封面
市場調查報告書
商品編碼
1750783

遊戲即服務市場規模、佔有率、趨勢分析報告:按平台、遊戲類型、收益模式、最終用途、地區和細分市場預測,2025 年至 2030 年

Gaming As A Service Market Size, Share & Trends Analysis Report By Platform, By Game Type (Action, Adventure, Role-Playing, Simulation), By Revenue Model (Subscription, In-Game Purchases), By End Use, By Region, And Segment Forecasts, 2025 - 2030

出版日期: | 出版商: Grand View Research | 英文 140 Pages | 商品交期: 2-10個工作天內

價格

Gaas(遊戲即服務)市場規模與趨勢

預計 2024 年全球遊戲即服務 (Gaas) 市場規模將達到 49.1 億美元,2025 年至 2030 年的複合年成長率將達到 24.9%。

雲端遊戲的興起是遊戲即服務市場的主要驅動力,它重塑了遊戲的存取和玩遊戲的方式。

雲端基礎設施的進步使得圖形密集型遊戲能夠無縫串流,無需高階硬體,並擴大了更多用戶的使用範圍。 Google Stadia 和 NVIDIA GeForce Now 等平台引領了這項變革,讓使用者只需穩定的網路連線即可在各種裝置上即時暢玩遊戲。

隨著遊戲可及性的提升和門檻的降低,參與企業現在可以在行動電話、平板電腦和智慧電視上暢玩 AAA 級遊戲,市場正在加速擴張。關鍵促進因素包括網路速度的提升、5G 的推出以及邊緣運算的進步,這些因素提升了串流媒體品質並最大限度地降低了延遲。因此,雲端遊戲正在成為遊戲即服務 (GaaS) 模式的核心要素,無論硬體限制如何,都能提供一致的高品質體驗。

遊戲內微交易推動免費遊戲的興起是市場最熱門的趨勢之一。許多開發者選擇這種收益模式,以吸引更廣泛的受眾,而無需支付門檻。諸如外觀道具和角色皮膚之類的微交易是穩定的收入來源,使開發者能夠定期更新遊戲。 《Apex 英雄》和《決勝時刻:戰區》等免費遊戲的成功證明了這種模式能夠創造永續的收益。遊戲即服務業持續擁抱微交易,推動遊戲內收費和虛擬經濟的創新。

隨著錦標賽、直播和有組織的比賽的快速發展,電子競技正成為市場不可或缺的一部分。遊戲開發者正在將電子競技元素直接融入他們的遊戲中,增強遊戲的競技方面,並為職業比賽創造機會。 Twitch 和 YouTube Gaming 等平台正成為觀看電競的最佳平台,提升了遊戲的曝光度和影響力。這種整合也使開發者受益,透過持續的社群參與,有助於延長遊戲的生命週期。 GaaS 生態系統中電子競技的持續成長,標誌著競技遊戲的專業化和商業化程度的不斷提升。

持續更新新內容和活動的線上服務遊戲是市場的一個顯著趨勢。像《要塞英雄》和《天命2》這樣的遊戲就採用了這種模式,提供持續更新、季節性活動和新功能,讓參與企業能夠長時間保持沉浸感。這種趨勢使遊戲更像是一種持續性的服務,而非一次性購買,開發者會利用參與企業回饋來改善體驗。因此,線上服務遊戲透過維護活躍參與企業群並定期推出新的商業化戰略,實現了高額盈利。遊戲即服務 (GAAS) 產業正在不斷發展,優先考慮參與企業的長期參與度,而非短期銷售。

由於智慧型手機普及率高且平價行動資料方案日益普及,亞太地區的遊戲即服務 (Gaas) 產業正經歷行動遊戲的激增。中國、日本和韓國等國家憑藉龐大的遊戲受眾引領產業,而行動優先遊戲開發則處於創新的前沿。中國見證了《絕地求生》手遊和《王者榮耀》等手機遊戲的崛起,這些遊戲是該地區遊戲收益的主要貢獻者。這一趨勢促使本地開發商專注於打造符合區域偏好的行動最佳化體驗。隨著遊戲即服務 (Gaas) 行業的持續擴張,亞太地區憑藉其在行動遊戲領域的領導地位和精通技術的人口結構,有望成為主導力量。

索尼還透過其 PlayStation Now 和 PlayStation Plus 服務在遊戲即服務 (GaaS) 領域取得了重大進展。 PlayStation Now 支援串流播放和下載各種 PlayStation 遊戲,使其成為雲端遊戲領域的有力參與企業。索尼的 PlayStation Plus 服務透過提供包月遊戲下載和獨家折扣,進一步強化了該公司的訂閱模式。憑藉龐大而忠實的用戶群,索尼正在將更多雲端基礎的功能整合到其生態系統中,以提供一體化的遊戲即服務 (GaaS) 產品。隨著 PlayStation 訂閱服務的成長以及全新 PlayStation Plus 服務的推出,索尼正在進一步鞏固其在不斷發展的遊戲即服務產業中的關鍵參與企業。

目錄

第1章調查方法與範圍

第2章執行摘要

第3章遊戲即服務市場變數、趨勢與範圍

  • 市場體系展望
  • 市場價值鏈分析
  • 市場動態
    • 市場促進因素分析
    • 市場限制/問題分析
    • 行業機會
  • Gaas(遊戲即服務)市場分析工具
    • 產業分析—波特五力分析
    • PESTEL分析
  • 市場技術趨勢

第4章 Gaas(遊戲即服務)市場:按平台的估計和趨勢分析

  • 細分儀表板
  • Gaas(遊戲即服務)市場:2024 年和 2030 年平台變化分析
  • 個人電腦和筆記型電腦
  • 智慧型手機和平板電腦
  • 遊戲機

第5章 Gaas(遊戲即服務)市場:按遊戲類型進行的估計和趨勢分析

  • 細分儀表板
  • 遊戲即服務 (GAAS) 市場:2024 年和 2030 年遊戲類型變化分析
  • 行動
  • 冒險
  • 角色扮演
  • 模擬
  • 運動的
  • 其他

第6章 Gaas(遊戲即服務)市場:收益模型、估算與趨勢分析

  • 細分儀表板
  • 遊戲即服務 (GAAS) 市場:2024 年和 2030 年收益模式變化分析
  • 訂閱
  • 遊戲內購買
  • 廣告
  • 其他

第7章 Gaas(遊戲即服務)市場:按最終用途進行的估計和趨勢分析

  • 細分儀表板
  • 遊戲即服務市場:2024 年和 2030 年終端用戶趨勢分析
  • 個人
  • 商業的

第8章 Gaas(遊戲即服務)市場:區域、估計和趨勢分析

  • 2024 年及 2030 年各地區遊戲即服務市場佔有率
  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 英國
    • 德國
    • 法國
  • 亞太地區
    • 中國
    • 日本
    • 印度
    • 韓國
    • 澳洲
  • 拉丁美洲
    • 巴西
  • 中東和非洲
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 南非

第9章 競爭態勢

  • 公司分類
  • 公司市場定位
  • 公司熱圖分析
  • 公司簡介/上市公司
    • Activision Blizzard
    • Bandai Namco Entertainment
    • Electronic Arts(EA)
    • Epic Games
    • Microsoft Corporation
    • RIoT Games
    • Sony Interactive Entertainment
    • Square Enix
    • Take-Two Interactive
    • Tencent Games
    • Ubisoft
    • Valve Corporation
Product Code: GVR-4-68040-576-6

Gaming As A Service Market Size & Trends:

The global gaming as a service market size was estimated at USD 4.91 billion in 2024 and is expected to expand at a CAGR of 24.9% from 2025 to 2030. The rise of cloud gaming is a key driver in gaming as a service (GaaS) market, reshaping how games are accessed and played.

Advances in cloud infrastructure now enable seamless streaming of graphically intense games, removing the need for high-end hardware and broadening access to a larger audience. Platforms like Google Stadia and NVIDIA GeForce Now are leading this shift by offering instant game access across a range of devices with a stable internet connection.

This growing accessibility and reduced entry barriers accelerate market expansion by enabling players to enjoy AAA games on mobile phones, tablets, and smart TVs. Key drivers such as improvements in internet speed, the rollout of 5G, and advances in edge computing are enhancing streaming quality and minimizing latency. As a result, cloud gaming is becoming a central component of gaming as a service model, offering a consistent, high-quality experience regardless of hardware limitations.

The shift towards free-to-play games, supported by in-game microtransactions, is among the most popular market trends. Many developers are choosing this revenue model to attract a wide audience without the barrier of entry costs. Microtransactions, such as cosmetic items or character skins, are a steady source of income, enabling developers to update games regularly. The success of free-to-play titles like Apex Legends and Call of Duty: Warzone proves this model can create sustainable revenue. Gaming as a service industry continues to embrace microtransactions, driving innovation in in-game purchases and virtual economies.

Esports are becoming an essential part of the market, with exponential growth in tournaments, live streams, and organized competitions. Game developers are incorporating esports elements directly into their games, enhancing the competitive aspect and creating opportunities for professional play. Platforms like Twitch and YouTube Gaming are becoming the go-to spaces for watching esports, amplifying the visibility and reach of games. This integration also benefits developers, as it helps extend their games' lifecycle through sustained community engagement. The continued growth of esports within the GaaS ecosystem demonstrates the increasing professionalization and commercialization of competitive gaming.

Live service games, which are constantly updated with new content and events, are a prominent trend in the market. Titles like Fortnite and Destiny 2 have embraced this model, offering ongoing updates, seasonal events, and new features that keep players engaged for extended periods. This trend has led to games becoming more like ongoing services rather than one-time purchases, with developers using player feedback to refine the experience. As a result, live service games have become highly profitable by maintaining active player bases and regularly introducing new monetization strategies. Gaming as a service industry is evolving to prioritize long-term player engagement over short-term sales.

Gaming as a service industry in Asia Pacific is experiencing a surge in mobile gaming, driven by the high penetration of smartphones and the increasing availability of affordable mobile data plans. Countries like China, Japan, and South Korea lead the way with a massive gaming audience, and mobile-first game development is at the forefront of innovation. China has witnessed the rise of mobile games such as PUBG Mobile and Honor of Kings, contributing significantly to the region's gaming revenue. This trend has led to local developers focusing on creating mobile-optimized experiences that cater to regional tastes. As the gaming as a service industry continues to expand, Asia Pacific is poised to be a dominant force, thanks to its mobile gaming leadership and tech-savvy demographic.

Sony has also made significant strides in the gaming-as-a-service industry through its PlayStation Now and PlayStation Plus services. PlayStation Now allows gamers to stream and download a wide range of PlayStation games, making it a competitive player in the cloud gaming space. Sony's PlayStation Plus service, which offers monthly game downloads and exclusive discounts, further enhances the company's subscription-based model. With a large and loyal user base, Sony has been integrating more cloud-based features into its ecosystem, providing an all-in-one gaming service. The growth of PlayStation's subscription services and the upcoming launch of its new PlayStation Plus tiers further solidify Sony's role as a key player in the evolving gaming-as-a-service industry.

Global Gaming As A Service Market Report Segmentation

This report forecasts revenue growth at the regional and country levels and provides an analysis of the latest industry trends and opportunities in each of the sub-segments from 2018 to 2030. For this study, Grand View Research has segmented the global gaming as a service market report based on platform, game type, revenue model, end use, and region:

  • Platform Outlook (Revenue, USD Million, 2018 - 2030)
  • PCs and Laptops
  • Smartphones and Tablets
  • Gaming Consoles
  • Game Type Outlook (Revenue, USD Million, 2018 - 2030)
  • Action
  • Adventure
  • Role-Playing
  • Simulation
  • Strategy
  • Sports
  • Others
  • Revenue Model Outlook (Revenue, USD Million, 2018 - 2030)
  • Subscription
  • In-Game Purchases
  • Advertising
  • Others
  • End Use Outlook (Revenue, USD Million, 2018 - 2030)
  • Individual
  • Commercial
  • Regional Outlook (Revenue, USD Million, 2018 - 2030)
  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • France
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Australia
  • Latin America
    • Brazil
  • Middle East and Africa
    • Saudi Arabia
    • UAE
    • South Africa

Table of Contents

Chapter 1. Methodology and Scope

  • 1.1. Market Segmentation and Scope
  • 1.2. Market Definitions
    • 1.2.1. Information analysis
    • 1.2.2. Market formulation & data visualization
    • 1.2.3. Data validation & publishing
  • 1.3. Research Scope and Assumptions
    • 1.3.1. List of Data Sources

Chapter 2. Executive Summary

  • 2.1. Market Outlook
  • 2.2. Segment Outlook
  • 2.3. Competitive Insights

Chapter 3. Gaming as a Service Market Variables, Trends, & Scope

  • 3.1. Market Lineage Outlook
  • 3.2. Market Value Chain Analysis
  • 3.3. Market Dynamics
    • 3.3.1. Market Driver Analysis
    • 3.3.2. Market Restraint/Challenge Analysis
    • 3.3.3. Industry Opportunities
  • 3.4. Gaming as a Service Market Analysis Tools
    • 3.4.1. Industry Analysis - Porter's
      • 3.4.1.1. Bargaining power of the suppliers
      • 3.4.1.2. Bargaining power of the buyers
      • 3.4.1.3. Threats of substitution
      • 3.4.1.4. Threats from new entrants
      • 3.4.1.5. Competitive rivalry
    • 3.4.2. PESTEL Analysis
      • 3.4.2.1. Political Landscape
      • 3.4.2.2. Economic Landscape
      • 3.4.2.3. Social Landscape
      • 3.4.2.4. Technological Landscape
      • 3.4.2.5. Environmental Landscape
      • 3.4.2.6. Legal Landscape
  • 3.5. Market Technology Trends

Chapter 4. Gaming as a Service Market: Platform Estimates & Trend Analysis

  • 4.1. Segment Dashboard
  • 4.2. Gaming as a Service Market: Platform Movement Analysis, 2024 & 2030 (USD Million)
  • 4.3. PC and Laptops
    • 4.3.1. PC and Laptops Systems Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 4.4. Smartphones and Tablets
    • 4.4.1. Smartphones and Tablets Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 4.5. Gaming Consoles
    • 4.5.1. Gaming Consoles Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 5. Gaming as a Service Market: Game Type Estimates & Trend Analysis

  • 5.1. Segment Dashboard
  • 5.2. Gaming as a Service Market: Game Type Movement Analysis, 2024 & 2030 (USD Million)
  • 5.3. Action
    • 5.3.1. Action Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.4. Adventure
    • 5.4.1. Adventure Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.5. Role-Playing
    • 5.5.1. Role-Playing Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.6. Simulation
    • 5.6.1. Simulation Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.7. Strategy
    • 5.7.1. Strategy Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.8. Sports
    • 5.8.1. Sports Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 5.9. Others
    • 5.9.1. Others Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 6. Gaming as a Service Market: Revenue Model Estimates & Trend Analysis

  • 6.1. Segment Dashboard
  • 6.2. Gaming as a Service Market: Revenue Model Movement Analysis, 2024 & 2030 (USD Million)
  • 6.3. Subscription
    • 6.3.1. Subscription Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.4. In-Game Purchases
    • 6.4.1. In-Game Purchases Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.5. Advertising
    • 6.5.1. Advertising Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 6.6. Others
    • 6.6.1. Others Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 7. Gaming as a Service Market: End Use Estimates & Trend Analysis

  • 7.1. Segment Dashboard
  • 7.2. Gaming as a Service Market: End Use Movement Analysis, 2024 & 2030 (USD Million)
  • 7.3. Individual
    • 7.3.1. Individual Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 7.4. Commercial
    • 7.4.1. Commercial Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 8. Gaming as a Service Market: Regional Estimates & Trend Analysis

  • 8.1. Gaming as a Service Market Share, By Region, 2024 & 2030 (USD Million)
  • 8.2. North America
    • 8.2.1. North America Gaming as a Service Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.2.2. U.S.
      • 8.2.2.1. U.S. Gaming as a Service Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.2.3. Canada
      • 8.2.3.1. Canada Gaming as a Service Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.2.4. Mexico
      • 8.2.4.1. Mexico Gaming as a Service Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 8.3. Europe
    • 8.3.1. Europe Gaming as a Service Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.3.2. UK
      • 8.3.2.1. UK Gaming as a Service Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.3.3. Germany
      • 8.3.3.1. Germany Gaming as a Service Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.3.4. France
      • 8.3.4.1. France Gaming as a Service Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 8.4. Asia Pacific
    • 8.4.1. Asia Pacific Gaming as a Service Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.4.2. China
      • 8.4.2.1. China Gaming as a Service Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.4.3. Japan
      • 8.4.3.1. Japan Gaming as a Service Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.4.4. India
      • 8.4.4.1. India Gaming as a Service Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.4.5. South Korea
      • 8.4.5.1. South Korea Gaming as a Service Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.4.6. Australia
      • 8.4.6.1. Australia Gaming as a Service Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 8.5. Latin America
    • 8.5.1. Latin America Gaming as a Service Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.5.2. Brazil
      • 8.5.2.1. Brazil Gaming as a Service Market Estimates and Forecasts, 2018 - 2030 (USD Million)
  • 8.6. Middle East and Africa
    • 8.6.1. Middle East and Africa Gaming as a Service Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.6.2. Saudi Arabia
      • 8.6.2.1. Saudi Arabia Gaming as a Service Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.6.3. UAE
      • 8.6.3.1. UAE Gaming as a Service Market Estimates and Forecasts, 2018 - 2030 (USD Million)
    • 8.6.4. South Africa
      • 8.6.4.1. South Africa Gaming as a Service Market Estimates and Forecasts, 2018 - 2030 (USD Million)

Chapter 9. Competitive Landscape

  • 9.1. Company Categorization
  • 9.2. Company Market Positioning
  • 9.3. Company Heat Map Analysis
  • 9.4. Company Profiles/Listing
    • 9.4.1. Activision Blizzard
      • 9.4.1.1. Participant's Overview
      • 9.4.1.2. Financial Performance
      • 9.4.1.3. Product Benchmarking
      • 9.4.1.4. Strategic Initiatives
    • 9.4.2. Bandai Namco Entertainment
      • 9.4.2.1. Participant's Overview
      • 9.4.2.2. Financial Performance
      • 9.4.2.3. Product Benchmarking
      • 9.4.2.4. Strategic Initiatives
    • 9.4.3. Electronic Arts (EA)
      • 9.4.3.1. Participant's Overview
      • 9.4.3.2. Financial Performance
      • 9.4.3.3. Product Benchmarking
      • 9.4.3.4. Strategic Initiatives
    • 9.4.4. Epic Games
      • 9.4.4.1. Participant's Overview
      • 9.4.4.2. Financial Performance
      • 9.4.4.3. Product Benchmarking
      • 9.4.4.4. Strategic Initiatives
    • 9.4.5. Microsoft Corporation
      • 9.4.5.1. Participant's Overview
      • 9.4.5.2. Financial Performance
      • 9.4.5.3. Product Benchmarking
      • 9.4.5.4. Strategic Initiatives
    • 9.4.6. Riot Games
      • 9.4.6.1. Participant's Overview
      • 9.4.6.2. Financial Performance
      • 9.4.6.3. Product Benchmarking
      • 9.4.6.4. Strategic Initiatives
    • 9.4.7. Sony Interactive Entertainment
      • 9.4.7.1. Participant's Overview
      • 9.4.7.2. Financial Performance
      • 9.4.7.3. Product Benchmarking
      • 9.4.7.4. Strategic Initiatives
    • 9.4.8. Square Enix
      • 9.4.8.1. Participant's Overview
      • 9.4.8.2. Financial Performance
      • 9.4.8.3. Product Benchmarking
      • 9.4.8.4. Strategic Initiatives
    • 9.4.9. Take-Two Interactive
      • 9.4.9.1. Participant's Overview
      • 9.4.9.2. Financial Performance
      • 9.4.9.3. Product Benchmarking
      • 9.4.9.4. Strategic Initiatives
    • 9.4.10. Tencent Games
      • 9.4.10.1. Participant's Overview
      • 9.4.10.2. Financial Performance
      • 9.4.10.3. Product Benchmarking
      • 9.4.10.4. Strategic Initiatives
    • 9.4.11. Ubisoft
      • 9.4.11.1. Participant's Overview
      • 9.4.11.2. Financial Performance
      • 9.4.11.3. Product Benchmarking
      • 9.4.11.4. Strategic Initiatives
    • 9.4.12. Valve Corporation
      • 9.4.12.1. Participant's Overview
      • 9.4.12.2. Financial Performance
      • 9.4.12.3. Product Benchmarking
      • 9.4.12.4. Strategic Initiatives

List of Tables

  • Table 1 Global Gaming as a Service Market Size Estimates & Forecasts 2018 - 2030 (USD Million)
  • Table 2 Global Gaming as a Service Market, By Region 2018 - 2030 (USD Million)
  • Table 3 Global Gaming as a Service Market, By Platform 2018 - 2030 (USD Million)
  • Table 4 Global Gaming as a Service Market, By Game Type 2018 - 2030 (USD Million)
  • Table 5 Global Gaming as a Service Market, By Revenue Model 2018 - 2030 (USD Million)
  • Table 6 Global Gaming as a Service Market, By End Use 2018 - 2030 (USD Million)
  • Table 7 Global Gaming as a Service Market, By Region 2018 - 2030 (USD Million)
  • Table 8 PCs and Laptops Gaming as a Service Market, By Region 2018 - 2030 (USD Million)
  • Table 9 Smartphones and Tablets Gaming as a Service Market, By Region 2018 - 2030 (USD Million)
  • Table 10 Gaming Consoles Gaming as a Service Market, By Region 2018 - 2030 (USD Million)
  • Table 11 Action Gaming as a Service Market, By Region 2018 - 2030 (USD Million)
  • Table 12 Adventure Gaming as a Service Market, By Region 2018 - 2030 (USD Million)
  • Table 13 Role-Playing Gaming as a Service Market, By Region 2018 - 2030 (USD Million)
  • Table 14 Simulation Gaming as a Service Market, By Region 2018 - 2030 (USD Million)
  • Table 15 Strategy Gaming as a Service Market, By Region 2018 - 2030 (USD Million)
  • Table 16 Sports Gaming as a Service Market, By Region 2018 - 2030 (USD Million)
  • Table 17 Others Gaming as a Service Market, By Region 2018 - 2030 (USD Million)
  • Table 18 Subscription Gaming as a Service Market, By Region 2018 - 2030 (USD Million)
  • Table 19 In-Game Purchases Gaming as a Service Market, By Region 2018 - 2030 (USD Million)
  • Table 20 Advertising Gaming as a Service Market, By Region 2018 - 2030 (USD Million)
  • Table 21 Others Gaming as a Service Market, By Region 2018 - 2030 (USD Million)
  • Table 22 Individual Gaming as a Service Market, By Region 2018 - 2030 (USD Million)
  • Table 23 Commercial Gaming as a Service Market, By Region 2018 - 2030 (USD Million)
  • Table 24 North America Gaming as a Service Market, By Platform 2018 - 2030 (USD Million)
  • Table 25 North America Gaming as a Service Market, By Game Type 2018 - 2030 (USD Million)
  • Table 26 North America Gaming as a Service Market, By Revenue Model 2018 - 2030 (USD Million)
  • Table 27 North America Gaming as a Service Market, By End Use 2018 - 2030 (USD Million)
  • Table 28 U.S. Gaming as a Service Market, By Platform 2018 - 2030 (USD Million)
  • Table 29 U.S. Gaming as a Service Market, By Game Type 2018 - 2030 (USD Million)
  • Table 30 U.S. Gaming as a Service Market, By Revenue Model 2018 - 2030 (USD Million)
  • Table 31 U.S. Gaming as a Service Market, By End Use 2018 - 2030 (USD Million)
  • Table 32 Canada Gaming as a Service Market, By Platform 2018 - 2030 (USD Million)
  • Table 33 Canada Gaming as a Service Market, By Game Type 2018 - 2030 (USD Million)
  • Table 34 Canada Gaming as a Service Market, By Revenue Model 2018 - 2030 (USD Million)
  • Table 35 Canada Gaming as a Service Market, By End Use 2018 - 2030 (USD Million)
  • Table 36 Mexico Gaming as a Service Market, By Platform 2018 - 2030 (USD Million)
  • Table 37 Mexico Gaming as a Service Market, By Game Type 2018 - 2030 (USD Million)
  • Table 38 Mexico Gaming as a Service Market, By Revenue Model 2018 - 2030 (USD Million)
  • Table 39 Mexico Gaming as a Service Market, By End Use 2018 - 2030 (USD Million)
  • Table 40 Europe Gaming as a Service Market, By Platform 2018 - 2030 (USD Million)
  • Table 41 Europe Gaming as a Service Market, By Game Type 2018 - 2030 (USD Million)
  • Table 42 Europe Gaming as a Service Market, By Revenue Model 2018 - 2030 (USD Million)
  • Table 43 Europe Gaming as a Service Market, By End Use 2018 - 2030 (USD Million)
  • Table 44 Germany Gaming as a Service Market, By Platform 2018 - 2030 (USD Million)
  • Table 45 Germany Gaming as a Service Market, By Game Type 2018 - 2030 (USD Million)
  • Table 46 Germany Gaming as a Service Market, By Revenue Model 2018 - 2030 (USD Million)
  • Table 47 Germany Gaming as a Service Market, By End Use 2018 - 2030 (USD Million)
  • Table 48 UK Gaming as a Service Market, By Platform 2018 - 2030 (USD Million)
  • Table 49 UK Gaming as a Service Market, By Game Type 2018 - 2030 (USD Million)
  • Table 50 UK Gaming as a Service Market, By Revenue Model 2018 - 2030 (USD Million)
  • Table 51 UK Gaming as a Service Market, By End Use 2018 - 2030 (USD Million)
  • Table 52 France Gaming as a Service Market, By Platform 2018 - 2030 (USD Million)
  • Table 53 France Gaming as a Service Market, By Game Type 2018 - 2030 (USD Million)
  • Table 54 France Gaming as a Service Market, By Revenue Model 2018 - 2030 (USD Million)
  • Table 55 France Gaming as a Service Market, By End Use 2018 - 2030 (USD Million)
  • Table 56 Asia Pacific Gaming as a Service Market, By Platform 2018 - 2030 (USD Million)
  • Table 57 Asia Pacific Gaming as a Service Market, By Game Type 2018 - 2030 (USD Million)
  • Table 58 Asia Pacific Gaming as a Service Market, By Revenue Model 2018 - 2030 (USD Million)
  • Table 59 Asia Pacific Gaming as a Service Market, By End Use 2018 - 2030 (USD Million)
  • Table 60 China Gaming as a Service Market, By Platform 2018 - 2030 (USD Million)
  • Table 61 China Gaming as a Service Market, By Game Type 2018 - 2030 (USD Million)
  • Table 62 China Gaming as a Service Market, By Revenue Model 2018 - 2030 (USD Million)
  • Table 63 China Gaming as a Service Market, By End Use 2018 - 2030 (USD Million)
  • Table 64 Japan Gaming as a Service Market, By Platform 2018 - 2030 (USD Million)
  • Table 65 Japan Gaming as a Service Market, By Game Type 2018 - 2030 (USD Million)
  • Table 66 Japan Gaming as a Service Market, By Revenue Model 2018 - 2030 (USD Million)
  • Table 67 Japan Gaming as a Service Market, By End Use 2018 - 2030 (USD Million)
  • Table 68 India Gaming as a Service Market, By Platform 2018 - 2030 (USD Million)
  • Table 69 India Gaming as a Service Market, By Game Type 2018 - 2030 (USD Million)
  • Table 70 India Gaming as a Service Market, By Revenue Model 2018 - 2030 (USD Million)
  • Table 71 India Gaming as a Service Market, By End Use 2018 - 2030 (USD Million)
  • Table 72 South Korea Gaming as a Service Market, By Platform 2018 - 2030 (USD Million)
  • Table 73 South Korea Gaming as a Service Market, By Game Type 2018 - 2030 (USD Million)
  • Table 74 South Korea Gaming as a Service Market, By Revenue Model 2018 - 2030 (USD Million)
  • Table 75 South Korea Gaming as a Service Market, By End Use 2018 - 2030 (USD Million)
  • Table 76 Australia Gaming as a Service Market, By Platform 2018 - 2030 (USD Million)
  • Table 77 Australia Gaming as a Service Market, By Game Type 2018 - 2030 (USD Million)
  • Table 78 Australia Gaming as a Service Market, By Revenue Model 2018 - 2030 (USD Million)
  • Table 79 Australia Gaming as a Service Market, By End Use 2018 - 2030 (USD Million)
  • Table 80 Latin America Gaming as a Service Market, By Platform 2018 - 2030 (USD Million)
  • Table 81 Latin America Gaming as a Service Market, By Game Type 2018 - 2030 (USD Million)
  • Table 82 Latin America Gaming as a Service Market, By Revenue Model 2018 - 2030 (USD Million)
  • Table 83 Latin America Gaming as a Service Market, By End Use 2018 - 2030 (USD Million)
  • Table 84 Brazil Gaming as a Service Market, By Platform 2018 - 2030 (USD Million)
  • Table 85 Brazil Gaming as a Service Market, By Game Type 2018 - 2030 (USD Million)
  • Table 86 Brazil Gaming as a Service Market, By Revenue Model 2018 - 2030 (USD Million)
  • Table 87 Brazil Gaming as a Service Market, By End Use 2018 - 2030 (USD Million)
  • Table 88 Middle East and Africa Gaming as a Service Market, By Platform 2018 - 2030 (USD Million)
  • Table 89 Middle East and Africa Gaming as a Service Market, By Game Type 2018 - 2030 (USD Million)
  • Table 90 Middle East and Africa Gaming as a Service Market, By Revenue Model 2018 - 2030 (USD Million)
  • Table 91 Middle East and Africa Gaming as a Service Market, By End Use 2018 - 2030 (USD Million)
  • Table 92 Saudi Arabia Gaming as a Service Market, By Platform 2018 - 2030 (USD Million)
  • Table 93 Saudi Arabia Gaming as a Service Market, By Game Type 2018 - 2030 (USD Million)
  • Table 94 Saudi Arabia Gaming as a Service Market, By Revenue Model 2018 - 2030 (USD Million)
  • Table 95 Saudi Arabia Gaming as a Service Market, By End Use 2018 - 2030 (USD Million)
  • Table 96 UAE Gaming as a Service Market, By Platform 2018 - 2030 (USD Million)
  • Table 97 UAE Gaming as a Service Market, By Game Type 2018 - 2030 (USD Million)
  • Table 98 UAE Gaming as a Service Market, By Revenue Model 2018 - 2030 (USD Million)
  • Table 99 UAE Gaming as a Service Market, By End Use 2018 - 2030 (USD Million)
  • Table 100 South Africa Gaming as a Service Market, By Platform 2018 - 2030 (USD Million)
  • Table 101 South Africa Gaming as a Service Market, By Game Type 2018 - 2030 (USD Million)
  • Table 102 South Africa Gaming as a Service Market, By Revenue Model 2018 - 2030 (USD Million)
  • Table 103 South Africa Gaming as a Service Market, By End Use 2018 - 2030 (USD Million)

List of Figures

  • Fig. 1 Gaming as a Service Market segmentation
  • Fig. 2 Information procurement
  • Fig. 3 Data analysis models
  • Fig. 4 Market formulation and validation
  • Fig. 5 Data validating & publishing
  • Fig. 6 Gaming as a Service Market snapshot
  • Fig. 7 Gaming as a Service Market segment snapshot
  • Fig. 8 Gaming as a Service Market competitive landscape snapshot
  • Fig. 9 Market research process
  • Fig. 10 Market driver relevance analysis (Current & future impact)
  • Fig. 11 Market restraint relevance analysis (Current & future impact)
  • Fig. 12 Gaming as a Service Market, By Platform, Key Takeaways
  • Fig. 13 Gaming as a Service Market, By Platform, Market Share, 2024 & 2030
  • Fig. 14 PCs and Laptops Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Fig. 15 Smartphones and Tablets Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Fig. 16 Gaming Consoles Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Fig. 17 Gaming as a Service Market, By Game Type, Key Takeaways
  • Fig. 18 Gaming as a Service Market, By Game Type, Market Share, 2024 & 2030
  • Fig. 19 Action Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Fig. 20 Adventure Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Fig. 21 Role-Playing Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Fig. 22 Simulation Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Fig. 23 Strategy Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Fig. 24 Sports Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Fig. 25 Others Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Fig. 26 Gaming as a Service Market, By Revenue Model, Key Takeaways
  • Fig. 27 Gaming as a Service Market, By Revenue Model, Market Share, 2024 & 2030
  • Fig. 28 Subscription Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Fig. 29 In-Game Purchases Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Fig. 30 Advertising Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Fig. 31 Others Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Fig. 32 Gaming as a Service Market, By End Use, Key Takeaways
  • Fig. 33 Gaming as a Service Market, By End Use, Market Share, 2024 & 2030
  • Fig. 34 Individual Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Fig. 35 Commercial Market Estimates & Forecasts, 2018 - 2030 (USD Million)
  • Fig. 36 Gaming as a Service Market Revenue, By Region, 2024 & 2030 (USD Million)
  • Fig. 37 North America Gaming as a Service Market Estimates & Forecast, 2018 - 2030 (USD Million)
  • Fig. 38 U.S. Gaming as a Service Market Estimates & Forecast, 2018 - 2030 (USD Million)
  • Fig. 39 Canada Gaming as a Service Market Estimates & Forecast, 2018 - 2030 (USD Million)
  • Fig. 40 Mexico Gaming as a Service Market Estimates & Forecast, 2018 - 2030 (USD Million)
  • Fig. 41 Europe Gaming as a Service Market Estimates & Forecast, 2018 - 2030 (USD Million)
  • Fig. 42 UK Gaming as a Service Market Estimates & Forecast, 2018 - 2030 (USD Million)
  • Fig. 43 Germany Gaming as a Service Market Estimates & Forecast, 2018 - 2030 (USD Million)
  • Fig. 44 France Gaming as a Service Market Estimates & Forecast, 2018 - 2030 (USD Million)
  • Fig. 45 Asia Pacific Gaming as a Service Market Estimates & Forecast, 2018 - 2030 (USD Million)
  • Fig. 46 China Gaming as a Service Market Estimates & Forecast, 2018 - 2030 (USD Million)
  • Fig. 47 Japan Gaming as a Service Market Estimates & Forecast, 2018 - 2030 (USD Million)
  • Fig. 48 India Gaming as a Service Market Estimates & Forecast, 2018 - 2030 (USD Million)
  • Fig. 49 South Korea Gaming as a Service Market Estimates & Forecast, 2018 - 2030 (USD Million)
  • Fig. 50 Australia Gaming as a Service Market Estimates & Forecast, 2018 - 2030 (USD Million)
  • Fig. 51 Latin America Gaming as a Service Market Estimates & Forecast, 2018 - 2030 (USD Million)
  • Fig. 52 Brazil Gaming as a Service Market Estimates & Forecast, 2018 - 2030 (USD Million)
  • Fig. 53 MEA Gaming as a Service Market Estimates & Forecast, 2018 - 2030 (USD Million)
  • Fig. 54 South Africa Gaming as a Service Market Estimates & Forecast, 2018 - 2030 (USD Million)
  • Fig. 55 UAE Gaming as a Service Market Estimates & Forecast, 2018 - 2030 (USD Million)
  • Fig. 56 Saudi Arabia Gaming as a Service Market Estimates & Forecast, 2018 - 2030 (USD Million)
  • Fig. 57 Strategic Framework