Global Fighting Games Market Insights and Forecast to 2028

SKU ID : QYR- 19866565

Publishing Date : 06-Jan-2022

No. of pages : 92

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  • 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.
    Market Analysis and Insights: Global Fighting Games Market
    The global Fighting Games market size is projected to reach US$ 1909 million by 2028, from US$ 1426.4 million in 2021, at a CAGR of 4.2% during 2022-2028.
    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.
    With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global Fighting Games market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global Fighting Games market in terms of revenue.
    Overall, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global Fighting Games market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global Fighting Games market.
    Global Fighting Games Scope and Market Size
    Fighting Games market is segmented by players, region (country), by Type and by Application. Players, stakeholders, and other participants in the global Fighting Games market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application for the period 2017-2028.
    Segment by Type
    2D Fighting Games
    3D Fighting Games
    Segment by Application
    PC
    Mobile
    Tablet
    Gaming Console
    By Company
    Nintendo
    Namco
    WB Games
    Sega
    Capcom
    Koei Tecmo
    SNK Playmore
    Autumn Games
    Arc System Works
    By Region
    North America
    United States
    Canada
    Europe
    Germany
    France
    UK
    Italy
    Russia
    Nordic Countries
    Rest of Europe
    Asia-Pacific
    China
    Japan
    South Korea
    Southeast Asia
    India
    Australia
    Rest of Asia
    Latin America
    Mexico
    Brazil
    Rest of Latin America
    Middle East & Africa
    Turkey
    Saudi Arabia
    UAE
    Rest of MEA

    Frequently Asked Questions



    This market study covers the global and regional market with an in-depth analysis of the overall growth prospects in the market. Furthermore, it sheds light on the comprehensive competitive landscape of the global market. The report further offers a dashboard overview of leading companies encompassing their successful marketing strategies, market contribution, recent developments in both historic and present contexts.

    • By product type
    • By End User/Applications
    • By Technology
    • By Region

    The report provides a detailed evaluation of the market by highlighting information on different aspects which include drivers, restraints, opportunities, and threats. This information can help stakeholders to make appropriate decisions before investing.
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