
The global market for Two-Player Fighting Game was valued at US$ million in the year 2024 and is projected to reach a revised size of US$ million by 2031, growing at a CAGR of %during the forecast 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.
North American market for Two-Player Fighting Game is estimated to increase from $ million in 2024 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.
Asia-Pacific market for Two-Player Fighting Game is estimated to increase from $ million in 2024 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.
The global market for Two-Player Fighting Game in Internet Cafe is estimated to increase from $ million in 2024 to $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.
The major global companies of Two-Player Fighting Game include Capcom, Namco, Project Soul, Midway Games, Arc System Works, Rare, Atari, Bitmasters, Sega AM2, HAL Laboratory, etc. In 2024, the world's top three vendors accounted for approximately % of the revenue.
This report aims to provide a comprehensive presentation of the global market for Two-Player 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 Two-Player Fighting Game.
The Two-Player Fighting Game market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. This report segments the global Two-Player 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 Two-Player 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.
Market Segmentation
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
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Rest of Europe
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by 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 Two-Player Fighting Game company 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 main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
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1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Two-Player Fighting Game Market Size Growth Rate by Type: 2020 VS 2024 VS 2031
1.2.2 PC
1.2.3 Mobile
1.2.4 Others
1.3 Market by Application
1.3.1 Global Two-Player Fighting Game Market Growth by Application: 2020 VS 2024 VS 2031
1.3.2 Internet Cafe
1.3.3 Gaming Room
1.3.4 Family
1.3.5 Others
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Two-Player Fighting Game Market Perspective (2020-2031)
2.2 Global Two-Player Fighting Game Growth Trends by Region
2.2.1 Global Two-Player Fighting Game Market Size by Region: 2020 VS 2024 VS 2031
2.2.2 Two-Player Fighting Game Historic Market Size by Region (2020-2025)
2.2.3 Two-Player Fighting Game Forecasted Market Size by Region (2026-2031)
2.3 Two-Player Fighting Game Market Dynamics
2.3.1 Two-Player Fighting Game Industry Trends
2.3.2 Two-Player Fighting Game Market Drivers
2.3.3 Two-Player Fighting Game Market Challenges
2.3.4 Two-Player Fighting Game Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Two-Player Fighting Game Players by Revenue
3.1.1 Global Top Two-Player Fighting Game Players by Revenue (2020-2025)
3.1.2 Global Two-Player Fighting Game Revenue Market Share by Players (2020-2025)
3.2 Global Two-Player Fighting Game Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players Ranking by Two-Player Fighting Game Revenue
3.4 Global Two-Player Fighting Game Market Concentration Ratio
3.4.1 Global Two-Player Fighting Game Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Two-Player Fighting Game Revenue in 2024
3.5 Global Key Players of Two-Player Fighting Game Head office and Area Served
3.6 Global Key Players of Two-Player Fighting Game, Product and Application
3.7 Global Key Players of Two-Player Fighting Game, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 Two-Player Fighting Game Breakdown Data by Type
4.1 Global Two-Player Fighting Game Historic Market Size by Type (2020-2025)
4.2 Global Two-Player Fighting Game Forecasted Market Size by Type (2026-2031)
5 Two-Player Fighting Game Breakdown Data by Application
5.1 Global Two-Player Fighting Game Historic Market Size by Application (2020-2025)
5.2 Global Two-Player Fighting Game Forecasted Market Size by Application (2026-2031)
6 North America
6.1 North America Two-Player Fighting Game Market Size (2020-2031)
6.2 North America Two-Player Fighting Game Market Growth Rate by Country: 2020 VS 2024 VS 2031
6.3 North America Two-Player Fighting Game Market Size by Country (2020-2025)
6.4 North America Two-Player Fighting Game Market Size by Country (2026-2031)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Two-Player Fighting Game Market Size (2020-2031)
7.2 Europe Two-Player Fighting Game Market Growth Rate by Country: 2020 VS 2024 VS 2031
7.3 Europe Two-Player Fighting Game Market Size by Country (2020-2025)
7.4 Europe Two-Player Fighting Game Market Size by Country (2026-2031)
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 Two-Player Fighting Game Market Size (2020-2031)
8.2 Asia-Pacific Two-Player Fighting Game Market Growth Rate by Region: 2020 VS 2024 VS 2031
8.3 Asia-Pacific Two-Player Fighting Game Market Size by Region (2020-2025)
8.4 Asia-Pacific Two-Player Fighting Game Market Size by Region (2026-2031)
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 Two-Player Fighting Game Market Size (2020-2031)
9.2 Latin America Two-Player Fighting Game Market Growth Rate by Country: 2020 VS 2024 VS 2031
9.3 Latin America Two-Player Fighting Game Market Size by Country (2020-2025)
9.4 Latin America Two-Player Fighting Game Market Size by Country (2026-2031)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Two-Player Fighting Game Market Size (2020-2031)
10.2 Middle East & Africa Two-Player Fighting Game Market Growth Rate by Country: 2020 VS 2024 VS 2031
10.3 Middle East & Africa Two-Player Fighting Game Market Size by Country (2020-2025)
10.4 Middle East & Africa Two-Player Fighting Game Market Size by Country (2026-2031)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Capcom
11.1.1 Capcom Company Details
11.1.2 Capcom Business Overview
11.1.3 Capcom Two-Player Fighting Game Introduction
11.1.4 Capcom Revenue in Two-Player Fighting Game Business (2020-2025)
11.1.5 Capcom Recent Development
11.2 Namco
11.2.1 Namco Company Details
11.2.2 Namco Business Overview
11.2.3 Namco Two-Player Fighting Game Introduction
11.2.4 Namco Revenue in Two-Player Fighting Game Business (2020-2025)
11.2.5 Namco Recent Development
11.3 Project Soul
11.3.1 Project Soul Company Details
11.3.2 Project Soul Business Overview
11.3.3 Project Soul Two-Player Fighting Game Introduction
11.3.4 Project Soul Revenue in Two-Player Fighting Game Business (2020-2025)
11.3.5 Project Soul Recent Development
11.4 Midway Games
11.4.1 Midway Games Company Details
11.4.2 Midway Games Business Overview
11.4.3 Midway Games Two-Player Fighting Game Introduction
11.4.4 Midway Games Revenue in Two-Player Fighting Game Business (2020-2025)
11.4.5 Midway Games Recent Development
11.5 Arc System Works
11.5.1 Arc System Works Company Details
11.5.2 Arc System Works Business Overview
11.5.3 Arc System Works Two-Player Fighting Game Introduction
11.5.4 Arc System Works Revenue in Two-Player Fighting Game Business (2020-2025)
11.5.5 Arc System Works Recent Development
11.6 Rare
11.6.1 Rare Company Details
11.6.2 Rare Business Overview
11.6.3 Rare Two-Player Fighting Game Introduction
11.6.4 Rare Revenue in Two-Player Fighting Game Business (2020-2025)
11.6.5 Rare Recent Development
11.7 Atari
11.7.1 Atari Company Details
11.7.2 Atari Business Overview
11.7.3 Atari Two-Player Fighting Game Introduction
11.7.4 Atari Revenue in Two-Player Fighting Game Business (2020-2025)
11.7.5 Atari Recent Development
11.8 Bitmasters
11.8.1 Bitmasters Company Details
11.8.2 Bitmasters Business Overview
11.8.3 Bitmasters Two-Player Fighting Game Introduction
11.8.4 Bitmasters Revenue in Two-Player Fighting Game Business (2020-2025)
11.8.5 Bitmasters Recent Development
11.9 Sega AM2
11.9.1 Sega AM2 Company Details
11.9.2 Sega AM2 Business Overview
11.9.3 Sega AM2 Two-Player Fighting Game Introduction
11.9.4 Sega AM2 Revenue in Two-Player Fighting Game Business (2020-2025)
11.9.5 Sega AM2 Recent Development
11.10 HAL Laboratory
11.10.1 HAL Laboratory Company Details
11.10.2 HAL Laboratory Business Overview
11.10.3 HAL Laboratory Two-Player Fighting Game Introduction
11.10.4 HAL Laboratory Revenue in Two-Player Fighting Game Business (2020-2025)
11.10.5 HAL Laboratory Recent Development
11.11 SNK Playmore
11.11.1 SNK Playmore Company Details
11.11.2 SNK Playmore Business Overview
11.11.3 SNK Playmore Two-Player Fighting Game Introduction
11.11.4 SNK Playmore Revenue in Two-Player Fighting Game Business (2020-2025)
11.11.5 SNK Playmore Recent Development
11.12 NetherRealm Studios
11.12.1 NetherRealm Studios Company Details
11.12.2 NetherRealm Studios Business Overview
11.12.3 NetherRealm Studios Two-Player Fighting Game Introduction
11.12.4 NetherRealm Studios Revenue in Two-Player Fighting Game Business (2020-2025)
11.12.5 NetherRealm Studios Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.1.1 Research Programs/Design
13.1.1.2 Market Size Estimation
13.1.1.3 Market Breakdown and Data Triangulation
13.1.2 Data Source
13.1.2.1 Secondary Sources
13.1.2.2 Primary Sources
13.2 Author Details
13.3 Disclaimer
Capcom
Namco
Project Soul
Midway Games
Arc System Works
Rare
Atari
Bitmasters
Sega AM2
HAL Laboratory
SNK Playmore
NetherRealm Studios
Ìý
Ìý
*If Applicable.
