Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Fighting Games Market by Type (2D Fighting Games, 3D Fighting Games), By Application (PC, Mobile, Tablet, Gaming Console) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Fighting Games Market by Type (2D Fighting Games, 3D Fighting Games), By Application (PC, Mobile, Tablet, Gaming Console) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 355957 4200 Service & Software 377 174 Pages 4.6 (37)
                                          

Market Overview:


The global fighting games market is expected to grow at a CAGR of 5.5% during the forecast period from 2018 to 2030. The growth in this market can be attributed to the increasing popularity of 2D and 3D fighting games among gamers across the globe. In addition, the rising demand for gaming consoles and mobile devices is also propelling the growth of this market.


Global Fighting Games Industry Outlook


Product Definition:


A Fighting game is a video game genre that typically involves hand-to-hand combat between two or more characters. These games typically feature special moves and other abilities that are not possible in normal gameplay. The importance of fighting games is that they provide an outlet for players to fight against each other without any real world consequences.


2D Fighting Games:


2D fighting games refer to a sub-class of 3D fighting games. The major difference between the two is that in 2D, the graphics are drawn from a single plane, which makes it easier to determine who is winning or losing. Also, there are no special effects involved such as depth and perspective; everything is done with simple lines and shapes making it easier for children to understand.


3D Fighting Games:


3D fighting games are a combination of two-dimensional fighting games and three-dimensional environment. The term 3D is used for the first time in gaming to indicate that the game world is perceived as realistic or immersive by providing an experience of depth. This technology has been around for more than two decades but only recently gained prominence with the advent of next-generation consoles and PCs, which can support it.


Application Insights:


The gaming console segment dominated the global fighting games market, accounting for a share of over 60% in 2017. The PlayStation 4 and Xbox One are widely used for playing fighting games on a television screen. Moreover, these consoles also act as an entertainment system with Blu-Ray/DVD player and internet connectivity which enables users to play video games remotely. This has widened the scope of gameplays significantly across both casual players as well as professional gamers who prefer to compete against other players from around the world rather than face them locally.


Mobile application is expected to be the fastest-growing segment with CAGR exceeding 12% from 2018 to 2030 owing to increasing smartphone ownership rates across various regions coupled with rising usage of mobile devices for playing mobile games such as PUBG Mobile and Rules Of Survival among others.


Regional Analysis:


North America dominated the global fighting games market in terms of revenue share in 2017. The region is expected to maintain its dominance over the forecast period as well owing to high demand for entertainment and competitive gaming across U.S. and Canada regions, which eventually led to higher penetration of different platforms such as PC, mobile, and console systems within the region. Europe also contributed significantly towards market growth due to rising popularity of e-sports events held at stadiums or arenas with big audiences around the world. Asia Pacific is anticipated to be fastest growing regional segment over the forecast period owing to increasing number of smartphone users, especially in countries such as India and China who account for a large population base within this region along with other developing nations such as Japan are contributing significantly towards industry growth due to growing popularity of free-to-play 2D fighting games on smartphones & tablets running Android OS or iOS operating system coupled with availability of low cost devices manufactured by various Chinese manufacturers including ZTE Corporation; Huawei Technologies Co.


Growth Factors:


  • Increasing demand for multiplayer gaming: The increasing demand for multiplayer gaming is one of the key growth drivers for the fighting games market. Multiplayer gaming allows players to compete with each other in real time, thereby providing an enhanced gaming experience. This has led to the development of new and innovative fighting games that can be played online with other players.
  • Growing popularity of eSports: The growing popularity of eSports is another major growth driver for the fighting games market. eSports refers to competitive video gaming where players from around the world compete against each other in tournaments organized by various leagues and organizations. The increasing viewership of these tournaments is driving investments in this market, thereby fueling its growth prospects.
  • Technological advancements: Technological advancements are also aiding the growth of the fighting games market by enabling developers to create better and more immersive gameplay experiences for gamers worldwide. In addition, technological advancements are also helping game publishers reach a wider audience base through online platforms such as social media and streaming services providers such as YouTube and Twitch TV . This is resulting in an increase in sales opportunities for game publishers, which is further propelling market growth . 4) Rising disposable income levels among gamers: Another key factor fuellinggrowth prospectsfor thee-fightinggamesmarketisrisingdisposableincomellevelsamonggamersworldwide . Gamers are now spending more on buying high-end consolesandgaminghardwarethaneverbefore ,thusprovidinganadditionalrevenuestreamforthepub

Scope Of The Report

Report Attributes

Report Details

Report Title

Fighting Games Market Research Report

By Type

2D Fighting Games, 3D Fighting Games

By Application

PC, Mobile, Tablet, Gaming Console

By Companies

Nintendo, Namco, WB Games, Sega, Capcom, Koei Tecmo, SNK Playmore, Autumn Games, Arc System Works

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

174

Number of Tables & Figures

122

Customization Available

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


Global Fighting Games Market Report Segments:

The global Fighting Games market is segmented on the basis of:

Types

2D Fighting Games, 3D Fighting 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

PC, Mobile, Tablet, Gaming Console

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. Nintendo
  2. Namco
  3. WB Games
  4. Sega
  5. Capcom
  6. Koei Tecmo
  7. SNK Playmore
  8. Autumn Games
  9. Arc System Works

Global Fighting Games Market Overview


Highlights of The Fighting 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. 2D Fighting Games
    2. 3D Fighting Games
  1. By Application:

    1. PC
    2. Mobile
    3. Tablet
    4. Gaming Console
  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 Fighting 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 Fighting 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?


Fighting games are a type of video game that involve two or more players fighting against each other using moves and attacks based on martial arts.

Some of the major players in the fighting games market are Nintendo, Namco, WB Games, Sega, Capcom, Koei Tecmo, SNK Playmore, Autumn Games, Arc System Works.

The fighting games market is expected to register a CAGR of 5.5%.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Fighting 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 Fighting Games Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 Fighting 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 Fighting 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 Fighting Games Market Size & Forecast, 2020-2028       4.5.1 Fighting Games Market Size and Y-o-Y Growth       4.5.2 Fighting Games 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 2D Fighting Games
      5.2.2 3D Fighting Games
   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 Gaming Console
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Fighting 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 Fighting 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  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 2D Fighting Games
      9.6.2 3D Fighting 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  Market Size Forecast by Applications
      9.10.1 PC
      9.10.2 Mobile
      9.10.3 Tablet
      9.10.4 Gaming Console
   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 2D Fighting Games
      10.6.2 3D Fighting 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  Market Size Forecast by Applications
      10.10.1 PC
      10.10.2 Mobile
      10.10.3 Tablet
      10.10.4 Gaming Console
   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 2D Fighting Games
      11.6.2 3D Fighting 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  Market Size Forecast by Applications
      11.10.1 PC
      11.10.2 Mobile
      11.10.3 Tablet
      11.10.4 Gaming Console
   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 2D Fighting Games
      12.6.2 3D Fighting 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  Market Size Forecast by Applications
      12.10.1 PC
      12.10.2 Mobile
      12.10.3 Tablet
      12.10.4 Gaming Console
   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 2D Fighting Games
      13.6.2 3D Fighting 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)  Market Size Forecast by Applications
      13.10.1 PC
      13.10.2 Mobile
      13.10.3 Tablet
      13.10.4 Gaming Console
   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 Fighting Games Market: Competitive Dashboard
   14.2 Global Fighting Games Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 Nintendo
      14.3.2 Namco
      14.3.3 WB Games
      14.3.4 Sega
      14.3.5 Capcom
      14.3.6 Koei Tecmo
      14.3.7 SNK Playmore
      14.3.8 Autumn Games
      14.3.9 Arc System Works

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