

The global Two-Player Fighting Game market size was valued at US$ million in 2024 and is forecast to a readjusted size of USD million by 2031 with a CAGR of %during review period.
A two-player fighting game is a fighting game that supports two people to play together on one computer, most of which are based on 2D graphics.
This report is a detailed and comprehensive analysis for global Two-Player Fighting Game 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 Two-Player Fighting Game market size and forecasts, in consumption value ($ Million), 2020-2031
Global Two-Player Fighting Game market size and forecasts by region and country, in consumption value ($ Million), 2020-2031
Global Two-Player Fighting Game market size and forecasts, by Type and by Application, in consumption value ($ Million), 2020-2031
Global Two-Player Fighting Game 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 Two-Player Fighting Game
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 Two-Player Fighting Game 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 Capcom, Namco, Project Soul, Midway Games, Arc System Works, Rare, Atari, Bitmasters, Sega AM2, HAL Laboratory, etc.
This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.
Market segmentation
Two-Player Fighting Game 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
PC
Mobile
Others
Market segment by Application
Internet Cafe
Gaming Room
Family
Others
Market segment by players, this report covers
Capcom
Namco
Project Soul
Midway Games
Arc System Works
Rare
Atari
Bitmasters
Sega AM2
HAL Laboratory
SNK Playmore
NetherRealm Studios
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 Two-Player Fighting Game product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top players of Two-Player Fighting Game, with revenue, gross margin, and global market share of Two-Player Fighting Game from 2020 to 2025.
Chapter 3, the Two-Player Fighting Game 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 Two-Player Fighting Game 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 Two-Player Fighting Game.
Chapter 13, to describe Two-Player Fighting Game research findings and conclusion.
Please Note - This is an on demand report and will be delivered in 2 business days (48 Hours) post payment.
1 Market Overview
1.1 Product Overview and Scope
1.2 Market Estimation Caveats and Base Year
1.3 Classification of Two-Player Fighting Game by Type
1.3.1 Overview: Global Two-Player Fighting Game Market Size by Type: 2020 Versus 2024 Versus 2031
1.3.2 Global Two-Player Fighting Game Consumption Value Market Share by Type in 2024
1.3.3 PC
1.3.4 Mobile
1.3.5 Others
1.4 Global Two-Player Fighting Game Market by Application
1.4.1 Overview: Global Two-Player Fighting Game Market Size by Application: 2020 Versus 2024 Versus 2031
1.4.2 Internet Cafe
1.4.3 Gaming Room
1.4.4 Family
1.4.5 Others
1.5 Global Two-Player Fighting Game Market Size & Forecast
1.6 Global Two-Player Fighting Game Market Size and Forecast by Region
1.6.1 Global Two-Player Fighting Game Market Size by Region: 2020 VS 2024 VS 2031
1.6.2 Global Two-Player Fighting Game Market Size by Region, (2020-2031)
1.6.3 North America Two-Player Fighting Game Market Size and Prospect (2020-2031)
1.6.4 Europe Two-Player Fighting Game Market Size and Prospect (2020-2031)
1.6.5 Asia-Pacific Two-Player Fighting Game Market Size and Prospect (2020-2031)
1.6.6 South America Two-Player Fighting Game Market Size and Prospect (2020-2031)
1.6.7 Middle East & Africa Two-Player Fighting Game Market Size and Prospect (2020-2031)
2 Company Profiles
2.1 Capcom
2.1.1 Capcom Details
2.1.2 Capcom Major Business
2.1.3 Capcom Two-Player Fighting Game Product and Solutions
2.1.4 Capcom Two-Player Fighting Game Revenue, Gross Margin and Market Share (2020-2025)
2.1.5 Capcom Recent Developments and Future Plans
2.2 Namco
2.2.1 Namco Details
2.2.2 Namco Major Business
2.2.3 Namco Two-Player Fighting Game Product and Solutions
2.2.4 Namco Two-Player Fighting Game Revenue, Gross Margin and Market Share (2020-2025)
2.2.5 Namco Recent Developments and Future Plans
2.3 Project Soul
2.3.1 Project Soul Details
2.3.2 Project Soul Major Business
2.3.3 Project Soul Two-Player Fighting Game Product and Solutions
2.3.4 Project Soul Two-Player Fighting Game Revenue, Gross Margin and Market Share (2020-2025)
2.3.5 Project Soul Recent Developments and Future Plans
2.4 Midway Games
2.4.1 Midway Games Details
2.4.2 Midway Games Major Business
2.4.3 Midway Games Two-Player Fighting Game Product and Solutions
2.4.4 Midway Games Two-Player Fighting Game Revenue, Gross Margin and Market Share (2020-2025)
2.4.5 Midway Games Recent Developments and Future Plans
2.5 Arc System Works
2.5.1 Arc System Works Details
2.5.2 Arc System Works Major Business
2.5.3 Arc System Works Two-Player Fighting Game Product and Solutions
2.5.4 Arc System Works Two-Player Fighting Game Revenue, Gross Margin and Market Share (2020-2025)
2.5.5 Arc System Works Recent Developments and Future Plans
2.6 Rare
2.6.1 Rare Details
2.6.2 Rare Major Business
2.6.3 Rare Two-Player Fighting Game Product and Solutions
2.6.4 Rare Two-Player Fighting Game Revenue, Gross Margin and Market Share (2020-2025)
2.6.5 Rare Recent Developments and Future Plans
2.7 Atari
2.7.1 Atari Details
2.7.2 Atari Major Business
2.7.3 Atari Two-Player Fighting Game Product and Solutions
2.7.4 Atari Two-Player Fighting Game Revenue, Gross Margin and Market Share (2020-2025)
2.7.5 Atari Recent Developments and Future Plans
2.8 Bitmasters
2.8.1 Bitmasters Details
2.8.2 Bitmasters Major Business
2.8.3 Bitmasters Two-Player Fighting Game Product and Solutions
2.8.4 Bitmasters Two-Player Fighting Game Revenue, Gross Margin and Market Share (2020-2025)
2.8.5 Bitmasters Recent Developments and Future Plans
2.9 Sega AM2
2.9.1 Sega AM2 Details
2.9.2 Sega AM2 Major Business
2.9.3 Sega AM2 Two-Player Fighting Game Product and Solutions
2.9.4 Sega AM2 Two-Player Fighting Game Revenue, Gross Margin and Market Share (2020-2025)
2.9.5 Sega AM2 Recent Developments and Future Plans
2.10 HAL Laboratory
2.10.1 HAL Laboratory Details
2.10.2 HAL Laboratory Major Business
2.10.3 HAL Laboratory Two-Player Fighting Game Product and Solutions
2.10.4 HAL Laboratory Two-Player Fighting Game Revenue, Gross Margin and Market Share (2020-2025)
2.10.5 HAL Laboratory Recent Developments and Future Plans
2.11 SNK Playmore
2.11.1 SNK Playmore Details
2.11.2 SNK Playmore Major Business
2.11.3 SNK Playmore Two-Player Fighting Game Product and Solutions
2.11.4 SNK Playmore Two-Player Fighting Game Revenue, Gross Margin and Market Share (2020-2025)
2.11.5 SNK Playmore Recent Developments and Future Plans
2.12 NetherRealm Studios
2.12.1 NetherRealm Studios Details
2.12.2 NetherRealm Studios Major Business
2.12.3 NetherRealm Studios Two-Player Fighting Game Product and Solutions
2.12.4 NetherRealm Studios Two-Player Fighting Game Revenue, Gross Margin and Market Share (2020-2025)
2.12.5 NetherRealm Studios Recent Developments and Future Plans
3 Market Competition, by Players
3.1 Global Two-Player Fighting Game Revenue and Share by Players (2020-2025)
3.2 Market Share Analysis (2024)
3.2.1 Market Share of Two-Player Fighting Game by Company Revenue
3.2.2 Top 3 Two-Player Fighting Game Players Market Share in 2024
3.2.3 Top 6 Two-Player Fighting Game Players Market Share in 2024
3.3 Two-Player Fighting Game Market: Overall Company Footprint Analysis
3.3.1 Two-Player Fighting Game Market: Region Footprint
3.3.2 Two-Player Fighting Game Market: Company Product Type Footprint
3.3.3 Two-Player Fighting Game 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 Two-Player Fighting Game Consumption Value and Market Share by Type (2020-2025)
4.2 Global Two-Player Fighting Game Market Forecast by Type (2026-2031)
5 Market Size Segment by Application
5.1 Global Two-Player Fighting Game Consumption Value Market Share by Application (2020-2025)
5.2 Global Two-Player Fighting Game Market Forecast by Application (2026-2031)
6 North America
6.1 North America Two-Player Fighting Game Consumption Value by Type (2020-2031)
6.2 North America Two-Player Fighting Game Market Size by Application (2020-2031)
6.3 North America Two-Player Fighting Game Market Size by Country
6.3.1 North America Two-Player Fighting Game Consumption Value by Country (2020-2031)
6.3.2 United States Two-Player Fighting Game Market Size and Forecast (2020-2031)
6.3.3 Canada Two-Player Fighting Game Market Size and Forecast (2020-2031)
6.3.4 Mexico Two-Player Fighting Game Market Size and Forecast (2020-2031)
7 Europe
7.1 Europe Two-Player Fighting Game Consumption Value by Type (2020-2031)
7.2 Europe Two-Player Fighting Game Consumption Value by Application (2020-2031)
7.3 Europe Two-Player Fighting Game Market Size by Country
7.3.1 Europe Two-Player Fighting Game Consumption Value by Country (2020-2031)
7.3.2 Germany Two-Player Fighting Game Market Size and Forecast (2020-2031)
7.3.3 France Two-Player Fighting Game Market Size and Forecast (2020-2031)
7.3.4 United Kingdom Two-Player Fighting Game Market Size and Forecast (2020-2031)
7.3.5 Russia Two-Player Fighting Game Market Size and Forecast (2020-2031)
7.3.6 Italy Two-Player Fighting Game Market Size and Forecast (2020-2031)
8 Asia-Pacific
8.1 Asia-Pacific Two-Player Fighting Game Consumption Value by Type (2020-2031)
8.2 Asia-Pacific Two-Player Fighting Game Consumption Value by Application (2020-2031)
8.3 Asia-Pacific Two-Player Fighting Game Market Size by Region
8.3.1 Asia-Pacific Two-Player Fighting Game Consumption Value by Region (2020-2031)
8.3.2 China Two-Player Fighting Game Market Size and Forecast (2020-2031)
8.3.3 Japan Two-Player Fighting Game Market Size and Forecast (2020-2031)
8.3.4 South Korea Two-Player Fighting Game Market Size and Forecast (2020-2031)
8.3.5 India Two-Player Fighting Game Market Size and Forecast (2020-2031)
8.3.6 Southeast Asia Two-Player Fighting Game Market Size and Forecast (2020-2031)
8.3.7 Australia Two-Player Fighting Game Market Size and Forecast (2020-2031)
9 South America
9.1 South America Two-Player Fighting Game Consumption Value by Type (2020-2031)
9.2 South America Two-Player Fighting Game Consumption Value by Application (2020-2031)
9.3 South America Two-Player Fighting Game Market Size by Country
9.3.1 South America Two-Player Fighting Game Consumption Value by Country (2020-2031)
9.3.2 Brazil Two-Player Fighting Game Market Size and Forecast (2020-2031)
9.3.3 Argentina Two-Player Fighting Game Market Size and Forecast (2020-2031)
10 Middle East & Africa
10.1 Middle East & Africa Two-Player Fighting Game Consumption Value by Type (2020-2031)
10.2 Middle East & Africa Two-Player Fighting Game Consumption Value by Application (2020-2031)
10.3 Middle East & Africa Two-Player Fighting Game Market Size by Country
10.3.1 Middle East & Africa Two-Player Fighting Game Consumption Value by Country (2020-2031)
10.3.2 Turkey Two-Player Fighting Game Market Size and Forecast (2020-2031)
10.3.3 Saudi Arabia Two-Player Fighting Game Market Size and Forecast (2020-2031)
10.3.4 UAE Two-Player Fighting Game Market Size and Forecast (2020-2031)
11 Market Dynamics
11.1 Two-Player Fighting Game Market Drivers
11.2 Two-Player Fighting Game Market Restraints
11.3 Two-Player Fighting Game 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 Two-Player Fighting Game Industry Chain
12.2 Two-Player Fighting Game Upstream Analysis
12.3 Two-Player Fighting Game Midstream Analysis
12.4 Two-Player Fighting Game Downstream Analysis
13 Research Findings and Conclusion
14 Appendix
14.1 Methodology
14.2 Research Process and Data Source
14.3 Disclaimer
Capcom
Namco
Project Soul
Midway Games
Arc System Works
Rare
Atari
Bitmasters
Sega AM2
HAL Laboratory
SNK Playmore
NetherRealm Studios
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*If Applicable.