Market Overview:
The global shooting games market is segmented on the basis of type, application and region. The type segment is further divided into online-game and offline-game. The application segment is classified into juvenile (7-17), youth (18-40), middle aged (41-65) and elderly (>66). Geographically, the market is analyzed across North America, Latin America, Europe, Asia Pacific and Middle East & Africa. The global shooting games market size was valued at US$ XX million in 2017 and is projected to reach US$ XX million by 2030, registering a CAGR of X% during the forecast period 2018–2030. Rising demand for interactive gaming among youngsters is one of the key factors driving growth of this market. Additionally, increasing adoption of shooting games in various commercial sectors such as amusement parks & arcades are anticipated to fuel growth of this market over the forecast period.
Product Definition:
A shooting game is a video game genre in which the player uses firearms to shoot enemies. The purpose of shooting games is to hit targets, either opponents or objects, with bullets or other projectiles.
Online-Game:
Online game is a player interact with the computer or another player via internet. It can be played by two players or many players at the same time on different devices such as desktop, laptop, mobile phones and tablets etc. The online games are gaining popularity among children and adults due to its easy playing features along with good graphics features which attracts people towards it. Moreover, these online games provide an opportunity for social interaction between players which makes them popular among schools and colleges students across the globe.
Offline-Game:
Offline-game is a term used for video games that are played with the physical device in which the game is installed. These games do not require an online connection and can be played on-the-go as they do not require much storage space. The offline segment accounted for more than half of the total market revenue in 2016, owing to increasing demand from consumers who prefer playing on consoles or computers at home rather than using portable devices while traveling or doing other activities.
Application Insights:
The youth application segment held the largest share of over 60% in 2017. The rising popularity of online and offline basketball games among the youth is expected to be a major factor for this growth. Furthermore, increasing participation rates in sports and gaming is also expected to contribute towards segment growth during the forecast period. Over the past few years, many companies have been focusing on developing shooting games specifically designed for mobile devices such as smartphones and tablets which can be played by both young as well as old players alike. This trend is likely to continue over the next few years with more innovative offerings across various platforms including PC, console and mobile phones.
Regional Analysis:
North America was the largest regional market in 2017 owing to the presence of a large number of key companies and high adoption rate for shooting games. The region is expected to maintain its dominance over the forecast period due to increasing popularity of online as well as offline shooting games. Europe is also expected to be one of the significant markets for global shooting games during the forecast period, mainly due to rising interest among people in military history and heritage tourism. Asia Pacific is projected to be one of fastest-growing regions during 2018’s forecast years owing primarily on increasing penetration rates for online gaming platforms in China, Japan, South Korea and India. Moreover, growing popularity amongst youth population will drive regional growth further on account rising disposable income levels coupled with improving internet connectivity across emerging economies such as Indonesia & Malaysia etc.
The market players are adopting strategies such as mergers & acquisitions or partnerships etc.
Growth Factors:
- Increasing demand for shooting games from the youth population
- Proliferation of smartphones and tablets, which provide an easy platform to play shooting games
- Rising income levels in developing countries, which enables more people to purchase gaming devices and play shooting games
- Advent of virtual reality (VR) technology that provides a more immersive experience for players
- Growing popularity of eSports tournaments, which attracts competitive gamers and promotes the growth of the shooting games market
Scope Of The Report
Report Attributes
Report Details
Report Title
Shooting Games Market Research Report
By Type
Online-Game, Offline-Game
By Application
Juvenile (7-17), Youth (18-40), Middle Aged (41-65), Elderly (>66)
By Companies
Rockstar Games, Valve Corporation, Gameloft (Vivendi), Krafton, Activision Blizzard, Ubisoft, Nexon
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
243
Number of Tables & Figures
171
Customization Available
Yes, the report can be customized as per your need.
Global Shooting Games Market Report Segments:
The global Shooting Games market is segmented on the basis of:
Types
Online-Game, Offline-Game
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
Juvenile (7-17), Youth (18-40), Middle Aged (41-65), Elderly (>66)
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:
- Rockstar Games
- Valve Corporation
- Gameloft (Vivendi)
- Krafton
- Activision Blizzard
- Ubisoft
- Nexon
Highlights of The Shooting 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:
- Online-Game
- Offline-Game
- By Application:
- Juvenile (7-17)
- Youth (18-40)
- Middle Aged (41-65)
- Elderly (>66)
- 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 Shooting 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
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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?
Shooting games are video games that involve shooting targets with a gun.
Some of the major companies in the shooting games market are Rockstar Games, Valve Corporation, Gameloft (Vivendi), Krafton, Activision Blizzard, Ubisoft, Nexon.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Shooting 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 Shooting Games Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Shooting 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 Shooting 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 Shooting Games Market Size & Forecast, 2018-2028 4.5.1 Shooting Games Market Size and Y-o-Y Growth 4.5.2 Shooting Games Market Absolute $ Opportunity
Chapter 5 Global Shooting 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 Shooting Games Market Size Forecast by Type
5.2.1 Online-Game
5.2.2 Offline-Game
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Shooting 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 Shooting Games Market Size Forecast by Applications
6.2.1 Juvenile (7-17)
6.2.2 Youth (18-40)
6.2.3 Middle Aged (41-65)
6.2.4 Elderly (>66)
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Shooting 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 Shooting 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 Shooting Games Analysis and Forecast
9.1 Introduction
9.2 North America Shooting 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 Shooting Games Market Size Forecast by Type
9.6.1 Online-Game
9.6.2 Offline-Game
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 Shooting Games Market Size Forecast by Applications
9.10.1 Juvenile (7-17)
9.10.2 Youth (18-40)
9.10.3 Middle Aged (41-65)
9.10.4 Elderly (>66)
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 Shooting Games Analysis and Forecast
10.1 Introduction
10.2 Europe Shooting 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 Shooting Games Market Size Forecast by Type
10.6.1 Online-Game
10.6.2 Offline-Game
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 Shooting Games Market Size Forecast by Applications
10.10.1 Juvenile (7-17)
10.10.2 Youth (18-40)
10.10.3 Middle Aged (41-65)
10.10.4 Elderly (>66)
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 Shooting Games Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Shooting 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 Shooting Games Market Size Forecast by Type
11.6.1 Online-Game
11.6.2 Offline-Game
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 Shooting Games Market Size Forecast by Applications
11.10.1 Juvenile (7-17)
11.10.2 Youth (18-40)
11.10.3 Middle Aged (41-65)
11.10.4 Elderly (>66)
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 Shooting Games Analysis and Forecast
12.1 Introduction
12.2 Latin America Shooting 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 Shooting Games Market Size Forecast by Type
12.6.1 Online-Game
12.6.2 Offline-Game
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 Shooting Games Market Size Forecast by Applications
12.10.1 Juvenile (7-17)
12.10.2 Youth (18-40)
12.10.3 Middle Aged (41-65)
12.10.4 Elderly (>66)
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) Shooting Games Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Shooting 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) Shooting Games Market Size Forecast by Type
13.6.1 Online-Game
13.6.2 Offline-Game
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) Shooting Games Market Size Forecast by Applications
13.10.1 Juvenile (7-17)
13.10.2 Youth (18-40)
13.10.3 Middle Aged (41-65)
13.10.4 Elderly (>66)
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 Shooting Games Market: Competitive Dashboard
14.2 Global Shooting Games Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 Rockstar Games
14.3.2 Valve Corporation
14.3.3 Gameloft (Vivendi)
14.3.4 Krafton
14.3.5 Activision Blizzard
14.3.6 Ubisoft
14.3.7 Nexon