Global 2D Fighting Games Market Research Report 2023
SKU ID : QYR-26051687 | Publishing Date : 13-Dec-2023 | No. of pages : 82
According to Researcher's new survey, global 2D Fighting Games market is projected to reach US$ 1405.5 million in 2029, increasing from US$ 1098.3 million in 2022, with the CAGR of 4.1% during the period of 2023 to 2029.
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.
Report Scope
This report, based on historical analysis (2018-2022) and forecast calculation (2023-2029), aims to help readers to get a comprehensive understanding of global 2D Fighting Games market with multiple angles, which provides sufficient supports to readers’ strategy and decision making.
By Company
Nintendo
Namco
WB Games
Sega
Capcom
Koei Tecmo
SNK Playmore
Autumn Games
Arc System Works
Segment by Type
Stand-alone Game
Online Game
Segment by Application
PC
Mobile Phone
Tablet
Gaming Console
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
The 2D Fighting Games report covers below items:
Chapter 1: Product Basic Information (Definition, Type and Application)
Chapter 2: Global market size, regional market size. Market Opportunities and Challenges
Chapter 3: Companies’ Competition Patterns
Chapter 4: Product Type Analysis
Chapter 5: Product Application Analysis
Chapter 6 to 10: Country Level Value Analysis
Chapter 11: Companies’ Outline
Chapter 12: Market Conclusions
Chapter 13: Research Methodology and Data Source
Frequently Asked Questions
- By product type
- By End User/Applications
- By Technology
- By Region