Global Games as a Service (GaaS) Market Insights, Forecast to 2028
Table of Contents
1 Report Business Overview
- 1.1 Study Scope
- 1.2 Market Analysis by Type
- 1.2.1 Global Games as a Service (GaaS) Market Size Growth Rate by Type, 2017 VS 2021 VS 2028
- 1.2.2 PC Based
- 1.2.3 Mobile Based
- 1.3 Market by Application
- 1.3.1 Global Games as a Service (GaaS) Market Size Growth Rate by Application, 2017 VS 2021 VS 2028
- 1.3.2 Below 18 Years Old
- 1.3.3 18-25 Years Old
- 1.3.4 26-35 Years Old
- 1.3.5 36-45 Years Old
- 1.3.6 Above 45 Years Old
- 1.4 Study Objectives
- 1.5 Years Considered
2 Global Growth Trends
- 2.1 Global Games as a Service (GaaS) Market Perspective (2017-2028)
- 2.2 Games as a Service (GaaS) Growth Trends by Region
- 2.2.1 Games as a Service (GaaS) Market Size by Region: 2017 VS 2021 VS 2028
- 2.2.2 Games as a Service (GaaS) Historic Market Size by Region (2017-2022)
- 2.2.3 Games as a Service (GaaS) Forecasted Market Size by Region (2023-2028)
- 2.3 Games as a Service (GaaS) Market Dynamics
- 2.3.1 Games as a Service (GaaS) Industry Trends
- 2.3.2 Games as a Service (GaaS) Market Drivers
- 2.3.3 Games as a Service (GaaS) Market Challenges
- 2.3.4 Games as a Service (GaaS) Market Restraints
3 Competition Landscape by Key Players
- 3.1 Global Top Games as a Service (GaaS) Players by Revenue
- 3.1.1 Global Top Games as a Service (GaaS) Players by Revenue (2017-2022)
- 3.1.2 Global Games as a Service (GaaS) Revenue Market Share by Players (2017-2022)
- 3.2 Global Games as a Service (GaaS) Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
- 3.3 Players Covered: Ranking by Games as a Service (GaaS) Revenue
- 3.4 Global Games as a Service (GaaS) Market Concentration Ratio
- 3.4.1 Global Games as a Service (GaaS) Market Concentration Ratio (CR5 and HHI)
- 3.4.2 Global Top 10 and Top 5 Companies by Games as a Service (GaaS) Revenue in 2021
- 3.5 Games as a Service (GaaS) Key Players Head office and Area Served
- 3.6 Key Players Games as a Service (GaaS) Product Solution and Service
- 3.7 Date of Enter into Games as a Service (GaaS) Market
- 3.8 Mergers & Acquisitions, Expansion Plans
4 Games as a Service (GaaS) Breakdown Data by Type
- 4.1 Global Games as a Service (GaaS) Historic Market Size by Type (2017-2022)
- 4.2 Global Games as a Service (GaaS) Forecasted Market Size by Type (2023-2028)
5 Games as a Service (GaaS) Breakdown Data by Application
- 5.1 Global Games as a Service (GaaS) Historic Market Size by Application (2017-2022)
- 5.2 Global Games as a Service (GaaS) Forecasted Market Size by Application (2023-2028)
6 North America
- 6.1 North America Games as a Service (GaaS) Market Size (2017-2028)
- 6.2 North America Games as a Service (GaaS) Market Size by Type
- 6.2.1 North America Games as a Service (GaaS) Market Size by Type (2017-2022)
- 6.2.2 North America Games as a Service (GaaS) Market Size by Type (2023-2028)
- 6.2.3 North America Games as a Service (GaaS) Market Share by Type (2017-2028)
- 6.3 North America Games as a Service (GaaS) Market Size by Application
- 6.3.1 North America Games as a Service (GaaS) Market Size by Application (2017-2022)
- 6.3.2 North America Games as a Service (GaaS) Market Size by Application (2023-2028)
- 6.3.3 North America Games as a Service (GaaS) Market Share by Application (2017-2028)
- 6.4 North America Games as a Service (GaaS) Market Size by Country
- 6.4.1 North America Games as a Service (GaaS) Market Size by Country (2017-2022)
- 6.4.2 North America Games as a Service (GaaS) Market Size by Country (2023-2028)
- 6.4.3 United States
- 6.4.4 Canada
7 Europe
- 7.1 Europe Games as a Service (GaaS) Market Size (2017-2028)
- 7.2 Europe Games as a Service (GaaS) Market Size by Type
- 7.2.1 Europe Games as a Service (GaaS) Market Size by Type (2017-2022)
- 7.2.2 Europe Games as a Service (GaaS) Market Size by Type (2023-2028)
- 7.2.3 Europe Games as a Service (GaaS) Market Share by Type (2017-2028)
- 7.3 Europe Games as a Service (GaaS) Market Size by Application
- 7.3.1 Europe Games as a Service (GaaS) Market Size by Application (2017-2022)
- 7.3.2 Europe Games as a Service (GaaS) Market Size by Application (2023-2028)
- 7.3.3 Europe Games as a Service (GaaS) Market Share by Application (2017-2028)
- 7.4 Europe Games as a Service (GaaS) Market Size by Country
- 7.4.1 Europe Games as a Service (GaaS) Market Size by Country (2017-2022)
- 7.4.2 Europe Games as a Service (GaaS) Market Size by Country (2023-2028)
- 7.4.3 Germany
- 7.4.4 France
- 7.4.5 U.K.
- 7.4.6 Italy
- 7.4.7 Russia
- 7.4.8 Nordic Countries
8 Asia-Pacific
- 8.1 Asia-Pacific Games as a Service (GaaS) Market Size (2017-2028)
- 8.2 Asia-Pacific Games as a Service (GaaS) Market Size by Type
- 8.2.1 Asia-Pacific Games as a Service (GaaS) Market Size by Type (2017-2022)
- 8.2.2 Asia-Pacific Games as a Service (GaaS) Market Size by Type (2023-2028)
- 8.2.3 Asia-Pacific Games as a Service (GaaS) Market Share by Type (2017-2028)
- 8.3 Asia-Pacific Games as a Service (GaaS) Market Size by Application
- 8.3.1 Asia-Pacific Games as a Service (GaaS) Market Size by Application (2017-2022)
- 8.3.2 Asia-Pacific Games as a Service (GaaS) Market Size by Application (2023-2028)
- 8.3.3 Asia-Pacific Games as a Service (GaaS) Market Share by Application (2017-2028)
- 8.4 Asia-Pacific Games as a Service (GaaS) Market Size by Region
- 8.4.1 Asia-Pacific Games as a Service (GaaS) Market Size by Region (2017-2022)
- 8.4.2 Asia-Pacific Games as a Service (GaaS) Market Size by Region (2023-2028)
- 8.4.3 China
- 8.4.4 Japan
- 8.4.5 South Korea
- 8.4.6 Southeast Asia
- 8.4.7 India
- 8.4.8 Australia
9 Latin America
- 9.1 Latin America Games as a Service (GaaS) Market Size (2017-2028)
- 9.2 Latin America Games as a Service (GaaS) Market Size by Type
- 9.2.1 Latin America Games as a Service (GaaS) Market Size by Type (2017-2022)
- 9.2.2 Latin America Games as a Service (GaaS) Market Size by Type (2023-2028)
- 9.2.3 Latin America Games as a Service (GaaS) Market Share by Type (2017-2028)
- 9.3 Latin America Games as a Service (GaaS) Market Size by Application
- 9.3.1 Latin America Games as a Service (GaaS) Market Size by Application (2017-2022)
- 9.3.2 Latin America Games as a Service (GaaS) Market Size by Application (2023-2028)
- 9.3.3 Latin America Games as a Service (GaaS) Market Share by Application (2017-2028)
- 9.4 Latin America Games as a Service (GaaS) Market Size by Country
- 9.4.1 Latin America Games as a Service (GaaS) Market Size by Country (2017-2022)
- 9.4.2 Latin America Games as a Service (GaaS) Market Size by Country (2023-2028)
- 9.4.3 Mexico
- 9.4.4 Brazil
10 Middle East & Africa
- 10.1 Middle East & Africa Games as a Service (GaaS) Market Size (2017-2028)
- 10.2 Middle East & Africa Games as a Service (GaaS) Market Size by Type
- 10.2.1 Middle East & Africa Games as a Service (GaaS) Market Size by Type (2017-2022)
- 10.2.2 Middle East & Africa Games as a Service (GaaS) Market Size by Type (2023-2028)
- 10.2.3 Middle East & Africa Games as a Service (GaaS) Market Share by Type (2017-2028)
- 10.3 Middle East & Africa Games as a Service (GaaS) Market Size by Application
- 10.3.1 Middle East & Africa Games as a Service (GaaS) Market Size by Application (2017-2022)
- 10.3.2 Middle East & Africa Games as a Service (GaaS) Market Size by Application (2023-2028)
- 10.3.3 Middle East & Africa Games as a Service (GaaS) Market Share by Application (2017-2028)
- 10.4 Middle East & Africa Games as a Service (GaaS) Market Size by Country
- 10.4.1 Middle East & Africa Games as a Service (GaaS) Market Size by Country (2017-2022)
- 10.4.2 Middle East & Africa Games as a Service (GaaS) Market Size by Country (2023-2028)
- 10.4.3 Turkey
- 10.4.4 Saudi Arabia
- 10.4.5 UAE
11 Key Players Profiles
- 11.1 Blizzard Entertainment
- 11.1.1 Blizzard Entertainment Company Details
- 11.1.2 Blizzard Entertainment Business Overview
- 11.1.3 Blizzard Entertainment Games as a Service (GaaS) Introduction
- 11.1.4 Blizzard Entertainment Revenue in Games as a Service (GaaS) Business (2017-2022)
- 11.1.5 Blizzard Entertainment Recent Developments
- 11.2 RIOT
- 11.2.1 RIOT Company Details
- 11.2.2 RIOT Business Overview
- 11.2.3 RIOT Games as a Service (GaaS) Introduction
- 11.2.4 RIOT Revenue in Games as a Service (GaaS) Business (2017-2022)
- 11.2.5 RIOT Recent Developments
- 11.3 Netflix
- 11.3.1 Netflix Company Details
- 11.3.2 Netflix Business Overview
- 11.3.3 Netflix Games as a Service (GaaS) Introduction
- 11.3.4 Netflix Revenue in Games as a Service (GaaS) Business (2017-2022)
- 11.3.5 Netflix Recent Developments
- 11.4 Microsoft
- 11.4.1 Microsoft Company Details
- 11.4.2 Microsoft Business Overview
- 11.4.3 Microsoft Games as a Service (GaaS) Introduction
- 11.4.4 Microsoft Revenue in Games as a Service (GaaS) Business (2017-2022)
- 11.4.5 Microsoft Recent Developments
- 11.5 Sony
- 11.5.1 Sony Company Details
- 11.5.2 Sony Business Overview
- 11.5.3 Sony Games as a Service (GaaS) Introduction
- 11.5.4 Sony Revenue in Games as a Service (GaaS) Business (2017-2022)
- 11.5.5 Sony Recent Developments
- 11.6 Tencent
- 11.6.1 Tencent Company Details
- 11.6.2 Tencent Business Overview
- 11.6.3 Tencent Games as a Service (GaaS) Introduction
- 11.6.4 Tencent Revenue in Games as a Service (GaaS) Business (2017-2022)
- 11.6.5 Tencent Recent Developments
- 11.7 Activision Blizzard
- 11.7.1 Activision Blizzard Company Details
- 11.7.2 Activision Blizzard Business Overview
- 11.7.3 Activision Blizzard Games as a Service (GaaS) Introduction
- 11.7.4 Activision Blizzard Revenue in Games as a Service (GaaS) Business (2017-2022)
- 11.7.5 Activision Blizzard Recent Developments
- 11.8 Sega
- 11.8.1 Sega Company Details
- 11.8.2 Sega Business Overview
- 11.8.3 Sega Games as a Service (GaaS) Introduction
- 11.8.4 Sega Revenue in Games as a Service (GaaS) Business (2017-2022)
- 11.8.5 Sega Recent Developments
- 11.9 Electronic Arts
- 11.9.1 Electronic Arts Company Details
- 11.9.2 Electronic Arts Business Overview
- 11.9.3 Electronic Arts Games as a Service (GaaS) Introduction
- 11.9.4 Electronic Arts Revenue in Games as a Service (GaaS) Business (2017-2022)
- 11.9.5 Electronic Arts Recent Developments
- 11.10 Ubisoft
- 11.10.1 Ubisoft Company Details
- 11.10.2 Ubisoft Business Overview
- 11.10.3 Ubisoft Games as a Service (GaaS) Introduction
- 11.10.4 Ubisoft Revenue in Games as a Service (GaaS) Business (2017-2022)
- 11.10.5 Ubisoft Recent Developments
12 Analyst's Viewpoints/Conclusions
13 Appendix
- 13.1 Research Methodology
- 13.1.1 Methodology/Research Approach
- 13.1.2 Data Source
- 13.2 Author Details
Summary:
Market Analysis and Insights: Global Games as a Service (GaaS) Market
The global Games as a Service (GaaS) market size is projected to reach US$ million by 2028, from US$ million in 2021, at a CAGR of % during 2022-2028.
Fully considering the economic change by this health crisis, PC Based accounting for % of the Games as a Service (GaaS) global market in 2021, is projected to value US$ million by 2028, growing at a revised % CAGR from 2022 to 2028. While Below 18 Years Old segment is altered to an % CAGR throughout this forecast period.
China Games as a Service (GaaS) market size is valued at US$ million in 2021, while the North America and Europe Games as a Service (GaaS) are US$ million and US$ million, severally. The proportion of the North America is % in 2021, while China and Europe are % and % respectively, and it is predicted that China proportion will reach % in 2028, trailing a CAGR of % through the analysis period 2022-2028. Japan, South Korea, and Southeast Asia are noteworthy markets in Asia, with CAGR %, %, and % respectively for the next 6-year period. As for the Europe Games as a Service (GaaS) landscape, Germany is projected to reach US$ million by 2028 trailing a CAGR of % over the forecast period 2022-2028.
With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global Games as a Service (GaaS) market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global Games as a Service (GaaS) market in terms of revenue.
Overall, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global Games as a Service (GaaS) market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global Games as a Service (GaaS) market.
Impact of Covid-19 Outbreak
This section of the report has explored the overall status of the Covid scenario and has offered valuable insights into the changes in supply chain disruption, fluctuations in demand, etc. The analysts have also focused on the key measures that the companies are opting to withstand the harsh scenario.
Segmental Analysis
The report has been segmented into product and application segments. The researchers have documented all the products present today in the Games as a Service (GaaS) market. They have also shed light on the new product innovations and launches by the key players. In the segmental analysis, the analysts have provided revenue forecast figures based on type and application for the period 2017-2028. They have also discussed about the growth rate and potential of each segment for the period 2017-2028.
Games as a Service (GaaS) Breakdown Data by Type
PC Based
Mobile Based
Games as a Service (GaaS) Breakdown Data by Application
Below 18 Years Old
18-25 Years Old
26-35 Years Old
36-45 Years Old
Above 45 Years Old
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Competitive Landscape
This segment focuses on the key players operating in the industry. It underlines all the current and future activities by the prominent manufacturers. By understanding various initiatives being taken up by different players, readers will gain the ability to settle on correct business choices. The authors of the report have provided accurate revenue figures of the companies for the period 2017-2022. The clients are sure to gain the upper hand once they get hold of this report. Key players studied in the research report include:
Blizzard Entertainment
RIOT
Netflix
Microsoft
Sony
Tencent
Activision Blizzard
Sega
Electronic Arts
Ubisoft
Frequently Asked Questions
What factors will challenge the Games as a Service (GaaS) market growth?
Which end-use segment will expand at the fastest CAGR in the Games as a Service (GaaS) market?
Which are the emerging players in the Games as a Service (GaaS) market?
How concentrated is the Games as a Service (GaaS) market?
Which factors are positively contributing to the Games as a Service (GaaS) market growth?
Which are the novel product innovations in the Games as a Service (GaaS) market?
Which product segment will emerge as the most lucrative in the Games as a Service (GaaS) market?
Which factors are increasing the competition in the Games as a Service (GaaS) market?
Which are the strategic measures taken by the Games as a Service (GaaS) industry players?
Which region will witness inactive growth during the forecast period?
What key trends are likely to emerge in the Games as a Service (GaaS) market in the coming years?