count and revenue.
Acquisitions and Mergers
Aug-2022: Sony purchased Savage Games (a Finland-based company) that specializes in shooter-based multiplayer games. The acquisition broadens Sony’s portfolio and complements Sony’s plan to introduce more PC and mobile games.
Jul-2022: Bungie, an American-based videogame company, was acquired by Sony. Bungie’s primary focus is on developing shooting-based, sport-based games. This acquisition broadens Sony’s PlayStation customer reach.
Mar 2022: Glance, supported by Google, purchased Gambit, an online gaming platform primarily focused on classic games. This acquisition strengthens Glance’s mobile games portfolio and expands its platform.
Sep-2021: Electronic Arts acquired Playdemic, a UK-based developer of mobile games. This acquisition reinforces Electronic Arts’ mobile games team and broadens its mobile game offerings.
Product launches and expansions
May 2022: Sony launches PlayStation Plus, a subscription-based gaming platform. PlayStation Plus includes 700+ games that gamers can play. This launch will allow PlayStation Plus gamers around the globe to play loads of PlayStation Plus games.
Mar-2022: Amazon launched Luna on the American mainland. This is an expansion of its global footprint. Luna is a cloud gaming platform that uses the power of cloud computing to allow users to play on their existing devices.
Scope of the Study
Report includes Market Segments
By Type of Device
• North America
o The Rest of North America
o The Rest of Europe
• Asia Pacific
o Rest Asia Pacific
o Saudi Arabia
o The Rest of LAMEA
• Nvidia Corporation
• Tencent Holdings Ltd.
• Google LLC
• Microsoft Corporation
• Sony Corporation
• Amazon, Inc. (Amazon Luna)
• Apple, Inc.
• Electronic Arts, Inc.
• Shadow (OVH SAS)
• Exhaustive coverage
• Highest number of market tables and figures
• Subscription based model available
• Guaranteed best price
• Assured post sales research support with 10% customization free
Read the full report: https://www.reportlinker.com/p06374170/?utm_source=GNW
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