Subscription-based Gaming Global Market to 2027: Mobile Gaming… – Benzinga

DUBLIN, April 3, 2023 /PRNewswire/ — The “Global Subscription-based Market – Growth, Trends, COVID-19 Impact, and Forecast (2022 – 2027)” the report was added ResearchAndMarkets.com’s offering

It is a global subscription based gambling game $7.82 billion in 2011 and is expected to arrive $14.71 billion by 2027, registering a CAGR of 10.68% over the forecast period 2022 – 2027.

Companies Mentioned

  • Xbox (Game Pass) (Microsoft Corporation)
  • Now is the time for PlayStation (Sony Corporation)
  • Lake 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 Transi (Ubisoft)
  • Amazon Moon (Amazon Inc.)
  • Tencent holdings ltd *
  • heroic games inc
  • Prime Gaming (Amazon Inc.)

Key Everyone decorate

  • Continuous technological advancements in the gaming industry are driving the growth of the industry. Subscriptions, which pay just money for access to the game library, contribute significantly to the market.
  • The release of 5G and the emergence of unlimited data plans are also expected to be key factors contributing to the success of subscription-based cloud gaming around the world, as most gamers today prefer to play games on their mobile devices. In addition, increased services and investments in 5G infrastructure are vital in this success. According to Ericsson, the number of 5G mobile subscriptions in the Asia Pacific The region is expected to reach around 1,545 million by 2025.
  • 5G development has also encouraged market providers to devise cloud-based subscription solutions. For example, November 2021Microsoft has released a beta version of Xbox Cloud Gaming for the Xbox Series X/S, and the services have been developed for tablets, PCs, and Smartphones. Furthermore, the company plans to announce its plans for Xbox Cloud Gaming integration with TVs and sticks like Roku.
  • The growing number of providers operating in the markets is increasing at a rapid rate, thus creating a competitive environment where sellers are forced to offer consumers benefits that are not sustainable in the long term. Also, when the service provider changes its business plan to turn to profit by increasing the prices of the services offered, users may switch to newer players who provide similar services at competitive prices. Such scenarios challenge the growth of service providers.
  • With the impact of COVID-19, the market is experiencing positive growth and the proliferation of gaming is increasing, as people are staying at home most of the time due to the lockdowns imposed by the government. According to the Broadcast Audience Research Council of India (BARC) report, the average time spent by sports users per week. India increased by 44% during the pandemic. Time increased to 3 hours 38 minutes per week during the COVID-19 pandemic from 2 hours 31 minutes pre-pandemic.

Subscription-based Forum Forum trends

Mobile Game Drive Market Growth

  • Mobile gaming has recently surpassed console and PC gaming as the most popular form of gambling worldwide. One of the many factors contributing to the growth of mobile gaming is its availability; Almost every smartphone has games installed on it. In addition, the growing demand for mobile games results from various technological developments and growth such as AR, VR, cloud gaming, and 5G. This trend is not unexpected, considering that the mobile game industry relies heavily on new technologies. Other trends in the market include the rise of the hyper-casual game genre.
  • AR becomes perfect for mobile gaming because of its immersive and interactive technology. In addition, mobile games are the most popular AR category delivered in the app. In addition to previously released AR mobile games that are still popular, such as Pokemon Go and Ingress, many new additions to the genre are being made by vendors in the global market, such as Minecraft Earth and Harry Potter: to unite the sorcerers.
  • Over the course of 2020 and 2021, many changes have taken place in the development of mobile games. As a result, game brands have spent more investment in advertising to attract more users and corner a sufficient market share. However, one effective way to reduce the cost of the development process is a primitive CTR (click-through rate) test. This is especially true if one is in the hyper-casual gaming industry of mobile gaming.
  • In addition, large companies that develop games for tablets and PCs also publish their games in a mobile version for the mobile games market. The most played mobile game of 2019 was PUBG Mobile. The transition of the franchise into mobile gaming was seamless, and the results were pretty good too. Although the game turned backlash on India Because of its Chinese roots, it has been rebranded to be easily accepted in the Indian market.
  • The most important thing that mobile game creators do is to adapt to new changes and improve their usage acquisition approaches. Apple’s new IDFA (Identifier for Advertisers) policy will continue to have a significant impact on the mobile advertising game. Targeted advertising has become much tougher, which has a direct impact on user acquisition and monetization. In 2022, creative marketing will become more important than ever before. This is why publishers should invest in mobile advertising and figure out how to make their ads stand out.

Asia Pacific It is the reason for the highest Market Growth

  • The Asia Pacific it is of the region China, Japanese, India, South Koreaand the rest, which have strong consumer bases, contributing to the market. China is one Asia’s maximum savings, with increasing technological use. Significant drivers of the game include rising exports and ongoing innovation in new games and consoles. China is of the earth in Asia Pacific a country that has seen a major covid-related surge in gambling businesses. The game business has undergone a fundamental change, and companies have started to enjoy a consistent level of enjoyment using cloud-based and offline games. Hundreds of millions of people, especially in the rising nations as it were Chinato go, to be taken, by-him, amused-go
  • In addition, organization played a major role in developing it China’s the mobile game market before it reached its current state. Broadly, the Chinese government has restricted video game content published in the policy China and they have placed limitations on the internet and the lobby throughout the country. But this bill also prohibits the manufacture, importation and sale of most of the games and cryptocurrencies in the continent. China. Yes, in August 2021, the Chinese government has imposed restrictions on the maximum time minors can play video games. Under these new regulations, children and teenagers are allowed 1 hour of play per day on weekends and holidays and are completely prohibited from playing on game days.
  • Companies have also seen mergers and acquisitions in the market. For example, July 2021, Tencent a majority stake in British video game developer Jus Group. With this acquisition, the company intends to increase the expertise and capabilities of the Sumo Group in order to accelerate the company’s growth in the region. united kingdom throughout the world.
  • Further, in December 2021, Tencent acquired Turtle Rock Studios, Living Remains 4 Dead and Back 4 Blood Games, and its Parent Company Slamfire Inc. This comparison broadens the global reach and depth of knowledge development of the game Tencent Games will be incorporated into Turtle Studios to develop new games.

Key Topics Covered:




4.1 Market Overview
4.2 Industry Ecosystem Analysis
4.3 Industry Attractiveness – Porter’s Five Forces Analysis

5.1 Market Drivers (Recently moving to a suite of services and device agnostic capabilities – – Subscription-based model provides greater flexibility to users)
5.2 Market Challenges (High dependence on the local landscape to provide deployment services – Relatively lower awareness and lack of penetration in the mobile segment)
5.3 Assessment of the Impact of COVID-19 on the Market
5.4 Recent collaborations and partnerships in the Subscription-based model

6.1 Pellentesque Type (Trends, Revenue for the period 2020-2027 & Market Outlook)
6.1.1 Children’s Console
6.1.2 PC-based applications
6.1.3 Mobile Apps
6.2 Geography (Trends, Revenue for the period 2020-2027 & Market Outlook)
6.2.1 North America
6.2.2 Europe
6.2.3 Asia Pacific
6.2.4 The rest of the world



For more information about this report visit https://www.researchandmarkets.com/r/mzuriy

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