According to the latest research analysis,the global market for City-building Game should grow from US$ million in 2022 to US$ million by 2029, with a CAGR of % for the period of 2023-2029.
China City-building Game market should grow from US$ million in 2022 to US$ million by 2029, with a CAGR of % for the period of 2023-2029.
The United States City-building Game market should grow from US$ million in 2022 to US$ million by 2029, with a CAGR of % for the period of 2023-2029.
In terms of type, 2D City-building Games segment holds a share about % in 2022 and will reach % in 2029; while in terms of application, PC has a share approximately % in 2022 and will grow at a CAGR % during 2023 and 2029.
The global key manufacturers of City-building Game include EA, Paradox Interactive, 11 Bit Studios, Mechanistry, Haemimont Games, Firefly Studios, Limbic Entertainment, Mothership Entertainment and Iceflake Studios, etc. In 2022, the global top five players hold a share approximately % in terms of revenue.
This report aims to provide a comprehensive study of the global market for City-building Game.
Data-Driven Insights: Highlights from Our Report
(1) Global City-building Game market size (value), history data from 2018-2022 and forecast data from 2023 to 2029.
(2) Global City-building Game market competitive situation, revenue and market share, from 2018 to 2022.
(3) China City-building Game market competitive situation, revenue and market share, from 2018 to 2022.
(4) Global City-building Game segment by region (or country), key regions cover the United States, Europe, Japan, South Korea, Southeast Asia and India, etc.
(5) Global City-building Game segment by type and by application and regional segment by type and by application.
(6) City-building Game industry supply chain, upstream, midstream and downstream analysis.
Breaking Down Market Segments by Region: A Deep Dive Analysis
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, Rest of South America)
Middle East & Africa
Understanding Market Segments by Type: A Comparative Analysis
2D City-building Games
3D City-building Games
Market Segmentation by Application: Dividing Key Markets and Identifying Opportunities
PC
Mobile
Tablet
Gaming Console
Understanding Market Segments by Key Players: Insights and Opportunities
EA
Paradox Interactive
11 Bit Studios
Mechanistry
Haemimont Games
Firefly Studios
Limbic Entertainment
Mothership Entertainment
Iceflake Studios
Blue Byte,Mainz
Eremite Games
1 Market Overview
1.1 Product Overview and Scope of City-building Game
1.2 Global City-building Game Market Size and Forecast
1.3 China City-building Game Market Size and Forecast
1.4 China Market Percentage in Global
1.4.1 By Revenue, China City-building Game Share in Global Market, 2018-2029
1.4.2 City-building Game Market Size: China VS Global, 2018-2029
1.5 City-building Game Market Dynamics
1.5.1 City-building Game Market Drivers
1.5.2 City-building Game Market Restraints
1.5.3 City-building Game Industry Trends
1.5.4 City-building Game Industry Policy
2 Global Competitive Situation by Company
2.1 Global City-building Game Revenue by Company (2018-2023)
2.2 Global City-building Game Participants, Market Position (Tier 1, Tier 2 and Tier 3)
2.3 Global City-building Game Concentration Ratio
2.4 Global City-building Game Mergers & Acquisitions, Expansion Plans
2.5 Global City-building Game Manufacturers Product Type
3 China Competitive Situation by Company
3.1 China City-building Game Revenue by Company (2018-2023)
3.2 China City-building Game City-building Game Participants, Market Position (Tier 1, Tier 2 and Tier 3)
3.3 China City-building Game, Revenue Percentage of Local Players VS Foreign Manufacturers (2018-2023)
4 Industry Chain Analysis
4.1 City-building Game Industry Chain
4.2 City-building Game Upstream Analysis
4.3 City-building Game Midstream Analysis
4.4 City-building Game Downstream Analysis
5 Sights by Type
5.1 City-building Game Classification
5.1.1 2D City-building Games
5.1.2 3D City-building Games
5.2 By Type, Global City-building Game Market Size & CAGR, 2018 VS 2022 VS 2029
5.3 By Type, Global City-building Game Revenue, 2018-2029
6 Sights by Application
6.1 City-building Game Segment by Application
6.1.1 PC
6.1.2 Mobile
6.1.3 Tablet
6.1.4 Gaming Console
6.2 By Application, Global City-building Game Market Size & CAGR, 2018 VS 2022 VS 2029
6.3 By Application, Global City-building Game Revenue, 2018-2029
7 Sales Sights by Region
7.1 By Region, Global City-building Game Market Size, 2018 VS 2022 VS 2029
7.2 By Region, Global City-building Game Market Size, 2018-2029
7.3 North America
7.3.1 North America City-building Game Market Size & Forecasts, 2018-2029
7.3.2 By Country, North America City-building Game Market Size Market Share
7.4 Europe
7.4.1 Europe City-building Game Market Size & Forecasts, 2018-2029
7.4.2 By Country, Europe City-building Game Market Size Market Share
7.5 Asia Pacific
7.5.1 Asia Pacific City-building Game Market Size & Forecasts, 2018-2029
7.5.2 By Country/Region, Asia Pacific City-building Game Market Size Market Share
7.6 South America
7.6.1 South America City-building Game Market Size & Forecasts, 2018-2029
7.6.2 By Country, South America City-building Game Market Size Market Share
7.7 Middle East & Africa
8 Sights by Country Level
8.1 By Country, Global City-building Game Market Size & CAGR,2018 VS 2022 VS 2029
8.2 By Country, Global City-building Game Market Size, 2018-2029
8.3 U.S.
8.3.1 U.S. City-building Game Market Size, 2018-2029
8.3.2 By Company, U.S. City-building Game Revenue Market Share, 2018-2023
8.3.3 By Type, U.S. City-building Game Revenue Market Share, 2022 VS 2029
8.3.4 By Application, U.S. City-building Game Revenue Market Share, 2022 VS 2029
8.4 Europe
8.4.1 Europe City-building Game Market Size, 2018-2029
8.4.2 By Company, Europe City-building Game Revenue Market Share, 2018-2023
8.4.3 By Type, Europe City-building Game Revenue Market Share, 2022 VS 2029
8.4.4 By Application, Europe City-building Game Revenue Market Share, 2022 VS 2029
8.5 China
8.5.1 China City-building Game Market Size, 2018-2029
8.5.2 By Company, China City-building Game Revenue Market Share, 2018-2023
8.5.3 By Type, China City-building Game Revenue Market Share, 2022 VS 2029
8.5.4 By Application, China City-building Game Revenue Market Share, 2022 VS 2029
8.6 Japan
8.6.1 Japan City-building Game Market Size, 2018-2029
8.6.2 By Company, Japan City-building Game Revenue Market Share, 2018-2023
8.6.3 By Type, Japan City-building Game Revenue Market Share, 2022 VS 2029
8.6.4 By Application, Japan City-building Game Revenue Market Share, 2022 VS 2029
8.7 South Korea
8.7.1 South Korea City-building Game Market Size, 2018-2029
8.7.2 By Company, South Korea City-building Game Revenue Market Share, 2018-2023
8.7.3 By Type, South Korea City-building Game Revenue Market Share, 2022 VS 2029
8.7.4 By Application, South Korea City-building Game Revenue Market Share, 2022 VS 2029
8.8 Southeast Asia
8.8.1 Southeast Asia City-building Game Market Size, 2018-2029
8.8.2 By Company, Southeast Asia City-building Game Revenue Market Share, 2018-2023
8.8.3 By Type, Southeast Asia City-building Game Revenue Market Share, 2022 VS 2029
8.8.4 By Application, Southeast Asia City-building Game Revenue Market Share, 2022 VS 2029
8.9 India
8.9.1 India City-building Game Market Size, 2018-2029
8.9.2 By Company, India City-building Game Revenue Market Share, 2018-2023
8.9.3 By Type, India City-building Game Revenue Market Share, 2022 VS 2029
8.9.4 By Application, India City-building Game Revenue Market Share, 2022 VS 2029
8.10 Middle East & Asia
8.10.1 Middle East & Asia City-building Game Market Size, 2018-2029
8.10.2 By Company, Middle East & Asia City-building Game Revenue Market Share, 2018-2023
8.10.3 By Type, Middle East & Asia City-building Game Revenue Market Share, 2022 VS 2029
8.10.4 By Application, Middle East & Asia City-building Game Revenue Market Share, 2022 VS 2029
9 Global Manufacturers Profile
9.1 EA
9.1.1 EA Company Information, Head Office, Market Area and Industry Position
9.1.2 EA Company Profile and Main Business
9.1.3 EA City-building Game Models, Specifications and Application
9.1.4 EA City-building Game Revenue and Gross Margin, 2018-2023
9.1.5 EA Recent Developments
9.2 Paradox Interactive
9.2.1 Paradox Interactive Company Information, Head Office, Market Area and Industry Position
9.2.2 Paradox Interactive Company Profile and Main Business
9.2.3 Paradox Interactive City-building Game Models, Specifications and Application
9.2.4 Paradox Interactive City-building Game Revenue and Gross Margin, 2018-2023
9.2.5 Paradox Interactive Recent Developments
9.3 11 Bit Studios
9.3.1 11 Bit Studios Company Information, Head Office, Market Area and Industry Position
9.3.2 11 Bit Studios Company Profile and Main Business
9.3.3 11 Bit Studios City-building Game Models, Specifications and Application
9.3.4 11 Bit Studios City-building Game Revenue and Gross Margin, 2018-2023
9.3.5 11 Bit Studios Recent Developments
9.4 Mechanistry
9.4.1 Mechanistry Company Information, Head Office, Market Area and Industry Position
9.4.2 Mechanistry Company Profile and Main Business
9.4.3 Mechanistry City-building Game Models, Specifications and Application
9.4.4 Mechanistry City-building Game Revenue and Gross Margin, 2018-2023
9.4.5 Mechanistry Recent Developments
9.5 Haemimont Games
9.5.1 Haemimont Games Company Information, Head Office, Market Area and Industry Position
9.5.2 Haemimont Games Company Profile and Main Business
9.5.3 Haemimont Games City-building Game Models, Specifications and Application
9.5.4 Haemimont Games City-building Game Revenue and Gross Margin, 2018-2023
9.5.5 Haemimont Games Recent Developments
9.6 Firefly Studios
9.6.1 Firefly Studios Company Information, Head Office, Market Area and Industry Position
9.6.2 Firefly Studios Company Profile and Main Business
9.6.3 Firefly Studios City-building Game Models, Specifications and Application
9.6.4 Firefly Studios City-building Game Revenue and Gross Margin, 2018-2023
9.6.5 Firefly Studios Recent Developments
9.7 Limbic Entertainment
9.7.1 Limbic Entertainment Company Information, Head Office, Market Area and Industry Position
9.7.2 Limbic Entertainment Company Profile and Main Business
9.7.3 Limbic Entertainment City-building Game Models, Specifications and Application
9.7.4 Limbic Entertainment City-building Game Revenue and Gross Margin, 2018-2023
9.7.5 Limbic Entertainment Recent Developments
9.8 Mothership Entertainment
9.8.1 Mothership Entertainment Company Information, Head Office, Market Area and Industry Position
9.8.2 Mothership Entertainment Company Profile and Main Business
9.8.3 Mothership Entertainment City-building Game Models, Specifications and Application
9.8.4 Mothership Entertainment City-building Game Revenue and Gross Margin, 2018-2023
9.8.5 Mothership Entertainment Recent Developments
9.9 Iceflake Studios
9.9.1 Iceflake Studios Company Information, Head Office, Market Area and Industry Position
9.9.2 Iceflake Studios Company Profile and Main Business
9.9.3 Iceflake Studios City-building Game Models, Specifications and Application
9.9.4 Iceflake Studios City-building Game Revenue and Gross Margin, 2018-2023
9.9.5 Iceflake Studios Recent Developments
9.10 Blue Byte,Mainz
9.10.1 Blue Byte,Mainz Company Information, Head Office, Market Area and Industry Position
9.10.2 Blue Byte,Mainz Company Profile and Main Business
9.10.3 Blue Byte,Mainz City-building Game Models, Specifications and Application
9.10.4 Blue Byte,Mainz City-building Game Revenue and Gross Margin, 2018-2023
9.10.5 Blue Byte,Mainz Recent Developments
9.11 Eremite Games
9.11.1 Eremite Games Company Information, Head Office, Market Area and Industry Position
9.11.2 Eremite Games Company Profile and Main Business
9.11.3 Eremite Games City-building Game Models, Specifications and Application
9.11.4 Eremite Games City-building Game Revenue and Gross Margin, 2018-2023
9.11.5 Eremite Games Recent Developments
10 Conclusion
11 Appendix
11.1 Research Methodology
11.2 Data Source
11.2.1 Secondary Sources
11.2.2 Primary Sources
11.3 Market Estimation Model
11.4 Disclaimer
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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Influencing Factors |
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Market Forecast (2021-2026) |
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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.
Market Size |
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Market Position of Top Company |
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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
Primary Sources | Parameters | Key Data |
Market Segments(by Application, by Type) |
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Total Market |
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