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LAMEA Gaming As A Service Market Size, Share & Industry Analysis Report By End Use, By Platform, By Revenue Model, By Game Type, By Country and Growth Forecast, 2025 - 2032

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    Report

  • 180 Pages
  • June 2025
  • Region: Africa, Middle East
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 6107879
The Latin America, Middle East and Africa Gaming As A Service Market is expected to witness market growth of 26.9% CAGR during the forecast period (2025-2032).

The Brazil market dominated the LAMEA Gaming As A Service Market by country in 2024, and is expected to continue to be a dominant market till 2032; thereby, achieving a market value of $354.4 million by 2032. The Argentina market is showcasing a CAGR of 27.5% during 2025-2032. Additionally, the UAE market would register a CAGR of 25.5% during 2025-2032.



GaaS has gained traction in emerging markets, where access to high-end gaming hardware may be limited, but affordable smartphones and improving internet connectivity are widespread. This has opened up new opportunities for developers to tap into previously underserved regions, fostering inclusivity in the gaming community. The rise of cross-platform ecosystems has further fueled adoption, as players can seamlessly switch between devices without losing progress, creating a unified gaming experience.

The growing popularity of esports and streaming platforms has also contributed to GaaS adoption, as players seek instant access to competitive titles and community-driven content. As more companies enter the GaaS space, the market continues to expand, attracting a diverse user base that includes casual gamers, professional players, and even non-gamers exploring interactive entertainment. The uses of Gaming as a Service are as varied as the players it serves, extending beyond traditional entertainment to influence education, social interaction, and even professional development.

Saudi Arabia's gaming industry is undergoing a transformative phase with an ambitious target to more than double in size within three years. With 67% of the population identified as active gaming enthusiasts and gaming expenditures expected to rise from $959 million in 2020 to $6.8 billion by 2030, the country is becoming a key hotspot for the market. This surge is further bolstered by strategic investments from the Public Investment Fund (PIF), which has acquired over $3 billion in shares of major American gaming companies. These investments not only increase access to high-quality gaming content but also support partnerships and infrastructure development that align perfectly with the cloud-centric GaaS model. The UAE’s status as one of the Middle East's top data center hubs is instrumental in driving the regional market. With investments expected to reach $1 billion by 2026 and major cloud service providers like Microsoft and Oracle establishing regional cloud regions, the foundational infrastructure for cloud gaming is robust and expanding. These developments directly address two of the key requirements for GaaS - low latency and high availability. Thus, the convergence of Saudi Arabia’s escalating gamer base and strategic investments, Brazil’s rapid studio growth and mobile-first approach, and the UAE’s strengthening cloud infrastructure is creating a synergistic boost for the market.

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.

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 Country

  • 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 LAMEA Gaming As A Service Market, by End Use
1.4.2 LAMEA Gaming As A Service Market, by Platform
1.4.3 LAMEA Gaming As A Service Market, by Revenue Model
1.4.4 LAMEA Gaming As A Service Market, by Game Type
1.4.5 LAMEA 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. LAMEA Gaming As A Service Market by End Use
7.1 LAMEA Individual Market by Country
7.2 LAMEA Commercial Market by Country
Chapter 8. LAMEA Gaming As A Service Market by Platform
8.1 LAMEA Smartphones & Tablets Market by Country
8.2 LAMEA PCs & Laptops Market by Country
8.3 LAMEA Gaming Consoles Market by Country
Chapter 9. LAMEA Gaming As A Service Market by Revenue Model
9.1 LAMEA Subscription Market by Country
9.2 LAMEA In-Game Purchases Market by Country
9.3 LAMEA Advertising Market by Country
9.4 LAMEA Other Revenue Model Market by Country
Chapter 10. LAMEA Gaming As A Service Market by Game Type
10.1 LAMEA Action Market by Country
10.2 LAMEA Role-Playing Market by Country
10.3 LAMEA Sports Market by Country
10.4 LAMEA Adventure Market by Country
10.5 LAMEA Simulation Market by Country
10.6 LAMEA Strategy Market by Country
10.7 LAMEA Other Game Type Market by Country
Chapter 11. LAMEA Gaming As A Service Market by Country
11.1 Brazil Gaming As A Service Market
11.1.1 Brazil Gaming As A Service Market by End Use
11.1.2 Brazil Gaming As A Service Market by Platform
11.1.3 Brazil Gaming As A Service Market by Revenue Model
11.1.4 Brazil Gaming As A Service Market by Game Type
11.2 Argentina Gaming As A Service Market
11.2.1 Argentina Gaming As A Service Market by End Use
11.2.2 Argentina Gaming As A Service Market by Platform
11.2.3 Argentina Gaming As A Service Market by Revenue Model
11.2.4 Argentina Gaming As A Service Market by Game Type
11.3 UAE Gaming As A Service Market
11.3.1 UAE Gaming As A Service Market by End Use
11.3.2 UAE Gaming As A Service Market by Platform
11.3.3 UAE Gaming As A Service Market by Revenue Model
11.3.4 UAE Gaming As A Service Market by Game Type
11.4 Saudi Arabia Gaming As A Service Market
11.4.1 Saudi Arabia Gaming As A Service Market by End Use
11.4.2 Saudi Arabia Gaming As A Service Market by Platform
11.4.3 Saudi Arabia Gaming As A Service Market by Revenue Model
11.4.4 Saudi Arabia Gaming As A Service Market by Game Type
11.5 South Africa Gaming As A Service Market
11.5.1 South Africa Gaming As A Service Market by End Use
11.5.2 South Africa Gaming As A Service Market by Platform
11.5.3 South Africa Gaming As A Service Market by Revenue Model
11.5.4 South Africa Gaming As A Service Market by Game Type
11.6 Nigeria Gaming As A Service Market
11.6.1 Nigeria Gaming As A Service Market by End Use
11.6.2 Nigeria Gaming As A Service Market by Platform
11.6.3 Nigeria Gaming As A Service Market by Revenue Model
11.6.4 Nigeria Gaming As A Service Market by Game Type
11.7 Rest of LAMEA Gaming As A Service Market
11.7.1 Rest of LAMEA Gaming As A Service Market by End Use
11.7.2 Rest of LAMEA Gaming As A Service Market by Platform
11.7.3 Rest of LAMEA Gaming As A Service Market by Revenue Model
11.7.4 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

Companies Mentioned

  • 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.