REPORT OUTLOOK
Market Size | CAGR | Dominating Region |
---|---|---|
USD 2.69 Billion by 2030 | 7.61% | Asia Pacific |
by Type | by Application |
---|---|
|
|
SCOPE OF THE REPORT
Fighting Games Market Overview
The global fighting games market is anticipated to grow from USD 1.61 Billion in 2023 to USD 2.69 Billion by 2030, at a CAGR of 7.61% during the forecast period.
Combat games, sometimes called “versus fighting games,” are a subgenre of video games that involve player-on-player action. Fighting game combat often involves man oeuvres like grappling, blocking, counterattacking, and chaining attacks together to create “combos.” Characters settle disputes mostly through hand-to-hand combat, sometimes including martial arts. In fighting games, a large number of computer-controlled foes are pitted against one or more player characters. Fighting game confrontations usually occur in a two-dimensional, fixed-size arena with movement restrictions for the participants. In addition to moving vertically, characters may move about this plane by sprinting, strolling, or leaping. Special man oeuvres in these games are often triggered by rapid bursts of carefully timed button and joystick presses. Even if the genre has advanced from two-dimensional (2D) to three-dimensional (3D) visuals, games often depict fighters from the side.
There are several new trends in the fighting game business worldwide. First off, eSports are becoming more and more popular, with fighting game events drawing sizable crowds. Second, cross-platform play is getting more attention, enabling players to compete with each other regardless of their device or gaming console. Furthermore, the fighting game genre is starting to incorporate virtual reality (VR), which offers players immersive gaming experiences. Additionally, developers are adding additional personalization options to the game, enabling players to improve gameplay and customize their characters. Finally, the growing demand for mobile gaming has prompted the creation of combat games for smartphones, which has further increased market share.
The gaming industry’s fighting games market is a vibrant sector distinguished by competitive gameplay and captivating player experiences. With their renowned franchises, major firms like Capcom, Bandai Namco Entertainment, and NetherRealm Studios control the market. The industry has been greatly impacted by the emergence of esports, with well-known games like Street Fighter and Tekken becoming mainstays in competitive gaming. Virtual reality and enhanced visuals are two examples of how technological developments may enhance an immersive gaming experience. Key trends in the Fighting Games industry include in-game purchases and cross-platform gameplay. Other notable developments include ongoing innovation, community involvement, and the effects of COVID-19 on digital gaming.
ATTRIBUTE | DETAILS |
Study period | 2020-2030 |
Base year | 2022 |
Estimated year | 2023 |
Forecasted year | 2023-2030 |
Historical period | 2019-2021 |
Unit | Value (USD Billion) |
Segmentation | By Type, By Application, and By Region |
By Type |
|
By Application |
|
By Region
 |
|
Fighting Games Market Segmentation Analysis
The global Fighting Games market is divided into 3 segments type, application and region. The Fighting Games Market encompasses diverse product types, including 2D and 3D variants, and caters to various applications such as PC, mobile, tablet, and gaming consoles.
When it comes to market segmentation by type, 3D fighting games rule with a 53% market share. This domination is explained by the more vivid visuals and engaging gameplay that three-dimensional worlds provide. The realistic battle situations and complex character motions made possible by the immersive nature of 3D fighting games improve the entire gaming experience. The richness and realism offered by 3D visuals captivate players, making these games a favorite among fans. The market’s inclination for visually stimulating and captivating material is highlighted by the popularity of 3D fighting games, which further cemented their leadership in the fighting games industry
2D Fighting Games continue to have a prominent position in the market segmentation based on type, with the second-largest share of 47%. Its timeless appeal and strategic gameplay allow 2D Fighting Games to survive in spite of their 3D contemporaries’ ascent. 2D fighting games are highly regarded for their precise controls and memorable character designs, which have a devoted following. The genre’s enduring appeal is mostly due to its accessibility and the sentimental appeal it has for seasoned players. The market’s respect for timeless, skill-driven gameplay and the continuing legacy of traditional fighting game mechanics is demonstrated by the 2D Fighting Games’ continued popularity, even if 3D games provide more immersive experiences.
PCs hold the most share (31%) in the Fighting Games Market split by application. This supremacy may be ascribed to PCs’ extensive customization possibilities and flexible gaming capabilities, which appeal to both recreational and competitive players. The gaming community loves PC platforms because of their precise controls, visuals, and customization capabilities. In addition, PCs are frequently preferred because to their performance advantages in the esports industry, which is home to competitive fighting game events. PCs are the most popular platform for playing and experiencing fighting games due to their widespread use around the globe and the continuously growing PC gaming market.
Mobile platforms hold the second-largest share (29%), in the Fighting Games Market split by application, highlighting the notable rise of portable gaming. This popularity is partly due to the ease of use and prevalence of smartphones, which enable players to play combat games while on the go. With a third-largest share of 22%, tablets are also a significant player in the industry since they provide a larger screen size for better gaming. Fighting games are fast-paced, and the mobility and touch-screen capabilities of smartphones and tablets complement this fast-paced style, making them popular among a wide range of players. The market share of these platforms is anticipated to increase as mobile technology develops, reflecting the changing tastes of contemporary players.
Fighting Games Market Dynamics
Driver
The industry has grown as a result of the widespread use of smartphones, which has increased the number of gamers. Many combat games have successfully migrated to mobile platforms.
The widespread use of smartphones has contributed to a notable increase in the gaming business and a notable rise in the number of players. Smartphone accessibility has made gaming more accessible to a wider range of people, making it possible for more people to enjoy interactive entertainment. Combat games in particular have made a great transition to mobile platforms by taking use of smartphones’ portability and simplicity. The control system for combat-oriented gaming is simple and easy to use thanks to the touchscreen interfaces. Fighting game sales have increased as a result of this migration, which has also taken use of the opportunity to provide mobile gaming experiences. Combat games’ popularity on smartphones demonstrates how the business can adjust to changing customer preferences and highlights the mutually beneficial interaction between smartphone technology and the gaming market. As a result, developers continue to innovate and optimize combat game experiences for mobile platforms, contributing to the ongoing growth and diversification of the gaming landscape.
Restraint
Fighting games have competition from other well-liked game genres, and it can be difficult to stay relevant in the ever-changing gaming world.
In the ever-changing gaming scene, fighting games must deal with the popularity of a wide range of popular game genres. The difficulty is staying relevant in the face of player and industry trends that are always changing. The gaming landscape is frequently dominated by genres like multiplayer shooters, open-world exploration, and battle royale, which detract from more conventional one-on-one fighting experiences.
Fighting game creators need to stay competitive in this market by adopting new technologies, adjusting to shifting player expectations, and adding cutting-edge features. Fighting games may stand out in a crowded market by incorporating cooperative multiplayer features, diversified character lineups, and compelling plots. Player interest and relevance are also greatly sustained via partnerships, crossover events, and regular updates. Achievement in the face of competition requires a delicate balance between preserving the essence of the genre and embracing contemporary gaming trends, ensuring that fighting games remain compelling and appealing to both new and existing gaming audiences.
Opportunities
Incorporating virtual reality (VR) technology into fighting games opens up new dimensions of immersive gameplay.
Virtual reality (VR) technology has revolutionized immersive gaming experiences with its integration into fighting games. Through the use of virtual reality, players are immersed in a dynamic, three-dimensional virtual arena, intensifying the feeling that they are in the middle of fierce fight. With the use of technology, movement and spatial awareness may be represented more realistically, giving players the ability to perform accurate movements and respond naturally to stimuli in the game. Each battle becomes more visceral and compelling as a result of the VR sensation of presence, which heightens emotional involvement. Additionally, the level of immersion offered by VR allows developers to experiment with creative control systems that convert movements in the actual world into actions within games. VR in combat games surpasses typical gaming experiences by allowing players to physically interact with the virtual world, providing a new level of involvement that resonates with both enthusiasts and newcomers. This technological integration not only sets a precedent for the future of gaming but also establishes fighting games as pioneers in embracing cutting-edge technologies for unparalleled and immersive gameplay.
Fighting Games Market Trends
-
Rise of eSports and Competitive Gaming: The explosive growth of eSports has brought fighting games back into the limelight. Major tournaments with large prize pools and live streaming attract millions of viewers, raising the profile of the genre and attracting new players.
-
Broader Accessibility and Cross-play: Fighting games are becoming more accessible thanks to free-to-play models, simplified mechanics, and cross-play functionality. This allows players on different platforms to compete against each other, expanding the player base and fostering a more vibrant community.
-
Diverse Character Rosters and Storytelling: Developers are moving away from stereotypical character archetypes and incorporating more diverse and inclusive rosters. This not only resonates with a wider audience but also leads to richer storytelling opportunities within the games.
-
Innovation in Mechanics and Presentation: Fighting games are constantly evolving, with developers experimenting with new mechanics, such as rollback netcode for smoother online play, and flashy visual effects to enhance the spectacle of combat.
Mobile Gaming and Cloud Streaming: The rise of mobile gaming and cloud streaming services like Xbox Game Pass is opening up fighting games to a whole new audience. This is making the genre more accessible than ever before and attracting casual players who might not have previously considered trying a fighting game.
Competitive Landscape
The competitive landscape of the Fighting Games market was dynamic, with several prominent companies competing to provide innovative and advanced Fighting Games.
- Capcom
- Bandai Namco Entertainment
- NetherRealm Studios
- SNK Corporation
- Arc System Works
- Nintendo
- Sega
- Electronic Arts
- Ubisoft
- Sony Interactive Entertainment
- Microsoft
- Arika
- Atlus
- Warner Bros. Interactive Entertainment
- Square Enix
- Valve Corporation
- Guilty Gear
- THQ Nordic
- Konami
- 505 Games
Recent Developments:
07 December 2023 – Game developer and publisher Arc System Works and game developer Aquria announced that they have formed a capital alliance. The tie-up is intended to bolster Arc System Works’ development capabilities by leveraging Aquria’s experience.
11 December 2023 — The American Federation of Labor and Congress of Industrial Organizations (AFL-CIO) and Microsoft Corp. announced the formation of a new partnership to create an open dialogue to discuss how artificial intelligence (AI) must anticipate the needs of workers and include their voices in its development and implementation. This partnership is the first of its kind between a labor organization and a technology company to focus on AI.
Regional Analysis
With a dominant 35% of the fighting game market, Asia Pacific continues to keep its ground. This supremacy is ascribed to the region’s deeply ingrained gaming culture as well as the passionate competitive gaming participation of nations like South Korea and Japan. The region is becoming more and more well-known due to the strong esports ecosystem, which includes significant leagues and events. Furthermore, Asia Pacific remains a major centre for fighting game development and consumption because to the vast and varied player base and rising disposable incomes in emerging economies. The region’s ongoing dominance highlights how crucial a part it played in forming the fighting games industry’s worldwide landscape and highlights how important it is as the main market driver and trendsetter.
Europe asserts itself as a formidable player in the fighting games market, securing the position of the second-largest stakeholder. The region’s gaming community, marked by a diverse and enthusiastic player base, contributes to this significant presence. European countries, including the United Kingdom, Germany, and France, exhibit a robust interest in competitive gaming, fueling the demand for high-quality fighting games. The region’s well-established esports scene and the popularity of gaming events further solidify its standing. With a combination of technological infrastructure, cultural appreciation for gaming, and a growing esports landscape, Europe continues to be a key market influencing the global trajectory of the fighting games industry.
Target Audience for Fighting Games
- Esports Enthusiasts
- Competitive Gamers
- Casual Gamers
- Gaming Content Creators
- Streaming Platforms Users
- Mobile Gamers
- Console Gaming Enthusiasts
- PC Gaming Community
- Fighting Game Tournaments Attendees
- Cross-Platform Gamers
Segments Covered in the Fighting Games Market Report
Fighting Games Market by Type
- 2D Fighting Games
- 3D Fighting Games
Fighting Games Market by Application
- PC
- Mobile
- Tablet
- Gaming Console
Fighting Games Market by Region
- North America
- Europe
- Asia Pacific
- South America
- Middle East and Africa
Key Question Answered
- What is the expected growth rate of the Fighting Games market over the next 7 years?
- Who are the major players in the Fighting Games market and what is their market share?
- What are the end-user industries driving market demand and what is their outlook?
- What are the opportunities for growth in emerging markets such as Asia-pacific, the middle east, and Africa?
- How is the economic environment affecting the Fighting Games market, including factors such as interest rates, inflation, and exchange rates?
- What is the expected impact of government policies and regulations on the Fighting Games market?
- What is the current and forecasted size and growth rate of the Fighting Games market?
- What are the key drivers of growth in the Fighting Games market?
- Who are the major players in the market and what is their market share?
- What are the distribution channels and supply chain dynamics in the Fighting Games market?
- What are the technological advancements and innovations in the Fighting Games market and their impact on product development and growth?
- What are the regulatory considerations and their impact on the market?
- What are the challenges faced by players in the Fighting Games market and how are they addressing these challenges?
- What are the opportunities for growth and expansion in the Fighting Games market?
- What is the product offered and specifications of leading players in the market?
Table of Content
- INTRODUCTION
- MARKET DEFINITION
- MARKET SEGMENTATION
- RESEARCH TIMELINES
- ASSUMPTIONS AND LIMITATIONS
- RESEARCH METHODOLOGY
- DATA MINING
- SECONDARY RESEARCH
- PRIMARY RESEARCH
- SUBJECT-MATTER EXPERTS’ ADVICE
- QUALITY CHECKS
- FINAL REVIEW
- DATA TRIANGULATION
- BOTTOM-UP APPROACH
- TOP-DOWN APPROACH
- RESEARCH FLOW
- DATA SOURCES
- DATA MINING
- EXECUTIVE SUMMARY
- MARKET OVERVIEW
- GLOBAL FIGHTING GAMES MARKET OUTLOOK
- MARKET DRIVERS
- MARKET RESTRAINTS
- MARKET OPPORTUNITIES
- IMPACT OF COVID-19 ON FIGHTING GAMES MARKET
- PORTER’S FIVE FORCES MODEL
- THREAT FROM NEW ENTRANTS
- THREAT FROM SUBSTITUTES
- BARGAINING POWER OF SUPPLIERS
- BARGAINING POWER OF CUSTOMERS
- DEGREE OF COMPETITION
- INDUSTRY VALUE CHAIN ANALYSIS
- GLOBAL FIGHTING GAMES MARKET OUTLOOK
- GLOBAL FIGHTING GAMES MARKET BY TYPE, 2020-2030, (USD BILLION)
- 2D FIGHTING GAMES
- 3D FIGHTING GAMES
- GLOBAL FIGHTING GAMES MARKET BY APPLICATION, 2020-2030, (USD BILLION)
- PC
- MOBILE
- TABLET
- GAMING CONSOLE
- GLOBAL FIGHTING GAMES MARKET BY REGION, 2020-2030, (USD BILLION)
- NORTH AMERICA
- US
- CANADA
- MEXICO
- SOUTH AMERICA
- BRAZIL
- ARGENTINA
- COLOMBIA
- REST OF SOUTH AMERICA
- EUROPE
- GERMANY
- UK
- FRANCE
- ITALY
- SPAIN
- RUSSIA
- REST OF EUROPE
- ASIA PACIFIC
- INDIA
- CHINA
- JAPAN
- SOUTH KOREA
- AUSTRALIA
- SOUTH-EAST ASIA
- REST OF ASIA PACIFIC
- MIDDLE EAST AND AFRICA
- UAE
- SAUDI ARABIA
- SOUTH AFRICA
- REST OF MIDDLE EAST AND AFRICA
- NORTH AMERICA
- COMPANY PROFILES*
(BUSINESS OVERVIEW, COMPANY SNAPSHOT, PRODUCT OFFERED, RECENT DEVELOPMENTS)
- CAPCOM
- BANDAI NAMCO ENTERTAINMENT
- NETHERREALM STUDIOS
- SNK CORPORATION
- ARC SYSTEM WORKS
- NINTENDO
- SEGA
- ELECTRONIC ARTS
- UBISOFT
- SONY INTERACTIVE ENTERTAINMENT
- MICROSOFT
- ARIKA
- ATLUS
- WARNER BROS. INTERACTIVE ENTERTAINMENT
- SQUARE ENIX
- VALVE CORPORATION
- GUILTY GEAR
- THQ NORDIC
- KONAMI
- 505 GAMESÂ Â Â *THE COMPANY LIST IS INDICATIVE
LIST OF TABLES
TABLE 1 GLOBAL FIGHTING GAMES MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 2 GLOBAL FIGHTING GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 3 GLOBAL FIGHTING GAMES MARKET BY REGION (USD BILLION) 2020-2030
TABLE 4 NORTH AMERICA FIGHTING GAMES MARKET BY COUNTRY (USD BILLION) 2020-2030
TABLE 5 NORTH AMERICA FIGHTING GAMES MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 6 NORTH AMERICA FIGHTING GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 7 US FIGHTING GAMES MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 8 US FIGHTING GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 9 CANADA FIGHTING GAMES MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 10 CANADA FIGHTING GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 11 MEXICO FIGHTING GAMES MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 12 MEXICO FIGHTING GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 13 SOUTH AMERICA FIGHTING GAMES MARKET BY COUNTRY (USD BILLION) 2020-2030
TABLE 14 SOUTH AMERICA FIGHTING GAMES MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 15 SOUTH AMERICA FIGHTING GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 16 BRAZIL FIGHTING GAMES MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 17 BRAZIL FIGHTING GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 18 ARGENTINA FIGHTING GAMES MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 19 ARGENTINA FIGHTING GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 20 COLOMBIA FIGHTING GAMES MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 21 COLOMBIA FIGHTING GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 22 REST OF SOUTH AMERICA FIGHTING GAMES MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 23 REST OF SOUTH AMERICA FIGHTING GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 24 ASIA-PACIFIC FIGHTING GAMES MARKET BY COUNTRY (USD BILLION) 2020-2030
TABLE 25 ASIA-PACIFIC FIGHTING GAMES MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 26 ASIA-PACIFIC FIGHTING GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 27 INDIA FIGHTING GAMES MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 28 INDIA FIGHTING GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 29 CHINA FIGHTING GAMES MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 30 CHINA FIGHTING GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 31 JAPAN FIGHTING GAMES MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 32 JAPAN FIGHTING GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 33 SOUTH KOREA FIGHTING GAMES MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 34 SOUTH KOREA FIGHTING GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 35 AUSTRALIA FIGHTING GAMES MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 36 AUSTRALIA FIGHTING GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 37 SOUTH-EAST ASIA FIGHTING GAMES MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 38 SOUTH-EAST ASIA FIGHTING GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 39 REST OF ASIA PACIFIC FIGHTING GAMES MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 40 REST OF ASIA PACIFIC FIGHTING GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 41 EUROPE FIGHTING GAMES MARKET BY COUNTRY (USD BILLION) 2020-2030
TABLE 42 EUROPE FIGHTING GAMES MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 43 EUROPE FIGHTING GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 44 GERMANY FIGHTING GAMES MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 45 GERMANY FIGHTING GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 46 UK FIGHTING GAMES MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 47 UK FIGHTING GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 48 FRANCE FIGHTING GAMES MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 49 FRANCE FIGHTING GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 50 ITALY FIGHTING GAMES MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 51 ITALY FIGHTING GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 52 SPAIN FIGHTING GAMES MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 53 SPAIN FIGHTING GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 54 RUSSIA FIGHTING GAMES MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 55 RUSSIA FIGHTING GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 56 REST OF EUROPE FIGHTING GAMES MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 57 REST OF EUROPE FIGHTING GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 58 MIDDLE EAST AND AFRICA FIGHTING GAMES MARKET BY COUNTRY (USD BILLION) 2020-2030
TABLE 59 MIDDLE EAST AND AFRICA FIGHTING GAMES MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 60 MIDDLE EAST AND AFRICA FIGHTING GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 61 UAE FIGHTING GAMES MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 62 UAE FIGHTING GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 63 SAUDI ARABIA FIGHTING GAMES MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 64 SAUDI ARABIA FIGHTING GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 65 SOUTH AFRICA FIGHTING GAMES MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 66 SOUTH AFRICA FIGHTING GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030
TABLE 67 REST OF MIDDLE EAST AND AFRICA FIGHTING GAMES MARKET BY TYPE (USD BILLION) 2020-2030
TABLE 68 REST OF MIDDLE EAST AND AFRICA FIGHTING GAMES MARKET BY APPLICATION (USD BILLION) 2020-2030
LIST OF FIGURES
FIGURE 1 MARKET DYNAMICS
FIGURE 2 MARKET SEGMENTATION
FIGURE 3 REPORT TIMELINES: YEARS CONSIDERED
FIGURE 4 DATA TRIANGULATION
FIGURE 5 BOTTOM-UP APPROACH
FIGURE 6 TOP-DOWN APPROACH
FIGURE 7 RESEARCH FLOW
FIGURE 8 GLOBAL FIGHTING GAMES MARKET BY TYPE, USD BILLION, 2022-2030
FIGURE 9 GLOBAL FIGHTING GAMES MARKET BY APPLICATION, USD BILLION, 2022-2030
FIGURE 10 GLOBAL FIGHTING GAMES MARKET BY REGION, USD BILLION, 2022-2030
FIGURE 11 PORTER’S FIVE FORCES MODEL
FIGURE 12 GLOBAL FIGHTING GAMES MARKET BY TYPE, USD BILLION,2022
FIGURE 13 GLOBAL FIGHTING GAMES MARKET BY APPLICATION, USD BILLION,2022
FIGURE 14 GLOBAL FIGHTING GAMES MARKET BY REGION, USD BILLION,2022
FIGURE 15 MARKET SHARE ANALYSIS
FIGURE 16 CAPCOM: COMPANY SNAPSHOT
FIGURE 17 BANDAI NAMCO ENTERTAINMENT: COMPANY SNAPSHOT
FIGURE 18 NETHERREALM STUDIOS: COMPANY SNAPSHOT
FIGURE 19 SNK CORPORATION: COMPANY SNAPSHOT
FIGURE 20 ARC SYSTEM WORKS: COMPANY SNAPSHOT
FIGURE 21 NINTENDO: COMPANY SNAPSHOT
FIGURE 22 SEGA: COMPANY SNAPSHOT
FIGURE 23 ELECTRONIC ARTS: COMPANY SNAPSHOT
FIGURE 24 UBISOFT: COMPANY SNAPSHOT
FIGURE 25 SONY INTERACTIVE ENTERTAINMENT: COMPANY SNAPSHOT
FIGURE 26 MICROSOFT: COMPANY SNAPSHOT
FIGURE 27 ARIKA: COMPANY SNAPSHOT
FIGURE 28 ATLUS: COMPANY SNAPSHOT
FIGURE 29 WARNER BROS. INTERACTIVE ENTERTAINMENT: COMPANY SNAPSHOT
FIGURE 30 SQUARE ENIX: COMPANY SNAPSHOT
FIGURE 31 VALVE CORPORATION: COMPANY SNAPSHOT
FIGURE 32 GUILTY GEAR: COMPANY SNAPSHOT
FIGURE 33 THQ NORDIC: COMPANY SNAPSHOT
FIGURE 34 KONAMI: COMPANY SNAPSHOT
FIGURE 35 505 GAMES: COMPANY SNAPSHOT
FAQ
The global fighting games market is anticipated to grow from USD 1.61 Billion in 2023 to USD 2.69 Billion by 2030, at a CAGR of 7.61% during the forecast period.
Asia Pacific accounted for the largest market in the Fighting Games Market. Asia Pacific accounted for 35% market share of the global market value.
Capcom, Bandai Namco Entertainment, NetherRealm Studios, SNK Corporation, Arc System Works, Nintendo, Sega, Electronic Arts, Ubisoft, Sony Interactive Entertainment, Microsoft, Arika, Atlus, Warner Bros. Interactive Entertainment, Square Enix, Valve Corporation, Guilty Gear, THQ Nordic, Konami, 505 Games
Innovation in Mechanics and Presentation: Fighting games are constantly evolving, with developers experimenting with new mechanics, such as rollback netcode for smoother online play, and flashy visual effects to enhance the spectacle of combat.
In-Depth Database
Our Report’s database covers almost all topics of all regions over the Globe.
Recognised Publishing Sources
Tie ups with top publishers around the globe.
Customer Support
Complete pre and post sales
support.
Safe & Secure
Complete secure payment
process.