Global Fighting Game Market Research Report 2023-Competitive Analysis, Status and Outlook by Type, Downstream Industry, and Geography, Forecast to 2029
Fighting game is one of the types of electronic games, in which players manipulate their characters on the screen to engage in close combat with opponents. These characters tend to be designed to be balanced in strength. In the fighting game, the characters of both sides compete for several rounds on a certain stage. Players must be adept at skills such as defense, counter-attack, linking and so on.
Market Overview:The latest research study on the global Fighting Game market finds that the global Fighting Game market reached a value of USD 1552.8 million in 2022. It’s expected that the market will achieve USD 2203.0 million by 2028, exhibiting a CAGR of 6.0% during the forecast period.
Although the COVID-19 epidemic has caused extensive damage to the economy, the global game industry is still booming. With the prohibition of keeping social distance reducing consumption and business activities to a minimum, games provide an attractive pastime for those who seek social interaction during the isolation of their homes.
In the first half of 2020, there were more than 4.15 billion mobile Internet users worldwide, spending more than 1.6 trillion hours using mobile devices, an increase of 25% compared with the second half of 2019. In this 1.6 trillion hours, netizens downloaded more than 64 billion applications and spent more than 50 billion dollars on these mobile application platforms, up 10% year on year.
The increasing number of Internet users has brought together huge traffic for the mobile Internet, which provides potential opportunities for the realization of traffic in the mobile ecology, including the fighting game market.
Drivers
In the game hall more than 20 years ago, fighting games occupied the absolute mainstream. Fighting games like The King of Fighters and Street Fighter have legions of loyal fans. Nowadays, fighting games still attract players with their main game features.
Factors such as game recharge, game props (It can bring attribute bonus) and luck will not affect the result of fighting games.
Recharge is the mainstream gameplay of most games. Rich players not only have a good game experience, but also have much higher attributes than ordinary players. But fighting games do not have such a setting, and all players are on the same starting line.
In confrontational games, players all look forward to the thrill of battle. But due to the limitations set by the game, it takes a lot of time to upgrade and acquire equipment. In fighting games, level and props have never been the pursuit.
Game elements are monotonous
Maybe it's the simplification of old games, or just don't want to mix too many unnecessary elements. The game elements of fighting games are always very simple. Developers have also tried to add plot fighting, but still can't change the problems faced by fighting game mechanics. For example, in KOF XIV, many players rely on using MAX Mode Quick. Because the return on investment is very good, but this leads to the monotony of many games. The straightforward fighting experience of the game content easily consumes the patience of the players, and more new elements must be added to stimulate the players.
Uncompetitive
As a commodity, the game needs to compete with most commodities in the market, so the game must have its own competitiveness. The way to improve the competitiveness of products in the game market is to emphasize diversified game elements. The fighting game, which was born in the old times, has no game framework that can carry so many elements.
Region Overview:In global comparison, a significant portion of the revenue was generated in North America (26.86% in 2022).
Company Overview:Nintendo is one of the major players operating in the Fighting Game market, holding a share of 13.7% in 2023.
Nintendo
Nintendo globally develops, manufactures and sells home-use video game hardware and software in home entertainment business.
Sony
Sony, is a Japanese multinational conglomerate corporation headquartered in Kōnan, Minato, Tokyo, Japan. As a major technology company, it operates as one of the world's largest manufacturers of consumer and professional electronic products, the largest video game console company and the largest video game publisher.
Segmentation Overview:As for product types, the 2D Fighting Game segment held the largest market share in 2022.
Application Overview:The market's largest segment by application is the segment Mobile, with a market share of 50.94% in 2022.
Key Companies in the global Fighting Game market covered in Chapter 3:Namco
Koei Tecmo
Nintendo
Capcom
Microsoft
Ubisoft Entertainment SA
SNK Playmore
Sony
WB Gam
Sega
In Chapter 4 and Chapter 14.2, on the basis of types, the Fighting Game market from 2018 to 2029 is primarily split into:2D Fighting Game
3D Fighting Game
In Chapter 5 and Chapter 14.3, on the basis of Downstream Industry, the Fighting Game market from 2018 to 2029 covers:PC
Mobile
Tablet
Gaming Console
Geographically, the detailed analysis of consumption, revenue, market share and growth rate, historic and forecast (2018-2029) of the following regions are covered in Chapter 8 to Chapter 14:North America (United States, Canada)
Europe (Germany, UK, France, Italy, Spain, Russia, Netherlands, Turkey, Switzerland, Sweden)
Asia Pacific (China, Japan, South Korea, Australia, India, Indonesia, Philippines, Malaysia)
Latin America (Brazil, Mexico, Argentina)
Middle East & Africa (Saudi Arabia, UAE, Egypt, South Africa)