
North America Gaming As A Service Market Size, Share & Industry Analysis Report By End Use (Individual and Commercial), By Platform (Smartphones & Tablets, PCs & Laptops, and Gaming Consoles), By Revenue Model (Subscription, In-Game Purchases, Advertising
Description
The North America Gaming As A Service Market would witness market growth of 23.6% CAGR during the forecast period (2025-2032).
The US market dominated the North America Gaming As A Service Market by Country in 2024, and would continue to be a dominant market till 2032; thereby, achieving a market value of $4,011.7 million by 2032. The Canada market is experiencing a CAGR of 25.9% during (2025 - 2032). Additionally, The Mexico market would exhibit a CAGR of 24.8% during (2025 - 2032).
This market has emerged as a transformative force in the gaming industry, redefining how games are developed, delivered, and experienced by players. At its core, GaaS leverages cloud computing, streaming technologies, and subscription-based models to provide seamless access to gaming content without the need for high-end hardware or physical media. This paradigm shift has democratized gaming, making it more accessible, flexible, and engaging for a diverse audience, from casual players to hardcore enthusiasts.
By moving away from traditional one-time purchase models, GaaS emphasizes ongoing engagement through continuous updates, live services, and community-driven content, creating a dynamic ecosystem where games evolve over time. The applications of Gaming as a Service span a wide range of platforms and genres, catering to diverse gaming preferences and technological capabilities. One of the primary applications is cloud gaming, where high-quality games are streamed directly to devices such as smartphones, tablets, laptops, and smart TVs, eliminating the need for expensive consoles or powerful PCs.
The U.S. is home to one of the most robust gaming markets globally, with 75% of households reporting at least one gamer. The pandemic-induced boom drove a 31% surge in consumer spending on gaming and subscription services, highlighting the shift toward digital and service-based models. This surge, coupled with mobile gaming revenues reaching $77.2 billion in 2020, underscores the growing preference for on-demand and cloud-accessible games—core features of GaaS platforms. In addition, Canada's gaming landscape is also rapidly expanding, with the industry contributing $5.5 billion to the national economy in 2023 and about 23 million citizens identifying as gamers. This widespread engagement across age groups supports a robust and stable market for GaaS models. As cloud gaming depends heavily on high-performance connectivity and hardware interfaces, the increased demand for high-speed HDMI cables to connect consoles and PCs to HD displays signifies a technically equipped user base prepared for advanced gaming technologies. Hence, the gaming markets in the U.S. and Canada are playing a pivotal role in shaping the future of GaaS.
Based on End Use, the market is segmented into Individual and Commercial. Based on Platform, the market is segmented into Smartphones & Tablets, PCs & Laptops, and Gaming Consoles. Based on Revenue Model, the market is segmented into Subscription, In-Game Purchases, Advertising, and Other Revenue Model. Based on Game Type, the market is segmented into Action, Role-Playing, Sports, Adventure, Simulation, Strategy, and Other Game Type. Based on countries, the market is segmented into U.S., Mexico, Canada, and Rest of North America.
List of Key Companies Profiled
By End Use
The US market dominated the North America Gaming As A Service Market by Country in 2024, and would continue to be a dominant market till 2032; thereby, achieving a market value of $4,011.7 million by 2032. The Canada market is experiencing a CAGR of 25.9% during (2025 - 2032). Additionally, The Mexico market would exhibit a CAGR of 24.8% during (2025 - 2032).
This market has emerged as a transformative force in the gaming industry, redefining how games are developed, delivered, and experienced by players. At its core, GaaS leverages cloud computing, streaming technologies, and subscription-based models to provide seamless access to gaming content without the need for high-end hardware or physical media. This paradigm shift has democratized gaming, making it more accessible, flexible, and engaging for a diverse audience, from casual players to hardcore enthusiasts.
By moving away from traditional one-time purchase models, GaaS emphasizes ongoing engagement through continuous updates, live services, and community-driven content, creating a dynamic ecosystem where games evolve over time. The applications of Gaming as a Service span a wide range of platforms and genres, catering to diverse gaming preferences and technological capabilities. One of the primary applications is cloud gaming, where high-quality games are streamed directly to devices such as smartphones, tablets, laptops, and smart TVs, eliminating the need for expensive consoles or powerful PCs.
The U.S. is home to one of the most robust gaming markets globally, with 75% of households reporting at least one gamer. The pandemic-induced boom drove a 31% surge in consumer spending on gaming and subscription services, highlighting the shift toward digital and service-based models. This surge, coupled with mobile gaming revenues reaching $77.2 billion in 2020, underscores the growing preference for on-demand and cloud-accessible games—core features of GaaS platforms. In addition, Canada's gaming landscape is also rapidly expanding, with the industry contributing $5.5 billion to the national economy in 2023 and about 23 million citizens identifying as gamers. This widespread engagement across age groups supports a robust and stable market for GaaS models. As cloud gaming depends heavily on high-performance connectivity and hardware interfaces, the increased demand for high-speed HDMI cables to connect consoles and PCs to HD displays signifies a technically equipped user base prepared for advanced gaming technologies. Hence, the gaming markets in the U.S. and Canada are playing a pivotal role in shaping the future of GaaS.
Based on End Use, the market is segmented into Individual and Commercial. Based on Platform, the market is segmented into Smartphones & Tablets, PCs & Laptops, and Gaming Consoles. Based on Revenue Model, the market is segmented into Subscription, In-Game Purchases, Advertising, and Other Revenue Model. Based on Game Type, the market is segmented into Action, Role-Playing, Sports, Adventure, Simulation, Strategy, and Other Game Type. Based on countries, the market is segmented into U.S., Mexico, Canada, and Rest of North America.
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.
By End Use
- Individual
- Commercial
- Smartphones & Tablets
- PCs & Laptops
- Gaming Consoles
- Subscription
- In-Game Purchases
- Advertising
- Other Revenue Model
- Action
- Role-Playing
- Sports
- Adventure
- Simulation
- Strategy
- Other Game Type
- US
- Canada
- Mexico
- Rest of North America
Table of Contents
166 Pages
- Chapter 1. Market Scope & Methodology
- 1.1 Market Definition
- 1.2 Objectives
- 1.3 Market Scope
- 1.4 Segmentation
- 1.4.1 North America Gaming As A Service Market, by End Use
- 1.4.2 North America Gaming As A Service Market, by Platform
- 1.4.3 North America Gaming As A Service Market, by Revenue Model
- 1.4.4 North America Gaming As A Service Market, by Game Type
- 1.4.5 North America Gaming As A Service Market, by Country
- 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. North America Gaming As A Service Market by End Use
- 7.1 North America Individual Market by Region
- 7.2 North America Commercial Market by Region
- Chapter 8. North America Gaming As A Service Market by Platform
- 8.1 North America Smartphones & Tablets Market by Country
- 8.2 North America PCs & Laptops Market by Country
- 8.3 North America Gaming Consoles Market by Country
- Chapter 9. North America Gaming As A Service Market by Revenue Model
- 9.1 North America Subscription Market by Country
- 9.2 North America In-Game Purchases Market by Country
- 9.3 North America Advertising Market by Country
- 9.4 North America Other Revenue Model Market by Country
- Chapter 10. North America Gaming As A Service Market by Game Type
- 10.1 North America Action Market by Country
- 10.2 North America Role-Playing Market by Country
- 10.3 North America Sports Market by Country
- 10.4 North America Adventure Market by Country
- 10.5 North America Simulation Market by Country
- 10.6 North America Strategy Market by Country
- 10.7 North America Other Game Type Market by Country
- Chapter 11. North America Gaming As A Service Market by Country
- 11.1 US Gaming As A Service Market
- 11.1.1 US Gaming As A Service Market by End Use
- 11.1.2 US Gaming As A Service Market by Platform
- 11.1.3 US Gaming As A Service Market by Revenue Model
- 11.1.4 US Gaming As A Service Market by Game Type
- 11.2 Canada Gaming As A Service Market
- 11.2.1 Canada Gaming As A Service Market by End Use
- 11.2.2 Canada Gaming As A Service Market by Platform
- 11.2.3 Canada Gaming As A Service Market by Revenue Model
- 11.2.4 Canada Gaming As A Service Market by Game Type
- 11.3 Mexico Gaming As A Service Market
- 11.3.1 Mexico Gaming As A Service Market by End Use
- 11.3.2 Mexico Gaming As A Service Market by Platform
- 11.3.3 Mexico Gaming As A Service Market by Revenue Model
- 11.3.4 Mexico Gaming As A Service Market by Game Type
- 11.4 Rest of North America Gaming As A Service Market
- 11.4.1 Rest of North America Gaming As A Service Market by End Use
- 11.4.2 Rest of North America Gaming As A Service Market by Platform
- 11.4.3 Rest of North America Gaming As A Service Market by Revenue Model
- 11.4.4 Rest of North America 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
Pricing
Currency Rates
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