| 出版社 | Grand View Research |
| 出版年月 | 2025年5月 |
Gaming As A Service Market Size, Share & Trends Analysis Report
The global gaming as a service market size was estimated at USD 4.91 billion in 2024 and is expected to expand at a CAGR of 24.9% from 2025 to 2030. The rise of cloud gaming is a key driver in gaming as a service (GaaS) market, reshaping how games are accessed and played.
世界のGames as a Service (GaaS) 市場規模は2024年に49億1,000万米ドルと推定され、2025年から2030年にかけて24.9%のCAGRで拡大すると予想されています。クラウドゲームの台頭は、Games as a Service (サービスとしてのゲーム) 市場の重要な推進力であり、ゲームへのアクセス方法やプレイ方法を変革しています。
Advances in cloud infrastructure now enable seamless streaming of graphically intense games, removing the need for high-end hardware and broadening access to a larger audience. Platforms like Google Stadia and NVIDIA GeForce Now are leading this shift by offering instant game access across a range of devices with a stable internet connection.
クラウドインフラの進歩により、グラフィックを多用するゲームでもシームレスなストリーミングが可能になり、ハイエンドハードウェアの必要性がなくなり、より多くの視聴者にゲームへのアクセスが広がりました。Google StadiaやNVIDIA GeForce Nowといったプラットフォームは、安定したインターネット接続があれば、様々なデバイスから瞬時にゲームにアクセスできるようにすることで、この変化を先導しています。

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Gaming As A Service Market Report Scope
| Report Attribute | Details |
| Market size value in 2025 | USD 6.18 billion |
| Revenue forecast in 2030 | USD 18.82 billion |
| Growth rate | CAGR of 24.9% from 2025 to 2030 |
| Base year for estimation | 2024 |
| Historical data | 2018 – 2023 |
| Forecast period | 2025 – 2030 |
| Quantitative units | Revenue in USD million/billion and CAGR from 2025 to 2030 |
| Report coverage | Revenue forecast, company ranking, competitive landscape, growth factors, and trends |
| Segments covered | Technology, range, platform, end use, regional |
| Regional scope | North America; Europe; Asia Pacific; Latin America; Middle East & Africa |
| Country scope | U.S.; Canada; Mexico; UK; Germany; France; China; Australia; Japan; India; South Korea; Brazil; Saudi Arabia; UAE; South Africa |
| Key companies profiled | Microsoft Corporation; Sony Interactive Entertainment; Tencent Games; Activision Blizzard; Electronic Arts (EA); Ubisoft; Epic Games; Valve Corporation; Riot Games; Take-Two Interactive; Square Enix; Bandai Namco Entertainment |
| Customization scope | Free report customization (equivalent to up to 8 analyst’s working days) with purchase. Addition or alteration to country, regional & segment scope. |