3 datasets found
  1. w

    Global Game Backend as a Service BaaS Market Research Report: By Service...

    • wiseguyreports.com
    Updated Aug 10, 2025
    + more versions
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    wWiseguy Research Consultants Pvt Ltd (2025). Global Game Backend as a Service BaaS Market Research Report: By Service Type (Database Management, Identity Management, Real-Time Analytics, Cloud Storage), By Deployment Model (Public Cloud, Private Cloud, Hybrid Cloud), By End Use (Mobile Gaming, PC Gaming, Console Gaming, Augmented Reality Gaming, Virtual Reality Gaming), By Gaming Genre (Action, Adventure, Role-Playing, Sports, Simulation) and By Regional (North America, Europe, South America, Asia Pacific, Middle East and Africa) - Forecast to 2035 [Dataset]. https://www.wiseguyreports.com/reports/game-backend-as-a-service-baas-market
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    Dataset updated
    Aug 10, 2025
    Dataset authored and provided by
    wWiseguy Research Consultants Pvt Ltd
    License

    https://www.wiseguyreports.com/pages/privacy-policyhttps://www.wiseguyreports.com/pages/privacy-policy

    Time period covered
    Aug 25, 2025
    Area covered
    Global
    Description
    BASE YEAR2024
    HISTORICAL DATA2019 - 2023
    REGIONS COVEREDNorth America, Europe, APAC, South America, MEA
    REPORT COVERAGERevenue Forecast, Competitive Landscape, Growth Factors, and Trends
    MARKET SIZE 20241.7(USD Billion)
    MARKET SIZE 20252.03(USD Billion)
    MARKET SIZE 203512.0(USD Billion)
    SEGMENTS COVEREDService Type, Deployment Model, End Use, Gaming Genre, Regional
    COUNTRIES COVEREDUS, Canada, Germany, UK, France, Russia, Italy, Spain, Rest of Europe, China, India, Japan, South Korea, Malaysia, Thailand, Indonesia, Rest of APAC, Brazil, Mexico, Argentina, Rest of South America, GCC, South Africa, Rest of MEA
    KEY MARKET DYNAMICSScalability and flexibility, Cost-effectiveness, Rapid development cycle, Enhanced user engagement, Increased cloud adoption
    MARKET FORECAST UNITSUSD Billion
    KEY COMPANIES PROFILEDHeroic Labs, Google Cloud, Amazon Web Services, Agones, Photon Engine, PlayFab, Genius Sports, Back4App, Microsoft Azure, GameSparks, Couchbase, Firebase, Epic Games, Unity Technologies, ChilliConnect, Nakama
    MARKET FORECAST PERIOD2025 - 2035
    KEY MARKET OPPORTUNITIESCloud scalability for game developers, Enhanced multiplayer experiences, Real-time analytics integration, Customizable backend solutions, Cost-effective game development tools
    COMPOUND ANNUAL GROWTH RATE (CAGR) 19.4% (2025 - 2035)
  2. m

    Electronic Arts Inc - Research-and-Development

    • macro-rankings.com
    csv, excel
    Updated Jun 13, 2025
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    macro-rankings (2025). Electronic Arts Inc - Research-and-Development [Dataset]. https://www.macro-rankings.com/markets/stocks/ea-nasdaq/income-statement/research-and-development
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    csv, excelAvailable download formats
    Dataset updated
    Jun 13, 2025
    Dataset authored and provided by
    macro-rankings
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Area covered
    united states
    Description

    Research-and-Development Time Series for Electronic Arts Inc. Electronic Arts Inc. develops, markets, publishes, and delivers games, content, and services for game consoles, PCs, and mobile phones worldwide. It develops and publishes games and services across various genres, such as sports, racing, first-person shooter, action, role-playing, and simulation; and live services offerings, including extra content and subscription offerings through its global football and American football franchises, such as EA SPORTS College Football and EA SPORTS Madden NFL, as well as based on its IP comprising The Sims, Apex Legends, and Battlefield. The company markets and sells its games and services through digital distribution and retail channels; and directly to mass market retailers, specialty stores, and distribution arrangements. Electronic Arts Inc. was incorporated in 1982 and is headquartered in Redwood City, California.

  3. Global consumer likelihood of buying limited edition video games 2024

    • statista.com
    Updated Jun 25, 2025
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    Statista Research Department (2025). Global consumer likelihood of buying limited edition video games 2024 [Dataset]. https://www.statista.com/topics/3436/gaming-monetization/
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    Dataset updated
    Jun 25, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Statista Research Department
    Description

    A global consumer survey conducted in March 2024 found that 18 percent of respondents were more likely to buy a video game if it was advertised as a collector or limited edition. However, 45 percent of respondents stated that they were not interested in limited edition releases.

  4. Not seeing a result you expected?
    Learn how you can add new datasets to our index.

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wWiseguy Research Consultants Pvt Ltd (2025). Global Game Backend as a Service BaaS Market Research Report: By Service Type (Database Management, Identity Management, Real-Time Analytics, Cloud Storage), By Deployment Model (Public Cloud, Private Cloud, Hybrid Cloud), By End Use (Mobile Gaming, PC Gaming, Console Gaming, Augmented Reality Gaming, Virtual Reality Gaming), By Gaming Genre (Action, Adventure, Role-Playing, Sports, Simulation) and By Regional (North America, Europe, South America, Asia Pacific, Middle East and Africa) - Forecast to 2035 [Dataset]. https://www.wiseguyreports.com/reports/game-backend-as-a-service-baas-market

Global Game Backend as a Service BaaS Market Research Report: By Service Type (Database Management, Identity Management, Real-Time Analytics, Cloud Storage), By Deployment Model (Public Cloud, Private Cloud, Hybrid Cloud), By End Use (Mobile Gaming, PC Gaming, Console Gaming, Augmented Reality Gaming, Virtual Reality Gaming), By Gaming Genre (Action, Adventure, Role-Playing, Sports, Simulation) and By Regional (North America, Europe, South America, Asia Pacific, Middle East and Africa) - Forecast to 2035

Explore at:
Dataset updated
Aug 10, 2025
Dataset authored and provided by
wWiseguy Research Consultants Pvt Ltd
License

https://www.wiseguyreports.com/pages/privacy-policyhttps://www.wiseguyreports.com/pages/privacy-policy

Time period covered
Aug 25, 2025
Area covered
Global
Description
BASE YEAR2024
HISTORICAL DATA2019 - 2023
REGIONS COVEREDNorth America, Europe, APAC, South America, MEA
REPORT COVERAGERevenue Forecast, Competitive Landscape, Growth Factors, and Trends
MARKET SIZE 20241.7(USD Billion)
MARKET SIZE 20252.03(USD Billion)
MARKET SIZE 203512.0(USD Billion)
SEGMENTS COVEREDService Type, Deployment Model, End Use, Gaming Genre, Regional
COUNTRIES COVEREDUS, Canada, Germany, UK, France, Russia, Italy, Spain, Rest of Europe, China, India, Japan, South Korea, Malaysia, Thailand, Indonesia, Rest of APAC, Brazil, Mexico, Argentina, Rest of South America, GCC, South Africa, Rest of MEA
KEY MARKET DYNAMICSScalability and flexibility, Cost-effectiveness, Rapid development cycle, Enhanced user engagement, Increased cloud adoption
MARKET FORECAST UNITSUSD Billion
KEY COMPANIES PROFILEDHeroic Labs, Google Cloud, Amazon Web Services, Agones, Photon Engine, PlayFab, Genius Sports, Back4App, Microsoft Azure, GameSparks, Couchbase, Firebase, Epic Games, Unity Technologies, ChilliConnect, Nakama
MARKET FORECAST PERIOD2025 - 2035
KEY MARKET OPPORTUNITIESCloud scalability for game developers, Enhanced multiplayer experiences, Real-time analytics integration, Customizable backend solutions, Cost-effective game development tools
COMPOUND ANNUAL GROWTH RATE (CAGR) 19.4% (2025 - 2035)
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