Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Battle Arena Games Market by Type (Real-time Strategy, First Person Shooter, Role Play Games), By Application (Men, Woman) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Battle Arena Games Market by Type (Real-time Strategy, First Person Shooter, Role Play Games), By Application (Men, Woman) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 230812 4200 Service & Software 377 237 Pages 4.9 (35)
                                          

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.


Global Battle Arena Games Industry Outlook


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:

  1. Tencent
  2. NetEase
  3. Activision Blizzard
  4. Supercell
  5. NEXON
  6. NCSoft
  7. Electronic Arts
  8. Bluehole
  9. Mixi Inc.
  10. SQUARE ENIX
  11. ChangYou
  12. Shanda Interactive Entertainment
  13. GungHo Online Entertainment
  14. Daybreak Game Company
  15. Gamigo

Global Battle Arena Games Market Overview


Highlights of The Battle Arena Games Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Real-time Strategy
    2. First Person Shooter
    3. Role Play Games
  1. By Application:

    1. Men
    2. Woman
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. 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.

How you may use our products:

  • Correctly Positioning New Products
  • Market Entry Strategies
  • Business Expansion Strategies
  • Consumer Insights
  • Understanding Competition Scenario
  • Product & Brand Management
  • Channel & Customer Management
  • Identifying Appropriate Advertising Appeals

Global Battle Arena Games Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. 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

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