Global Subscription-based Gaming Market Size

Statistics for the 2023 & 2024 Global Subscription-based Gaming market size, created by Mordor Intelligence™ Industry Reports. Global Subscription-based Gaming size report includes a market forecast to 2029 and historical overview. Get a sample of this industry size analysis as a free report PDF download.

Market Size of Global Subscription-based Gaming Industry

Subscription Based Gaming Market Size
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 Asia-Pacific

Major Players

Subscription Based Gaming Market Major Players

*Disclaimer: Major Players sorted in no particular order

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Subscription Based Gaming Market Analysis

The Global 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 industry's growth. Subscription services, which charge a regular fee for access to a game library, are significantly contributing 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 into 5G infrastructure are vital toward this success. According to Ericsson, the number of 5G mobile subscriptions in the Asia-Pacific region is anticipated to reach around 1,545 million by 2025.
  • 5G evolution has also encouraged market providers to ideate subscription-based cloud gaming solutions. For instance, in November 2021, Microsoft launched the beta version of Xbox Cloud Gaming for Xbox Series X/S, and the services are set to be rolled out for tablets, PCs, and Smartphones. Further, the company plans to announce its plans for Xbox Cloud Gaming's integration of TV and streaming sticks such as Roku.
  • The Increasing number of service providers operating in markets is increasing at a rapid rate, 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. Also, once the service provider switches the business plan to turn toward profitability by increasing the prices of the services offered, the consumers may switch to newer players who are offering similar services at competitive prices. Such scenarios are challenging the growth of the service providers.
  • With the outbreak of COVID-19, the market is witnessing positive growth and the increasing popularity of online multiplayer games, as people stay at home for a maximum time due to lockdowns being imposed by the government. According to the Broadcast Audience Research Council India (BARC) report, the average time spent by gaming users per week in India increased by 44% during the pandemic. The time increased to 3 Hours 38 minutes per week during the COVID-19 pandemic from 2 hours 31 minutes pre-pandemic.

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