Report cover image

Global Subscription Game Boxes Market Outlook and Growth Opportunities 2026

Publisher APO Research, Inc.
Published Mar 06, 2026
Length 203 Pages
SKU # APRC20953827

Description

The global Subscription Game Boxes market was valued at US$ million in 2026 and is projected to reach US$ million by 2032, implying a compound annual growth rate (CAGR) of % over 2026-2032.

The North America market for Subscription Game Boxes is projected to increase from US$ million in 2026 to US$ million by 2032, at a CAGR of % over 2026-2032.

The Europe market for Subscription Game Boxes is projected to increase from US$ million in 2026 to US$ million by 2032, at a CAGR of % over 2026-2032.

The Asia Pacific market for Subscription Game Boxes is projected to increase from US$ million in 2026 to US$ million by 2032, at a CAGR of % over 2026-2032.

In China, the Subscription Game Boxes market is projected to increase from US$ million in 2026 to US$ million by 2032, at a CAGR of % over 2026-2032.

Major global companies in the Subscription Game Boxes market include AirDrop Crates, Cosy Killer, Cratejoy, CultureFly, Dear Holmes, Escape The Crate, Finders Seekers, Geek Crate and Geek Fuel, among others. In 2025, the top three vendors together accounted for approximately % of global market revenue.

This report provides an overview of the global Subscription Game Boxes market in terms of revenue and gross margin, analyzing global market trends using historical revenue data for 2021-2025, estimates for 2026, and projected CAGRs through 2032.

The study covers key producers of Subscription Game Boxes and market revenue by major regions and countries, assesses future market potential, and highlights priority regions and countries for segmenting the market into sub-sectors, with country-specific market value data for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, the Middle East, Africa, and other countries.

The report also presents Subscription Game Boxes revenue, market share, and industry ranking for the main companies for 2021-2026, identifies the major stakeholders in the global market, and analyzes their competitive landscape and market positioning based on recent developments and segmental revenues.

Across the 2021-2026 period, the analysis compares revenue growth and profitability profiles by company, distinguishing participants with sustained expansion from those with more cyclical performance, and relates these patterns to differences in regional exposure, product portfolios, and application focus in the global Subscription Game Boxes market.

Subscription Game Boxes Segment by Company

AirDrop Crates
Cosy Killer
Cratejoy
CultureFly
Dear Holmes
Escape The Crate
Finders Seekers
Geek Crate
Geek Fuel
GGRetroBox
Loot Crate
Loot Gaming
Love Sub
Nintendo
Sock Geeks
The Heroes Tower

Subscription Game Boxes Segment by Type

Board Games
Card Games
Mystery Games
Others

Subscription Game Boxes Segment by Application

Adults
Children

Subscription Game Boxes Segment by Region

North America

United States

Canada

Mexico
Europe

Germany

France

U.K.

Italy

Russia

Spain

Netherlands

Switzerland

Sweden

Poland
Asia-Pacific

China

Japan

South Korea

India

Australia

Taiwan

Southeast Asia
South America

Brazil

Argentina

Chile
Middle East & Africa

Egypt

South Africa

Israel

Türkiye

GCC Countries

Study Objectives

1. To analyze and research the global Subscription Game Boxes status and future forecast, involving, revenue, growth rate (CAGR), market share, historical and forecast.
2. To present the Subscription Game Boxes key companies, revenue, market share, and recent developments.
3. To split the Subscription Game Boxes breakdown data by regions, type, companies, and application.
4. To analyze the global and key regions Subscription Game Boxes market potential and advantage, opportunity and challenge, restraints, and risks.
5. To identify Subscription Game Boxes significant trends, drivers, influence factors in global and regions.
6. To analyze Subscription Game Boxes competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

Reasons to Buy This Report

1. This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global Subscription Game Boxes market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market.
2. This report will help stakeholders to understand the global industry status and trends of Subscription Game Boxes and provides them with information on key market drivers, restraints, challenges, and opportunities.
3. This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in sales and value), competitor ecosystem, new product development, expansion, and acquisition.
4. This report stays updated with novel technology integration, features, and the latest developments in the market.
5. This report helps stakeholders to gain insights into which regions to target globally.
6. This report helps stakeholders to gain insights into the end-user perception concerning the adoption of Subscription Game Boxes.
7. This report helps stakeholders to identify some of the key players in the market and understand their valuable contribution.

Chapter Outline

Chapter 1: Introduces the report scope of the report, global total market size.
Chapter 2: Analysis key trends, drivers, challenges, and opportunities within the global Subscription Game Boxes industry.
Chapter 3: Detailed analysis of Subscription Game Boxes company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Sales value of Subscription Game Boxes in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of key country in the world.
Chapter 7: Sales value of Subscription Game Boxes in country level. It provides sigmate data by type, and by application for each country/region.
Chapter 8: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including revenue, gross margin, product introduction, recent development, etc.
Chapter 9: Concluding Insights.

Please Note: Single-User license will be delivered via PDF from the publisher without the rights to print or to edit.

Table of Contents

203 Pages
1 Market Overview
1.1 Product Definition
1.2 Global Subscription Game Boxes Market Size, 2021 VS 2025 VS 2032
1.3 Global Subscription Game Boxes Market Size (2021-2032)
1.4 Assumptions and Limitations
1.5 Study Goals and Objectives
2 Subscription Game Boxes Market Dynamics
2.1 Subscription Game Boxes Industry Trends
2.2 Subscription Game Boxes Industry Drivers
2.3 Subscription Game Boxes Industry Opportunities and Challenges
2.4 Subscription Game Boxes Industry Restraints
3 Subscription Game Boxes Market by Company
3.1 Global Subscription Game Boxes Company Revenue Ranking in 2025
3.2 Global Subscription Game Boxes Revenue by Company (2021-2026)
3.3 Global Subscription Game Boxes Company Ranking (2024-2026)
3.4 Global Subscription Game Boxes Company Manufacturing Base and Headquarters
3.5 Global Subscription Game Boxes Company Product Type and Application
3.6 Global Subscription Game Boxes Company Establishment Date
3.7 Market Competitive Analysis
3.7.1 Global Subscription Game Boxes Market Concentration Ratio (CR5 and HHI)
3.7.2 Global Top 5 and 10 Company Market Share by Revenue in 2025
3.7.3 2025 Subscription Game Boxes Tier 1, Tier 2, and Tier 3 Companies
3.8 Mergers and Acquisitions Expansion
4 Subscription Game Boxes Market by Type
4.1 Subscription Game Boxes Type Introduction
4.1.1 Board Games
4.1.2 Card Games
4.1.3 Mystery Games
4.1.4 Others
4.2 Global Subscription Game Boxes Sales Value by Type
4.2.1 Global Subscription Game Boxes Sales Value by Type (2021 VS 2025 VS 2032)
4.2.2 Global Subscription Game Boxes Sales Value by Type (2021-2032)
4.2.3 Global Subscription Game Boxes Sales Value Share by Type (2021-2032)
5 Subscription Game Boxes Market by Application
5.1 Subscription Game Boxes Application Introduction
5.1.1 Adults
5.1.2 Children
5.2 Global Subscription Game Boxes Sales Value by Application
5.2.1 Global Subscription Game Boxes Sales Value by Application (2021 VS 2025 VS 2032)
5.2.2 Global Subscription Game Boxes Sales Value by Application (2021-2032)
5.2.3 Global Subscription Game Boxes Sales Value Share by Application (2021-2032)
6 Subscription Game Boxes Regional Value Analysis
6.1 Global Subscription Game Boxes Sales Value by Region: 2021 VS 2025 VS 2032
6.2 Global Subscription Game Boxes Sales Value by Region (2021-2032)
6.2.1 Global Subscription Game Boxes Sales Value by Region: 2021-2026
6.2.2 Global Subscription Game Boxes Sales Value by Region (2027-2032)
6.3 North America
6.3.1 North America Subscription Game Boxes Sales Value (2021-2032)
6.3.2 North America Subscription Game Boxes Sales Value Share by Country, 2025 VS 2032
6.4 Europe
6.4.1 Europe Subscription Game Boxes Sales Value (2021-2032)
6.4.2 Europe Subscription Game Boxes Sales Value Share by Country, 2025 VS 2032
6.5 Asia-Pacific
6.5.1 Asia-Pacific Subscription Game Boxes Sales Value (2021-2032)
6.5.2 Asia-Pacific Subscription Game Boxes Sales Value Share by Country, 2025 VS 2032
6.6 South America
6.6.1 South America Subscription Game Boxes Sales Value (2021-2032)
6.6.2 South America Subscription Game Boxes Sales Value Share by Country, 2025 VS 2032
6.7 Middle East & Africa
6.7.1 Middle East & Africa Subscription Game Boxes Sales Value (2021-2032)
6.7.2 Middle East & Africa Subscription Game Boxes Sales Value Share by Country, 2025 VS 2032
7 Subscription Game Boxes Country-level Value Analysis
7.1 Global Subscription Game Boxes Sales Value by Country: 2021 VS 2025 VS 2032
7.2 Global Subscription Game Boxes Sales Value by Country (2021-2032)
7.2.1 Global Subscription Game Boxes Sales Value by Country (2021-2026)
7.2.2 Global Subscription Game Boxes Sales Value by Country (2027-2032)
7.3 USA
7.3.1 USA Subscription Game Boxes Sales Value Growth Rate (2021-2032)
7.3.2 USA Subscription Game Boxes Sales Value Share by Type, 2025 VS 2032
7.3.3 USA Subscription Game Boxes Sales Value Share by Application, 2025 VS 2032
7.4 Canada
7.4.1 Canada Subscription Game Boxes Sales Value Growth Rate (2021-2032)
7.4.2 Canada Subscription Game Boxes Sales Value Share by Type, 2025 VS 2032
7.4.3 Canada Subscription Game Boxes Sales Value Share by Application, 2025 VS 2032
7.5 Mexico
7.5.1 Mexico Subscription Game Boxes Sales Value Growth Rate (2021-2032)
7.5.2 Mexico Subscription Game Boxes Sales Value Share by Type, 2025 VS 2032
7.5.3 Mexico Subscription Game Boxes Sales Value Share by Application, 2025 VS 2032
7.6 Germany
7.6.1 Germany Subscription Game Boxes Sales Value Growth Rate (2021-2032)
7.6.2 Germany Subscription Game Boxes Sales Value Share by Type, 2025 VS 2032
7.6.3 Germany Subscription Game Boxes Sales Value Share by Application, 2025 VS 2032
7.7 France
7.7.1 France Subscription Game Boxes Sales Value Growth Rate (2021-2032)
7.7.2 France Subscription Game Boxes Sales Value Share by Type, 2025 VS 2032
7.7.3 France Subscription Game Boxes Sales Value Share by Application, 2025 VS 2032
7.8 U.K.
7.8.1 U.K. Subscription Game Boxes Sales Value Growth Rate (2021-2032)
7.8.2 U.K. Subscription Game Boxes Sales Value Share by Type, 2025 VS 2032
7.8.3 U.K. Subscription Game Boxes Sales Value Share by Application, 2025 VS 2032
7.9 Italy
7.9.1 Italy Subscription Game Boxes Sales Value Growth Rate (2021-2032)
7.9.2 Italy Subscription Game Boxes Sales Value Share by Type, 2025 VS 2032
7.9.3 Italy Subscription Game Boxes Sales Value Share by Application, 2025 VS 2032
7.10 Spain
7.10.1 Spain Subscription Game Boxes Sales Value Growth Rate (2021-2032)
7.10.2 Spain Subscription Game Boxes Sales Value Share by Type, 2025 VS 2032
7.10.3 Spain Subscription Game Boxes Sales Value Share by Application, 2025 VS 2032
7.11 Russia
7.11.1 Russia Subscription Game Boxes Sales Value Growth Rate (2021-2032)
7.11.2 Russia Subscription Game Boxes Sales Value Share by Type, 2025 VS 2032
7.11.3 Russia Subscription Game Boxes Sales Value Share by Application, 2025 VS 2032
7.12 Netherlands
7.12.1 Netherlands Subscription Game Boxes Sales Value Growth Rate (2021-2032)
7.12.2 Netherlands Subscription Game Boxes Sales Value Share by Type, 2025 VS 2032
7.12.3 Netherlands Subscription Game Boxes Sales Value Share by Application, 2025 VS 2032
7.13 Nordic Countries
7.13.1 Nordic Countries Subscription Game Boxes Sales Value Growth Rate (2021-2032)
7.13.2 Nordic Countries Subscription Game Boxes Sales Value Share by Type, 2025 VS 2032
7.13.3 Nordic Countries Subscription Game Boxes Sales Value Share by Application, 2025 VS 2032
7.14 China
7.14.1 China Subscription Game Boxes Sales Value Growth Rate (2021-2032)
7.14.2 China Subscription Game Boxes Sales Value Share by Type, 2025 VS 2032
7.14.3 China Subscription Game Boxes Sales Value Share by Application, 2025 VS 2032
7.15 Japan
7.15.1 Japan Subscription Game Boxes Sales Value Growth Rate (2021-2032)
7.15.2 Japan Subscription Game Boxes Sales Value Share by Type, 2025 VS 2032
7.15.3 Japan Subscription Game Boxes Sales Value Share by Application, 2025 VS 2032
7.16 South Korea
7.16.1 South Korea Subscription Game Boxes Sales Value Growth Rate (2021-2032)
7.16.2 South Korea Subscription Game Boxes Sales Value Share by Type, 2025 VS 2032
7.16.3 South Korea Subscription Game Boxes Sales Value Share by Application, 2025 VS 2032
7.17 India
7.17.1 India Subscription Game Boxes Sales Value Growth Rate (2021-2032)
7.17.2 India Subscription Game Boxes Sales Value Share by Type, 2025 VS 2032
7.17.3 India Subscription Game Boxes Sales Value Share by Application, 2025 VS 2032
7.18 Australia
7.18.1 Australia Subscription Game Boxes Sales Value Growth Rate (2021-2032)
7.18.2 Australia Subscription Game Boxes Sales Value Share by Type, 2025 VS 2032
7.18.3 Australia Subscription Game Boxes Sales Value Share by Application, 2025 VS 2032
7.19 Southeast Asia
7.19.1 Southeast Asia Subscription Game Boxes Sales Value Growth Rate (2021-2032)
7.19.2 Southeast Asia Subscription Game Boxes Sales Value Share by Type, 2025 VS 2032
7.19.3 Southeast Asia Subscription Game Boxes Sales Value Share by Application, 2025 VS 2032
7.20 Brazil
7.20.1 Brazil Subscription Game Boxes Sales Value Growth Rate (2021-2032)
7.20.2 Brazil Subscription Game Boxes Sales Value Share by Type, 2025 VS 2032
7.20.3 Brazil Subscription Game Boxes Sales Value Share by Application, 2025 VS 2032
7.21 Argentina
7.21.1 Argentina Subscription Game Boxes Sales Value Growth Rate (2021-2032)
7.21.2 Argentina Subscription Game Boxes Sales Value Share by Type, 2025 VS 2032
7.21.3 Argentina Subscription Game Boxes Sales Value Share by Application, 2025 VS 2032
7.22 Chile
7.22.1 Chile Subscription Game Boxes Sales Value Growth Rate (2021-2032)
7.22.2 Chile Subscription Game Boxes Sales Value Share by Type, 2025 VS 2032
7.22.3 Chile Subscription Game Boxes Sales Value Share by Application, 2025 VS 2032
7.23 Colombia
7.23.1 Colombia Subscription Game Boxes Sales Value Growth Rate (2021-2032)
7.23.2 Colombia Subscription Game Boxes Sales Value Share by Type, 2025 VS 2032
7.23.3 Colombia Subscription Game Boxes Sales Value Share by Application, 2025 VS 2032
7.24 Peru
7.24.1 Peru Subscription Game Boxes Sales Value Growth Rate (2021-2032)
7.24.2 Peru Subscription Game Boxes Sales Value Share by Type, 2025 VS 2032
7.24.3 Peru Subscription Game Boxes Sales Value Share by Application, 2025 VS 2032
7.25 Saudi Arabia
7.25.1 Saudi Arabia Subscription Game Boxes Sales Value Growth Rate (2021-2032)
7.25.2 Saudi Arabia Subscription Game Boxes Sales Value Share by Type, 2025 VS 2032
7.25.3 Saudi Arabia Subscription Game Boxes Sales Value Share by Application, 2025 VS 2032
7.26 Israel
7.26.1 Israel Subscription Game Boxes Sales Value Growth Rate (2021-2032)
7.26.2 Israel Subscription Game Boxes Sales Value Share by Type, 2025 VS 2032
7.26.3 Israel Subscription Game Boxes Sales Value Share by Application, 2025 VS 2032
7.27 UAE
7.27.1 UAE Subscription Game Boxes Sales Value Growth Rate (2021-2032)
7.27.2 UAE Subscription Game Boxes Sales Value Share by Type, 2025 VS 2032
7.27.3 UAE Subscription Game Boxes Sales Value Share by Application, 2025 VS 2032
7.28 Turkey
7.28.1 Turkey Subscription Game Boxes Sales Value Growth Rate (2021-2032)
7.28.2 Turkey Subscription Game Boxes Sales Value Share by Type, 2025 VS 2032
7.28.3 Turkey Subscription Game Boxes Sales Value Share by Application, 2025 VS 2032
7.29 Iran
7.29.1 Iran Subscription Game Boxes Sales Value Growth Rate (2021-2032)
7.29.2 Iran Subscription Game Boxes Sales Value Share by Type, 2025 VS 2032
7.29.3 Iran Subscription Game Boxes Sales Value Share by Application, 2025 VS 2032
7.30 Egypt
7.30.1 Egypt Subscription Game Boxes Sales Value Growth Rate (2021-2032)
7.30.2 Egypt Subscription Game Boxes Sales Value Share by Type, 2025 VS 2032
7.30.3 Egypt Subscription Game Boxes Sales Value Share by Application, 2025 VS 2032
8 Company Profiles
8.1 AirDrop Crates
8.1.1 AirDrop Crates Company Information
8.1.2 AirDrop Crates Business Overview
8.1.3 AirDrop Crates Subscription Game Boxes Revenue and Gross Margin (2021-2026)
8.1.4 AirDrop Crates Subscription Game Boxes Product Portfolio
8.1.5 AirDrop Crates Recent Developments
8.2 Cosy Killer
8.2.1 Cosy Killer Company Information
8.2.2 Cosy Killer Business Overview
8.2.3 Cosy Killer Subscription Game Boxes Revenue and Gross Margin (2021-2026)
8.2.4 Cosy Killer Subscription Game Boxes Product Portfolio
8.2.5 Cosy Killer Recent Developments
8.3 Cratejoy
8.3.1 Cratejoy Company Information
8.3.2 Cratejoy Business Overview
8.3.3 Cratejoy Subscription Game Boxes Revenue and Gross Margin (2021-2026)
8.3.4 Cratejoy Subscription Game Boxes Product Portfolio
8.3.5 Cratejoy Recent Developments
8.4 CultureFly
8.4.1 CultureFly Company Information
8.4.2 CultureFly Business Overview
8.4.3 CultureFly Subscription Game Boxes Revenue and Gross Margin (2021-2026)
8.4.4 CultureFly Subscription Game Boxes Product Portfolio
8.4.5 CultureFly Recent Developments
8.5 Dear Holmes
8.5.1 Dear Holmes Company Information
8.5.2 Dear Holmes Business Overview
8.5.3 Dear Holmes Subscription Game Boxes Revenue and Gross Margin (2021-2026)
8.5.4 Dear Holmes Subscription Game Boxes Product Portfolio
8.5.5 Dear Holmes Recent Developments
8.6 Escape The Crate
8.6.1 Escape The Crate Company Information
8.6.2 Escape The Crate Business Overview
8.6.3 Escape The Crate Subscription Game Boxes Revenue and Gross Margin (2021-2026)
8.6.4 Escape The Crate Subscription Game Boxes Product Portfolio
8.6.5 Escape The Crate Recent Developments
8.7 Finders Seekers
8.7.1 Finders Seekers Company Information
8.7.2 Finders Seekers Business Overview
8.7.3 Finders Seekers Subscription Game Boxes Revenue and Gross Margin (2021-2026)
8.7.4 Finders Seekers Subscription Game Boxes Product Portfolio
8.7.5 Finders Seekers Recent Developments
8.8 Geek Crate
8.8.1 Geek Crate Company Information
8.8.2 Geek Crate Business Overview
8.8.3 Geek Crate Subscription Game Boxes Revenue and Gross Margin (2021-2026)
8.8.4 Geek Crate Subscription Game Boxes Product Portfolio
8.8.5 Geek Crate Recent Developments
8.9 Geek Fuel
8.9.1 Geek Fuel Company Information
8.9.2 Geek Fuel Business Overview
8.9.3 Geek Fuel Subscription Game Boxes Revenue and Gross Margin (2021-2026)
8.9.4 Geek Fuel Subscription Game Boxes Product Portfolio
8.9.5 Geek Fuel Recent Developments
8.10 GGRetroBox
8.10.1 GGRetroBox Company Information
8.10.2 GGRetroBox Business Overview
8.10.3 GGRetroBox Subscription Game Boxes Revenue and Gross Margin (2021-2026)
8.10.4 GGRetroBox Subscription Game Boxes Product Portfolio
8.10.5 GGRetroBox Recent Developments
8.11 Loot Crate
8.11.1 Loot Crate Company Information
8.11.2 Loot Crate Business Overview
8.11.3 Loot Crate Subscription Game Boxes Revenue and Gross Margin (2021-2026)
8.11.4 Loot Crate Subscription Game Boxes Product Portfolio
8.11.5 Loot Crate Recent Developments
8.12 Loot Gaming
8.12.1 Loot Gaming Company Information
8.12.2 Loot Gaming Business Overview
8.12.3 Loot Gaming Subscription Game Boxes Revenue and Gross Margin (2021-2026)
8.12.4 Loot Gaming Subscription Game Boxes Product Portfolio
8.12.5 Loot Gaming Recent Developments
8.13 Love Sub
8.13.1 Love Sub Company Information
8.13.2 Love Sub Business Overview
8.13.3 Love Sub Subscription Game Boxes Revenue and Gross Margin (2021-2026)
8.13.4 Love Sub Subscription Game Boxes Product Portfolio
8.13.5 Love Sub Recent Developments
8.14 Nintendo
8.14.1 Nintendo Company Information
8.14.2 Nintendo Business Overview
8.14.3 Nintendo Subscription Game Boxes Revenue and Gross Margin (2021-2026)
8.14.4 Nintendo Subscription Game Boxes Product Portfolio
8.14.5 Nintendo Recent Developments
8.15 Sock Geeks
8.15.1 Sock Geeks Company Information
8.15.2 Sock Geeks Business Overview
8.15.3 Sock Geeks Subscription Game Boxes Revenue and Gross Margin (2021-2026)
8.15.4 Sock Geeks Subscription Game Boxes Product Portfolio
8.15.5 Sock Geeks Recent Developments
8.16 The Heroes Tower
8.16.1 The Heroes Tower Company Information
8.16.2 The Heroes Tower Business Overview
8.16.3 The Heroes Tower Subscription Game Boxes Revenue and Gross Margin (2021-2026)
8.16.4 The Heroes Tower Subscription Game Boxes Product Portfolio
8.16.5 The Heroes Tower Recent Developments
9 Concluding Insights
10 Appendix
10.1 Reasons for Doing This Study
10.2 Research Methodology
10.3 Research Process
10.4 Authors List of This Report
10.5 Data Source
10.5.1 Secondary Sources
10.5.2 Primary Sources
How Do Licenses Work?
Request A Sample
Head shot

Questions or Comments?

Our team has the ability to search within reports to verify it suits your needs. We can also help maximize your budget by finding sections of reports you can purchase.