Global Games as a Service (GaaS) Market 2022 by Company, Regions, Type and Application, Forecast to 2028

Global Games as a Service (GaaS) Market 2022 by Company, Regions, Type and Application, Forecast to 2028

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Published Date: 15 Mar 2022

Category: Service & Software

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  • sp_icon1 sp_icon1_b Description
  • sp_icon2 sp_icon2_b Table of Contents
  • sp_icon3 sp_icon3_b Table of Figures
  • sp_icon4 sp_icon4_b Research Methodology
  • sp_icon1 sp_icon1_b Companies Mentioned
  • sp_icon1 sp_icon1_b Product Tags
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Description

The Games as a Service (GaaS) market report provides a detailed analysis of global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, sales analysis, impact of domestic and global market players, value chain optimization, trade regulations, recent developments, opportunities analysis, strategic market growth analysis, product launches, area marketplace expanding, and technological innovations.

According to our (Global Info Research) latest study, due to COVID-19 pandemic, the global Games as a Service (GaaS) market size is estimated to be worth US$ million in 2021 and is forecast to a readjusted size of USD million by 2028 with a CAGR of % during forecast period 2022-2028. Below 18 years old accounting for % of the Games as a Service (GaaS) global market in 2021, is projected to value USD million by 2028, growing at a % CAGR in next six years. While PC Based segment is altered to a % CAGR between 2022 and 2028.

Global key companies of Games as a Service (GaaS) include Blizzard Entertainment, RIOT, Netflix, Microsoft, and Sony, etc. In terms of revenue, the global top four players hold a share over % in 2021.

Market segmentation
Games as a Service (GaaS) market is split by Type and by Application. For the period 2017-2028, the growth among segments provide accurate calculations and forecasts for revenue by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.

Market segment by Type, covers
PC Based
Mobile Based

Market segment by Application, can be divided into
Below 18 years old
18-25 years old
26-35 years old
36-45 years old
Above 45 years old

Market segment by players, this report covers
Blizzard Entertainment
RIOT
Netflix
Microsoft
Sony
Tencent
Activision Blizzard
Sega
Electronic Arts
Ubisoft

Market segment by regions, regional analysis covers
North America (United States, Canada, and Mexico)
Europe (Germany, France, UK, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia, and Rest of Asia-Pacific)
South America (Brazil, Argentina, Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)

The content of the study subjects, includes a total of 12 chapters:
Chapter 1, to describe Games as a Service (GaaS) product scope, market overview, market opportunities, market driving force and market risks.
Chapter 2, to profile the top players of Games as a Service (GaaS), with revenue, gross margin and global market share of Games as a Service (GaaS) from 2019 to 2022.
Chapter 3, the Games as a Service (GaaS) competitive situation, revenue and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by Type and application, with revenue and growth rate by Type, application, from 2017 to 2028.
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2017 to 2022.and Games as a Service (GaaS) market forecast, by regions, type and application, with revenue, from 2023 to 2028.
Chapter 11 and 12, to describe Games as a Service (GaaS) research findings and conclusion, appendix and data source.
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Table of Contents

1 Market Overview
1.1 Product Overview and Scope of Games as a Service (GaaS)
1.2 Classification of Games as a Service (GaaS) by Type
1.2.1 Overview: Global Games as a Service (GaaS) Market Size by Type: 2017 Versus 2021 Versus 2028
1.2.2 Global Games as a Service (GaaS) Revenue Market Share by Type in 2021
1.2.3 PC Based
1.2.4 Mobile Based
1.3 Global Games as a Service (GaaS) Market by Application
1.3.1 Overview: Global Games as a Service (GaaS) Market Size by Application: 2017 Versus 2021 Versus 2028
1.3.2 Below 18 years old
1.3.3 18-25 years old
1.3.4 26-35 years old
1.3.5 36-45 years old
1.3.6 Above 45 years old
1.4 Global Games as a Service (GaaS) Market Size & Forecast
1.5 Global Games as a Service (GaaS) Market Size and Forecast by Region
1.5.1 Global Games as a Service (GaaS) Market Size by Region: 2017 VS 2021 VS 2028
1.5.2 Global Games as a Service (GaaS) Market Size by Region, (2017-2022)
1.5.3 North America Games as a Service (GaaS) Market Size and Prospect (2017-2028)
1.5.4 Europe Games as a Service (GaaS) Market Size and Prospect (2017-2028)
1.5.5 Asia-Pacific Games as a Service (GaaS) Market Size and Prospect (2017-2028)
1.5.6 South America Games as a Service (GaaS) Market Size and Prospect (2017-2028)
1.5.7 Middle East and Africa Games as a Service (GaaS) Market Size and Prospect (2017-2028)
1.6 Market Drivers, Restraints and Trends
1.6.1 Games as a Service (GaaS) Market Drivers
1.6.2 Games as a Service (GaaS) Market Restraints
1.6.3 Games as a Service (GaaS) Trends Analysis

2 Company Profiles
2.1 Blizzard Entertainment
2.1.1 Blizzard Entertainment Details
2.1.2 Blizzard Entertainment Major Business
2.1.3 Blizzard Entertainment Games as a Service (GaaS) Product and Solutions
2.1.4 Blizzard Entertainment Games as a Service (GaaS) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.1.5 Blizzard Entertainment Recent Developments and Future Plans
2.2 RIOT
2.2.1 RIOT Details
2.2.2 RIOT Major Business
2.2.3 RIOT Games as a Service (GaaS) Product and Solutions
2.2.4 RIOT Games as a Service (GaaS) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.2.5 RIOT Recent Developments and Future Plans
2.3 Netflix
2.3.1 Netflix Details
2.3.2 Netflix Major Business
2.3.3 Netflix Games as a Service (GaaS) Product and Solutions
2.3.4 Netflix Games as a Service (GaaS) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.3.5 Netflix Recent Developments and Future Plans
2.4 Microsoft
2.4.1 Microsoft Details
2.4.2 Microsoft Major Business
2.4.3 Microsoft Games as a Service (GaaS) Product and Solutions
2.4.4 Microsoft Games as a Service (GaaS) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.4.5 Microsoft Recent Developments and Future Plans
2.5 Sony
2.5.1 Sony Details
2.5.2 Sony Major Business
2.5.3 Sony Games as a Service (GaaS) Product and Solutions
2.5.4 Sony Games as a Service (GaaS) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.5.5 Sony Recent Developments and Future Plans
2.6 Tencent
2.6.1 Tencent Details
2.6.2 Tencent Major Business
2.6.3 Tencent Games as a Service (GaaS) Product and Solutions
2.6.4 Tencent Games as a Service (GaaS) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.6.5 Tencent Recent Developments and Future Plans
2.7 Activision Blizzard
2.7.1 Activision Blizzard Details
2.7.2 Activision Blizzard Major Business
2.7.3 Activision Blizzard Games as a Service (GaaS) Product and Solutions
2.7.4 Activision Blizzard Games as a Service (GaaS) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.7.5 Activision Blizzard Recent Developments and Future Plans
2.8 Sega
2.8.1 Sega Details
2.8.2 Sega Major Business
2.8.3 Sega Games as a Service (GaaS) Product and Solutions
2.8.4 Sega Games as a Service (GaaS) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.8.5 Sega Recent Developments and Future Plans
2.9 Electronic Arts
2.9.1 Electronic Arts Details
2.9.2 Electronic Arts Major Business
2.9.3 Electronic Arts Games as a Service (GaaS) Product and Solutions
2.9.4 Electronic Arts Games as a Service (GaaS) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.9.5 Electronic Arts Recent Developments and Future Plans
2.10 Ubisoft
2.10.1 Ubisoft Details
2.10.2 Ubisoft Major Business
2.10.3 Ubisoft Games as a Service (GaaS) Product and Solutions
2.10.4 Ubisoft Games as a Service (GaaS) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.10.5 Ubisoft Recent Developments and Future Plans

3 Market Competition, by Players
3.1 Global Games as a Service (GaaS) Revenue and Share by Players (2019, 2020, 2021, and 2022)
3.2 Market Concentration Rate
3.2.1 Top 3 Games as a Service (GaaS) Players Market Share in 2021
3.2.2 Top 10 Games as a Service (GaaS) Players Market Share in 2021
3.2.3 Market Competition Trend
3.3 Games as a Service (GaaS) Players Head Office, Products and Services Provided
3.4 Games as a Service (GaaS) Mergers & Acquisitions
3.5 Games as a Service (GaaS) New Entrants and Expansion Plans

4 Market Size Segment by Type
4.1 Global Games as a Service (GaaS) Revenue and Market Share by Type (2017-2022)
4.2 Global Games as a Service (GaaS) Market Forecast by Type (2023-2028)

5 Market Size Segment by Application
5.1 Global Games as a Service (GaaS) Revenue Market Share by Application (2017-2022)
5.2 Global Games as a Service (GaaS) Market Forecast by Application (2023-2028)

6 North America by Country, by Type, and by Application
6.1 North America Games as a Service (GaaS) Revenue by Type (2017-2028)
6.2 North America Games as a Service (GaaS) Revenue by Application (2017-2028)
6.3 North America Games as a Service (GaaS) Market Size by Country
6.3.1 North America Games as a Service (GaaS) Revenue by Country (2017-2028)
6.3.2 United States Games as a Service (GaaS) Market Size and Forecast (2017-2028)
6.3.3 Canada Games as a Service (GaaS) Market Size and Forecast (2017-2028)
6.3.4 Mexico Games as a Service (GaaS) Market Size and Forecast (2017-2028)

7 Europe by Country, by Type, and by Application
7.1 Europe Games as a Service (GaaS) Revenue by Type (2017-2028)
7.2 Europe Games as a Service (GaaS) Revenue by Application (2017-2028)
7.3 Europe Games as a Service (GaaS) Market Size by Country
7.3.1 Europe Games as a Service (GaaS) Revenue by Country (2017-2028)
7.3.2 Germany Games as a Service (GaaS) Market Size and Forecast (2017-2028)
7.3.3 France Games as a Service (GaaS) Market Size and Forecast (2017-2028)
7.3.4 United Kingdom Games as a Service (GaaS) Market Size and Forecast (2017-2028)
7.3.5 Russia Games as a Service (GaaS) Market Size and Forecast (2017-2028)
7.3.6 Italy Games as a Service (GaaS) Market Size and Forecast (2017-2028)

8 Asia-Pacific by Region, by Type, and by Application
8.1 Asia-Pacific Games as a Service (GaaS) Revenue by Type (2017-2028)
8.2 Asia-Pacific Games as a Service (GaaS) Revenue by Application (2017-2028)
8.3 Asia-Pacific Games as a Service (GaaS) Market Size by Region
8.3.1 Asia-Pacific Games as a Service (GaaS) Revenue by Region (2017-2028)
8.3.2 China Games as a Service (GaaS) Market Size and Forecast (2017-2028)
8.3.3 Japan Games as a Service (GaaS) Market Size and Forecast (2017-2028)
8.3.4 South Korea Games as a Service (GaaS) Market Size and Forecast (2017-2028)
8.3.5 India Games as a Service (GaaS) Market Size and Forecast (2017-2028)
8.3.6 Southeast Asia Games as a Service (GaaS) Market Size and Forecast (2017-2028)
8.3.7 Australia Games as a Service (GaaS) Market Size and Forecast (2017-2028)

9 South America by Country, by Type, and by Application
9.1 South America Games as a Service (GaaS) Revenue by Type (2017-2028)
9.2 South America Games as a Service (GaaS) Revenue by Application (2017-2028)
9.3 South America Games as a Service (GaaS) Market Size by Country
9.3.1 South America Games as a Service (GaaS) Revenue by Country (2017-2028)
9.3.2 Brazil Games as a Service (GaaS) Market Size and Forecast (2017-2028)
9.3.3 Argentina Games as a Service (GaaS) Market Size and Forecast (2017-2028)

10 Middle East & Africa by Country, by Type, and by Application
10.1 Middle East & Africa Games as a Service (GaaS) Revenue by Type (2017-2028)
10.2 Middle East & Africa Games as a Service (GaaS) Revenue by Application (2017-2028)
10.3 Middle East & Africa Games as a Service (GaaS) Market Size by Country
10.3.1 Middle East & Africa Games as a Service (GaaS) Revenue by Country (2017-2028)
10.3.2 Turkey Games as a Service (GaaS) Market Size and Forecast (2017-2028)
10.3.3 Saudi Arabia Games as a Service (GaaS) Market Size and Forecast (2017-2028)
10.3.4 UAE Games as a Service (GaaS) Market Size and Forecast (2017-2028)

11 Research Findings and Conclusion

12 Appendix
12.1 Methodology
12.2 Research Process and Data Source
12.3 Disclaimer
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Table of Figures

List of Tables
Table 1. Global Games as a Service (GaaS) Revenue by Type, (USD Million), 2017 VS 2021 VS 2028
Table 2. Global Games as a Service (GaaS) Revenue by Application, (USD Million), 2017 VS 2021 VS 2028
Table 3. Global Market Games as a Service (GaaS) Revenue (Million USD) Comparison by Region (2017 VS 2021 VS 2028)
Table 4. Global Games as a Service (GaaS) Revenue (USD Million) by Region (2017-2022)
Table 5. Global Games as a Service (GaaS) Revenue Market Share by Region (2023-2028)
Table 6. Blizzard Entertainment Corporate Information, Head Office, and Major Competitors
Table 7. Blizzard Entertainment Major Business
Table 8. Blizzard Entertainment Games as a Service (GaaS) Product and Solutions
Table 9. Blizzard Entertainment Games as a Service (GaaS) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 10. RIOT Corporate Information, Head Office, and Major Competitors
Table 11. RIOT Major Business
Table 12. RIOT Games as a Service (GaaS) Product and Solutions
Table 13. RIOT Games as a Service (GaaS) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 14. Netflix Corporate Information, Head Office, and Major Competitors
Table 15. Netflix Major Business
Table 16. Netflix Games as a Service (GaaS) Product and Solutions
Table 17. Netflix Games as a Service (GaaS) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 18. Microsoft Corporate Information, Head Office, and Major Competitors
Table 19. Microsoft Major Business
Table 20. Microsoft Games as a Service (GaaS) Product and Solutions
Table 21. Microsoft Games as a Service (GaaS) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 22. Sony Corporate Information, Head Office, and Major Competitors
Table 23. Sony Major Business
Table 24. Sony Games as a Service (GaaS) Product and Solutions
Table 25. Sony Games as a Service (GaaS) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 26. Tencent Corporate Information, Head Office, and Major Competitors
Table 27. Tencent Major Business
Table 28. Tencent Games as a Service (GaaS) Product and Solutions
Table 29. Tencent Games as a Service (GaaS) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 30. Activision Blizzard Corporate Information, Head Office, and Major Competitors
Table 31. Activision Blizzard Major Business
Table 32. Activision Blizzard Games as a Service (GaaS) Product and Solutions
Table 33. Activision Blizzard Games as a Service (GaaS) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 34. Sega Corporate Information, Head Office, and Major Competitors
Table 35. Sega Major Business
Table 36. Sega Games as a Service (GaaS) Product and Solutions
Table 37. Sega Games as a Service (GaaS) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 38. Electronic Arts Corporate Information, Head Office, and Major Competitors
Table 39. Electronic Arts Major Business
Table 40. Electronic Arts Games as a Service (GaaS) Product and Solutions
Table 41. Electronic Arts Games as a Service (GaaS) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 42. Ubisoft Corporate Information, Head Office, and Major Competitors
Table 43. Ubisoft Major Business
Table 44. Ubisoft Games as a Service (GaaS) Product and Solutions
Table 45. Ubisoft Games as a Service (GaaS) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 46. Global Games as a Service (GaaS) Revenue (USD Million) by Players (2019, 2020, 2021, and 2022)
Table 47. Global Games as a Service (GaaS) Revenue Share by Players (2019, 2020, 2021, and 2022)
Table 48. Breakdown of Games as a Service (GaaS) by Company Type (Tier 1, Tier 2 and Tier 3)
Table 49. Games as a Service (GaaS) Players Head Office, Products and Services Provided
Table 50. Games as a Service (GaaS) Mergers & Acquisitions in the Past Five Years
Table 51. Games as a Service (GaaS) New Entrants and Expansion Plans
Table 52. Global Games as a Service (GaaS) Revenue (USD Million) by Type (2017-2022)
Table 53. Global Games as a Service (GaaS) Revenue Share by Type (2017-2022)
Table 54. Global Games as a Service (GaaS) Revenue Forecast by Type (2023-2028)
Table 55. Global Games as a Service (GaaS) Revenue by Application (2017-2022)
Table 56. Global Games as a Service (GaaS) Revenue Forecast by Application (2023-2028)
Table 57. North America Games as a Service (GaaS) Revenue by Type (2017-2022) & (USD Million)
Table 58. North America Games as a Service (GaaS) Revenue by Type (2023-2028) & (USD Million)
Table 59. North America Games as a Service (GaaS) Revenue by Application (2017-2022) & (USD Million)
Table 60. North America Games as a Service (GaaS) Revenue by Application (2023-2028) & (USD Million)
Table 61. North America Games as a Service (GaaS) Revenue by Country (2017-2022) & (USD Million)
Table 62. North America Games as a Service (GaaS) Revenue by Country (2023-2028) & (USD Million)
Table 63. Europe Games as a Service (GaaS) Revenue by Type (2017-2022) & (USD Million)
Table 64. Europe Games as a Service (GaaS) Revenue by Type (2023-2028) & (USD Million)
Table 65. Europe Games as a Service (GaaS) Revenue by Application (2017-2022) & (USD Million)
Table 66. Europe Games as a Service (GaaS) Revenue by Application (2023-2028) & (USD Million)
Table 67. Europe Games as a Service (GaaS) Revenue by Country (2017-2022) & (USD Million)
Table 68. Europe Games as a Service (GaaS) Revenue by Country (2023-2028) & (USD Million)
Table 69. Asia-Pacific Games as a Service (GaaS) Revenue by Type (2017-2022) & (USD Million)
Table 70. Asia-Pacific Games as a Service (GaaS) Revenue by Type (2023-2028) & (USD Million)
Table 71. Asia-Pacific Games as a Service (GaaS) Revenue by Application (2017-2022) & (USD Million)
Table 72. Asia-Pacific Games as a Service (GaaS) Revenue by Application (2023-2028) & (USD Million)
Table 73. Asia-Pacific Games as a Service (GaaS) Revenue by Region (2017-2022) & (USD Million)
Table 74. Asia-Pacific Games as a Service (GaaS) Revenue by Region (2023-2028) & (USD Million)
Table 75. South America Games as a Service (GaaS) Revenue by Type (2017-2022) & (USD Million)
Table 76. South America Games as a Service (GaaS) Revenue by Type (2023-2028) & (USD Million)
Table 77. South America Games as a Service (GaaS) Revenue by Application (2017-2022) & (USD Million)
Table 78. South America Games as a Service (GaaS) Revenue by Application (2023-2028) & (USD Million)
Table 79. South America Games as a Service (GaaS) Revenue by Country (2017-2022) & (USD Million)
Table 80. South America Games as a Service (GaaS) Revenue by Country (2023-2028) & (USD Million)
Table 81. Middle East & Africa Games as a Service (GaaS) Revenue by Type (2017-2022) & (USD Million)
Table 82. Middle East & Africa Games as a Service (GaaS) Revenue by Type (2023-2028) & (USD Million)
Table 83. Middle East & Africa Games as a Service (GaaS) Revenue by Application (2017-2022) & (USD Million)
Table 84. Middle East & Africa Games as a Service (GaaS) Revenue by Application (2023-2028) & (USD Million)
Table 85. Middle East & Africa Games as a Service (GaaS) Revenue by Country (2017-2022) & (USD Million)
Table 86. Middle East & Africa Games as a Service (GaaS) Revenue by Country (2023-2028) & (USD Million)
List of Figures
Figure 1. Games as a Service (GaaS) Picture
Figure 2. Global Games as a Service (GaaS) Revenue Market Share by Type in 2021
Figure 3. PC Based
Figure 4. Mobile Based
Figure 5. Games as a Service (GaaS) Revenue Market Share by Application in 2021
Figure 6. Below 18 years old Picture
Figure 7. 18-25 years old Picture
Figure 8. 26-35 years old Picture
Figure 9. 36-45 years old Picture
Figure 10. Above 45 years old Picture
Figure 11. Global Games as a Service (GaaS) Market Size, (USD Million): 2017 VS 2021 VS 2028
Figure 12. Global Games as a Service (GaaS) Revenue and Forecast (2017-2028) & (USD Million)
Figure 13. Global Games as a Service (GaaS) Revenue Market Share by Region (2017-2028)
Figure 14. Global Games as a Service (GaaS) Revenue Market Share by Region in 2021
Figure 15. North America Games as a Service (GaaS) Revenue (USD Million) and Growth Rate (2017-2028)
Figure 16. Europe Games as a Service (GaaS) Revenue (USD Million) and Growth Rate (2017-2028)
Figure 17. Asia-Pacific Games as a Service (GaaS) Revenue (USD Million) and Growth Rate (2017-2028)
Figure 18. South America Games as a Service (GaaS) Revenue (USD Million) and Growth Rate (2017-2028)
Figure 19. Middle East and Africa Games as a Service (GaaS) Revenue (USD Million) and Growth Rate (2017-2028)
Figure 20. Games as a Service (GaaS) Market Drivers
Figure 21. Games as a Service (GaaS) Market Restraints
Figure 22. Games as a Service (GaaS) Market Trends
Figure 23. Blizzard Entertainment Recent Developments and Future Plans
Figure 24. RIOT Recent Developments and Future Plans
Figure 25. Netflix Recent Developments and Future Plans
Figure 26. Microsoft Recent Developments and Future Plans
Figure 27. Sony Recent Developments and Future Plans
Figure 28. Tencent Recent Developments and Future Plans
Figure 29. Activision Blizzard Recent Developments and Future Plans
Figure 30. Sega Recent Developments and Future Plans
Figure 31. Electronic Arts Recent Developments and Future Plans
Figure 32. Ubisoft Recent Developments and Future Plans
Figure 33. Global Games as a Service (GaaS) Revenue Share by Players in 2021
Figure 34. Games as a Service (GaaS) Market Share by Company Type (Tier 1, Tier 2 and Tier 3) in 2021
Figure 35. Global Top 3 Players Games as a Service (GaaS) Revenue Market Share in 2021
Figure 36. Global Top 10 Players Games as a Service (GaaS) Revenue Market Share in 2021
Figure 37. Key Players Market Share Trend (Top 3 Market Share: 2020 VS 2021 VS 2022)
Figure 38. Global Games as a Service (GaaS) Revenue Share by Type in 2021
Figure 39. Global Games as a Service (GaaS) Market Share Forecast by Type (2023-2028)
Figure 40. Global Games as a Service (GaaS) Revenue Share by Application in 2021
Figure 41. Global Games as a Service (GaaS) Market Share Forecast by Application (2023-2028)
Figure 42. North America Games as a Service (GaaS) Sales Market Share by Type (2017-2028)
Figure 43. North America Games as a Service (GaaS) Sales Market Share by Application (2017-2028)
Figure 44. North America Games as a Service (GaaS) Revenue Market Share by Country (2017-2028)
Figure 45. United States Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 46. Canada Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 47. Mexico Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 48. Europe Games as a Service (GaaS) Sales Market Share by Type (2017-2028)
Figure 49. Europe Games as a Service (GaaS) Sales Market Share by Application (2017-2028)
Figure 50. Europe Games as a Service (GaaS) Revenue Market Share by Country (2017-2028)
Figure 51. Germany Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 52. France Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 53. United Kingdom Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 54. Russia Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 55. Italy Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 56. Asia-Pacific Games as a Service (GaaS) Sales Market Share by Type (2017-2028)
Figure 57. Asia-Pacific Games as a Service (GaaS) Sales Market Share by Application (2017-2028)
Figure 58. Asia-Pacific Games as a Service (GaaS) Revenue Market Share by Region (2017-2028)
Figure 59. China Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 60. Japan Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 61. South Korea Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 62. India Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 63. Southeast Asia Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 64. Australia Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 65. South America Games as a Service (GaaS) Sales Market Share by Type (2017-2028)
Figure 66. South America Games as a Service (GaaS) Sales Market Share by Application (2017-2028)
Figure 67. South America Games as a Service (GaaS) Revenue Market Share by Country (2017-2028)
Figure 68. Brazil Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 69. Argentina Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 70. Middle East and Africa Games as a Service (GaaS) Sales Market Share by Type (2017-2028)
Figure 71. Middle East and Africa Games as a Service (GaaS) Sales Market Share by Application (2017-2028)
Figure 72. Middle East and Africa Games as a Service (GaaS) Revenue Market Share by Country (2017-2028)
Figure 73. Turkey Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 74. Saudi Arabia Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 75. UAE Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 76. Methodology
Figure 77. Research Process and Data Source
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Research Methodology

Client Requirements

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Review and analyze client requirements

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Discussion of all the project requirements and queries

Flexibility Check

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Project Feasibility Analysis

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Finalizing tentative research programme

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Structuring project proposal with scope, timeline, and costs

Analyzing Market Dynamics

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Determination of key drivers, restraints, challenge, and opportunity

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Identifies market needs and trends

Market Size Estimation & Forecast

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Estimation of historical data based on secondary and primary data

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Anticipating market recast by assigning weightage to market forces (drivers, restraints, opportunities)

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Freezing historical and forecast market size estimations based on evolution, trends, outlook, and strategies

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Consideration of geography, region-specific product/service demand for region segments

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Consideration of product utilization rates, product demand outlook for segments by application or end-user.

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Data Source

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Secondary Source
Data collections from annual reports, presentations,associations, journals, analyst reports, paid database, press releases, blogs, newsletters,and GIR repositories.

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Primary Source
Research discussion with manufacturers, distributors, suppliers, end user, industry experts to verify insights.

Validation and
triangulation of
secondary and primary source.

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Collection of data

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Cumulating and collating the essential qualitative and quantitative data

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Generation of report in client requested format by research analysts

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Reviews by expert analysts

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Final quality check

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Clarifying queries

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Receiving feedback

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Ensuring satisfaction

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    liuCheng01

    01 Identification of data

    This step involves identification of several primary and secondary data research sources, including Global Info Research's internal data sources. The primary sources consist of in-depth discussions and interviews with policy makers, industry experts, and data evaluators, whereas secondary sources include a thorough study of market journals, press releases, annual reports, and government and non-government agencies websites.

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    liuCheng01

    02 Evaluation of Market Dynamic

    This phase includes a detailed evaluation of several factors that are likely to affect the market dynamics. It involves a comprehensive assessment of major market pain points, drivers, and trends. It also comprises a detailed study of research plans and methodology.

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    liuCheng01

    03 Collection of Data

    This process consists of gathering data, accessing proprietary databases, and reaching out to key industry participants that operate in the market across the value chain. It also involves studying several patterns in the historical data and comparing it with the current scenario.

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    liuCheng01

    04 Collaboration of Data

    This stage involves the validation of data and arrival at actual statistics, and evolution of the market over the years. It entails the study and analyzes various segments and verticals of the market. An impact analysis is also performed to observe which factors will affect the market in the next few years.

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    liuCheng01

    05 Verification and Analysis

    This is the final stage, which involves both quantity and quality checks. Although the process of data verification is an integral part of the research process, all data points and statistics and figures are re-checked to uphold their authenticity and validity.

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Companies Mentioned

Blizzard Entertainment
RIOT
Netflix
Microsoft
Sony
Tencent
Activision Blizzard
Sega
Electronic Arts
Ubisoft
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Global Games as a Service (GaaS) Market 2022 by Company, Regions, Type and Application, Forecast to 2028

Global Games as a Service (GaaS) Market 2022 by Company, Regions, Type and Application, Forecast to 2028

Page: 100

Published Date: 15 Mar 2022

Category: Service & Software

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Description

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Description

The Games as a Service (GaaS) market report provides a detailed analysis of global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, sales analysis, impact of domestic and global market players, value chain optimization, trade regulations, recent developments, opportunities analysis, strategic market growth analysis, product launches, area marketplace expanding, and technological innovations.

According to our (Global Info Research) latest study, due to COVID-19 pandemic, the global Games as a Service (GaaS) market size is estimated to be worth US$ million in 2021 and is forecast to a readjusted size of USD million by 2028 with a CAGR of % during forecast period 2022-2028. Below 18 years old accounting for % of the Games as a Service (GaaS) global market in 2021, is projected to value USD million by 2028, growing at a % CAGR in next six years. While PC Based segment is altered to a % CAGR between 2022 and 2028.

Global key companies of Games as a Service (GaaS) include Blizzard Entertainment, RIOT, Netflix, Microsoft, and Sony, etc. In terms of revenue, the global top four players hold a share over % in 2021.

Market segmentation
Games as a Service (GaaS) market is split by Type and by Application. For the period 2017-2028, the growth among segments provide accurate calculations and forecasts for revenue by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.

Market segment by Type, covers
PC Based
Mobile Based

Market segment by Application, can be divided into
Below 18 years old
18-25 years old
26-35 years old
36-45 years old
Above 45 years old

Market segment by players, this report covers
Blizzard Entertainment
RIOT
Netflix
Microsoft
Sony
Tencent
Activision Blizzard
Sega
Electronic Arts
Ubisoft

Market segment by regions, regional analysis covers
North America (United States, Canada, and Mexico)
Europe (Germany, France, UK, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia, and Rest of Asia-Pacific)
South America (Brazil, Argentina, Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)

The content of the study subjects, includes a total of 12 chapters:
Chapter 1, to describe Games as a Service (GaaS) product scope, market overview, market opportunities, market driving force and market risks.
Chapter 2, to profile the top players of Games as a Service (GaaS), with revenue, gross margin and global market share of Games as a Service (GaaS) from 2019 to 2022.
Chapter 3, the Games as a Service (GaaS) competitive situation, revenue and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by Type and application, with revenue and growth rate by Type, application, from 2017 to 2028.
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2017 to 2022.and Games as a Service (GaaS) market forecast, by regions, type and application, with revenue, from 2023 to 2028.
Chapter 11 and 12, to describe Games as a Service (GaaS) research findings and conclusion, appendix and data source.
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Table of Contents

1 Market Overview
1.1 Product Overview and Scope of Games as a Service (GaaS)
1.2 Classification of Games as a Service (GaaS) by Type
1.2.1 Overview: Global Games as a Service (GaaS) Market Size by Type: 2017 Versus 2021 Versus 2028
1.2.2 Global Games as a Service (GaaS) Revenue Market Share by Type in 2021
1.2.3 PC Based
1.2.4 Mobile Based
1.3 Global Games as a Service (GaaS) Market by Application
1.3.1 Overview: Global Games as a Service (GaaS) Market Size by Application: 2017 Versus 2021 Versus 2028
1.3.2 Below 18 years old
1.3.3 18-25 years old
1.3.4 26-35 years old
1.3.5 36-45 years old
1.3.6 Above 45 years old
1.4 Global Games as a Service (GaaS) Market Size & Forecast
1.5 Global Games as a Service (GaaS) Market Size and Forecast by Region
1.5.1 Global Games as a Service (GaaS) Market Size by Region: 2017 VS 2021 VS 2028
1.5.2 Global Games as a Service (GaaS) Market Size by Region, (2017-2022)
1.5.3 North America Games as a Service (GaaS) Market Size and Prospect (2017-2028)
1.5.4 Europe Games as a Service (GaaS) Market Size and Prospect (2017-2028)
1.5.5 Asia-Pacific Games as a Service (GaaS) Market Size and Prospect (2017-2028)
1.5.6 South America Games as a Service (GaaS) Market Size and Prospect (2017-2028)
1.5.7 Middle East and Africa Games as a Service (GaaS) Market Size and Prospect (2017-2028)
1.6 Market Drivers, Restraints and Trends
1.6.1 Games as a Service (GaaS) Market Drivers
1.6.2 Games as a Service (GaaS) Market Restraints
1.6.3 Games as a Service (GaaS) Trends Analysis

2 Company Profiles
2.1 Blizzard Entertainment
2.1.1 Blizzard Entertainment Details
2.1.2 Blizzard Entertainment Major Business
2.1.3 Blizzard Entertainment Games as a Service (GaaS) Product and Solutions
2.1.4 Blizzard Entertainment Games as a Service (GaaS) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.1.5 Blizzard Entertainment Recent Developments and Future Plans
2.2 RIOT
2.2.1 RIOT Details
2.2.2 RIOT Major Business
2.2.3 RIOT Games as a Service (GaaS) Product and Solutions
2.2.4 RIOT Games as a Service (GaaS) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.2.5 RIOT Recent Developments and Future Plans
2.3 Netflix
2.3.1 Netflix Details
2.3.2 Netflix Major Business
2.3.3 Netflix Games as a Service (GaaS) Product and Solutions
2.3.4 Netflix Games as a Service (GaaS) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.3.5 Netflix Recent Developments and Future Plans
2.4 Microsoft
2.4.1 Microsoft Details
2.4.2 Microsoft Major Business
2.4.3 Microsoft Games as a Service (GaaS) Product and Solutions
2.4.4 Microsoft Games as a Service (GaaS) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.4.5 Microsoft Recent Developments and Future Plans
2.5 Sony
2.5.1 Sony Details
2.5.2 Sony Major Business
2.5.3 Sony Games as a Service (GaaS) Product and Solutions
2.5.4 Sony Games as a Service (GaaS) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.5.5 Sony Recent Developments and Future Plans
2.6 Tencent
2.6.1 Tencent Details
2.6.2 Tencent Major Business
2.6.3 Tencent Games as a Service (GaaS) Product and Solutions
2.6.4 Tencent Games as a Service (GaaS) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.6.5 Tencent Recent Developments and Future Plans
2.7 Activision Blizzard
2.7.1 Activision Blizzard Details
2.7.2 Activision Blizzard Major Business
2.7.3 Activision Blizzard Games as a Service (GaaS) Product and Solutions
2.7.4 Activision Blizzard Games as a Service (GaaS) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.7.5 Activision Blizzard Recent Developments and Future Plans
2.8 Sega
2.8.1 Sega Details
2.8.2 Sega Major Business
2.8.3 Sega Games as a Service (GaaS) Product and Solutions
2.8.4 Sega Games as a Service (GaaS) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.8.5 Sega Recent Developments and Future Plans
2.9 Electronic Arts
2.9.1 Electronic Arts Details
2.9.2 Electronic Arts Major Business
2.9.3 Electronic Arts Games as a Service (GaaS) Product and Solutions
2.9.4 Electronic Arts Games as a Service (GaaS) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.9.5 Electronic Arts Recent Developments and Future Plans
2.10 Ubisoft
2.10.1 Ubisoft Details
2.10.2 Ubisoft Major Business
2.10.3 Ubisoft Games as a Service (GaaS) Product and Solutions
2.10.4 Ubisoft Games as a Service (GaaS) Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.10.5 Ubisoft Recent Developments and Future Plans

3 Market Competition, by Players
3.1 Global Games as a Service (GaaS) Revenue and Share by Players (2019, 2020, 2021, and 2022)
3.2 Market Concentration Rate
3.2.1 Top 3 Games as a Service (GaaS) Players Market Share in 2021
3.2.2 Top 10 Games as a Service (GaaS) Players Market Share in 2021
3.2.3 Market Competition Trend
3.3 Games as a Service (GaaS) Players Head Office, Products and Services Provided
3.4 Games as a Service (GaaS) Mergers & Acquisitions
3.5 Games as a Service (GaaS) New Entrants and Expansion Plans

4 Market Size Segment by Type
4.1 Global Games as a Service (GaaS) Revenue and Market Share by Type (2017-2022)
4.2 Global Games as a Service (GaaS) Market Forecast by Type (2023-2028)

5 Market Size Segment by Application
5.1 Global Games as a Service (GaaS) Revenue Market Share by Application (2017-2022)
5.2 Global Games as a Service (GaaS) Market Forecast by Application (2023-2028)

6 North America by Country, by Type, and by Application
6.1 North America Games as a Service (GaaS) Revenue by Type (2017-2028)
6.2 North America Games as a Service (GaaS) Revenue by Application (2017-2028)
6.3 North America Games as a Service (GaaS) Market Size by Country
6.3.1 North America Games as a Service (GaaS) Revenue by Country (2017-2028)
6.3.2 United States Games as a Service (GaaS) Market Size and Forecast (2017-2028)
6.3.3 Canada Games as a Service (GaaS) Market Size and Forecast (2017-2028)
6.3.4 Mexico Games as a Service (GaaS) Market Size and Forecast (2017-2028)

7 Europe by Country, by Type, and by Application
7.1 Europe Games as a Service (GaaS) Revenue by Type (2017-2028)
7.2 Europe Games as a Service (GaaS) Revenue by Application (2017-2028)
7.3 Europe Games as a Service (GaaS) Market Size by Country
7.3.1 Europe Games as a Service (GaaS) Revenue by Country (2017-2028)
7.3.2 Germany Games as a Service (GaaS) Market Size and Forecast (2017-2028)
7.3.3 France Games as a Service (GaaS) Market Size and Forecast (2017-2028)
7.3.4 United Kingdom Games as a Service (GaaS) Market Size and Forecast (2017-2028)
7.3.5 Russia Games as a Service (GaaS) Market Size and Forecast (2017-2028)
7.3.6 Italy Games as a Service (GaaS) Market Size and Forecast (2017-2028)

8 Asia-Pacific by Region, by Type, and by Application
8.1 Asia-Pacific Games as a Service (GaaS) Revenue by Type (2017-2028)
8.2 Asia-Pacific Games as a Service (GaaS) Revenue by Application (2017-2028)
8.3 Asia-Pacific Games as a Service (GaaS) Market Size by Region
8.3.1 Asia-Pacific Games as a Service (GaaS) Revenue by Region (2017-2028)
8.3.2 China Games as a Service (GaaS) Market Size and Forecast (2017-2028)
8.3.3 Japan Games as a Service (GaaS) Market Size and Forecast (2017-2028)
8.3.4 South Korea Games as a Service (GaaS) Market Size and Forecast (2017-2028)
8.3.5 India Games as a Service (GaaS) Market Size and Forecast (2017-2028)
8.3.6 Southeast Asia Games as a Service (GaaS) Market Size and Forecast (2017-2028)
8.3.7 Australia Games as a Service (GaaS) Market Size and Forecast (2017-2028)

9 South America by Country, by Type, and by Application
9.1 South America Games as a Service (GaaS) Revenue by Type (2017-2028)
9.2 South America Games as a Service (GaaS) Revenue by Application (2017-2028)
9.3 South America Games as a Service (GaaS) Market Size by Country
9.3.1 South America Games as a Service (GaaS) Revenue by Country (2017-2028)
9.3.2 Brazil Games as a Service (GaaS) Market Size and Forecast (2017-2028)
9.3.3 Argentina Games as a Service (GaaS) Market Size and Forecast (2017-2028)

10 Middle East & Africa by Country, by Type, and by Application
10.1 Middle East & Africa Games as a Service (GaaS) Revenue by Type (2017-2028)
10.2 Middle East & Africa Games as a Service (GaaS) Revenue by Application (2017-2028)
10.3 Middle East & Africa Games as a Service (GaaS) Market Size by Country
10.3.1 Middle East & Africa Games as a Service (GaaS) Revenue by Country (2017-2028)
10.3.2 Turkey Games as a Service (GaaS) Market Size and Forecast (2017-2028)
10.3.3 Saudi Arabia Games as a Service (GaaS) Market Size and Forecast (2017-2028)
10.3.4 UAE Games as a Service (GaaS) Market Size and Forecast (2017-2028)

11 Research Findings and Conclusion

12 Appendix
12.1 Methodology
12.2 Research Process and Data Source
12.3 Disclaimer
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Table of Figures

List of Tables
Table 1. Global Games as a Service (GaaS) Revenue by Type, (USD Million), 2017 VS 2021 VS 2028
Table 2. Global Games as a Service (GaaS) Revenue by Application, (USD Million), 2017 VS 2021 VS 2028
Table 3. Global Market Games as a Service (GaaS) Revenue (Million USD) Comparison by Region (2017 VS 2021 VS 2028)
Table 4. Global Games as a Service (GaaS) Revenue (USD Million) by Region (2017-2022)
Table 5. Global Games as a Service (GaaS) Revenue Market Share by Region (2023-2028)
Table 6. Blizzard Entertainment Corporate Information, Head Office, and Major Competitors
Table 7. Blizzard Entertainment Major Business
Table 8. Blizzard Entertainment Games as a Service (GaaS) Product and Solutions
Table 9. Blizzard Entertainment Games as a Service (GaaS) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 10. RIOT Corporate Information, Head Office, and Major Competitors
Table 11. RIOT Major Business
Table 12. RIOT Games as a Service (GaaS) Product and Solutions
Table 13. RIOT Games as a Service (GaaS) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 14. Netflix Corporate Information, Head Office, and Major Competitors
Table 15. Netflix Major Business
Table 16. Netflix Games as a Service (GaaS) Product and Solutions
Table 17. Netflix Games as a Service (GaaS) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 18. Microsoft Corporate Information, Head Office, and Major Competitors
Table 19. Microsoft Major Business
Table 20. Microsoft Games as a Service (GaaS) Product and Solutions
Table 21. Microsoft Games as a Service (GaaS) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 22. Sony Corporate Information, Head Office, and Major Competitors
Table 23. Sony Major Business
Table 24. Sony Games as a Service (GaaS) Product and Solutions
Table 25. Sony Games as a Service (GaaS) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 26. Tencent Corporate Information, Head Office, and Major Competitors
Table 27. Tencent Major Business
Table 28. Tencent Games as a Service (GaaS) Product and Solutions
Table 29. Tencent Games as a Service (GaaS) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 30. Activision Blizzard Corporate Information, Head Office, and Major Competitors
Table 31. Activision Blizzard Major Business
Table 32. Activision Blizzard Games as a Service (GaaS) Product and Solutions
Table 33. Activision Blizzard Games as a Service (GaaS) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 34. Sega Corporate Information, Head Office, and Major Competitors
Table 35. Sega Major Business
Table 36. Sega Games as a Service (GaaS) Product and Solutions
Table 37. Sega Games as a Service (GaaS) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 38. Electronic Arts Corporate Information, Head Office, and Major Competitors
Table 39. Electronic Arts Major Business
Table 40. Electronic Arts Games as a Service (GaaS) Product and Solutions
Table 41. Electronic Arts Games as a Service (GaaS) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 42. Ubisoft Corporate Information, Head Office, and Major Competitors
Table 43. Ubisoft Major Business
Table 44. Ubisoft Games as a Service (GaaS) Product and Solutions
Table 45. Ubisoft Games as a Service (GaaS) Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 46. Global Games as a Service (GaaS) Revenue (USD Million) by Players (2019, 2020, 2021, and 2022)
Table 47. Global Games as a Service (GaaS) Revenue Share by Players (2019, 2020, 2021, and 2022)
Table 48. Breakdown of Games as a Service (GaaS) by Company Type (Tier 1, Tier 2 and Tier 3)
Table 49. Games as a Service (GaaS) Players Head Office, Products and Services Provided
Table 50. Games as a Service (GaaS) Mergers & Acquisitions in the Past Five Years
Table 51. Games as a Service (GaaS) New Entrants and Expansion Plans
Table 52. Global Games as a Service (GaaS) Revenue (USD Million) by Type (2017-2022)
Table 53. Global Games as a Service (GaaS) Revenue Share by Type (2017-2022)
Table 54. Global Games as a Service (GaaS) Revenue Forecast by Type (2023-2028)
Table 55. Global Games as a Service (GaaS) Revenue by Application (2017-2022)
Table 56. Global Games as a Service (GaaS) Revenue Forecast by Application (2023-2028)
Table 57. North America Games as a Service (GaaS) Revenue by Type (2017-2022) & (USD Million)
Table 58. North America Games as a Service (GaaS) Revenue by Type (2023-2028) & (USD Million)
Table 59. North America Games as a Service (GaaS) Revenue by Application (2017-2022) & (USD Million)
Table 60. North America Games as a Service (GaaS) Revenue by Application (2023-2028) & (USD Million)
Table 61. North America Games as a Service (GaaS) Revenue by Country (2017-2022) & (USD Million)
Table 62. North America Games as a Service (GaaS) Revenue by Country (2023-2028) & (USD Million)
Table 63. Europe Games as a Service (GaaS) Revenue by Type (2017-2022) & (USD Million)
Table 64. Europe Games as a Service (GaaS) Revenue by Type (2023-2028) & (USD Million)
Table 65. Europe Games as a Service (GaaS) Revenue by Application (2017-2022) & (USD Million)
Table 66. Europe Games as a Service (GaaS) Revenue by Application (2023-2028) & (USD Million)
Table 67. Europe Games as a Service (GaaS) Revenue by Country (2017-2022) & (USD Million)
Table 68. Europe Games as a Service (GaaS) Revenue by Country (2023-2028) & (USD Million)
Table 69. Asia-Pacific Games as a Service (GaaS) Revenue by Type (2017-2022) & (USD Million)
Table 70. Asia-Pacific Games as a Service (GaaS) Revenue by Type (2023-2028) & (USD Million)
Table 71. Asia-Pacific Games as a Service (GaaS) Revenue by Application (2017-2022) & (USD Million)
Table 72. Asia-Pacific Games as a Service (GaaS) Revenue by Application (2023-2028) & (USD Million)
Table 73. Asia-Pacific Games as a Service (GaaS) Revenue by Region (2017-2022) & (USD Million)
Table 74. Asia-Pacific Games as a Service (GaaS) Revenue by Region (2023-2028) & (USD Million)
Table 75. South America Games as a Service (GaaS) Revenue by Type (2017-2022) & (USD Million)
Table 76. South America Games as a Service (GaaS) Revenue by Type (2023-2028) & (USD Million)
Table 77. South America Games as a Service (GaaS) Revenue by Application (2017-2022) & (USD Million)
Table 78. South America Games as a Service (GaaS) Revenue by Application (2023-2028) & (USD Million)
Table 79. South America Games as a Service (GaaS) Revenue by Country (2017-2022) & (USD Million)
Table 80. South America Games as a Service (GaaS) Revenue by Country (2023-2028) & (USD Million)
Table 81. Middle East & Africa Games as a Service (GaaS) Revenue by Type (2017-2022) & (USD Million)
Table 82. Middle East & Africa Games as a Service (GaaS) Revenue by Type (2023-2028) & (USD Million)
Table 83. Middle East & Africa Games as a Service (GaaS) Revenue by Application (2017-2022) & (USD Million)
Table 84. Middle East & Africa Games as a Service (GaaS) Revenue by Application (2023-2028) & (USD Million)
Table 85. Middle East & Africa Games as a Service (GaaS) Revenue by Country (2017-2022) & (USD Million)
Table 86. Middle East & Africa Games as a Service (GaaS) Revenue by Country (2023-2028) & (USD Million)
List of Figures
Figure 1. Games as a Service (GaaS) Picture
Figure 2. Global Games as a Service (GaaS) Revenue Market Share by Type in 2021
Figure 3. PC Based
Figure 4. Mobile Based
Figure 5. Games as a Service (GaaS) Revenue Market Share by Application in 2021
Figure 6. Below 18 years old Picture
Figure 7. 18-25 years old Picture
Figure 8. 26-35 years old Picture
Figure 9. 36-45 years old Picture
Figure 10. Above 45 years old Picture
Figure 11. Global Games as a Service (GaaS) Market Size, (USD Million): 2017 VS 2021 VS 2028
Figure 12. Global Games as a Service (GaaS) Revenue and Forecast (2017-2028) & (USD Million)
Figure 13. Global Games as a Service (GaaS) Revenue Market Share by Region (2017-2028)
Figure 14. Global Games as a Service (GaaS) Revenue Market Share by Region in 2021
Figure 15. North America Games as a Service (GaaS) Revenue (USD Million) and Growth Rate (2017-2028)
Figure 16. Europe Games as a Service (GaaS) Revenue (USD Million) and Growth Rate (2017-2028)
Figure 17. Asia-Pacific Games as a Service (GaaS) Revenue (USD Million) and Growth Rate (2017-2028)
Figure 18. South America Games as a Service (GaaS) Revenue (USD Million) and Growth Rate (2017-2028)
Figure 19. Middle East and Africa Games as a Service (GaaS) Revenue (USD Million) and Growth Rate (2017-2028)
Figure 20. Games as a Service (GaaS) Market Drivers
Figure 21. Games as a Service (GaaS) Market Restraints
Figure 22. Games as a Service (GaaS) Market Trends
Figure 23. Blizzard Entertainment Recent Developments and Future Plans
Figure 24. RIOT Recent Developments and Future Plans
Figure 25. Netflix Recent Developments and Future Plans
Figure 26. Microsoft Recent Developments and Future Plans
Figure 27. Sony Recent Developments and Future Plans
Figure 28. Tencent Recent Developments and Future Plans
Figure 29. Activision Blizzard Recent Developments and Future Plans
Figure 30. Sega Recent Developments and Future Plans
Figure 31. Electronic Arts Recent Developments and Future Plans
Figure 32. Ubisoft Recent Developments and Future Plans
Figure 33. Global Games as a Service (GaaS) Revenue Share by Players in 2021
Figure 34. Games as a Service (GaaS) Market Share by Company Type (Tier 1, Tier 2 and Tier 3) in 2021
Figure 35. Global Top 3 Players Games as a Service (GaaS) Revenue Market Share in 2021
Figure 36. Global Top 10 Players Games as a Service (GaaS) Revenue Market Share in 2021
Figure 37. Key Players Market Share Trend (Top 3 Market Share: 2020 VS 2021 VS 2022)
Figure 38. Global Games as a Service (GaaS) Revenue Share by Type in 2021
Figure 39. Global Games as a Service (GaaS) Market Share Forecast by Type (2023-2028)
Figure 40. Global Games as a Service (GaaS) Revenue Share by Application in 2021
Figure 41. Global Games as a Service (GaaS) Market Share Forecast by Application (2023-2028)
Figure 42. North America Games as a Service (GaaS) Sales Market Share by Type (2017-2028)
Figure 43. North America Games as a Service (GaaS) Sales Market Share by Application (2017-2028)
Figure 44. North America Games as a Service (GaaS) Revenue Market Share by Country (2017-2028)
Figure 45. United States Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 46. Canada Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 47. Mexico Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 48. Europe Games as a Service (GaaS) Sales Market Share by Type (2017-2028)
Figure 49. Europe Games as a Service (GaaS) Sales Market Share by Application (2017-2028)
Figure 50. Europe Games as a Service (GaaS) Revenue Market Share by Country (2017-2028)
Figure 51. Germany Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 52. France Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 53. United Kingdom Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 54. Russia Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 55. Italy Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 56. Asia-Pacific Games as a Service (GaaS) Sales Market Share by Type (2017-2028)
Figure 57. Asia-Pacific Games as a Service (GaaS) Sales Market Share by Application (2017-2028)
Figure 58. Asia-Pacific Games as a Service (GaaS) Revenue Market Share by Region (2017-2028)
Figure 59. China Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 60. Japan Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 61. South Korea Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 62. India Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 63. Southeast Asia Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 64. Australia Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 65. South America Games as a Service (GaaS) Sales Market Share by Type (2017-2028)
Figure 66. South America Games as a Service (GaaS) Sales Market Share by Application (2017-2028)
Figure 67. South America Games as a Service (GaaS) Revenue Market Share by Country (2017-2028)
Figure 68. Brazil Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 69. Argentina Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 70. Middle East and Africa Games as a Service (GaaS) Sales Market Share by Type (2017-2028)
Figure 71. Middle East and Africa Games as a Service (GaaS) Sales Market Share by Application (2017-2028)
Figure 72. Middle East and Africa Games as a Service (GaaS) Revenue Market Share by Country (2017-2028)
Figure 73. Turkey Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 74. Saudi Arabia Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 75. UAE Games as a Service (GaaS) Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 76. Methodology
Figure 77. Research Process and Data Source
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Research Methodology

Client Requirements

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Review and analyze client requirements

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Discussion of all the project requirements and queries

Flexibility Check

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Project Feasibility Analysis

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Finalizing tentative research programme

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Structuring project proposal with scope, timeline, and costs

Analyzing Market Dynamics

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Determination of key drivers, restraints, challenge, and opportunity

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Identifies market needs and trends

Market Size Estimation & Forecast

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Estimation of historical data based on secondary and primary data

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Anticipating market recast by assigning weightage to market forces (drivers, restraints, opportunities)

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Freezing historical and forecast market size estimations based on evolution, trends, outlook, and strategies

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Consideration of geography, region-specific product/service demand for region segments

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Consideration of product utilization rates, product demand outlook for segments by application or end-user.

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Data Source

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Secondary Source
Data collections from annual reports, presentations,associations, journals, analyst reports, paid database, press releases, blogs, newsletters,and GIR repositories.

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Discussion of all the project requirements and queries

Validation and triangulation of secondary and primary source.

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Collection of data

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Cumulating and collating the essential qualitative and quantitative data

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Generation of report in client requested format by research analysts

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Reviews by expert analysts

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Final quality check

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Clarifying queries

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Receiving feedback

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Ensuring satisfaction

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    01 Identification of data

    This step involves identification of several primary and secondary data research sources, including Global Info Research's internal data sources. The primary sources consist of in-depth discussions and interviews with policy makers, industry experts, and data evaluators, whereas secondary sources include a thorough study of market journals, press releases, annual reports, and government and non-government agencies websites.

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    02 Evaluation of Market Dynamic

    This phase includes a detailed evaluation of several factors that are likely to affect the market dynamics. It involves a comprehensive assessment of major market pain points, drivers, and trends. It also comprises a detailed study of research plans and methodology.

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    03 Collection of Data

    This process consists of gathering data, accessing proprietary databases, and reaching out to key industry participants that operate in the market across the value chain. It also involves studying several patterns in the historical data and comparing it with the current scenario.

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    04 Collaboration of Data

    This stage involves the validation of data and arrival at actual statistics, and evolution of the market over the years. It entails the study and analyzes various segments and verticals of the market. An impact analysis is also performed to observe which factors will affect the market in the next few years.

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    05 Verification and Analysis

    This is the final stage, which involves both quantity and quality checks. Although the process of data verification is an integral part of the research process, all data points and statistics and figures are re-checked to uphold their authenticity and validity.

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Companies Mentioned

Blizzard Entertainment
RIOT
Netflix
Microsoft
Sony
Tencent
Activision Blizzard
Sega
Electronic Arts
Ubisoft
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