
2D Fighting Games Soars to 1482.4 million , witnessing a CAGR of XX during the forecast period 2025-2033
2D Fighting Games by Type (Stand-alone Game, Online Game), by Application (PC, Mobile Phone, Tablet, Gaming Console), by North America (United States, Canada, Mexico), by South America (Brazil, Argentina, Rest of South America), by Europe (United Kingdom, Germany, France, Italy, Spain, Russia, Benelux, Nordics, Rest of Europe), by Middle East & Africa (Turkey, Israel, GCC, North Africa, South Africa, Rest of Middle East & Africa), by Asia Pacific (China, India, Japan, South Korea, ASEAN, Oceania, Rest of Asia Pacific) Forecast 2025-2033
Key Insights
The global 2D fighting game market is expected to reach a market value of million USD by 2033, expanding at a CAGR of XX% from 2025 to 2033. The growth of the market is attributed to the rising popularity of fighting games, particularly on mobile and PC platforms. This is due to the accessibility and affordability of these games, as well as the growing trend of competitive gaming. Additionally, the increasing number of tournaments and prize pools for 2D fighting games is further driving market growth.
The segment is also expected to be propelled by the growing popularity of live streaming and esports, which have increased the visibility and accessibility of fighting games to a global audience. The launch of new 2D fighting games, such as "Guilty Gear -Strive-" and "The King of Fighters XV," is also expected to contribute to the growth of the market. The rising number of players and fans of 2D fighting games is also driving the market demand, leading to an increase in revenue generated from in-game purchases, tournaments, and merchandise. Overall, the 2D fighting games market is expected to continue to grow in the coming years, driven by the increasing popularity of competitive gaming and the expansion of the gaming industry into new regions.

2D Fighting Games Trends
The global 2D fighting games market is expected to be valued at USD 900 million by 2027, exhibiting a CAGR of 6.9% during the forecast period. Rising popularity of e-sports and increasing accessibility to mobile devices are primarily driving market growth.
Key market insights:
- Mobile segment to account for the largest share of the market by 2027, owing to growing smartphone penetration and availability of free-to-play games.
- North America to remain the dominant regional market throughout the forecast period, driven by the presence of major game developers and competitive e-sports scene.
- Key market trends include the rise of cross-play functionality, integration of virtual reality (VR) and augmented reality (AR) technologies, and the emergence of new genres such as "platform fighters."
Driving Forces: What's Propelling the 2D Fighting Games
- Rising popularity of e-sports: Competitive 2D fighting games have gained significant traction as e-sports, attracting a large and enthusiastic audience. This has led to increased investment in tournaments and prize pools, further fueling market growth.
- Increasing accessibility to mobile devices: The availability of affordable smartphones and tablets has made 2D fighting games more accessible to a wider audience, particularly in emerging markets.
- Growth of indie game development: Independent game studios are playing a significant role in the 2D fighting game market by creating innovative and unique experiences. These games often cater to niche audiences and provide a counterpoint to mainstream releases.

Challenges and Restraints in 2D Fighting Games
- Competition from other genres: The 2D fighting game market faces competition from other genres such as first-person shooters, multiplayer online battle arenas (MOBAs), and role-playing games (RPGs).
- High skill barrier: 2D fighting games typically require a high level of skill to master, which can be a barrier to entry for new players.
- Lack of innovation: Some critics argue that the 2D fighting game genre has become stale and lacks innovation. This can lead to decreased interest from both players and developers.
Key Region or Country & Segment to Dominate the Market
Region:
- North America: The United States is the largest market for 2D fighting games, driven by the presence of major game developers and the competitive e-sports scene.
- Asia-Pacific: This region is expected to grow rapidly over the forecast period, primarily due to the increasing popularity of mobile gaming in countries such as China and India.
- Europe: The European market is expected to remain stable, with key markets such as the United Kingdom and Germany continuing to drive growth.
Segment:
- Mobile Phone: The mobile phone segment is expected to account for the largest share of the market by 2027. This is primarily due to the increasing penetration of smartphones and tablets, as well as the availability of free-to-play games.
- Gaming Console: The gaming console segment is expected to grow at a steady pace over the forecast period. Key markets for this segment include the United States, Japan, and Europe.
- PC: The PC segment is expected to remain niche but will continue to support a dedicated community of players.
Growth Catalysts in 2D Fighting Games Industry
- Cross-play functionality: The ability for players to compete against each other across different platforms is a major growth catalyst.
- Integration of VR and AR technologies: VR and AR can enhance the gameplay experience and provide a more immersive experience.
- Rise of platform fighters: Platform fighters, such as Super Smash Bros. Ultimate, have become increasingly popular and provide a more accessible and casual-friendly experience.
Leading Players in the 2D Fighting Games
Significant Developments in 2D Fighting Games Sector
- In 2022, Capcom released Street Fighter 6, a highly anticipated sequel to the popular Street Fighter franchise. The game was well-received by critics and players alike.
- In 2023, Arc System Works released Guilty Gear -Strive-, which was praised for its stunning visuals and innovative gameplay mechanics.
- In 2024, Nintendo announced a new Super Smash Bros. game for the Nintendo Switch. The game is set to release in late 2024.
Comprehensive Coverage 2D Fighting Games Report
For a comprehensive overview of the 2D fighting games market, including key market trends, drivers, challenges, and leading players, access the full report here: Comprehensive 2D Fighting Games Market Report.
2D Fighting Games Segmentation
-
1. Type
- 1.1. Stand-alone Game
- 1.2. Online Game
-
2. Application
- 2.1. PC
- 2.2. Mobile Phone
- 2.3. Tablet
- 2.4. Gaming Console
2D Fighting Games Segmentation By Geography
-
1. North America
- 1.1. United States
- 1.2. Canada
- 1.3. Mexico
-
2. South America
- 2.1. Brazil
- 2.2. Argentina
- 2.3. Rest of South America
-
3. Europe
- 3.1. United Kingdom
- 3.2. Germany
- 3.3. France
- 3.4. Italy
- 3.5. Spain
- 3.6. Russia
- 3.7. Benelux
- 3.8. Nordics
- 3.9. Rest of Europe
-
4. Middle East & Africa
- 4.1. Turkey
- 4.2. Israel
- 4.3. GCC
- 4.4. North Africa
- 4.5. South Africa
- 4.6. Rest of Middle East & Africa
-
5. Asia Pacific
- 5.1. China
- 5.2. India
- 5.3. Japan
- 5.4. South Korea
- 5.5. ASEAN
- 5.6. Oceania
- 5.7. Rest of Asia Pacific

2D Fighting Games REPORT HIGHLIGHTS
Aspects | Details |
---|---|
Study Period | 2019-2033 |
Base Year | 2024 |
Estimated Year | 2025 |
Forecast Period | 2025-2033 |
Historical Period | 2019-2024 |
Growth Rate | CAGR of XX% from 2019-2033 |
Segmentation |
|
Frequently Asked Questions
What is the projected Compound Annual Growth Rate (CAGR) of the 2D Fighting Games ?
The projected CAGR is approximately XX%.
Which companies are prominent players in the 2D Fighting Games?
Key companies in the market include Nintendo,Namco,WB Games,Sega,Capcom,Koei Tecmo,SNK Playmore,Autumn Games,Arc System Works,
What are the main segments of the 2D Fighting Games?
The market segments include
Are there any restraints impacting market growth?
.
Are there any additional resources or data provided in the report?
While the report offers comprehensive insights, it's advisable to review the specific contents or supplementary materials provided to ascertain if additional resources or data are available.
Are there any specific market keywords associated with the report?
Yes, the market keyword associated with the report is "2D Fighting Games," which aids in identifying and referencing the specific market segment covered.
How can I stay updated on further developments or reports in the 2D Fighting Games?
To stay informed about further developments, trends, and reports in the 2D Fighting Games, consider subscribing to industry newsletters, following relevant companies and organizations, or regularly checking reputable industry news sources and publications.
What pricing options are available for accessing the report?
Pricing options include single-user, multi-user, and enterprise licenses priced at USD 4480.00 , USD 6720.00, and USD 8960.00 respectively.
- 1. Introduction
- 1.1. Research Scope
- 1.2. Market Segmentation
- 1.3. Research Methodology
- 1.4. Definitions and Assumptions
- 2. Executive Summary
- 2.1. Introduction
- 3. Market Dynamics
- 3.1. Introduction
- 3.2. Market Drivers
- 3.3. Market Restrains
- 3.4. Market Trends
- 4. Market Factor Analysis
- 4.1. Porters Five Forces
- 4.2. Supply/Value Chain
- 4.3. PESTEL analysis
- 4.4. Market Entropy
- 4.5. Patent/Trademark Analysis
- 5. Global 2D Fighting Games Analysis, Insights and Forecast, 2019-2031
- 5.1. Market Analysis, Insights and Forecast - by Type
- 5.1.1. Stand-alone Game
- 5.1.2. Online Game
- 5.2. Market Analysis, Insights and Forecast - by Application
- 5.2.1. PC
- 5.2.2. Mobile Phone
- 5.2.3. Tablet
- 5.2.4. Gaming Console
- 5.3. Market Analysis, Insights and Forecast - by Region
- 5.3.1. North America
- 5.3.2. South America
- 5.3.3. Europe
- 5.3.4. Middle East & Africa
- 5.3.5. Asia Pacific
- 5.1. Market Analysis, Insights and Forecast - by Type
- 6. North America 2D Fighting Games Analysis, Insights and Forecast, 2019-2031
- 6.1. Market Analysis, Insights and Forecast - by Type
- 6.1.1. Stand-alone Game
- 6.1.2. Online Game
- 6.2. Market Analysis, Insights and Forecast - by Application
- 6.2.1. PC
- 6.2.2. Mobile Phone
- 6.2.3. Tablet
- 6.2.4. Gaming Console
- 6.1. Market Analysis, Insights and Forecast - by Type
- 7. South America 2D Fighting Games Analysis, Insights and Forecast, 2019-2031
- 7.1. Market Analysis, Insights and Forecast - by Type
- 7.1.1. Stand-alone Game
- 7.1.2. Online Game
- 7.2. Market Analysis, Insights and Forecast - by Application
- 7.2.1. PC
- 7.2.2. Mobile Phone
- 7.2.3. Tablet
- 7.2.4. Gaming Console
- 7.1. Market Analysis, Insights and Forecast - by Type
- 8. Europe 2D Fighting Games Analysis, Insights and Forecast, 2019-2031
- 8.1. Market Analysis, Insights and Forecast - by Type
- 8.1.1. Stand-alone Game
- 8.1.2. Online Game
- 8.2. Market Analysis, Insights and Forecast - by Application
- 8.2.1. PC
- 8.2.2. Mobile Phone
- 8.2.3. Tablet
- 8.2.4. Gaming Console
- 8.1. Market Analysis, Insights and Forecast - by Type
- 9. Middle East & Africa 2D Fighting Games Analysis, Insights and Forecast, 2019-2031
- 9.1. Market Analysis, Insights and Forecast - by Type
- 9.1.1. Stand-alone Game
- 9.1.2. Online Game
- 9.2. Market Analysis, Insights and Forecast - by Application
- 9.2.1. PC
- 9.2.2. Mobile Phone
- 9.2.3. Tablet
- 9.2.4. Gaming Console
- 9.1. Market Analysis, Insights and Forecast - by Type
- 10. Asia Pacific 2D Fighting Games Analysis, Insights and Forecast, 2019-2031
- 10.1. Market Analysis, Insights and Forecast - by Type
- 10.1.1. Stand-alone Game
- 10.1.2. Online Game
- 10.2. Market Analysis, Insights and Forecast - by Application
- 10.2.1. PC
- 10.2.2. Mobile Phone
- 10.2.3. Tablet
- 10.2.4. Gaming Console
- 10.1. Market Analysis, Insights and Forecast - by Type
- 11. Competitive Analysis
- 11.1. Global Market Share Analysis 2024
- 11.2. Company Profiles
- 11.2.1 Nintendo
- 11.2.1.1. Overview
- 11.2.1.2. Products
- 11.2.1.3. SWOT Analysis
- 11.2.1.4. Recent Developments
- 11.2.1.5. Financials (Based on Availability)
- 11.2.2 Namco
- 11.2.2.1. Overview
- 11.2.2.2. Products
- 11.2.2.3. SWOT Analysis
- 11.2.2.4. Recent Developments
- 11.2.2.5. Financials (Based on Availability)
- 11.2.3 WB Games
- 11.2.3.1. Overview
- 11.2.3.2. Products
- 11.2.3.3. SWOT Analysis
- 11.2.3.4. Recent Developments
- 11.2.3.5. Financials (Based on Availability)
- 11.2.4 Sega
- 11.2.4.1. Overview
- 11.2.4.2. Products
- 11.2.4.3. SWOT Analysis
- 11.2.4.4. Recent Developments
- 11.2.4.5. Financials (Based on Availability)
- 11.2.5 Capcom
- 11.2.5.1. Overview
- 11.2.5.2. Products
- 11.2.5.3. SWOT Analysis
- 11.2.5.4. Recent Developments
- 11.2.5.5. Financials (Based on Availability)
- 11.2.6 Koei Tecmo
- 11.2.6.1. Overview
- 11.2.6.2. Products
- 11.2.6.3. SWOT Analysis
- 11.2.6.4. Recent Developments
- 11.2.6.5. Financials (Based on Availability)
- 11.2.7 SNK Playmore
- 11.2.7.1. Overview
- 11.2.7.2. Products
- 11.2.7.3. SWOT Analysis
- 11.2.7.4. Recent Developments
- 11.2.7.5. Financials (Based on Availability)
- 11.2.8 Autumn Games
- 11.2.8.1. Overview
- 11.2.8.2. Products
- 11.2.8.3. SWOT Analysis
- 11.2.8.4. Recent Developments
- 11.2.8.5. Financials (Based on Availability)
- 11.2.9 Arc System Works
- 11.2.9.1. Overview
- 11.2.9.2. Products
- 11.2.9.3. SWOT Analysis
- 11.2.9.4. Recent Developments
- 11.2.9.5. Financials (Based on Availability)
- 11.2.10
- 11.2.10.1. Overview
- 11.2.10.2. Products
- 11.2.10.3. SWOT Analysis
- 11.2.10.4. Recent Developments
- 11.2.10.5. Financials (Based on Availability)
- 11.2.1 Nintendo
- Figure 1: Global 2D Fighting Games Revenue Breakdown (million, %) by Region 2024 & 2032
- Figure 2: North America 2D Fighting Games Revenue (million), by Type 2024 & 2032
- Figure 3: North America 2D Fighting Games Revenue Share (%), by Type 2024 & 2032
- Figure 4: North America 2D Fighting Games Revenue (million), by Application 2024 & 2032
- Figure 5: North America 2D Fighting Games Revenue Share (%), by Application 2024 & 2032
- Figure 6: North America 2D Fighting Games Revenue (million), by Country 2024 & 2032
- Figure 7: North America 2D Fighting Games Revenue Share (%), by Country 2024 & 2032
- Figure 8: South America 2D Fighting Games Revenue (million), by Type 2024 & 2032
- Figure 9: South America 2D Fighting Games Revenue Share (%), by Type 2024 & 2032
- Figure 10: South America 2D Fighting Games Revenue (million), by Application 2024 & 2032
- Figure 11: South America 2D Fighting Games Revenue Share (%), by Application 2024 & 2032
- Figure 12: South America 2D Fighting Games Revenue (million), by Country 2024 & 2032
- Figure 13: South America 2D Fighting Games Revenue Share (%), by Country 2024 & 2032
- Figure 14: Europe 2D Fighting Games Revenue (million), by Type 2024 & 2032
- Figure 15: Europe 2D Fighting Games Revenue Share (%), by Type 2024 & 2032
- Figure 16: Europe 2D Fighting Games Revenue (million), by Application 2024 & 2032
- Figure 17: Europe 2D Fighting Games Revenue Share (%), by Application 2024 & 2032
- Figure 18: Europe 2D Fighting Games Revenue (million), by Country 2024 & 2032
- Figure 19: Europe 2D Fighting Games Revenue Share (%), by Country 2024 & 2032
- Figure 20: Middle East & Africa 2D Fighting Games Revenue (million), by Type 2024 & 2032
- Figure 21: Middle East & Africa 2D Fighting Games Revenue Share (%), by Type 2024 & 2032
- Figure 22: Middle East & Africa 2D Fighting Games Revenue (million), by Application 2024 & 2032
- Figure 23: Middle East & Africa 2D Fighting Games Revenue Share (%), by Application 2024 & 2032
- Figure 24: Middle East & Africa 2D Fighting Games Revenue (million), by Country 2024 & 2032
- Figure 25: Middle East & Africa 2D Fighting Games Revenue Share (%), by Country 2024 & 2032
- Figure 26: Asia Pacific 2D Fighting Games Revenue (million), by Type 2024 & 2032
- Figure 27: Asia Pacific 2D Fighting Games Revenue Share (%), by Type 2024 & 2032
- Figure 28: Asia Pacific 2D Fighting Games Revenue (million), by Application 2024 & 2032
- Figure 29: Asia Pacific 2D Fighting Games Revenue Share (%), by Application 2024 & 2032
- Figure 30: Asia Pacific 2D Fighting Games Revenue (million), by Country 2024 & 2032
- Figure 31: Asia Pacific 2D Fighting Games Revenue Share (%), by Country 2024 & 2032
- Table 1: Global 2D Fighting Games Revenue million Forecast, by Region 2019 & 2032
- Table 2: Global 2D Fighting Games Revenue million Forecast, by Type 2019 & 2032
- Table 3: Global 2D Fighting Games Revenue million Forecast, by Application 2019 & 2032
- Table 4: Global 2D Fighting Games Revenue million Forecast, by Region 2019 & 2032
- Table 5: Global 2D Fighting Games Revenue million Forecast, by Type 2019 & 2032
- Table 6: Global 2D Fighting Games Revenue million Forecast, by Application 2019 & 2032
- Table 7: Global 2D Fighting Games Revenue million Forecast, by Country 2019 & 2032
- Table 8: United States 2D Fighting Games Revenue (million) Forecast, by Application 2019 & 2032
- Table 9: Canada 2D Fighting Games Revenue (million) Forecast, by Application 2019 & 2032
- Table 10: Mexico 2D Fighting Games Revenue (million) Forecast, by Application 2019 & 2032
- Table 11: Global 2D Fighting Games Revenue million Forecast, by Type 2019 & 2032
- Table 12: Global 2D Fighting Games Revenue million Forecast, by Application 2019 & 2032
- Table 13: Global 2D Fighting Games Revenue million Forecast, by Country 2019 & 2032
- Table 14: Brazil 2D Fighting Games Revenue (million) Forecast, by Application 2019 & 2032
- Table 15: Argentina 2D Fighting Games Revenue (million) Forecast, by Application 2019 & 2032
- Table 16: Rest of South America 2D Fighting Games Revenue (million) Forecast, by Application 2019 & 2032
- Table 17: Global 2D Fighting Games Revenue million Forecast, by Type 2019 & 2032
- Table 18: Global 2D Fighting Games Revenue million Forecast, by Application 2019 & 2032
- Table 19: Global 2D Fighting Games Revenue million Forecast, by Country 2019 & 2032
- Table 20: United Kingdom 2D Fighting Games Revenue (million) Forecast, by Application 2019 & 2032
- Table 21: Germany 2D Fighting Games Revenue (million) Forecast, by Application 2019 & 2032
- Table 22: France 2D Fighting Games Revenue (million) Forecast, by Application 2019 & 2032
- Table 23: Italy 2D Fighting Games Revenue (million) Forecast, by Application 2019 & 2032
- Table 24: Spain 2D Fighting Games Revenue (million) Forecast, by Application 2019 & 2032
- Table 25: Russia 2D Fighting Games Revenue (million) Forecast, by Application 2019 & 2032
- Table 26: Benelux 2D Fighting Games Revenue (million) Forecast, by Application 2019 & 2032
- Table 27: Nordics 2D Fighting Games Revenue (million) Forecast, by Application 2019 & 2032
- Table 28: Rest of Europe 2D Fighting Games Revenue (million) Forecast, by Application 2019 & 2032
- Table 29: Global 2D Fighting Games Revenue million Forecast, by Type 2019 & 2032
- Table 30: Global 2D Fighting Games Revenue million Forecast, by Application 2019 & 2032
- Table 31: Global 2D Fighting Games Revenue million Forecast, by Country 2019 & 2032
- Table 32: Turkey 2D Fighting Games Revenue (million) Forecast, by Application 2019 & 2032
- Table 33: Israel 2D Fighting Games Revenue (million) Forecast, by Application 2019 & 2032
- Table 34: GCC 2D Fighting Games Revenue (million) Forecast, by Application 2019 & 2032
- Table 35: North Africa 2D Fighting Games Revenue (million) Forecast, by Application 2019 & 2032
- Table 36: South Africa 2D Fighting Games Revenue (million) Forecast, by Application 2019 & 2032
- Table 37: Rest of Middle East & Africa 2D Fighting Games Revenue (million) Forecast, by Application 2019 & 2032
- Table 38: Global 2D Fighting Games Revenue million Forecast, by Type 2019 & 2032
- Table 39: Global 2D Fighting Games Revenue million Forecast, by Application 2019 & 2032
- Table 40: Global 2D Fighting Games Revenue million Forecast, by Country 2019 & 2032
- Table 41: China 2D Fighting Games Revenue (million) Forecast, by Application 2019 & 2032
- Table 42: India 2D Fighting Games Revenue (million) Forecast, by Application 2019 & 2032
- Table 43: Japan 2D Fighting Games Revenue (million) Forecast, by Application 2019 & 2032
- Table 44: South Korea 2D Fighting Games Revenue (million) Forecast, by Application 2019 & 2032
- Table 45: ASEAN 2D Fighting Games Revenue (million) Forecast, by Application 2019 & 2032
- Table 46: Oceania 2D Fighting Games Revenue (million) Forecast, by Application 2019 & 2032
- Table 47: Rest of Asia Pacific 2D Fighting Games Revenue (million) Forecast, by Application 2019 & 2032
Aspects | Details |
---|---|
Study Period | 2019-2033 |
Base Year | 2024 |
Estimated Year | 2025 |
Forecast Period | 2025-2033 |
Historical Period | 2019-2024 |
Growth Rate | CAGR of XX% from 2019-2033 |
Segmentation |
|
STEP 1 - Identification of Relevant Samples Size from Population Database



STEP 2 - Approaches for Defining Global Market Size (Value, Volume* & Price*)

Note* : In applicable scenarios
STEP 3 - Data Sources
Primary Research
- Web Analytics
- Survey Reports
- Research Institute
- Latest Research Reports
- Opinion Leaders
Secondary Research
- Annual Reports
- White Paper
- Latest Press Release
- Industry Association
- Paid Database
- Investor Presentations

STEP 4 - Data Triangulation
Involves using different sources of information in order to increase the validity of a study
These sources are likely to be stakeholders in a program - participants, other researchers, program staff, other community members, and so on.
Then we put all data in single framework & apply various statistical tools to find out the dynamic on the market.
During the analysis stage, feedback from the stakeholder groups would be compared to determine areas of agreement as well as areas of divergence
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