封面
市場調查報告書
商品編碼
1577501

全球訂閱遊戲市場

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個工作天內

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簡介目錄

到 2030 年,全球訂閱遊戲市場預計將達到 213 億美元

全球訂閱遊戲市場預計 2023 年為 101 億美元,預計到 2030 年將達到 213 億美元,2023-2030 年分析期間複合年成長率為 11.3%。智慧型手機訂閱遊戲是本報告分析的細分市場之一,預計複合年成長率為 12.3%,到分析期結束時將達到 96 億美元。在分析期間,基於訂閱的主機遊戲產業的複合年成長率預計為 11.0%。

美國市場預計成長27億美元,中國複合年成長率15.4%

預計 2023 年美國訂閱遊戲市場規模將達 27 億美元。中國作為世界第二大經濟體,預計2030年市場規模將達到46億美元,2023-2030年分析期間複合年成長率為15.4%。其他值得注意的區域市場包括日本和加拿大,在分析期間預計複合年成長率分別為 8.4% 和 9.8%。在歐洲,德國的複合年成長率預計約為 9.0%。

全球訂閱遊戲市場 - 主要趨勢和促進因素總結

為什麼基於訂閱的遊戲將改變電玩產業

基於訂閱的遊戲正在徹底改變電玩產業,消費者可以透過定期付費存取大量遊戲庫,而不是購買單獨的遊戲。這種模式因其實惠的價格和在多個平台上訪問各種遊戲的便利性而變得流行。 Xbox Game Pass、PlayStation Now 和 Google Stadia 等基於訂閱的服務讓玩家可以靈活地玩新版本和經典遊戲,而無需預付費用。雲端遊戲的興起,允許遊戲直接從伺服器串流傳輸,無需下載或高階硬體,這也推動了基於訂閱的遊戲的興起。這種模式對休閒遊戲玩家和重度核心玩家都有好處,因為它降低了玩付費遊戲的門檻,同時為遊戲開發人員提供了穩定的收益來源。

訂閱型遊戲市場的主要細分市場有哪些?

平台包括基於主機的服務、PC 遊戲訂閱和雲端遊戲平台,每個平台都提供各種遊戲類型的訪問,從動作和角色扮演遊戲到體育和模擬遊戲。訂閱模式下提供的遊戲類型範圍廣泛,從獨立遊戲到 AAA 大片。最終用戶分為休閒遊戲重度核心玩家,訂閱服務透過提供休閒、適合家庭的遊戲以及更複雜、高預算的遊戲來迎合這兩種人群。此外,由於高速網際網路和 5G 技術的可用性不斷提高,雲端遊戲服務也越來越受歡迎,從而改善了串流媒體體驗。

哪些技術創新正在推動訂閱遊戲的發展?

雲端運算、5G 網路和跨平台遊戲的技術進步正在推動訂閱遊戲的成長。雲端遊戲服務使您無需強大的遊戲硬體即可串流遊戲,正在徹底改變優質遊戲的獲取方式。 5G 更快的網路速度將最大限度地減少延遲問題,改善遊戲體驗,讓即時多人遊戲更貼近您。跨平台相容性也是一項關鍵創新,讓遊戲玩家能夠在主機、PC 和行動裝置上無縫玩遊戲。訂閱服務也利用人工智慧根據用戶行為推薦個人化遊戲,進一步提高參與度和保留率。

推動訂閱遊戲市場成長的因素有哪些?

訂閱型遊戲市場的成長受到多種因素的推動,包括雲端遊戲的可承受性和可訪問性的提高、對跨平台遊戲體驗的需求不斷成長以及消費者對靈活支付模式的偏好不斷成長。基於訂閱的遊戲對消費者很有吸引力,因為它們的入門成本低,並且無需單獨購買即可玩各種遊戲。高速網路基礎設施和 5G 的擴展使雲端遊戲變得更加可行,並減少了對昂貴遊戲硬體的需求。此外,獨家內容的可用性和新遊戲的搶先體驗正在鼓勵更多遊戲玩家訂閱加值服務,進一步推動市場成長。

受訪企業範例(36家知名企業)

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

目錄

第1章調查方法

第 2 章執行摘要

  • 市場概況
  • 主要企業
  • 市場趨勢和促進因素
  • 全球市場展望

第3章市場分析

  • 美國
  • 加拿大
  • 日本
  • 中國
  • 歐洲
  • 法國
  • 德國
  • 義大利
  • 英國
  • 西班牙
  • 俄羅斯
  • 其他歐洲國家
  • 亞太地區
  • 澳洲
  • 印度
  • 韓國
  • 其他亞太地區
  • 拉丁美洲
  • 阿根廷
  • 巴西
  • 墨西哥
  • 其他拉丁美洲
  • 中東
  • 伊朗
  • 以色列
  • 沙烏地阿拉伯
  • 阿拉伯聯合大公國
  • 其他中東地區
  • 非洲

第4章 比賽

簡介目錄
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