デフォルト表紙
市場調査レポート
商品コード
1750783

Gaas(Gaming-as-a-Service)市場規模、シェア、動向分析レポート:プラットフォーム別、ゲームタイプ別、収益モデル別、最終用途別、地域別、およびセグメント別予測、2025年~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
ページ情報
英文 140 Pages
納期
2~10営業日
カスタマイズ可能
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=146.35円
Gaas(Gaming-as-a-Service)市場規模、シェア、動向分析レポート:プラットフォーム別、ゲームタイプ別、収益モデル別、最終用途別、地域別、およびセグメント別予測、2025年~2030年
出版日: 2025年05月13日
発行: Grand View Research
ページ情報: 英文 140 Pages
納期: 2~10営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 図表
  • 目次
概要

Gaas(Gaming-as-a-Service)市場規模と動向

世界のGaas(Gaming-as-a-Service)市場規模は2024年に49億1,000万米ドルと推定され、2025~2030年にかけてCAGR 24.9%で拡大すると予測されます。

クラウドゲーミングの台頭は、Gaas(Gaming-as-a-Service)市場の重要な促進要因であり、ゲームへのアクセスやプレイの方法を再構築しています。

クラウドインフラの進歩により、グラフィックの激しいゲームのシームレスなストリーミングが可能になり、ハイエンドのハードウェアの必要性がなくなり、より多くのユーザーへのアクセスが広がっています。Google StadiaやNVIDIA GeForce Nowのようなプラットフォームは、安定したインターネット接続があれば、さまざまなデバイスで即座にゲームにアクセスできるようにすることで、この変化をリードしています。

このようなアクセシビリティの向上と参入障壁の低減により、参入企業は携帯電話、タブレット、スマートテレビでAAAゲームを楽しむことができるようになり、市場の拡大が加速しています。インターネット速度の向上、5Gの展開、エッジコンピューティングの進歩といった主要促進要因によって、ストリーミングの品質が向上し、遅延が最小限に抑えられています。その結果、クラウドゲームは、ハードウェアの制限に関係なく、一貫した高品質の体験を提供する、Gaas(Gaming-as-a-Service)モデルの中心的な要素になりつつあります。

ゲーム内のマイクロトランザクションに支えられた無料プレイゲームへのシフトは、最も人気のある市場動向のひとつです。多くの開発者は、参入コストの障壁なしに幅広いオーディエンスを惹きつけるために、この収益モデルを選択しています。コスメティックアイテムやキャラクタスキンなどのマイクロトランザクションは安定した収入源であり、開発者は定期的にゲームをアップデートすることができます。Apex Legends」や「Call of Duty:Warzone」のような無料プレイタイトルの成功は、このモデルがサステイナブル収益を生み出せることを証明しています。サービス産業としてのゲームは、マイクロトランザクションを採用し続け、ゲーム内課金と仮想経済におけるイノベーションを推進しています。

eスポーツは、トーナメント、ライブストリーム、組織型大会の飛躍的な成長とともに、市場に不可欠な要素になりつつあります。ゲーム開発者は、eスポーツの要素をゲームに直接組み込むことで、競合の側面を強化し、プロフェッショナルなプレイの機会を作り出しています。TwitchやYouTube Gamingのようなプラットフォームは、eスポーツを観戦するのに最適なスペースになりつつあり、ゲームの知名度とリーチを高めています。この統合は開発者にもメリットがあり、コミュニティの持続的な関与を通じてゲームのライフサイクルを延長するのに役立っています。GaaSエコシステム内でのeスポーツの継続的な成長は、競合ゲームのプロ化と商業化が進んでいることを示しています。

常に新しいコンテンツやイベントが更新されるライブサービスゲームは、市場の顕著な動向です。『Fortnite』や『Destiny 2』といったタイトルはこのモデルを採用し、継続的なアップデートや季節ごとのイベント、参入企業を長時間夢中にさせる新機能を提供しています。この動向により、ゲームは1回限りの購入ではなく、継続的なサービスのようなものとなり、開発者は参入企業のフィードバックを利用して体験を改良しています。その結果、ライブサービスのゲームは、アクティブな参入企業ベースを維持し、定期的に新しい収益化戦略を導入することで、高い収益性を実現しています。Gaas(Gaming-as-a-Service)産業は、短期的な売上よりも長期的な参入企業のエンゲージメントを優先するように進化しています。

アジア太平洋のGaas(Gaming-as-a-Service)産業では、スマートフォンの普及率の高さと、手頃な価格のモバイルデータプランの利用可能性の増加により、モバイルゲームが急増しています。中国、日本、韓国のような国々は、大規模なゲーム視聴者数でリードしており、モバイルファーストのゲーム開発がイノベーションの最前線にあります。中国では、PUBGモバイルやHonor of Kingsなどのモバイルゲームが台頭し、同地域のゲーム収益に大きく貢献しています。この動向により、現地の開発者は地域の嗜好に合わせたモバイルに最適化された体験の創造に注力しています。Gaas(Gaming-as-a-Service)産業が拡大し続けるなか、アジア太平洋は、モバイルゲームのリーダーシップと技術に精通した人口層のおかげで、支配的な勢力となる態勢を整えています。

Sonyもまた、PlayStation NowとPlayStation Plusのサービスを通じて、Gaas(Gaming-as-a-Service)産業で大きく前進しています。PlayStation Nowは、PlayStationの様々なゲームのストリーミングやダウンロードを可能にし、クラウドゲーミングのセグメントで競合参入企業となっています。SonyのPlayStation Plusサービスは、毎月のゲームダウンロードと限定割引を提供し、同社のサブスクリプション型モデルをさらに強化しています。大規模で忠実なユーザーベースを持つSonyは、より多くのクラウドベースの機能をエコシステムに統合し、オールインワンのGaas(Gaming-as-a-Service)を提供しています。プレイステーションのサブスクリプションサービスの成長と、PlayStation Plusの新サービスの開始により、Sonyは、進化するゲーミング・アズ・アサービス産業における重要な参入企業としての役割をさらに強固なものにしています。

目次

第1章 調査手法と範囲

第2章 エグゼクティブサマリー

第3章 Gaas(Gaming-as-a-Service)市場の変数、動向、範囲

  • 市場系統の展望
  • 市場バリューチェーン分析
  • 市場力学
    • 市場促進要因分析
    • 市場抑制要因/課題分析
    • 産業の機会
  • Gaas(Gaming-as-a-Service)市場分析ツール
    • 産業分析-ポーターのファイブフォース分析
    • PESTEL分析
  • 市場技術動向

第4章 Gaas(Gaming-as-a-Service)市場:プラットフォーム別、推定・動向分析

  • セグメントダッシュボード
  • Gaas(Gaming-as-a-Service)市場:プラットフォーム変動分析、2024年と2030年
  • PCとラップトップ
  • スマートフォンとタブレット
  • ゲーム機

第5章 Gaas(Gaming-as-a-Service)市場:ゲームタイプ別、推定・動向分析

  • セグメントダッシュボード
  • Gaas(Gaming-as-a-Service)市場:ゲームタイプ変動分析、2024年と2030年
  • アクション
  • アドベンチャー
  • ロールプレイング
  • シミュレーション
  • スポーツ
  • その他

第6章 Gaas(Gaming-as-a-Service)市場:収益モデル別、推定・動向分析

  • セグメントダッシュボード
  • Gaas(Gaming-as-a-Service)市場:収益モデル変動分析、2024年と2030年
  • サブスクリプション
  • ゲーム内購入
  • 広告
  • その他

第7章 Gaas(Gaming-as-a-Service)市場:最終用途別、推定・動向分析

  • セグメントダッシュボード
  • Gaas(Gaming-as-a-Service)市場:エンドユーザー変動分析、2024年と2030年
  • 個人用
  • 商用

第8章 Gaas(Gaming-as-a-Service)市場:地域別、推定・動向分析

  • 2024年と2030年の地域別Gaas(Gaming-as-a-Service)市場シェア
  • 北米
    • 米国
    • カナダ
    • メキシコ
  • 欧州
    • 英国
    • ドイツ
    • フランス
  • アジア太平洋
    • 中国
    • 日本
    • インド
    • 韓国
    • オーストラリア
  • ラテンアメリカ
    • ブラジル
  • 中東・アフリカ
    • サウジアラビア
    • アラブ首長国連邦
    • 南アフリカ

第9章 競合情勢

  • 企業分類
  • 企業の市場ポジショニング
  • 企業ヒートマップ分析
  • 企業プロファイル/上場企業
    • 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
図表

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
目次
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