Market Overview:
The global battle arena games market is expected to grow at a CAGR of XX% during the forecast period from 2018 to 2030. The market growth can be attributed to the increasing popularity of real-time strategy, first person shooter, and role play games among men and women. In addition, the increasing adoption of battle arena games by businesses for marketing and promotional purposes is also contributing to the growth of this market. North America is expected to lead the global battle arena games market in terms of revenue during the forecast period. Asia Pacific is projected to be the fastest growing region in terms of CAGR during the same period.
Product Definition:
A Battle Arena Game is a type of video game where players are dropped into an arena and must fight until only one player or team is left standing. These games are typically multiplayer-focused, with players fighting each other either in teams or free-for-all. The objective of the game is to survive and be the last player or team standing.
Real-time Strategy:
Real-time strategy (RTS) games are played in real-time on a computer or console by up to thousands of players against another player or the computer. The objective is to destroy the enemy's base. Real-time strategy games include Command & Conquer, StarCraft, WarCraft II: Tides of Darkness, Age of Empires and Halo Wars as some examples.
The global battle arena game market was valued at USD 2 billion in 2018.
First Person Shooter:
First person shooter (FPS) games are played from a first-person perspective where the player can control the camera to aim and fire at any target. The genre has gained popularity with cross-pollination from popular multiplayer online battle arena games such as League of Legends, Call of Duty, Halo, and Counterstrike: Global Offensive.
Application Insights:
Men application segment dominated the global battle arena games market in 2017. This is attributed to the increasing number of male gamers across the globe. The man-games industry has been growing at a rapid pace over the past few years and it is estimated to reach USD 35,000 million by 2030. Increasing use of smartphones, social media and internet has helped men players to access gaming world easily. Moreover, rising importance of competition among men players due to increasing acceptance and popularity of video games is expected drive this segment further during forecast period.
The woman application segment was valued over USD 15,000 million in 2017 owing to increased acceptance.
Regional Analysis:
North America dominated the global arena games market in 2017. The region is expected to maintain its dominance over the forecast period as well. This can be attributed to increasing investments by prominent players in this region and rising popularity of esports. For instance, In January 2018, NetEase Inc., a U.S.-based video game company launched an Arena of Valor (AoV) game for iOS and Android users which is based on popular Fortnite Battle Royale gameplay mechanic. Similarly, Tencent Holdings Limited.
Asia Pacific is anticipated to emerge with fastest CAGR from 2018 to 2030 owing to increasing awareness about different gaming platforms such as PC & console, mobile platform among young generation especially students in countries such China.
Growth Factors:
- Increasing demand for multiplayer gaming: The increasing demand for multiplayer gaming is one of the key growth drivers for the battle arena games market. Multiplayer gaming allows players to interact and compete with each other in real time, thereby providing an immersive experience. This has led to the development of various battle arena games that allow players from around the world to compete against each other.
- Advent of new technologies: The advent of new technologies, such as virtual reality (VR) and augmented reality (AR), is another key growth driver for the battle arena games market. These technologies are helping developers create more immersive and realistic gameplay experiences, which is attracting a large number of gamers worldwide.
- Growing popularity of eSports: The growing popularity of eSports is another major growth driver for the battle arena games market. eSports refers to competitive video gaming where teams or individuals play against each other in tournaments for prize money or sponsorship deals. This has led to a significant increase in the number of people playing and watching these tournaments, thereby driving demand for related products and services such as battle arena games software/hardware and broadcasting rights/sponsorship deals).
Scope Of The Report
Report Attributes
Report Details
Report Title
Battle Arena Games Market Research Report
By Type
Real-time Strategy, First Person Shooter, Role Play Games
By Application
Men, Woman
By Companies
Tencent, NetEase, Activision Blizzard, Supercell, NEXON, NCSoft, Electronic Arts, Bluehole, Mixi Inc., SQUARE ENIX, ChangYou, Shanda Interactive Entertainment, GungHo Online Entertainment, Daybreak Game Company, Gamigo
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
237
Number of Tables & Figures
166
Customization Available
Yes, the report can be customized as per your need.
Global Battle Arena Games Market Report Segments:
The global Battle Arena Games market is segmented on the basis of:
Types
Real-time Strategy, First Person Shooter, Role Play Games
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
Men, Woman
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- Tencent
- NetEase
- Activision Blizzard
- Supercell
- NEXON
- NCSoft
- Electronic Arts
- Bluehole
- Mixi Inc.
- SQUARE ENIX
- ChangYou
- Shanda Interactive Entertainment
- GungHo Online Entertainment
- Daybreak Game Company
- Gamigo
Highlights of The Battle Arena Games Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Real-time Strategy
- First Person Shooter
- Role Play Games
- By Application:
- Men
- Woman
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Battle Arena Games Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
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8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Battle Arena Games is a video game genre that combines the strategy of real-time combat with the environment and character customization of role-playing games.
Some of the major players in the battle arena games market are Tencent, NetEase, Activision Blizzard, Supercell, NEXON, NCSoft, Electronic Arts, Bluehole, Mixi Inc., SQUARE ENIX, ChangYou, Shanda Interactive Entertainment, GungHo Online Entertainment, Daybreak Game Company, Gamigo.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Battle Arena Games Market Overview 4.1 Introduction 4.1.1 Market Taxonomy 4.1.2 Market Definition 4.1.3 Macro-Economic Factors Impacting the Market Growth 4.2 Battle Arena Games Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Battle Arena Games Market - Supply Chain Analysis 4.3.1 List of Key Suppliers 4.3.2 List of Key Distributors 4.3.3 List of Key Consumers 4.4 Key Forces Shaping the Battle Arena Games Market 4.4.1 Bargaining Power of Suppliers 4.4.2 Bargaining Power of Buyers 4.4.3 Threat of Substitution 4.4.4 Threat of New Entrants 4.4.5 Competitive Rivalry 4.5 Global Battle Arena Games Market Size & Forecast, 2018-2028 4.5.1 Battle Arena Games Market Size and Y-o-Y Growth 4.5.2 Battle Arena Games Market Absolute $ Opportunity
Chapter 5 Global Battle Arena Games Market Analysis and Forecast by Type
5.1 Introduction
5.1.1 Key Market Trends & Growth Opportunities by Type
5.1.2 Basis Point Share (BPS) Analysis by Type
5.1.3 Absolute $ Opportunity Assessment by Type
5.2 Battle Arena Games Market Size Forecast by Type
5.2.1 Real-time Strategy
5.2.2 First Person Shooter
5.2.3 Role Play Games
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Battle Arena Games Market Analysis and Forecast by Applications
6.1 Introduction
6.1.1 Key Market Trends & Growth Opportunities by Applications
6.1.2 Basis Point Share (BPS) Analysis by Applications
6.1.3 Absolute $ Opportunity Assessment by Applications
6.2 Battle Arena Games Market Size Forecast by Applications
6.2.1 Men
6.2.2 Woman
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Battle Arena Games Market Analysis and Forecast by Region
7.1 Introduction
7.1.1 Key Market Trends & Growth Opportunities by Region
7.1.2 Basis Point Share (BPS) Analysis by Region
7.1.3 Absolute $ Opportunity Assessment by Region
7.2 Battle Arena Games Market Size Forecast by Region
7.2.1 North America
7.2.2 Europe
7.2.3 Asia Pacific
7.2.4 Latin America
7.2.5 Middle East & Africa (MEA)
7.3 Market Attractiveness Analysis by Region
Chapter 8 Coronavirus Disease (COVID-19) Impact
8.1 Introduction
8.2 Current & Future Impact Analysis
8.3 Economic Impact Analysis
8.4 Government Policies
8.5 Investment Scenario
Chapter 9 North America Battle Arena Games Analysis and Forecast
9.1 Introduction
9.2 North America Battle Arena Games Market Size Forecast by Country
9.2.1 U.S.
9.2.2 Canada
9.3 Basis Point Share (BPS) Analysis by Country
9.4 Absolute $ Opportunity Assessment by Country
9.5 Market Attractiveness Analysis by Country
9.6 North America Battle Arena Games Market Size Forecast by Type
9.6.1 Real-time Strategy
9.6.2 First Person Shooter
9.6.3 Role Play Games
9.7 Basis Point Share (BPS) Analysis by Type
9.8 Absolute $ Opportunity Assessment by Type
9.9 Market Attractiveness Analysis by Type
9.10 North America Battle Arena Games Market Size Forecast by Applications
9.10.1 Men
9.10.2 Woman
9.11 Basis Point Share (BPS) Analysis by Applications
9.12 Absolute $ Opportunity Assessment by Applications
9.13 Market Attractiveness Analysis by Applications
Chapter 10 Europe Battle Arena Games Analysis and Forecast
10.1 Introduction
10.2 Europe Battle Arena Games Market Size Forecast by Country
10.2.1 Germany
10.2.2 France
10.2.3 Italy
10.2.4 U.K.
10.2.5 Spain
10.2.6 Russia
10.2.7 Rest of Europe
10.3 Basis Point Share (BPS) Analysis by Country
10.4 Absolute $ Opportunity Assessment by Country
10.5 Market Attractiveness Analysis by Country
10.6 Europe Battle Arena Games Market Size Forecast by Type
10.6.1 Real-time Strategy
10.6.2 First Person Shooter
10.6.3 Role Play Games
10.7 Basis Point Share (BPS) Analysis by Type
10.8 Absolute $ Opportunity Assessment by Type
10.9 Market Attractiveness Analysis by Type
10.10 Europe Battle Arena Games Market Size Forecast by Applications
10.10.1 Men
10.10.2 Woman
10.11 Basis Point Share (BPS) Analysis by Applications
10.12 Absolute $ Opportunity Assessment by Applications
10.13 Market Attractiveness Analysis by Applications
Chapter 11 Asia Pacific Battle Arena Games Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Battle Arena Games Market Size Forecast by Country
11.2.1 China
11.2.2 Japan
11.2.3 South Korea
11.2.4 India
11.2.5 Australia
11.2.6 South East Asia (SEA)
11.2.7 Rest of Asia Pacific (APAC)
11.3 Basis Point Share (BPS) Analysis by Country
11.4 Absolute $ Opportunity Assessment by Country
11.5 Market Attractiveness Analysis by Country
11.6 Asia Pacific Battle Arena Games Market Size Forecast by Type
11.6.1 Real-time Strategy
11.6.2 First Person Shooter
11.6.3 Role Play Games
11.7 Basis Point Share (BPS) Analysis by Type
11.8 Absolute $ Opportunity Assessment by Type
11.9 Market Attractiveness Analysis by Type
11.10 Asia Pacific Battle Arena Games Market Size Forecast by Applications
11.10.1 Men
11.10.2 Woman
11.11 Basis Point Share (BPS) Analysis by Applications
11.12 Absolute $ Opportunity Assessment by Applications
11.13 Market Attractiveness Analysis by Applications
Chapter 12 Latin America Battle Arena Games Analysis and Forecast
12.1 Introduction
12.2 Latin America Battle Arena Games Market Size Forecast by Country
12.2.1 Brazil
12.2.2 Mexico
12.2.3 Rest of Latin America (LATAM)
12.3 Basis Point Share (BPS) Analysis by Country
12.4 Absolute $ Opportunity Assessment by Country
12.5 Market Attractiveness Analysis by Country
12.6 Latin America Battle Arena Games Market Size Forecast by Type
12.6.1 Real-time Strategy
12.6.2 First Person Shooter
12.6.3 Role Play Games
12.7 Basis Point Share (BPS) Analysis by Type
12.8 Absolute $ Opportunity Assessment by Type
12.9 Market Attractiveness Analysis by Type
12.10 Latin America Battle Arena Games Market Size Forecast by Applications
12.10.1 Men
12.10.2 Woman
12.11 Basis Point Share (BPS) Analysis by Applications
12.12 Absolute $ Opportunity Assessment by Applications
12.13 Market Attractiveness Analysis by Applications
Chapter 13 Middle East & Africa (MEA) Battle Arena Games Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Battle Arena Games Market Size Forecast by Country
13.2.1 Saudi Arabia
13.2.2 South Africa
13.2.3 UAE
13.2.4 Rest of Middle East & Africa (MEA)
13.3 Basis Point Share (BPS) Analysis by Country
13.4 Absolute $ Opportunity Assessment by Country
13.5 Market Attractiveness Analysis by Country
13.6 Middle East & Africa (MEA) Battle Arena Games Market Size Forecast by Type
13.6.1 Real-time Strategy
13.6.2 First Person Shooter
13.6.3 Role Play Games
13.7 Basis Point Share (BPS) Analysis by Type
13.8 Absolute $ Opportunity Assessment by Type
13.9 Market Attractiveness Analysis by Type
13.10 Middle East & Africa (MEA) Battle Arena Games Market Size Forecast by Applications
13.10.1 Men
13.10.2 Woman
13.11 Basis Point Share (BPS) Analysis by Applications
13.12 Absolute $ Opportunity Assessment by Applications
13.13 Market Attractiveness Analysis by Applications
Chapter 14 Competition Landscape
14.1 Battle Arena Games Market: Competitive Dashboard
14.2 Global Battle Arena Games Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 Tencent
14.3.2 NetEase
14.3.3 Activision Blizzard
14.3.4 Supercell
14.3.5 NEXON
14.3.6 NCSoft
14.3.7 Electronic Arts
14.3.8 Bluehole
14.3.9 Mixi Inc.
14.3.10 SQUARE ENIX
14.3.11 ChangYou
14.3.12 Shanda Interactive Entertainment
14.3.13 GungHo Online Entertainment
14.3.14 Daybreak Game Company
14.3.15 Gamigo