
Study Period | 2019 - 2030 |
Market Size (2025) | USD 3.27 Billion |
Market Size (2030) | USD 16.01 Billion |
CAGR (2025 - 2030) | 37.40 % |
Fastest Growing Market | Asia Pacific |
Largest Market | North America |
Market Concentration | Low |
Major Players![]() *Disclaimer: Major Players sorted in no particular order |
Gaming As A Service Market Analysis
The Gaming As A Service Market size is estimated at USD 3.27 billion in 2025, and is expected to reach USD 16.01 billion by 2030, at a CAGR of 37.4% during the forecast period (2025-2030).
- As internet access expands and the demand for multiplayer experiences surges, the gaming-as-a-service (GaaS) market is witnessing robust growth. The allure of GaaS models is heightened by the increasing appetite for multiplayer, online, and social gaming. These games prioritize player engagement, offering regular updates, events, and interactions, which in turn bolster long-term player retention.
- Revenue models based on subscriptions and microtransactions ensure developers enjoy a consistent income stream. This financial stability has led many developers and publishers to embrace the GaaS model, reaping profits that extend well beyond initial sales.
- By providing regular content updates, seasonal events, and engaging in-game features, developers not only captivate players but also cultivate a sense of community. This strategy not only extends the game's lifecycle but also solidifies a dedicated customer base.
- Mobile games, frequently leveraging the GaaS model, incorporate in-app purchases, live events, and ongoing updates. The burgeoning smartphone user base, particularly in emerging markets, serves as a pivotal force driving the mobile GaaS gaming surge. Platforms like Twitch and YouTube have propelled the popularity of ever-evolving online games. In this dynamic landscape, games boasting live events, tournaments, and content shaped by the community are flourishing.
- The gaming industry is rapidly evolving, with trends, technologies, and player preferences shifting frequently. A GaaS game that doesn't adapt to new player expectations or technological advancements risks losing its player base. GaaS games, especially those with microtransactions and loot boxes, are under increasing scrutiny from regulators globally. Several countries have enacted or are contemplating laws addressing these concerns, such as limiting gambling-like mechanics and regulating in-game purchases. Heightened regulations can influence both the monetization strategies of GaaS games and their interactions with players.
Gaming As A Service Market Trends
Mobile and Tablets is Expected to Witness Remarkable Growth
- Globally, smartphones and tablets are becoming increasingly affordable, especially in emerging markets. This expanding user base presents a significant opportunity for mobile games to leverage the GaaS model. As more consumers access these powerful devices, mobile and tablet games can tap into a wider audience, granting players seamless access to games that are regularly refreshed with new content and features.
- Mobile games utilizing the GaaS model flourish through regular updates, live events, and seasonal content, ensuring players remain engaged. Thanks to mobile platforms' capability for real-time updates, developers can introduce dynamic in-game events and challenges, keeping players engaged. This steady influx of fresh content not only promotes long-term player retention but also heightens the chances of continued in-game purchases, a hallmark of mobile GaaS models.
- Cloud gaming's ascent further bolsters the GaaS market for mobile and tablet devices. Thanks to platforms like Google Stadia, NVIDIA GeForce Now, and Xbox Cloud Gaming, players can stream top-tier games on their mobile devices, sidestepping the need for expensive hardware. This advancement empowers developers to present intricate, graphically rich games as a service on mobile platforms.
- Mobile esports' burgeoning popularity also fuels the mobile GaaS market's expansion. In November 2024, Infinix proudly partnered with PUBG MOBILE, declaring itself the Official Gaming Phone for the year's grand finale: the 2024 PUBG MOBILE Global Championship (2024 PMGC). Embracing the theme 'Standing as One,' Infinix champions gamers, teams, and fans, amplifying the esports journey. Such growing partnerships and collaborations will drive market growth.
- GSMA reported that smartphone adoption in the Asia-Pacific surged to 78% in 2023, up from 64% in 2019. Projections indicate that by 2030, this figure could surpass 90%. Both developed and developing nations are witnessing a surge in smartphone penetration, driving robust market growth.

Asia Pacific is Expected to Witness a High Market Growth Rate
- Smartphone penetration is exceptionally high in countries such as China, India, South Korea, Japan, and across Southeast Asia. The extensive use of mobile devices is enabling greater access to GaaS offerings, particularly in regions where economic limitations make console and PC gaming less prevalent.
- The rapid expansion of internet connectivity, especially in developing nations, is allowing a larger audience to engage with online, cloud-based, and live service games, driving the growth of the GaaS market. According to GSMA, most countries in the Asia-Pacific region, except Bangladesh and Pakistan, had adopted 5G by 2023. By 2030, the share of 5G connections is expected to increase significantly, with Singapore projected to reach 96% penetration.
- Cloud gaming is becoming a major trend in the APAC region, with companies like Google, Sony, and Tencent making substantial investments in cloud-based gaming platforms. This technology enables players to access high-quality, resource-intensive games on devices such as smartphones and tablets, further supporting the GaaS model. As cloud gaming technology and infrastructure continue to advance, more players in the APAC region will gain access to GaaS games without requiring high-end hardware.
- Several APAC countries, including China and South Korea, have well-established gaming ecosystems supported by favorable government policies, such as investments in technology, esports, and digital infrastructure. These nations are actively promoting their gaming industries, encouraging both local and international developers to create and launch GaaS titles tailored to the regional market.
- As esports continues to expand, the appetite for games tailored for extended play, tournaments, and live events surges. For instance, in October 2024, SuperGaming unveiled its homegrown Indus Battle Royale, aiming at mobile gamers and esports events. Garnering over 14 million pre-registrations, the game is now live on Android and iOS, heralding an esports season boasting the largest prize pool in Indian battle royale history. This title, rich in India-centric content, is the latest addition to India's mobile gaming landscape. GaaS games increasingly localize content such as translations, culturally relevant themes, and region-specific events to effectively target specific regions. Such factors are expected to boost market growth.

Gaming As A Service Industry Overview
The gaming as a service market is highly fragmented, with global and local conglomerates and specialized players operating across various segments. while several large multinational companies dominate specific high-value segments, numerous regional and niche players contribute to the overall competition, making the market highly diverse. this fragmentation is driven by the demand for gaming as a service across a wide range of end-user verticals, allowing both large and small companies to coexist and thrive in the market.
Leading companies in the gaming as a service market include Microsoft Corporation, Sony Corporation, Apple Inc., Nintendo Co. Ltd., Electronic Arts Inc., Google LLC, and Others. These companies have established strong brand recognition and extensive global operations, enabling them to command significant market share. Their strengths lie in innovation, broad product portfolios, and strong distribution networks. These leaders often engage in strategic acquisitions and partnerships to maintain their competitive edge and expand their market reach.
Gaming As A Service Market Leaders
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Microsoft Corporation
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Sony Corporation
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Apple Inc.
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Google LLC
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NVIDIA Corporation
- *Disclaimer: Major Players sorted in no particular order

Gaming As A Service Market News
- January 2024: Ubisoft rebranded Ubisoft Plus as Ubisoft Plus Premium, granting early access to titles such as Prince of Persia: The Lost Crown, premium editions of Far Cry 6, Avatar: Frontiers of Pandora, and Assassin's Creed Mirage.
- March 2024: ZOGI Labs introduced its flagship title, Bezogia. Combining an immersive MMORPG adventure with dynamic gameplay, Bezogia aims to set new standards and push the boundaries of blockchain game development.
Gaming As A Service Industry Segmentation
Gaming as a Service (GaaS) transforms video games from one-time purchases into dynamic, ongoing services. Under this model, post-launch, games receive regular updates, introducing fresh content, features, and events. Typically hosted on servers, these games are accessed online, emphasizing multiplayer and social interactions.
The study tracks the revenue accrued through the sale of gaming as a service by various players across the globe. It also tracks the key market parameters, underlying growth influencers, and major vendors operating in the industry, which supports the market estimations and growth rates over the forecast period. The study further analyses the overall impact of COVID-19 aftereffects and other macroeconomic factors on the market. The report’s scope encompasses market sizing and forecasts for the various market segments.
The gaming as a service market is segmented by streaming type (file streaming and video streaming), device type (pc and laptop, mobile and tablets, and console), and geography (North America, Europe, Asia Pacific, Middle East and Africa, and Latin America). The market sizes and forecasts regarding value (USD) for all the above segments are provided.
By Streaming Type | File Streaming |
Video Streaming | |
By Device Type | PC and Laptop |
Mobile and Tablets | |
Console | |
By Geography*** | North America |
Europe | |
Asia | |
Australia and New Zealand | |
Middle East and Africa | |
Latin America |
Gaming As A Service Market Research FAQs
How big is the Gaming As A Service Market?
The Gaming As A Service Market size is expected to reach USD 3.27 billion in 2025 and grow at a CAGR of 37.40% to reach USD 16.01 billion by 2030.
What is the current Gaming As A Service Market size?
In 2025, the Gaming As A Service Market size is expected to reach USD 3.27 billion.
Who are the key players in Gaming As A Service Market?
Microsoft Corporation, Sony Corporation, Apple Inc., Google LLC and NVIDIA Corporation are the major companies operating in the Gaming As A Service Market.
Which is the fastest growing region in Gaming As A Service Market?
Asia Pacific is estimated to grow at the highest CAGR over the forecast period (2025-2030).
Which region has the biggest share in Gaming As A Service Market?
In 2025, the North America accounts for the largest market share in Gaming As A Service Market.
What years does this Gaming As A Service Market cover, and what was the market size in 2024?
In 2024, the Gaming As A Service Market size was estimated at USD 2.05 billion. The report covers the Gaming As A Service Market historical market size for years: 2019, 2020, 2021, 2022, 2023 and 2024. The report also forecasts the Gaming As A Service Market size for years: 2025, 2026, 2027, 2028, 2029 and 2030.
Gaming As A Service Industry Report
Statistics for the 2025 Gaming As A Service market share, size and revenue growth rate, created by Mordor Intelligence™ Industry Reports. Gaming As A Service analysis includes a market forecast outlook for 2025 to 2030 and historical overview. Get a sample of this industry analysis as a free report PDF download.