封面
市场调查报告书
商品编码
1577501

全球订阅游戏市场

Subscription-based Gaming

出版日期: | 出版商: Global Industry Analysts, Inc. | 英文 291 Pages | 商品交期: 最快1-2个工作天内

价格

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简介目录

到 2030 年,全球订阅游戏市场预计将达到 213 亿美元

全球订阅游戏市场预计 2023 年为 101 亿美元,预计到 2030 年将达到 213 亿美元,2023-2030 年分析期间复合年增长率为 11.3%。智慧型手机订阅游戏是本报告分析的细分市场之一,预计复合年增长率为 12.3%,到分析期结束时将达到 96 亿美元。在分析期间,基于订阅的主机游戏产业的复合年增长率预计为 11.0%。

美国市场预计成长27亿美元,中国复合年增长率15.4%

预计 2023 年美国订阅游戏市场规模将达 27 亿美元。中国作为世界第二大经济体,预计2030年市场规模将达到46亿美元,2023-2030年分析期间复合年增长率为15.4%。其他值得注意的区域市场包括日本和加拿大,在分析期间预计复合年增长率分别为 8.4% 和 9.8%。在欧洲,德国的复合年增长率预计约为 9.0%。

全球订阅游戏市场 - 主要趋势和驱动因素总结

为什么基于订阅的游戏将改变电玩产业

基于订阅的游戏正在彻底改变电玩产业,消费者可以透过定期付费存取大量游戏库,而不是购买单独的游戏。这种模式因其实惠的价格和在多个平台上访问各种游戏的便利性而变得流行。 Xbox Game Pass、PlayStation Now 和 Google Stadia 等基于订阅的服务让玩家可以灵活地玩新版本和经典游戏,而无需预付费用。云端游戏的兴起,允许游戏直接从伺服器串流传输,无需下载或高端硬件,这也推动了基于订阅的游戏的兴起。这种模式对休閒游戏玩家和重度核心玩家都有好处,因为它降低了玩付费游戏的门槛,同时为游戏开发人员提供了稳定的收益来源。

订阅型游戏市场的主要细分市场有哪些?

平台包括基于主机的服务、PC 游戏订阅和云端游戏平台,每个平台都提供各种游戏类型的访问,从动作和角色扮演游戏到体育和模拟游戏。订阅模式下提供的游戏类型范围广泛,从独立游戏到 AAA 大片。最终用户分为休閒游戏重度核心玩家,订阅服务透过提供休閒、适合家庭的游戏以及更复杂、高预算的游戏来迎合这两种人群。此外,由于高速互联网和 5G 技术的可用性不断提高,云端游戏服务也越来越受欢迎,从而改善了串流媒体体验。

哪些技术创新正在推动订阅游戏的发展?

云端运算、5G 网路和跨平台游戏的技术进步正在推动订阅游戏的成长。云端游戏服务使您无需强大的游戏硬体即可串流游戏,正在彻底改变优质游戏的获取方式。 5G 更快的网路速度将最大限度地减少延迟问题,改善游戏体验,让即时多人游戏更贴近您。跨平台相容性也是一项关键创新,让游戏玩家能够在主机、PC 和行动装置上无缝玩游戏。订阅服务也利用人工智慧根据用户行为推荐个人化游戏,进一步提高参与度和保留率。

推动订阅游戏市场成长的因素有哪些?

订阅型游戏市场的成长受到多种因素的推动,包括云端游戏的可承受性和可访问性的提高、对跨平台游戏体验的需求不断增长以及消费者对灵活支付模式的偏好不断增长。基于订阅的游戏对消费者很有吸引力,因为它们的入门成本低,并且无需单独购买即可玩各种游戏。高速网路基础设施和 5G 的扩展使云端游戏变得更加可行,并减少了对昂贵游戏硬体的需求。此外,独家内容的可用性和新游戏的抢先体验正在鼓励更多游戏玩家订阅加值服务,进一步推动市场成长。

受访企业范例(36家知名企业)

  • Amazon, Inc.(Amazon Luna)
  • Apple, Inc.
  • Blacknut
  • Capcom Co., Ltd.
  • Electronic Arts, Inc.
  • GameClub
  • Nintendo of America, Inc.
  • NVIDIA Corporation
  • PlayStation
  • Prime Gaming

目录

第一章调查方法

第 2 章执行摘要

  • 市场概况
  • 主要企业
  • 市场趋势和驱动因素
  • 全球市场展望

第三章市场分析

  • 美国
  • 加拿大
  • 日本
  • 中国
  • 欧洲
  • 法国
  • 德国
  • 义大利
  • 英国
  • 西班牙
  • 俄罗斯
  • 其他欧洲国家
  • 亚太地区
  • 澳洲
  • 印度
  • 韩国
  • 其他亚太地区
  • 拉丁美洲
  • 阿根廷
  • 巴西
  • 墨西哥
  • 其他拉丁美洲
  • 中东
  • 伊朗
  • 以色列
  • 沙乌地阿拉伯
  • 阿拉伯聯合大公国
  • 其他中东地区
  • 非洲

第四章 比赛

简介目录
Product Code: MCP24509

Global Subscription-based Gaming Market to Reach US$21.3 Billion by 2030

The global market for Subscription-based Gaming estimated at US$10.1 Billion in the year 2023, is expected to reach US$21.3 Billion by 2030, growing at a CAGR of 11.3% over the analysis period 2023-2030. Subscription-based Gaming for Smartphones, one of the segments analyzed in the report, is expected to record a 12.3% CAGR and reach US$9.6 Billion by the end of the analysis period. Growth in the Subscription-based Gaming for Consoles segment is estimated at 11.0% CAGR over the analysis period.

The U.S. Market is Estimated at US$2.7 Billion While China is Forecast to Grow at 15.4% CAGR

The Subscription-based Gaming market in the U.S. is estimated at US$2.7 Billion in the year 2023. China, the world's second largest economy, is forecast to reach a projected market size of US$4.6 Billion by the year 2030 trailing a CAGR of 15.4% over the analysis period 2023-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 8.4% and 9.8% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 9.0% CAGR.

Global Subscription-based Gaming Market - Key Trends and Drivers Summarized

Why Is Subscription-based Gaming Transforming the Video Game Industry?

Subscription-based gaming is revolutionizing the video game industry by offering consumers access to a vast library of games for a recurring fee, rather than purchasing individual titles. This model has grown in popularity due to its affordability and the convenience of accessing a wide range of games across multiple platforms. Subscription-based services, such as Xbox Game Pass, PlayStation Now, and Google Stadia, are giving gamers the flexibility to play new and classic titles without committing to upfront costs. The rise of cloud gaming, which allows games to be streamed directly from servers without the need for downloads or high-end hardware, is also driving the adoption of subscription-based gaming. This model benefits both casual and hardcore gamers, as it lowers the entry barrier for playing premium games while providing game developers with a steady revenue stream.

What Are the Key Segments in the Subscription-based Gaming Market?

Platforms include console-based services, PC gaming subscriptions, and cloud gaming platforms, each offering access to a range of game genres, from action and role-playing games to sports and simulations. Game types available through subscription models range from indie titles to AAA blockbuster games. End-users are divided into casual gamers and hardcore gamers, with subscription services catering to both demographics by offering a mix of casual, family-friendly games alongside more complex, high-budget titles. Additionally, cloud gaming services are gaining traction due to the increasing availability of high-speed internet and 5G technology, which enhances the streaming experience.

What Technological Innovations Are Driving Subscription-based Gaming?

Technological advancements in cloud computing, 5G networks, and cross-platform gaming are propelling the growth of subscription-based gaming. Cloud gaming services, which allow users to stream games without the need for powerful gaming hardware, are revolutionizing access to premium titles. With faster internet speeds enabled by 5G, latency issues are being minimized, enhancing the gaming experience and making real-time multiplayer gaming more accessible. Cross-platform compatibility is another key innovation, allowing gamers to play across consoles, PCs, and mobile devices seamlessly. Subscription services are also leveraging artificial intelligence to offer personalized game recommendations based on user behavior, further improving engagement and retention rates.

What Factors Are Driving Growth in the Subscription-based Gaming Market?

The growth in the subscription-based gaming market is driven by several factors, including the increasing affordability and accessibility of cloud gaming, the rising demand for cross-platform gaming experiences, and the growing consumer preference for flexible payment models. Subscription-based gaming is appealing to consumers due to the low cost of entry and the ability to play a wide variety of games without purchasing them individually. The expansion of high-speed internet infrastructure and 5G is making cloud gaming more viable, reducing the need for expensive gaming hardware. Additionally, the increasing availability of exclusive content and early access to new titles is driving more gamers to subscribe to premium services, further fueling the market’s growth.

Select Competitors (Total 36 Featured) -

  • Amazon, Inc. (Amazon Luna)
  • Apple, Inc.
  • Blacknut
  • Capcom Co., Ltd.
  • Electronic Arts, Inc.
  • GameClub
  • Nintendo of America, Inc.
  • NVIDIA Corporation
  • PlayStation
  • Prime Gaming

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Impact of Covid-19 and a Looming Global Recession
    • Subscription-based Gaming - Global Key Competitors Percentage Market Share in 2024 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Rising Demand for Online Gaming Platforms Drives Growth in Subscription-based Gaming Market
    • Increasing Adoption of Cloud Gaming Platforms Strengthens Business Case for Subscription Models
    • Technological Advancements in Streaming Services Propel Growth in Subscription-based Gaming Solutions
    • Growing Popularity of Cross-platform Gaming Expands Addressable Market for Subscription Services
    • Rising Demand for Exclusive Content and Early Access Features Spurs Growth in Premium Subscription Gaming
    • Expansion of Mobile Gaming Platforms Fuels Demand for Subscription-based Gaming Services
    • Increasing Adoption of Subscription Models by Major Game Publishers Strengthens Market Expansion
    • Surge in E-sports Popularity and Competitive Gaming Drives Growth in Subscription-based Gaming Platforms
    • Technological Advancements in 5G and Low-latency Networks Propel Growth in Cloud-based Gaming Subscriptions
    • Growing Focus on Affordable and Flexible Payment Plans Expands Adoption of Gaming Subscriptions
    • Increasing Popularity of Free-to-play Games with In-app Subscription Options Expands Market Scope
    • Rising Consumer Interest in Streaming-based Gaming Services Accelerates Market Growth
    • Surge in Demand for Subscription Gaming Bundles with Integrated Perks and Rewards Spurs Growth
    • Increasing Focus on Personalized Gaming Experiences and AI-driven Content Recommendations Strengthens Business Case for Subscriptions
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Subscription-based Gaming Market Analysis of Annual Sales in US$ Million for Years 2014 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Subscription-based Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 3: World Historic Review for Subscription-based Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 4: World 16-Year Perspective for Subscription-based Gaming by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets for Years 2014, 2024 & 2030
    • TABLE 5: World Recent Past, Current & Future Analysis for Smartphones by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 6: World Historic Review for Smartphones by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 7: World 16-Year Perspective for Smartphones by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Consoles by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 9: World Historic Review for Consoles by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 10: World 16-Year Perspective for Consoles by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
    • TABLE 11: World Recent Past, Current & Future Analysis for Personal Computers by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 12: World Historic Review for Personal Computers by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 13: World 16-Year Perspective for Personal Computers by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for Other Device Types by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 15: World Historic Review for Other Device Types by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 16: World 16-Year Perspective for Other Device Types by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
    • TABLE 17: World Recent Past, Current & Future Analysis for Sports Games Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 18: World Historic Review for Sports Games Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 19: World 16-Year Perspective for Sports Games Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
    • TABLE 20: World Recent Past, Current & Future Analysis for Racing Games Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 21: World Historic Review for Racing Games Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 22: World 16-Year Perspective for Racing Games Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
    • TABLE 23: World Recent Past, Current & Future Analysis for Other Applications by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 24: World Historic Review for Other Applications by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 25: World 16-Year Perspective for Other Applications by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
    • TABLE 26: World Recent Past, Current & Future Analysis for Action Games Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 27: World Historic Review for Action Games Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 28: World 16-Year Perspective for Action Games Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
    • TABLE 29: World Recent Past, Current & Future Analysis for Fighting Games Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 30: World Historic Review for Fighting Games Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 31: World 16-Year Perspective for Fighting Games Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
    • TABLE 32: World Recent Past, Current & Future Analysis for Adventure Games Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 33: World Historic Review for Adventure Games Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 34: World 16-Year Perspective for Adventure Games Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
    • TABLE 35: World Recent Past, Current & Future Analysis for Shooting Games Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 36: World Historic Review for Shooting Games Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 37: World 16-Year Perspective for Shooting Games Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
    • TABLE 38: World Recent Past, Current & Future Analysis for Role-Playing Games Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 39: World Historic Review for Role-Playing Games Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 40: World 16-Year Perspective for Role-Playing Games Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Subscription-based Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2024 (E)
    • TABLE 41: USA Recent Past, Current & Future Analysis for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 42: USA Historic Review for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 43: USA 16-Year Perspective for Subscription-based Gaming by Device Type - Percentage Breakdown of Value Sales for Smartphones, Consoles, Personal Computers and Other Device Types for the Years 2014, 2024 & 2030
    • TABLE 44: USA Recent Past, Current & Future Analysis for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 45: USA Historic Review for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 46: USA 16-Year Perspective for Subscription-based Gaming by Application - Percentage Breakdown of Value Sales for Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application for the Years 2014, 2024 & 2030
  • CANADA
    • TABLE 47: Canada Recent Past, Current & Future Analysis for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 48: Canada Historic Review for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 49: Canada 16-Year Perspective for Subscription-based Gaming by Device Type - Percentage Breakdown of Value Sales for Smartphones, Consoles, Personal Computers and Other Device Types for the Years 2014, 2024 & 2030
    • TABLE 50: Canada Recent Past, Current & Future Analysis for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 51: Canada Historic Review for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 52: Canada 16-Year Perspective for Subscription-based Gaming by Application - Percentage Breakdown of Value Sales for Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application for the Years 2014, 2024 & 2030
  • JAPAN
    • Subscription-based Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2024 (E)
    • TABLE 53: Japan Recent Past, Current & Future Analysis for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 54: Japan Historic Review for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 55: Japan 16-Year Perspective for Subscription-based Gaming by Device Type - Percentage Breakdown of Value Sales for Smartphones, Consoles, Personal Computers and Other Device Types for the Years 2014, 2024 & 2030
    • TABLE 56: Japan Recent Past, Current & Future Analysis for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 57: Japan Historic Review for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 58: Japan 16-Year Perspective for Subscription-based Gaming by Application - Percentage Breakdown of Value Sales for Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application for the Years 2014, 2024 & 2030
  • CHINA
    • Subscription-based Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2024 (E)
    • TABLE 59: China Recent Past, Current & Future Analysis for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 60: China Historic Review for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 61: China 16-Year Perspective for Subscription-based Gaming by Device Type - Percentage Breakdown of Value Sales for Smartphones, Consoles, Personal Computers and Other Device Types for the Years 2014, 2024 & 2030
    • TABLE 62: China Recent Past, Current & Future Analysis for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 63: China Historic Review for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 64: China 16-Year Perspective for Subscription-based Gaming by Application - Percentage Breakdown of Value Sales for Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application for the Years 2014, 2024 & 2030
  • EUROPE
    • Subscription-based Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2024 (E)
    • TABLE 65: Europe Recent Past, Current & Future Analysis for Subscription-based Gaming by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 66: Europe Historic Review for Subscription-based Gaming by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 67: Europe 16-Year Perspective for Subscription-based Gaming by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2014, 2024 & 2030
    • TABLE 68: Europe Recent Past, Current & Future Analysis for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 69: Europe Historic Review for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 70: Europe 16-Year Perspective for Subscription-based Gaming by Device Type - Percentage Breakdown of Value Sales for Smartphones, Consoles, Personal Computers and Other Device Types for the Years 2014, 2024 & 2030
    • TABLE 71: Europe Recent Past, Current & Future Analysis for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 72: Europe Historic Review for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 73: Europe 16-Year Perspective for Subscription-based Gaming by Application - Percentage Breakdown of Value Sales for Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application for the Years 2014, 2024 & 2030
  • FRANCE
    • Subscription-based Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2024 (E)
    • TABLE 74: France Recent Past, Current & Future Analysis for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 75: France Historic Review for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 76: France 16-Year Perspective for Subscription-based Gaming by Device Type - Percentage Breakdown of Value Sales for Smartphones, Consoles, Personal Computers and Other Device Types for the Years 2014, 2024 & 2030
    • TABLE 77: France Recent Past, Current & Future Analysis for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 78: France Historic Review for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 79: France 16-Year Perspective for Subscription-based Gaming by Application - Percentage Breakdown of Value Sales for Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application for the Years 2014, 2024 & 2030
  • GERMANY
    • Subscription-based Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2024 (E)
    • TABLE 80: Germany Recent Past, Current & Future Analysis for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 81: Germany Historic Review for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 82: Germany 16-Year Perspective for Subscription-based Gaming by Device Type - Percentage Breakdown of Value Sales for Smartphones, Consoles, Personal Computers and Other Device Types for the Years 2014, 2024 & 2030
    • TABLE 83: Germany Recent Past, Current & Future Analysis for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 84: Germany Historic Review for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 85: Germany 16-Year Perspective for Subscription-based Gaming by Application - Percentage Breakdown of Value Sales for Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application for the Years 2014, 2024 & 2030
  • ITALY
    • TABLE 86: Italy Recent Past, Current & Future Analysis for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 87: Italy Historic Review for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 88: Italy 16-Year Perspective for Subscription-based Gaming by Device Type - Percentage Breakdown of Value Sales for Smartphones, Consoles, Personal Computers and Other Device Types for the Years 2014, 2024 & 2030
    • TABLE 89: Italy Recent Past, Current & Future Analysis for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 90: Italy Historic Review for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 91: Italy 16-Year Perspective for Subscription-based Gaming by Application - Percentage Breakdown of Value Sales for Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application for the Years 2014, 2024 & 2030
  • UNITED KINGDOM
    • Subscription-based Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2024 (E)
    • TABLE 92: UK Recent Past, Current & Future Analysis for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 93: UK Historic Review for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 94: UK 16-Year Perspective for Subscription-based Gaming by Device Type - Percentage Breakdown of Value Sales for Smartphones, Consoles, Personal Computers and Other Device Types for the Years 2014, 2024 & 2030
    • TABLE 95: UK Recent Past, Current & Future Analysis for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 96: UK Historic Review for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 97: UK 16-Year Perspective for Subscription-based Gaming by Application - Percentage Breakdown of Value Sales for Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application for the Years 2014, 2024 & 2030
  • SPAIN
    • TABLE 98: Spain Recent Past, Current & Future Analysis for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 99: Spain Historic Review for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 100: Spain 16-Year Perspective for Subscription-based Gaming by Device Type - Percentage Breakdown of Value Sales for Smartphones, Consoles, Personal Computers and Other Device Types for the Years 2014, 2024 & 2030
    • TABLE 101: Spain Recent Past, Current & Future Analysis for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 102: Spain Historic Review for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 103: Spain 16-Year Perspective for Subscription-based Gaming by Application - Percentage Breakdown of Value Sales for Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application for the Years 2014, 2024 & 2030
  • RUSSIA
    • TABLE 104: Russia Recent Past, Current & Future Analysis for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 105: Russia Historic Review for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 106: Russia 16-Year Perspective for Subscription-based Gaming by Device Type - Percentage Breakdown of Value Sales for Smartphones, Consoles, Personal Computers and Other Device Types for the Years 2014, 2024 & 2030
    • TABLE 107: Russia Recent Past, Current & Future Analysis for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 108: Russia Historic Review for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 109: Russia 16-Year Perspective for Subscription-based Gaming by Application - Percentage Breakdown of Value Sales for Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application for the Years 2014, 2024 & 2030
  • REST OF EUROPE
    • TABLE 110: Rest of Europe Recent Past, Current & Future Analysis for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 111: Rest of Europe Historic Review for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 112: Rest of Europe 16-Year Perspective for Subscription-based Gaming by Device Type - Percentage Breakdown of Value Sales for Smartphones, Consoles, Personal Computers and Other Device Types for the Years 2014, 2024 & 2030
    • TABLE 113: Rest of Europe Recent Past, Current & Future Analysis for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 114: Rest of Europe Historic Review for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 115: Rest of Europe 16-Year Perspective for Subscription-based Gaming by Application - Percentage Breakdown of Value Sales for Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application for the Years 2014, 2024 & 2030
  • ASIA-PACIFIC
    • Subscription-based Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2024 (E)
    • TABLE 116: Asia-Pacific Recent Past, Current & Future Analysis for Subscription-based Gaming by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 117: Asia-Pacific Historic Review for Subscription-based Gaming by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 118: Asia-Pacific 16-Year Perspective for Subscription-based Gaming by Geographic Region - Percentage Breakdown of Value Sales for Australia, India, South Korea and Rest of Asia-Pacific Markets for Years 2014, 2024 & 2030
    • TABLE 119: Asia-Pacific Recent Past, Current & Future Analysis for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 120: Asia-Pacific Historic Review for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 121: Asia-Pacific 16-Year Perspective for Subscription-based Gaming by Device Type - Percentage Breakdown of Value Sales for Smartphones, Consoles, Personal Computers and Other Device Types for the Years 2014, 2024 & 2030
    • TABLE 122: Asia-Pacific Recent Past, Current & Future Analysis for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 123: Asia-Pacific Historic Review for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 124: Asia-Pacific 16-Year Perspective for Subscription-based Gaming by Application - Percentage Breakdown of Value Sales for Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application for the Years 2014, 2024 & 2030
  • AUSTRALIA
    • Subscription-based Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2024 (E)
    • TABLE 125: Australia Recent Past, Current & Future Analysis for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 126: Australia Historic Review for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 127: Australia 16-Year Perspective for Subscription-based Gaming by Device Type - Percentage Breakdown of Value Sales for Smartphones, Consoles, Personal Computers and Other Device Types for the Years 2014, 2024 & 2030
    • TABLE 128: Australia Recent Past, Current & Future Analysis for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 129: Australia Historic Review for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 130: Australia 16-Year Perspective for Subscription-based Gaming by Application - Percentage Breakdown of Value Sales for Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application for the Years 2014, 2024 & 2030
  • INDIA
    • Subscription-based Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2024 (E)
    • TABLE 131: India Recent Past, Current & Future Analysis for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 132: India Historic Review for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 133: India 16-Year Perspective for Subscription-based Gaming by Device Type - Percentage Breakdown of Value Sales for Smartphones, Consoles, Personal Computers and Other Device Types for the Years 2014, 2024 & 2030
    • TABLE 134: India Recent Past, Current & Future Analysis for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 135: India Historic Review for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 136: India 16-Year Perspective for Subscription-based Gaming by Application - Percentage Breakdown of Value Sales for Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application for the Years 2014, 2024 & 2030
  • SOUTH KOREA
    • TABLE 137: South Korea Recent Past, Current & Future Analysis for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 138: South Korea Historic Review for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 139: South Korea 16-Year Perspective for Subscription-based Gaming by Device Type - Percentage Breakdown of Value Sales for Smartphones, Consoles, Personal Computers and Other Device Types for the Years 2014, 2024 & 2030
    • TABLE 140: South Korea Recent Past, Current & Future Analysis for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 141: South Korea Historic Review for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 142: South Korea 16-Year Perspective for Subscription-based Gaming by Application - Percentage Breakdown of Value Sales for Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application for the Years 2014, 2024 & 2030
  • REST OF ASIA-PACIFIC
    • TABLE 143: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 144: Rest of Asia-Pacific Historic Review for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 145: Rest of Asia-Pacific 16-Year Perspective for Subscription-based Gaming by Device Type - Percentage Breakdown of Value Sales for Smartphones, Consoles, Personal Computers and Other Device Types for the Years 2014, 2024 & 2030
    • TABLE 146: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 147: Rest of Asia-Pacific Historic Review for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 148: Rest of Asia-Pacific 16-Year Perspective for Subscription-based Gaming by Application - Percentage Breakdown of Value Sales for Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application for the Years 2014, 2024 & 2030
  • LATIN AMERICA
    • Subscription-based Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2024 (E)
    • TABLE 149: Latin America Recent Past, Current & Future Analysis for Subscription-based Gaming by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 150: Latin America Historic Review for Subscription-based Gaming by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 151: Latin America 16-Year Perspective for Subscription-based Gaming by Geographic Region - Percentage Breakdown of Value Sales for Argentina, Brazil, Mexico and Rest of Latin America Markets for Years 2014, 2024 & 2030
    • TABLE 152: Latin America Recent Past, Current & Future Analysis for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 153: Latin America Historic Review for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 154: Latin America 16-Year Perspective for Subscription-based Gaming by Device Type - Percentage Breakdown of Value Sales for Smartphones, Consoles, Personal Computers and Other Device Types for the Years 2014, 2024 & 2030
    • TABLE 155: Latin America Recent Past, Current & Future Analysis for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 156: Latin America Historic Review for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 157: Latin America 16-Year Perspective for Subscription-based Gaming by Application - Percentage Breakdown of Value Sales for Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application for the Years 2014, 2024 & 2030
  • ARGENTINA
    • TABLE 158: Argentina Recent Past, Current & Future Analysis for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 159: Argentina Historic Review for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 160: Argentina 16-Year Perspective for Subscription-based Gaming by Device Type - Percentage Breakdown of Value Sales for Smartphones, Consoles, Personal Computers and Other Device Types for the Years 2014, 2024 & 2030
    • TABLE 161: Argentina Recent Past, Current & Future Analysis for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 162: Argentina Historic Review for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 163: Argentina 16-Year Perspective for Subscription-based Gaming by Application - Percentage Breakdown of Value Sales for Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application for the Years 2014, 2024 & 2030
  • BRAZIL
    • TABLE 164: Brazil Recent Past, Current & Future Analysis for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 165: Brazil Historic Review for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 166: Brazil 16-Year Perspective for Subscription-based Gaming by Device Type - Percentage Breakdown of Value Sales for Smartphones, Consoles, Personal Computers and Other Device Types for the Years 2014, 2024 & 2030
    • TABLE 167: Brazil Recent Past, Current & Future Analysis for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 168: Brazil Historic Review for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 169: Brazil 16-Year Perspective for Subscription-based Gaming by Application - Percentage Breakdown of Value Sales for Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application for the Years 2014, 2024 & 2030
  • MEXICO
    • TABLE 170: Mexico Recent Past, Current & Future Analysis for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 171: Mexico Historic Review for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 172: Mexico 16-Year Perspective for Subscription-based Gaming by Device Type - Percentage Breakdown of Value Sales for Smartphones, Consoles, Personal Computers and Other Device Types for the Years 2014, 2024 & 2030
    • TABLE 173: Mexico Recent Past, Current & Future Analysis for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 174: Mexico Historic Review for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 175: Mexico 16-Year Perspective for Subscription-based Gaming by Application - Percentage Breakdown of Value Sales for Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application for the Years 2014, 2024 & 2030
  • REST OF LATIN AMERICA
    • TABLE 176: Rest of Latin America Recent Past, Current & Future Analysis for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 177: Rest of Latin America Historic Review for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 178: Rest of Latin America 16-Year Perspective for Subscription-based Gaming by Device Type - Percentage Breakdown of Value Sales for Smartphones, Consoles, Personal Computers and Other Device Types for the Years 2014, 2024 & 2030
    • TABLE 179: Rest of Latin America Recent Past, Current & Future Analysis for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 180: Rest of Latin America Historic Review for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 181: Rest of Latin America 16-Year Perspective for Subscription-based Gaming by Application - Percentage Breakdown of Value Sales for Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application for the Years 2014, 2024 & 2030
  • MIDDLE EAST
    • Subscription-based Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2024 (E)
    • TABLE 182: Middle East Recent Past, Current & Future Analysis for Subscription-based Gaming by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
    • TABLE 183: Middle East Historic Review for Subscription-based Gaming by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 184: Middle East 16-Year Perspective for Subscription-based Gaming by Geographic Region - Percentage Breakdown of Value Sales for Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets for Years 2014, 2024 & 2030
    • TABLE 185: Middle East Recent Past, Current & Future Analysis for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 186: Middle East Historic Review for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 187: Middle East 16-Year Perspective for Subscription-based Gaming by Device Type - Percentage Breakdown of Value Sales for Smartphones, Consoles, Personal Computers and Other Device Types for the Years 2014, 2024 & 2030
    • TABLE 188: Middle East Recent Past, Current & Future Analysis for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 189: Middle East Historic Review for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 190: Middle East 16-Year Perspective for Subscription-based Gaming by Application - Percentage Breakdown of Value Sales for Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application for the Years 2014, 2024 & 2030
  • IRAN
    • TABLE 191: Iran Recent Past, Current & Future Analysis for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 192: Iran Historic Review for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 193: Iran 16-Year Perspective for Subscription-based Gaming by Device Type - Percentage Breakdown of Value Sales for Smartphones, Consoles, Personal Computers and Other Device Types for the Years 2014, 2024 & 2030
    • TABLE 194: Iran Recent Past, Current & Future Analysis for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 195: Iran Historic Review for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 196: Iran 16-Year Perspective for Subscription-based Gaming by Application - Percentage Breakdown of Value Sales for Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application for the Years 2014, 2024 & 2030
  • ISRAEL
    • TABLE 197: Israel Recent Past, Current & Future Analysis for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 198: Israel Historic Review for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 199: Israel 16-Year Perspective for Subscription-based Gaming by Device Type - Percentage Breakdown of Value Sales for Smartphones, Consoles, Personal Computers and Other Device Types for the Years 2014, 2024 & 2030
    • TABLE 200: Israel Recent Past, Current & Future Analysis for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 201: Israel Historic Review for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 202: Israel 16-Year Perspective for Subscription-based Gaming by Application - Percentage Breakdown of Value Sales for Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application for the Years 2014, 2024 & 2030
  • SAUDI ARABIA
    • TABLE 203: Saudi Arabia Recent Past, Current & Future Analysis for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 204: Saudi Arabia Historic Review for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 205: Saudi Arabia 16-Year Perspective for Subscription-based Gaming by Device Type - Percentage Breakdown of Value Sales for Smartphones, Consoles, Personal Computers and Other Device Types for the Years 2014, 2024 & 2030
    • TABLE 206: Saudi Arabia Recent Past, Current & Future Analysis for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 207: Saudi Arabia Historic Review for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 208: Saudi Arabia 16-Year Perspective for Subscription-based Gaming by Application - Percentage Breakdown of Value Sales for Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application for the Years 2014, 2024 & 2030
  • UNITED ARAB EMIRATES
    • TABLE 209: UAE Recent Past, Current & Future Analysis for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 210: UAE Historic Review for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 211: UAE 16-Year Perspective for Subscription-based Gaming by Device Type - Percentage Breakdown of Value Sales for Smartphones, Consoles, Personal Computers and Other Device Types for the Years 2014, 2024 & 2030
    • TABLE 212: UAE Recent Past, Current & Future Analysis for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 213: UAE Historic Review for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 214: UAE 16-Year Perspective for Subscription-based Gaming by Application - Percentage Breakdown of Value Sales for Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application for the Years 2014, 2024 & 2030
  • REST OF MIDDLE EAST
    • TABLE 215: Rest of Middle East Recent Past, Current & Future Analysis for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 216: Rest of Middle East Historic Review for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 217: Rest of Middle East 16-Year Perspective for Subscription-based Gaming by Device Type - Percentage Breakdown of Value Sales for Smartphones, Consoles, Personal Computers and Other Device Types for the Years 2014, 2024 & 2030
    • TABLE 218: Rest of Middle East Recent Past, Current & Future Analysis for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 219: Rest of Middle East Historic Review for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 220: Rest of Middle East 16-Year Perspective for Subscription-based Gaming by Application - Percentage Breakdown of Value Sales for Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application for the Years 2014, 2024 & 2030
  • AFRICA
    • Subscription-based Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2024 (E)
    • TABLE 221: Africa Recent Past, Current & Future Analysis for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 222: Africa Historic Review for Subscription-based Gaming by Device Type - Smartphones, Consoles, Personal Computers and Other Device Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 223: Africa 16-Year Perspective for Subscription-based Gaming by Device Type - Percentage Breakdown of Value Sales for Smartphones, Consoles, Personal Computers and Other Device Types for the Years 2014, 2024 & 2030
    • TABLE 224: Africa Recent Past, Current & Future Analysis for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
    • TABLE 225: Africa Historic Review for Subscription-based Gaming by Application - Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
    • TABLE 226: Africa 16-Year Perspective for Subscription-based Gaming by Application - Percentage Breakdown of Value Sales for Sports Games Application, Racing Games Application, Other Applications, Action Games Application, Fighting Games Application, Adventure Games Application, Shooting Games Application and Role-Playing Games Application for the Years 2014, 2024 & 2030

IV. COMPETITION