¼¼°èÀÇ GaaS(Gaming As A Service) ½ÃÀå ±Ô¸ð, Á¡À¯À², ¾÷°è ºÐ¼® º¸°í¼­ : ÃÖÁ¾ ¿ëµµº°, Ç÷§Æûº°, ¼öÀÍ ¸ðµ¨º°, °ÔÀÓ À¯Çüº°, Áö¿ªº°, Àü¸Á°ú ¿¹Ãø(2025-2032³â)
Global Gaming As A Service Market Size, Share & Industry Analysis Report By End Use, By Platform, By Revenue Model, By Game Type, By Regional Outlook and Forecast, 2025 - 2032
»óǰÄÚµå : 1768279
¸®¼­Ä¡»ç : KBV Research
¹ßÇàÀÏ : 2025³â 06¿ù
ÆäÀÌÁö Á¤º¸ : ¿µ¹® 360 Pages
 ¶óÀ̼±½º & °¡°Ý (ºÎ°¡¼¼ º°µµ)
US $ 3,600 £Ü 5,028,000
PDF (Single User License) help
PDF º¸°í¼­¸¦ 1¸í¸¸ ÀÌ¿ëÇÒ ¼ö ÀÖ´Â ¶óÀ̼±½ºÀÔ´Ï´Ù. ÅØ½ºÆ®ÀÇ Copy & Paste °¡´ÉÇÕ´Ï´Ù. Àμ⠰¡´ÉÇϸç Àμ⹰ÀÇ ÀÌ¿ë ¹üÀ§´Â PDF ÀÌ¿ë ¹üÀ§¿Í µ¿ÀÏÇÕ´Ï´Ù.
US $ 4,320 £Ü 6,034,000
PDF (Multi User License) help
PDF º¸°í¼­¸¦ µ¿ÀÏ ±â¾÷ÀÇ 10¸í±îÁö ÀÌ¿ëÇÒ ¼ö ÀÖ´Â ¶óÀ̼±½ºÀÔ´Ï´Ù. ÅØ½ºÆ®ÀÇ Copy & Paste °¡´ÉÇÕ´Ï´Ù. Àμ⠰¡´ÉÇϸç Àμ⹰ÀÇ ÀÌ¿ë ¹üÀ§´Â PDF ÀÌ¿ë ¹üÀ§¿Í µ¿ÀÏÇÕ´Ï´Ù.
US $ 6,048 £Ü 8,448,000
PDF (Corporate User License) help
PDF º¸°í¼­¸¦ µ¿ÀÏ ±â¾÷ÀÇ ¸ðµç ºÐÀÌ ÀÌ¿ëÇÒ ¼ö ÀÖ´Â ¶óÀ̼±½ºÀÔ´Ï´Ù. ÅØ½ºÆ®ÀÇ Copy & Paste °¡´ÉÇÕ´Ï´Ù. Àμ⠰¡´ÉÇϸç Àμ⹰ÀÇ ÀÌ¿ë ¹üÀ§´Â PDF ÀÌ¿ë ¹üÀ§¿Í µ¿ÀÏÇÕ´Ï´Ù.


Çѱ۸ñÂ÷

¼¼°èÀÇ GaaS(Gaming As A Service) ½ÃÀå ±Ô¸ð´Â ¿¹Ãø ±â°£ Áß¿¡ 24.4%ÀÇ ¿¬Æò±Õ º¹ÇÕ ¼ºÀå·ü(CAGR)·Î ¼ºÀåÇÏ¿© 2032³â±îÁö 223¾ï 1,000¸¸ ´Þ·¯¿¡ À̸¦ °ÍÀ¸·Î ¿¹»óµÇ°í ÀÖ½À´Ï´Ù.

¶ÇÇÑ, Å©·Î½º Ç÷§Æû °ÔÀ̹ÖÀº ½ÃÀå È®´ëÀÇ Áß¿äÇÑ ¿øµ¿·ÂÀ¸·Î ºÎ»óÇϰí ÀÖ½À´Ï´Ù. °ÔÀ̸ӵéÀº PC, °ÔÀÓ±â, ½º¸¶Æ®Æù, ÅÂºí¸´ µî ´Ù¾çÇÑ ±â±â¿¡¼­ ²÷±è ¾ø´Â °æÇèÀ» ¿øÇϰí ÀÖÀ¸¸ç, SaaS Ç÷§ÆûÀº »ç¿ëÀÚ°¡ ÇÑ ±â±â¿¡¼­ °ÔÀÓÀ» ½ÃÀÛÇϸé ÁøÇà »óȲÀ» ÀÒÁö ¾Ê°í ´Ù¸¥ ±â±â¿¡¼­ °ÔÀÓÀ» °è¼ÓÇÒ ¼ö ÀÖµµ·Ï ÇÔÀ¸·Î½á ÀÌ·¯ÇÑ Æ®·»µå¸¦ Ȱ¿ëÇϰí ÀÖ½À´Ï´Ù. ÀÌ Æ®·»µå¸¦ Ȱ¿ëÇϰí ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ ±â±â °£ ȣȯ¼ºÀº ÆíÀǼºÀ» ³ôÀ̰í, Æ÷°ý¼ºÀ» ÃËÁøÇϸç, »ç¿ëÀÚ Âü¿©¸¦ °­È­ÇÕ´Ï´Ù. µû¶ó¼­ Å©·Î½º Ç÷§Æû °ÔÀ̹ÖÀÇ ºÎ»ó°ú µð¹ÙÀ̽º µ¶¸³¼ºÀº Á¢±Ù¼ºÀ» °³¼±Çϰí, ±â¾÷ Ä¿¹Â´ÏƼ¸¦ °­È­Çϸç, ¼­ºñ½ºÇü °ÔÀÓ(Gaming As A Service) ½ÃÀåÀÇ °­·ÂÇÑ ¼ºÀåÀ» °¡¼ÓÇÏ´Â Ã˸ÅÁ¦ ¿ªÇÒÀ» Çϰí ÀÖ½À´Ï´Ù.

±×·¯³ª ½ÃÀåÀÌ Á÷¸éÇÑ °¡Àå ½Ã±ÞÇÑ °úÁ¦ Áß Çϳª´Â ¼­ºñ½º Á¦°ø¾÷ü°¡ Ŭ¶ó¿ìµå ±â¹Ý °ÔÀÓ Ç÷§ÆûÀ» ±¸Ãà ¹× ¿î¿µÇϱâ À§ÇØ ¸·´ëÇÑ Ãʱâ ÅõÀÚ°¡ ÇÊ¿äÇÏ´Ù´Â Á¡ÀÔ´Ï´Ù. ±âÁ¸ °ÔÀÓ ¸ðµ¨°ú ´Þ¸®, SaaS´Â °­·ÂÇÑ GPU¸¦ °®Ãá µ¥ÀÌÅͼ¾ÅÍ, È®Àå °¡´ÉÇÑ ¼­¹ö, °í ´ë¿ªÆø ³×Æ®¿öÅ© ½Ã½ºÅÛ µî ´ë±Ô¸ð ÀÎÇÁ¶ó¸¦ ÇÊ¿ä·Î ÇÕ´Ï´Ù. ÀÌ·¯ÇÑ ±¸¼º ¿ä¼Ò¿¡´Â ¼Ò¼öÀÇ ´ëÇü ±â¼ú ±â¾÷¸¸ÀÌ °¨´çÇÒ ¼ö ÀÖ´Â ¸·´ëÇÑ ÀÚ±Ý ÅõÀÚ°¡ ÇÊ¿äÇÕ´Ï´Ù. µû¶ó¼­ ¼Ò¼öÀÇ ´ë±â¾÷ ½ÃÀå Áö¹è´Â ½ÃÀåÀÇ ¿ªµ¿¼ºÀ» ÀúÇØÇϰí, SaaS »ê¾÷¿¡¼­ µ¶°úÁ¡ °æÇâÀ» ¸¸µé¾î ¼ÒºñÀÚ ¼±Åðú °¡°Ý °æÀï¿¡ ºÎÁ¤ÀûÀÎ ¿µÇâÀ» ¹ÌÄ¥ ¼ö ÀÖ½À´Ï´Ù.

°¡Ä¡»ç½½ ºÐ¼®

GaaS(Gaming As A Service)ÀÇ ¹ë·ùüÀÎÀº ¸Å·ÂÀûÀÎ ÄÁÅÙÃ÷¸¦ ¸¸µå´Â °ÔÀÓ °³¹ß¿¡¼­ ½ÃÀ۵˴ϴÙ. ±× ´ÙÀ½¿¡´Â Ŭ¶ó¿ìµå ÀÎÇÁ¶ó ÇÁ·ÎºñÀú´×ÀÌ À̾îÁ® Àü ¼¼°è Á¢¼ÓÀ» À§ÇÑ È®Àå °¡´ÉÇÑ ¼­¹ö ¸®¼Ò½º¸¦ È®º¸ÇÕ´Ï´Ù. °ÔÀÓ ½ºÆ®¸®¹Ö°ú Ç÷§Æû Ȱ¼ºÈ­´Â »ç¿ëÀÚ°¡ ¾î¶² ±â±â¿¡¼­µç ¿Âµð¸Çµå ¹æ½ÄÀ¸·Î °ÔÀÓÀ» Ç÷¹ÀÌÇÒ ¼ö ÀÖµµ·Ï ÇÕ´Ï´Ù. ÇÑÆí, ±¸µ¶ °ü¸® ¹× ¼öÀÍ Ã¢ÃâÀ» ÅëÇØ °ú±Ý ¹× »ç¿ëÀÚ ¾×¼¼½º¸¦ °ü¸®ÇÕ´Ï´Ù.

¿øÈ°ÇÑ °æÇèÀ» Á¦°øÇϱâ À§ÇØ CDN°ú Áö¿¬ ½Ã°£ ÃÖÀûÈ­¸¦ ÅëÇØ Áö¿¬À» ÃÖ¼ÒÈ­Çϰí, UI/UX ÃÖÀûÈ­¸¦ ÅëÇØ ±â¾÷ÀÇ »óÈ£ÀÛ¿ëÀ» °³¼±Çϸç, °í°´ Áö¿ø°ú Ä¿¹Â´ÏƼ Âü¿©¸¦ ÅëÇØ Ãæ¼ºµµ¸¦ ³ôÀÔ´Ï´Ù. º¸¾È°ú ÄÄÇöóÀ̾𽺴 µ¥ÀÌÅÍ¿Í Ç÷§ÆûÀÇ ¹«°á¼ºÀ» º¸ÀåÇϰí, ºÐ¼®°ú Çǵå¹é ·çÇÁ¸¦ ÅëÇØ ¹Ì·¡ °³¹ßÀ» ¼ö¸³Çϸç, Áö¼ÓÀûÀÎ °³¼±À» ÅëÇØ ¹ë·ùüÀÎÀ» ¿Ï¼ºÇÕ´Ï´Ù.

ÃÖÁ¾ ¿ëµµ Àü¸Á

ÃÖÁ¾ ¿ëµµ¿¡ µû¶ó ½ÃÀåÀº °³Àοë°ú »ó¾÷¿ëÀ¸·Î ºÐ·ùµË´Ï´Ù. »ó¾÷ ºÎ¹®Àº 2024³â ½ÃÀå¿¡¼­ 18%ÀÇ ¸ÅÃâ Á¡À¯À²À» Â÷ÁöÇÒ °ÍÀ¸·Î ¿¹ÃøµË´Ï´Ù. ÀÌ ºÎ¹®¿¡´Â °ÔÀÓ ¶ó¿îÁö, Ä«Æä, e½ºÆ÷Ã÷ °æ±âÀå, ±âŸ °í°´¿¡°Ô °ÔÀÓ ¼­ºñ½º¸¦ Á¦°øÇÏ´Â ¿£ÅÍÅ×ÀÎ¸ÕÆ® ½Ã¼³ÀÌ Æ÷ÇԵ˴ϴÙ. °æÀï °ÔÀÓ°ú Á¶Á÷È­µÈ e½ºÆ÷Ã÷ À̺¥Æ®°¡ Áõ°¡ÇÔ¿¡ µû¶ó ¼­ºñ½ºÇü °ÔÀÓ(Gaming As A Service, GaaS)ÀÇ »ó¾÷Àû ÀÌ¿ëÀÌ Áõ°¡Çϰí ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ ½Ã¼³µéÀº Ŭ¶ó¿ìµå °ÔÀÓ Ç÷§ÆûÀ» Ȱ¿ëÇÏ¿© ÀÎÇÁ¶ó ºñ¿ëÀ» Àý°¨Çϰí, Çϵå¿þ¾î¿¡ ¸¹Àº ÅõÀÚ¸¦ ÇÏÁö ¾Ê°íµµ ¿©·¯ »ç¿ëÀÚ¿¡°Ô ¿øÈ°ÇÑ °íǰÁú °ÔÀÌ¹Ö °æÇèÀ» Á¦°øÇÕ´Ï´Ù.

Ç÷§Æû Àü¸Á

Ç÷§Æûº°·Î´Â ½º¸¶Æ®Æù/ÅÂºí¸´, PC/³ëÆ®ºÏ, PC/³ëÆ®ºÏ, °ÔÀÓ±â·Î ±¸ºÐµÇ¸ç, PC/³ëÆ®ºÏ ºÎ¹®Àº 2024³â ½ÃÀå ¸ÅÃâÀÇ 36%¸¦ Â÷ÁöÇÒ °ÍÀ¸·Î ¿¹ÃøµË´Ï´Ù. PC ¹× ³ëÆ®ºÏ¿ë ¼­ºñ½ºÇü °ÔÀÓ Ç÷§Æû(Gaming As A Service)Àº »ç¿ëÀÚ ¸ÂÃãÇü ¼³Á¤, °íÇØ»óµµ ±×·¡ÇÈ, °æÀï·Â ÀÖ´Â °ÔÀÓ È¯°æ¿¡ ´ëÇÑ Á¢±Ù¼º, °í¼º´É, ´Ù¾çÇÑ °ÔÀÓ À帣¿¡ ´ëÇÑ Áö¿øÀ¸·Î Ãæ¼ºµµ ³ôÀº »ç¿ëÀÚÃþÀ» È®º¸Çϰí ÀÖ½À´Ï´Ù. ³ôÀº ¼öÁØÀÇ °ÔÀÓ È¯°æ¿¡ ´ëÇÑ ¾×¼¼½º¿Í °°Àº °í±Þ ±â´ÉÀ» Á¦°øÇÕ´Ï´Ù. Ŭ¶ó¿ìµå °ÔÀÓÀº Çϵå¿þ¾î ¾÷±×·¹À̵åÀÇ Çʿ伺À» ÁÙÀ̰í, »ç¿ëÀÚ°¡ ¸®¼Ò½º Áý¾àÀûÀÎ °ÔÀÓÀ» ½±°Ô ½ºÆ®¸®¹ÖÇÒ ¼ö ÀÖµµ·Ï ÇÔÀ¸·Î½á ÀÌ Ç÷§ÆûÀÇ ¸Å·ÂÀ» ÇÑÃþ ´õ ³ô¿©ÁÖ°í ÀÖ½À´Ï´Ù.

¼öÀ͸𵨠Àü¸Á

¼öÀÍ ¸ðµ¨¿¡ µû¶ó ½ÃÀåÀº ±¸µ¶, °ÔÀÓ ³» ±¸¸Å, ±¤°í, ±âŸ·Î ºÐ·ùµË´Ï´Ù. °ÔÀÓ ³» ±¸¸Å ºÎ¹®Àº 2024³â ½ÃÀåÀÇ 36%ÀÇ ¼öÀÍ Á¡À¯À²À» ±â·ÏÇß½À´Ï´Ù. ÀÌ ¸ðµ¨Àº ±â¾÷ÀÌ ½ºÅ², ¹«±â, ij¸¯ÅÍ, ÁøÇà ºÎ½ºÆ®¿Í °°Àº °¡»ó ¾ÆÀÌÅÛÀ» ±¸¸ÅÇÒ ¼ö ÀÖ´Â ¼Ò¾×°áÁ¦¸¦ ÅëÇØ ¼öÀÍÀ» âÃâÇÕ´Ï´Ù. ÀÌ´Â À¯Àú°¡ ¹«·á·Î °ÔÀÓ¿¡ Á¢¼ÓÇÏ¿© º¸´Ù ³ôÀº ¼öÁØÀÇ °æÇèÀ» À§ÇØ ±¸¸Å¸¦ ¼±ÅÃÇÒ ¼ö ÀÖ´Â ¹«·á Ç÷¹ÀÌ °ÔÀÓ ±¸Á¶¸¦ µÞ¹ÞħÇÕ´Ï´Ù. ÀÌ ¼öÀÍ¿øÀº ±â¾÷ÀÇ Âü¿©¿Í °³ÀÎÈ­¸¦ ÅëÇØ ¼ºÀåÇϸç, ÃÖÃÊ ´Ù¿î·Îµå ÀÌÈÄ¿¡µµ Áö¼ÓÀûÀÎ ¼öÀÍ Ã¢Ãâ °æ·Î¸¦ Á¦°øÇÕ´Ï´Ù.

°ÔÀÓ À¯Çü Àü¸Á

°ÔÀÓ À¯Çü¿¡ µû¶ó ½ÃÀåÀº ¾×¼Ç, ·ÑÇ÷¹À×, ½ºÆ÷Ã÷, ¾îµåº¥Ã³, ½Ã¹Ä·¹À̼Ç, Àü·« µîÀ¸·Î ºÐ·ùµË´Ï´Ù. ·ÑÇ÷¹À× ºÎ¹®Àº 2024³â ½ÃÀå¿¡¼­ 19%ÀÇ ¸ÅÃâ Á¡À¯À²À» Â÷ÁöÇÒ °ÍÀ¸·Î ¿¹ÃøµË´Ï´Ù. ·ÑÇ÷¹À× °ÔÀÓ(RPG)Àº ±â¾÷ÀÌ °¡»óÀÇ ¹«´ë¿¡¼­ ij¸¯ÅÍÀÇ ¿ªÇÒÀ» ¼öÇàÇÒ ¼ö ÀÖÀ¸¸ç, Á¾Á¾ º¹ÀâÇÑ ½ºÅ丮¿Í ij¸¯ÅÍ ¼ºÀå ½Ã½ºÅÛÀ» °®Ãß°í ÀÖ½À´Ï´Ù. ÀÌ ºÎ¹®Àº ½ºÅ丮ÅÚ¸µÀÇ ±íÀÌ¿Í Ä¿½ºÅ͸¶ÀÌ¡ ±â´ÉÀ¸·Î ÀÎÇØ ³ôÀº »ç¿ëÀÚ Âü¿©µµ¸¦ º¸À̰í ÀÖ½À´Ï´Ù. Ŭ¶ó¿ìµå Ç÷§Æû¿¡¼­ MMORPG(´ë±Ô¸ð ¸ÖƼ±â¾÷ ¿Â¶óÀÎ ·ÑÇ÷¹À× °ÔÀÓ)¸¦ ÀÌ¿ëÇÒ ¼ö ÀÖ°Ô µÊ¿¡ µû¶ó, Áö¼ÓÀûÀ̰í ÁøÈ­ÇÏ´Â °ÔÀÓ ¼¼°è¸¦ ¿øÇÏ´Â ´õ ¸¹Àº À¯ÀúÃþ¿¡°Ô ¾îÇÊÇÒ ¼ö ÀÖ°Ô µÇ¾ú½À´Ï´Ù.

Áö¿ª Àü¸Á

Áö¿ªº°·Î´Â ºÏ¹Ì, À¯·´, ¾Æ½Ã¾ÆÅÂÆò¾ç, ¶óƾ¾Æ¸Þ¸®Ä«, Áßµ¿ ¹× ¾ÆÇÁ¸®Ä«·Î ½ÃÀåÀ» ºÐ¼®Çß½À´Ï´Ù. ¾Æ½Ã¾ÆÅÂÆò¾çÀº 2024³â ½ÃÀå ¼öÀÍÀÇ 45%¸¦ Â÷ÁöÇß½À´Ï´Ù. ÀÌ·¯ÇÑ ¼ºÀåÀº Áß±¹, Àεµ, ÀϺ», Çѱ¹ µîÀÇ ±¹°¡¿¡¼­ °ÔÀÓ Àα¸ÀÇ ±Þ¼ÓÇÑ Áõ°¡, ½º¸¶Æ®Æù º¸±Þ·ü Áõ°¡, ±×¸®°í °­·ÂÇÑ ÀÎÅÍ³Ý ¿¬°á¿¡ ÀÇÇØ ÁÖµµµÇ°í ÀÖ½À´Ï´Ù. ÀÌ Áö¿ª¿¡¼­´Â ¸ð¹ÙÀÏ °ÔÀÓ µµÀÔ°ú Ŭ¶ó¿ìµå °ÔÀÓ ÀÎÇÁ¶ó °³¹ßÀÌ ±ÞÁõÇϰí ÀÖ½À´Ï´Ù. µðÁöÅÐ Çõ½Å¿¡ ´ëÇÑ Á¤ºÎÀÇ Áö¿ø°ú ±Þ¼ºÀåÇÏ´Â e½ºÆ÷Ã÷ »ýŰèÀÇ ¹ßÀüµµ ÀÌ Áö¿ªÀÇ ¼­ºñ½ºÇü °ÔÀÓ(Gaming As A Service, GaaS)¿¡ ´ëÇÑ ³ôÀº ¼ö¿ä¿¡ ±â¿©Çϰí ÀÖ½À´Ï´Ù.

¸ñÂ÷

Á¦1Àå ½ÃÀå ¹üÀ§¿Í Á¶»ç ¹æ¹ý

Á¦2Àå ½ÃÀå °³°ü

Á¦3Àå ½ÃÀå °³¿ä

Á¦4Àå GaaS(Gaming As A Service) ½ÃÀå ¹ë·ùüÀÎ ºÐ¼®

Á¦5Àå ÁÖ¿ä °í°´ ±âÁØ : GaaS(Gaming As A Service) ½ÃÀå

Á¦6Àå °æÀï ºÐ¼® - ¼¼°è

Á¦7Àå ¼¼°èÀÇ GaaS(Gaming As A Service) ½ÃÀå : ÃÖÁ¾ ¿ëµµº°

Á¦8Àå ¼¼°èÀÇ GaaS(Gaming As A Service) ½ÃÀå : Ç÷§Æûº°

Á¦9Àå ¼¼°èÀÇ GaaS(Gaming As A Service) ½ÃÀå : ¼öÀÍ ¸ðµ¨º°

Á¦10Àå ¼¼°èÀÇ GaaS(Gaming As A Service) ½ÃÀå : °ÔÀÓ À¯Çüº°

Á¦11Àå ¼¼°èÀÇ GaaS(Gaming As A Service) ½ÃÀå : Áö¿ªº°

Á¦12Àå ±â¾÷ °³¿ä

Á¦13Àå GaaS(Gaming As A Service) ½ÃÀåÀ» À§ÇÑ ¼º°ø Çʼö Á¶°Ç

LSH
¿µ¹® ¸ñÂ÷

¿µ¹®¸ñÂ÷

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 end-use segment is expected to continue growing as accessibility and affordability improve globally. The expansion of 5G and cloud infrastructure will reduce latency and increase game quality on mobile devices, broadening the potential user base. Competitive dynamics will revolve around delivering unique, high-quality content and seamless experiences that justify recurring payments or purchases. The individual segment remains the core driver of the market, where innovation and user-centric offerings dictate success.

The market is experiencing significant growth due to the surging demand for on-demand gaming access. Modern gamers seek flexibility and instant access to a vast library of titles without the need to purchase physical copies or download large files. GaaS meets this need by offering subscription-based or pay-as-you-go access to a wide array of games through cloud platforms. This eliminates hardware limitations and empowers users to experience high-end gaming even on mid-range devices, making gaming more inclusive and accessible. Thus, the surging demand for on-demand gaming access empowers players with unprecedented convenience and choice, driving widespread adoption and accelerating the expansion of the market.

Additionally, Cross-platform gaming has emerged as a crucial driver in the expansion of the market. Gamers increasingly demand seamless experiences across different devices such as PCs, consoles, smartphones, and tablets. GaaS platforms capitalize on this trend by enabling users to start playing a game on one device and continue on another without losing progress. This cross-device compatibility enhances convenience, fosters inclusivity, and deepens user engagement. Hence, the rise of cross-platform gaming and device agnosticism broadens accessibility and strengthens player communities, acting as a catalyst for the robust growth of the Gaming As A Service market.

However, One of the most pressing challenges facing the market is the high upfront capital required for service providers to establish and operate cloud-based gaming platforms. Unlike traditional gaming models, GaaS demands massive infrastructure, including data centers equipped with powerful GPUs, scalable servers, and high-bandwidth networking systems. These components require substantial financial investments that only a handful of established tech giants can afford. Hence, the dominance of a few large firms may hinder market dynamism and create monopolistic tendencies in the GaaS industry, which could negatively impact consumer choice and price competition.

Value Chain Analysis

The Gaming as a Service (GaaS) value chain starts with Game Development, where engaging content is created. This is followed by Cloud Infrastructure Provisioning, ensuring scalable server resources for global access. Game Streaming & Platform Enablement allows users to play on-demand across devices, while Subscription Management & Monetization handles billing and user access.

To deliver a seamless experience, CDNs and Latency Optimization minimize delays. UI/UX Optimization refines player interaction, and Customer Support & Community Engagement fosters loyalty. Security & Compliance safeguard data and platform integrity, and The cycle ends with an Analytics & Feedback Loop informs future development, closing the value chain with continuous improvement.

End Use Outlook

Based on end use, the market is segmented into individual and commercial. The commercial segment acquired 18% revenue share in the market in 2024. This segment encompasses gaming lounges, cafes, eSports arenas, and other entertainment venues that provide gaming services to customers. With the rise of competitive gaming and organized eSports events, commercial use of gaming as a service has gained momentum. These establishments rely on cloud gaming platforms to reduce infrastructure costs and offer seamless, high-quality gaming experiences to multiple users without investing heavily in hardware.

Platform Outlook

By platform, the market is divided into smartphones & tablets, PCs & laptops, and gaming consoles. The PCs & laptops segment garnered 36% revenue share in the market in 2024. This platform continues to attract a loyal user base due to its versatility, high-performance capabilities, and support for a wide range of game genres. Gaming services on PCs and laptops offer advanced features like customizable settings, high-resolution graphics, and access to competitive gaming environments. Cloud gaming has further enhanced the appeal of this platform by reducing the need for hardware upgrades, allowing users to stream resource-intensive games with ease.

Revenue Model Outlook

On the basis of revenue model, the market is classified into subscription, in-game purchases, advertising, and others. The in-game purchases segment recorded 36% revenue share in the market in 2024. This model generates revenue through microtransactions, allowing players to buy virtual goods such as skins, weapons, characters, or progression boosts. It supports the free-to-play game structure, where users can access games for free and choose to make purchases for enhanced experiences. This revenue stream thrives on player engagement and personalization, offering a continuous monetization path long after the initial download.

Game Type Outlook

Based on game type, the market is characterized into action, role-playing, sports, adventure, simulation, strategy, and others. The role-playing segment procured 19% revenue share in the market in 2024. Role-playing games (RPGs) allow players to assume the roles of characters in a fictional setting, often featuring intricate narratives and character progression systems. The segment benefits from strong user engagement due to its storytelling depth and customization features. The availability of MMORPGs (massively multiplayer online role-playing games) on cloud platforms has also expanded the segment's appeal to a broader audience seeking persistent and evolving game worlds.

Regional Outlook

Region-wise, the market is analyzed across North America, Europe, Asia Pacific, and LAMEA. The Asia Pacific segment recorded 45% revenue share in the market in 2024. This growth is driven by a massive and rapidly expanding gaming population, increasing smartphone penetration, and strong internet connectivity in countries such as China, India, Japan, and South Korea. The region has seen a surge in mobile gaming adoption and cloud gaming infrastructure development. Government support for digital innovation and a booming eSports ecosystem further contribute to the high demand for gaming services across the region.

Recent Strategies Deployed in the Market

List of Key Companies Profiled

Global Gaming As A Service Market Report Segmentation

By End Use

By Platform

By Revenue Model

By Game Type

By Geography

Table of Contents

Chapter 1. Market Scope & Methodology

Chapter 2. Market at a Glance

Chapter 3. Market Overview

Chapter 4. Value Chain Analysis of Gaming As A Service Market

Chapter 5. Key Customer Criteria: Gaming As A Service Market

Chapter 6. Competition Analysis - Global

Chapter 7. Global Gaming As A Service Market by End Use

Chapter 8. Global Gaming As A Service Market by Platform

Chapter 9. Global Gaming As A Service Market by Revenue Model

Chapter 10. Global Gaming As A Service Market by Game Type

Chapter 11. Global Gaming As A Service Market by Region

Chapter 12. Company Profiles

Chapter 13. Winning Imperatives of Gaming As A Service Market

(ÁÖ)±Û·Î¹úÀÎÆ÷¸ÞÀÌ¼Ç 02-2025-2992 kr-info@giikorea.co.kr
¨Ï Copyright Global Information, Inc. All rights reserved.
PC¹öÀü º¸±â