North America Gaming As A Service Market

North America Gaming As A Service Market Size, Share & Industry Analysis Report By End Use (Individual and Commercial), By Platform (Smartphones & Tablets, PCs & Laptops, and Gaming Consoles), By Revenue Model (Subscription, In-Game Purchases, Advertising, and Other Revenue Model), By Game Type, By Country and Growth Forecast, 2025 - 2032

Report Id: KBV-28249 Publication Date: June-2025 Number of Pages: 166 Report Format: PDF + Excel
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Analysis of Market Size & Trends

The North America Gaming As A Service Market would witness market growth of 23.6% CAGR during the forecast period (2025-2032).

The US market dominated the North America Gaming As A Service Market by Country in 2024, and would continue to be a dominant market till 2032; thereby, achieving a market value of $4,011.7 million by 2032. The Canada market is experiencing a CAGR of 25.9% during (2025 - 2032). Additionally, The Mexico market would exhibit a CAGR of 24.8% during (2025 - 2032).

North America Gaming As A Service Market

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This market has emerged as a transformative force in the gaming industry, redefining how games are developed, delivered, and experienced by players. At its core, GaaS leverages cloud computing, streaming technologies, and subscription-based models to provide seamless access to gaming content without the need for high-end hardware or physical media. This paradigm shift has democratized gaming, making it more accessible, flexible, and engaging for a diverse audience, from casual players to hardcore enthusiasts.

By moving away from traditional one-time purchase models, GaaS emphasizes ongoing engagement through continuous updates, live services, and community-driven content, creating a dynamic ecosystem where games evolve over time. The applications of Gaming as a Service span a wide range of platforms and genres, catering to diverse gaming preferences and technological capabilities. One of the primary applications is cloud gaming, where high-quality games are streamed directly to devices such as smartphones, tablets, laptops, and smart TVs, eliminating the need for expensive consoles or powerful PCs.

The U.S. is home to one of the most robust gaming markets globally, with 75% of households reporting at least one gamer. The pandemic-induced boom drove a 31% surge in consumer spending on gaming and subscription services, highlighting the shift toward digital and service-based models. This surge, coupled with mobile gaming revenues reaching $77.2 billion in 2020, underscores the growing preference for on-demand and cloud-accessible games—core features of GaaS platforms. In addition, Canada's gaming landscape is also rapidly expanding, with the industry contributing $5.5 billion to the national economy in 2023 and about 23 million citizens identifying as gamers. This widespread engagement across age groups supports a robust and stable market for GaaS models. As cloud gaming depends heavily on high-performance connectivity and hardware interfaces, the increased demand for high-speed HDMI cables to connect consoles and PCs to HD displays signifies a technically equipped user base prepared for advanced gaming technologies. Hence, the gaming markets in the U.S. and Canada are playing a pivotal role in shaping the future of GaaS.

Based on End Use, the market is segmented into Individual and Commercial. Based on Platform, the market is segmented into Smartphones & Tablets, PCs & Laptops, and Gaming Consoles. Based on Revenue Model, the market is segmented into Subscription, In-Game Purchases, Advertising, and Other Revenue Model. Based on Game Type, the market is segmented into Action, Role-Playing, Sports, Adventure, Simulation, Strategy, and Other Game Type. Based on countries, the market is segmented into U.S., Mexico, Canada, and Rest of North America.

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List of Key Companies Profiled

  • Microsoft Corporation
  • Tencent Holdings Ltd.
  • Electronic Arts, Inc.
  • Nintendo Co., Ltd.
  • Amazon.com, Inc. ( Amazon Luna)
  • Apple, Inc. (Apple TV)
  • Sony Corporation
  • Google LLC
  • NEXON Co., Ltd.
  • NetEase, Inc.

North America Gaming As A Service Market Report Segmentation

By End Use

  • Individual
  • Commercial

By Platform

  • Smartphones & Tablets
  • PCs & Laptops
  • Gaming Consoles

By Revenue Model

  • Subscription
  • In-Game Purchases
  • Advertising
  • Other Revenue Model

By Game Type

  • Action
  • Role-Playing
  • Sports
  • Adventure
  • Simulation
  • Strategy
  • Other Game Type

By Country

  • US
  • Canada
  • Mexico
  • Rest of North America
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