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Game as a Service (GaaS)-Global Market Insights and Sales Trends 2025

Game as a Service (GaaS)-Global Market Insights and Sales Trends 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1882762

No of Pages : 113

Synopsis
Games as a service (GaaS) is a relatively new monetization model for the video games industry, taking a page out of the software as a service (SaaS) playbook. GaaS aims to monetize video games through a continuing revenue model, which has increasingly involved a free-to-play launch followed by ongoing microtransactions or downloadable content (DLC).
The global Game as a Service (GaaS) market size is expected to reach US$ million by 2029, growing at a CAGR of % from 2023 to 2029. The market is mainly driven by the significant applications of Game as a Service (GaaS) in various end use industries. The expanding demands from the Commercial and Personal, are propelling Game as a Service (GaaS) market. PC, one of the segments analysed in this report, is projected to record % CAGR and reach US$ million by the end of the analysis period. Growth in the Mobile segment is estimated at % CAGR for the next seven-year period.
Asia Pacific shows high growth potential for Game as a Service (GaaS) market, driven by demand from China, the second largest economy with some signs of stabilising, the Game as a Service (GaaS) market in China is forecast to reach US$ million by 2029, trailing a CAGR of % over the 2023-2029 period, while the U.S. market will reach US$ million by 2029, exhibiting a CAGR of % during the same period.
Report Objectives
This report provides market insight on the different segments, by players, by Type, by Application. Market size and forecast (2018-2029) has been provided in the report. The primary objectives of this report are to provide 1) global market size and forecasts, growth rates, market dynamics, industry structure and developments, market situation, trends; 2) global market share and ranking by company; 3) comprehensive presentation of the global market for Game as a Service (GaaS), with both quantitative and qualitative analysis through detailed segmentation; 4) detailed value chain analysis and review of growth factors essential for the existing market players and new entrants; 5) emerging opportunities in the market and the future impact of major drivers and restraints of the market.
Key Features of The Study:
This report provides in-depth analysis of the global Game as a Service (GaaS) market, and provides market size (US$ million) and CAGR for the forecast period (2023-2029), considering 2022 as the base year.
This report profiles key players in the global Game as a Service (GaaS) market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, Game as a Service (GaaS) sales data, market share and ranking.
This report elucidates potential market opportunities across different segments and explains attractive investment proposition matrices for this market.
This report illustrates key insights about market drivers, restraints, opportunities, market trends, regional outlook.
Key companies of Game as a Service (GaaS) covered in this report include Sony, Nvidia, Microsoft, EA, Huawei, Favro AB, Alibaba Cloud, Tencent Cloud and China Mobile, etc.
The global Game as a Service (GaaS) market report caters to various stakeholders in this industry including investors, suppliers, product players, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
Sony
Nvidia
Microsoft
EA
Huawei
Favro AB
Alibaba Cloud
Tencent Cloud
China Mobile
China Unicom
China Telecom
51ias
Shunwang Technology
Wanmei Game
Nenly
Egret
Global Game as a Service (GaaS) market, by region:
North America (U.S., Canada, Mexico)
Europe (Germany, France, UK, Italy, etc.)
Asia Pacific (China, Japan, South Korea, Southeast Asia, India, etc.)
South America (Brazil, etc.)
Middle East and Africa (Turkey, GCC Countries, Africa, etc.)
Global Game as a Service (GaaS) market, Segment by Type:
PC
Mobile
Global Game as a Service (GaaS) market, by Application
Commercial
Personal
Core Chapters
Chapter One: Introduces the report scope of the report, executive summary of global and regional market size and CAGR for the history and forecast period (2018-2023, 2024-2029). It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter Two: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter Three: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter Four: Detailed analysis of Game as a Service (GaaS) companies’ competitive landscape, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter Five: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product introduction, revenue, recent development, etc.
Chapter Six, Seven, Eight, Nine and Ten: North America, Europe, Asia Pacific, Latin America, Middle East & Africa, revenue by country.
Chapter Eleven: this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter Twelve: Research Finding/Conclusion
Index
1 Market Overview of Game as a Service (GaaS)
1.1 Game as a Service (GaaS) Market Overview
1.1.1 Game as a Service (GaaS) Product Scope
1.1.2 Game as a Service (GaaS) Market Status and Outlook
1.2 Global Game as a Service (GaaS) Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global Game as a Service (GaaS) Market Size by Region (2018-2029)
1.4 Global Game as a Service (GaaS) Historic Market Size by Region (2018-2023)
1.5 Global Game as a Service (GaaS) Market Size Forecast by Region (2024-2029)
1.6 Key Regions, Game as a Service (GaaS) Market Size (2018-2029)
1.6.1 North America Game as a Service (GaaS) Market Size (2018-2029)
1.6.2 Europe Game as a Service (GaaS) Market Size (2018-2029)
1.6.3 Asia-Pacific Game as a Service (GaaS) Market Size (2018-2029)
1.6.4 Latin America Game as a Service (GaaS) Market Size (2018-2029)
1.6.5 Middle East & Africa Game as a Service (GaaS) Market Size (2018-2029)
2 Game as a Service (GaaS) Market by Type
2.1 Introduction
2.1.1 PC
2.1.2 Mobile
2.2 Global Game as a Service (GaaS) Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global Game as a Service (GaaS) Historic Market Size by Type (2018-2023)
2.2.2 Global Game as a Service (GaaS) Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America Game as a Service (GaaS) Revenue Breakdown by Type (2018-2029)
2.3.2 Europe Game as a Service (GaaS) Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific Game as a Service (GaaS) Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America Game as a Service (GaaS) Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa Game as a Service (GaaS) Revenue Breakdown by Type (2018-2029)
3 Game as a Service (GaaS) Market Overview by Application
3.1 Introduction
3.1.1 Commercial
3.1.2 Personal
3.2 Global Game as a Service (GaaS) Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global Game as a Service (GaaS) Historic Market Size by Application (2018-2023)
3.2.2 Global Game as a Service (GaaS) Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America Game as a Service (GaaS) Revenue Breakdown by Application (2018-2029)
3.3.2 Europe Game as a Service (GaaS) Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific Game as a Service (GaaS) Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America Game as a Service (GaaS) Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa Game as a Service (GaaS) Revenue Breakdown by Application (2018-2029)
4 Game as a Service (GaaS) Competition Analysis by Players
4.1 Global Game as a Service (GaaS) Market Size by Players (2018-2023)
4.2 Global Top Players by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in Game as a Service (GaaS) as of 2022)
4.3 Date of Key Players Enter into Game as a Service (GaaS) Market
4.4 Global Top Players Game as a Service (GaaS) Headquarters and Area Served
4.5 Key Players Game as a Service (GaaS) Product Solution and Service
4.6 Competitive Status
4.6.1 Game as a Service (GaaS) Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles
5.1 Sony
5.1.1 Sony Profile
5.1.2 Sony Main Business
5.1.3 Sony Game as a Service (GaaS) Products, Services and Solutions
5.1.4 Sony Game as a Service (GaaS) Revenue (US$ Million) & (2018-2023)
5.1.5 Sony Recent Developments
5.2 Nvidia
5.2.1 Nvidia Profile
5.2.2 Nvidia Main Business
5.2.3 Nvidia Game as a Service (GaaS) Products, Services and Solutions
5.2.4 Nvidia Game as a Service (GaaS) Revenue (US$ Million) & (2018-2023)
5.2.5 Nvidia Recent Developments
5.3 Microsoft
5.3.1 Microsoft Profile
5.3.2 Microsoft Main Business
5.3.3 Microsoft Game as a Service (GaaS) Products, Services and Solutions
5.3.4 Microsoft Game as a Service (GaaS) Revenue (US$ Million) & (2018-2023)
5.3.5 EA Recent Developments
5.4 EA
5.4.1 EA Profile
5.4.2 EA Main Business
5.4.3 EA Game as a Service (GaaS) Products, Services and Solutions
5.4.4 EA Game as a Service (GaaS) Revenue (US$ Million) & (2018-2023)
5.4.5 EA Recent Developments
5.5 Huawei
5.5.1 Huawei Profile
5.5.2 Huawei Main Business
5.5.3 Huawei Game as a Service (GaaS) Products, Services and Solutions
5.5.4 Huawei Game as a Service (GaaS) Revenue (US$ Million) & (2018-2023)
5.5.5 Huawei Recent Developments
5.6 Favro AB
5.6.1 Favro AB Profile
5.6.2 Favro AB Main Business
5.6.3 Favro AB Game as a Service (GaaS) Products, Services and Solutions
5.6.4 Favro AB Game as a Service (GaaS) Revenue (US$ Million) & (2018-2023)
5.6.5 Favro AB Recent Developments
5.7 Alibaba Cloud
5.7.1 Alibaba Cloud Profile
5.7.2 Alibaba Cloud Main Business
5.7.3 Alibaba Cloud Game as a Service (GaaS) Products, Services and Solutions
5.7.4 Alibaba Cloud Game as a Service (GaaS) Revenue (US$ Million) & (2018-2023)
5.7.5 Alibaba Cloud Recent Developments
5.8 Tencent Cloud
5.8.1 Tencent Cloud Profile
5.8.2 Tencent Cloud Main Business
5.8.3 Tencent Cloud Game as a Service (GaaS) Products, Services and Solutions
5.8.4 Tencent Cloud Game as a Service (GaaS) Revenue (US$ Million) & (2018-2023)
5.8.5 Tencent Cloud Recent Developments
5.9 China Mobile
5.9.1 China Mobile Profile
5.9.2 China Mobile Main Business
5.9.3 China Mobile Game as a Service (GaaS) Products, Services and Solutions
5.9.4 China Mobile Game as a Service (GaaS) Revenue (US$ Million) & (2018-2023)
5.9.5 China Mobile Recent Developments
5.10 China Unicom
5.10.1 China Unicom Profile
5.10.2 China Unicom Main Business
5.10.3 China Unicom Game as a Service (GaaS) Products, Services and Solutions
5.10.4 China Unicom Game as a Service (GaaS) Revenue (US$ Million) & (2018-2023)
5.10.5 China Unicom Recent Developments
5.11 China Telecom
5.11.1 China Telecom Profile
5.11.2 China Telecom Main Business
5.11.3 China Telecom Game as a Service (GaaS) Products, Services and Solutions
5.11.4 China Telecom Game as a Service (GaaS) Revenue (US$ Million) & (2018-2023)
5.11.5 China Telecom Recent Developments
5.12 51ias
5.12.1 51ias Profile
5.12.2 51ias Main Business
5.12.3 51ias Game as a Service (GaaS) Products, Services and Solutions
5.12.4 51ias Game as a Service (GaaS) Revenue (US$ Million) & (2018-2023)
5.12.5 51ias Recent Developments
5.13 Shunwang Technology
5.13.1 Shunwang Technology Profile
5.13.2 Shunwang Technology Main Business
5.13.3 Shunwang Technology Game as a Service (GaaS) Products, Services and Solutions
5.13.4 Shunwang Technology Game as a Service (GaaS) Revenue (US$ Million) & (2018-2023)
5.13.5 Shunwang Technology Recent Developments
5.14 Wanmei Game
5.14.1 Wanmei Game Profile
5.14.2 Wanmei Game Main Business
5.14.3 Wanmei Game Game as a Service (GaaS) Products, Services and Solutions
5.14.4 Wanmei Game Game as a Service (GaaS) Revenue (US$ Million) & (2018-2023)
5.14.5 Wanmei Game Recent Developments
5.15 Nenly
5.15.1 Nenly Profile
5.15.2 Nenly Main Business
5.15.3 Nenly Game as a Service (GaaS) Products, Services and Solutions
5.15.4 Nenly Game as a Service (GaaS) Revenue (US$ Million) & (2018-2023)
5.15.5 Nenly Recent Developments
5.16 Egret
5.16.1 Egret Profile
5.16.2 Egret Main Business
5.16.3 Egret Game as a Service (GaaS) Products, Services and Solutions
5.16.4 Egret Game as a Service (GaaS) Revenue (US$ Million) & (2018-2023)
5.16.5 Egret Recent Developments
6 North America
6.1 North America Game as a Service (GaaS) Market Size by Country (2018-2029)
6.2 U.S.
6.3 Canada
7 Europe
7.1 Europe Game as a Service (GaaS) Market Size by Country (2018-2029)
7.2 Germany
7.3 France
7.4 U.K.
7.5 Italy
7.6 Russia
7.7 Nordic Countries
7.8 Rest of Europe
8 Asia-Pacific
8.1 Asia-Pacific Game as a Service (GaaS) Market Size by Region (2018-2029)
8.2 China
8.3 Japan
8.4 South Korea
8.5 Southeast Asia
8.6 India
8.7 Australia
8.8 Rest of Asia-Pacific
9 Latin America
9.1 Latin America Game as a Service (GaaS) Market Size by Country (2018-2029)
9.2 Mexico
9.3 Brazil
9.4 Rest of Latin America
10 Middle East & Africa
10.1 Middle East & Africa Game as a Service (GaaS) Market Size by Country (2018-2029)
10.2 Turkey
10.3 Saudi Arabia
10.4 UAE
10.5 Rest of Middle East & Africa
11 Game as a Service (GaaS) Market Dynamics
11.1 Game as a Service (GaaS) Industry Trends
11.2 Game as a Service (GaaS) Market Drivers
11.3 Game as a Service (GaaS) Market Challenges
11.4 Game as a Service (GaaS) Market Restraints
12 Research Finding /Conclusion
13 Methodology and Data Source
13.1 Methodology/Research Approach
13.1.1 Research Programs/Design
13.1.2 Market Size Estimation
13.1.3 Market Breakdown and Data Triangulation
13.2 Data Source
13.2.1 Secondary Sources
13.2.2 Primary Sources
13.3 Disclaimer
13.4 Author List

Published By : QY Research

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