Report Detail

Service & Software Global and United States Two Player Games Market Report & Forecast 2022-2028

  • RnM4424864
  • |
  • 22 April, 2022
  • |
  • Global
  • |
  • 112 Pages
  • |
  • QYResearch
  • |
  • Service & Software

Summary:

A two-player game is a multiplayer game that is played by precisely two players. This is distinct from a solitaire game, which is played by only one player.
Market Analysis and Insights: Global and United States Two Player Games Market
This report focuses on global and United States Two Player Games market, also covers the segmentation data of other regions in regional level and county level.
Due to the COVID-19 pandemic, the global Two Player Games market size is estimated to be worth US$ million in 2022 and is forecast to a readjusted size of US$ million by 2028 with a CAGR of % during the forecast period 2022-2028. Fully considering the economic change by this health crisis, by Type, Online Game accounting for % of the Two Player Games global market in 2021, is projected to value US$ million by 2028, growing at a revised % CAGR from 2022 to 2028. While by Application, Below 18 years old was the leading segment, accounting for over percent market share in 2021, and altered to an % CAGR throughout this forecast period.
In United States the Two Player Games market size is expected to grow from US$ million in 2021 to US$ million by 2028, at a CAGR of % during the forecast period 2022-2028.
Global Two Player Games Scope and Market Size
Two Player Games market is segmented by region (country), players, by Type and by Application. Players, stakeholders, and other participants in the global Two Player Games market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by region (country), by Type and by Application for the period 2017-2028.
For United States market, this report focuses on the Two Player Games market size by players, by Type and by Application, for the period 2017-2028. The key players include the global and local players, which play important roles in United States.
Segment by Type, the Two Player Games market is segmented into
Online Game
Stand-Alone Game
Segment by Application, the Two Player Games market is segmented into
Below 18 years old
18-25 years old
26-35 years old
36-45 years old
Above 45 years old
Regional and Country-level Analysis
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
India
Australia
China Taiwan
Indonesia
Thailand
Malaysia
Latin America
Mexico
Brazil
Argentina
Colombia
Middle East & Africa
Turkey
Saudi Arabia
UAE
Competitive Landscape and Two Player Games Market Share Analysis
Two Player Games market competitive landscape provides details and data information by players. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2017-2022. It also offers detailed analysis supported by reliable statistics on revenue (global and regional level) by players for the period 2017-2022. Details included are company description, major business, company total revenue and the sales, revenue generated in Two Player Games business, the date to enter into the Two Player Games market, Revenue in Two Player Games Business (2017-2022) & (US$ Million) introduction, recent developments, etc.
The major vendors covered:
Sony
Microsoft
Nintendo
Tencent
Sega
Activision Blizzard
Electronic Arts
Apple
Epic Games
Take-Two Interactive
Ubisoft
Roblox
Unity Software
Bandai Namco
Zynga
Square Enix
NetEase Games
NEXON


Table of Contents

    1 Study Coverage

    • 1.1 Two Player Games Revenue in Two Player Games Business (2017-2022) & (US$ Million) Introduction
    • 1.2 Global Two Player Games Outlook 2017 VS 2022 VS 2028
      • 1.2.1 Global Two Player Games Market Size for the Year 2017-2028
      • 1.2.2 Global Two Player Games Market Size for the Year 2017-2028
    • 1.3 Two Player Games Market Size, United States VS Global, 2017 VS 2022 VS 2028
      • 1.3.1 The Market Share of United States Two Player Games in Global, 2017 VS 2022 VS 2028
      • 1.3.2 The Growth Rate of Two Player Games Market Size, United States VS Global, 2017 VS 2022 VS 2028
    • 1.4 Two Player Games Market Dynamics
      • 1.4.1 Two Player Games Industry Trends
      • 1.4.2 Two Player Games Market Drivers
      • 1.4.3 Two Player Games Market Challenges
      • 1.4.4 Two Player Games Market Restraints
    • 1.5 Study Objectives
    • 1.6 Years Considered

    2 Two Player Games by Type

    • 2.1 Two Player Games Market Segment by Type
      • 2.1.1 Online Game
      • 2.1.2 Stand-Alone Game
    • 2.2 Global Two Player Games Market Size by Type (2017, 2022 & 2028)
    • 2.3 Global Two Player Games Market Size by Type (2017-2028)
    • 2.4 United States Two Player Games Market Size by Type (2017, 2022 & 2028)
    • 2.5 United States Two Player Games Market Size by Type (2017-2028)

    3 Two Player Games by Application

    • 3.1 Two Player Games Market Segment by Application
      • 3.1.1 Below 18 years old
      • 3.1.2 18-25 years old
      • 3.1.3 26-35 years old
      • 3.1.4 36-45 years old
      • 3.1.5 Above 45 years old
    • 3.2 Global Two Player Games Market Size by Application (2017, 2022 & 2028)
    • 3.3 Global Two Player Games Market Size by Application (2017-2028)
    • 3.4 United States Two Player Games Market Size by Application (2017, 2022 & 2028)
    • 3.5 United States Two Player Games Market Size by Application (2017-2028)

    4 Global Two Player Games Competitor Landscape by Company

    • 4.1 Global Two Player Games Market Size by Company
      • 4.1.1 Top Global Two Player Games Companies Ranked by Revenue (2021)
      • 4.1.2 Global Two Player Games Revenue by Player (2017-2022)
    • 4.2 Global Two Player Games Concentration Ratio (CR)
      • 4.2.1 Two Player Games Market Concentration Ratio (CR) (2017-2022)
      • 4.2.2 Global Top 5 and Top 10 Largest Companies of Two Player Games in 2021
      • 4.2.3 Global Two Player Games Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
    • 4.3 Global Two Player Games Headquarters, Revenue in Two Player Games Business (2017-2022) & (US$ Million) Type
      • 4.3.1 Global Two Player Games Headquarters and Area Served
      • 4.3.2 Global Two Player Games Companies Revenue in Two Player Games Business (2017-2022) & (US$ Million) Type
      • 4.3.3 Date of International Companies Enter into Two Player Games Market
    • 4.4 Companies Mergers & Acquisitions, Expansion Plans
    • 4.5 United States Two Player Games Market Size by Company
      • 4.5.1 Top Two Player Games Players in United States, Ranked by Revenue (2021)
      • 4.5.2 United States Two Player Games Revenue by Players (2020, 2021 & 2022)

    5 Global Two Player Games Market Size by Region

    • 5.1 Global Two Player Games Market Size by Region: 2017 VS 2022 VS 2028
    • 5.2 Global Two Player Games Market Size by Region (2017-2028)
      • 5.2.1 Global Two Player Games Market Size by Region: 2017-2022
      • 5.2.2 Global Two Player Games Market Size by Region (2023-2028)

    6 Segment in Region Level & Country Level

    • 6.1 North America
      • 6.1.1 North America Two Player Games Market Size YoY Growth 2017-2028
      • 6.1.2 North America Two Player Games Market Facts & Figures by Country (2017, 2022 & 2028)
      • 6.1.3 United States
      • 6.1.4 Canada
    • 6.2 Asia-Pacific
      • 6.2.1 Asia-Pacific Two Player Games Market Size YoY Growth 2017-2028
      • 6.2.2 Asia-Pacific Two Player Games Market Facts & Figures by Region (2017, 2022 & 2028)
      • 6.2.3 China
      • 6.2.4 Japan
      • 6.2.5 South Korea
      • 6.2.6 India
      • 6.2.7 Australia
      • 6.2.8 China Taiwan
      • 6.2.9 Indonesia
      • 6.2.10 Thailand
      • 6.2.11 Malaysia
    • 6.3 Europe
      • 6.3.1 Europe Two Player Games Market Size YoY Growth 2017-2028
      • 6.3.2 Europe Two Player Games Market Facts & Figures by Country (2017, 2022 & 2028)
      • 6.3.3 Germany
      • 6.3.4 France
      • 6.3.5 U.K.
      • 6.3.6 Italy
      • 6.3.7 Russia
    • 6.4 Latin America
      • 6.4.1 Latin America Two Player Games Market Size YoY Growth 2017-2028
      • 6.4.2 Latin America Two Player Games Market Facts & Figures by Country (2017, 2022 & 2028)
      • 6.4.3 Mexico
      • 6.4.4 Brazil
      • 6.4.5 Argentina
      • 6.4.6 Colombia
    • 6.5 Middle East and Africa
      • 6.5.1 Middle East and Africa Two Player Games Market Size YoY Growth 2017-2028
      • 6.5.2 Middle East and Africa Two Player Games Market Facts & Figures by Country (2017, 2022 & 2028)
      • 6.5.3 Turkey
      • 6.5.4 Saudi Arabia
      • 6.5.5 UAE

    7 Company Profiles

    • 7.1 Sony
      • 7.1.1 Sony Company Details
      • 7.1.2 Sony Business Overview
      • 7.1.3 Sony Two Player Games Introduction
      • 7.1.4 Sony Revenue in Two Player Games Business (2017-2022)
      • 7.1.5 Sony Recent Development
    • 7.2 Microsoft
      • 7.2.1 Microsoft Company Details
      • 7.2.2 Microsoft Business Overview
      • 7.2.3 Microsoft Two Player Games Introduction
      • 7.2.4 Microsoft Revenue in Two Player Games Business (2017-2022)
      • 7.2.5 Microsoft Recent Development
    • 7.3 Nintendo
      • 7.3.1 Nintendo Company Details
      • 7.3.2 Nintendo Business Overview
      • 7.3.3 Nintendo Two Player Games Introduction
      • 7.3.4 Nintendo Revenue in Two Player Games Business (2017-2022)
      • 7.3.5 Nintendo Recent Development
    • 7.4 Tencent
      • 7.4.1 Tencent Company Details
      • 7.4.2 Tencent Business Overview
      • 7.4.3 Tencent Two Player Games Introduction
      • 7.4.4 Tencent Revenue in Two Player Games Business (2017-2022)
      • 7.4.5 Tencent Recent Development
    • 7.5 Sega
      • 7.5.1 Sega Company Details
      • 7.5.2 Sega Business Overview
      • 7.5.3 Sega Two Player Games Introduction
      • 7.5.4 Sega Revenue in Two Player Games Business (2017-2022)
      • 7.5.5 Sega Recent Development
    • 7.6 Activision Blizzard
      • 7.6.1 Activision Blizzard Company Details
      • 7.6.2 Activision Blizzard Business Overview
      • 7.6.3 Activision Blizzard Two Player Games Introduction
      • 7.6.4 Activision Blizzard Revenue in Two Player Games Business (2017-2022)
      • 7.6.5 Activision Blizzard Recent Development
    • 7.7 Electronic Arts
      • 7.7.1 Electronic Arts Company Details
      • 7.7.2 Electronic Arts Business Overview
      • 7.7.3 Electronic Arts Two Player Games Introduction
      • 7.7.4 Electronic Arts Revenue in Two Player Games Business (2017-2022)
      • 7.7.5 Electronic Arts Recent Development
    • 7.8 Apple
      • 7.8.1 Apple Company Details
      • 7.8.2 Apple Business Overview
      • 7.8.3 Apple Two Player Games Introduction
      • 7.8.4 Apple Revenue in Two Player Games Business (2017-2022)
      • 7.8.5 Apple Recent Development
    • 7.9 Epic Games
      • 7.9.1 Epic Games Company Details
      • 7.9.2 Epic Games Business Overview
      • 7.9.3 Epic Games Two Player Games Introduction
      • 7.9.4 Epic Games Revenue in Two Player Games Business (2017-2022)
      • 7.9.5 Epic Games Recent Development
    • 7.10 Take-Two Interactive
      • 7.10.1 Take-Two Interactive Company Details
      • 7.10.2 Take-Two Interactive Business Overview
      • 7.10.3 Take-Two Interactive Two Player Games Introduction
      • 7.10.4 Take-Two Interactive Revenue in Two Player Games Business (2017-2022)
      • 7.10.5 Take-Two Interactive Recent Development
    • 7.11 Ubisoft
      • 7.11.1 Ubisoft Company Details
      • 7.11.2 Ubisoft Business Overview
      • 7.11.3 Ubisoft Two Player Games Introduction
      • 7.11.4 Ubisoft Revenue in Two Player Games Business (2017-2022)
      • 7.11.5 Ubisoft Recent Development
    • 7.12 Roblox
      • 7.12.1 Roblox Company Details
      • 7.12.2 Roblox Business Overview
      • 7.12.3 Roblox Two Player Games Introduction
      • 7.12.4 Roblox Revenue in Two Player Games Business (2017-2022)
      • 7.12.5 Roblox Recent Development
    • 7.13 Unity Software
      • 7.13.1 Unity Software Company Details
      • 7.13.2 Unity Software Business Overview
      • 7.13.3 Unity Software Two Player Games Introduction
      • 7.13.4 Unity Software Revenue in Two Player Games Business (2017-2022)
      • 7.13.5 Unity Software Recent Development
    • 7.14 Bandai Namco
      • 7.14.1 Bandai Namco Company Details
      • 7.14.2 Bandai Namco Business Overview
      • 7.14.3 Bandai Namco Two Player Games Introduction
      • 7.14.4 Bandai Namco Revenue in Two Player Games Business (2017-2022)
      • 7.14.5 Bandai Namco Recent Development
    • 7.15 Zynga
      • 7.15.1 Zynga Company Details
      • 7.15.2 Zynga Business Overview
      • 7.15.3 Zynga Two Player Games Introduction
      • 7.15.4 Zynga Revenue in Two Player Games Business (2017-2022)
      • 7.15.5 Zynga Recent Development
    • 7.16 Square Enix
      • 7.16.1 Square Enix Company Details
      • 7.16.2 Square Enix Business Overview
      • 7.16.3 Square Enix Two Player Games Introduction
      • 7.16.4 Square Enix Revenue in Two Player Games Business (2017-2022)
      • 7.16.5 Square Enix Recent Development
    • 7.17 NetEase Games
      • 7.17.1 NetEase Games Company Details
      • 7.17.2 NetEase Games Business Overview
      • 7.17.3 NetEase Games Two Player Games Introduction
      • 7.17.4 NetEase Games Revenue in Two Player Games Business (2017-2022)
      • 7.17.5 NetEase Games Recent Development
    • 7.18 NEXON
      • 7.18.1 NEXON Company Details
      • 7.18.2 NEXON Business Overview
      • 7.18.3 NEXON Two Player Games Introduction
      • 7.18.4 NEXON Revenue in Two Player Games Business (2017-2022)
      • 7.18.5 NEXON Recent Development

    8 Research Findings and Conclusion

      9 Appendix

      • 9.1 Research Methodology
        • 9.1.1 Methodology/Research Approach
        • 9.1.2 Data Source
      • 9.2 Author Details

      Summary:
      Get latest Market Research Reports on Two Player Games. Industry analysis & Market Report on Two Player Games is a syndicated market report, published as Global and United States Two Player Games Market Report & Forecast 2022-2028. It is complete Research Study and Industry Analysis of Two Player Games market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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