Global 2D Fighting Games Market 2024 by Company, Regions, Type and Application, Forecast to 2030

According to our (Global Info Research) latest study, the global 2D Fighting Games market size was valued at USD 1130.1 million in 2023 and is forecast to a readjusted size of USD 1482.4 million by 2030 with a CAGR of 4.0% during review period.

A fighting game is a video game genre based around close combat between a limited amount of characters, in a stage in which the boundaries are fixed.

Gaming Industry Growth: The overall growth of the gaming industry contributes to the popularity of various genres, including 2D fighting games. Increasing numbers of gamers provide a larger audience for these games.



Competitive Esports Scene: 2D fighting games are a popular genre in the esports scene, attracting both players and viewers. Esports tournaments and competitions drive interest and engagement in these games.



Limited Gameplay Dimension: The 2D perspective restricts gameplay to a single plane, potentially limiting the range of movement and tactics compared to 3D fighting games.



Learning Curve: While 2D fighting games may have simpler controls, mastering the mechanics, strategies, and combos still requires practice and dedication.

The Global Info Research report includes an overview of the development of the 2D Fighting Games industry chain, the market status of PC (Stand-alone Game, Online Game), Mobile Phone (Stand-alone Game, Online Game), and key enterprises in developed and developing market, and analysed the cutting-edge technology, patent, hot applications and market trends of 2D Fighting Games.

Regionally, the report analyzes the 2D Fighting Games markets in key regions. North America and Europe are experiencing steady growth, driven by government initiatives and increasing consumer awareness. Asia-Pacific, particularly China, leads the global 2D Fighting Games market, with robust domestic demand, supportive policies, and a strong manufacturing base.

Key Features:

The report presents comprehensive understanding of the 2D Fighting Games market. It provides a holistic view of the industry, as well as detailed insights into individual components and stakeholders. The report analysis market dynamics, trends, challenges, and opportunities within the 2D Fighting Games industry.

The report involves analyzing the market at a macro level:

Market Sizing and Segmentation: Report collect data on the overall market size, including the revenue generated, and market share of different by Type (e.g., Stand-alone Game, Online Game).

Industry Analysis: Report analyse the broader industry trends, such as government policies and regulations, technological advancements, consumer preferences, and market dynamics. This analysis helps in understanding the key drivers and challenges influencing the 2D Fighting Games market.

Regional Analysis: The report involves examining the 2D Fighting Games market at a regional or national level. Report analyses regional factors such as government incentives, infrastructure development, economic conditions, and consumer behaviour to identify variations and opportunities within different markets.

Market Projections: Report covers the gathered data and analysis to make future projections and forecasts for the 2D Fighting Games market. This may include estimating market growth rates, predicting market demand, and identifying emerging trends.

The report also involves a more granular approach to 2D Fighting Games:

Company Analysis: Report covers individual 2D Fighting Games players, suppliers, and other relevant industry players. This analysis includes studying their financial performance, market positioning, product portfolios, partnerships, and strategies.

Consumer Analysis: Report covers data on consumer behaviour, preferences, and attitudes towards 2D Fighting Games This may involve surveys, interviews, and analysis of consumer reviews and feedback from different by Application (PC, Mobile Phone).

Technology Analysis: Report covers specific technologies relevant to 2D Fighting Games. It assesses the current state, advancements, and potential future developments in 2D Fighting Games areas.

Competitive Landscape: By analyzing individual companies, suppliers, and consumers, the report present insights into the competitive landscape of the 2D Fighting Games market. This analysis helps understand market share, competitive advantages, and potential areas for differentiation among industry players.

Market Validation: The report involves validating findings and projections through primary research, such as surveys, interviews, and focus groups.

Market Segmentation

2D Fighting Games market is split by Type and by Application. For the period 2019-2030, the growth among segments provides accurate calculations and forecasts for consumption value by Type, and by Application in terms of value.

Market segment by Type
Stand-alone Game
Online Game

Market segment by Application
PC
Mobile Phone
Tablet
Gaming Console

Market segment by players, this report covers
Nintendo
Namco
WB Games
Sega
Capcom
Koei Tecmo
SNK Playmore
Autumn Games
Arc System Works

Market segment by regions, regional analysis covers
North America (United States, Canada, and Mexico)
Europe (Germany, France, UK, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia and Rest of Asia-Pacific)
South America (Brazil, Argentina and Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)

The content of the study subjects, includes a total of 13 chapters:

Chapter 1, to describe 2D Fighting Games product scope, market overview, market estimation caveats and base year.

Chapter 2, to profile the top players of 2D Fighting Games, with revenue, gross margin and global market share of 2D Fighting Games from 2019 to 2024.

Chapter 3, the 2D Fighting Games competitive situation, revenue and global market share of top players are analyzed emphatically by landscape contrast.

Chapter 4 and 5, to segment the market size by Type and application, with consumption value and growth rate by Type, application, from 2019 to 2030.

Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2019 to 2024.and 2D Fighting Games market forecast, by regions, type and application, with consumption value, from 2025 to 2030.

Chapter 11, market dynamics, drivers, restraints, trends and Porters Five Forces analysis.

Chapter 12, the key raw materials and key suppliers, and industry chain of 2D Fighting Games.

Chapter 13, to describe 2D Fighting Games research findings and conclusion.


1 Market Overview
2 Company Profiles
3 Market Competition, by Players
4 Market Size Segment by Type
5 Market Size Segment by Application
6 North America
7 Europe
8 Asia-Pacific
9 South America
10 Middle East & Africa
11 Market Dynamics
12 Industry Chain Analysis
13 Research Findings and Conclusion
14 Appendix

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