So far I have only seen gaussian splatting used on photographic data. Would it make sens to use it for other graphics data, too. Or in other words, does it have potential to be used in games?
The industry seems to be trying to move away from this with things like PBR (physical based rendering) and ray / path tracing which enables far better dynamic lighting.
Also, they are extremely space inefficient at the moment. A scene that would take a good traditional rendering engine a few dozen GB would take TB instead. Though, that might improve in the future with more optimization.
One exception to the above, where gaussian splatting might be interesting to see is procedural / generated content (possibly even animated). Especially for volumetric effects which currently use particle systems, like smoke, fire, clouds, flowing water, etc.