Subscription-Based Gaming Market Size (2024 - 2029)

The subscription-based gaming market is experiencing significant growth, driven by technological advancements and the increasing popularity of mobile gaming. The market's expansion is supported by the adoption of subscription services that offer access to a diverse game library for a regular fee, making gaming more affordable for consumers. The rollout of 5G and unlimited data plans is enhancing the appeal of cloud gaming, as these developments cater to the preferences of mobile gamers. Despite the competitive landscape, where service providers must balance consumer benefits with sustainability, the market continues to thrive, bolstered by innovations in bundling services and the demand for immersive gaming experiences.

Market Size of Subscription-Based Gaming Industry

Subscription-Based Gaming Market Summary
Study Period 2019 - 2029
Market Size (2024) USD 10.92 Billion
Market Size (2029) USD 17.46 Billion
CAGR (2024 - 2029) 9.84 %
Fastest Growing Market Asia Pacific
Largest Market North America

Major Players

Subscription-Based Gaming Market Major Players

*Disclaimer: Major Players sorted in no particular order

Subscription Based Gaming Market Analysis

The Subscription-Based Gaming Market size is estimated at USD 10.92 billion in 2024, and is expected to reach USD 17.46 billion by 2029, growing at a CAGR of 9.84% during the forecast period (2024-2029).

  • Continuous technological advancements in the gaming industry are propelling the market’s growth. Subscription services, which charge a regular fee for access to a game library, significantly contribute to the market.
  • The release of 5G and the emergence of unlimited data plans are also expected to be key factors aiding the success of subscription-based cloud gaming across the world, as most gamers today prefer playing games on their mobile devices. In addition, the increasing services and investments in 5G infrastructure are vital to this success. According to Ericsson, 5G mobile subscriptions in Asia-Pacific will reach around 1,545 million by 2025.
  • Various bundling service innovations drive the market, and the subscription model allows players to pay regularly to access additional in-game material and features for a specified length of time. The subscription model is also commonly seen in mobile gaming as an in-app purchase. While casual users will continue to play the games for free, those who pay can experience a premium gaming experience.
  • Subscriptions typically offer a more affordable entry point for gamers. Instead of paying a significant upfront cost for a single game, subscribers gain access to a library of games for a monthly fee, which can often be lower than the cost of purchasing even one new game.
  • The number of service providers operating in markets is increasing rapidly, thus creating a competitive space where vendors are forced to offer benefits to consumers at a loss that may not be sustainable over a long period. Once the service provider switches the business plan to turn toward profitability by increasing the prices of the services offered, the consumers may also switch to newer players offering similar services at competitive prices. Such scenarios are challenging the growth of the service providers.
  • The Post COVID also increased the need for people to engage in immersive experiences at home. In addition, affordable VR equipment and 5G implementation allowed many users worldwide to engage in mobile gaming. In July 2023, Verizon stated that over 200 million people, or around two of every three Americans, enjoyed the world's fastest and most reliable 5G Ultra Wideband service offered by the company. The power and performance of a Verizon 5G Ultra Wideband, with fast download speeds and the capability to support data-intensive activities, can be experienced by customers in the United States.

Subscription Based Gaming Industry Segmentation

The study tracks the demand in the subscription-based gaming market, which is emerging as a viable source of revenue for console and cloud-based gaming vendors. Cloud-based gaming revenues are also factored into the market sizing, considering their mode of operation.

The gaming subscriptions market is segmented by type (console gaming, PC-based gaming, and mobile gaming ) and geography (North America, Europe, Asia Pacific, and Rest of the World). The market sizes and forecasts are provided in terms of value (USD) for all the above segments.

By Gaming Type
Console Gaming
PC-based Gaming
Mobile Gaming
By Geography***
North America
Europe
Asia
Australia and New Zealand
Latin America
Middle East and Africa
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Subscription-Based Gaming Market Size Summary

The subscription-based gaming market is experiencing robust growth, driven by continuous technological advancements and the increasing popularity of mobile gaming. Subscription services, which offer access to a library of games for a regular fee, are becoming a significant revenue model in the gaming industry. The advent of 5G technology and unlimited data plans is further enhancing the appeal of cloud gaming, as gamers increasingly prefer mobile platforms. This shift is supported by the growing number of service providers, which, while creating a competitive landscape, also poses challenges in maintaining sustainable pricing strategies. The COVID-19 pandemic accelerated market growth as more people turned to online multiplayer games for entertainment during lockdowns, highlighting the demand for immersive gaming experiences.

In the Asia-Pacific region, the subscription-based gaming market is bolstered by advanced internet infrastructure and a strong gaming culture. Countries like China, with its vast gaming population, and Singapore, poised as a gaming hub, are key players in this growth. Government support and strategic partnerships are further fueling the market's expansion. Major industry players such as Xbox, PlayStation, Apple, Nintendo, and EA are actively enhancing their offerings through partnerships and acquisitions. Recent developments include collaborations to launch cloud gaming platforms and expand gaming access across devices, underscoring the market's dynamic nature and the ongoing evolution of consumer preferences.

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Subscription-Based Gaming Market Size - Table of Contents

  1. 1. MARKET INSIGHTS

    1. 1.1 Market Overview

    2. 1.2 Industry Ecosystem Analysis

    3. 1.3 Industry Attractiveness - Porter's Five Forces Analysis

      1. 1.3.1 Bargaining Power of Suppliers

      2. 1.3.2 Bargaining Power of Buyers

      3. 1.3.3 Bargaining Threat of New Entrants

      4. 1.3.4 Threat of Substitutes

      5. 1.3.5 Intensity of Competitive Rivalry

  2. 2. MARKET SEGMENTATION

    1. 2.1 By Gaming Type

      1. 2.1.1 Console Gaming

      2. 2.1.2 PC-based Gaming

      3. 2.1.3 Mobile Gaming

    2. 2.2 By Geography***

      1. 2.2.1 North America

      2. 2.2.2 Europe

      3. 2.2.3 Asia

      4. 2.2.4 Australia and New Zealand

      5. 2.2.5 Latin America

      6. 2.2.6 Middle East and Africa

Subscription-Based Gaming Market Size FAQs

The Subscription-Based Gaming Market size is expected to reach USD 10.92 billion in 2024 and grow at a CAGR of 9.84% to reach USD 17.46 billion by 2029.

In 2024, the Subscription-Based Gaming Market size is expected to reach USD 10.92 billion.

Subscription Based Gaming Market Size & Share Analysis - Growth Trends & Forecasts (2024 - 2029)