International Journal of Computer
Trends and Technology

Research Article | Open Access | Download PDF

Volume 73 | Issue 5 | Year 2025 | Article Id. IJCTT-V73I5P104 | DOI : https://doi.org/10.14445/22312803/IJCTT-V73I5P104

When Work is Play: A Comparative Study of Game Backend-as-a-Service Platforms for Live Service Games


Maalika Tadinada

Received Revised Accepted Published
13 Mar 2025 15 Apr 2025 30 Apr 2025 17 May 2025

Citation :

Maalika Tadinada, "When Work is Play: A Comparative Study of Game Backend-as-a-Service Platforms for Live Service Games," International Journal of Computer Trends and Technology (IJCTT), vol. 73, no. 5, pp. 19-26, 2025. Crossref, https://doi.org/10.14445/22312803/ IJCTT-V73I5P104

Abstract

The gaming industry has significantly shifted with the rise of live service games. These games require robust backend infrastructure to delight players with engaging and relevant content and to ensure a seamless player experience. This paper explores the unique technological challenges of live service games, focusing on solutions that can support continuous updates, player engagement loops, dynamic content delivery and massive scale. Through a comparative study of six leading Game Backend-as-a-Service platforms, this research evaluates each platform’s feature depth, scalability, and operational complexity.

Keywords

Gaming, Game Backend Technology, Live Service Games, Game Backends as a Service.

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