Global Fighting Video Games Market 2024 by Company, Regions, Type and Application, Forecast to 2030

Global Fighting Video Games Market 2024 by Company, Regions, Type and Application, Forecast to 2030

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Published Date: 16 Jan 2024

Category: Service & Software

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  • sp_icon1 sp_icon1_b Description
  • sp_icon2 sp_icon2_b Table of Contents
  • sp_icon3 sp_icon3_b Table of Figures
  • sp_icon4 sp_icon4_b Research Methodology
  • sp_icon1 sp_icon1_b Companies Mentioned
  • sp_icon1 sp_icon1_b Related Reports
  • sp_icon1 sp_icon1_b Product Tags
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Description

According to our (Global Info Research) latest study, the global Fighting Video Games market size was valued at USD 634.9 million in 2023 and is forecast to a readjusted size of USD 1070.7 million by 2030 with a CAGR of 7.8% during review period.

A fighting game is a genre of video game that involves combat between two or more characters. Fighting game combat often features mechanics such as blocking, grappling, counter-attacking, and chaining attacks together into "combos". Characters generally engage in battle using hand-to-hand combat—often some form of martial arts.

The Global Info Research report includes an overview of the development of the Fighting Video Games industry chain, the market status of Desktop (Free to Play, Pay to Play), Notebook (Free to Play, Pay to Play), and key enterprises in developed and developing market, and analysed the cutting-edge technology, patent, hot applications and market trends of Fighting Video Games.

Regionally, the report analyzes the Fighting Video Games markets in key regions. North America and Europe are experiencing steady growth, driven by government initiatives and increasing consumer awareness. Asia-Pacific, particularly China, leads the global Fighting Video Games market, with robust domestic demand, supportive policies, and a strong manufacturing base.

Key Features:
The report presents comprehensive understanding of the Fighting Video Games market. It provides a holistic view of the industry, as well as detailed insights into individual components and stakeholders. The report analysis market dynamics, trends, challenges, and opportunities within the Fighting Video Games industry.

The report involves analyzing the market at a macro level:
Market Sizing and Segmentation: Report collect data on the overall market size, including the revenue generated, and market share of different by Type (e.g., Free to Play, Pay to Play).

Industry Analysis: Report analyse the broader industry trends, such as government policies and regulations, technological advancements, consumer preferences, and market dynamics. This analysis helps in understanding the key drivers and challenges influencing the Fighting Video Games market.

Regional Analysis: The report involves examining the Fighting Video Games market at a regional or national level. Report analyses regional factors such as government incentives, infrastructure development, economic conditions, and consumer behaviour to identify variations and opportunities within different markets.

Market Projections: Report covers the gathered data and analysis to make future projections and forecasts for the Fighting Video Games market. This may include estimating market growth rates, predicting market demand, and identifying emerging trends.

The report also involves a more granular approach to Fighting Video Games:
Company Analysis: Report covers individual Fighting Video Games players, suppliers, and other relevant industry players. This analysis includes studying their financial performance, market positioning, product portfolios, partnerships, and strategies.

Consumer Analysis: Report covers data on consumer behaviour, preferences, and attitudes towards Fighting Video Games This may involve surveys, interviews, and analysis of consumer reviews and feedback from different by Application (Desktop, Notebook).

Technology Analysis: Report covers specific technologies relevant to Fighting Video Games. It assesses the current state, advancements, and potential future developments in Fighting Video Games areas.

Competitive Landscape: By analyzing individual companies, suppliers, and consumers, the report present insights into the competitive landscape of the Fighting Video Games market. This analysis helps understand market share, competitive advantages, and potential areas for differentiation among industry players.

Market Validation: The report involves validating findings and projections through primary research, such as surveys, interviews, and focus groups.

Market Segmentation
Fighting Video Games market is split by Type and by Application. For the period 2019-2030, the growth among segments provides accurate calculations and forecasts for consumption value by Type, and by Application in terms of value.

Market segment by Type
Free to Play
Pay to Play

Market segment by Application
Desktop
Notebook
Console
Others

Market segment by players, this report covers
NetherRealm Studios
Team Ninja
Arc System Works
SNK
Rare
Activision Blizzard
2K Games
NINTENDO
SONY

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, Australia and Rest of Asia-Pacific)
South America (Brazil, Argentina and 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 Fighting Video Games product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top players of Fighting Video Games, with revenue, gross margin and global market share of Fighting Video Games from 2019 to 2024.
Chapter 3, the Fighting Video Games 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 application, with consumption value and growth rate by Type, application, from 2019 to 2030.
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 2019 to 2024.and Fighting Video Games market forecast, by regions, type and application, with consumption value, from 2025 to 2030.
Chapter 11, market dynamics, drivers, restraints, trends and Porters Five Forces analysis.
Chapter 12, the key raw materials and key suppliers, and industry chain of Fighting Video Games.
Chapter 13, to describe Fighting Video Games research findings and conclusion.
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Table of Contents

1 Market Overview
1.1 Product Overview and Scope of Fighting Video Games
1.2 Market Estimation Caveats and Base Year
1.3 Classification of Fighting Video Games by Type
1.3.1 Overview: Global Fighting Video Games Market Size by Type: 2019 Versus 2023 Versus 2030
1.3.2 Global Fighting Video Games Consumption Value Market Share by Type in 2023
1.3.3 Free to Play
1.3.4 Pay to Play
1.4 Global Fighting Video Games Market by Application
1.4.1 Overview: Global Fighting Video Games Market Size by Application: 2019 Versus 2023 Versus 2030
1.4.2 Desktop
1.4.3 Notebook
1.4.4 Console
1.4.5 Others
1.5 Global Fighting Video Games Market Size & Forecast
1.6 Global Fighting Video Games Market Size and Forecast by Region
1.6.1 Global Fighting Video Games Market Size by Region: 2019 VS 2023 VS 2030
1.6.2 Global Fighting Video Games Market Size by Region, (2019-2030)
1.6.3 North America Fighting Video Games Market Size and Prospect (2019-2030)
1.6.4 Europe Fighting Video Games Market Size and Prospect (2019-2030)
1.6.5 Asia-Pacific Fighting Video Games Market Size and Prospect (2019-2030)
1.6.6 South America Fighting Video Games Market Size and Prospect (2019-2030)
1.6.7 Middle East and Africa Fighting Video Games Market Size and Prospect (2019-2030)

2 Company Profiles
2.1 NetherRealm Studios
2.1.1 NetherRealm Studios Details
2.1.2 NetherRealm Studios Major Business
2.1.3 NetherRealm Studios Fighting Video Games Product and Solutions
2.1.4 NetherRealm Studios Fighting Video Games Revenue, Gross Margin and Market Share (2019-2024)
2.1.5 NetherRealm Studios Recent Developments and Future Plans
2.2 Team Ninja
2.2.1 Team Ninja Details
2.2.2 Team Ninja Major Business
2.2.3 Team Ninja Fighting Video Games Product and Solutions
2.2.4 Team Ninja Fighting Video Games Revenue, Gross Margin and Market Share (2019-2024)
2.2.5 Team Ninja Recent Developments and Future Plans
2.3 Arc System Works
2.3.1 Arc System Works Details
2.3.2 Arc System Works Major Business
2.3.3 Arc System Works Fighting Video Games Product and Solutions
2.3.4 Arc System Works Fighting Video Games Revenue, Gross Margin and Market Share (2019-2024)
2.3.5 Arc System Works Recent Developments and Future Plans
2.4 SNK
2.4.1 SNK Details
2.4.2 SNK Major Business
2.4.3 SNK Fighting Video Games Product and Solutions
2.4.4 SNK Fighting Video Games Revenue, Gross Margin and Market Share (2019-2024)
2.4.5 SNK Recent Developments and Future Plans
2.5 Rare
2.5.1 Rare Details
2.5.2 Rare Major Business
2.5.3 Rare Fighting Video Games Product and Solutions
2.5.4 Rare Fighting Video Games Revenue, Gross Margin and Market Share (2019-2024)
2.5.5 Rare Recent Developments and Future Plans
2.6 Activision Blizzard
2.6.1 Activision Blizzard Details
2.6.2 Activision Blizzard Major Business
2.6.3 Activision Blizzard Fighting Video Games Product and Solutions
2.6.4 Activision Blizzard Fighting Video Games Revenue, Gross Margin and Market Share (2019-2024)
2.6.5 Activision Blizzard Recent Developments and Future Plans
2.7 2K Games
2.7.1 2K Games Details
2.7.2 2K Games Major Business
2.7.3 2K Games Fighting Video Games Product and Solutions
2.7.4 2K Games Fighting Video Games Revenue, Gross Margin and Market Share (2019-2024)
2.7.5 2K Games Recent Developments and Future Plans
2.8 NINTENDO
2.8.1 NINTENDO Details
2.8.2 NINTENDO Major Business
2.8.3 NINTENDO Fighting Video Games Product and Solutions
2.8.4 NINTENDO Fighting Video Games Revenue, Gross Margin and Market Share (2019-2024)
2.8.5 NINTENDO Recent Developments and Future Plans
2.9 SONY
2.9.1 SONY Details
2.9.2 SONY Major Business
2.9.3 SONY Fighting Video Games Product and Solutions
2.9.4 SONY Fighting Video Games Revenue, Gross Margin and Market Share (2019-2024)
2.9.5 SONY Recent Developments and Future Plans

3 Market Competition, by Players
3.1 Global Fighting Video Games Revenue and Share by Players (2019-2024)
3.2 Market Share Analysis (2023)
3.2.1 Market Share of Fighting Video Games by Company Revenue
3.2.2 Top 3 Fighting Video Games Players Market Share in 2023
3.2.3 Top 6 Fighting Video Games Players Market Share in 2023
3.3 Fighting Video Games Market: Overall Company Footprint Analysis
3.3.1 Fighting Video Games Market: Region Footprint
3.3.2 Fighting Video Games Market: Company Product Type Footprint
3.3.3 Fighting Video Games 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 Fighting Video Games Consumption Value and Market Share by Type (2019-2024)
4.2 Global Fighting Video Games Market Forecast by Type (2025-2030)

5 Market Size Segment by Application
5.1 Global Fighting Video Games Consumption Value Market Share by Application (2019-2024)
5.2 Global Fighting Video Games Market Forecast by Application (2025-2030)

6 North America
6.1 North America Fighting Video Games Consumption Value by Type (2019-2030)
6.2 North America Fighting Video Games Consumption Value by Application (2019-2030)
6.3 North America Fighting Video Games Market Size by Country
6.3.1 North America Fighting Video Games Consumption Value by Country (2019-2030)
6.3.2 United States Fighting Video Games Market Size and Forecast (2019-2030)
6.3.3 Canada Fighting Video Games Market Size and Forecast (2019-2030)
6.3.4 Mexico Fighting Video Games Market Size and Forecast (2019-2030)

7 Europe
7.1 Europe Fighting Video Games Consumption Value by Type (2019-2030)
7.2 Europe Fighting Video Games Consumption Value by Application (2019-2030)
7.3 Europe Fighting Video Games Market Size by Country
7.3.1 Europe Fighting Video Games Consumption Value by Country (2019-2030)
7.3.2 Germany Fighting Video Games Market Size and Forecast (2019-2030)
7.3.3 France Fighting Video Games Market Size and Forecast (2019-2030)
7.3.4 United Kingdom Fighting Video Games Market Size and Forecast (2019-2030)
7.3.5 Russia Fighting Video Games Market Size and Forecast (2019-2030)
7.3.6 Italy Fighting Video Games Market Size and Forecast (2019-2030)

8 Asia-Pacific
8.1 Asia-Pacific Fighting Video Games Consumption Value by Type (2019-2030)
8.2 Asia-Pacific Fighting Video Games Consumption Value by Application (2019-2030)
8.3 Asia-Pacific Fighting Video Games Market Size by Region
8.3.1 Asia-Pacific Fighting Video Games Consumption Value by Region (2019-2030)
8.3.2 China Fighting Video Games Market Size and Forecast (2019-2030)
8.3.3 Japan Fighting Video Games Market Size and Forecast (2019-2030)
8.3.4 South Korea Fighting Video Games Market Size and Forecast (2019-2030)
8.3.5 India Fighting Video Games Market Size and Forecast (2019-2030)
8.3.6 Southeast Asia Fighting Video Games Market Size and Forecast (2019-2030)
8.3.7 Australia Fighting Video Games Market Size and Forecast (2019-2030)

9 South America
9.1 South America Fighting Video Games Consumption Value by Type (2019-2030)
9.2 South America Fighting Video Games Consumption Value by Application (2019-2030)
9.3 South America Fighting Video Games Market Size by Country
9.3.1 South America Fighting Video Games Consumption Value by Country (2019-2030)
9.3.2 Brazil Fighting Video Games Market Size and Forecast (2019-2030)
9.3.3 Argentina Fighting Video Games Market Size and Forecast (2019-2030)

10 Middle East & Africa
10.1 Middle East & Africa Fighting Video Games Consumption Value by Type (2019-2030)
10.2 Middle East & Africa Fighting Video Games Consumption Value by Application (2019-2030)
10.3 Middle East & Africa Fighting Video Games Market Size by Country
10.3.1 Middle East & Africa Fighting Video Games Consumption Value by Country (2019-2030)
10.3.2 Turkey Fighting Video Games Market Size and Forecast (2019-2030)
10.3.3 Saudi Arabia Fighting Video Games Market Size and Forecast (2019-2030)
10.3.4 UAE Fighting Video Games Market Size and Forecast (2019-2030)

11 Market Dynamics
11.1 Fighting Video Games Market Drivers
11.2 Fighting Video Games Market Restraints
11.3 Fighting Video Games 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 Fighting Video Games Industry Chain
12.2 Fighting Video Games Upstream Analysis
12.3 Fighting Video Games Midstream Analysis
12.4 Fighting Video Games Downstream Analysis

13 Research Findings and Conclusion

14 Appendix
14.1 Methodology
14.2 Research Process and Data Source
14.3 Disclaimer
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Table of Figures

List of Tables
Table 1. Global Fighting Video Games Consumption Value by Type, (USD Million), 2019 & 2023 & 2030
Table 2. Global Fighting Video Games Consumption Value by Application, (USD Million), 2019 & 2023 & 2030
Table 3. Global Fighting Video Games Consumption Value by Region (2019-2024) & (USD Million)
Table 4. Global Fighting Video Games Consumption Value by Region (2025-2030) & (USD Million)
Table 5. NetherRealm Studios Company Information, Head Office, and Major Competitors
Table 6. NetherRealm Studios Major Business
Table 7. NetherRealm Studios Fighting Video Games Product and Solutions
Table 8. NetherRealm Studios Fighting Video Games Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 9. NetherRealm Studios Recent Developments and Future Plans
Table 10. Team Ninja Company Information, Head Office, and Major Competitors
Table 11. Team Ninja Major Business
Table 12. Team Ninja Fighting Video Games Product and Solutions
Table 13. Team Ninja Fighting Video Games Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 14. Team Ninja Recent Developments and Future Plans
Table 15. Arc System Works Company Information, Head Office, and Major Competitors
Table 16. Arc System Works Major Business
Table 17. Arc System Works Fighting Video Games Product and Solutions
Table 18. Arc System Works Fighting Video Games Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 19. Arc System Works Recent Developments and Future Plans
Table 20. SNK Company Information, Head Office, and Major Competitors
Table 21. SNK Major Business
Table 22. SNK Fighting Video Games Product and Solutions
Table 23. SNK Fighting Video Games Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 24. SNK Recent Developments and Future Plans
Table 25. Rare Company Information, Head Office, and Major Competitors
Table 26. Rare Major Business
Table 27. Rare Fighting Video Games Product and Solutions
Table 28. Rare Fighting Video Games Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 29. Rare Recent Developments and Future Plans
Table 30. Activision Blizzard Company Information, Head Office, and Major Competitors
Table 31. Activision Blizzard Major Business
Table 32. Activision Blizzard Fighting Video Games Product and Solutions
Table 33. Activision Blizzard Fighting Video Games Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 34. Activision Blizzard Recent Developments and Future Plans
Table 35. 2K Games Company Information, Head Office, and Major Competitors
Table 36. 2K Games Major Business
Table 37. 2K Games Fighting Video Games Product and Solutions
Table 38. 2K Games Fighting Video Games Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 39. 2K Games Recent Developments and Future Plans
Table 40. NINTENDO Company Information, Head Office, and Major Competitors
Table 41. NINTENDO Major Business
Table 42. NINTENDO Fighting Video Games Product and Solutions
Table 43. NINTENDO Fighting Video Games Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 44. NINTENDO Recent Developments and Future Plans
Table 45. SONY Company Information, Head Office, and Major Competitors
Table 46. SONY Major Business
Table 47. SONY Fighting Video Games Product and Solutions
Table 48. SONY Fighting Video Games Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 49. SONY Recent Developments and Future Plans
Table 50. Global Fighting Video Games Revenue (USD Million) by Players (2019-2024)
Table 51. Global Fighting Video Games Revenue Share by Players (2019-2024)
Table 52. Breakdown of Fighting Video Games by Company Type (Tier 1, Tier 2, and Tier 3)
Table 53. Market Position of Players in Fighting Video Games, (Tier 1, Tier 2, and Tier 3), Based on Revenue in 2023
Table 54. Head Office of Key Fighting Video Games Players
Table 55. Fighting Video Games Market: Company Product Type Footprint
Table 56. Fighting Video Games Market: Company Product Application Footprint
Table 57. Fighting Video Games New Market Entrants and Barriers to Market Entry
Table 58. Fighting Video Games Mergers, Acquisition, Agreements, and Collaborations
Table 59. Global Fighting Video Games Consumption Value (USD Million) by Type (2019-2024)
Table 60. Global Fighting Video Games Consumption Value Share by Type (2019-2024)
Table 61. Global Fighting Video Games Consumption Value Forecast by Type (2025-2030)
Table 62. Global Fighting Video Games Consumption Value by Application (2019-2024)
Table 63. Global Fighting Video Games Consumption Value Forecast by Application (2025-2030)
Table 64. North America Fighting Video Games Consumption Value by Type (2019-2024) & (USD Million)
Table 65. North America Fighting Video Games Consumption Value by Type (2025-2030) & (USD Million)
Table 66. North America Fighting Video Games Consumption Value by Application (2019-2024) & (USD Million)
Table 67. North America Fighting Video Games Consumption Value by Application (2025-2030) & (USD Million)
Table 68. North America Fighting Video Games Consumption Value by Country (2019-2024) & (USD Million)
Table 69. North America Fighting Video Games Consumption Value by Country (2025-2030) & (USD Million)
Table 70. Europe Fighting Video Games Consumption Value by Type (2019-2024) & (USD Million)
Table 71. Europe Fighting Video Games Consumption Value by Type (2025-2030) & (USD Million)
Table 72. Europe Fighting Video Games Consumption Value by Application (2019-2024) & (USD Million)
Table 73. Europe Fighting Video Games Consumption Value by Application (2025-2030) & (USD Million)
Table 74. Europe Fighting Video Games Consumption Value by Country (2019-2024) & (USD Million)
Table 75. Europe Fighting Video Games Consumption Value by Country (2025-2030) & (USD Million)
Table 76. Asia-Pacific Fighting Video Games Consumption Value by Type (2019-2024) & (USD Million)
Table 77. Asia-Pacific Fighting Video Games Consumption Value by Type (2025-2030) & (USD Million)
Table 78. Asia-Pacific Fighting Video Games Consumption Value by Application (2019-2024) & (USD Million)
Table 79. Asia-Pacific Fighting Video Games Consumption Value by Application (2025-2030) & (USD Million)
Table 80. Asia-Pacific Fighting Video Games Consumption Value by Region (2019-2024) & (USD Million)
Table 81. Asia-Pacific Fighting Video Games Consumption Value by Region (2025-2030) & (USD Million)
Table 82. South America Fighting Video Games Consumption Value by Type (2019-2024) & (USD Million)
Table 83. South America Fighting Video Games Consumption Value by Type (2025-2030) & (USD Million)
Table 84. South America Fighting Video Games Consumption Value by Application (2019-2024) & (USD Million)
Table 85. South America Fighting Video Games Consumption Value by Application (2025-2030) & (USD Million)
Table 86. South America Fighting Video Games Consumption Value by Country (2019-2024) & (USD Million)
Table 87. South America Fighting Video Games Consumption Value by Country (2025-2030) & (USD Million)
Table 88. Middle East & Africa Fighting Video Games Consumption Value by Type (2019-2024) & (USD Million)
Table 89. Middle East & Africa Fighting Video Games Consumption Value by Type (2025-2030) & (USD Million)
Table 90. Middle East & Africa Fighting Video Games Consumption Value by Application (2019-2024) & (USD Million)
Table 91. Middle East & Africa Fighting Video Games Consumption Value by Application (2025-2030) & (USD Million)
Table 92. Middle East & Africa Fighting Video Games Consumption Value by Country (2019-2024) & (USD Million)
Table 93. Middle East & Africa Fighting Video Games Consumption Value by Country (2025-2030) & (USD Million)
Table 94. Fighting Video Games Raw Material
Table 95. Key Suppliers of Fighting Video Games Raw Materials
List of Figures
Figure 1. Fighting Video Games Picture
Figure 2. Global Fighting Video Games Consumption Value by Type, (USD Million), 2019 & 2023 & 2030
Figure 3. Global Fighting Video Games Consumption Value Market Share by Type in 2023
Figure 4. Free to Play
Figure 5. Pay to Play
Figure 6. Global Fighting Video Games Consumption Value by Type, (USD Million), 2019 & 2023 & 2030
Figure 7. Fighting Video Games Consumption Value Market Share by Application in 2023
Figure 8. Desktop Picture
Figure 9. Notebook Picture
Figure 10. Console Picture
Figure 11. Others Picture
Figure 12. Global Fighting Video Games Consumption Value, (USD Million): 2019 & 2023 & 2030
Figure 13. Global Fighting Video Games Consumption Value and Forecast (2019-2030) & (USD Million)
Figure 14. Global Market Fighting Video Games Consumption Value (USD Million) Comparison by Region (2019 & 2023 & 2030)
Figure 15. Global Fighting Video Games Consumption Value Market Share by Region (2019-2030)
Figure 16. Global Fighting Video Games Consumption Value Market Share by Region in 2023
Figure 17. North America Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 18. Europe Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 19. Asia-Pacific Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 20. South America Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 21. Middle East and Africa Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 22. Global Fighting Video Games Revenue Share by Players in 2023
Figure 23. Fighting Video Games Market Share by Company Type (Tier 1, Tier 2 and Tier 3) in 2023
Figure 24. Global Top 3 Players Fighting Video Games Market Share in 2023
Figure 25. Global Top 6 Players Fighting Video Games Market Share in 2023
Figure 26. Global Fighting Video Games Consumption Value Share by Type (2019-2024)
Figure 27. Global Fighting Video Games Market Share Forecast by Type (2025-2030)
Figure 28. Global Fighting Video Games Consumption Value Share by Application (2019-2024)
Figure 29. Global Fighting Video Games Market Share Forecast by Application (2025-2030)
Figure 30. North America Fighting Video Games Consumption Value Market Share by Type (2019-2030)
Figure 31. North America Fighting Video Games Consumption Value Market Share by Application (2019-2030)
Figure 32. North America Fighting Video Games Consumption Value Market Share by Country (2019-2030)
Figure 33. United States Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 34. Canada Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 35. Mexico Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 36. Europe Fighting Video Games Consumption Value Market Share by Type (2019-2030)
Figure 37. Europe Fighting Video Games Consumption Value Market Share by Application (2019-2030)
Figure 38. Europe Fighting Video Games Consumption Value Market Share by Country (2019-2030)
Figure 39. Germany Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 40. France Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 41. United Kingdom Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 42. Russia Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 43. Italy Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 44. Asia-Pacific Fighting Video Games Consumption Value Market Share by Type (2019-2030)
Figure 45. Asia-Pacific Fighting Video Games Consumption Value Market Share by Application (2019-2030)
Figure 46. Asia-Pacific Fighting Video Games Consumption Value Market Share by Region (2019-2030)
Figure 47. China Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 48. Japan Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 49. South Korea Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 50. India Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 51. Southeast Asia Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 52. Australia Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 53. South America Fighting Video Games Consumption Value Market Share by Type (2019-2030)
Figure 54. South America Fighting Video Games Consumption Value Market Share by Application (2019-2030)
Figure 55. South America Fighting Video Games Consumption Value Market Share by Country (2019-2030)
Figure 56. Brazil Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 57. Argentina Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 58. Middle East and Africa Fighting Video Games Consumption Value Market Share by Type (2019-2030)
Figure 59. Middle East and Africa Fighting Video Games Consumption Value Market Share by Application (2019-2030)
Figure 60. Middle East and Africa Fighting Video Games Consumption Value Market Share by Country (2019-2030)
Figure 61. Turkey Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 62. Saudi Arabia Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 63. UAE Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 64. Fighting Video Games Market Drivers
Figure 65. Fighting Video Games Market Restraints
Figure 66. Fighting Video Games Market Trends
Figure 67. Porters Five Forces Analysis
Figure 68. Manufacturing Cost Structure Analysis of Fighting Video Games in 2023
Figure 69. Manufacturing Process Analysis of Fighting Video Games
Figure 70. Fighting Video Games Industrial Chain
Figure 71. Methodology
Figure 72. Research Process and Data Source
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Research Methodology

Client Requirements

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Review and analyze client requirements

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Discussion of all the project requirements and queries

Flexibility Check

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Project Feasibility Analysis

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Finalizing tentative research programme

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Structuring project proposal with scope, timeline, and costs

Analyzing Market Dynamics

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Determination of key drivers, restraints, challenge, and opportunity

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Identifies market needs and trends

Market Size Estimation & Forecast

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Estimation of historical data based on secondary and primary data

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Anticipating market recast by assigning weightage to market forces (drivers, restraints, opportunities)

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Freezing historical and forecast market size estimations based on evolution, trends, outlook, and strategies

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Consideration of geography, region-specific product/service demand for region segments

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Consideration of product utilization rates, product demand outlook for segments by application or end-user.

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Data Source

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Secondary Source
Data collections from annual reports, presentations,associations, journals, analyst reports, paid database, press releases, blogs, newsletters,and GIR repositories.

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Primary Source
Research discussion with manufacturers, distributors, suppliers, end user, industry experts to verify insights.

Validation and
triangulation of
secondary and primary source.

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Collection of data

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Cumulating and collating the essential qualitative and quantitative data

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Generation of report in client requested format by research analysts

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Reviews by expert analysts

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Final quality check

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Clarifying queries

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Receiving feedback

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Ensuring satisfaction

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    01 Identification of data

    This step involves identification of several primary and secondary data research sources, including Global Info Research's internal data sources. The primary sources consist of in-depth discussions and interviews with policy makers, industry experts, and data evaluators, whereas secondary sources include a thorough study of market journals, press releases, annual reports, and government and non-government agencies websites.

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    02 Evaluation of Market Dynamic

    This phase includes a detailed evaluation of several factors that are likely to affect the market dynamics. It involves a comprehensive assessment of major market pain points, drivers, and trends. It also comprises a detailed study of research plans and methodology.

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    03 Collection of Data

    This process consists of gathering data, accessing proprietary databases, and reaching out to key industry participants that operate in the market across the value chain. It also involves studying several patterns in the historical data and comparing it with the current scenario.

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    liuCheng01

    04 Collaboration of Data

    This stage involves the validation of data and arrival at actual statistics, and evolution of the market over the years. It entails the study and analyzes various segments and verticals of the market. An impact analysis is also performed to observe which factors will affect the market in the next few years.

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    liuCheng01

    05 Verification and Analysis

    This is the final stage, which involves both quantity and quality checks. Although the process of data verification is an integral part of the research process, all data points and statistics and figures are re-checked to uphold their authenticity and validity.

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Companies Mentioned

NetherRealm Studios
Team Ninja
Arc System Works
SNK
Rare
Activision Blizzard
2K Games
NINTENDO
SONY
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Global Fighting Video Games Market 2024 by Company, Regions, Type and Application, Forecast to 2030

Global Fighting Video Games Market 2024 by Company, Regions, Type and Application, Forecast to 2030

Page: 85

Published Date: 16 Jan 2024

Category: Service & Software

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Description

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Description

According to our (Global Info Research) latest study, the global Fighting Video Games market size was valued at USD 634.9 million in 2023 and is forecast to a readjusted size of USD 1070.7 million by 2030 with a CAGR of 7.8% during review period.

A fighting game is a genre of video game that involves combat between two or more characters. Fighting game combat often features mechanics such as blocking, grappling, counter-attacking, and chaining attacks together into "combos". Characters generally engage in battle using hand-to-hand combat—often some form of martial arts.

The Global Info Research report includes an overview of the development of the Fighting Video Games industry chain, the market status of Desktop (Free to Play, Pay to Play), Notebook (Free to Play, Pay to Play), and key enterprises in developed and developing market, and analysed the cutting-edge technology, patent, hot applications and market trends of Fighting Video Games.

Regionally, the report analyzes the Fighting Video Games markets in key regions. North America and Europe are experiencing steady growth, driven by government initiatives and increasing consumer awareness. Asia-Pacific, particularly China, leads the global Fighting Video Games market, with robust domestic demand, supportive policies, and a strong manufacturing base.

Key Features:
The report presents comprehensive understanding of the Fighting Video Games market. It provides a holistic view of the industry, as well as detailed insights into individual components and stakeholders. The report analysis market dynamics, trends, challenges, and opportunities within the Fighting Video Games industry.

The report involves analyzing the market at a macro level:
Market Sizing and Segmentation: Report collect data on the overall market size, including the revenue generated, and market share of different by Type (e.g., Free to Play, Pay to Play).

Industry Analysis: Report analyse the broader industry trends, such as government policies and regulations, technological advancements, consumer preferences, and market dynamics. This analysis helps in understanding the key drivers and challenges influencing the Fighting Video Games market.

Regional Analysis: The report involves examining the Fighting Video Games market at a regional or national level. Report analyses regional factors such as government incentives, infrastructure development, economic conditions, and consumer behaviour to identify variations and opportunities within different markets.

Market Projections: Report covers the gathered data and analysis to make future projections and forecasts for the Fighting Video Games market. This may include estimating market growth rates, predicting market demand, and identifying emerging trends.

The report also involves a more granular approach to Fighting Video Games:
Company Analysis: Report covers individual Fighting Video Games players, suppliers, and other relevant industry players. This analysis includes studying their financial performance, market positioning, product portfolios, partnerships, and strategies.

Consumer Analysis: Report covers data on consumer behaviour, preferences, and attitudes towards Fighting Video Games This may involve surveys, interviews, and analysis of consumer reviews and feedback from different by Application (Desktop, Notebook).

Technology Analysis: Report covers specific technologies relevant to Fighting Video Games. It assesses the current state, advancements, and potential future developments in Fighting Video Games areas.

Competitive Landscape: By analyzing individual companies, suppliers, and consumers, the report present insights into the competitive landscape of the Fighting Video Games market. This analysis helps understand market share, competitive advantages, and potential areas for differentiation among industry players.

Market Validation: The report involves validating findings and projections through primary research, such as surveys, interviews, and focus groups.

Market Segmentation
Fighting Video Games market is split by Type and by Application. For the period 2019-2030, the growth among segments provides accurate calculations and forecasts for consumption value by Type, and by Application in terms of value.

Market segment by Type
Free to Play
Pay to Play

Market segment by Application
Desktop
Notebook
Console
Others

Market segment by players, this report covers
NetherRealm Studios
Team Ninja
Arc System Works
SNK
Rare
Activision Blizzard
2K Games
NINTENDO
SONY

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, Australia and Rest of Asia-Pacific)
South America (Brazil, Argentina and 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 Fighting Video Games product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top players of Fighting Video Games, with revenue, gross margin and global market share of Fighting Video Games from 2019 to 2024.
Chapter 3, the Fighting Video Games 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 application, with consumption value and growth rate by Type, application, from 2019 to 2030.
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 2019 to 2024.and Fighting Video Games market forecast, by regions, type and application, with consumption value, from 2025 to 2030.
Chapter 11, market dynamics, drivers, restraints, trends and Porters Five Forces analysis.
Chapter 12, the key raw materials and key suppliers, and industry chain of Fighting Video Games.
Chapter 13, to describe Fighting Video Games research findings and conclusion.
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Table of Contents

1 Market Overview
1.1 Product Overview and Scope of Fighting Video Games
1.2 Market Estimation Caveats and Base Year
1.3 Classification of Fighting Video Games by Type
1.3.1 Overview: Global Fighting Video Games Market Size by Type: 2019 Versus 2023 Versus 2030
1.3.2 Global Fighting Video Games Consumption Value Market Share by Type in 2023
1.3.3 Free to Play
1.3.4 Pay to Play
1.4 Global Fighting Video Games Market by Application
1.4.1 Overview: Global Fighting Video Games Market Size by Application: 2019 Versus 2023 Versus 2030
1.4.2 Desktop
1.4.3 Notebook
1.4.4 Console
1.4.5 Others
1.5 Global Fighting Video Games Market Size & Forecast
1.6 Global Fighting Video Games Market Size and Forecast by Region
1.6.1 Global Fighting Video Games Market Size by Region: 2019 VS 2023 VS 2030
1.6.2 Global Fighting Video Games Market Size by Region, (2019-2030)
1.6.3 North America Fighting Video Games Market Size and Prospect (2019-2030)
1.6.4 Europe Fighting Video Games Market Size and Prospect (2019-2030)
1.6.5 Asia-Pacific Fighting Video Games Market Size and Prospect (2019-2030)
1.6.6 South America Fighting Video Games Market Size and Prospect (2019-2030)
1.6.7 Middle East and Africa Fighting Video Games Market Size and Prospect (2019-2030)

2 Company Profiles
2.1 NetherRealm Studios
2.1.1 NetherRealm Studios Details
2.1.2 NetherRealm Studios Major Business
2.1.3 NetherRealm Studios Fighting Video Games Product and Solutions
2.1.4 NetherRealm Studios Fighting Video Games Revenue, Gross Margin and Market Share (2019-2024)
2.1.5 NetherRealm Studios Recent Developments and Future Plans
2.2 Team Ninja
2.2.1 Team Ninja Details
2.2.2 Team Ninja Major Business
2.2.3 Team Ninja Fighting Video Games Product and Solutions
2.2.4 Team Ninja Fighting Video Games Revenue, Gross Margin and Market Share (2019-2024)
2.2.5 Team Ninja Recent Developments and Future Plans
2.3 Arc System Works
2.3.1 Arc System Works Details
2.3.2 Arc System Works Major Business
2.3.3 Arc System Works Fighting Video Games Product and Solutions
2.3.4 Arc System Works Fighting Video Games Revenue, Gross Margin and Market Share (2019-2024)
2.3.5 Arc System Works Recent Developments and Future Plans
2.4 SNK
2.4.1 SNK Details
2.4.2 SNK Major Business
2.4.3 SNK Fighting Video Games Product and Solutions
2.4.4 SNK Fighting Video Games Revenue, Gross Margin and Market Share (2019-2024)
2.4.5 SNK Recent Developments and Future Plans
2.5 Rare
2.5.1 Rare Details
2.5.2 Rare Major Business
2.5.3 Rare Fighting Video Games Product and Solutions
2.5.4 Rare Fighting Video Games Revenue, Gross Margin and Market Share (2019-2024)
2.5.5 Rare Recent Developments and Future Plans
2.6 Activision Blizzard
2.6.1 Activision Blizzard Details
2.6.2 Activision Blizzard Major Business
2.6.3 Activision Blizzard Fighting Video Games Product and Solutions
2.6.4 Activision Blizzard Fighting Video Games Revenue, Gross Margin and Market Share (2019-2024)
2.6.5 Activision Blizzard Recent Developments and Future Plans
2.7 2K Games
2.7.1 2K Games Details
2.7.2 2K Games Major Business
2.7.3 2K Games Fighting Video Games Product and Solutions
2.7.4 2K Games Fighting Video Games Revenue, Gross Margin and Market Share (2019-2024)
2.7.5 2K Games Recent Developments and Future Plans
2.8 NINTENDO
2.8.1 NINTENDO Details
2.8.2 NINTENDO Major Business
2.8.3 NINTENDO Fighting Video Games Product and Solutions
2.8.4 NINTENDO Fighting Video Games Revenue, Gross Margin and Market Share (2019-2024)
2.8.5 NINTENDO Recent Developments and Future Plans
2.9 SONY
2.9.1 SONY Details
2.9.2 SONY Major Business
2.9.3 SONY Fighting Video Games Product and Solutions
2.9.4 SONY Fighting Video Games Revenue, Gross Margin and Market Share (2019-2024)
2.9.5 SONY Recent Developments and Future Plans

3 Market Competition, by Players
3.1 Global Fighting Video Games Revenue and Share by Players (2019-2024)
3.2 Market Share Analysis (2023)
3.2.1 Market Share of Fighting Video Games by Company Revenue
3.2.2 Top 3 Fighting Video Games Players Market Share in 2023
3.2.3 Top 6 Fighting Video Games Players Market Share in 2023
3.3 Fighting Video Games Market: Overall Company Footprint Analysis
3.3.1 Fighting Video Games Market: Region Footprint
3.3.2 Fighting Video Games Market: Company Product Type Footprint
3.3.3 Fighting Video Games 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 Fighting Video Games Consumption Value and Market Share by Type (2019-2024)
4.2 Global Fighting Video Games Market Forecast by Type (2025-2030)

5 Market Size Segment by Application
5.1 Global Fighting Video Games Consumption Value Market Share by Application (2019-2024)
5.2 Global Fighting Video Games Market Forecast by Application (2025-2030)

6 North America
6.1 North America Fighting Video Games Consumption Value by Type (2019-2030)
6.2 North America Fighting Video Games Consumption Value by Application (2019-2030)
6.3 North America Fighting Video Games Market Size by Country
6.3.1 North America Fighting Video Games Consumption Value by Country (2019-2030)
6.3.2 United States Fighting Video Games Market Size and Forecast (2019-2030)
6.3.3 Canada Fighting Video Games Market Size and Forecast (2019-2030)
6.3.4 Mexico Fighting Video Games Market Size and Forecast (2019-2030)

7 Europe
7.1 Europe Fighting Video Games Consumption Value by Type (2019-2030)
7.2 Europe Fighting Video Games Consumption Value by Application (2019-2030)
7.3 Europe Fighting Video Games Market Size by Country
7.3.1 Europe Fighting Video Games Consumption Value by Country (2019-2030)
7.3.2 Germany Fighting Video Games Market Size and Forecast (2019-2030)
7.3.3 France Fighting Video Games Market Size and Forecast (2019-2030)
7.3.4 United Kingdom Fighting Video Games Market Size and Forecast (2019-2030)
7.3.5 Russia Fighting Video Games Market Size and Forecast (2019-2030)
7.3.6 Italy Fighting Video Games Market Size and Forecast (2019-2030)

8 Asia-Pacific
8.1 Asia-Pacific Fighting Video Games Consumption Value by Type (2019-2030)
8.2 Asia-Pacific Fighting Video Games Consumption Value by Application (2019-2030)
8.3 Asia-Pacific Fighting Video Games Market Size by Region
8.3.1 Asia-Pacific Fighting Video Games Consumption Value by Region (2019-2030)
8.3.2 China Fighting Video Games Market Size and Forecast (2019-2030)
8.3.3 Japan Fighting Video Games Market Size and Forecast (2019-2030)
8.3.4 South Korea Fighting Video Games Market Size and Forecast (2019-2030)
8.3.5 India Fighting Video Games Market Size and Forecast (2019-2030)
8.3.6 Southeast Asia Fighting Video Games Market Size and Forecast (2019-2030)
8.3.7 Australia Fighting Video Games Market Size and Forecast (2019-2030)

9 South America
9.1 South America Fighting Video Games Consumption Value by Type (2019-2030)
9.2 South America Fighting Video Games Consumption Value by Application (2019-2030)
9.3 South America Fighting Video Games Market Size by Country
9.3.1 South America Fighting Video Games Consumption Value by Country (2019-2030)
9.3.2 Brazil Fighting Video Games Market Size and Forecast (2019-2030)
9.3.3 Argentina Fighting Video Games Market Size and Forecast (2019-2030)

10 Middle East & Africa
10.1 Middle East & Africa Fighting Video Games Consumption Value by Type (2019-2030)
10.2 Middle East & Africa Fighting Video Games Consumption Value by Application (2019-2030)
10.3 Middle East & Africa Fighting Video Games Market Size by Country
10.3.1 Middle East & Africa Fighting Video Games Consumption Value by Country (2019-2030)
10.3.2 Turkey Fighting Video Games Market Size and Forecast (2019-2030)
10.3.3 Saudi Arabia Fighting Video Games Market Size and Forecast (2019-2030)
10.3.4 UAE Fighting Video Games Market Size and Forecast (2019-2030)

11 Market Dynamics
11.1 Fighting Video Games Market Drivers
11.2 Fighting Video Games Market Restraints
11.3 Fighting Video Games 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 Fighting Video Games Industry Chain
12.2 Fighting Video Games Upstream Analysis
12.3 Fighting Video Games Midstream Analysis
12.4 Fighting Video Games Downstream Analysis

13 Research Findings and Conclusion

14 Appendix
14.1 Methodology
14.2 Research Process and Data Source
14.3 Disclaimer
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Table of Figures

List of Tables
Table 1. Global Fighting Video Games Consumption Value by Type, (USD Million), 2019 & 2023 & 2030
Table 2. Global Fighting Video Games Consumption Value by Application, (USD Million), 2019 & 2023 & 2030
Table 3. Global Fighting Video Games Consumption Value by Region (2019-2024) & (USD Million)
Table 4. Global Fighting Video Games Consumption Value by Region (2025-2030) & (USD Million)
Table 5. NetherRealm Studios Company Information, Head Office, and Major Competitors
Table 6. NetherRealm Studios Major Business
Table 7. NetherRealm Studios Fighting Video Games Product and Solutions
Table 8. NetherRealm Studios Fighting Video Games Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 9. NetherRealm Studios Recent Developments and Future Plans
Table 10. Team Ninja Company Information, Head Office, and Major Competitors
Table 11. Team Ninja Major Business
Table 12. Team Ninja Fighting Video Games Product and Solutions
Table 13. Team Ninja Fighting Video Games Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 14. Team Ninja Recent Developments and Future Plans
Table 15. Arc System Works Company Information, Head Office, and Major Competitors
Table 16. Arc System Works Major Business
Table 17. Arc System Works Fighting Video Games Product and Solutions
Table 18. Arc System Works Fighting Video Games Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 19. Arc System Works Recent Developments and Future Plans
Table 20. SNK Company Information, Head Office, and Major Competitors
Table 21. SNK Major Business
Table 22. SNK Fighting Video Games Product and Solutions
Table 23. SNK Fighting Video Games Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 24. SNK Recent Developments and Future Plans
Table 25. Rare Company Information, Head Office, and Major Competitors
Table 26. Rare Major Business
Table 27. Rare Fighting Video Games Product and Solutions
Table 28. Rare Fighting Video Games Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 29. Rare Recent Developments and Future Plans
Table 30. Activision Blizzard Company Information, Head Office, and Major Competitors
Table 31. Activision Blizzard Major Business
Table 32. Activision Blizzard Fighting Video Games Product and Solutions
Table 33. Activision Blizzard Fighting Video Games Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 34. Activision Blizzard Recent Developments and Future Plans
Table 35. 2K Games Company Information, Head Office, and Major Competitors
Table 36. 2K Games Major Business
Table 37. 2K Games Fighting Video Games Product and Solutions
Table 38. 2K Games Fighting Video Games Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 39. 2K Games Recent Developments and Future Plans
Table 40. NINTENDO Company Information, Head Office, and Major Competitors
Table 41. NINTENDO Major Business
Table 42. NINTENDO Fighting Video Games Product and Solutions
Table 43. NINTENDO Fighting Video Games Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 44. NINTENDO Recent Developments and Future Plans
Table 45. SONY Company Information, Head Office, and Major Competitors
Table 46. SONY Major Business
Table 47. SONY Fighting Video Games Product and Solutions
Table 48. SONY Fighting Video Games Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 49. SONY Recent Developments and Future Plans
Table 50. Global Fighting Video Games Revenue (USD Million) by Players (2019-2024)
Table 51. Global Fighting Video Games Revenue Share by Players (2019-2024)
Table 52. Breakdown of Fighting Video Games by Company Type (Tier 1, Tier 2, and Tier 3)
Table 53. Market Position of Players in Fighting Video Games, (Tier 1, Tier 2, and Tier 3), Based on Revenue in 2023
Table 54. Head Office of Key Fighting Video Games Players
Table 55. Fighting Video Games Market: Company Product Type Footprint
Table 56. Fighting Video Games Market: Company Product Application Footprint
Table 57. Fighting Video Games New Market Entrants and Barriers to Market Entry
Table 58. Fighting Video Games Mergers, Acquisition, Agreements, and Collaborations
Table 59. Global Fighting Video Games Consumption Value (USD Million) by Type (2019-2024)
Table 60. Global Fighting Video Games Consumption Value Share by Type (2019-2024)
Table 61. Global Fighting Video Games Consumption Value Forecast by Type (2025-2030)
Table 62. Global Fighting Video Games Consumption Value by Application (2019-2024)
Table 63. Global Fighting Video Games Consumption Value Forecast by Application (2025-2030)
Table 64. North America Fighting Video Games Consumption Value by Type (2019-2024) & (USD Million)
Table 65. North America Fighting Video Games Consumption Value by Type (2025-2030) & (USD Million)
Table 66. North America Fighting Video Games Consumption Value by Application (2019-2024) & (USD Million)
Table 67. North America Fighting Video Games Consumption Value by Application (2025-2030) & (USD Million)
Table 68. North America Fighting Video Games Consumption Value by Country (2019-2024) & (USD Million)
Table 69. North America Fighting Video Games Consumption Value by Country (2025-2030) & (USD Million)
Table 70. Europe Fighting Video Games Consumption Value by Type (2019-2024) & (USD Million)
Table 71. Europe Fighting Video Games Consumption Value by Type (2025-2030) & (USD Million)
Table 72. Europe Fighting Video Games Consumption Value by Application (2019-2024) & (USD Million)
Table 73. Europe Fighting Video Games Consumption Value by Application (2025-2030) & (USD Million)
Table 74. Europe Fighting Video Games Consumption Value by Country (2019-2024) & (USD Million)
Table 75. Europe Fighting Video Games Consumption Value by Country (2025-2030) & (USD Million)
Table 76. Asia-Pacific Fighting Video Games Consumption Value by Type (2019-2024) & (USD Million)
Table 77. Asia-Pacific Fighting Video Games Consumption Value by Type (2025-2030) & (USD Million)
Table 78. Asia-Pacific Fighting Video Games Consumption Value by Application (2019-2024) & (USD Million)
Table 79. Asia-Pacific Fighting Video Games Consumption Value by Application (2025-2030) & (USD Million)
Table 80. Asia-Pacific Fighting Video Games Consumption Value by Region (2019-2024) & (USD Million)
Table 81. Asia-Pacific Fighting Video Games Consumption Value by Region (2025-2030) & (USD Million)
Table 82. South America Fighting Video Games Consumption Value by Type (2019-2024) & (USD Million)
Table 83. South America Fighting Video Games Consumption Value by Type (2025-2030) & (USD Million)
Table 84. South America Fighting Video Games Consumption Value by Application (2019-2024) & (USD Million)
Table 85. South America Fighting Video Games Consumption Value by Application (2025-2030) & (USD Million)
Table 86. South America Fighting Video Games Consumption Value by Country (2019-2024) & (USD Million)
Table 87. South America Fighting Video Games Consumption Value by Country (2025-2030) & (USD Million)
Table 88. Middle East & Africa Fighting Video Games Consumption Value by Type (2019-2024) & (USD Million)
Table 89. Middle East & Africa Fighting Video Games Consumption Value by Type (2025-2030) & (USD Million)
Table 90. Middle East & Africa Fighting Video Games Consumption Value by Application (2019-2024) & (USD Million)
Table 91. Middle East & Africa Fighting Video Games Consumption Value by Application (2025-2030) & (USD Million)
Table 92. Middle East & Africa Fighting Video Games Consumption Value by Country (2019-2024) & (USD Million)
Table 93. Middle East & Africa Fighting Video Games Consumption Value by Country (2025-2030) & (USD Million)
Table 94. Fighting Video Games Raw Material
Table 95. Key Suppliers of Fighting Video Games Raw Materials
List of Figures
Figure 1. Fighting Video Games Picture
Figure 2. Global Fighting Video Games Consumption Value by Type, (USD Million), 2019 & 2023 & 2030
Figure 3. Global Fighting Video Games Consumption Value Market Share by Type in 2023
Figure 4. Free to Play
Figure 5. Pay to Play
Figure 6. Global Fighting Video Games Consumption Value by Type, (USD Million), 2019 & 2023 & 2030
Figure 7. Fighting Video Games Consumption Value Market Share by Application in 2023
Figure 8. Desktop Picture
Figure 9. Notebook Picture
Figure 10. Console Picture
Figure 11. Others Picture
Figure 12. Global Fighting Video Games Consumption Value, (USD Million): 2019 & 2023 & 2030
Figure 13. Global Fighting Video Games Consumption Value and Forecast (2019-2030) & (USD Million)
Figure 14. Global Market Fighting Video Games Consumption Value (USD Million) Comparison by Region (2019 & 2023 & 2030)
Figure 15. Global Fighting Video Games Consumption Value Market Share by Region (2019-2030)
Figure 16. Global Fighting Video Games Consumption Value Market Share by Region in 2023
Figure 17. North America Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 18. Europe Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 19. Asia-Pacific Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 20. South America Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 21. Middle East and Africa Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 22. Global Fighting Video Games Revenue Share by Players in 2023
Figure 23. Fighting Video Games Market Share by Company Type (Tier 1, Tier 2 and Tier 3) in 2023
Figure 24. Global Top 3 Players Fighting Video Games Market Share in 2023
Figure 25. Global Top 6 Players Fighting Video Games Market Share in 2023
Figure 26. Global Fighting Video Games Consumption Value Share by Type (2019-2024)
Figure 27. Global Fighting Video Games Market Share Forecast by Type (2025-2030)
Figure 28. Global Fighting Video Games Consumption Value Share by Application (2019-2024)
Figure 29. Global Fighting Video Games Market Share Forecast by Application (2025-2030)
Figure 30. North America Fighting Video Games Consumption Value Market Share by Type (2019-2030)
Figure 31. North America Fighting Video Games Consumption Value Market Share by Application (2019-2030)
Figure 32. North America Fighting Video Games Consumption Value Market Share by Country (2019-2030)
Figure 33. United States Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 34. Canada Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 35. Mexico Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 36. Europe Fighting Video Games Consumption Value Market Share by Type (2019-2030)
Figure 37. Europe Fighting Video Games Consumption Value Market Share by Application (2019-2030)
Figure 38. Europe Fighting Video Games Consumption Value Market Share by Country (2019-2030)
Figure 39. Germany Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 40. France Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 41. United Kingdom Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 42. Russia Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 43. Italy Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 44. Asia-Pacific Fighting Video Games Consumption Value Market Share by Type (2019-2030)
Figure 45. Asia-Pacific Fighting Video Games Consumption Value Market Share by Application (2019-2030)
Figure 46. Asia-Pacific Fighting Video Games Consumption Value Market Share by Region (2019-2030)
Figure 47. China Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 48. Japan Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 49. South Korea Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 50. India Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 51. Southeast Asia Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 52. Australia Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 53. South America Fighting Video Games Consumption Value Market Share by Type (2019-2030)
Figure 54. South America Fighting Video Games Consumption Value Market Share by Application (2019-2030)
Figure 55. South America Fighting Video Games Consumption Value Market Share by Country (2019-2030)
Figure 56. Brazil Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 57. Argentina Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 58. Middle East and Africa Fighting Video Games Consumption Value Market Share by Type (2019-2030)
Figure 59. Middle East and Africa Fighting Video Games Consumption Value Market Share by Application (2019-2030)
Figure 60. Middle East and Africa Fighting Video Games Consumption Value Market Share by Country (2019-2030)
Figure 61. Turkey Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 62. Saudi Arabia Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 63. UAE Fighting Video Games Consumption Value (2019-2030) & (USD Million)
Figure 64. Fighting Video Games Market Drivers
Figure 65. Fighting Video Games Market Restraints
Figure 66. Fighting Video Games Market Trends
Figure 67. Porters Five Forces Analysis
Figure 68. Manufacturing Cost Structure Analysis of Fighting Video Games in 2023
Figure 69. Manufacturing Process Analysis of Fighting Video Games
Figure 70. Fighting Video Games Industrial Chain
Figure 71. Methodology
Figure 72. Research Process and Data Source
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Research Methodology

Client Requirements

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Review and analyze client requirements

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Discussion of all the project requirements and queries

Flexibility Check

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Project Feasibility Analysis

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Finalizing tentative research programme

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Structuring project proposal with scope, timeline, and costs

Analyzing Market Dynamics

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Determination of key drivers, restraints, challenge, and opportunity

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Identifies market needs and trends

Market Size Estimation & Forecast

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Estimation of historical data based on secondary and primary data

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Anticipating market recast by assigning weightage to market forces (drivers, restraints, opportunities)

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Freezing historical and forecast market size estimations based on evolution, trends, outlook, and strategies

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Consideration of geography, region-specific product/service demand for region segments

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Consideration of product utilization rates, product demand outlook for segments by application or end-user.

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Data Source

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Secondary Source
Data collections from annual reports, presentations,associations, journals, analyst reports, paid database, press releases, blogs, newsletters,and GIR repositories.

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Discussion of all the project requirements and queries

Validation and triangulation of secondary and primary source.

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Collection of data

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Cumulating and collating the essential qualitative and quantitative data

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Generation of report in client requested format by research analysts

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Reviews by expert analysts

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Final quality check

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Clarifying queries

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Receiving feedback

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Ensuring satisfaction

  • yuan01
    liuCheng01

    01 Identification of data

    This step involves identification of several primary and secondary data research sources, including Global Info Research's internal data sources. The primary sources consist of in-depth discussions and interviews with policy makers, industry experts, and data evaluators, whereas secondary sources include a thorough study of market journals, press releases, annual reports, and government and non-government agencies websites.

  • yuan01
    liuCheng01

    02 Evaluation of Market Dynamic

    This phase includes a detailed evaluation of several factors that are likely to affect the market dynamics. It involves a comprehensive assessment of major market pain points, drivers, and trends. It also comprises a detailed study of research plans and methodology.

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    03 Collection of Data

    This process consists of gathering data, accessing proprietary databases, and reaching out to key industry participants that operate in the market across the value chain. It also involves studying several patterns in the historical data and comparing it with the current scenario.

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    04 Collaboration of Data

    This stage involves the validation of data and arrival at actual statistics, and evolution of the market over the years. It entails the study and analyzes various segments and verticals of the market. An impact analysis is also performed to observe which factors will affect the market in the next few years.

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    05 Verification and Analysis

    This is the final stage, which involves both quantity and quality checks. Although the process of data verification is an integral part of the research process, all data points and statistics and figures are re-checked to uphold their authenticity and validity.

btl

Companies Mentioned

NetherRealm Studios
Team Ninja
Arc System Works
SNK
Rare
Activision Blizzard
2K Games
NINTENDO
SONY
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