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.
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:
- Sony
- Nvidia
- Microsoft
- EA
- Huawei
- Favro AB
- Alibaba Cloud
- Tencent Cloud
- China Mobile
- China Unicom
- China Telecom
- 51ias
- Shunwang Technology
- Wanmei Game
- Nenly
- Egret
Highlights of The Game as a Service (GaaS) Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the 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
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- 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.
How you may use our products:
- Correctly Positioning New Products
- Market Entry Strategies
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8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- 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