When Work is Play: A Comparative Study of Game Backend-as-a-Service Platforms for Live Service Games |
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© 2025 by IJCTT Journal | ||
Volume-73 Issue-5 |
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Year of Publication : 2025 | ||
Authors : Maalika Tadinada | ||
DOI : 10.14445/22312803/IJCTT-V73I5P104 |
How to Cite?
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, 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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