![]() 格闘ゲーム-世界市場シェア・ランキング、全体売上高・需要予測 2025-2031Fighting Games- Global Market Share and Ranking, Overall Sales and Demand Forecast 2025-2031 格闘ゲームの世界市場は、2024年には1億5,800万米ドル規模と推定され、2031年には2億5,600万米ドルに再調整され、予測期間2025-2031年のCAGRは4.2%と予測されている。 格闘ゲームは、境界線が固定されたステー... もっと見る
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サマリー格闘ゲームの世界市場は、2024年には1億5,800万米ドル規模と推定され、2031年には2億5,600万米ドルに再調整され、予測期間2025-2031年のCAGRは4.2%と予測されている。格闘ゲームは、境界線が固定されたステージで、限られたキャラクター同士の接近戦を中心としたビデオゲームのジャンルである。 北米は格闘ゲーム市場において世界最大の消費量を誇り、欧州は2019年において格闘ゲームの2番目の販売量市場である。 業界では、任天堂が2019年に最も利益を上げており、ナムコとWB Gamesが2位と3位にランクインしている。2019年の市場シェアは約50%、約15%、約10%である。 格闘ゲームには主に2D格闘ゲームと3D格闘ゲームの2種類がある。そして、2D格闘ゲームは格闘ゲームの主な種類であり、2019年、2D格闘ゲームは世界の販売額の77%以上に達した。 本レポートは、地域・国別、タイプ別、用途別のファイティングゲームの分析とともに、総売上高、主要企業の市場シェア、ランキングに焦点を当て、ファイティングゲームの世界市場を包括的に提示することを目的としています。 格闘ゲームの市場規模、推計、予測は、2024年を基準年として、2020年から2031年までの期間の履歴データと予測データを売上高(百万ドル)で提供します。定量的、定性的な分析により、読者がビジネス/成長戦略を策定し、市場競争状況を評価し、現在の市場でのポジションを分析し、格闘ゲームに関する情報に基づいたビジネス上の意思決定を行うのに役立ちます。 市場区分 企業別 任天堂 ナムコ WBゲームズ セガ カプコン コーエーテクモ SNKプレイモア オータムゲームズ アークシステムワークス タイプ別 2D格闘ゲーム 3D格闘ゲーム アプリケーション別 パソコン モバイル タブレット ゲーム機 地域別 北米 米国 カナダ アジア太平洋 中国 日本 韓国 東南アジア インド オーストラリア その他のアジア太平洋地域 ヨーロッパ ドイツ フランス 英国 イタリア オランダ 北欧諸国 その他のヨーロッパ ラテンアメリカ メキシコ ブラジル その他のラテンアメリカ 中東・アフリカ トルコ サウジアラビア アラブ首長国連邦 その他のMEA 各章の概要 第1章: レポートのスコープ、世界の総市場規模を紹介します。本章ではまた、市場力学、市場の最新動向、市場の推進要因と制限要因、業界のメーカーが直面する課題とリスク、業界の関連政策の分析を提供します。 第2章 格闘ゲーム企業の競争環境、収益市場シェア、最新の開発計画、合併・買収情報などを詳細に分析します。 第3章:各種市場セグメントをタイプ別に分析し、各市場セグメントの市場規模と発展可能性を網羅し、読者が各市場セグメントのブルーオーシャン市場を見つけるのに役立つ。 第4章:用途別の様々な市場セグメントの分析を提供し、各市場セグメントの市場規模と発展可能性をカバーし、読者が異なる下流市場のブルーオーシャン市場を見つけるのを助ける。 第5章:地域レベルでの格闘ゲームの収益。各地域の市場規模と発展可能性を定量的に分析し、世界各国の市場発展、将来発展見込み、市場空間、市場規模を紹介する。 第6章:国別格闘ゲームの収益。各国・地域のタイプ別、用途別のシグメイトデータを提供。 第7章:主要企業のプロファイルを提供し、製品収益、売上総利益率、製品紹介、最近の開発など、市場の主要企業の基本的な状況を詳細に紹介します。 第8章:産業の上流と下流を含む産業チェーンの分析。 第9章:結論 目次1 Market Overview1.1 Fighting Games Product Introduction 1.2 Global Fighting Games Market Size Forecast (2020-2031) 1.3 Fighting Games Market Trends & Drivers 1.3.1 Fighting Games Industry Trends 1.3.2 Fighting Games Market Drivers & Opportunity 1.3.3 Fighting Games Market Challenges 1.3.4 Fighting Games Market Restraints 1.4 Assumptions and Limitations 1.5 Study Objectives 1.6 Years Considered 2 Competitive Analysis by Company 2.1 Global Fighting Games Players Revenue Ranking (2024) 2.2 Global Fighting Games Revenue by Company (2020-2025) 2.3 Key Companies Fighting Games Manufacturing Base Distribution and Headquarters 2.4 Key Companies Fighting Games Product Offered 2.5 Key Companies Time to Begin Mass Production of Fighting Games 2.6 Fighting Games Market Competitive Analysis 2.6.1 Fighting Games Market Concentration Rate (2020-2025) 2.6.2 Global 5 and 10 Largest Companies by Fighting Games Revenue in 2024 2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Fighting Games as of 2024) 2.7 Mergers & Acquisitions, Expansion 3 Segmentation by Type 3.1 Introduction by Type 3.1.1 2D Fighting Games 3.1.2 3D Fighting Games 3.2 Global Fighting Games Sales Value by Type 3.2.1 Global Fighting Games Sales Value by Type (2020 VS 2024 VS 2031) 3.2.2 Global Fighting Games Sales Value, by Type (2020-2031) 3.2.3 Global Fighting Games Sales Value, by Type (%) (2020-2031) 4 Segmentation by Application 4.1 Introduction by Application 4.1.1 PC 4.1.2 Mobile 4.1.3 Tablet 4.1.4 Gaming Console 4.2 Global Fighting Games Sales Value by Application 4.2.1 Global Fighting Games Sales Value by Application (2020 VS 2024 VS 2031) 4.2.2 Global Fighting Games Sales Value, by Application (2020-2031) 4.2.3 Global Fighting Games Sales Value, by Application (%) (2020-2031) 5 Segmentation by Region 5.1 Global Fighting Games Sales Value by Region 5.1.1 Global Fighting Games Sales Value by Region: 2020 VS 2024 VS 2031 5.1.2 Global Fighting Games Sales Value by Region (2020-2025) 5.1.3 Global Fighting Games Sales Value by Region (2026-2031) 5.1.4 Global Fighting Games Sales Value by Region (%), (2020-2031) 5.2 North America 5.2.1 North America Fighting Games Sales Value, 2020-2031 5.2.2 North America Fighting Games Sales Value by Country (%), 2024 VS 2031 5.3 Europe 5.3.1 Europe Fighting Games Sales Value, 2020-2031 5.3.2 Europe Fighting Games Sales Value by Country (%), 2024 VS 2031 5.4 Asia Pacific 5.4.1 Asia Pacific Fighting Games Sales Value, 2020-2031 5.4.2 Asia Pacific Fighting Games Sales Value by Region (%), 2024 VS 2031 5.5 South America 5.5.1 South America Fighting Games Sales Value, 2020-2031 5.5.2 South America Fighting Games Sales Value by Country (%), 2024 VS 2031 5.6 Middle East & Africa 5.6.1 Middle East & Africa Fighting Games Sales Value, 2020-2031 5.6.2 Middle East & Africa Fighting Games Sales Value by Country (%), 2024 VS 2031 6 Segmentation by Key Countries/Regions 6.1 Key Countries/Regions Fighting Games Sales Value Growth Trends, 2020 VS 2024 VS 2031 6.2 Key Countries/Regions Fighting Games Sales Value, 2020-2031 6.3 United States 6.3.1 United States Fighting Games Sales Value, 2020-2031 6.3.2 United States Fighting Games Sales Value by Type (%), 2024 VS 2031 6.3.3 United States Fighting Games Sales Value by Application, 2024 VS 2031 6.4 Europe 6.4.1 Europe Fighting Games Sales Value, 2020-2031 6.4.2 Europe Fighting Games Sales Value by Type (%), 2024 VS 2031 6.4.3 Europe Fighting Games Sales Value by Application, 2024 VS 2031 6.5 China 6.5.1 China Fighting Games Sales Value, 2020-2031 6.5.2 China Fighting Games Sales Value by Type (%), 2024 VS 2031 6.5.3 China Fighting Games Sales Value by Application, 2024 VS 2031 6.6 Japan 6.6.1 Japan Fighting Games Sales Value, 2020-2031 6.6.2 Japan Fighting Games Sales Value by Type (%), 2024 VS 2031 6.6.3 Japan Fighting Games Sales Value by Application, 2024 VS 2031 6.7 South Korea 6.7.1 South Korea Fighting Games Sales Value, 2020-2031 6.7.2 South Korea Fighting Games Sales Value by Type (%), 2024 VS 2031 6.7.3 South Korea Fighting Games Sales Value by Application, 2024 VS 2031 6.8 Southeast Asia 6.8.1 Southeast Asia Fighting Games Sales Value, 2020-2031 6.8.2 Southeast Asia Fighting Games Sales Value by Type (%), 2024 VS 2031 6.8.3 Southeast Asia Fighting Games Sales Value by Application, 2024 VS 2031 6.9 India 6.9.1 India Fighting Games Sales Value, 2020-2031 6.9.2 India Fighting Games Sales Value by Type (%), 2024 VS 2031 6.9.3 India Fighting Games Sales Value by Application, 2024 VS 2031 7 Company Profiles 7.1 Nintendo 7.1.1 Nintendo Profile 7.1.2 Nintendo Main Business 7.1.3 Nintendo Fighting Games Products, Services and Solutions 7.1.4 Nintendo Fighting Games Revenue (US$ Million) & (2020-2025) 7.1.5 Nintendo Recent Developments 7.2 Namco 7.2.1 Namco Profile 7.2.2 Namco Main Business 7.2.3 Namco Fighting Games Products, Services and Solutions 7.2.4 Namco Fighting Games Revenue (US$ Million) & (2020-2025) 7.2.5 Namco Recent Developments 7.3 WB Games 7.3.1 WB Games Profile 7.3.2 WB Games Main Business 7.3.3 WB Games Fighting Games Products, Services and Solutions 7.3.4 WB Games Fighting Games Revenue (US$ Million) & (2020-2025) 7.3.5 WB Games Recent Developments 7.4 Sega 7.4.1 Sega Profile 7.4.2 Sega Main Business 7.4.3 Sega Fighting Games Products, Services and Solutions 7.4.4 Sega Fighting Games Revenue (US$ Million) & (2020-2025) 7.4.5 Sega Recent Developments 7.5 Capcom 7.5.1 Capcom Profile 7.5.2 Capcom Main Business 7.5.3 Capcom Fighting Games Products, Services and Solutions 7.5.4 Capcom Fighting Games Revenue (US$ Million) & (2020-2025) 7.5.5 Capcom Recent Developments 7.6 Koei Tecmo 7.6.1 Koei Tecmo Profile 7.6.2 Koei Tecmo Main Business 7.6.3 Koei Tecmo Fighting Games Products, Services and Solutions 7.6.4 Koei Tecmo Fighting Games Revenue (US$ Million) & (2020-2025) 7.6.5 Koei Tecmo Recent Developments 7.7 SNK Playmore 7.7.1 SNK Playmore Profile 7.7.2 SNK Playmore Main Business 7.7.3 SNK Playmore Fighting Games Products, Services and Solutions 7.7.4 SNK Playmore Fighting Games Revenue (US$ Million) & (2020-2025) 7.7.5 SNK Playmore Recent Developments 7.8 Autumn Games 7.8.1 Autumn Games Profile 7.8.2 Autumn Games Main Business 7.8.3 Autumn Games Fighting Games Products, Services and Solutions 7.8.4 Autumn Games Fighting Games Revenue (US$ Million) & (2020-2025) 7.8.5 Autumn Games Recent Developments 7.9 Arc System Works 7.9.1 Arc System Works Profile 7.9.2 Arc System Works Main Business 7.9.3 Arc System Works Fighting Games Products, Services and Solutions 7.9.4 Arc System Works Fighting Games Revenue (US$ Million) & (2020-2025) 7.9.5 Arc System Works Recent Developments 8 Industry Chain Analysis 8.1 Fighting Games Industrial Chain 8.2 Fighting Games Upstream Analysis 8.2.1 Key Raw Materials 8.2.2 Raw Materials Key Suppliers 8.2.3 Manufacturing Cost Structure 8.3 Midstream Analysis 8.4 Downstream Analysis (Customers Analysis) 8.5 Sales Model and Sales Channels 8.5.1 Fighting Games Sales Model 8.5.2 Sales Channel 8.5.3 Fighting Games Distributors 9 Research Findings and Conclusion 10 Appendix 10.1 Research Methodology 10.1.1 Methodology/Research Approach 10.1.1.1 Research Programs/Design 10.1.1.2 Market Size Estimation 10.1.1.3 Market Breakdown and Data Triangulation 10.1.2 Data Source 10.1.2.1 Secondary Sources 10.1.2.2 Primary Sources 10.2 Author Details 10.3 Disclaimer
SummaryThe global market for Fighting Games was estimated to be worth US$ 1548 million in 2024 and is forecast to a readjusted size of US$ 2056 million by 2031 with a CAGR of 4.2% during the forecast period 2025-2031. Table of Contents1 Market Overview1.1 Fighting Games Product Introduction 1.2 Global Fighting Games Market Size Forecast (2020-2031) 1.3 Fighting Games Market Trends & Drivers 1.3.1 Fighting Games Industry Trends 1.3.2 Fighting Games Market Drivers & Opportunity 1.3.3 Fighting Games Market Challenges 1.3.4 Fighting Games Market Restraints 1.4 Assumptions and Limitations 1.5 Study Objectives 1.6 Years Considered 2 Competitive Analysis by Company 2.1 Global Fighting Games Players Revenue Ranking (2024) 2.2 Global Fighting Games Revenue by Company (2020-2025) 2.3 Key Companies Fighting Games Manufacturing Base Distribution and Headquarters 2.4 Key Companies Fighting Games Product Offered 2.5 Key Companies Time to Begin Mass Production of Fighting Games 2.6 Fighting Games Market Competitive Analysis 2.6.1 Fighting Games Market Concentration Rate (2020-2025) 2.6.2 Global 5 and 10 Largest Companies by Fighting Games Revenue in 2024 2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Fighting Games as of 2024) 2.7 Mergers & Acquisitions, Expansion 3 Segmentation by Type 3.1 Introduction by Type 3.1.1 2D Fighting Games 3.1.2 3D Fighting Games 3.2 Global Fighting Games Sales Value by Type 3.2.1 Global Fighting Games Sales Value by Type (2020 VS 2024 VS 2031) 3.2.2 Global Fighting Games Sales Value, by Type (2020-2031) 3.2.3 Global Fighting Games Sales Value, by Type (%) (2020-2031) 4 Segmentation by Application 4.1 Introduction by Application 4.1.1 PC 4.1.2 Mobile 4.1.3 Tablet 4.1.4 Gaming Console 4.2 Global Fighting Games Sales Value by Application 4.2.1 Global Fighting Games Sales Value by Application (2020 VS 2024 VS 2031) 4.2.2 Global Fighting Games Sales Value, by Application (2020-2031) 4.2.3 Global Fighting Games Sales Value, by Application (%) (2020-2031) 5 Segmentation by Region 5.1 Global Fighting Games Sales Value by Region 5.1.1 Global Fighting Games Sales Value by Region: 2020 VS 2024 VS 2031 5.1.2 Global Fighting Games Sales Value by Region (2020-2025) 5.1.3 Global Fighting Games Sales Value by Region (2026-2031) 5.1.4 Global Fighting Games Sales Value by Region (%), (2020-2031) 5.2 North America 5.2.1 North America Fighting Games Sales Value, 2020-2031 5.2.2 North America Fighting Games Sales Value by Country (%), 2024 VS 2031 5.3 Europe 5.3.1 Europe Fighting Games Sales Value, 2020-2031 5.3.2 Europe Fighting Games Sales Value by Country (%), 2024 VS 2031 5.4 Asia Pacific 5.4.1 Asia Pacific Fighting Games Sales Value, 2020-2031 5.4.2 Asia Pacific Fighting Games Sales Value by Region (%), 2024 VS 2031 5.5 South America 5.5.1 South America Fighting Games Sales Value, 2020-2031 5.5.2 South America Fighting Games Sales Value by Country (%), 2024 VS 2031 5.6 Middle East & Africa 5.6.1 Middle East & Africa Fighting Games Sales Value, 2020-2031 5.6.2 Middle East & Africa Fighting Games Sales Value by Country (%), 2024 VS 2031 6 Segmentation by Key Countries/Regions 6.1 Key Countries/Regions Fighting Games Sales Value Growth Trends, 2020 VS 2024 VS 2031 6.2 Key Countries/Regions Fighting Games Sales Value, 2020-2031 6.3 United States 6.3.1 United States Fighting Games Sales Value, 2020-2031 6.3.2 United States Fighting Games Sales Value by Type (%), 2024 VS 2031 6.3.3 United States Fighting Games Sales Value by Application, 2024 VS 2031 6.4 Europe 6.4.1 Europe Fighting Games Sales Value, 2020-2031 6.4.2 Europe Fighting Games Sales Value by Type (%), 2024 VS 2031 6.4.3 Europe Fighting Games Sales Value by Application, 2024 VS 2031 6.5 China 6.5.1 China Fighting Games Sales Value, 2020-2031 6.5.2 China Fighting Games Sales Value by Type (%), 2024 VS 2031 6.5.3 China Fighting Games Sales Value by Application, 2024 VS 2031 6.6 Japan 6.6.1 Japan Fighting Games Sales Value, 2020-2031 6.6.2 Japan Fighting Games Sales Value by Type (%), 2024 VS 2031 6.6.3 Japan Fighting Games Sales Value by Application, 2024 VS 2031 6.7 South Korea 6.7.1 South Korea Fighting Games Sales Value, 2020-2031 6.7.2 South Korea Fighting Games Sales Value by Type (%), 2024 VS 2031 6.7.3 South Korea Fighting Games Sales Value by Application, 2024 VS 2031 6.8 Southeast Asia 6.8.1 Southeast Asia Fighting Games Sales Value, 2020-2031 6.8.2 Southeast Asia Fighting Games Sales Value by Type (%), 2024 VS 2031 6.8.3 Southeast Asia Fighting Games Sales Value by Application, 2024 VS 2031 6.9 India 6.9.1 India Fighting Games Sales Value, 2020-2031 6.9.2 India Fighting Games Sales Value by Type (%), 2024 VS 2031 6.9.3 India Fighting Games Sales Value by Application, 2024 VS 2031 7 Company Profiles 7.1 Nintendo 7.1.1 Nintendo Profile 7.1.2 Nintendo Main Business 7.1.3 Nintendo Fighting Games Products, Services and Solutions 7.1.4 Nintendo Fighting Games Revenue (US$ Million) & (2020-2025) 7.1.5 Nintendo Recent Developments 7.2 Namco 7.2.1 Namco Profile 7.2.2 Namco Main Business 7.2.3 Namco Fighting Games Products, Services and Solutions 7.2.4 Namco Fighting Games Revenue (US$ Million) & (2020-2025) 7.2.5 Namco Recent Developments 7.3 WB Games 7.3.1 WB Games Profile 7.3.2 WB Games Main Business 7.3.3 WB Games Fighting Games Products, Services and Solutions 7.3.4 WB Games Fighting Games Revenue (US$ Million) & (2020-2025) 7.3.5 WB Games Recent Developments 7.4 Sega 7.4.1 Sega Profile 7.4.2 Sega Main Business 7.4.3 Sega Fighting Games Products, Services and Solutions 7.4.4 Sega Fighting Games Revenue (US$ Million) & (2020-2025) 7.4.5 Sega Recent Developments 7.5 Capcom 7.5.1 Capcom Profile 7.5.2 Capcom Main Business 7.5.3 Capcom Fighting Games Products, Services and Solutions 7.5.4 Capcom Fighting Games Revenue (US$ Million) & (2020-2025) 7.5.5 Capcom Recent Developments 7.6 Koei Tecmo 7.6.1 Koei Tecmo Profile 7.6.2 Koei Tecmo Main Business 7.6.3 Koei Tecmo Fighting Games Products, Services and Solutions 7.6.4 Koei Tecmo Fighting Games Revenue (US$ Million) & (2020-2025) 7.6.5 Koei Tecmo Recent Developments 7.7 SNK Playmore 7.7.1 SNK Playmore Profile 7.7.2 SNK Playmore Main Business 7.7.3 SNK Playmore Fighting Games Products, Services and Solutions 7.7.4 SNK Playmore Fighting Games Revenue (US$ Million) & (2020-2025) 7.7.5 SNK Playmore Recent Developments 7.8 Autumn Games 7.8.1 Autumn Games Profile 7.8.2 Autumn Games Main Business 7.8.3 Autumn Games Fighting Games Products, Services and Solutions 7.8.4 Autumn Games Fighting Games Revenue (US$ Million) & (2020-2025) 7.8.5 Autumn Games Recent Developments 7.9 Arc System Works 7.9.1 Arc System Works Profile 7.9.2 Arc System Works Main Business 7.9.3 Arc System Works Fighting Games Products, Services and Solutions 7.9.4 Arc System Works Fighting Games Revenue (US$ Million) & (2020-2025) 7.9.5 Arc System Works Recent Developments 8 Industry Chain Analysis 8.1 Fighting Games Industrial Chain 8.2 Fighting Games Upstream Analysis 8.2.1 Key Raw Materials 8.2.2 Raw Materials Key Suppliers 8.2.3 Manufacturing Cost Structure 8.3 Midstream Analysis 8.4 Downstream Analysis (Customers Analysis) 8.5 Sales Model and Sales Channels 8.5.1 Fighting Games Sales Model 8.5.2 Sales Channel 8.5.3 Fighting Games Distributors 9 Research Findings and Conclusion 10 Appendix 10.1 Research Methodology 10.1.1 Methodology/Research Approach 10.1.1.1 Research Programs/Design 10.1.1.2 Market Size Estimation 10.1.1.3 Market Breakdown and Data Triangulation 10.1.2 Data Source 10.1.2.1 Secondary Sources 10.1.2.2 Primary Sources 10.2 Author Details 10.3 Disclaimer
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