Report Detail

Service & Software Global Real-time Strategy (RTS) Gaming Market 2025 by Company, Regions, Type and Application, Forecast to 2031

  • RnM4628198
  • |
  • 26 September, 2025
  • |
  • Global
  • |
  • 82 Pages
  • |
  • GIR
  • |
  • Service & Software

According to our (Global Info Research) latest study, the global Real-time Strategy (RTS) Gaming market size was valued at US$ 924 million in 2024 and is forecast to a readjusted size of USD 1406 million by 2031 with a CAGR of 6.2% during review period.
Real-time strategy (RTS) games, full name Real-Time Strategy Game, are a type of video game. In this type of game, players need to make strategic decisions and operations in a real-time gaming environment to achieve the game goals. Players usually need to manage resources, build bases, recruit soldiers, research and develop technology, formulate strategies, etc., and fight against other players or computer-controlled opponents. Its core feature is the real-time dynamic game process. Players need to complete resource collection, base construction, troop deployment and tactical confrontation simultaneously within a continuously advancing timeline. This type of game not only tests the player's reaction speed, but also requires the player to have excellent tactical thinking and resource management capabilities.
Market drivers
Technological progress: As the performance of computers and mobile devices continues to improve, game developers are able to develop more complex and high-quality real-time strategy games. This provides players with a smoother and more realistic gaming experience, which drives the market.
Player demand: Real-time strategy games have in-depth game strategies, rich game content, and high-quality game graphics, which have attracted the attention and love of a large number of players. The increasing demand for high-quality RTS games from players has driven the market.
The rise of mobile games: With the popularity of mobile devices and the development of mobile networks, the mobile game market has gradually risen. Real-time strategy games have also begun to develop towards mobile terminals, which provides new opportunities for further expansion of the market. The portability and playability of mobile devices anytime, anywhere enable more players to access and like RTS games.
Globalization trend: Real-time strategy games have a global player base. As the trend of globalization strengthens, the real-time strategy game market has also received wider recognition and attention. This provides support for the further expansion of the market and promotes international game exchanges and cooperation.
Competition among game developers: The real-time strategy game market is highly competitive. Game developers attract players and increase their market share by continuously launching new games, updating game content, and improving game quality. This competition has driven the continuous innovation and development of RTS games, providing players with a more diverse gaming experience.
In summary, as a type of electronic game that is deeply loved by players, the market size of real-time strategy (RTS) games continues to expand, mainly due to the combined effect of multiple market driving factors such as technological progress, increased player demand, the rise of mobile games, the trend of globalization, and competition among game developers.
This report is a detailed and comprehensive analysis for global Real-time Strategy (RTS) Gaming market. Both quantitative and qualitative analyses are presented by company, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2025, are provided.
Key Features:
Global Real-time Strategy (RTS) Gaming market size and forecasts, in consumption value ($ Million), 2020-2031
Global Real-time Strategy (RTS) Gaming market size and forecasts by region and country, in consumption value ($ Million), 2020-2031
Global Real-time Strategy (RTS) Gaming market size and forecasts, by Type and by Application, in consumption value ($ Million), 2020-2031
Global Real-time Strategy (RTS) Gaming market shares of main players, in revenue ($ Million), 2020-2025
The Primary Objectives in This Report Are:
To determine the size of the total market opportunity of global and key countries
To assess the growth potential for Real-time Strategy (RTS) Gaming
To forecast future growth in each product and end-use market
To assess competitive factors affecting the marketplace
This report profiles key players in the global Real-time Strategy (RTS) Gaming 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, Microsoft, Games Workshop, Activision Blizzard, Tencent, Sony, EA, Riot Games, Netmarble, Google, etc.
This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.
Market segmentation
Real-time Strategy (RTS) Gaming market is split by Type and by Application. For the period 2020-2031, the growth among segments provides accurate calculations and forecasts for Consumption Value by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.
Market segment by Type
War Class
Science Fiction
Fighting
Business
Others
Market segment by Application
PC
Console
Moblie
Market segment by players, this report covers
Nintendo
Microsoft
Games Workshop
Activision Blizzard
Tencent
Sony
EA
Riot Games
Netmarble
Google
Market segment by regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia, Italy and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia and Rest of Asia-Pacific)
South America (Brazil, Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)
The content of the study subjects, includes a total of 13 chapters:
Chapter 1, to describe Real-time Strategy (RTS) Gaming product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top players of Real-time Strategy (RTS) Gaming, with revenue, gross margin, and global market share of Real-time Strategy (RTS) Gaming from 2020 to 2025.
Chapter 3, the Real-time Strategy (RTS) Gaming competitive situation, revenue, and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by Type and by Application, with consumption value and growth rate by Type, by Application, from 2020 to 2031
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2020 to 2025.and Real-time Strategy (RTS) Gaming market forecast, by regions, by Type and by Application, with consumption value, from 2026 to 2031.
Chapter 11, market dynamics, drivers, restraints, trends, Porters Five Forces analysis.
Chapter 12, the key raw materials and key suppliers, and industry chain of Real-time Strategy (RTS) Gaming.
Chapter 13, to describe Real-time Strategy (RTS) Gaming research findings and conclusion.


1 Market Overview

  • 1.1 Product Overview and Scope
  • 1.2 Market Estimation Caveats and Base Year
  • 1.3 Classification of Real-time Strategy (RTS) Gaming by Type
    • 1.3.1 Overview: Global Real-time Strategy (RTS) Gaming Market Size by Type: 2020 Versus 2024 Versus 2031
    • 1.3.2 Global Real-time Strategy (RTS) Gaming Consumption Value Market Share by Type in 2024
    • 1.3.3 War Class
    • 1.3.4 Science Fiction
    • 1.3.5 Fighting
    • 1.3.6 Business
    • 1.3.7 Others
  • 1.4 Global Real-time Strategy (RTS) Gaming Market by Application
    • 1.4.1 Overview: Global Real-time Strategy (RTS) Gaming Market Size by Application: 2020 Versus 2024 Versus 2031
    • 1.4.2 PC
    • 1.4.3 Console
    • 1.4.4 Moblie
  • 1.5 Global Real-time Strategy (RTS) Gaming Market Size & Forecast
  • 1.6 Global Real-time Strategy (RTS) Gaming Market Size and Forecast by Region
    • 1.6.1 Global Real-time Strategy (RTS) Gaming Market Size by Region: 2020 VS 2024 VS 2031
    • 1.6.2 Global Real-time Strategy (RTS) Gaming Market Size by Region, (2020-2031)
    • 1.6.3 North America Real-time Strategy (RTS) Gaming Market Size and Prospect (2020-2031)
    • 1.6.4 Europe Real-time Strategy (RTS) Gaming Market Size and Prospect (2020-2031)
    • 1.6.5 Asia-Pacific Real-time Strategy (RTS) Gaming Market Size and Prospect (2020-2031)
    • 1.6.6 South America Real-time Strategy (RTS) Gaming Market Size and Prospect (2020-2031)
    • 1.6.7 Middle East & Africa Real-time Strategy (RTS) Gaming Market Size and Prospect (2020-2031)

2 Company Profiles

  • 2.1 Nintendo
    • 2.1.1 Nintendo Details
    • 2.1.2 Nintendo Major Business
    • 2.1.3 Nintendo Real-time Strategy (RTS) Gaming Product and Solutions
    • 2.1.4 Nintendo Real-time Strategy (RTS) Gaming Revenue, Gross Margin and Market Share (2020-2025)
    • 2.1.5 Nintendo Recent Developments and Future Plans
  • 2.2 Microsoft
    • 2.2.1 Microsoft Details
    • 2.2.2 Microsoft Major Business
    • 2.2.3 Microsoft Real-time Strategy (RTS) Gaming Product and Solutions
    • 2.2.4 Microsoft Real-time Strategy (RTS) Gaming Revenue, Gross Margin and Market Share (2020-2025)
    • 2.2.5 Microsoft Recent Developments and Future Plans
  • 2.3 Games Workshop
    • 2.3.1 Games Workshop Details
    • 2.3.2 Games Workshop Major Business
    • 2.3.3 Games Workshop Real-time Strategy (RTS) Gaming Product and Solutions
    • 2.3.4 Games Workshop Real-time Strategy (RTS) Gaming Revenue, Gross Margin and Market Share (2020-2025)
    • 2.3.5 Games Workshop Recent Developments and Future Plans
  • 2.4 Activision Blizzard
    • 2.4.1 Activision Blizzard Details
    • 2.4.2 Activision Blizzard Major Business
    • 2.4.3 Activision Blizzard Real-time Strategy (RTS) Gaming Product and Solutions
    • 2.4.4 Activision Blizzard Real-time Strategy (RTS) Gaming Revenue, Gross Margin and Market Share (2020-2025)
    • 2.4.5 Activision Blizzard Recent Developments and Future Plans
  • 2.5 Tencent
    • 2.5.1 Tencent Details
    • 2.5.2 Tencent Major Business
    • 2.5.3 Tencent Real-time Strategy (RTS) Gaming Product and Solutions
    • 2.5.4 Tencent Real-time Strategy (RTS) Gaming Revenue, Gross Margin and Market Share (2020-2025)
    • 2.5.5 Tencent Recent Developments and Future Plans
  • 2.6 Sony
    • 2.6.1 Sony Details
    • 2.6.2 Sony Major Business
    • 2.6.3 Sony Real-time Strategy (RTS) Gaming Product and Solutions
    • 2.6.4 Sony Real-time Strategy (RTS) Gaming Revenue, Gross Margin and Market Share (2020-2025)
    • 2.6.5 Sony Recent Developments and Future Plans
  • 2.7 EA
    • 2.7.1 EA Details
    • 2.7.2 EA Major Business
    • 2.7.3 EA Real-time Strategy (RTS) Gaming Product and Solutions
    • 2.7.4 EA Real-time Strategy (RTS) Gaming Revenue, Gross Margin and Market Share (2020-2025)
    • 2.7.5 EA Recent Developments and Future Plans
  • 2.8 Riot Games
    • 2.8.1 Riot Games Details
    • 2.8.2 Riot Games Major Business
    • 2.8.3 Riot Games Real-time Strategy (RTS) Gaming Product and Solutions
    • 2.8.4 Riot Games Real-time Strategy (RTS) Gaming Revenue, Gross Margin and Market Share (2020-2025)
    • 2.8.5 Riot Games Recent Developments and Future Plans
  • 2.9 Netmarble
    • 2.9.1 Netmarble Details
    • 2.9.2 Netmarble Major Business
    • 2.9.3 Netmarble Real-time Strategy (RTS) Gaming Product and Solutions
    • 2.9.4 Netmarble Real-time Strategy (RTS) Gaming Revenue, Gross Margin and Market Share (2020-2025)
    • 2.9.5 Netmarble Recent Developments and Future Plans
  • 2.10 Google
    • 2.10.1 Google Details
    • 2.10.2 Google Major Business
    • 2.10.3 Google Real-time Strategy (RTS) Gaming Product and Solutions
    • 2.10.4 Google Real-time Strategy (RTS) Gaming Revenue, Gross Margin and Market Share (2020-2025)
    • 2.10.5 Google Recent Developments and Future Plans

3 Market Competition, by Players

  • 3.1 Global Real-time Strategy (RTS) Gaming Revenue and Share by Players (2020-2025)
  • 3.2 Market Share Analysis (2024)
    • 3.2.1 Market Share of Real-time Strategy (RTS) Gaming by Company Revenue
    • 3.2.2 Top 3 Real-time Strategy (RTS) Gaming Players Market Share in 2024
    • 3.2.3 Top 6 Real-time Strategy (RTS) Gaming Players Market Share in 2024
  • 3.3 Real-time Strategy (RTS) Gaming Market: Overall Company Footprint Analysis
    • 3.3.1 Real-time Strategy (RTS) Gaming Market: Region Footprint
    • 3.3.2 Real-time Strategy (RTS) Gaming Market: Company Product Type Footprint
    • 3.3.3 Real-time Strategy (RTS) Gaming Market: Company Product Application Footprint
  • 3.4 New Market Entrants and Barriers to Market Entry
  • 3.5 Mergers, Acquisition, Agreements, and Collaborations

4 Market Size Segment by Type

  • 4.1 Global Real-time Strategy (RTS) Gaming Consumption Value and Market Share by Type (2020-2025)
  • 4.2 Global Real-time Strategy (RTS) Gaming Market Forecast by Type (2026-2031)

5 Market Size Segment by Application

  • 5.1 Global Real-time Strategy (RTS) Gaming Consumption Value Market Share by Application (2020-2025)
  • 5.2 Global Real-time Strategy (RTS) Gaming Market Forecast by Application (2026-2031)

6 North America

  • 6.1 North America Real-time Strategy (RTS) Gaming Consumption Value by Type (2020-2031)
  • 6.2 North America Real-time Strategy (RTS) Gaming Market Size by Application (2020-2031)
  • 6.3 North America Real-time Strategy (RTS) Gaming Market Size by Country
    • 6.3.1 North America Real-time Strategy (RTS) Gaming Consumption Value by Country (2020-2031)
    • 6.3.2 United States Real-time Strategy (RTS) Gaming Market Size and Forecast (2020-2031)
    • 6.3.3 Canada Real-time Strategy (RTS) Gaming Market Size and Forecast (2020-2031)
    • 6.3.4 Mexico Real-time Strategy (RTS) Gaming Market Size and Forecast (2020-2031)

7 Europe

  • 7.1 Europe Real-time Strategy (RTS) Gaming Consumption Value by Type (2020-2031)
  • 7.2 Europe Real-time Strategy (RTS) Gaming Consumption Value by Application (2020-2031)
  • 7.3 Europe Real-time Strategy (RTS) Gaming Market Size by Country
    • 7.3.1 Europe Real-time Strategy (RTS) Gaming Consumption Value by Country (2020-2031)
    • 7.3.2 Germany Real-time Strategy (RTS) Gaming Market Size and Forecast (2020-2031)
    • 7.3.3 France Real-time Strategy (RTS) Gaming Market Size and Forecast (2020-2031)
    • 7.3.4 United Kingdom Real-time Strategy (RTS) Gaming Market Size and Forecast (2020-2031)
    • 7.3.5 Russia Real-time Strategy (RTS) Gaming Market Size and Forecast (2020-2031)
    • 7.3.6 Italy Real-time Strategy (RTS) Gaming Market Size and Forecast (2020-2031)

8 Asia-Pacific

  • 8.1 Asia-Pacific Real-time Strategy (RTS) Gaming Consumption Value by Type (2020-2031)
  • 8.2 Asia-Pacific Real-time Strategy (RTS) Gaming Consumption Value by Application (2020-2031)
  • 8.3 Asia-Pacific Real-time Strategy (RTS) Gaming Market Size by Region
    • 8.3.1 Asia-Pacific Real-time Strategy (RTS) Gaming Consumption Value by Region (2020-2031)
    • 8.3.2 China Real-time Strategy (RTS) Gaming Market Size and Forecast (2020-2031)
    • 8.3.3 Japan Real-time Strategy (RTS) Gaming Market Size and Forecast (2020-2031)
    • 8.3.4 South Korea Real-time Strategy (RTS) Gaming Market Size and Forecast (2020-2031)
    • 8.3.5 India Real-time Strategy (RTS) Gaming Market Size and Forecast (2020-2031)
    • 8.3.6 Southeast Asia Real-time Strategy (RTS) Gaming Market Size and Forecast (2020-2031)
    • 8.3.7 Australia Real-time Strategy (RTS) Gaming Market Size and Forecast (2020-2031)

9 South America

  • 9.1 South America Real-time Strategy (RTS) Gaming Consumption Value by Type (2020-2031)
  • 9.2 South America Real-time Strategy (RTS) Gaming Consumption Value by Application (2020-2031)
  • 9.3 South America Real-time Strategy (RTS) Gaming Market Size by Country
    • 9.3.1 South America Real-time Strategy (RTS) Gaming Consumption Value by Country (2020-2031)
    • 9.3.2 Brazil Real-time Strategy (RTS) Gaming Market Size and Forecast (2020-2031)
    • 9.3.3 Argentina Real-time Strategy (RTS) Gaming Market Size and Forecast (2020-2031)

10 Middle East & Africa

  • 10.1 Middle East & Africa Real-time Strategy (RTS) Gaming Consumption Value by Type (2020-2031)
  • 10.2 Middle East & Africa Real-time Strategy (RTS) Gaming Consumption Value by Application (2020-2031)
  • 10.3 Middle East & Africa Real-time Strategy (RTS) Gaming Market Size by Country
    • 10.3.1 Middle East & Africa Real-time Strategy (RTS) Gaming Consumption Value by Country (2020-2031)
    • 10.3.2 Turkey Real-time Strategy (RTS) Gaming Market Size and Forecast (2020-2031)
    • 10.3.3 Saudi Arabia Real-time Strategy (RTS) Gaming Market Size and Forecast (2020-2031)
    • 10.3.4 UAE Real-time Strategy (RTS) Gaming Market Size and Forecast (2020-2031)

11 Market Dynamics

  • 11.1 Real-time Strategy (RTS) Gaming Market Drivers
  • 11.2 Real-time Strategy (RTS) Gaming Market Restraints
  • 11.3 Real-time Strategy (RTS) Gaming Trends Analysis
  • 11.4 Porters Five Forces Analysis
    • 11.4.1 Threat of New Entrants
    • 11.4.2 Bargaining Power of Suppliers
    • 11.4.3 Bargaining Power of Buyers
    • 11.4.4 Threat of Substitutes
    • 11.4.5 Competitive Rivalry

12 Industry Chain Analysis

  • 12.1 Real-time Strategy (RTS) Gaming Industry Chain
  • 12.2 Real-time Strategy (RTS) Gaming Upstream Analysis
  • 12.3 Real-time Strategy (RTS) Gaming Midstream Analysis
  • 12.4 Real-time Strategy (RTS) Gaming Downstream Analysis

13 Research Findings and Conclusion

    14 Appendix

    • 14.1 Methodology
    • 14.2 Research Process and Data Source

    Summary:
    Get latest Market Research Reports on Real-time Strategy (RTS) Gaming. Industry analysis & Market Report on Real-time Strategy (RTS) Gaming is a syndicated market report, published as Global Real-time Strategy (RTS) Gaming Market 2025 by Company, Regions, Type and Application, Forecast to 2031. It is complete Research Study and Industry Analysis of Real-time Strategy (RTS) Gaming market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

    Last updated on

    REPORT YOU MIGHT BE INTERESTED

    Purchase this Report

    $3,480.00
    $5,220.00
    $6,960.00
    2,690.04
    4,035.06
    5,380.08
    3,239.88
    4,859.82
    6,479.76
    531,361.20
    797,041.80
    1,062,722.40
    293,712.00
    440,568.00
    587,424.00
    Credit card Logo

    Related Reports


    Reason to Buy

    Request for Sample of this report