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

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


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.

According to our (Global Info Research) latest study, the global Fighting Games market size was valued at US$ 1535 million in 2023 and is forecast to a readjusted size of USD 2027 million by 2030 with a CAGR of 4.1% during review period.

North America has the largest global consumption quantity in Fighting Games market, while the Europe is the second sales volume market for Fighting Games in 2019.

In the industry, Nintendo profits most in 2019, while Namco and WB Games ranked 2 and 3. The market share of them is about 50%, about 15% and about 10% in 2019.

There are two mainly types of Fighting Games, including 2D Fighting Games, 3D Fighting Games. And 2D Fighting Games is the main type for Fighting Games, in 2019, the 2D Fighting Games reached with over 77% of global sales value.

This report is a detailed and comprehensive analysis for global Fighting Games market. Both quantitative and qualitative analyses are presented by company, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2024, are provided.

Key Features:

Global Fighting Games market size and forecasts, in consumption value ($ Million), 2019-2030

Global Fighting Games market size and forecasts by region and country, in consumption value ($ Million), 2019-2030

Global Fighting Games market size and forecasts, by Type and by Application, in consumption value ($ Million), 2019-2030

Global Fighting Games market shares of main players, in revenue ($ Million), 2019-2024

The Primary Objectives in This Report Are:

To determine the size of the total market opportunity of global and key countries

To assess the growth potential for Fighting Games

To forecast future growth in each product and end-use market

To assess competitive factors affecting the marketplace

This report profiles key players in the global Fighting Games market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Nintendo, Namco, WB Games, Sega, Capcom, Koei Tecmo, SNK Playmore, Autumn Games, Arc System Works, etc.

This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.

Market segmentation

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. This analysis can help you expand your business by targeting qualified niche markets.

Market segmentation

Fighting Games market is split by Type and by Application. For the period 2018-2029, the growth among segments provides accurate calculations and forecasts for Consumption Value by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.

Market segment by Type
2D Fighting Games
3D Fighting Games

Market segment by Application
PC
Mobile
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 and Rest of Asia-Pacific)

South America (Brazil, 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 Fighting Games product scope, market overview, market estimation caveats and base year.

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

Chapter 3, the 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 by Application, with consumption value and growth rate by Type, by 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 Fighting Games market forecast, by regions, by Type and by Application, with consumption value, from 2024 to 2030.

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

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

Chapter 13, to describe 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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