封面
市场调查报告书
商品编码
1750783

游戏即服务市场规模、份额、趋势分析报告:按平台、游戏类型、收益模式、最终用途、地区和细分市场预测,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个工作天内

价格

Gaas(游戏即服务)市场规模与趋势

预计 2024 年全球游戏即服务 (Gaas) 市场规模将达到 49.1 亿美元,2025 年至 2030 年的复合年增长率将达到 24.9%。

云端游戏的兴起是游戏即服务市场的主要驱动力,它重塑了游戏的存取和玩游戏的方式。

云端基础设施的进步使得图形密集型游戏能够无缝串流,无需高端硬件,并扩大了更多用户的使用范围。 Google Stadia 和 NVIDIA GeForce Now 等平台引领了这项变革,让使用者只需稳定的网路连线即可在各种装置上即时畅玩游戏。

随着游戏可及性的提升和门槛的降低,参与企业现在可以在行动电话、平板电脑和智慧电视上畅玩 AAA 级游戏,市场正在加速扩张。关键驱动因素包括网路速度的提升、5G 的推出以及边缘运算的进步,这些因素提升了串流媒体品质并最大限度地降低了延迟。因此,云端游戏正在成为游戏即服务 (GaaS) 模式的核心要素,无论硬体限制如何,都能提供一致的高品质体验。

游戏内微交易推动免费游戏的兴起是市场最热门的趋势之一。许多开发者选择这种收益模式,以吸引更广泛的受众,而无需支付门槛。诸如外观道具和角色皮肤之类的微交易是稳定的收入来源,使开发者能够定期更新游戏。 《Apex 英雄》和《决胜时刻:战区》等免费游戏的成功证明了这种模式能够创造可持续的收益。游戏即服务业持续拥抱微交易,推动游戏内收费和虚拟经济的创新。

随着锦标赛、直播和有组织的比赛的快速发展,电子竞技正成为市场不可或缺的一部分。游戏开发者正在将电子竞技元素直接融入他们的游戏中,增强游戏的竞技方面,并为职业比赛创造机会。 Twitch 和 YouTube Gaming 等平台正成为观看电竞的最佳平台,提升了游戏的曝光度和影响力。这种整合也使开发者受益,透过持续的社群参与,有助于延长游戏的生命週期。 GaaS 生态系统中电子竞技的持续成长,标誌着竞技游戏的专业化和商业化程度的不断提升。

持续更新新内容和活动的线上服务游戏是市场的一个显着趋势。像《要塞英雄》和《天命2》这样的游戏就采用了这种模式,提供持续更新、季节性活动和新功能,让参与企业能够长时间保持沉浸感。这种趋势使游戏更像是一种持续性的服务,而非一次性购买,开发者会利用参与企业回馈来改善体验。因此,线上服务游戏透过维护活跃参与企业群并定期推出新的商业化战略,实现了高额盈利。游戏即服务 (GAAS) 产业正在不断发展,优先考虑参与企业的长期参与度,而非短期销售。

由于智慧型手机普及率高且平价行动资料方案日益普及,亚太地区的游戏即服务 (Gaas) 产业正经历行动游戏的激增。中国、日本和韩国等国家凭藉庞大的游戏受众引领产业,而行动优先游戏开发则处于创新的前沿。中国见证了《绝地求生》手游和《王者荣耀》等手机游戏的崛起,这些游戏是该地区游戏收益的主要贡献者。这一趋势促使本地开发商专注于打造符合区域偏好的行动优化体验。随着游戏即服务 (Gaas) 行业的持续扩张,亚太地区凭藉其在行动游戏领域的领导地位和精通技术的人口结构,有望成为主导力量。

索尼还透过其 PlayStation Now 和 PlayStation Plus 服务在游戏即服务 (GaaS) 领域取得了重大进展。 PlayStation Now 支援串流播放和下载各种 PlayStation 游戏,使其成为云端游戏领域的有力参与企业。索尼的 PlayStation Plus 服务透过提供包月游戏下载和独家折扣,进一步强化了该公司的订阅模式。凭藉庞大而忠实的用户群,索尼正在将更多云端基础的功能整合到其生态系统中,以提供一体化的游戏即服务 (GaaS) 产品。随着 PlayStation 订阅服务的成长以及全新 PlayStation Plus 服务的推出,索尼正在进一步巩固其在不断发展的游戏即服务产业中的关键参与企业。

目录

第一章调查方法与范围

第二章执行摘要

第三章游戏即服务市场变数、趋势与范围

  • 市场体系展望
  • 市场价值链分析
  • 市场动态
    • 市场驱动因素分析
    • 市场限制/问题分析
    • 行业机会
  • Gaas(游戏即服务)市场分析工具
    • 产业分析—波特五力分析
    • PESTEL分析
  • 市场技术趋势

第四章 Gaas(游戏即服务)市场:按平台的估计和趋势分析

  • 细分仪表板
  • Gaas(游戏即服务)市场:2024 年和 2030 年平台变化分析
  • 个人电脑和笔记型电脑
  • 智慧型手机和平板电脑
  • 游戏机

第五章 Gaas(游戏即服务)市场:按游戏类型进行的估计和趋势分析

  • 细分仪表板
  • 游戏即服务 (GAAS) 市场:2024 年和 2030 年游戏类型变化分析
  • 行动
  • 冒险
  • 角色扮演
  • 模拟
  • 运动的
  • 其他的

第六章 Gaas(游戏即服务)市场:收益模型、估算与趋势分析

  • 细分仪表板
  • 游戏即服务 (GAAS) 市场:2024 年和 2030 年收益模式变化分析
  • 订阅
  • 游戏内购买
  • 广告
  • 其他的

第七章 Gaas(游戏即服务)市场:按最终用途进行的估计和趋势分析

  • 细分仪表板
  • 游戏即服务市场:2024 年和 2030 年终端用户趋势分析
  • 个人
  • 商业的

第八章 Gaas(游戏即服务)市场:区域、估计和趋势分析

  • 2024 年及 2030 年各地区游戏即服务市场占有率
  • 北美洲
    • 美国
    • 加拿大
    • 墨西哥
  • 欧洲
    • 英国
    • 德国
    • 法国
  • 亚太地区
    • 中国
    • 日本
    • 印度
    • 韩国
    • 澳洲
  • 拉丁美洲
    • 巴西
  • 中东和非洲
    • 沙乌地阿拉伯
    • 阿拉伯聯合大公国
    • 南非

第九章 竞争态势

  • 公司分类
  • 公司市场定位
  • 公司热图分析
  • 公司简介/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