Omdia: Asia’s Game Subscription Market Set to Reach $9.4bn by 2029
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Games subscription market revenue by category, Asia&Oceania, 2019-29
Key highlights from the research include:
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Total game subscription revenue in
Asia andOceania is forecast to grow from$6.5bn in 2025 to$9.4bn by 2029. This growth impressively outpaces the global average for subscription share of content spending. -
Driving this expansion are mobile in-app subscriptions, with revenue rising from
$3.6bn in 2025 to$5.8bn by 2029 at a strong 12.7% CAGR. The resources, privileges, and exclusive content included in subscription benefits are ubiquitous in top-grossing Asian mobile games. -
Primarily sustained by veteran MMORPGs with loyal player bases, PC single-game subscriptions remain the second-largest category, projected to generate
$1.1bn in 2026. - Subscriptions are increasingly integrated with loot box mechanics and battle passes to boost player retention and spending. Hybrid subscription packages tailored to individual player behavior are increasingly popular with both players and publishers.
- The rate of adoption of subscription models varies across Asian countries due to diverging gamer preference and differentiation among popular game genres.
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Cloud gaming subscriptions have largely failed to gain traction in
Asia beyond partnerships. Limited gamer demand and a lack of innovation in monetization hinder growth in this segment.
“Asia’s gaming market is defined by free-to-play, but subscriptions are finding a vital role,” said
The report, published in
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Source: Omdia