The latest research study released by Market IntelliX evaluates market size and forecasts of 2D Fighting Games in Global, including the following market information:
Global 2D Fighting Games Market Revenue, 2017-2022, 2023-2028, ($ millions)
Global top five companies in 2021 (%)
The global 2D Fighting Games market was valued at million in 2021 and is projected to reach US$ million by 2028, at a CAGR of % during the forecast period 2022-2028.
The U.S. Market is Estimated at $ Million in 2021, While China is Forecast to Reach $ Million by 2028.
Stand-alone Game Segment to Reach $ Million by 2028, with a % CAGR in next six years.
The global key manufacturers of 2D Fighting Games include Nintendo, Namco, WB Games, Sega, Capcom, Koei Tecmo, SNK Playmore, Autumn Games and Arc System Works. etc. In 2021, the global top five players have a share approximately % in terms of revenue.
MI has surveyed the 2D Fighting Games companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Market Segmentations:
Global 2D Fighting Games Market, by Type, 2017-2022, 2023-2028 ($ millions)
Global 2D Fighting Games Market Segment Percentages, by Type, 2021 (%)
Stand-alone Game
Online Game
Global 2D Fighting Games Market, by Application, 2017-2022, 2023-2028 ($ millions)
Global 2D Fighting Games Market Segment Percentages, by Application, 2021 (%)
PC
Mobile Phone
Tablet
Gaming Console
Global 2D Fighting Games Market, By Region and Country, 2017-2022, 2023-2028 ($ Millions)
Global 2D Fighting Games Market Segment Percentages, By Region and Country, 2021 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies 2D Fighting Games revenues in global market, 2017-2022 (estimated), ($ millions)
Key companies 2D Fighting Games revenues share in global market, 2021 (%)
The report presents profiles of competitors in the market, Some of the prominent key players covered:
Nintendo
Namco
WB Games
Sega
Capcom
Koei Tecmo
SNK Playmore
Autumn Games
Arc System Works
Key Takeaways from this Report
Evaluate market potential through analyzing growth rates (CAGR %), Volume (Units) and Value ($M) data given at country level – for product types, end use applications and by different industry verticals.
Understand the different dynamics influencing the market – key driving factors, challenges and hidden opportunities.
Get in-depth insights on your competitor performance – market shares, strategies, financial benchmarking, product benchmarking, SWOT and more.
Analyze the sales and distribution channels across key geographies to improve top-line revenues.
Understand the industry supply chain with a deep-dive on the value augmentation at each step, in order to optimize value and bring efficiencies in your processes.
Get a quick outlook on the market entropy – M&A’s, deals, partnerships, product launches of all key players for the past 4 years.
Evaluate the supply-demand gaps, import-export statistics and regulatory landscape for more than top 20 countries globally for the market.
1 Introduction to Research & Analysis Reports
1.1 2D Fighting Games Market Definition
1.2 Market Segments
1.2.1 Market by Type
1.2.2 Market by Application
1.3 Global 2D Fighting Games Market Overview
1.4 Features & Benefits of This Report
1.5 Methodology & Sources of Information
1.5.1 Research Methodology
1.5.2 Research Process
1.5.3 Base Year
1.5.4 Report Assumptions & Caveats
2 Global 2D Fighting Games Overall Market Size
2.1 Global 2D Fighting Games Market Size: 2021 VS 2028
2.2 Global 2D Fighting Games Market Size, Prospects & Forecasts: 2017-2028
2.3 Key Market Trends, Opportunity, Drivers and Restraints
2.3.1 Market Opportunities & Trends
2.3.2 Market Drivers
2.3.3 Market Restraints
3 Company Landscape
3.1 Top 2D Fighting Games Players in Global Market
3.2 Top Global 2D Fighting Games Companies Ranked by Revenue
3.3 Global 2D Fighting Games Revenue by Companies
3.4 Top 3 and Top 5 2D Fighting Games Companies in Global Market, by Revenue in 2021
3.5 Global Companies 2D Fighting Games Product Type
3.6 Tier 1, Tier 2 and Tier 3 2D Fighting Games Players in Global Market
3.6.1 List of Global Tier 1 2D Fighting Games Companies
3.6.2 List of Global Tier 2 and Tier 3 2D Fighting Games Companies
4 Market Sights by Product
4.1 Overview
4.1.1 by Type - Global 2D Fighting Games Market Size Markets, 2021 & 2028
4.1.2 Stand-alone Game
4.1.3 Online Game
4.2 By Type - Global 2D Fighting Games Revenue & Forecasts
4.2.1 By Type - Global 2D Fighting Games Revenue, 2017-2022
4.2.2 By Type - Global 2D Fighting Games Revenue, 2023-2028
4.2.3 By Type - Global 2D Fighting Games Revenue Market Share, 2017-2028
5 Sights by Application
5.1 Overview
5.1.1 By Application - Global 2D Fighting Games Market Size, 2021 & 2028
5.1.2 PC
5.1.3 Mobile Phone
5.1.4 Tablet
5.1.5 Gaming Console
5.2 By Application - Global 2D Fighting Games Revenue & Forecasts
5.2.1 By Application - Global 2D Fighting Games Revenue, 2017-2022
5.2.2 By Application - Global 2D Fighting Games Revenue, 2023-2028
5.2.3 By Application - Global 2D Fighting Games Revenue Market Share, 2017-2028
6 Sights by Region
6.1 By Region - Global 2D Fighting Games Market Size, 2021 & 2028
6.2 By Region - Global 2D Fighting Games Revenue & Forecasts
6.2.1 By Region - Global 2D Fighting Games Revenue, 2017-2022
6.2.2 By Region - Global 2D Fighting Games Revenue, 2023-2028
6.2.3 By Region - Global 2D Fighting Games Revenue Market Share, 2017-2028
6.3 North America
6.3.1 By Country - North America 2D Fighting Games Revenue, 2017-2028
6.3.2 US 2D Fighting Games Market Size, 2017-2028
6.3.3 Canada 2D Fighting Games Market Size, 2017-2028
6.3.4 Mexico 2D Fighting Games Market Size, 2017-2028
6.4 Europe
6.4.1 By Country - Europe 2D Fighting Games Revenue, 2017-2028
6.4.2 Germany 2D Fighting Games Market Size, 2017-2028
6.4.3 France 2D Fighting Games Market Size, 2017-2028
6.4.4 U.K. 2D Fighting Games Market Size, 2017-2028
6.4.5 Italy 2D Fighting Games Market Size, 2017-2028
6.4.6 Russia 2D Fighting Games Market Size, 2017-2028
6.4.7 Nordic Countries 2D Fighting Games Market Size, 2017-2028
6.4.8 Benelux 2D Fighting Games Market Size, 2017-2028
6.5 Asia
6.5.1 By Region - Asia 2D Fighting Games Revenue, 2017-2028
6.5.2 China 2D Fighting Games Market Size, 2017-2028
6.5.3 Japan 2D Fighting Games Market Size, 2017-2028
6.5.4 South Korea 2D Fighting Games Market Size, 2017-2028
6.5.5 Southeast Asia 2D Fighting Games Market Size, 2017-2028
6.5.6 India 2D Fighting Games Market Size, 2017-2028
6.6 South America
6.6.1 By Country - South America 2D Fighting Games Revenue, 2017-2028
6.6.2 Brazil 2D Fighting Games Market Size, 2017-2028
6.6.3 Argentina 2D Fighting Games Market Size, 2017-2028
6.7 Middle East & Africa
6.7.1 By Country - Middle East & Africa 2D Fighting Games Revenue, 2017-2028
6.7.2 Turkey 2D Fighting Games Market Size, 2017-2028
6.7.3 Israel 2D Fighting Games Market Size, 2017-2028
6.7.4 Saudi Arabia 2D Fighting Games Market Size, 2017-2028
6.7.5 UAE 2D Fighting Games Market Size, 2017-2028
7 Players Profiles
7.1 Nintendo
7.1.1 Nintendo Corporate Summary
7.1.2 Nintendo Business Overview
7.1.3 Nintendo 2D Fighting Games Major Product Offerings
7.1.4 Nintendo 2D Fighting Games Revenue in Global Market (2017-2022)
7.1.5 Nintendo Key News
7.2 Namco
7.2.1 Namco Corporate Summary
7.2.2 Namco Business Overview
7.2.3 Namco 2D Fighting Games Major Product Offerings
7.2.4 Namco 2D Fighting Games Revenue in Global Market (2017-2022)
7.2.5 Namco Key News
7.3 WB Games
7.3.1 WB Games Corporate Summary
7.3.2 WB Games Business Overview
7.3.3 WB Games 2D Fighting Games Major Product Offerings
7.3.4 WB Games 2D Fighting Games Revenue in Global Market (2017-2022)
7.3.5 WB Games Key News
7.4 Sega
7.4.1 Sega Corporate Summary
7.4.2 Sega Business Overview
7.4.3 Sega 2D Fighting Games Major Product Offerings
7.4.4 Sega 2D Fighting Games Revenue in Global Market (2017-2022)
7.4.5 Sega Key News
7.5 Capcom
7.5.1 Capcom Corporate Summary
7.5.2 Capcom Business Overview
7.5.3 Capcom 2D Fighting Games Major Product Offerings
7.5.4 Capcom 2D Fighting Games Revenue in Global Market (2017-2022)
7.5.5 Capcom Key News
7.6 Koei Tecmo
7.6.1 Koei Tecmo Corporate Summary
7.6.2 Koei Tecmo Business Overview
7.6.3 Koei Tecmo 2D Fighting Games Major Product Offerings
7.6.4 Koei Tecmo 2D Fighting Games Revenue in Global Market (2017-2022)
7.6.5 Koei Tecmo Key News
7.7 SNK Playmore
7.7.1 SNK Playmore Corporate Summary
7.7.2 SNK Playmore Business Overview
7.7.3 SNK Playmore 2D Fighting Games Major Product Offerings
7.7.4 SNK Playmore 2D Fighting Games Revenue in Global Market (2017-2022)
7.7.5 SNK Playmore Key News
7.8 Autumn Games
7.8.1 Autumn Games Corporate Summary
7.8.2 Autumn Games Business Overview
7.8.3 Autumn Games 2D Fighting Games Major Product Offerings
7.8.4 Autumn Games 2D Fighting Games Revenue in Global Market (2017-2022)
7.8.5 Autumn Games Key News
7.9 Arc System Works
7.9.1 Arc System Works Corporate Summary
7.9.2 Arc System Works Business Overview
7.9.3 Arc System Works 2D Fighting Games Major Product Offerings
7.9.4 Arc System Works 2D Fighting Games Revenue in Global Market (2017-2022)
7.9.5 Arc System Works Key News
8 Conclusion
9 Appendix
9.1 Note
9.2 Examples of Clients
9.3 Disclaimer
List of Tables
Table 1. 2D Fighting Games Market Opportunities & Trends in Global Market
Table 2. 2D Fighting Games Market Drivers in Global Market
Table 3. 2D Fighting Games Market Restraints in Global Market
Table 4. Key Players of 2D Fighting Games in Global Market
Table 5. Top 2D Fighting Games Players in Global Market, Ranking by Revenue (2021)
Table 6. Global 2D Fighting Games Revenue by Companies, (US$, Mn), 2017-2022
Table 7. Global 2D Fighting Games Revenue Share by Companies, 2017-2022
Table 8. Global Companies 2D Fighting Games Product Type
Table 9. List of Global Tier 1 2D Fighting Games Companies, Revenue (US$, Mn) in 2021 and Market Share
Table 10. List of Global Tier 2 and Tier 3 2D Fighting Games Companies, Revenue (US$, Mn) in 2021 and Market Share
Table 11. By Type – Global 2D Fighting Games Revenue, (US$, Mn), 2021 & 2028
Table 12. By Type - 2D Fighting Games Revenue in Global (US$, Mn), 2017-2022
Table 13. By Type - 2D Fighting Games Revenue in Global (US$, Mn), 2023-2028
Table 14. By Application – Global 2D Fighting Games Revenue, (US$, Mn), 2021 & 2028
Table 15. By Application - 2D Fighting Games Revenue in Global (US$, Mn), 2017-2022
Table 16. By Application - 2D Fighting Games Revenue in Global (US$, Mn), 2023-2028
Table 17. By Region – Global 2D Fighting Games Revenue, (US$, Mn), 2021 & 2028
Table 18. By Region - Global 2D Fighting Games Revenue (US$, Mn), 2017-2022
Table 19. By Region - Global 2D Fighting Games Revenue (US$, Mn), 2023-2028
Table 20. By Country - North America 2D Fighting Games Revenue, (US$, Mn), 2017-2022
Table 21. By Country - North America 2D Fighting Games Revenue, (US$, Mn), 2023-2028
Table 22. By Country - Europe 2D Fighting Games Revenue, (US$, Mn), 2017-2022
Table 23. By Country - Europe 2D Fighting Games Revenue, (US$, Mn), 2023-2028
Table 24. By Region - Asia 2D Fighting Games Revenue, (US$, Mn), 2017-2022
Table 25. By Region - Asia 2D Fighting Games Revenue, (US$, Mn), 2023-2028
Table 26. By Country - South America 2D Fighting Games Revenue, (US$, Mn), 2017-2022
Table 27. By Country - South America 2D Fighting Games Revenue, (US$, Mn), 2023-2028
Table 28. By Country - Middle East & Africa 2D Fighting Games Revenue, (US$, Mn), 2017-2022
Table 29. By Country - Middle East & Africa 2D Fighting Games Revenue, (US$, Mn), 2023-2028
Table 30. Nintendo Corporate Summary
Table 31. Nintendo 2D Fighting Games Product Offerings
Table 32. Nintendo 2D Fighting Games Revenue (US$, Mn), (2017-2022)
Table 33. Namco Corporate Summary
Table 34. Namco 2D Fighting Games Product Offerings
Table 35. Namco 2D Fighting Games Revenue (US$, Mn), (2017-2022)
Table 36. WB Games Corporate Summary
Table 37. WB Games 2D Fighting Games Product Offerings
Table 38. WB Games 2D Fighting Games Revenue (US$, Mn), (2017-2022)
Table 39. Sega Corporate Summary
Table 40. Sega 2D Fighting Games Product Offerings
Table 41. Sega 2D Fighting Games Revenue (US$, Mn), (2017-2022)
Table 42. Capcom Corporate Summary
Table 43. Capcom 2D Fighting Games Product Offerings
Table 44. Capcom 2D Fighting Games Revenue (US$, Mn), (2017-2022)
Table 45. Koei Tecmo Corporate Summary
Table 46. Koei Tecmo 2D Fighting Games Product Offerings
Table 47. Koei Tecmo 2D Fighting Games Revenue (US$, Mn), (2017-2022)
Table 48. SNK Playmore Corporate Summary
Table 49. SNK Playmore 2D Fighting Games Product Offerings
Table 50. SNK Playmore 2D Fighting Games Revenue (US$, Mn), (2017-2022)
Table 51. Autumn Games Corporate Summary
Table 52. Autumn Games 2D Fighting Games Product Offerings
Table 53. Autumn Games 2D Fighting Games Revenue (US$, Mn), (2017-2022)
Table 54. Arc System Works Corporate Summary
Table 55. Arc System Works 2D Fighting Games Product Offerings
Table 56. Arc System Works 2D Fighting Games Revenue (US$, Mn), (2017-2022)
List of Figures
Figure 1. 2D Fighting Games Segment by Type in 2021
Figure 2. 2D Fighting Games Segment by Application in 2021
Figure 3. Global 2D Fighting Games Market Overview: 2021
Figure 4. Key Caveats
Figure 5. Global 2D Fighting Games Market Size: 2021 VS 2028 (US$, Mn)
Figure 6. Global 2D Fighting Games Revenue, 2017-2028 (US$, Mn)
Figure 7. The Top 3 and 5 Players Market Share by 2D Fighting Games Revenue in 2021
Figure 8. By Type - Global 2D Fighting Games Revenue Market Share, 2017-2028
Figure 9. By Application - Global 2D Fighting Games Revenue Market Share, 2017-2028
Figure 10. By Region - Global 2D Fighting Games Revenue Market Share, 2017-2028
Figure 11. By Country - North America 2D Fighting Games Revenue Market Share, 2017-2028
Figure 12. US 2D Fighting Games Revenue, (US$, Mn), 2017-2028
Figure 13. Canada 2D Fighting Games Revenue, (US$, Mn), 2017-2028
Figure 14. Mexico 2D Fighting Games Revenue, (US$, Mn), 2017-2028
Figure 15. By Country - Europe 2D Fighting Games Revenue Market Share, 2017-2028
Figure 16. Germany 2D Fighting Games Revenue, (US$, Mn), 2017-2028
Figure 17. France 2D Fighting Games Revenue, (US$, Mn), 2017-2028
Figure 18. U.K. 2D Fighting Games Revenue, (US$, Mn), 2017-2028
Figure 19. Italy 2D Fighting Games Revenue, (US$, Mn), 2017-2028
Figure 20. Russia 2D Fighting Games Revenue, (US$, Mn), 2017-2028
Figure 21. Nordic Countries 2D Fighting Games Revenue, (US$, Mn), 2017-2028
Figure 22. Benelux 2D Fighting Games Revenue, (US$, Mn), 2017-2028
Figure 23. By Region - Asia 2D Fighting Games Revenue Market Share, 2017-2028
Figure 24. China 2D Fighting Games Revenue, (US$, Mn), 2017-2028
Figure 25. Japan 2D Fighting Games Revenue, (US$, Mn), 2017-2028
Figure 26. South Korea 2D Fighting Games Revenue, (US$, Mn), 2017-2028
Figure 27. Southeast Asia 2D Fighting Games Revenue, (US$, Mn), 2017-2028
Figure 28. India 2D Fighting Games Revenue, (US$, Mn), 2017-2028
Figure 29. By Country - South America 2D Fighting Games Revenue Market Share, 2017-2028
Figure 30. Brazil 2D Fighting Games Revenue, (US$, Mn), 2017-2028
Figure 31. Argentina 2D Fighting Games Revenue, (US$, Mn), 2017-2028
Figure 32. By Country - Middle East & Africa 2D Fighting Games Revenue Market Share, 2017-2028
Figure 33. Turkey 2D Fighting Games Revenue, (US$, Mn), 2017-2028
Figure 34. Israel 2D Fighting Games Revenue, (US$, Mn), 2017-2028
Figure 35. Saudi Arabia 2D Fighting Games Revenue, (US$, Mn), 2017-2028
Figure 36. UAE 2D Fighting Games Revenue, (US$, Mn), 2017-2028
Figure 37. Nintendo 2D Fighting Games Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 38. Namco 2D Fighting Games Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 39. WB Games 2D Fighting Games Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 40. Sega 2D Fighting Games Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 41. Capcom 2D Fighting Games Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 42. Koei Tecmo 2D Fighting Games Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 43. SNK Playmore 2D Fighting Games Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 44. Autumn Games 2D Fighting Games Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Figure 45. Arc System Works 2D Fighting Games Revenue Year Over Year Growth (US$, Mn) & (2017-2022)
Methodology/Research Approach
This research study involved the extensive usage of both primary and secondary data sources. The research process involved the study of various factors affecting the industry, including the government policy, market environment, competitive landscape, historical data, present trends in the market, technological innovation, upcoming technologies and the technical progress in related industry, and market risks, opportunities, market barriers and challenges. The following illustrative figure shows the market research methodology applied in this report.Research Programs/Design
Historical Data (2015-2019) |
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Market Size Estimation
Top-down and bottom-up approaches are used to validate the global Voluntary Carbon Offset market size market and estimate the market size for Company, regions segments, product segments and Application (end users).
The market estimations in this report are based on the marketed sale price of Voluntary Carbon Offset (excluding any discounts provided by the player, distributor, wholesaler or traders). The percentage splits, market share, and breakdowns of the product segments are derived on the basis of weights assigned to each of the segments on the basis of their utilization rate and average sale price. The regional splits of the overall Voluntary Carbon Offset market and its sub-segments are based on the percentage adoption or utilization of the given product in the respective region or country.
Major Company in the market is identified through secondary research and their market revenues determined through primary and secondary research. Secondary research included the research of the annual and financial reports of the top Company; whereas, primary research included extensive interviews of key opinion leaders and industry experts such as experienced front-line staff, directors, CEOs and marketing executives. The percentage splits, market share, Growth Rate and breakdowns of the product markets are determined through using secondary sources and verified through the primary sources.
All possible factors that influence the markets included in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data. The market size for top-level markets and sub-segments is normalized, and the effect of inflation, economic downturns, and regulatory & policy changes or other factors are not accounted for in the market forecast. This data is combined and added with detailed inputs and analysis from Market Intellix and presented in this report
The following figure shows an illustrative representation of the overall market size estimation process used for this study.
Market Breakdown and Data Triangulation
After complete market engineering with calculations for market statistics; market size estimations; market forecasting; market breakdown; and data triangulation, extensive primary research was conducted to gather information and verify and validate the critical numbers arrived at. In the complete market engineering process, both top-down and bottom-up approaches were extensively used, along with several data triangulation methods, to perform market estimation and market forecasting for the overall market segments and sub-segments listed in this report. Extensive qualitative and further quantitative analysis is also done from all the numbers arrived at in the complete market engineering process to list key information throughout the report.
Data Source
Secondary Sources
Secondary sources include such as press releases, annual reports, non-profit organizations, industry associations, governmental agencies and customs data, etc. This research study involves the usage of widespread secondary sources, directories, databases such as Bloomberg Business, Wind Info, Hoovers, Factiva (Dow Jones & Company), and TRADING ECONOMICS, and News Network, statista, Federal Reserve Economic Data, annual reports, BIS Statistics, ICIS; company house documents; CAS(American Chemical Society); investor presentations; and SEC filings of companies. Secondary research was used to identify and collect information useful for the extensive, technical, market-oriented, and Hospitals study of the Voluntary Carbon Offset market. It was also used to obtain important information about the top companies, market classification and segmentation according to industry trends to the bottom-most level, and key developments related to market and technology perspectives.
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Qualitative Analysis |
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Primary Sources
In the primary research process, various sources from both the supply and demand sides were interviewed to obtain qualitative and quantitative information for this report. The primary sources from the supply side include product Company (and their competitors), opinion leaders, industry experts, research institutions, distributors, dealer and traders, as well as the raw materials suppliers and producers, etc.
The primary sources from the demand side include industry experts such as business leaders, marketing and sales directors, technology and innovation directors, supply chain executive, end use (product buyers), and related key executives from various key companies and organizations operating in the global market.
Primary research was conducted to identify segmentation Type, product price range, product Application, key Company, raw materials supply and the downstream demand, industry status and outlook, and key market dynamics such as risks, influence factors, opportunities, market barriers, industry trends, and key player strategies.
Key Executives Interviewed
Key Data Information from Primary Sources
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