The global Fighting Games market size is expected to reach $ 2183 million by 2032, rising at a market growth of 4.1% CAGR during the forecast period (2026-2032).
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.
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.
This report studies the global Fighting Games demand, key companies, and key regions.
This report is a detailed and comprehensive analysis of the world market for Fighting Games, and provides market size (US$ million) and Year-over-Year (YoY) growth, considering 2025 as the base year. This report explores demand trends and competition, as well as details the characteristics of Fighting Games that contribute to its increasing demand across many markets.
Highlights and key features of the study
Global Fighting Games total market, 2021-2032, (USD Million)
Global Fighting Games total market by region & country, CAGR, 2021-2032, (USD Million)
U.S. VS China: Fighting Games total market, key domestic companies, and share, (USD Million)
Global Fighting Games revenue by player, revenue and market share 2021-2026, (USD Million)
Global Fighting Games total market by Type, CAGR, 2021-2032, (USD Million)
Global Fighting Games total market by Application, CAGR, 2021-2032, (USD Million)
This report profiles major players in the global Fighting Games market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Nintendo, Namco, WB Games, Sega, Capcom, Koei Tecmo, SNK Playmore, Autumn Games, Arc System Works, etc.
This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.
Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the world Fighting Games market
Detailed Segmentation:
Each section contains quantitative market data including market by value (US$ Millions), by player, by regions, by Type, and by Application. Data is given for the years 2021-2032 by year with 2025 as the base year, 2026 as the estimate year, and 2027-2032 as the forecast year.
Global Fighting Games Market, By Region:
United States
China
Europe
Japan
South Korea
ASEAN
India
Rest of World
Global Fighting Games Market, Segmentation by Type:
2D Fighting Games
3D Fighting Games
Global Fighting Games Market, Segmentation by Application:
PC
Mobile
Tablet
Gaming Console
Companies Profiled:
Nintendo
Namco
WB Games
Sega
Capcom
Koei Tecmo
SNK Playmore
Autumn Games
Arc System Works
Key Questions Answered
1. How big is the global Fighting Games market?
2. What is the demand of the global Fighting Games market?
3. What is the year over year growth of the global Fighting Games market?
4. What is the total value of the global Fighting Games market?
5. Who are the Major Players in the global Fighting Games market?
6. What are the growth factors driving the market demand?
Summary:
Get latest Market Research Reports on Fighting Games. Industry analysis & Market Report on Fighting Games is a syndicated market report, published as Global Fighting Games Supply, Demand and Key Producers, 2026-2032. It is complete Research Study and Industry Analysis of Fighting Games market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.