Gaming As A Service Market Size & Share Analysis - Growth Trends & Forecasts (2025 - 2030)

The Gaming As A Service Market Report 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.

Gaming As A Service Market Size & Share Analysis - Growth Trends & Forecasts (2025 - 2030)

Gaming As A Service Market Size

Gaming As A Service Market Summary
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

Gaming As A Service Market Major Players

*Disclaimer: Major Players sorted in no particular order

Compare market size and growth of Gaming As A Service Market with other markets in Technology, Media and Telecom Industry

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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 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

  1. Microsoft Corporation

  2. Sony Corporation

  3. Apple Inc.

  4. Google LLC

  5. NVIDIA Corporation

  6. *Disclaimer: Major Players sorted in no particular order
 Gaming As A Service Market Concentration
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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 Market Report - Table of Contents

1. INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2. RESEARCH METHODOLOGY

3. EXECUTIVE SUMMARY

4. MARKET INSIGHTS

  • 4.1 Market Overview
  • 4.2 Industry Attractiveness - Porter's Five Forces Analysis
    • 4.2.1 Threat of New Entrants
    • 4.2.2 Bargaining Power of Buyers/Consumers
    • 4.2.3 Bargaining Power of Suppliers
    • 4.2.4 Threat of Substitute Products
    • 4.2.5 Intensity of Competitive Rivalry
  • 4.3 Impact of COVID-19 Aftereffects and Other Macroeconomic Factors on the Market

5. MARKET DYNAMICS

  • 5.1 Market Drivers
    • 5.1.1 Increased Internet Penetration & Cloud Gaming
    • 5.1.2 Growing Popularity of Multiplayer and Online Gaming
  • 5.2 Market Restraints
    • 5.2.1 Security & Data Privacy Concerns

6. MARKET SEGMENTATION

  • 6.1 By Streaming Type
    • 6.1.1 File Streaming
    • 6.1.2 Video Streaming
  • 6.2 By Device Type
    • 6.2.1 PC and Laptop
    • 6.2.2 Mobile and Tablets
    • 6.2.3 Console
  • 6.3 By Geography***
    • 6.3.1 North America
    • 6.3.2 Europe
    • 6.3.3 Asia
    • 6.3.4 Australia and New Zealand
    • 6.3.5 Middle East and Africa
    • 6.3.6 Latin America

7. COMPETITIVE LANDSCAPE

  • 7.1 Company Profiles
    • 7.1.1 Microsoft Corporation
    • 7.1.2 Sony Corporation
    • 7.1.3 Apple Inc.
    • 7.1.4 Nintendo Co. Ltd.
    • 7.1.5 Electronic Arts Inc.
    • 7.1.6 Google LLC
    • 7.1.7 Humble Bundle Inc.
    • 7.1.8 NVIDIA Corporation
    • 7.1.9 Ubisoft
    • 7.1.10 Amazon Inc.
  • *List Not Exhaustive

8. INVESTMENT ANALYSIS

9. FUTURE OUTLOOK OF THE MARKET

**Subject to Availability
***In the final report, Asia, Australia, and New Zealand will be studied together as 'Asia Pacific'.
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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
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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.