2022 Global Subscription Games Market Report – Mobile Games to Drive Growth – ResearchAndMarkets.com

Dublin- (work wire) – “Global Subscription Game Market – Growth, Trends, Impact of COVID-19 and Forecast (2022-2027)” report has been added to From ResearchAndMarkets.com an offer.

The global subscription gaming market was estimated at $7.82 billion in 2021 and is expected to reach $14.71 billion by 2027, registering a compound annual growth rate of 10.68% during the forecast period 2022-2027.

Companies have been cited

  • Xbox (Game Pass) (Microsoft Corporation)

  • Playstation Now (Sony Corporation)

  • 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 Arcade (Ubisoft)

  • Amazon Luna (Amazon Inc.)

  • Tencent Holdings Ltd.

  • Epic Games Inc.

  • Prime Gaming (Amazon Inc.)

Major market trends

Mobile games to drive market growth

  • Mobile gaming has recently overtaken console and PC gaming as the most popular form of gaming in the world. One of the many growth factors for mobile gaming is its availability; Almost everyone has a smartphone with games installed on them. Moreover, the increasing demand for mobile gaming is caused by various technological developments and improvements such as AR, VR, cloud gaming and 5G. This trend is not unexpected, given that the mobile gaming industry is mainly dependent on new technologies. Other market trends include the emergence of the hyper casual type of games.

  • Augmented reality has become ideal for mobile gaming with its immersive interactive technology. Moreover, mobile games are one of the most popular AR categories in the app stores. Besides the previously released mobile AR games that are still popular, such as Pokemon Go and Ingress, there are many new additions to this genre by vendors in the global market, such as Minecraft Earth and Harry Potter: Wizards Unite.

  • During 2020 and 2021, there have been many changes in the mobile game development industry. Therefore, gaming brands spent more on advertising investment to attract more users and gain enough market share. However, an effective way to reduce the cost of the development process is to do an early CTR test. This is especially true if a person works in the casual gaming segment of the mobile gaming industry.

  • In addition, the major companies that develop games for consoles and PC are also releasing their games in the mobile version due to the mobile game market. PUBG Mobile was the most played mobile game of 2020. The franchise’s transition to mobile gaming was smooth and the results were good too.

The Asia Pacific region will represent the strongest growth in the market

  • The Asia Pacific region includes China, Japan, India, South Korea, etc., which have a strong consumer base, which contributes to the market. China is one of the most important economies in Asia, with the use of technology increasing. Key drivers of games include increased exports and continuous innovation in new games and consoles. China is one of the countries in the Asia Pacific region that has seen a significant Covid-related increase in the gaming business. The gaming industry has undergone a fundamental change and companies are starting to provide a consistent level of enjoyment with the use of both cloud-based and offline games. Hundreds of millions of people, especially in emerging countries like China, tend to be drawn to entertainment on the go.

  • Moreover, the regulations played an important role in the development of the mobile gambling business in China before it reached its current status. A bill passed by China’s State Council will restrict video game content released in China and impose restrictions on internet cafes and arcades across the country. However, this bill also prohibits the manufacture, import, and sale of most video games and arcade machines in mainland China. Additionally, in August 2021, the Chinese government imposed regulations on the maximum length of time that minors can play video games. Under these new regulations, children and teens are entitled to one hour of play per day on weekends and holidays and online gaming is strictly prohibited on school days.

Main topics covered:

1 Introduction

2 Research Methodology

3 Executive Summary

4 Market Overview

4.1 Market Overview

4.2 Industry ecosystem analysis

4.3 Industry Attractiveness – Porter’s Five Forces Analysis

5 market dynamics

5.1 Market Drivers (recent move toward aggregation of device-independent services and capabilities — subscription-based model provides greater flexibility for users)

5.2 Market challenges (high reliance on local landscape to ensure availability – relatively less awareness and lack of penetration in the mobile sector)

5.3 Assessing the impact of COVID-19 on the market

5.4 Modern Collaborations and Partnerships in the Subscription Game Model

6 Market segmentation

6.1 By Game Type (Trends, Revenue 2020-2027 And Market Forecast)

6.1.1 Playing on the console

6.1.2 PC game

6.1.3 Mobile Games

6.2 By Geography (Trends, Revenue 2020-2027 & Market Forecast)

6.2.1 North America

6.2.2 Europe

6.2.3 Asia Pacific Region

6.2.4 Rest of the world

7 competitive landscapes

7.1 Company Profiles

8 Investment analysis and market forecast

For more information on this report, visit https://www.researchandmarkets.com/r/qqr96v

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