Global and United States Fighting Games Market Report & Forecast 2022-2028

SKU ID : QYR-20991149 | Publishing Date : 27-May-2022 | No. of pages : 85

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 and United States Fighting Games Market
This report focuses on global and United States Fighting Games market, also covers the segmentation data of other regions in regional level and county level.
Due to the COVID-19 pandemic, the global Fighting Games market size is estimated to be worth US$ 1491.4 million in 2022 and is forecast to a readjusted size of US$ 1909 million by 2028 with a CAGR of 4.2% during the review period. Fully considering the economic change by this health crisis, by Type, 2D Fighting Games accounting for % of the Fighting Games global market in 2021, is projected to value US$ million by 2028, growing at a revised % CAGR in the post-COVID-19 period. While by Application, PC was the leading segment, accounting for over percent market share in 2021, and altered to an % CAGR throughout this forecast 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.
Global Fighting Games Scope and Market Size
Fighting Games market is segmented by region (country), players, 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 region (country), by Type and by Application for the period 2017-2028.
For United States market, this report focuses on the Fighting Games market size by players, by Type and by Application, for the period 2017-2028. The key players include the global and local players, which play important roles in United States.
Segment by Type
2D Fighting Games
3D Fighting Games
Segment by Application
PC
Mobile
Tablet
Gaming Console
By Region
North America
U.S.
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Indonesia
Thailand
Malaysia
Philippines
Vietnam
Latin America
Mexico
Brazil
Argentina
Middle East & Africa
Turkey
Saudi Arabia
UAE
By Company
Nintendo
Namco
WB Games
Sega
Capcom
Koei Tecmo
SNK Playmore
Autumn Games
Arc System Works

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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