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2D Fighting Games Market, Global Outlook and Forecast 2025-2032

2D Fighting Games Market, Global Outlook and Forecast 2025-2032

  • Category:Others
  • Published on : 02 August 2025
  • Pages :90
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  • Report Code:24MRES-8053949
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MARKET INSIGHTS

Global 2D Fighting Games market size was valued at USD 1,007 million in 2024. The market is projected to grow from USD 1,085 million in 2025 to USD 1,358 million by 2032, exhibiting a CAGR of 4.5% during the forecast period.

2D fighting games are a video game genre focused on close combat between a limited number of characters within fixed boundaries. These games feature side-scrolling gameplay where characters battle using special moves, combos, and strategic techniques. Popular titles include Street Fighter, Mortal Kombat, and The King of Fighters, which have become staples in competitive gaming circuits.

The market is witnessing steady growth due to increasing global gaming penetration, with over 3 billion gamers worldwide as of 2024. The esports boom has particularly benefited 2D fighting games, with tournaments like EVO Championship Series attracting millions of viewers annually. However, the genre faces challenges from 3D fighting games and battle royale titles, requiring continuous innovation from developers to maintain player engagement. Key players like Capcom and SNK Playmore are investing in new IPs and remastered classics to capture both nostalgic and younger audiences.

MARKET DYNAMICS

MARKET DRIVERS

Exponential Growth of Esports Industry Boosts 2D Fighting Game Popularity

The global esports market valuation surpassing $1.8 billion in 2024 creates significant tailwinds for 2D fighting games. Titles like Street Fighter V and Guilty Gear Strive consistently feature in major tournaments, with Capcom Pro Tour prize pools exceeding $300,000 for single events. This competitive ecosystem drives player engagement and broadens the audience base, as casual viewers become active participants. The tactical depth and spectator-friendly nature of 2D fighters make them ideal for competitive play, with tournaments now regularly streaming on platforms like Twitch and YouTube Gaming.

Retro Gaming Revival Creates New Demand for Classic Genres

Nostalgia-driven demand has fueled a resurgence of 2D gameplay mechanics across all gaming platforms. Recent success stories like Street Fighter VI selling over 3 million units within six months of release demonstrate the enduring appeal of the genre. Digital distribution platforms report 2D fighters consistently ranking among top-grossing retro categories, with Arc System Works' collections seeing 150% year-over-year growth in 2023. The accessibility of classic controls combined with modern online functionality creates a compelling proposition for both veteran players and new audiences discovering the genre.

➤ For instance, SNK's King of Fighters XV achieved its highest-ever launch month sales in franchise history, demonstrating robust commercial viability for premium 2D fighting experiences.

Furthermore, the proliferation of fighting game peripherals designed specifically for 2D inputs, with specialized arcade sticks and hitbox controllers showing 40% annual sales growth, indicates strong hardware ecosystem development supporting the genre's expansion.

MARKET RESTRAINTS

Technical Limitations of 2D Game Design Constrain Innovation

The fundamental design constraints of two-dimensional gameplay present ongoing creative challenges. While the side-scrolling format enables precise mechanics, it inherently limits environmental interaction and movement options compared to 3D fighters. Development studios report significant difficulty introducing meaningful innovation without alienating core players - a tension evidenced by mixed receptions to experimental entries like DNF Duel that attempted radical system changes. This balancing act between tradition and innovation slows development cycles and increases production risks.

Platform Fragmentation Issues
Cross-platform compatibility remains a persistent obstacle, with only 35% of major 2D fighters offering full cross-play functionality as of 2024. The technical complexity of maintaining frame-perfect gameplay across PC, consoles, and arcade systems creates development overhead, while platform holders' business policies sometimes limit interconnectivity options. This fragmentation segments player bases and reduces matchmaking efficiency, particularly for niche titles.

MARKET CHALLENGES

Steep Learning Curve Creates High Player Attrition Rates

Despite simplified control schemes in modern entries, 2D fighters maintain notoriously high skill ceilings that challenge player retention. Data from major titles show approximately 60% of new players discontinuing play within three months, primarily citing difficulty mastering advanced techniques. The genre's emphasis on frame data memorization, execution precision, and matchup knowledge creates barriers that many casual players find insurmountable without dedicated training modes, which only appear in 70% of released titles.

Monetization Model Evolution
Traditional premium pricing struggles against free-to-play alternatives, with only 15% of 2D fighters adopting live-service models successfully. The $60-70 price point for base games increasingly faces consumer resistance when competing against continually updated games offering free access. However, transitioning to alternative monetization without compromising competitive integrity presents complex design and business challenges for publishers.

MARKET OPPORTUNITIES

Mobile Platform Expansion Opens New Demographic Reach

The global mobile gaming market's projected $110 billion valuation in 2024 presents untapped potential for 2D fighter adaptations. Successful ports like Skullgirls Mobile demonstrate the viability of touchscreen controls when properly optimized, with lifetime revenue exceeding $50 million. Emerging markets in Southeast Asia and Latin America show particular receptiveness to mobile fighting games, where simplified controls and shorter session lengths align better with regional play patterns than traditional console offerings.

Cloud Gaming Infrastructure Development
Advancements in low-latency streaming technology (sub-50ms input delay) enable new possibilities for 2D fighters on cloud platforms. Major publishers are experimenting with subscription-based access models that could dramatically lower entry barriers. The 2024 launch of Rollback Netcode-as-a-Service solutions by middleware providers also simplifies online functionality implementation, potentially accelerating development cycles for smaller studios.

Segment Analysis:

By Type

Online Games Segment Dominates Due to Rising Multiplayer Engagement and Esports Adoption

The market is segmented based on type into:

  • Stand-alone Game

  • Online Game

    • Subtypes: Competitive multiplayer, Casual multiplayer

By Platform

Gaming Console Segment Leads Due to Superior Controller Experience and Tournament Standardization

The market is segmented based on platform into:

  • PC

  • Mobile Phone

  • Tablet

  • Gaming Console

By Business Model

Premium Games Segment Remains Strong Despite Growth of Free-to-Play Models

The market is segmented based on business model into:

  • Premium (Paid)

  • Free-to-Play

    • Subtypes: With microtransactions, Ad-supported

  • Subscription-based

By Player Base

Competitive Players Segment Drives Revenue Through Tournament Participation and In-Game Purchases

The market is segmented based on player base into:

  • Casual Players

  • Competitive Players

  • Professional Players

COMPETITIVE LANDSCAPE

Key Industry Players

Developer Competition Intensifies as Franchise Expansions Drive Market Growth

The global 2D fighting games market features a dynamic competitive landscape with established publishers, mid-sized studios, and independent developers. Capcom leads the segment with a 28% revenue share in 2024, fueled by its flagship Street Fighter franchise and continuous content updates. The company's strategic focus on esports integrations and cross-platform releases has solidified its market leadership across North America, Japan, and Europe.

SNK Playmore and Arc System Works collectively account for 34% of the market, leveraging iconic IPs like King of Fighters and Guilty Gear. Their success stems from balancing heritage titles with modern gameplay mechanics, appealing to both legacy fans and new audiences. Recent expansions into mobile platforms and subscription services have further accelerated their growth trajectories.

Meanwhile, Warner Bros. Games has emerged as a disruptive force through its NetherRealm Studios division, blending 2D fighting mechanics with cinematic storytelling in the Mortal Kombat series. The company's aggressive DLC strategy and seasonal content models have translated to a 150% increase in recurring revenues since 2022.

List of Key 2D Fighting Game Developers Profiled

  • Capcom Co., Ltd. (Japan)

  • SNK Playmore Corporation (Japan)

  • Arc System Works Co., Ltd. (Japan)

  • Warner Bros. Games (U.S.)

  • Bandai Namco Entertainment (Japan)

  • Sega Sammy Holdings (Japan)

  • Koei Tecmo Games (Japan)

  • Autumn Games (U.S.)

  • Nintendo Co., Ltd. (Japan)

Smaller studios are carving niches through platform diversification and innovative monetization. Autumn Games' Skullgirls demonstrates how indie developers compete by focusing on deep combat systems and community-driven development, achieving 3.2 million lifetime sales despite limited marketing budgets. The mobile segment shows particularly fierce competition, with Chinese developers like Tencent and NetEase adapting traditional 2D mechanics for casual audiences through simplified controls and gacha elements.

The competitive intensity is further amplified by publishers increasingly adopting games-as-a-service models, where continuous character releases, balance patches, and tournament support become critical retention tools. This shift has raised development costs by approximately 40% since 2020, pressuring smaller studios to form publishing partnerships or focus on legacy platform support.

2D FIGHTING GAMES MARKET TRENDS

Revival of Classic Franchises Driving Market Growth

The resurgence of classic 2D fighting game franchises has emerged as a dominant trend, with developers leveraging nostalgia to attract both veteran players and new audiences. Titles such as Street Fighter 6 and The King of Fighters XV have demonstrated strong sales, with the former surpassing 3 million units sold within six months of release. This revival is further supported by remastered versions of legacy games, which often incorporate modern online multiplayer features while preserving the original 2D mechanics. Additionally, community-driven events and tournaments continue to sustain interest in these franchises, contributing to prolonged engagement and revenue streams.

Other Trends

Integration of Cross-Platform Play

The adoption of cross-platform compatibility has become a pivotal feature in modern 2D fighting games, enabling players across different devices—PC, consoles, and even mobile—to compete seamlessly. For instance, Dragon Ball FighterZ reported a 30% increase in active players after implementing cross-play, highlighting its impact on player retention. This trend not only broadens the player base but also fosters larger competitive ecosystems, which are critical for the longevity of multiplayer-focused titles.

Esports and Competitive Gaming Expansion

The esports sector continues to be a significant growth driver for the 2D fighting games market, with tournaments such as EVO (Evolution Championship Series) attracting millions of viewers annually. In 2023, EVO featured over 9,000 participants across its fighting game lineup, with 2D titles constituting nearly 60% of the entries. Prize pools for these events have also surged, exceeding $2 million in some cases, further incentivizing professional and amateur players alike. This competitive landscape not only boosts game sales but also drives monetization through sponsorships, streaming, and in-game purchases.

Regional Analysis: 2D Fighting Games Market

North America
North America represents one of the most mature markets for 2D fighting games, driven by a strong esports ecosystem and high disposable income among gamers. The United States leads the region with major tournaments like EVO (Evolution Championship Series), which attracts over 9,000 participants annually, reinforcing the genre's competitive appeal. Console gaming dominates the market, with titles like Street Fighter V and Mortal Kombat 11 consistently ranking among top sellers. However, the region faces challenges from the growing preference for mobile gaming among casual players, pushing developers to adapt with cross-platform releases. The PC segment is also gaining traction, particularly among competitive players who prioritize frame-perfect controls.

Europe
Europe's 2D fighting game market thrives on its robust arcade culture and organized esports leagues, particularly in countries like France, Germany, and the UK. The region benefits from high internet penetration, facilitating the growth of online multiplayer modes, which account for nearly 40% of total gameplay. Localization efforts—such as multilingual support and region-specific tournaments—have been critical in expanding the player base. Although console sales remain steady, retro-style indie fighting games (e.g., Skullgirls) have found niche success. Challenges include stricter regulations on loot boxes and monetization, forcing developers to rethink revenue models without compromising gameplay integrity.

Asia-Pacific
Asia-Pacific is the largest and fastest-growing market for 2D fighting games, fueled by Japan's arcade legacy and China's mobile gaming boom. Japan remains the genre's spiritual home, with franchises like Guilty Gear and BlazBlue originating here. In contrast, China and Southeast Asia show stronger demand for free-to-play mobile adaptations, such as Teppen, which leverages gacha mechanics. The region's esports infrastructure is rapidly expanding, with South Korea hosting premier events like Seoul Cup. While PC and console markets are well-established, affordability concerns in emerging economies drive preference for mobile-first experiences. Cross-platform play is becoming a key strategy to unify fragmented player bases.

South America
South America exhibits growing enthusiasm for 2D fighting games, particularly in Brazil, where grassroots tournaments and streaming culture have boosted visibility. However, economic instability limits access to high-end consoles, making PC and mobile the primary platforms. Franchises like The King of Fighters enjoy cult followings due to nostalgia, but piracy remains a persistent issue. Developers are increasingly partnering with local esports organizers to build communities, though monetization hurdles persist due to lower average spending per user compared to other regions. The lack of localized servers also hampers online play quality, creating opportunities for infrastructure investment.

Middle East & Africa
The Middle East & Africa region is an emerging market with untapped potential, driven by rising smartphone adoption and improving internet connectivity. The UAE and Saudi Arabia lead in console adoption, while mobile gaming dominates elsewhere due to affordability. Titles like Brawlhalla have gained popularity through freemium models tailored to regional preferences. Challenges include limited offline tournament scenes and inconsistent payment gateways for in-game purchases. Nonetheless, government initiatives to diversify economies—such as Saudi Arabia's Vision 2030—are fostering gaming ecosystems, suggesting long-term growth opportunities for publishers willing to invest early.

Report Scope

This market research report offers a holistic overview of global and regional markets for the forecast period 2025–2032. It presents accurate and actionable insights based on a blend of primary and secondary research.

Key Coverage Areas:

  • ✅ Market Overview

    • Global and regional market size (historical & forecast)

    • Growth trends and value/volume projections

  • ✅ Segmentation Analysis

    • By product type or category

    • By application or usage area

    • By end-user industry

    • By distribution channel (if applicable)

  • ✅ Regional Insights

    • North America, Europe, Asia-Pacific, Latin America, Middle East & Africa

    • Country-level data for key markets

  • ✅ Competitive Landscape

    • Company profiles and market share analysis

    • Key strategies: M&A, partnerships, expansions

    • Product portfolio and pricing strategies

  • ✅ Technology & Innovation

    • Emerging technologies and R&D trends

    • Automation, digitalization, sustainability initiatives

    • Impact of AI, IoT, or other disruptors (where applicable)

  • ✅ Market Dynamics

    • Key drivers supporting market growth

    • Restraints and potential risk factors

    • Supply chain trends and challenges

  • ✅ Opportunities & Recommendations

    • High-growth segments

    • Investment hotspots

    • Strategic suggestions for stakeholders

  • ✅ Stakeholder Insights

    • Target audience includes manufacturers, suppliers, distributors, investors, regulators, and policymakers

FREQUENTLY ASKED QUESTIONS:

What is the current market size of Global 2D Fighting Games Market?

-> The global 2D fighting games market was valued at USD 1,007 million in 2024 and is expected to reach USD 1,358 million by 2032.

Which key companies operate in Global 2D Fighting Games Market?

-> Key players include Nintendo, Namco, WB Games, Sega, Capcom, Koei Tecmo, SNK Playmore, Autumn Games, and Arc System Works.

What are the key growth drivers?

-> Key growth drivers include gaming industry expansion, esports popularity, and increasing global gamer base.

Which region dominates the market?

-> Asia-Pacific leads in market share, driven by Japan and South Korea's strong gaming culture, while North America shows significant competitive esports adoption.

What are the emerging trends?

-> Emerging trends include cross-platform play, integration with streaming platforms, and AI-powered gameplay enhancements.

TABLE OF CONTENTS

1 Introduction to Research & Analysis Reports
1.1 2D Fighting Games Market Definition
1.2 Market Segments
1.2.1 Segment by Type
1.2.2 Segment 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: 2024 VS 2032
2.2 Global 2D Fighting Games Market Size, Prospects & Forecasts: 2020-2032
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 2024
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 Sights by Product
4.1 Overview
4.1.1 Segmentation by Type - Global 2D Fighting Games Market Size Markets, 2024 & 2032
4.1.2 Stand-alone Game
4.1.3 Online Game
4.2 Segmentation by Type - Global 2D Fighting Games Revenue & Forecasts
4.2.1 Segmentation by Type - Global 2D Fighting Games Revenue, 2020-2025
4.2.2 Segmentation by Type - Global 2D Fighting Games Revenue, 2026-2032
4.2.3 Segmentation by Type - Global 2D Fighting Games Revenue Market Share, 2020-2032
5 Sights by Application
5.1 Overview
5.1.1 Segmentation by Application - Global 2D Fighting Games Market Size, 2024 & 2032
5.1.2 PC
5.1.3 Mobile Phone
5.1.4 Tablet
5.1.5 Gaming Console
5.2 Segmentation by Application - Global 2D Fighting Games Revenue & Forecasts
5.2.1 Segmentation by Application - Global 2D Fighting Games Revenue, 2020-2025
5.2.2 Segmentation by Application - Global 2D Fighting Games Revenue, 2026-2032
5.2.3 Segmentation by Application - Global 2D Fighting Games Revenue Market Share, 2020-2032
6 Sights by Region
6.1 By Region - Global 2D Fighting Games Market Size, 2024 & 2032
6.2 By Region - Global 2D Fighting Games Revenue & Forecasts
6.2.1 By Region - Global 2D Fighting Games Revenue, 2020-2025
6.2.2 By Region - Global 2D Fighting Games Revenue, 2026-2032
6.2.3 By Region - Global 2D Fighting Games Revenue Market Share, 2020-2032
6.3 North America
6.3.1 By Country - North America 2D Fighting Games Revenue, 2020-2032
6.3.2 United States 2D Fighting Games Market Size, 2020-2032
6.3.3 Canada 2D Fighting Games Market Size, 2020-2032
6.3.4 Mexico 2D Fighting Games Market Size, 2020-2032
6.4 Europe
6.4.1 By Country - Europe 2D Fighting Games Revenue, 2020-2032
6.4.2 Germany 2D Fighting Games Market Size, 2020-2032
6.4.3 France 2D Fighting Games Market Size, 2020-2032
6.4.4 U.K. 2D Fighting Games Market Size, 2020-2032
6.4.5 Italy 2D Fighting Games Market Size, 2020-2032
6.4.6 Russia 2D Fighting Games Market Size, 2020-2032
6.4.7 Nordic Countries 2D Fighting Games Market Size, 2020-2032
6.4.8 Benelux 2D Fighting Games Market Size, 2020-2032
6.5 Asia
6.5.1 By Region - Asia 2D Fighting Games Revenue, 2020-2032
6.5.2 China 2D Fighting Games Market Size, 2020-2032
6.5.3 Japan 2D Fighting Games Market Size, 2020-2032
6.5.4 South Korea 2D Fighting Games Market Size, 2020-2032
6.5.5 Southeast Asia 2D Fighting Games Market Size, 2020-2032
6.5.6 India 2D Fighting Games Market Size, 2020-2032
6.6 South America
6.6.1 By Country - South America 2D Fighting Games Revenue, 2020-2032
6.6.2 Brazil 2D Fighting Games Market Size, 2020-2032
6.6.3 Argentina 2D Fighting Games Market Size, 2020-2032
6.7 Middle East & Africa
6.7.1 By Country - Middle East & Africa 2D Fighting Games Revenue, 2020-2032
6.7.2 Turkey 2D Fighting Games Market Size, 2020-2032
6.7.3 Israel 2D Fighting Games Market Size, 2020-2032
6.7.4 Saudi Arabia 2D Fighting Games Market Size, 2020-2032
6.7.5 UAE 2D Fighting Games Market Size, 2020-2032
7 Companies 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 (2020-2025)
7.1.5 Nintendo Key News & Latest Developments
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 (2020-2025)
7.2.5 Namco Key News & Latest Developments
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 (2020-2025)
7.3.5 WB Games Key News & Latest Developments
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 (2020-2025)
7.4.5 Sega Key News & Latest Developments
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 (2020-2025)
7.5.5 Capcom Key News & Latest Developments
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 (2020-2025)
7.6.5 Koei Tecmo Key News & Latest Developments
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 (2020-2025)
7.7.5 SNK Playmore Key News & Latest Developments
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 (2020-2025)
7.8.5 Autumn Games Key News & Latest Developments
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 (2020-2025)
7.9.5 Arc System Works Key News & Latest Developments
8 Conclusion
9 Appendix
9.1 Note
9.2 Examples of Clients
9.3 Disclaimer

LIST OF TABLES & FIGURES

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 (2024)
Table 6. Global 2D Fighting Games Revenue by Companies, (US$, Mn), 2020-2025
Table 7. Global 2D Fighting Games Revenue Share by Companies, 2020-2025
Table 8. Global Companies 2D Fighting Games Product Type
Table 9. List of Global Tier 1 2D Fighting Games Companies, Revenue (US$, Mn) in 2024 and Market Share
Table 10. List of Global Tier 2 and Tier 3 2D Fighting Games Companies, Revenue (US$, Mn) in 2024 and Market Share
Table 11. Segmentation by Type – Global 2D Fighting Games Revenue, (US$, Mn), 2024 & 2032
Table 12. Segmentation by Type - Global 2D Fighting Games Revenue (US$, Mn), 2020-2025
Table 13. Segmentation by Type - Global 2D Fighting Games Revenue (US$, Mn), 2026-2032
Table 14. Segmentation by Application– Global 2D Fighting Games Revenue, (US$, Mn), 2024 & 2032
Table 15. Segmentation by Application - Global 2D Fighting Games Revenue, (US$, Mn), 2020-2025
Table 16. Segmentation by Application - Global 2D Fighting Games Revenue, (US$, Mn), 2026-2032
Table 17. By Region– Global 2D Fighting Games Revenue, (US$, Mn), 2024 & 2032
Table 18. By Region - Global 2D Fighting Games Revenue, (US$, Mn), 2020-2025
Table 19. By Region - Global 2D Fighting Games Revenue, (US$, Mn), 2026-2032
Table 20. By Country - North America 2D Fighting Games Revenue, (US$, Mn), 2020-2025
Table 21. By Country - North America 2D Fighting Games Revenue, (US$, Mn), 2026-2032
Table 22. By Country - Europe 2D Fighting Games Revenue, (US$, Mn), 2020-2025
Table 23. By Country - Europe 2D Fighting Games Revenue, (US$, Mn), 2026-2032
Table 24. By Region - Asia 2D Fighting Games Revenue, (US$, Mn), 2020-2025
Table 25. By Region - Asia 2D Fighting Games Revenue, (US$, Mn), 2026-2032
Table 26. By Country - South America 2D Fighting Games Revenue, (US$, Mn), 2020-2025
Table 27. By Country - South America 2D Fighting Games Revenue, (US$, Mn), 2026-2032
Table 28. By Country - Middle East & Africa 2D Fighting Games Revenue, (US$, Mn), 2020-2025
Table 29. By Country - Middle East & Africa 2D Fighting Games Revenue, (US$, Mn), 2026-2032
Table 30. Nintendo Corporate Summary
Table 31. Nintendo 2D Fighting Games Product Offerings
Table 32. Nintendo 2D Fighting Games Revenue (US$, Mn) & (2020-2025)
Table 33. Nintendo Key News & Latest Developments
Table 34. Namco Corporate Summary
Table 35. Namco 2D Fighting Games Product Offerings
Table 36. Namco 2D Fighting Games Revenue (US$, Mn) & (2020-2025)
Table 37. Namco Key News & Latest Developments
Table 38. WB Games Corporate Summary
Table 39. WB Games 2D Fighting Games Product Offerings
Table 40. WB Games 2D Fighting Games Revenue (US$, Mn) & (2020-2025)
Table 41. WB Games Key News & Latest Developments
Table 42. Sega Corporate Summary
Table 43. Sega 2D Fighting Games Product Offerings
Table 44. Sega 2D Fighting Games Revenue (US$, Mn) & (2020-2025)
Table 45. Sega Key News & Latest Developments
Table 46. Capcom Corporate Summary
Table 47. Capcom 2D Fighting Games Product Offerings
Table 48. Capcom 2D Fighting Games Revenue (US$, Mn) & (2020-2025)
Table 49. Capcom Key News & Latest Developments
Table 50. Koei Tecmo Corporate Summary
Table 51. Koei Tecmo 2D Fighting Games Product Offerings
Table 52. Koei Tecmo 2D Fighting Games Revenue (US$, Mn) & (2020-2025)
Table 53. Koei Tecmo Key News & Latest Developments
Table 54. SNK Playmore Corporate Summary
Table 55. SNK Playmore 2D Fighting Games Product Offerings
Table 56. SNK Playmore 2D Fighting Games Revenue (US$, Mn) & (2020-2025)
Table 57. SNK Playmore Key News & Latest Developments
Table 58. Autumn Games Corporate Summary
Table 59. Autumn Games 2D Fighting Games Product Offerings
Table 60. Autumn Games 2D Fighting Games Revenue (US$, Mn) & (2020-2025)
Table 61. Autumn Games Key News & Latest Developments
Table 62. Arc System Works Corporate Summary
Table 63. Arc System Works 2D Fighting Games Product Offerings
Table 64. Arc System Works 2D Fighting Games Revenue (US$, Mn) & (2020-2025)
Table 65. Arc System Works Key News & Latest Developments


List of Figures
Figure 1. 2D Fighting Games Product Picture
Figure 2. 2D Fighting Games Segment by Type in 2024
Figure 3. 2D Fighting Games Segment by Application in 2024
Figure 4. Global 2D Fighting Games Market Overview: 2024
Figure 5. Key Caveats
Figure 6. Global 2D Fighting Games Market Size: 2024 VS 2032 (US$, Mn)
Figure 7. Global 2D Fighting Games Revenue: 2020-2032 (US$, Mn)
Figure 8. The Top 3 and 5 Players Market Share by 2D Fighting Games Revenue in 2024
Figure 9. Segmentation by Type – Global 2D Fighting Games Revenue, (US$, Mn), 2024 & 2032
Figure 10. Segmentation by Type - Global 2D Fighting Games Revenue Market Share, 2020-2032
Figure 11. Segmentation by Application – Global 2D Fighting Games Revenue, (US$, Mn), 2024 & 2032
Figure 12. Segmentation by Application - Global 2D Fighting Games Revenue Market Share, 2020-2032
Figure 13. By Region - Global 2D Fighting Games Revenue Market Share, 2020-2032
Figure 14. By Country - North America 2D Fighting Games Revenue Market Share, 2020-2032
Figure 15. United States 2D Fighting Games Revenue, (US$, Mn), 2020-2032
Figure 16. Canada 2D Fighting Games Revenue, (US$, Mn), 2020-2032
Figure 17. Mexico 2D Fighting Games Revenue, (US$, Mn), 2020-2032
Figure 18. By Country - Europe 2D Fighting Games Revenue Market Share, 2020-2032
Figure 19. Germany 2D Fighting Games Revenue, (US$, Mn), 2020-2032
Figure 20. France 2D Fighting Games Revenue, (US$, Mn), 2020-2032
Figure 21. U.K. 2D Fighting Games Revenue, (US$, Mn), 2020-2032
Figure 22. Italy 2D Fighting Games Revenue, (US$, Mn), 2020-2032
Figure 23. Russia 2D Fighting Games Revenue, (US$, Mn), 2020-2032
Figure 24. Nordic Countries 2D Fighting Games Revenue, (US$, Mn), 2020-2032
Figure 25. Benelux 2D Fighting Games Revenue, (US$, Mn), 2020-2032
Figure 26. By Region - Asia 2D Fighting Games Revenue Market Share, 2020-2032
Figure 27. China 2D Fighting Games Revenue, (US$, Mn), 2020-2032
Figure 28. Japan 2D Fighting Games Revenue, (US$, Mn), 2020-2032
Figure 29. South Korea 2D Fighting Games Revenue, (US$, Mn), 2020-2032
Figure 30. Southeast Asia 2D Fighting Games Revenue, (US$, Mn), 2020-2032
Figure 31. India 2D Fighting Games Revenue, (US$, Mn), 2020-2032
Figure 32. By Country - South America 2D Fighting Games Revenue Market Share, 2020-2032
Figure 33. Brazil 2D Fighting Games Revenue, (US$, Mn), 2020-2032
Figure 34. Argentina 2D Fighting Games Revenue, (US$, Mn), 2020-2032
Figure 35. By Country - Middle East & Africa 2D Fighting Games Revenue Market Share, 2020-2032
Figure 36. Turkey 2D Fighting Games Revenue, (US$, Mn), 2020-2032
Figure 37. Israel 2D Fighting Games Revenue, (US$, Mn), 2020-2032
Figure 38. Saudi Arabia 2D Fighting Games Revenue, (US$, Mn), 2020-2032
Figure 39. UAE 2D Fighting Games Revenue, (US$, Mn), 2020-2032
Figure 40. Nintendo 2D Fighting Games Revenue Year Over Year Growth (US$, Mn) & (2020-2025)
Figure 41. Namco 2D Fighting Games Revenue Year Over Year Growth (US$, Mn) & (2020-2025)
Figure 42. WB Games 2D Fighting Games Revenue Year Over Year Growth (US$, Mn) & (2020-2025)
Figure 43. Sega 2D Fighting Games Revenue Year Over Year Growth (US$, Mn) & (2020-2025)
Figure 44. Capcom 2D Fighting Games Revenue Year Over Year Growth (US$, Mn) & (2020-2025)
Figure 45. Koei Tecmo 2D Fighting Games Revenue Year Over Year Growth (US$, Mn) & (2020-2025)
Figure 46. SNK Playmore 2D Fighting Games Revenue Year Over Year Growth (US$, Mn) & (2020-2025)
Figure 47. Autumn Games 2D Fighting Games Revenue Year Over Year Growth (US$, Mn) & (2020-2025)
Figure 48. Arc System Works 2D Fighting Games Revenue Year Over Year Growth (US$, Mn) & (2020-2025)

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