Omdia: Asia’s Game Subscription Market Set to Reach $9.4bn by 2029

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 in 2025 to$6.5b n by 2029. This growth impressively outpaces the global average for subscription share of content spending.$9.4b n -
Driving this expansion are mobile in-app subscriptions, with revenue rising from
in 2025 to$3.6b n by 2029 at a strong$5.8b n12.7% 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
in 2026.$1.1b n - 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 Chenyu Cui, Senior Analyst in Omdia’s Games practice. “Mobile in-app subscriptions are the undisputed growth engine, cleverly adapted to enhance retention and spending within the dominant F2P framework. The future lies in hybrid models, deeper UGC integration, and leveraging AI for personalization.”
The report, published in July 2025 provides a comprehensive analysis of subscription model adoption, revenue forecasts, regional trends, and publisher strategies across the
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Fasiha Khan: fasiha.khan@omdia.com
Source: Omdia