Global Fighting Games Supply, Demand and Key Producers, 2026-2032
1 Supply Summary
- 1.1 Fighting Games Introduction
- 1.2 World Fighting Games Market Size & Forecast (2021 & 2025 & 2032)
- 1.3 World Fighting Games Total Market by Region (by Headquarter Location)
- 1.3.1 World Fighting Games Market Size by Region (2021-2032), (by Headquarter Location)
- 1.3.2 United States Based Company Fighting Games Revenue (2021-2032)
- 1.3.3 China Based Company Fighting Games Revenue (2021-2032)
- 1.3.4 Europe Based Company Fighting Games Revenue (2021-2032)
- 1.3.5 Japan Based Company Fighting Games Revenue (2021-2032)
- 1.3.6 South Korea Based Company Fighting Games Revenue (2021-2032)
- 1.3.7 ASEAN Based Company Fighting Games Revenue (2021-2032)
- 1.3.8 India Based Company Fighting Games Revenue (2021-2032)
- 1.4 Market Drivers, Restraints and Trends
- 1.4.1 Fighting Games Market Drivers
- 1.4.2 Factors Affecting Demand
- 1.4.3 Major Market Trends
2 Demand Summary
- 2.1 World Fighting Games Consumption Value (2021-2032)
- 2.2 World Fighting Games Consumption Value by Region
- 2.2.1 World Fighting Games Consumption Value by Region (2021-2026)
- 2.2.2 World Fighting Games Consumption Value Forecast by Region (2027-2032)
- 2.3 United States Fighting Games Consumption Value (2021-2032)
- 2.4 China Fighting Games Consumption Value (2021-2032)
- 2.5 Europe Fighting Games Consumption Value (2021-2032)
- 2.6 Japan Fighting Games Consumption Value (2021-2032)
- 2.7 South Korea Fighting Games Consumption Value (2021-2032)
- 2.8 ASEAN Fighting Games Consumption Value (2021-2032)
- 2.9 India Fighting Games Consumption Value (2021-2032)
3 World Fighting Games Companies Competitive Analysis
- 3.1 World Fighting Games Revenue by Player (2021-2026)
- 3.2 Industry Rank and Concentration Rate (CR)
- 3.2.1 Global Fighting Games Industry Rank of Major Players
- 3.2.2 Global Concentration Ratios (CR4) for Fighting Games in 2025
- 3.2.3 Global Concentration Ratios (CR8) for Fighting Games in 2025
- 3.3 Fighting Games Company Evaluation Quadrant
- 3.4 Fighting Games Market: Overall Company Footprint Analysis
- 3.4.1 Fighting Games Market: Region Footprint
- 3.4.2 Fighting Games Market: Company Product Type Footprint
- 3.4.3 Fighting Games Market: Company Product Application Footprint
- 3.5 Competitive Environment
- 3.5.1 Historical Structure of the Industry
- 3.5.2 Barriers of Market Entry
- 3.5.3 Factors of Competition
- 3.6 Mergers & Acquisitions Activity
4 United States VS China VS Rest of World (by Headquarter Location)
- 4.1 United States VS China: Fighting Games Revenue Comparison (by Headquarter Location)
- 4.1.1 United States VS China: Fighting Games Revenue Comparison (2021 & 2025 & 2032) (by Headquarter Location)
- 4.1.2 United States VS China: Fighting Games Revenue Market Share Comparison (2021 & 2025 & 2032)
- 4.2 United States Based Companies VS China Based Companies: Fighting Games Consumption Value Comparison
- 4.2.1 United States VS China: Fighting Games Consumption Value Comparison (2021 & 2025 & 2032)
- 4.2.2 United States VS China: Fighting Games Consumption Value Market Share Comparison (2021 & 2025 & 2032)
- 4.3 United States Based Fighting Games Companies and Market Share, 2021-2026
- 4.3.1 United States Based Fighting Games Companies, Headquarters (States, Country)
- 4.3.2 United States Based Companies Fighting Games Revenue, (2021-2026)
- 4.4 China Based Companies Fighting Games Revenue and Market Share, 2021-2026
- 4.4.1 China Based Fighting Games Companies, Company Headquarters (Province, Country)
- 4.4.2 China Based Companies Fighting Games Revenue, (2021-2026)
- 4.5 Rest of World Based Fighting Games Companies and Market Share, 2021-2026
- 4.5.1 Rest of World Based Fighting Games Companies, Headquarters (Province, Country)
- 4.5.2 Rest of World Based Companies Fighting Games Revenue (2021-2026)
5 Market Analysis by Type
- 5.1 World Fighting Games Market Size Overview by Type: 2021 VS 2025 VS 2032
- 5.2 Segment Introduction by Type
- 5.2.1 2D Fighting Games
- 5.2.2 3D Fighting Games
- 5.3 Market Segment by Type
- 5.3.1 World Fighting Games Market Size by Type (2021-2026)
- 5.3.2 World Fighting Games Market Size by Type (2027-2032)
- 5.3.3 World Fighting Games Market Size Market Share by Type (2027-2032)
6 Market Analysis by Application
- 6.1 World Fighting Games Market Size Overview by Application: 2021 VS 2025 VS 2032
- 6.2 Segment Introduction by Application
- 6.2.1 PC
- 6.2.2 Mobile
- 6.2.3 Tablet
- 6.2.4 Gaming Console
- 6.3 Market Segment by Application
- 6.3.1 World Fighting Games Market Size by Application (2021-2026)
- 6.3.2 World Fighting Games Market Size by Application (2027-2032)
- 6.3.3 World Fighting Games Market Size Market Share by Application (2021-2032)
7 Company Profiles
- 7.1 Nintendo
- 7.1.1 Nintendo Details
- 7.1.2 Nintendo Major Business
- 7.1.3 Nintendo Fighting Games Product and Services
- 7.1.4 Nintendo Fighting Games Revenue, Gross Margin and Market Share (2021-2026)
- 7.1.5 Nintendo Recent Developments/Updates
- 7.1.6 Nintendo Competitive Strengths & Weaknesses
- 7.2 Namco
- 7.2.1 Namco Details
- 7.2.2 Namco Major Business
- 7.2.3 Namco Fighting Games Product and Services
- 7.2.4 Namco Fighting Games Revenue, Gross Margin and Market Share (2021-2026)
- 7.2.5 Namco Recent Developments/Updates
- 7.2.6 Namco Competitive Strengths & Weaknesses
- 7.3 WB Games
- 7.3.1 WB Games Details
- 7.3.2 WB Games Major Business
- 7.3.3 WB Games Fighting Games Product and Services
- 7.3.4 WB Games Fighting Games Revenue, Gross Margin and Market Share (2021-2026)
- 7.3.5 WB Games Recent Developments/Updates
- 7.3.6 WB Games Competitive Strengths & Weaknesses
- 7.4 Sega
- 7.4.1 Sega Details
- 7.4.2 Sega Major Business
- 7.4.3 Sega Fighting Games Product and Services
- 7.4.4 Sega Fighting Games Revenue, Gross Margin and Market Share (2021-2026)
- 7.4.5 Sega Recent Developments/Updates
- 7.4.6 Sega Competitive Strengths & Weaknesses
- 7.5 Capcom
- 7.5.1 Capcom Details
- 7.5.2 Capcom Major Business
- 7.5.3 Capcom Fighting Games Product and Services
- 7.5.4 Capcom Fighting Games Revenue, Gross Margin and Market Share (2021-2026)
- 7.5.5 Capcom Recent Developments/Updates
- 7.5.6 Capcom Competitive Strengths & Weaknesses
- 7.6 Koei Tecmo
- 7.6.1 Koei Tecmo Details
- 7.6.2 Koei Tecmo Major Business
- 7.6.3 Koei Tecmo Fighting Games Product and Services
- 7.6.4 Koei Tecmo Fighting Games Revenue, Gross Margin and Market Share (2021-2026)
- 7.6.5 Koei Tecmo Recent Developments/Updates
- 7.6.6 Koei Tecmo Competitive Strengths & Weaknesses
- 7.7 SNK Playmore
- 7.7.1 SNK Playmore Details
- 7.7.2 SNK Playmore Major Business
- 7.7.3 SNK Playmore Fighting Games Product and Services
- 7.7.4 SNK Playmore Fighting Games Revenue, Gross Margin and Market Share (2021-2026)
- 7.7.5 SNK Playmore Recent Developments/Updates
- 7.7.6 SNK Playmore Competitive Strengths & Weaknesses
- 7.8 Autumn Games
- 7.8.1 Autumn Games Details
- 7.8.2 Autumn Games Major Business
- 7.8.3 Autumn Games Fighting Games Product and Services
- 7.8.4 Autumn Games Fighting Games Revenue, Gross Margin and Market Share (2021-2026)
- 7.8.5 Autumn Games Recent Developments/Updates
- 7.8.6 Autumn Games Competitive Strengths & Weaknesses
- 7.9 Arc System Works
- 7.9.1 Arc System Works Details
- 7.9.2 Arc System Works Major Business
- 7.9.3 Arc System Works Fighting Games Product and Services
- 7.9.4 Arc System Works Fighting Games Revenue, Gross Margin and Market Share (2021-2026)
- 7.9.5 Arc System Works Recent Developments/Updates
- 7.9.6 Arc System Works Competitive Strengths & Weaknesses
8 Industry Chain Analysis
- 8.1 Fighting Games Industry Chain
- 8.2 Fighting Games Upstream Analysis
- 8.3 Fighting Games Midstream Analysis
- 8.4 Fighting Games Downstream Analysis
9 Research Findings and Conclusion
10 Appendix
- 10.1 Methodology
- 10.2 Research Process and Data Source
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?