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Global Battle Royale Games Market Research Report, Competitive, Technology and Forecast Analysis 2025-2032

Publisher DIResearch
Published Jul 10, 2025
Length 165 Pages
SKU # DIR20224657

Description

Market Overview

According to DIResearch's in-depth investigation and research, the global Battle Royale Games market size will reach Million USD in 2025 and is projected to reach Million USD by 2032, with a CAGR of % (2025-2032). Notably, the China Battle Royale Games market has changed rapidly in the past few years. By 2025, China's market size is expected to be Million USD, representing approximately % of the global market share.

Research Summary

Battle Royale games are a popular genre of video games that typically involve a large number of players competing against each other in a last-person-standing competition. The term "Battle Royale" is derived from a Japanese dystopian novel and subsequent film adaptations, where a group of participants engage in a fight to the death until only one survivor remains. In a Battle Royale game, players are dropped into a virtual environment, often an expansive map, and must scavenge for weapons, equipment, and resources to eliminate opponents and survive. The playable area gradually shrinks over time, forcing players into closer proximity and increasing the intensity of encounters.

The major global suppliers of Battle Royale Games include Tencent, Epic Games, NetEase, Electronic Arts, Activision, Rec Room, Techland, Ubisoft, Bethesda Game Studios, Daybreak, Proletariat, etc. The global players competition landscape in this report is divided into three tiers. The first tier comprises global leading enterprises that command a substantial market share, hold a dominant industry position, possess strong competitiveness and influence, and generate significant revenue. The second tier includes companies with a notable market presence and reputation; these firms actively follow industry leaders in product, service, or technological innovation and maintain a moderate revenue scale. The third tier consists of smaller companies with limited market share and lower brand recognition, primarily focused on local markets and generating comparatively lower revenue.

This report studies the market size, price trends and future development prospects of Battle Royale Games. Focus on analysing the market share, product portfolio, prices, sales, revenue and gross profit margin of global major suppliers, as well as the market status and trends of different product types and applications in the global Battle Royale Games market. The report data covers historical data from 2020 to 2024, based year in 2025 and forecast data from 2026 to 2032.

The regions and countries in the report include US, Germany, Japan, China, France, UK, South Korea, Canada, Italy, Russia, Mexico, Brazil, India, Vietnam, Thailand, South Africa and other regions, covering the Battle Royale Games market conditions and future development trends of key regions and countries, combined with industry-related policies and the latest technological developments, analyze the development characteristics of Battle Royale Games industries in various regions and countries, help companies understand the development characteristics of each region, help companies formulate business strategies, and achieve the ultimate goal of the company's global development strategy.

The data sources of this report mainly include the National Bureau of Statistics, customs databases, industry associations, corporate financial reports, third-party databases, etc. Among them, macroeconomic data mainly comes from the National Bureau of Statistics, International Economic Research Organization; industry statistical data mainly come from industry associations; company data mainly comes from interviews, public information collection, third-party reliable databases, and price data mainly comes from various markets monitoring database.

Global Key Suppliers of Battle Royale Games Include:

Tencent

Epic Games

NetEase

Electronic Arts

Activision

Rec Room

Techland

Ubisoft

Bethesda Game Studios

Daybreak

Proletariat

Battle Royale Games Product Segment Include:

Free-to-play

Pay-to-play

Battle Royale Games Product Application Include:

PC

Mobile

Tablet

Others

Chapter Scope

Chapter 1: Product Research Range, Product Types and Applications, Market Overview, Market Situation and Trend

Chapter 2: Global Battle Royale Games Industry PESTEL Analysis

Chapter 3: Global Battle Royale Games Industry Porter's Five Forces Analysis

Chapter 4: Global Battle Royale Games Major Regional Market Size (Revenue) and Forecast Analysis

Chapter 5: Global Battle Royale Games Competitive Analysis of Key Suppliers (Revenue, Market Share, Regional Distribution and Industry Concentration)

Chapter 6: Global Battle Royale Games Revenue and Forecast Analysis by Product Type

Chapter 7: Key Company Profiles (Product Portfolio, Revenue and Gross Margin)

Chapter 8: Industrial Chain Analysis, Battle Royale Games Different Application Market Analysis (Revenue and Forecast) and Sales Channel Analysis

Chapter 9: Research Findings and Conclusion

Chapter 10: Methodology and Data Sources

Table of Contents

165 Pages
1 Battle Royale Games Market Overview
1.1 Product Definition and Statistical Scope
1.2 Battle Royale Games Product by Type
1.2.1 Free-to-play
1.2.2 Pay-to-play
1.3 Battle Royale Games Product by Application
1.3.1 PC
1.3.2 Mobile
1.3.3 Tablet
1.3.4 Others
1.4 Global Battle Royale Games Market Size Analysis (2020-2032)
1.5 Battle Royale Games Market Development Status and Trends
1.5.1 Battle Royale Games Industry Development Status Analysis
1.5.2 Battle Royale Games Industry Development Trends Analysis
2 Battle Royale Games Market PESTEL Analysis
2.1 Political Factors Analysis
2.2 Economic Factors Analysis
2.3 Social Factors Analysis
2.4 Technological Factors Analysis
2.5 Environmental Factors Analysis
2.6 Legal Factors Analysis
3 Battle Royale Games Market Porter's Five Forces Analysis
3.1 Competitive Rivalry
3.2 Threat of New Entrants
3.3 Bargaining Power of Suppliers
3.4 Bargaining Power of Buyers
3.5 Threat of Substitutes
4 Global Battle Royale Games Market Analysis by Country
4.1 Global Battle Royale Games Market Size Analysis by Country: 2024 VS 2025 VS 2032
4.1.1 Global Battle Royale Games Revenue Analysis by Country (2020-2025)
4.1.2 Global Battle Royale Games Revenue Forecast Analysis by Country (2026-2032)
4.2 United States Battle Royale Games Market Revenue and Growth Rate (2020-2032)
4.3 Germany Battle Royale Games Market Revenue and Growth Rate (2020-2032)
4.4 Japan Battle Royale Games Market Revenue and Growth Rate (2020-2032)
4.5 China Battle Royale Games Market Revenue and Growth Rate (2020-2032)
4.6 France Battle Royale Games Market Revenue and Growth Rate (2020-2032)
4.7 U.K. Battle Royale Games Market Revenue and Growth Rate (2020-2032)
4.8 South Korea Battle Royale Games Market Revenue and Growth Rate (2020-2032)
4.9 Canada Battle Royale Games Market Revenue and Growth Rate (2020-2032)
4.10 Italy Battle Royale Games Market Revenue and Growth Rate (2020-2032)
4.11 Russia Battle Royale Games Market Revenue and Growth Rate (2020-2032)
4.12 Mexico Battle Royale Games Market Revenue and Growth Rate (2020-2032)
4.13 Brazil Battle Royale Games Market Revenue and Growth Rate (2020-2032)
4.14 India Battle Royale Games Market Revenue and Growth Rate (2020-2032)
4.15 Vietnam Battle Royale Games Market Revenue and Growth Rate (2020-2032)
4.16 Thailand Battle Royale Games Market Revenue and Growth Rate (2020-2032)
4.17 South Africa Battle Royale Games Market Revenue and Growth Rate (2020-2032)
5 Competition by Suppliers
5.1 Global Battle Royale Games Market Revenue by Key Suppliers (2021-2025)
5.2 Battle Royale Games Competitive Landscape Analysis and Market Dynamic
5.2.1 Battle Royale Games Competitive Landscape Analysis
5.2.2 Global Key Suppliers Headquarter and Key Area Sales
5.2.3 Market Dynamic
6 Battle Royale Games Market Analysis by Type
6.1 Global Battle Royale Games Market Size Analysis by Type: 2024 VS 2025 VS 2032
6.2 Global Battle Royale Games Revenue and Forecast Analysis by Type (2020-2032)
7 Key Companies Analysis
7.1 Tencent
7.1.1 Tencent Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
7.1.2 Tencent Battle Royale Games Product Portfolio
7.1.3 Tencent Battle Royale Games Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
7.2 Epic Games
7.2.1 Epic Games Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
7.2.2 Epic Games Battle Royale Games Product Portfolio
7.2.3 Epic Games Battle Royale Games Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
7.3 NetEase
7.3.1 NetEase Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
7.3.2 NetEase Battle Royale Games Product Portfolio
7.3.3 NetEase Battle Royale Games Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
7.4 Electronic Arts
7.4.1 Electronic Arts Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
7.4.2 Electronic Arts Battle Royale Games Product Portfolio
7.4.3 Electronic Arts Battle Royale Games Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
7.5 Activision
7.5.1 Activision Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
7.5.2 Activision Battle Royale Games Product Portfolio
7.5.3 Activision Battle Royale Games Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
7.6 Rec Room
7.6.1 Rec Room Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
7.6.2 Rec Room Battle Royale Games Product Portfolio
7.6.3 Rec Room Battle Royale Games Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
7.7 Techland
7.7.1 Techland Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
7.7.2 Techland Battle Royale Games Product Portfolio
7.7.3 Techland Battle Royale Games Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
7.8 Ubisoft
7.8.1 Ubisoft Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
7.8.2 Ubisoft Battle Royale Games Product Portfolio
7.8.3 Ubisoft Battle Royale Games Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
7.9 Bethesda Game Studios
7.9.1 Bethesda Game Studios Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
7.9.2 Bethesda Game Studios Battle Royale Games Product Portfolio
7.9.3 Bethesda Game Studios Battle Royale Games Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
7.10 Daybreak
7.10.1 Daybreak Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
7.10.2 Daybreak Battle Royale Games Product Portfolio
7.10.3 Daybreak Battle Royale Games Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
7.11 Proletariat
7.11.1 Proletariat Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
7.11.2 Proletariat Battle Royale Games Product Portfolio
7.11.3 Proletariat Battle Royale Games Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
8 Industry Chain Analysis
8.1 Battle Royale Games Industry Chain Analysis
8.2 Battle Royale Games Product Downstream Application Analysis
8.2.1 Global Battle Royale Games Market Size and Growth Rate (CAGR) by Application: 2024 VS 2025 VS 2032
8.2.2 Global Battle Royale Games Revenue and Forecast by Application (2020-2032)
8.3 Battle Royale Games Typical Downstream Customers
8.4 Battle Royale Games Sales Channel Analysis
9 Research Findings and Conclusion
10 Methodology and Data Source
10.1 Methodology/Research Approach
10.2 Research Scope
10.3 Benchmarks and Assumptions
10.4 Date Source
10.4.1 Primary Sources
10.4.2 Secondary Sources
10.5 Data Cross Validation
10.6 Disclaimer
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