Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Battle Royale Game Market by Type (Free-to-play, Pay-to-play), By Application (PC, Mobile, Tablet, Others) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Battle Royale Game Market by Type (Free-to-play, Pay-to-play), By Application (PC, Mobile, Tablet, Others) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 430910 4200 Service & Software 377 141 Pages 4.7 (44)
                                          

Market Overview:


The global battle royale game 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 free-to-play and pay-to-play battle royale games among gamers across the globe. In addition, the increasing adoption of mobile devices for playing battle royale games is also contributing to the growth of this market. The global battle royale game market by type is segmented into free-to-play and pay-to-play segments. The free-to_pay segment is expected to account for a major share of the global Battle Royale Game Market in 2018. This can be attributed to factors such as easy availability and low cost of these games compared with pay_t0_ play games.


Global Battle Royale Game Industry Outlook


Product Definition:


A Battle Royale game is a type of video game where players are dropped into a virtual world and forced to fight until only one player is left standing. These games are usually played online, with up to 100 players competing at once. The importance of Battle Royale games lies in their ability to create suspense and tension, as well as providing an adrenaline rush for players.


Free-to-play:


Free-to-play (F2P) games have been gaining traction in the battle royale game market. The major factor responsible for this growth is its ability to offer gaming on smartphones without requiring a paywall or microtransactions. Additionally, it has been observed that players are more attracted towards these games as they can play them irrespective of their age and location.


The rise in popularity of free mobile games with high graphics.


Pay-to-play:


Pay-to-play (PTP) is a term used for games that require real money to play. The primary difference between this and free2Play (F2P) is that in F2P, the game is completely free of charge; whereas, in PTP, some content or features are charged.


The major factor driving the growth of the battle royale market size includes increasing demand for mobile gaming as a result of growing smartphone penetration worldwide.


Application Insights:


The PC version of the game is expected to remain the dominant platform, accounting for more than half of the overall revenue in 2017. The console versions have yet to prove their mettle as a profitable venture and are likely to follow a similar trend over the forecast period. However, mobile devices are poised to witness tremendous growth during this period owing to increasing adoption of smartphones in developing countries such as India and China. In addition, tablet devices will also witness considerable growth due to its increased usage in education institutions and corporate offices for training purposes.


Tablet is another promising segment that has so far been unexplored by global battle royale game developers despite having larger potential audience compared with other platforms. This can be attributed primarily because tablets lack robust internet connectivity which prevents players from accessing different regions at present time or even across different geographical locations without any physical connection between them (Wired Networking).


Regional Analysis:


The Asia Pacific region dominated the global battle royale game market in terms of revenue share in 2017. The growth can be attributed to the increasing adoption of smartphones, coupled with rising investments by mobile gaming companies and PUBG Corporation. For instance, Tencent Holdings Limited., which owns Riot Games and Supercell Oy, developed a mobile version of PlayerUnknown's Battlegrounds for iOS and Android devices. Similarly, China based NetEase Inc., partnered with PUBG Corporation to develop a Chinese language version for its native country called ‘Forgotten King’s Reign’. This collaboration was aimed at introducing the concept of Battle Royale games to Chinese gamers who have been traditionally attached to MMORPGs or Action RPGs genre on PC platform.


North America is expected to emerge as one of the most lucrative regions over the forecast period owing high demand from U.S.-based players as well as those located across Canada & Mexico border area (border war).


Growth Factors:


  • Increased demand for multiplayer gaming: The popularity of multiplayer games is increasing with each passing day. This is because players get to interact and compete with other players from around the world. This type of interaction keeps players hooked to the game for a longer time period.
  • Advent of new gaming platforms: Battle Royale games are now available on different gaming platforms such as PC, mobile, and console devices. This has helped in reaching out to a larger audience base and has resulted in an increase in the number of gamers playing these games.
  • Improved graphics and gameplay features: The graphics and gameplay features offered by Battle Royale games are constantly being improved upon by developers in order to keep gamers hooked onto these games for a longer time period. This helps in retaining existing gamers while also attracting new ones into the market space.

Scope Of The Report

Report Attributes

Report Details

Report Title

Battle Royale Game Market Research Report

By Type

Free-to-play, Pay-to-play

By Application

PC, Mobile, Tablet, Others

By Companies

Tencent, Epic Games, NetEase, Electronic Arts, Activision, Rec Room Inc., Techland, Ubisoft, Daybreak, Bethesda Game Studios, Proletariat

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

141

Number of Tables & Figures

99

Customization Available

Yes, the report can be customized as per your need.


Global Battle Royale Game Market Report Segments:

The global Battle Royale Game market is segmented on the basis of:

Types

Free-to-play, Pay-to-play

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

PC, Mobile, Tablet, Others

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. Epic Games
  3. NetEase
  4. Electronic Arts
  5. Activision
  6. Rec Room Inc.
  7. Techland
  8. Ubisoft
  9. Daybreak
  10. Bethesda Game Studios
  11. Proletariat

Global Battle Royale Game Market Overview


Highlights of The Battle Royale Game 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. Free-to-play
    2. Pay-to-play
  1. By Application:

    1. PC
    2. Mobile
    3. Tablet
    4. Others
  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 Royale Game 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 Royale Game 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 Royale is a game where players are dropped into an open environment and must fight to the death.

Some of the major players in the battle royale game market are Tencent, Epic Games, NetEase, Electronic Arts, Activision, Rec Room Inc., Techland, Ubisoft, Daybreak, Bethesda Game Studios, Proletariat.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Battle Royale Game 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 Royale Game Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 Battle Royale Game 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 Royale Game 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 Royale Game Market Size & Forecast, 2020-2028       4.5.1 Battle Royale Game Market Size and Y-o-Y Growth       4.5.2 Battle Royale Game Market Absolute $ Opportunity

Chapter 5 Global  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  Market Size Forecast by Type
      5.2.1 Free-to-play
      5.2.2 Pay-to-play
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global  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  Market Size Forecast by Applications
      6.2.1 PC
      6.2.2 Mobile
      6.2.3 Tablet
      6.2.4 Others
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Battle Royale Game 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 Royale Game 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  Analysis and Forecast
   9.1 Introduction
   9.2 North America  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  Market Size Forecast by Type
      9.6.1 Free-to-play
      9.6.2 Pay-to-play
   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  Market Size Forecast by Applications
      9.10.1 PC
      9.10.2 Mobile
      9.10.3 Tablet
      9.10.4 Others
   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  Analysis and Forecast
   10.1 Introduction
   10.2 Europe  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  Market Size Forecast by Type
      10.6.1 Free-to-play
      10.6.2 Pay-to-play
   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  Market Size Forecast by Applications
      10.10.1 PC
      10.10.2 Mobile
      10.10.3 Tablet
      10.10.4 Others
   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  Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific  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  Market Size Forecast by Type
      11.6.1 Free-to-play
      11.6.2 Pay-to-play
   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  Market Size Forecast by Applications
      11.10.1 PC
      11.10.2 Mobile
      11.10.3 Tablet
      11.10.4 Others
   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  Analysis and Forecast
   12.1 Introduction
   12.2 Latin America  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  Market Size Forecast by Type
      12.6.1 Free-to-play
      12.6.2 Pay-to-play
   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  Market Size Forecast by Applications
      12.10.1 PC
      12.10.2 Mobile
      12.10.3 Tablet
      12.10.4 Others
   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)  Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA)  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)  Market Size Forecast by Type
      13.6.1 Free-to-play
      13.6.2 Pay-to-play
   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)  Market Size Forecast by Applications
      13.10.1 PC
      13.10.2 Mobile
      13.10.3 Tablet
      13.10.4 Others
   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 Royale Game Market: Competitive Dashboard
   14.2 Global Battle Royale Game Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 Tencent
      14.3.2 Epic Games
      14.3.3 NetEase
      14.3.4 Electronic Arts
      14.3.5 Activision
      14.3.6 Rec Room Inc.
      14.3.7 Techland
      14.3.8 Ubisoft
      14.3.9 Daybreak
      14.3.10 Bethesda Game Studios
      14.3.11 Proletariat

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