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The Worldwide Gaming As A Service Market is Projected to reach USD 22.31 Billion by 2032, at a CAGR of 24.4%

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Gaming As A Service Market Growth, Trends and Report Highlights

According to a new report, published by KBV research, The Global Gaming As A Service Market size is expected to reach $22.31 billion by 2032, rising at a market growth of 24.4% CAGR during the forecast period.

The Individual segment captured the maximum revenue in the Global Gaming As A Service Market by End Use in 2024, thereby, achieving a market value of $17.9 billion by 2032. The individual segment of the market primarily caters to casual and hardcore gamers who consume games for personal entertainment. This segment has witnessed exponential growth with the rise of digital distribution and cloud gaming platforms, allowing individuals to access vast libraries of games through subscriptions or free-to-play models.

Gaming As A Service Market Size - By Region

The Smartphones & Tablets segment is experiencing a CAGR of 23.6 % during the forecast period. Smartphones and tablets have become the fastest-growing platforms for Gaming as a Service, driven by the widespread adoption of mobile devices worldwide and the increasing quality of mobile hardware. With millions of users globally, mobile gaming leverages convenience and accessibility, allowing players to engage anytime, anywhere.

The Subscription segment led the maximum revenue in the Global Gaming As A Service Market by Revenue Model in 2024, thereby, achieving a market value of $10.1 billion by 2032. The subscription revenue model in Gaming as a Service offers players access to a curated library of games or premium features for a recurring fee, often monthly or annually. This model appeals to gamers seeking variety without the commitment of individual game purchases and developers valuing stable, predictable income streams.

The Action games segment is growing at a CAGR of 22 % during the forecast period. Action games form one of the most vibrant and commercially successful segments of the Gaming as a Service (GaaS) model. Known for their adrenaline-fueled gameplay and high replay value, titles in this category have readily adopted GaaS frameworks through live events, seasonal content, and competitive multiplayer features.

Full Report: https://www.kbvresearch.com/gaming-as-a-service-market/

The Asia Pacific region dominated the Global Gaming As A Service Market by Region in 2024, and would continue to be a dominant market till 2032; thereby, achieving a market value of $10.2 billion by 2032. The North America region is anticipated to grow at a CAGR of 23.6% during (2025 - 2032). Additionally, The Europe region would witness a CAGR of 23.8% during (2025 - 2032).

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.

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 Geography

  • North America
    • US
    • Canada
    • Mexico
    • Rest of North America
  • Europe
    • Germany
    • UK
    • France
    • Russia
    • Spain
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Singapore
    • Malaysia
    • Rest of Asia Pacific
  • LAMEA
    • Brazil
    • Argentina
    • UAE
    • Saudi Arabia
    • South Africa
    • Nigeria
    • Rest of LAMEA

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SUBSCRIPTION MODEL