Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Game as a Service (GaaS) Market by Type (Global Game as a Service (GaaS) Market Size Growth Rate by Game: 2016 VS 2021 VS 2027, PC, Mobile), By Application (Commercial, Personal) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Game as a Service (GaaS) Market by Type (Global Game as a Service (GaaS) Market Size Growth Rate by Game: 2016 VS 2021 VS 2027, PC, Mobile), By Application (Commercial, Personal) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 245030 4200 Service & Software 377 229 Pages 4.6 (30)
                                          

Market Overview:


The global game as a service (GaaS) market is expected to grow at a CAGR of 16.5% during the forecast period 2018-2030. The global GaaS market was valued at US$ XX Mn in 2017 and is projected to reach US$XX Mn by 2030. The growth of the global GaaS market can be attributed to the increasing penetration of internet and smartphones, rising demand for multiplayer games, and growing trend of cloud gaming. Based on type, the PC segment is expected to account for a major share of the global GaaS market during the forecast period 2018-2030. This can be attributed to increasing adoption of PCs for gaming purposes across different regions worldwide.


Global Game as a Service (GaaS) Industry Outlook


Product Definition:


A game as a service (GaaS) is a type of video game delivery model. It refers to video games that are delivered as online services, rather than traditional physical or digital media. In this model, the game publisher hosts the game on its own servers and players access it through either a web browser or dedicated client software. This eliminates much of the need for traditional disc-based retail distribution and allows publishers to update and patch games without needing to go through third-party retailers like Steam.


Global Game as a Service (GaaS) Market Size Growth Rate by Game: 2016 VS 2021 VS 2027:


The global game as a service market size was valued at USD 3, each in 2016 and is expected to grow at a compound annual growth rate (CAGR) of 25.4% from 2017 to 2021.


PC:


The global PC and it's usage in GaaS market size was valued at USD 6,22 billion in 2018. It is expected to expand at a CAGR of XX% from 2019 to 2025. The growth can be attributed to the increasing number of players shifting from consoles and other devices that are not compatible with the latest games on various online platforms such as Steam, Uplay, Origin etc., thereby driving demand for PCs across different regions globally.


Application Insights:


The commercial application segment dominated the global game as a service market in terms of revenue share in 2020. The growth can be attributed to the increasing penetration of online gaming and rising demand for social network games. Moreover, several factors such as growing business enterprises and rapid urbanization have led to an increase in the number of pubs across developed economies such as North America and Europe. This factor has subsequently boosted the adoption rate of GaaS services among developers, which is further driving revenue generation for this segment over the forecast period.


Regional Analysis:


North America dominated the global market in terms of revenue share in 2017. North America is home to some of the most popular game developers and publishers such as Electronic Arts, Take-Two Interactive Software, Inc., Activision Blizzard, Riot Games, Valve Corporation. These companies are continuously investing in R&D to develop advanced games that can be played across various platforms such as PC & Laptop; Smartphones & Tablets; and Consoles. This has resulted in North America being at the forefront of innovation when it comes to gaming technology worldwide.


Asia Pacific is expected to emerge as a lucrative regional market over the forecast period owing to increasing disposable income levels among consumers coupled with rapid urbanization trends within emerging countries including China and India.


Growth Factors:


  • Increased penetration of broadband and mobile internet, especially in developing countries.
  • Proliferation of smartphones and tablets, leading to increased gaming consumption on these devices.
  • Development of new gaming platforms and genres that appeal to a wider audience, such as casual/social games and mobile games.
  • Emergence of free-to-play business models that make it easier for gamers to try out new games without having to invest upfront in the purchase price.
  • Growing trend towards eSports, which is attracting a new generation of gamers who are interested in competitive gaming

Scope Of The Report

Report Attributes

Report Details

Report Title

Game as a Service (GaaS) Market Research Report

By Type

Global Game as a Service (GaaS) Market Size Growth Rate by Game: 2016 VS 2021 VS 2027, PC, Mobile

By Application

Commercial, Personal

By Companies

Sony, Nvidia, Microsoft, EA, Huawei, Favro AB, Alibaba Cloud, Tencent Cloud, China Mobile, China Unicom, China Telecom, 51ias, Shunwang Technology, Wanmei Game, Nenly, Egret

Regions Covered

North America, Europe, APAC, Latin America, MEA

Base Year

2021

Historical Year

2019 to 2020 (Data from 2010 can be provided as per availability)

Forecast Year

2030

Number of Pages

229

Number of Tables & Figures

161

Customization Available

Yes, the report can be customized as per your need.


Global Game as a Service (GaaS) Market Report Segments:

The global Game as a Service (GaaS) market is segmented on the basis of:

Types

Global Game as a Service (GaaS) Market Size Growth Rate by Game: 2016 VS 2021 VS 2027, PC, Mobile

The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.

Applications

Commercial, Personal

The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.

Some of the companies that are profiled in this report are:

  1. Sony
  2. Nvidia
  3. Microsoft
  4. EA
  5. Huawei
  6. Favro AB
  7. Alibaba Cloud
  8. Tencent Cloud
  9. China Mobile
  10. China Unicom
  11. China Telecom
  12. 51ias
  13. Shunwang Technology
  14. Wanmei Game
  15. Nenly
  16. Egret

Global Game as a Service (GaaS) Market Overview


Highlights of The Game as a Service (GaaS) Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Global Game as a Service (GaaS) Market Size Growth Rate by Game: 2016 VS 2021 VS 2027
    2. PC
    3. Mobile
  1. By Application:

    1. Commercial
    2. Personal
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the Game as a Service (GaaS) Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.

Regional Analysis

  • North America
  • Europe
  • Asia Pacific
  • Middle East & Africa
  • Latin America

Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.

The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.

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Global Game as a Service (GaaS) Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available

Frequently Asked Questions?


Game as a Service (GaaS) is a model in which game developers provide games over the internet, rather than selling them on physical media. Players access the games through an online service. GaaS allows developers to keep more of the revenue from their games, since players do not have to purchase them.

Some of the key players operating in the game as a service (gaas) market are Sony, Nvidia, Microsoft, EA, Huawei, Favro AB, Alibaba Cloud, Tencent Cloud, China Mobile, China Unicom, China Telecom, 51ias, Shunwang Technology, Wanmei Game, Nenly, Egret.

The game as a service (gaas) market is expected to grow at a compound annual growth rate of 16.5%.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Game as a Service (GaaS) Market Overview    4.1 Introduction       4.1.1 Market Taxonomy       4.1.2 Market Definition       4.1.3 Macro-Economic Factors Impacting the Market Growth    4.2 Game as a Service (GaaS) Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 Game as a Service (GaaS) Market - Supply Chain Analysis       4.3.1 List of Key Suppliers       4.3.2 List of Key Distributors       4.3.3 List of Key Consumers    4.4 Key Forces Shaping the Game as a Service (GaaS) Market       4.4.1 Bargaining Power of Suppliers       4.4.2 Bargaining Power of Buyers       4.4.3 Threat of Substitution       4.4.4 Threat of New Entrants       4.4.5 Competitive Rivalry    4.5 Global Game as a Service (GaaS) Market Size & Forecast, 2018-2028       4.5.1 Game as a Service (GaaS) Market Size and Y-o-Y Growth       4.5.2 Game as a Service (GaaS) Market Absolute $ Opportunity

Chapter 5 Global Game as a Service (GaaS) Market Analysis and Forecast by Type
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities by Type
      5.1.2 Basis Point Share (BPS) Analysis by Type
      5.1.3 Absolute $ Opportunity Assessment by Type
   5.2 Game as a Service (GaaS) Market Size Forecast by Type
      5.2.1 Global Game as a Service (GaaS) Market Size Growth Rate by Game: 2016 VS 2021 VS 2027
      5.2.2 PC
      5.2.3 Mobile
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global Game as a Service (GaaS) Market Analysis and Forecast by Applications
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities by Applications
      6.1.2 Basis Point Share (BPS) Analysis by Applications
      6.1.3 Absolute $ Opportunity Assessment by Applications
   6.2 Game as a Service (GaaS) Market Size Forecast by Applications
      6.2.1 Commercial
      6.2.2 Personal
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Game as a Service (GaaS) Market Analysis and Forecast by Region
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities by Region
      7.1.2 Basis Point Share (BPS) Analysis by Region
      7.1.3 Absolute $ Opportunity Assessment by Region
   7.2 Game as a Service (GaaS) Market Size Forecast by Region
      7.2.1 North America
      7.2.2 Europe
      7.2.3 Asia Pacific
      7.2.4 Latin America
      7.2.5 Middle East & Africa (MEA)
   7.3 Market Attractiveness Analysis by Region

Chapter 8 Coronavirus Disease (COVID-19) Impact 
   8.1 Introduction 
   8.2 Current & Future Impact Analysis 
   8.3 Economic Impact Analysis 
   8.4 Government Policies 
   8.5 Investment Scenario

Chapter 9 North America Game as a Service (GaaS) Analysis and Forecast
   9.1 Introduction
   9.2 North America Game as a Service (GaaS) Market Size Forecast by Country
      9.2.1 U.S.
      9.2.2 Canada
   9.3 Basis Point Share (BPS) Analysis by Country
   9.4 Absolute $ Opportunity Assessment by Country
   9.5 Market Attractiveness Analysis by Country
   9.6 North America Game as a Service (GaaS) Market Size Forecast by Type
      9.6.1 Global Game as a Service (GaaS) Market Size Growth Rate by Game: 2016 VS 2021 VS 2027
      9.6.2 PC
      9.6.3 Mobile
   9.7 Basis Point Share (BPS) Analysis by Type 
   9.8 Absolute $ Opportunity Assessment by Type 
   9.9 Market Attractiveness Analysis by Type
   9.10 North America Game as a Service (GaaS) Market Size Forecast by Applications
      9.10.1 Commercial
      9.10.2 Personal
   9.11 Basis Point Share (BPS) Analysis by Applications 
   9.12 Absolute $ Opportunity Assessment by Applications 
   9.13 Market Attractiveness Analysis by Applications

Chapter 10 Europe Game as a Service (GaaS) Analysis and Forecast
   10.1 Introduction
   10.2 Europe Game as a Service (GaaS) Market Size Forecast by Country
      10.2.1 Germany
      10.2.2 France
      10.2.3 Italy
      10.2.4 U.K.
      10.2.5 Spain
      10.2.6 Russia
      10.2.7 Rest of Europe
   10.3 Basis Point Share (BPS) Analysis by Country
   10.4 Absolute $ Opportunity Assessment by Country
   10.5 Market Attractiveness Analysis by Country
   10.6 Europe Game as a Service (GaaS) Market Size Forecast by Type
      10.6.1 Global Game as a Service (GaaS) Market Size Growth Rate by Game: 2016 VS 2021 VS 2027
      10.6.2 PC
      10.6.3 Mobile
   10.7 Basis Point Share (BPS) Analysis by Type 
   10.8 Absolute $ Opportunity Assessment by Type 
   10.9 Market Attractiveness Analysis by Type
   10.10 Europe Game as a Service (GaaS) Market Size Forecast by Applications
      10.10.1 Commercial
      10.10.2 Personal
   10.11 Basis Point Share (BPS) Analysis by Applications 
   10.12 Absolute $ Opportunity Assessment by Applications 
   10.13 Market Attractiveness Analysis by Applications

Chapter 11 Asia Pacific Game as a Service (GaaS) Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific Game as a Service (GaaS) Market Size Forecast by Country
      11.2.1 China
      11.2.2 Japan
      11.2.3 South Korea
      11.2.4 India
      11.2.5 Australia
      11.2.6 South East Asia (SEA)
      11.2.7 Rest of Asia Pacific (APAC)
   11.3 Basis Point Share (BPS) Analysis by Country
   11.4 Absolute $ Opportunity Assessment by Country
   11.5 Market Attractiveness Analysis by Country
   11.6 Asia Pacific Game as a Service (GaaS) Market Size Forecast by Type
      11.6.1 Global Game as a Service (GaaS) Market Size Growth Rate by Game: 2016 VS 2021 VS 2027
      11.6.2 PC
      11.6.3 Mobile
   11.7 Basis Point Share (BPS) Analysis by Type 
   11.8 Absolute $ Opportunity Assessment by Type 
   11.9 Market Attractiveness Analysis by Type
   11.10 Asia Pacific Game as a Service (GaaS) Market Size Forecast by Applications
      11.10.1 Commercial
      11.10.2 Personal
   11.11 Basis Point Share (BPS) Analysis by Applications 
   11.12 Absolute $ Opportunity Assessment by Applications 
   11.13 Market Attractiveness Analysis by Applications

Chapter 12 Latin America Game as a Service (GaaS) Analysis and Forecast
   12.1 Introduction
   12.2 Latin America Game as a Service (GaaS) Market Size Forecast by Country
      12.2.1 Brazil
      12.2.2 Mexico
      12.2.3 Rest of Latin America (LATAM)
   12.3 Basis Point Share (BPS) Analysis by Country
   12.4 Absolute $ Opportunity Assessment by Country
   12.5 Market Attractiveness Analysis by Country
   12.6 Latin America Game as a Service (GaaS) Market Size Forecast by Type
      12.6.1 Global Game as a Service (GaaS) Market Size Growth Rate by Game: 2016 VS 2021 VS 2027
      12.6.2 PC
      12.6.3 Mobile
   12.7 Basis Point Share (BPS) Analysis by Type 
   12.8 Absolute $ Opportunity Assessment by Type 
   12.9 Market Attractiveness Analysis by Type
   12.10 Latin America Game as a Service (GaaS) Market Size Forecast by Applications
      12.10.1 Commercial
      12.10.2 Personal
   12.11 Basis Point Share (BPS) Analysis by Applications 
   12.12 Absolute $ Opportunity Assessment by Applications 
   12.13 Market Attractiveness Analysis by Applications

Chapter 13 Middle East & Africa (MEA) Game as a Service (GaaS) Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA) Game as a Service (GaaS) Market Size Forecast by Country
      13.2.1 Saudi Arabia
      13.2.2 South Africa
      13.2.3 UAE
      13.2.4 Rest of Middle East & Africa (MEA)
   13.3 Basis Point Share (BPS) Analysis by Country
   13.4 Absolute $ Opportunity Assessment by Country
   13.5 Market Attractiveness Analysis by Country
   13.6 Middle East & Africa (MEA) Game as a Service (GaaS) Market Size Forecast by Type
      13.6.1 Global Game as a Service (GaaS) Market Size Growth Rate by Game: 2016 VS 2021 VS 2027
      13.6.2 PC
      13.6.3 Mobile
   13.7 Basis Point Share (BPS) Analysis by Type 
   13.8 Absolute $ Opportunity Assessment by Type 
   13.9 Market Attractiveness Analysis by Type
   13.10 Middle East & Africa (MEA) Game as a Service (GaaS) Market Size Forecast by Applications
      13.10.1 Commercial
      13.10.2 Personal
   13.11 Basis Point Share (BPS) Analysis by Applications 
   13.12 Absolute $ Opportunity Assessment by Applications 
   13.13 Market Attractiveness Analysis by Applications

Chapter 14 Competition Landscape 
   14.1 Game as a Service (GaaS) Market: Competitive Dashboard
   14.2 Global Game as a Service (GaaS) Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 Sony
      14.3.2 Nvidia
      14.3.3 Microsoft
      14.3.4 EA
      14.3.5 Huawei
      14.3.6 Favro AB
      14.3.7 Alibaba Cloud
      14.3.8 Tencent Cloud
      14.3.9 China Mobile
      14.3.10 China Unicom
      14.3.11 China Telecom
      14.3.12 51ias
      14.3.13 Shunwang Technology
      14.3.14 Wanmei Game
      14.3.15 Nenly
      14.3.16 Egret

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