Game as a Service (GaaS) Market, Global Outlook and Forecast 2023-2032
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).
This report aims to provide a comprehensive presentation of the global market for Game as a Service (GaaS), with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Game as a Service (GaaS). This report contains market size and forecasts of Game as a Service (GaaS) in global, including the following market information:
Global Game as a Service (GaaS) Market Revenue, 2018-2023, 2024-2032, ($ millions)
Global top five companies in 2022 (%)
The global Game as a Service (GaaS) market was valued at US$ million in 2022 and is projected to reach US$ million by 2029, at a CAGR of % during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
The U.S. Market is Estimated at $ Million in 2022, While China is to reach $ Million.
PC Segment to Reach $ Million by 2029, with a % CAGR in next six years.
The global key manufacturers of Game as a Service (GaaS) include Sony, Nvidia, Microsoft, EA, Huawei, Favro AB, Alibaba Cloud, Tencent Cloud and China Mobile, etc. in 2022, the global top five players have a share approximately % in terms of revenue.
We surveyed the Game as a Service (GaaS) companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global Game as a Service (GaaS) Market, by Type, 2018-2023, 2024-2032 ($ millions)
Global Game as a Service (GaaS) Market Segment Percentages, by Type, 2022 (%)
PC
Mobile
Global Game as a Service (GaaS) Market, by Application, 2018-2023, 2024-2032 ($ millions)
Global Game as a Service (GaaS) Market Segment Percentages, by Application, 2022 (%)
Commercial
Personal
Global Game as a Service (GaaS) Market, By Region and Country, 2018-2023, 2024-2032 ($ Millions)
Global Game as a Service (GaaS) Market Segment Percentages, By Region and Country, 2022 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies Game as a Service (GaaS) revenues in global market, 2018-2023 (estimated), ($ millions)
Key companies Game as a Service (GaaS) revenues share in global market, 2022 (%)
Further, the report presents profiles of competitors in the market, key players include:
Sony
Nvidia
Microsoft
EA
Huawei
Favro AB
Alibaba Cloud
Tencent Cloud
China Mobile
China Unicom
China Telecom
51ias
Shunwang Technology
Wanmei Game
Nenly
Egret
Outline of Major Chapters:
Chapter 1: Introduces the definition of Game as a Service (GaaS), market overview.
Chapter 2: Global Game as a Service (GaaS) market size in revenue.
Chapter 3: Detailed analysis of Game as a Service (GaaS) company competitive landscape, revenue and market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: 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 5: 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 6: Sales of Game as a Service (GaaS) in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: The main points and conclusions of the report.