
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.
Highlights
The global Casual Fighting Game market was valued at US$ million in 2022 and is anticipated to reach US$ million by 2029, witnessing a CAGR of % during the forecast period 2023-2029. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
North American market for Casual Fighting Game is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
Asia-Pacific market for Casual Fighting Game is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
The global market for Casual Fighting Game in Internet Cafe is estimated to increase from $ million in 2023 to $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
The key global companies of Casual Fighting Game include Capcom, Namco, Project Soul, Midway Games, Arc System Works, Rare, Atari, Bitmasters and Sega AM2, etc. In 2022, the world's top three vendors accounted for approximately % of the revenue.
Report Scope
This report aims to provide a comprehensive presentation of the global market for Casual Fighting Game, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Casual Fighting Game.
The Casual Fighting Game market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2022 as the base year, with history and forecast data for the period from 2018 to 2029. This report segments the global Casual Fighting Game market comprehensively. Regional market sizes, concerning products by type, by application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Casual Fighting Game companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, by type, by application, and by regions.
By Company
Capcom
Namco
Project Soul
Midway Games
Arc System Works
Rare
Atari
Bitmasters
Sega AM2
HAL Laboratory
SNK Playmore
NetherRealm Studios
Segment by Type
PC
Mobile
Others
Segment by Application
Internet Cafe
Gaming Room
Family
Others
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Core Chapters
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Casual Fighting Game companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the key companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Casual Fighting Game Market Size Growth Rate by Type: 2018 VS 2022 VS 2029
1.2.2 PC
1.2.3 Mobile
1.2.4 Others
1.3 Market by Application
1.3.1 Global Casual Fighting Game Market Growth by Application: 2018 VS 2022 VS 2029
1.3.2 Internet Cafe
1.3.3 Gaming Room
1.3.4 Family
1.3.5 Others
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Casual Fighting Game Market Perspective (2018-2029)
2.2 Casual Fighting Game Growth Trends by Region
2.2.1 Global Casual Fighting Game Market Size by Region: 2018 VS 2022 VS 2029
2.2.2 Casual Fighting Game Historic Market Size by Region (2018-2023)
2.2.3 Casual Fighting Game Forecasted Market Size by Region (2024-2029)
2.3 Casual Fighting Game Market Dynamics
2.3.1 Casual Fighting Game Industry Trends
2.3.2 Casual Fighting Game Market Drivers
2.3.3 Casual Fighting Game Market Challenges
2.3.4 Casual Fighting Game Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Casual Fighting Game Players by Revenue
3.1.1 Global Top Casual Fighting Game Players by Revenue (2018-2023)
3.1.2 Global Casual Fighting Game Revenue Market Share by Players (2018-2023)
3.2 Global Casual Fighting Game Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Casual Fighting Game Revenue
3.4 Global Casual Fighting Game Market Concentration Ratio
3.4.1 Global Casual Fighting Game Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Casual Fighting Game Revenue in 2022
3.5 Casual Fighting Game Key Players Head office and Area Served
3.6 Key Players Casual Fighting Game Product Solution and Service
3.7 Date of Enter into Casual Fighting Game Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Casual Fighting Game Breakdown Data by Type
4.1 Global Casual Fighting Game Historic Market Size by Type (2018-2023)
4.2 Global Casual Fighting Game Forecasted Market Size by Type (2024-2029)
5 Casual Fighting Game Breakdown Data by Application
5.1 Global Casual Fighting Game Historic Market Size by Application (2018-2023)
5.2 Global Casual Fighting Game Forecasted Market Size by Application (2024-2029)
6 North America
6.1 North America Casual Fighting Game Market Size (2018-2029)
6.2 North America Casual Fighting Game Market Growth Rate by Country: 2018 VS 2022 VS 2029
6.3 North America Casual Fighting Game Market Size by Country (2018-2023)
6.4 North America Casual Fighting Game Market Size by Country (2024-2029)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Casual Fighting Game Market Size (2018-2029)
7.2 Europe Casual Fighting Game Market Growth Rate by Country: 2018 VS 2022 VS 2029
7.3 Europe Casual Fighting Game Market Size by Country (2018-2023)
7.4 Europe Casual Fighting Game Market Size by Country (2024-2029)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Casual Fighting Game Market Size (2018-2029)
8.2 Asia-Pacific Casual Fighting Game Market Growth Rate by Region: 2018 VS 2022 VS 2029
8.3 Asia-Pacific Casual Fighting Game Market Size by Region (2018-2023)
8.4 Asia-Pacific Casual Fighting Game Market Size by Region (2024-2029)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Casual Fighting Game Market Size (2018-2029)
9.2 Latin America Casual Fighting Game Market Growth Rate by Country: 2018 VS 2022 VS 2029
9.3 Latin America Casual Fighting Game Market Size by Country (2018-2023)
9.4 Latin America Casual Fighting Game Market Size by Country (2024-2029)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Casual Fighting Game Market Size (2018-2029)
10.2 Middle East & Africa Casual Fighting Game Market Growth Rate by Country: 2018 VS 2022 VS 2029
10.3 Middle East & Africa Casual Fighting Game Market Size by Country (2018-2023)
10.4 Middle East & Africa Casual Fighting Game Market Size by Country (2024-2029)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Capcom
11.1.1 Capcom Company Detail
11.1.2 Capcom Business Overview
11.1.3 Capcom Casual Fighting Game Introduction
11.1.4 Capcom Revenue in Casual Fighting Game Business (2018-2023)
11.1.5 Capcom Recent Development
11.2 Namco
11.2.1 Namco Company Detail
11.2.2 Namco Business Overview
11.2.3 Namco Casual Fighting Game Introduction
11.2.4 Namco Revenue in Casual Fighting Game Business (2018-2023)
11.2.5 Namco Recent Development
11.3 Project Soul
11.3.1 Project Soul Company Detail
11.3.2 Project Soul Business Overview
11.3.3 Project Soul Casual Fighting Game Introduction
11.3.4 Project Soul Revenue in Casual Fighting Game Business (2018-2023)
11.3.5 Project Soul Recent Development
11.4 Midway Games
11.4.1 Midway Games Company Detail
11.4.2 Midway Games Business Overview
11.4.3 Midway Games Casual Fighting Game Introduction
11.4.4 Midway Games Revenue in Casual Fighting Game Business (2018-2023)
11.4.5 Midway Games Recent Development
11.5 Arc System Works
11.5.1 Arc System Works Company Detail
11.5.2 Arc System Works Business Overview
11.5.3 Arc System Works Casual Fighting Game Introduction
11.5.4 Arc System Works Revenue in Casual Fighting Game Business (2018-2023)
11.5.5 Arc System Works Recent Development
11.6 Rare
11.6.1 Rare Company Detail
11.6.2 Rare Business Overview
11.6.3 Rare Casual Fighting Game Introduction
11.6.4 Rare Revenue in Casual Fighting Game Business (2018-2023)
11.6.5 Rare Recent Development
11.7 Atari
11.7.1 Atari Company Detail
11.7.2 Atari Business Overview
11.7.3 Atari Casual Fighting Game Introduction
11.7.4 Atari Revenue in Casual Fighting Game Business (2018-2023)
11.7.5 Atari Recent Development
11.8 Bitmasters
11.8.1 Bitmasters Company Detail
11.8.2 Bitmasters Business Overview
11.8.3 Bitmasters Casual Fighting Game Introduction
11.8.4 Bitmasters Revenue in Casual Fighting Game Business (2018-2023)
11.8.5 Bitmasters Recent Development
11.9 Sega AM2
11.9.1 Sega AM2 Company Detail
11.9.2 Sega AM2 Business Overview
11.9.3 Sega AM2 Casual Fighting Game Introduction
11.9.4 Sega AM2 Revenue in Casual Fighting Game Business (2018-2023)
11.9.5 Sega AM2 Recent Development
11.10 HAL Laboratory
11.10.1 HAL Laboratory Company Detail
11.10.2 HAL Laboratory Business Overview
11.10.3 HAL Laboratory Casual Fighting Game Introduction
11.10.4 HAL Laboratory Revenue in Casual Fighting Game Business (2018-2023)
11.10.5 HAL Laboratory Recent Development
11.11 SNK Playmore
11.11.1 SNK Playmore Company Detail
11.11.2 SNK Playmore Business Overview
11.11.3 SNK Playmore Casual Fighting Game Introduction
11.11.4 SNK Playmore Revenue in Casual Fighting Game Business (2018-2023)
11.11.5 SNK Playmore Recent Development
11.12 NetherRealm Studios
11.12.1 NetherRealm Studios Company Detail
11.12.2 NetherRealm Studios Business Overview
11.12.3 NetherRealm Studios Casual Fighting Game Introduction
11.12.4 NetherRealm Studios Revenue in Casual Fighting Game Business (2018-2023)
11.12.5 NetherRealm Studios Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
Capcom
Namco
Project Soul
Midway Games
Arc System Works
Rare
Atari
Bitmasters
Sega AM2
HAL Laboratory
SNK Playmore
NetherRealm Studios
Ìý
Ìý
*If Applicable.
