Global Fighting Games Market by Size, by Type, by Application, by Region, History and Forecast 2020-2031

Summary

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 APO Research, The global Fighting Games market is projected to grow from US$ million in 2025 to US$ million by 2031, at a Compound Annual Growth Rate (CAGR) of % during the forecast period.

The US & Canada market for Fighting Games is estimated to increase from $ million in 2025 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.

Asia-Pacific market for Fighting Games is estimated to increase from $ million in 2025 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.

The China market for Fighting Games is estimated to increase from $ million in 2025 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.

Europe market for Fighting Games is estimated to increase from $ million in 2025 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.

The major global companies of Fighting Games include Nintendo, Namco, WB Games, Sega, Capcom, Koei Tecmo, SNK Playmore, Autumn Games and Arc System Works, etc. In 2024, the world's top three vendors accounted for approximately % of the revenue.

Report Includes


This report presents an overview of global market for Fighting Games, market size. Analyses of the global market trends, with historic market revenue data for 2020 - 2024, estimates for 2025, and projections of CAGR through 2031.

This report researches the key producers of Fighting Games, also provides the revenue of main regions and countries. Of the upcoming market potential for Fighting Games, and key regions or countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.

This report focuses on the Fighting Games revenue, market share and industry ranking of main manufacturers, data from 2020 to 2025. Identification of the major stakeholders in the global Fighting Games market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.

This report analyzes the segments data by Type and by Application, revenue, and growth rate, from 2020 to 2031. Evaluation and forecast the market size for Fighting Games revenue, projected growth trends, production technology, application and end-user industry.


Fighting Games Segment by Company

Nintendo
Namco
WB Games
Sega
Capcom
Koei Tecmo
SNK Playmore
Autumn Games
Arc System Works

Fighting Games Segment by Type

2D Fighting Games
3D Fighting Games

Fighting Games Segment by Application

PC
Mobile
Tablet
Gaming Console

Fighting Games Segment by Region

North America

United States

Canada

Mexico
Europe

Germany

France

U.K.

Italy

Russia

Spain

Netherlands

Switzerland

Sweden

Poland
Asia-Pacific

China

Japan

South Korea

India

Australia

Taiwan

Southeast Asia
South America

Brazil

Argentina

Chile
Middle East & Africa

Egypt

South Africa

Israel

Türkiye

GCC Countries

Study Objectives

1. To analyze and research the global status and future forecast, involving, production, value, consumption, growth rate (CAGR), market share, historical and forecast.
2. To present the key manufacturers, capacity, production, revenue, market share, and Recent Developments.
3. To split the breakdown data by regions, type, manufacturers, and Application.
4. To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints, and risks.
5. To identify significant trends, drivers, influence factors in global and regions.
6. To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

Reasons to Buy This Report

1. This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global Fighting Games market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market.
2. This report will help stakeholders to understand the global industry status and trends of Fighting Games and provides them with information on key market drivers, restraints, challenges, and opportunities.
3. This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in volume and value), competitor ecosystem, new product development, expansion, and acquisition.
4. This report stays updated with novel technology integration, features, and the latest developments in the market.
5. This report helps stakeholders to gain insights into which regions to target globally.
6. This report helps stakeholders to gain insights into the end-user perception concerning the adoption of Fighting Games.
7. This report helps stakeholders to identify some of the key players in the market and understand their valuable contribution.

Chapter Outline

Chapter 1: Introduces the report scope of the report, executive summary of different market segments (product type, application, etc), including the market size of each market segment, future development potential, and so on. Revenue of Fighting Games in global and regional level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Analysis key trends, drivers, challenges, and opportunities within the global Fighting Games industry.
Chapter 3: Detailed analysis of Fighting Games companies' competitive landscape, revenue, market share and industry ranking, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, Fighting Gamesrevenue, gross margin, and recent development, etc.
Chapter 7: North America (US & Canada) by type, by application and by country, revenue for each segment.
Chapter 8: Europe by type, by application and by country, revenue for each segment.
Chapter 9: China by type, and by application, revenue for each segment.
Chapter 10: Asia (excluding China) by type, by application and by region, revenue for each segment.
Chapter 11: South America, Middle East & Africa by type, by application and by country, revenue for each segment.
Chapter 12: Concluding Insights of the report.

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1 Market Overview
1.1 Product Definition
1.2 Market Analysis by Type
1.2.1 Global Fighting Games Market Size Growth Rate by Type: 2020 VS 2024 VS 2031
1.2.2 2D Fighting Games
1.2.3 3D Fighting Games
1.3 Market Analysis by Application
1.3.1 Global Fighting Games Market Size Growth Rate by Application: 2020 VS 2024 VS 2031
1.3.2 PC
1.3.3 Mobile
1.3.4 Tablet
1.3.5 Gaming Console
1.4 Global Market Growth Prospects
1.5 Global Fighting Games Growth Trends by Region
1.5.1 Global Fighting Games Market Size by Region: 2020 VS 2024 VS 2031
1.5.2 Fighting Games Market Size by Region (2020-2025)
1.5.3 Fighting Games Market Size by Region (2026-2031)
1.6 Assumptions and Limitations
1.7 Study Goals and Objectives
1.8 Years Considered
2 Global Fighting Games Market Dynamics
2.1 Fighting Games Industry Trends
2.2 Fighting Games Industry Drivers
2.3 Fighting Games Industry Opportunities and Challenges
2.4 Fighting Games Industry Restraints
3 Competitive Landscape by Company
3.1 Global Fighting Games Revenue by Company (2020-2025)
3.2 Global Fighting Games Players Revenue Ranking, 2023 VS 2024 VS 2025
3.3 Global Fighting Games Key Company Head office and Area Served
3.4 Global Fighting Games Company, Product Type & Application
3.5 Global Fighting Games Company Establishment Date
3.6 Market Competitive Analysis
3.6.1 Global Fighting Games Market CR5 and HHI
3.6.2 Global Top 5 and 10 Fighting Games Players Market Share by Revenue in 2024
3.6.3 2024 Fighting Games Tier 1, Tier 2, and Tier 3
4 Fighting Games Market by Type
4.1 Global Fighting Games Market Size by Type (2020 VS 2024 VS 2031)
4.2 Global Fighting Games Market Size by Type (2020-2031)
4.3 Global Fighting Games Market Size Share by Type (2020-2031)
5 Fighting Games Market by Application
5.1 Global Fighting Games Market Size by Application (2020 VS 2024 VS 2031)
5.2 Global Fighting Games Market Size by Application (2020-2031)
5.3 Global Fighting Games Market Size Share by Application (2020-2031)
6 Company Profiles
6.1 Nintendo
6.1.1 Nintendo Comapny Information
6.1.2 Nintendo Business Overview
6.1.3 Nintendo Fighting Games Revenue and Gross Margin (US$ Million) & (2020-2025)
6.1.4 Nintendo Fighting Games Product Portfolio
6.1.5 Nintendo Recent Developments
6.2 Namco
6.2.1 Namco Comapny Information
6.2.2 Namco Business Overview
6.2.3 Namco Fighting Games Revenue and Gross Margin (US$ Million) & (2020-2025)
6.2.4 Namco Fighting Games Product Portfolio
6.2.5 Namco Recent Developments
6.3 WB Games
6.3.1 WB Games Comapny Information
6.3.2 WB Games Business Overview
6.3.3 WB Games Fighting Games Revenue and Gross Margin (US$ Million) & (2020-2025)
6.3.4 WB Games Fighting Games Product Portfolio
6.3.5 WB Games Recent Developments
6.4 Sega
6.4.1 Sega Comapny Information
6.4.2 Sega Business Overview
6.4.3 Sega Fighting Games Revenue and Gross Margin (US$ Million) & (2020-2025)
6.4.4 Sega Fighting Games Product Portfolio
6.4.5 Sega Recent Developments
6.5 Capcom
6.5.1 Capcom Comapny Information
6.5.2 Capcom Business Overview
6.5.3 Capcom Fighting Games Revenue and Gross Margin (US$ Million) & (2020-2025)
6.5.4 Capcom Fighting Games Product Portfolio
6.5.5 Capcom Recent Developments
6.6 Koei Tecmo
6.6.1 Koei Tecmo Comapny Information
6.6.2 Koei Tecmo Business Overview
6.6.3 Koei Tecmo Fighting Games Revenue and Gross Margin (US$ Million) & (2020-2025)
6.6.4 Koei Tecmo Fighting Games Product Portfolio
6.6.5 Koei Tecmo Recent Developments
6.7 SNK Playmore
6.7.1 SNK Playmore Comapny Information
6.7.2 SNK Playmore Business Overview
6.7.3 SNK Playmore Fighting Games Revenue and Gross Margin (US$ Million) & (2020-2025)
6.7.4 SNK Playmore Fighting Games Product Portfolio
6.7.5 SNK Playmore Recent Developments
6.8 Autumn Games
6.8.1 Autumn Games Comapny Information
6.8.2 Autumn Games Business Overview
6.8.3 Autumn Games Fighting Games Revenue and Gross Margin (US$ Million) & (2020-2025)
6.8.4 Autumn Games Fighting Games Product Portfolio
6.8.5 Autumn Games Recent Developments
6.9 Arc System Works
6.9.1 Arc System Works Comapny Information
6.9.2 Arc System Works Business Overview
6.9.3 Arc System Works Fighting Games Revenue and Gross Margin (US$ Million) & (2020-2025)
6.9.4 Arc System Works Fighting Games Product Portfolio
6.9.5 Arc System Works Recent Developments
7 North America
7.1 North America Fighting Games Market Size (2020-2031)
7.2 North America Fighting Games Market Size by Type
7.2.1 North America Fighting Games Market Size by Type (2020-2025)
7.2.2 North America Fighting Games Market Size by Type (2026-2031)
7.2.3 North America Fighting Games Market Share by Type (2020-2031)
7.3 North America Fighting Games Market Size by Application
7.3.1 North America Fighting Games Market Size by Application (2020-2025)
7.3.2 North America Fighting Games Market Size by Application (2026-2031)
7.3.3 North America Fighting Games Market Share by Application (2020-2031)
7.4 North America Fighting Games Market Size by Country
7.4.1 North America Fighting Games Market Size by Country (2020 VS 2024 VS 2031)
7.4.2 North America Fighting Games Market Size by Country (2020-2025)
7.4.3 North America Fighting Games Market Size by Country (2026-2031)
7.4.4 North America Fighting Games Market Share by Country (2020-2031)
7.4.5 United States
7.4.6 Canada
7.4.7 Mexico
8 Europe
8.1 Europe Fighting Games Market Size (2020-2031)
8.2 Europe Fighting Games Market Size by Type
8.2.1 Europe Fighting Games Market Size by Type (2020-2025)
8.2.2 Europe Fighting Games Market Size by Type (2026-2031)
8.2.3 Europe Fighting Games Market Share by Type (2020-2031)
8.3 Europe Fighting Games Market Size by Application
8.3.1 Europe Fighting Games Market Size by Application (2020-2025)
8.3.2 Europe Fighting Games Market Size by Application (2026-2031)
8.3.3 Europe Fighting Games Market Share by Application (2020-2031)
8.4 Europe Fighting Games Market Size by Country
8.4.1 Europe Fighting Games Market Size by Country (2020 VS 2024 VS 2031)
8.4.2 Europe Fighting Games Market Size by Country (2020-2025)
8.4.3 Europe Fighting Games Market Size by Country (2026-2031)
8.4.4 Europe Fighting Games Market Share by Country (2020-2031)
8.4.5 Germany
8.4.6 France
8.4.7 U.K.
8.4.8 Italy
8.4.9 Russia
8.4.10 Nordic Countries
9 China
9.1 China Fighting Games Market Size (2020-2031)
9.2 China Fighting Games Market Size by Type
9.2.1 China Fighting Games Market Size by Type (2020-2025)
9.2.2 China Fighting Games Market Size by Type (2026-2031)
9.2.3 China Fighting Games Market Share by Type (2020-2031)
9.3 China Fighting Games Market Size by Application
9.3.1 China Fighting Games Market Size by Application (2020-2025)
9.3.2 China Fighting Games Market Size by Application (2026-2031)
9.3.3 China Fighting Games Market Share by Application (2020-2031)
10 Asia (Excluding China)
10.1 Asia Fighting Games Market Size (2020-2031)
10.2 Asia Fighting Games Market Size by Type
10.2.1 Asia Fighting Games Market Size by Type (2020-2025)
10.2.2 Asia Fighting Games Market Size by Type (2026-2031)
10.2.3 Asia Fighting Games Market Share by Type (2020-2031)
10.3 Asia Fighting Games Market Size by Application
10.3.1 Asia Fighting Games Market Size by Application (2020-2025)
10.3.2 Asia Fighting Games Market Size by Application (2026-2031)
10.3.3 Asia Fighting Games Market Share by Application (2020-2031)
10.4 Asia Fighting Games Market Size by Country
10.4.1 Asia Fighting Games Market Size by Country (2020 VS 2024 VS 2031)
10.4.2 Asia Fighting Games Market Size by Country (2020-2025)
10.4.3 Asia Fighting Games Market Size by Country (2026-2031)
10.4.4 Asia Fighting Games Market Share by Country (2020-2031)
10.4.5 Japan
10.4.6 South Korea
10.4.7 Taiwan
10.4.8 Southeast Asia
10.4.9 India
10.4.10 Australia
11 South America, Middle East & Africa
11.1 South America, Middle East & Africa Fighting Games Market Size (2020-2031)
11.2 South America, Middle East & Africa Fighting Games Market Size by Type
11.2.1 South America, Middle East & Africa Fighting Games Market Size by Type (2020-2025)
11.2.2 South America, Middle East & Africa Fighting Games Market Size by Type (2026-2031)
11.2.3 South America, Middle East & Africa Fighting Games Market Share by Type (2020-2031)
11.3 South America, Middle East & Africa Fighting Games Market Size by Application
11.3.1 South America, Middle East & Africa Fighting Games Market Size by Application (2020-2025)
11.3.2 South America, Middle East & Africa Fighting Games Market Size by Application (2026-2031)
11.3.3 South America, Middle East & Africa Fighting Games Market Share by Application (2020-2031)
11.4 South America, Middle East & Africa Fighting Games Market Size by Country
11.4.1 South America, Middle East & Africa Fighting Games Market Size by Country (2020 VS 2024 VS 2031)
11.4.2 South America, Middle East & Africa Fighting Games Market Size by Country (2020-2025)
11.4.3 South America, Middle East & Africa Fighting Games Market Size by Country (2026-2031)
11.4.4 South America, Middle East & Africa Fighting Games Market Share by Country (2020-2031)
11.4.5 Brazil
11.4.6 South Africa
11.4.7 Saudi Arabia
11.4.8 Turkey
11.4.9 Argentina
11.4.9 UAE
11.4.9 Egypt
11.4.9 Chile
12 Concluding Insights
13 Appendix
13.1 Reasons for Doing This Study
13.2 Research Methodology
13.3 Research Process
13.4 Authors List of This Report
13.5 Data Source
13.5.1 Secondary Sources
13.5.2 Primary Sources
13.6 Disclaimer

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