½ÃÀ庸°í¼­
»óǰÄÚµå
1768279

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

¹ßÇàÀÏ: | ¸®¼­Ä¡»ç: KBV Research | ÆäÀÌÁö Á¤º¸: ¿µ¹® 360 Pages | ¹è¼Û¾È³» : Áï½Ã¹è¼Û

    
    
    



¡Ø º» »óǰÀº ¿µ¹® ÀÚ·á·Î Çѱ۰ú ¿µ¹® ¸ñÂ÷¿¡ ºÒÀÏÄ¡ÇÏ´Â ³»¿ëÀÌ ÀÖÀ» °æ¿ì ¿µ¹®À» ¿ì¼±ÇÕ´Ï´Ù. Á¤È®ÇÑ °ËÅ並 À§ÇØ ¿µ¹® ¸ñÂ÷¸¦ Âü°íÇØÁֽñ⠹ٶø´Ï´Ù.

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

  • ½ÃÀåÀÇ Á¤ÀÇ
  • ¸ñÀû
  • ½ÃÀå ¹üÀ§
  • ¼¼ºÐÈ­
  • Á¶»ç ¹æ¹ý

Á¦2Àå ½ÃÀå °³°ü

  • ÁÖ¿ä ÇÏÀ̶óÀÌÆ®

Á¦3Àå ½ÃÀå °³¿ä

  • ¼­·Ð
    • °³¿ä
      • ½ÃÀå ±¸¼º°ú ½Ã³ª¸®¿À
  • ½ÃÀå¿¡ ¿µÇâÀ» ¹ÌÄ¡´Â ÁÖ¿ä ¿äÀÎ
    • ½ÃÀå ¼ºÀå ÃËÁø¿äÀÎ
    • ½ÃÀå ¼ºÀå ¾ïÁ¦¿äÀÎ
    • ½ÃÀå ±âȸ
    • ½ÃÀåÀÌ ÇØ°áÇØ¾ß ÇÒ °úÁ¦

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

  • °ÔÀÓ °³¹ß
  • Ŭ¶ó¿ìµå ÀÎÇÁ¶ó ÇÁ·ÎºñÀú´×
  • °ÔÀÓ ½ºÆ®¸®¹Ö ¹× Ç÷§Æû À¯È¿È­
  • ±¸µ¶ °ü¸® ¹× ¼öÀÍÈ­
  • ÄÁÅÙÃ÷ Àü¼Û ³×Æ®¿öÅ©(CDN) ¹× Áö¿¬½Ã°£ ÃÖÀûÈ­
  • UI/UX ÃÖÀûÈ­
  • °í°´ Áö¿ø ¹× Ä¿¹Â´ÏƼ °ü¿©
  • º¸¾È ¹× ÄÄÇöóÀ̾ð½º
  • ºÐ¼® ¹× Çǵå¹é ·çÇÁ

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

  • ÀúÁö¿¬½Ã°£ ¹× ÆÛÆ÷¸Õ½º
  • °ÔÀÓ ¶óÀ̺귯¸® ´Ù¾ç¼º°ú ǰÁú
  • ±¸µ¶ ºñ¿ë ¹× °¡°Ý ¸ðµ¨
  • Å©·Î½º Ç÷§Æû ȣȯ¼º
  • ÀÎÅÍ³Ý ´ë¿ªÆø ¿ä°Ç
  • »ç¿ëÀÚ ÀÎÅÍÆäÀ̽º ¹× °æÇè(UI/UX)
  • °ÔÀÓ º¸Á¸ ¹× µ¿±â ±â´É
  • Á¤±âÀûÀÎ ¾÷µ¥ÀÌÆ®¿Í »õ·Î¿î ÄÁÅÙÃ÷
  • °í°´ Áö¿ø ǰÁú
  • Ä¿¹Â´ÏƼ ¹× ¼Ò¼È ±â´É

Á¦6Àå °æÀï ºÐ¼® - ¼¼°è

  • ½ÃÀå Á¡À¯À² ºÐ¼®, 2024³â
  • GaaS(Gaming As A Service) ½ÃÀåÀÇ ÃÖ±Ù Àü·«
  • PorterÀÇ Five Forces ºÐ¼®

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

  • ¼¼°èÀÇ °³ÀÎ ½ÃÀå : Áö¿ªº°
  • ¼¼°èÀÇ »ó¾÷ ½ÃÀå : Áö¿ªº°

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

  • ¼¼°èÀÇ ½º¸¶Æ®Æù ¹× ÅÂºí¸´ ½ÃÀå : Áö¿ªº°
  • ¼¼°èÀÇ PC ¹× ·¦Åé ½ÃÀå : Áö¿ªº°
  • ¼¼°èÀÇ °ÔÀӱ⠽ÃÀå : Áö¿ªº°

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

  • ¼¼°è ±¸µ¶ ½ÃÀå : Áö¿ªº°
  • ¼¼°èÀÇ °ÔÀÓ³» ±¸ÀÔ ½ÃÀå : Áö¿ªº°
  • ¼¼°èÀÇ ±¤°í ½ÃÀå : Áö¿ªº°
  • ¼¼°èÀÇ ±âŸ ¼öÀÍ ¸ðµ¨ ½ÃÀå : Áö¿ªº°

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

  • ¼¼°èÀÇ ¾×¼Ç ½ÃÀå : Áö¿ªº°
  • ¼¼°èÀÇ ·ÑÇ÷¹À× ½ÃÀå : Áö¿ªº°
  • ¼¼°èÀÇ ½ºÆ÷Ã÷ ½ÃÀå : Áö¿ªº°
  • ¼¼°èÀÇ ¾îµåº¥Ã³ ½ÃÀå : Áö¿ªº°
  • ¼¼°èÀÇ ½Ã¹Ä·¹ÀÌ¼Ç ½ÃÀå : Áö¿ªº°
  • ¼¼°èÀÇ Àü·« ½ÃÀå : Áö¿ªº°
  • ¼¼°èÀÇ ±âŸ °ÔÀÓ À¯Çü ½ÃÀå : Áö¿ªº°

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

  • ºÏ¹Ì
    • ºÏ¹Ì ½ÃÀå : ±¹°¡º°
      • ¹Ì±¹
      • ij³ª´Ù
      • ¸ß½ÃÄÚ
      • ±âŸ ºÏ¹Ì
  • À¯·´
    • À¯·´ ½ÃÀå : ±¹°¡º°
      • µ¶ÀÏ
      • ¿µ±¹
      • ÇÁ¶û½º
      • ·¯½Ã¾Æ
      • ½ºÆäÀÎ
      • ÀÌÅ»¸®¾Æ
      • ±âŸ À¯·´
  • ¾Æ½Ã¾ÆÅÂÆò¾ç
    • ¾Æ½Ã¾ÆÅÂÆò¾ç ½ÃÀå : ±¹°¡º°
      • Áß±¹
      • ÀϺ»
      • Àεµ
      • Çѱ¹
      • ½Ì°¡Æ÷¸£
      • ¸»·¹À̽þÆ
      • ±âŸ ¾Æ½Ã¾ÆÅÂÆò¾ç
  • ¶óƾ¾Æ¸Þ¸®Ä«, Áßµ¿ ¹× ¾ÆÇÁ¸®Ä«
    • ¶óƾ¾Æ¸Þ¸®Ä«, Áßµ¿ ¹× ¾ÆÇÁ¸®Ä« ½ÃÀå : ±¹°¡º°
      • ºê¶óÁú
      • ¾Æ¸£ÇîÆ¼³ª
      • ¾Æ¶ø¿¡¹Ì¸®Æ®(UAE)
      • »ç¿ìµð¾Æ¶óºñ¾Æ
      • ³²¾ÆÇÁ¸®Ä«°øÈ­±¹
      • ³ªÀÌÁö¸®¾Æ
      • ±âŸ ¶óƾ¾Æ¸Þ¸®Ä«, Áßµ¿ ¹× ¾ÆÇÁ¸®Ä«

Á¦12Àå ±â¾÷ °³¿ä

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

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

LSH 25.07.21

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

  • Feb-2025: Tencent Holdings Ltd. announced the partnership with The Game Company (TGC), a game studio dedicated to creating timeless interactive entertainment to enhance its AI-driven cloud gaming platform, expanding access to over 1,300 AAA games globally. Leveraging Tencent's infrastructure, TGC aims to deliver seamless, low-latency gameplay, boost esports offerings, and promote gaming accessibility across APAC, LATAM, and NORAM regions.
  • Jun-2024: Microsoft Corporation announced the partnership with Amazon, an E-commerce company to bring the Xbox cloud gaming app to select Fire TV devices in July. Xbox Game Pass Ultimate subscribers can stream games on TVs without a console. While not all titles are available via cloud, popular games like Fallout and Halo Infinite's campaign can be streamed.
  • Jan-2023: Google LLC announced the partnership with Unity, a Game engine to support game developers by offering Unity Gaming Services like Multiplayer Server Hosting and Voice/Text Chat on Google Cloud Marketplace. They're also integrating Google Ads into Unity LevelPlay to improve mobile game monetization, helping developers build, grow, and scale live multiplayer games globally.
  • Nov-2022: Google LLC teamed up with Indian startup SuperGaming, specialize in creating and publishing mobile games, particularly focusing on battle royale and other multiplayer titles to offer its SuperPlatform gaming engine globally. This collaboration helps developers manage live ops, matchmaking, analytics, and scaling. SuperGaming, known for titles like MaskGun, prefers Google Cloud after migrating from AWS, aiming to enhance game services and developer support worldwide.
  • Aug-2022: Tencent Holdings Ltd. announced the partnership with Logitech G to launch a handheld cloud gaming device combining Logitech's hardware expertise with Tencent's software services. Supporting multiple cloud platforms like Xbox Cloud Gaming and NVIDIA GeForce NOW, the device enables gamers to stream AAA games anywhere without downloads or installations, advancing cloud gaming innovation.

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.

Global 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

Table of Contents

Chapter 1. Market Scope & Methodology

  • 1.1 Market Definition
  • 1.2 Objectives
  • 1.3 Market Scope
  • 1.4 Segmentation
    • 1.4.1 Global Gaming As A Service Market, by End Use
    • 1.4.2 Global Gaming As A Service Market, by Platform
    • 1.4.3 Global Gaming As A Service Market, by Revenue Model
    • 1.4.4 Global Gaming As A Service Market, by Game Type
    • 1.4.5 Global Gaming As A Service Market, by Geography
  • 1.5 Methodology for the research

Chapter 2. Market at a Glance

  • 2.1 Key Highlights

Chapter 3. Market Overview

  • 3.1 Introduction
    • 3.1.1 Overview
      • 3.1.1.1 Market Composition and Scenario
  • 3.2 Key Factors Impacting the Market
    • 3.2.1 Market Drivers
    • 3.2.2 Market Restraints
    • 3.2.3 Market Opportunities
    • 3.2.4 Market Challenges

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

  • 4.1 Game Development
  • 4.2 Cloud Infrastructure Provisioning
  • 4.3 Game Streaming & Platform Enablement
  • 4.4 Subscription Management & Monetization
  • 4.5 Content Delivery Networks (CDNs) & Latency Optimization
  • 4.6 UI/UX Optimization
  • 4.7 Customer Support & Community Engagement
  • 4.8 Security & Compliance
  • 4.9 Analytics & Feedback Loop

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

  • 5.1 Low Latency & Performance
  • 5.2 Game Library Diversity & Quality
  • 5.3 Subscription Cost / Pricing Model
  • 5.4 Cross-Platform Compatibility
  • 5.5 Internet Bandwidth Requirements
  • 5.6 User Interface and Experience (UI/UX)
  • 5.7 Game Save & Sync Functionality
  • 5.8 Regular Updates & New Content
  • 5.9 Customer Support Quality
  • 5.1 Community and Social Features

Chapter 6. Competition Analysis - Global

  • 6.1 Market Share Analysis, 2024
  • 6.2 Recent Strategies Deployed in Gaming As A Service Market
  • 6.3 Porter Five Forces Analysis

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

  • 7.1 Global Individual Market by Region
  • 7.2 Global Commercial Market by Region

Chapter 8. Global Gaming As A Service Market by Platform

  • 8.1 Global Smartphones & Tablets Market by Region
  • 8.2 Global PCs & Laptops Market by Region
  • 8.3 Global Gaming Consoles Market by Region

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

  • 9.1 Global Subscription Market by Region
  • 9.2 Global In-Game Purchases Market by Region
  • 9.3 Global Advertising Market by Region
  • 9.4 Global Other Revenue Model Market by Region

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

  • 10.1 Global Action Market by Region
  • 10.2 Global Role-Playing Market by Region
  • 10.3 Global Sports Market by Region
  • 10.4 Global Adventure Market by Region
  • 10.5 Global Simulation Market by Region
  • 10.6 Global Strategy Market by Region
  • 10.7 Global Other Game Type Market by Region

Chapter 11. Global Gaming As A Service Market by Region

  • 11.1 North America Gaming As A Service Market
    • 11.1.1 North America Gaming As A Service Market by End Use
      • 11.1.1.1 North America Individual Market by Region
      • 11.1.1.2 North America Commercial Market by Region
    • 11.1.2 North America Gaming As A Service Market by Platform
      • 11.1.2.1 North America Smartphones & Tablets Market by Country
      • 11.1.2.2 North America PCs & Laptops Market by Country
      • 11.1.2.3 North America Gaming Consoles Market by Country
    • 11.1.3 North America Gaming As A Service Market by Revenue Model
      • 11.1.3.1 North America Subscription Market by Country
      • 11.1.3.2 North America In-Game Purchases Market by Country
      • 11.1.3.3 North America Advertising Market by Country
      • 11.1.3.4 North America Other Revenue Model Market by Country
    • 11.1.4 North America Gaming As A Service Market by Game Type
      • 11.1.4.1 North America Action Market by Country
      • 11.1.4.2 North America Role-Playing Market by Country
      • 11.1.4.3 North America Sports Market by Country
      • 11.1.4.4 North America Adventure Market by Country
      • 11.1.4.5 North America Simulation Market by Country
      • 11.1.4.6 North America Strategy Market by Country
      • 11.1.4.7 North America Other Game Type Market by Country
    • 11.1.5 North America Gaming As A Service Market by Country
      • 11.1.5.1 US Gaming As A Service Market
        • 11.1.5.1.1 US Gaming As A Service Market by End Use
        • 11.1.5.1.2 US Gaming As A Service Market by Platform
        • 11.1.5.1.3 US Gaming As A Service Market by Revenue Model
        • 11.1.5.1.4 US Gaming As A Service Market by Game Type
      • 11.1.5.2 Canada Gaming As A Service Market
        • 11.1.5.2.1 Canada Gaming As A Service Market by End Use
        • 11.1.5.2.2 Canada Gaming As A Service Market by Platform
        • 11.1.5.2.3 Canada Gaming As A Service Market by Revenue Model
        • 11.1.5.2.4 Canada Gaming As A Service Market by Game Type
      • 11.1.5.3 Mexico Gaming As A Service Market
        • 11.1.5.3.1 Mexico Gaming As A Service Market by End Use
        • 11.1.5.3.2 Mexico Gaming As A Service Market by Platform
        • 11.1.5.3.3 Mexico Gaming As A Service Market by Revenue Model
        • 11.1.5.3.4 Mexico Gaming As A Service Market by Game Type
      • 11.1.5.4 Rest of North America Gaming As A Service Market
        • 11.1.5.4.1 Rest of North America Gaming As A Service Market by End Use
        • 11.1.5.4.2 Rest of North America Gaming As A Service Market by Platform
        • 11.1.5.4.3 Rest of North America Gaming As A Service Market by Revenue Model
        • 11.1.5.4.4 Rest of North America Gaming As A Service Market by Game Type
  • 11.2 Europe Gaming As A Service Market
    • 11.2.1 Europe Gaming As A Service Market by End Use
      • 11.2.1.1 Europe Individual Market by Country
      • 11.2.1.2 Europe Commercial Market by Country
    • 11.2.2 Europe Gaming As A Service Market by Platform
      • 11.2.2.1 Europe Smartphones & Tablets Market by Country
      • 11.2.2.2 Europe PCs & Laptops Market by Country
      • 11.2.2.3 Europe Gaming Consoles Market by Country
    • 11.2.3 Europe Gaming As A Service Market by Revenue Model
      • 11.2.3.1 Europe Subscription Market by Country
      • 11.2.3.2 Europe In-Game Purchases Market by Country
      • 11.2.3.3 Europe Advertising Market by Country
      • 11.2.3.4 Europe Other Revenue Model Market by Country
    • 11.2.4 Europe Gaming As A Service Market by Game Type
      • 11.2.4.1 Europe Action Market by Country
      • 11.2.4.2 Europe Role-Playing Market by Country
      • 11.2.4.3 Europe Sports Market by Country
      • 11.2.4.4 Europe Adventure Market by Country
      • 11.2.4.5 Europe Simulation Market by Country
      • 11.2.4.6 Europe Strategy Market by Country
      • 11.2.4.7 Europe Other Game Type Market by Country
    • 11.2.5 Europe Gaming As A Service Market by Country
      • 11.2.5.1 Germany Gaming As A Service Market
        • 11.2.5.1.1 Germany Gaming As A Service Market by End Use
        • 11.2.5.1.2 Germany Gaming As A Service Market by Platform
        • 11.2.5.1.3 Germany Gaming As A Service Market by Revenue Model
        • 11.2.5.1.4 Germany Gaming As A Service Market by Game Type
      • 11.2.5.2 UK Gaming As A Service Market
        • 11.2.5.2.1 UK Gaming As A Service Market by End Use
        • 11.2.5.2.2 UK Gaming As A Service Market by Platform
        • 11.2.5.2.3 UK Gaming As A Service Market by Revenue Model
        • 11.2.5.2.4 UK Gaming As A Service Market by Game Type
      • 11.2.5.3 France Gaming As A Service Market
        • 11.2.5.3.1 France Gaming As A Service Market by End Use
        • 11.2.5.3.2 France Gaming As A Service Market by Platform
        • 11.2.5.3.3 France Gaming As A Service Market by Revenue Model
        • 11.2.5.3.4 France Gaming As A Service Market by Game Type
      • 11.2.5.4 Russia Gaming As A Service Market
        • 11.2.5.4.1 Russia Gaming As A Service Market by End Use
        • 11.2.5.4.2 Russia Gaming As A Service Market by Platform
        • 11.2.5.4.3 Russia Gaming As A Service Market by Revenue Model
        • 11.2.5.4.4 Russia Gaming As A Service Market by Game Type
      • 11.2.5.5 Spain Gaming As A Service Market
        • 11.2.5.5.1 Spain Gaming As A Service Market by End Use
        • 11.2.5.5.2 Spain Gaming As A Service Market by Platform
        • 11.2.5.5.3 Spain Gaming As A Service Market by Revenue Model
        • 11.2.5.5.4 Spain Gaming As A Service Market by Game Type
      • 11.2.5.6 Italy Gaming As A Service Market
        • 11.2.5.6.1 Italy Gaming As A Service Market by End Use
        • 11.2.5.6.2 Italy Gaming As A Service Market by Platform
        • 11.2.5.6.3 Italy Gaming As A Service Market by Revenue Model
        • 11.2.5.6.4 Italy Gaming As A Service Market by Game Type
      • 11.2.5.7 Rest of Europe Gaming As A Service Market
        • 11.2.5.7.1 Rest of Europe Gaming As A Service Market by End Use
        • 11.2.5.7.2 Rest of Europe Gaming As A Service Market by Platform
        • 11.2.5.7.3 Rest of Europe Gaming As A Service Market by Revenue Model
        • 11.2.5.7.4 Rest of Europe Gaming As A Service Market by Game Type
  • 11.3 Asia Pacific Gaming As A Service Market
    • 11.3.1 Asia Pacific Gaming As A Service Market by End Use
      • 11.3.1.1 Asia Pacific Individual Market by Country
      • 11.3.1.2 Asia Pacific Commercial Market by Country
    • 11.3.2 Asia Pacific Gaming As A Service Market by Platform
      • 11.3.2.1 Asia Pacific Smartphones & Tablets Market by Country
      • 11.3.2.2 Asia Pacific PCs & Laptops Market by Country
      • 11.3.2.3 Asia Pacific Gaming Consoles Market by Country
    • 11.3.3 Asia Pacific Gaming As A Service Market by Revenue Model
      • 11.3.3.1 Asia Pacific Subscription Market by Country
      • 11.3.3.2 Asia Pacific In-Game Purchases Market by Country
      • 11.3.3.3 Asia Pacific Advertising Market by Country
      • 11.3.3.4 Asia Pacific Other Revenue Model Market by Country
    • 11.3.4 Asia Pacific Gaming As A Service Market by Game Type
      • 11.3.4.1 Asia Pacific Action Market by Country
      • 11.3.4.2 Asia Pacific Role-Playing Market by Country
      • 11.3.4.3 Asia Pacific Sports Market by Country
      • 11.3.4.4 Asia Pacific Adventure Market by Country
      • 11.3.4.5 Asia Pacific Simulation Market by Country
      • 11.3.4.6 Asia Pacific Strategy Market by Country
      • 11.3.4.7 Asia Pacific Other Game Type Market by Country
    • 11.3.5 Asia Pacific Gaming As A Service Market by Country
      • 11.3.5.1 China Gaming As A Service Market
        • 11.3.5.1.1 China Gaming As A Service Market by End Use
        • 11.3.5.1.2 China Gaming As A Service Market by Platform
        • 11.3.5.1.3 China Gaming As A Service Market by Revenue Model
        • 11.3.5.1.4 China Gaming As A Service Market by Game Type
      • 11.3.5.2 Japan Gaming As A Service Market
        • 11.3.5.2.1 Japan Gaming As A Service Market by End Use
        • 11.3.5.2.2 Japan Gaming As A Service Market by Platform
        • 11.3.5.2.3 Japan Gaming As A Service Market by Revenue Model
        • 11.3.5.2.4 Japan Gaming As A Service Market by Game Type
      • 11.3.5.3 India Gaming As A Service Market
        • 11.3.5.3.1 India Gaming As A Service Market by End Use
        • 11.3.5.3.2 India Gaming As A Service Market by Platform
        • 11.3.5.3.3 India Gaming As A Service Market by Revenue Model
        • 11.3.5.3.4 India Gaming As A Service Market by Game Type
      • 11.3.5.4 South Korea Gaming As A Service Market
        • 11.3.5.4.1 South Korea Gaming As A Service Market by End Use
        • 11.3.5.4.2 South Korea Gaming As A Service Market by Platform
        • 11.3.5.4.3 South Korea Gaming As A Service Market by Revenue Model
        • 11.3.5.4.4 South Korea Gaming As A Service Market by Game Type
      • 11.3.5.5 Singapore Gaming As A Service Market
        • 11.3.5.5.1 Singapore Gaming As A Service Market by End Use
        • 11.3.5.5.2 Singapore Gaming As A Service Market by Platform
        • 11.3.5.5.3 Singapore Gaming As A Service Market by Revenue Model
        • 11.3.5.5.4 Singapore Gaming As A Service Market by Game Type
      • 11.3.5.6 Malaysia Gaming As A Service Market
        • 11.3.5.6.1 Malaysia Gaming As A Service Market by End Use
        • 11.3.5.6.2 Malaysia Gaming As A Service Market by Platform
        • 11.3.5.6.3 Malaysia Gaming As A Service Market by Revenue Model
        • 11.3.5.6.4 Malaysia Gaming As A Service Market by Game Type
      • 11.3.5.7 Rest of Asia Pacific Gaming As A Service Market
        • 11.3.5.7.1 Rest of Asia Pacific Gaming As A Service Market by End Use
        • 11.3.5.7.2 Rest of Asia Pacific Gaming As A Service Market by Platform
        • 11.3.5.7.3 Rest of Asia Pacific Gaming As A Service Market by Revenue Model
        • 11.3.5.7.4 Rest of Asia Pacific Gaming As A Service Market by Game Type
  • 11.4 LAMEA Gaming As A Service Market
    • 11.4.1 LAMEA Gaming As A Service Market by End Use
      • 11.4.1.1 LAMEA Individual Market by Country
      • 11.4.1.2 LAMEA Commercial Market by Country
    • 11.4.2 LAMEA Gaming As A Service Market by Platform
      • 11.4.2.1 LAMEA Smartphones & Tablets Market by Country
      • 11.4.2.2 LAMEA PCs & Laptops Market by Country
      • 11.4.2.3 LAMEA Gaming Consoles Market by Country
    • 11.4.3 LAMEA Gaming As A Service Market by Revenue Model
      • 11.4.3.1 LAMEA Subscription Market by Country
      • 11.4.3.2 LAMEA In-Game Purchases Market by Country
      • 11.4.3.3 LAMEA Advertising Market by Country
      • 11.4.3.4 LAMEA Other Revenue Model Market by Country
    • 11.4.4 LAMEA Gaming As A Service Market by Game Type
      • 11.4.4.1 LAMEA Action Market by Country
      • 11.4.4.2 LAMEA Role-Playing Market by Country
      • 11.4.4.3 LAMEA Sports Market by Country
      • 11.4.4.4 LAMEA Adventure Market by Country
      • 11.4.4.5 LAMEA Simulation Market by Country
      • 11.4.4.6 LAMEA Strategy Market by Country
      • 11.4.4.7 LAMEA Other Game Type Market by Country
    • 11.4.5 LAMEA Gaming As A Service Market by Country
      • 11.4.5.1 Brazil Gaming As A Service Market
        • 11.4.5.1.1 Brazil Gaming As A Service Market by End Use
        • 11.4.5.1.2 Brazil Gaming As A Service Market by Platform
        • 11.4.5.1.3 Brazil Gaming As A Service Market by Revenue Model
        • 11.4.5.1.4 Brazil Gaming As A Service Market by Game Type
      • 11.4.5.2 Argentina Gaming As A Service Market
        • 11.4.5.2.1 Argentina Gaming As A Service Market by End Use
        • 11.4.5.2.2 Argentina Gaming As A Service Market by Platform
        • 11.4.5.2.3 Argentina Gaming As A Service Market by Revenue Model
        • 11.4.5.2.4 Argentina Gaming As A Service Market by Game Type
      • 11.4.5.3 UAE Gaming As A Service Market
        • 11.4.5.3.1 UAE Gaming As A Service Market by End Use
        • 11.4.5.3.2 UAE Gaming As A Service Market by Platform
        • 11.4.5.3.3 UAE Gaming As A Service Market by Revenue Model
        • 11.4.5.3.4 UAE Gaming As A Service Market by Game Type
      • 11.4.5.4 Saudi Arabia Gaming As A Service Market
        • 11.4.5.4.1 Saudi Arabia Gaming As A Service Market by End Use
        • 11.4.5.4.2 Saudi Arabia Gaming As A Service Market by Platform
        • 11.4.5.4.3 Saudi Arabia Gaming As A Service Market by Revenue Model
        • 11.4.5.4.4 Saudi Arabia Gaming As A Service Market by Game Type
      • 11.4.5.5 South Africa Gaming As A Service Market
        • 11.4.5.5.1 South Africa Gaming As A Service Market by End Use
        • 11.4.5.5.2 South Africa Gaming As A Service Market by Platform
        • 11.4.5.5.3 South Africa Gaming As A Service Market by Revenue Model
        • 11.4.5.5.4 South Africa Gaming As A Service Market by Game Type
      • 11.4.5.6 Nigeria Gaming As A Service Market
        • 11.4.5.6.1 Nigeria Gaming As A Service Market by End Use
        • 11.4.5.6.2 Nigeria Gaming As A Service Market by Platform
        • 11.4.5.6.3 Nigeria Gaming As A Service Market by Revenue Model
        • 11.4.5.6.4 Nigeria Gaming As A Service Market by Game Type
      • 11.4.5.7 Rest of LAMEA Gaming As A Service Market
        • 11.4.5.7.1 Rest of LAMEA Gaming As A Service Market by End Use
        • 11.4.5.7.2 Rest of LAMEA Gaming As A Service Market by Platform
        • 11.4.5.7.3 Rest of LAMEA Gaming As A Service Market by Revenue Model
        • 11.4.5.7.4 Rest of LAMEA Gaming As A Service Market by Game Type

Chapter 12. Company Profiles

  • 12.1 Microsoft Corporation
    • 12.1.1 Company Overview
    • 12.1.2 Financial Analysis
    • 12.1.3 Segmental and Regional Analysis
    • 12.1.4 Research & Development Expenses
    • 12.1.5 Recent strategies and developments:
      • 12.1.5.1 Partnerships, Collaborations, and Agreements:
      • 12.1.5.2 Product Launches and Product Expansions:
      • 12.1.5.3 Acquisition and Mergers:
    • 12.1.6 SWOT Analysis
  • 12.2 Tencent Holdings Ltd.
    • 12.2.2 Financial Analysis
    • 12.2.3 Segmental and Regional Analysis
    • 12.2.4 Research & Development Expenses
    • 12.2.5 Recent strategies and developments:
      • 12.2.5.1 Partnerships, Collaborations, and Agreements:
  • 12.3 Electronic Arts, Inc.
    • 12.3.1 Company Overview
    • 12.3.2 Financial Analysis
    • 12.3.3 Research & Development Expenses
    • 12.3.4 Recent strategies and developments:
      • 12.3.4.1 Acquisition and Mergers:
    • 12.3.5 SWOT Analysis
  • 12.4 Nintendo Co., Ltd.
    • 12.4.1 Company Overview
    • 12.4.2 Financial Analysis
    • 12.4.3 Regional Analysis
    • 12.4.4 Research & Development Expenses
    • 12.4.5 SWOT Analysis
  • 12.5 Amazon.com, Inc. (Amazon Luna)
    • 12.5.1 Company Overview
    • 12.5.2 Financial Analysis
    • 12.5.3 Segmental Analysis
    • 12.5.4 SWOT Analysis
  • 12.6 Apple, Inc. (Apple TV)
    • 12.6.1 Company Overview
    • 12.6.2 Financial Analysis
    • 12.6.3 Regional Analysis
    • 12.6.4 Research & Development Expense
    • 12.6.5 SWOT Analysis
  • 12.7 Sony Corporation
    • 12.7.1 Company Overview
    • 12.7.2 Financial Analysis
    • 12.7.3 Segmental and Regional Analysis
    • 12.7.4 Research & Development Expenses
    • 12.7.5 SWOT Analysis
  • 12.8 Google LLC
    • 12.8.1 Company Overview
    • 12.8.2 Financial Analysis
    • 12.8.3 Segmental and Regional Analysis
    • 12.8.4 Research & Development Expenses
    • 12.8.5 Recent strategies and developments:
      • 12.8.5.1 Partnerships, Collaborations, and Agreements:
    • 12.8.6 SWOT Analysis
  • 12.9 NEXON Co., Ltd.
    • 12.9.1 Company Overview
    • 12.9.2 Financial Analysis
    • 12.9.3 Regional Analysis
  • 12.10. NetEase, Inc.
    • 12.10.1 Company Overview
    • 12.10.2 Financial Analysis
    • 12.10.3 Segmental Analysis
    • 12.10.4 Research & Development Expenses

Chapter 13. Winning Imperatives of Gaming As A Service Market

»ùÇà ¿äû ¸ñ·Ï
0 °ÇÀÇ »óǰÀ» ¼±Åà Áß
¸ñ·Ï º¸±â
Àüü»èÁ¦