Global 2D Fighting Games Market Research Report 2023

SKU ID : QYR-26051687 | Publishing Date : 13-Dec-2023 | No. of pages : 82

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 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

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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