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Subscription Based Gaming Market size is set to grow by USD 7.79 billion from 2024-2028, Enhanced features of next-generation gaming consoles to boost the market growth, Technavio

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NEW YORK, July 18, 2024 /PRNewswire/ — The global subscription based gaming market  size is estimated to grow by USD 7.79 billion from 2024-2028, according to Technavio. The market is estimated to grow at a CAGR of  12.17%  during the forecast period. Enhanced features of next-generation gaming consoles is driving market growth, with a trend towards emergence of mobile cloud video gaming. However, impacts of piracy on subscription based gaming  poses a challenge. Key market players include Alphabet Inc., Amazon.com Inc., Apple Inc., BLACKNUT, Blade SAS, Capcom Co. Ltd., Electronic Arts Inc., Epic Games Inc., Gimzawy, Microsoft Corp., NEOM Co., Netflix Inc., Nintendo Co. Ltd., NVIDIA Corp., Roblox Corp., Sony Group Corp., Take Two Interactive Software Inc., Tencent Holdings Ltd., Ubisoft Entertainment SA, and Ziff Davis Inc..

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Forecast period

2024-2028

Base Year

2023

Historic Data

2018 – 2022

Segment Covered

Genre (Action, Adventure, Shooting, Sports, and Others), Device (Smartphones, Console, and PC), and Geography (APAC, North America, Europe, South America, and Middle East and Africa)

Region Covered

APAC, North America, Europe, South America, and Middle East and Africa

Key companies profiled

Alphabet Inc., Amazon.com Inc., Apple Inc., BLACKNUT, Blade SAS, Capcom Co. Ltd., Electronic Arts Inc., Epic Games Inc., Gimzawy, Microsoft Corp., NEOM Co., Netflix Inc., Nintendo Co. Ltd., NVIDIA Corp., Roblox Corp., Sony Group Corp., Take Two Interactive Software Inc., Tencent Holdings Ltd., Ubisoft Entertainment SA, and Ziff Davis Inc.

Key Market Trends Fueling Growth

Cloud gaming is a service that allows users to access and play games hosted on remote servers through Internet-connected devices. These games can be accessed for free or through paid subscriptions. Microsoft’s Xbox Game Pass is an example of a subscription-based cloud gaming service, offering over 100 games for approximately USD15 a month. Cloud gaming eliminates the need for high-end hardware, making it an attractive option for non-core gamers and those with limited storage and processing capacity on mobile devices. The global subscription-based gaming market is expected to grow due to the increasing popularity of cloud gaming. 

The Subscription-based gaming market is experiencing a surge due to the COVID-19 pandemic and lockdown regulations. Cloud-based subscription games, such as Google for Games and Xbox Cloud Gaming, are becoming increasingly popular. Competitive genres like Action and Adventure, represented by titles like Call of Duty, Warcraft, Overwatch, Crash Bandicoot, and Guitar Hero, dominate the scene. Newzoo reports a competitive space with service providers like Activision Blizzard, Sumo Group, and Turtle Rock Studios. Console gaming and PC gaming continue to coexist, with VR (Virtual Reality) and Hyper-casual game genre gaining traction. Minecraft Earth, PUBG Mobile, and others benefit from a Covid-related surge in consumer bases. CTR (click-through rate) is high for offline games during lockdowns. The market remains competitive, with console gaming and PC gaming continuing to dominate but cloud-based games gaining ground. 

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Market Challenges

In the digital gaming industry, piracy poses a significant challenge to publishers and vendors in the subscription-based gaming market. Unauthorized copying, downloading, and sharing of non-licensed content deter publishers from investing heavily in game development. This issue primarily impacts the digital and packaged gaming segments, which are the primary sources of gameplay in the subscription-based gaming market. As a result, revenue generation is projected to be adversely affected during the forecast period. Publishers, though not direct participants, are indirectly affected due to their partnerships with console manufacturers. Approximately 20% of gamers engage in illegal downloading, primarily through peer-to-peer systems, websites, blogs, and stream-ripping applications. The increasing instances of cyber threats and piracy are anticipated to impede the expansion of the global subscription-based gaming market.The subscription-based gaming market faces several challenges in terms of profitability for Small and Medium Enterprises (SMEs). Device type and game type segmentations pose action for SMEs, as they must cater to various device types like smartphones and gaming consoles, and diverse game genres such as action, shooting, sports, adventure, fighting, and role-playing. Availability of Augmented Reality (AR) and Virtual Reality (VR) games adds to the complexity. The action segment, including games like shooting and fighting, dominates the market. Gamer perception and decision-making skills influence the choice of subscription games. The COVID-19 pandemic and the resulting remote work environment have led to increased leisure time and a surge in mobile gaming. Subscription services like Streamlabs, Stream Hatchet, and Twitch have emerged, offering AR, VR, and artificial intelligence (AI) capabilities. Smartphone penetration and internet access are essential factors, with high-end smartphones and IoT driving growth. Estimations suggest cloud-based gaming solutions will dominate the subscription economy. Hardware sales decline as gaming platforms shift to subscription business models, according to the Zoo report.

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Segment Overview 

This subscription based gaming market report extensively covers market segmentation by

Genre 1.1 Action1.2 Adventure1.3 Shooting1.4 Sports1.5 OthersDevice 2.1 Smartphones2.2 Console2.3 PCGeography 3.1 APAC3.2 North America3.3 Europe3.4 South America3.5 Middle East and Africa

1.1 Action- 

For more information on market segmentation with geographical analysis including forecast (2024-2028) and historic data (2018 – 2022)  – Download a Sample Report

Learn and explore more about Technavio’s in-depth research reports

The global Blockchain Gaming Market is experiencing rapid growth, driven by the rising popularity of decentralized gaming platforms that offer enhanced security, transparency, and ownership of digital assets. Key players are innovating to integrate blockchain technology, creating new opportunities for gamers and developers alike. The global Gaming Software Market continues to expand, fueled by increasing demand for immersive gaming experiences and advancements in technology such as AR and VR. Major companies are investing in cutting-edge software solutions to enhance gameplay, attract diverse audiences, and drive revenue growth.

Research Analysis

Subscription-based gaming services have revolutionized the way we play games, offering a steady stream of content for a monthly fee. These services provide additional benefits beyond the games themselves, such as exclusive in-game items and discounts on digital purchases. With the pandemic keeping many at home, these services have become a popular choice for engaged audiences seeking new forms of leisure time entertainment. Gaming consoles and PCs are not the only platforms for subscription-based gaming. Augmented reality (AR) and virtual reality (VR) offer immersive experiences, while cloud-based gaming solutions allow access to high-end games on low-end devices. Smartphone penetration and internet access have expanded the reach of subscription games to mobile gamers. Subscription-based gaming services have also embraced emerging technologies like artificial intelligence (AI), IoT, and microtransactions. The action genre, in particular, has seen significant growth, with subscription services offering access to the latest action and adventure games. Twitch and other streaming platforms have further enhanced the subscription-based gaming experience, allowing players to connect with each other and share their gameplay in real-time. The subscription economy continues to grow, with gaming platforms offering a wide range of genres, from action to adventure, to cater to diverse audiences.

Market Research Overview

The Subscription-based Gaming Market is a rapidly growing segment in the gaming industry, offering players unlimited access to a library of games for a monthly fee. Subscription-based gaming services provide additional benefits, such as discounts on microtransactions and paid downloads, creating an engaged audience for operators. The market encompasses various gaming sectors, including Action, Shooting, Sports, Adventure, Fighting, Role-playing, and Racing, available on Smartphones, Gaming Consoles, and PCs. The use of Artificial Intelligence (AI) and Augmented Reality (AR) in games enhances the user experience. The subscription economy is thriving, with key vendors like Google for Games, Activision Blizzard, and Microsoft’s Xbox offering cloud-based gaming solutions. The COVID-19 pandemic and lockdown regulations have accelerated the adoption of subscription-based gaming, with an increase in remote work environments and leisure time. The Action and Adventure genres dominate the market, with gamer’s perception and decision-making skills influencing their choices. The prices for subscription-based gaming services vary, with some offering free trials and flexible plans. The availability of high-end smartphones and widespread internet access have contributed to the growth of mobile gamers. IoT and hardware sales are also impacted by the subscription economy. The risks associated with subscription-based gaming include the potential for service disruptions and dependency on a stable internet connection. SMEs in the gaming sector are also adopting subscription business models to reach a wider audience and generate profit. The market is expected to continue growing, with estimations of over USD159 billion in revenue by 2025. Streamlabs, Stream Hatchet, Twitch, and other service providers are also capitalizing on the trend towards subscription-based gaming. The future of the market looks bright, with the integration of AI and VR technologies set to revolutionize the gaming experience.

Table of Contents:

1 Executive Summary
2 Market Landscape
3 Market Sizing
4 Historic Market Size
5 Five Forces Analysis
6 Market Segmentation

GenreActionAdventureShootingSportsOthersDeviceSmartphonesConsolePCGeographyAPACNorth AmericaEuropeSouth AmericaMiddle East And Africa

7 Customer Landscape
8 Geographic Landscape
9 Drivers, Challenges, and Trends
10 Company Landscape
11 Company Analysis
12 Appendix

About Technavio

Technavio is a leading global technology research and advisory company. Their research and analysis focuses on emerging market trends and provides actionable insights to help businesses identify market opportunities and develop effective strategies to optimize their market positions.

With over 500 specialized analysts, Technavio’s report library consists of more than 17,000 reports and counting, covering 800 technologies, spanning across 50 countries. Their client base consists of enterprises of all sizes, including more than 100 Fortune 500 companies. This growing client base relies on Technavio’s comprehensive coverage, extensive research, and actionable market insights to identify opportunities in existing and potential markets and assess their competitive positions within changing market scenarios.

Contacts

Technavio Research
Jesse Maida
Media & Marketing Executive
US: +1 844 364 1100
UK: +44 203 893 3200
Email: media@technavio.com
Website: www.technavio.com/

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As ADA Anniversary Approaches, University of Phoenix Survey Highlights AI’s Potential to Advance Accessibility in Work and Learning

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Survey conducted by The Harris Poll on behalf of University of Phoenix finds among those already using AI in the workplace, 60% say AI has improved their knowledge of and ability to use accessibility standards and guidelines.

PHOENIX, July 24, 2026 /PRNewswire/ — As artificial intelligence becomes part of how people work, learn and solve problems, a new University of Phoenix survey conducted by The Harris Poll finds that recent working learners see meaningful opportunities for AI to support accessibility. The survey was designed to understand the impact of AI in the workplace and learning environments on accessibility, defined as ensuring digital content, tools and resources, including AI tools and output, are usable by people with different abilities through inclusive design, use of assistive technology or conformance with accessibility standards, such as the Web Content Accessibility Guidelines (WCAG). The findings are being released ahead of the 36th anniversary of the Americans with Disabilities Act (ADA) on July 26.

The survey, conducted among 1,019 U.S. employed adults who completed a professionally presented training or school course in the past 12 months (“recent working learners”), found that, among workers already using AI in the workplace, 3 in 5 (60%) say AI has improved their knowledge of and ability to use accessibility standards and guidelines, including nearly 1 in 5 (19%) who report significant improvement. 

While the findings point to optimism about AI’s accessibility potential, they also reveal an opportunity for clearer organizational guidance: 45% of respondents say accessibility is absent from, unclear in, or they are uncertain whether it is covered by their workplace AI policies.

“The reality is that accessibility benefits everyone,” shares Kelly Hermann, Vice President of Accessibility and Student Affairs at University of Phoenix. “If accessibility is built in from the beginning, organizations are more likely to create AI-enabled environments that are universally usable. Clearer content, better summaries, accurate captions, and multiple formats can help workers and learners with disabilities, but they also help busy adults, multilingual learners, mobile users, and anyone trying to absorb information quickly.”

Key findings from the survey include:

Workers see AI’s accessibility potential: 89% of recent working learners identify workflows that could benefit from AI and accessibility tools, especially creating accessible documents, presentations, websites or learning materials (38%), presenting information in different formats such as plain language, audio, summaries or translations (33%), and training employees or learners on accessibility practices (30%).AI may help build accessibility awareness: Among those already using AI in the workplace, 60% say AI has improved their knowledge of and ability to use accessibility standards and guidelines.Accessibility is not always clear in workplace AI policies: 45% of recent working learners say accessibility is absent from, unclear in, or they are uncertain whether it is covered by their workplace AI policies.AI tools may not yet fully support different access needs: Among those who use workplace AI tools, only about a quarter of survey respondents (27%) say AI tools available through their workplace or professional learning environment support people with disabilities very well.Human oversight remains important: 36% of recent working learners say human review for important decisions or high-impact work should be part of responsible AI use at work or school.Workers also recognize how AI and accessibility can have an impact on their own career journey: 90% of recent working learners identify AI and accessibility skills that would be valuable in their current or desired career field, including 45% who see value in understanding when AI-generated content needs human review.

Why accessibility is essential to responsible AI adoption

As AI tools are used to draft documents, summarize information, generate captions and transcripts, create image descriptions, support learning and assist with workplace tasks, accessibility becomes central to responsible use. Poorly implemented AI can also create or amplify barriers, including inaccessible content, inaccurate summaries, biased outputs and tools that do not work effectively with assistive technologies.

“Responsible AI is not only about productivity,” Hermann said. “It is about whether the technology works for the people who need to use it. AI can help create more accessible materials and more flexible ways to engage with information, but it still requires clear policies, practical training and human judgment to make sure the outputs are accurate, applicable and usable.”

What the findings mean for employers and educators

The survey suggests that organizations have an opportunity to align AI adoption with supportive design, accessibility practices and workforce training. Employers and educators can take immediate steps by:

Naming accessibility directly in AI policies and guidance.Choosing AI tools with accessibility and assistive technology compatibility in mind.Training workers and learners to create, check and improve accessible AI-generated content.Making support pathways clear for people who experience barriers using AI tools.Keeping human review in place for important decisions, high-impact work and accessibility-sensitive outputs.

The survey also found workers want practical AI training. The most helpful resources identified by recent working learners include real-world examples from their field or industry (36%), hands-on practice using realistic workplace scenarios (34%) and step-by-step demonstrations of common tasks (33%).

Accessibility insights from University of Phoenix

Hermann shared the survey findings ahead of the ADA anniversary in recent media interviews. Hermann oversees the University’s accessibility initiative, including evaluation and remediation of curricular resources, the Center for Access, Resources, Engagement and Support Services (CARES), and the Office of Collaborative Learning and Educational Engagement. Her work focuses on fostering accessible and welcoming educational environments for students, faculty and staff.

Hermann’s office at University of Phoenix also convenes accessibility conversations through initiatives such as Access Amplified™, a free, annual virtual event focused on advancing digital accessibility in web development. The event brings together engineers, developers, designers, content authors and digital strategists for practical strategies and human-centered conversations that address the gap between coding practices and how users with assistive technology experience the web.

About the survey

The survey was conducted online within the United States by The Harris Poll on behalf of University of Phoenix from June 22–29, 2026, among 1,019 employed adults ages 18 and older who have taken a professionally presented training or a school course in the past 12 months, referred to as “recent working learners.” Data were weighted where necessary by age, gender, race/ethnicity, region, education, employment, marital status, household size, household income and smoking status to bring them in line with their actual proportions in the population.

Respondents for this survey were selected from among those who have agreed to participate in surveys. The sampling precision of Harris online polls is measured by using a Bayesian credible interval. For this study, the sample data is accurate to within +/- 3.8 percentage points using a 95% confidence level. This credible interval will be wider among subsets of the surveyed population of interest.

Review the complete survey at phoenix.edu/aiaccessibility.

About University of Phoenix

University of Phoenix is Built for Real Life. 50 Years Strong. The University innovates to help working adults enhance their careers and develop skills in a rapidly changing world through flexible online learning, relevant courses, academic AI pillars, and skills-mapped curriculum for associate, bachelor’s and master’s degree programs. Active students and alumni have access to Career Services for Life® resources including career guidance and tools. For more information, visit phoenix.edu. 

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Mastech Digital to Announce Second Quarter 2026 Financial Results; Participate in Upcoming Investor Conference

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PITTSBURGH, July 24, 2026 /PRNewswire/ — Mastech Digital, Inc. (NYSE American: MHH) (“Mastech Digital”), a leading provider of Digital Transformation IT Services, today announced the date for the release of its financial results for the second quarter ended June 30, 2026, and its participation in an upcoming investor conference.

Second Quarter 2026 Earnings:

Mastech Digital will report its financial results for the second quarter 2026 before the market opens on Thursday, August 6, 2026. Management will host a live conference call and webcast at 9:00 a.m. Eastern Time on that day to discuss the Company’s financial performance and operating results.  The conference call will be hosted by Nirav Patel, President and CEO, and Kannan Sugantharaman, Chief Financial and Operations Officer.

Those wishing to participate via webcast should access the call through Mastech Digital’s Investor Relations website at https://investors.mastechdigital.com. Those wishing to participate via telephone may dial in at 1-800-715-9871 (USA) or 1-646-307-1963 (International) with the passcode 7506988. The replay will be available via webcast through Mastech Digital’s Investor Relations website.

Upcoming Investor Conference:

Mr. Sugantharaman will host a fireside chat at the Sidoti Micro-Cap Investor Conference on Wednesday, August 19, 2026, at 9:15 a.m. Eastern Time.

Mastech Digital management is scheduled to host virtual one-on-one and small group meetings with investors during the conference on August 19-20, 2026. Investors interested in arranging a meeting should contact their Sidoti representative or reach out to the Mastech Digital investor relations team at investors@mastechdigital.com.

About Mastech Digital, Inc.

Mastech Digital (NYSE American: MHH) is a leading provider of Digital Transformation IT Services. The Company offers Data Management, Analytics & AI Solutions, and IT Staffing Services with a digital-first approach. A minority-owned enterprise, Mastech Digital is headquartered in Pittsburgh, PA, with offices across the U.S., Canada, Europe, and India. Visit us at www.mastechdigital.com.

Investor Relations Contact:
investors@mastechdigital.com 

 

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SOLAI Limited Announces Extraordinary General Meeting

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AKRON, Ohio, July 24, 2026 /PRNewswire/ — SOLAI Limited (NYSE: SLAI) (“SOLAI” or the “Company”) (previously known as “BIT Mining Limited”), a technology-driven personal AI and digital infrastructure provider, today announced that it will hold its extraordinary general meeting of shareholders at 428 South Seiberling Street, Akron, Ohio, US on August 14, 2026 at 10:00 a.m., New York time.

Holders of record of ordinary shares and preference shares of the Company at the close of business on July 20, 2026, New York time (the “Record Date”) are entitled to receive notice of, and to attend and vote at, the extraordinary general meeting or any adjournment thereof. Holders of the Company’s American Depositary Shares (“ADSs”) who wish to exercise their voting rights for the underlying ordinary shares must act through the depositary of the Company’s ADS program, Deutsche Bank Trust Company Americas.

The notice of the extraordinary general meeting, which sets forth the resolutions to be submitted to shareholder approval at the extraordinary general meeting is available on the Investor Relations section of the Company’s website at https://ir.solai.com

About SOLAI Limited

SOLAI Limited (previously known as “BIT Mining Limited”) (NYSE: SLAI) (previously traded under “BTCM”) is a technology-driven personal AI and digital infrastructure provider. Building upon its historical legacy in digital asset mining and blockchain network operations, the Company is leveraging extensive experience in large-scale hardware deployment, data center operations, and high-performance computing to build the foundational infrastructure for personal AI computing and digital asset ecosystems globally.

For more information:

SOLAI Limited
ir@solai.com
ir.solai.com
www.solai.com 

Christensen Advisory
Jason Ng
Tel: +852-2117-0861
Email: solai@christensencomms.com 

 

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