封面
市场调查报告书
商品编码
1863992

射击游戏市场按产品、设备类型、最终用户和地区划分

Shooter Game Market, By Product, By Device Type, By End User, By Geography

出版日期: | 出版商: Coherent Market Insights | 英文 155 Pages | 商品交期: 2-3个工作天内

价格
简介目录

预计到 2025 年,射击游戏市场价值将达到 7,540 万美元,到 2032 年将达到 1.897 亿美元,2025 年至 2032 年的复合年增长率为 12.8%。

分析范围 分析详情
基准年 2024 市场规模(2025 年) 7540万美元
效能数据 2020-2024 预测期 2025-2032
预测期(2025-2032 年)复合年增长率 12.80% 预计金额(2032 年) 1.897亿美元

全球射击游戏市场是整个电子游戏产业中一个充满活力且快速发展的细分市场,其特点是沉浸式的游戏体验,并着重强调战斗机制、战略部署和即时动作场面。射击游戏涵盖多种子类型,包括第一人称射击游戏(FPS)、第三人称射击游戏、大逃杀游戏和战术射击游戏,每种类型都迎合了不同的玩家偏好和游戏群体。图形处理技术的进步、云端游戏基础设施的完善以及跨平台相容性等技术的进步,使得玩家能够在多种设备上获得无缝的游戏体验,这些都正在推动市场前所未有的成长。

电子竞技赛事和联赛的蓬勃发展显着提升了射击游戏的知名度,使其从单纯的娱乐形式转变为奖金丰厚、面向全球观众的职业体育赛事。行动游戏平台已成为重要的收入来源,让玩家可以透过智慧型手机和平板电脑轻鬆畅玩射击游戏,而传统的PC和主机平台也持续提供高品质的游戏体验。虚拟实境(VR)和扩增实境(AR)技术的融合正在重塑使用者参与模式,带来前所未有的沉浸感和互动性。

市场动态

全球射击游戏市场受多种关键因素驱动,正加速成长。技术创新透过先进的图形处理能力、人工智慧的整合以及精密的实体引擎,成为市场成长的主要催化剂,从而带来日益逼真和沈浸式的游戏体验。电子竞技和竞技游戏的日益普及,透过赞助、转播权和赛事奖金池,不仅创造了可观的收入来源,还扩大了玩家群体,吸引了主流媒体的关注,助力游戏成为一项职业活动。

然而,游戏市场也面临许多限制因素。人们对游戏成瘾及其健康影响的日益关注,可能导致监管审查力度加大,游戏时间受到限制,尤其是在中国和韩国等主要市场。区域性的内容限制和审查政策给游戏开发商和发行商带来了合规方面的挑战,可能限制市场渗透率,并迫使他们投入大量成本进行在地化,以满足不同的监管要求。现有玩家和新进业者之间的激烈竞争可能导致某些细分市场饱和,从而造成价格压力和利润率下降,永续性。

儘管有这些限制,开发中国家行动游戏市场的扩张仍蕴藏着巨大的机会。这些地区的智慧型手机普及率持续快速成长,形成了庞大的潜在用户群。虚拟实境(VR)、扩增实境(AR)和基于区块链的游戏生态系统等新兴技术的融合,提供了创新的获利模式和更佳的用户体验,有望重塑市场动态,并为具有前瞻性思维的产业相关人员创造新的收入来源。

本报告的主要特点

  • 本报告对全球射击游戏市场进行了详细分析,并给出了预测期(2025-2032 年)的市场规模和复合年增长率,以 2024 年为基准年。
  • 它还重点介绍了各个细分市场的潜在商机,并描述了该市场中一系列有吸引力的投资提案。
  • 它还提供了有关市场驱动因素、限制因素和机会、新产品发布和核准、市场趋势、区域展望以及主要企业采取的竞争策略的关键见解。
  • 该报告根据公司概况、产品系列、主要亮点、财务表现和策略等参数,对全球射击游戏市场的主要企业进行了分析。
  • 本报告提供的见解将使负责人和企业经营团队能够就未来的产品发布、合作关係、市场扩张和行销策略做出明智的决策。
  • 《全球射击游戏市场》报告涵盖了该行业的各个相关人员,包括投资者、供应商、产品製造商、经销商、新进业者和金融分析师。
  • 相关人员可以透过用于分析全球射击游戏市场的各种战略矩阵更轻鬆地做出决策。

目录

第一章 分析目标和先决条件

  • 分析目的
  • 先决条件
  • 简称

第二章 市场展望

  • 报告说明
    • 市场定义和范围
  • 执行摘要

第三章:市场动态、监管与趋势分析

  • 市场动态
  • 影响分析
  • 主要亮点
  • 监管情景
  • 产品发布/核准
  • PEST分析
  • 波特五力分析
  • 市场机会
  • 监管情景
  • 重大进展
  • 产业趋势

第四章 全球射击游戏市场(按类型划分)(2020-2032 年)

  • 介绍
  • 第一人称观点
  • 第三人称观点
  • 射击场
  • 光枪​​射击游戏
  • 其他的

第五章 全球射击游戏市场(按设备类型划分)(2020-2032 年)

  • 介绍
  • 行动电话
  • 电视/主机
  • PC/MMO
  • 药片

第六章 全球射击游戏市场(以最终用户划分)(2020-2032 年)

  • 介绍
  • 男性
  • 女士

第七章 全球射击游戏市场(按地区划分)(2020-2032 年)

  • 介绍
  • 北美洲
      • 美国
      • 加拿大
  • 拉丁美洲
      • 巴西
      • 阿根廷
      • 墨西哥
      • 其他拉丁美洲
  • 欧洲
      • 德国
      • 英国
      • 西班牙
      • 法国
      • 义大利
      • 俄罗斯
      • 其他欧洲
  • 亚太地区
      • 中国
      • 印度
      • 日本
      • 澳洲
      • 韩国
      • ASEAN
      • 亚太其他地区
  • 中东
      • 海湾合作委员会国家
      • 以色列
      • 其他中东地区
  • 非洲
      • 南非
      • 北非
      • 中非

第八章 竞争情势

  • Tencent Games
  • Activision
  • Electronic Arts
  • Microsoft
  • Sony Interactive Entertainment
  • Krafton
  • Riot Games
  • Epic Games
  • Valve
  • NetEase
  • Ubisoft
  • Take-Two Interactive
  • Square Enix
  • Capcom
  • Nexon

第九章 分析师建议

  • 机会
  • 分析师观点
  • Coherent Opportunity Map (COM)

第十章 参考文献与分析方法

  • 参考
  • 分析方法
  • 关于 Coherent Market Insights
简介目录
Product Code: CMI8775

Shooter Game Market is estimated to be valued at USD 75.4 Mn in 2025 and is expected to reach USD 189.7 Mn by 2032, growing at a compound annual growth rate (CAGR) of 12.8% from 2025 to 2032.

Report Coverage Report Details
Base Year: 2024 Market Size in 2025: USD 75.4 Mn
Historical Data for: 2020 To 2024 Forecast Period: 2025 To 2032
Forecast Period 2025 to 2032 CAGR: 12.80% 2032 Value Projection: USD 189.7 Mn

The global shooter game market represents a dynamic and rapidly evolving segment within the broader video gaming industry, characterized by immersive gameplay experiences that emphasize combat mechanics, strategic positioning, and real-time action sequences. Shooter games encompass various sub-genres including first-person shooters (FPS), third-person shooters, battle royale games, and tactical shooters, each catering to distinct player preferences and gaming communities. The market has witnessed unprecedented growth driven by technological advancements in graphics processing, cloud gaming infrastructure, and cross-platform compatibility features that enable seamless gaming experiences across multiple devices.

The proliferation of esports tournaments and competitive gaming leagues has significantly elevated the profile of shooter games, transforming them from recreational entertainment into professional sporting events with substantial prize pools and global viewership. Mobile gaming platforms have emerged as crucial revenue generators, democratizing access to shooter games through smartphones and tablets, while traditional PC and console platforms continue to deliver premium gaming experiences. The integration of virtual reality (VR) and augmented reality (AR) technologies is reshaping user engagement patterns, offering unprecedented levels of immersion and interactivity.

Market Dynamics

The global shooter game market is propelled by several key drivers that collectively fuel its expansion trajectory, with technological innovation serving as the primary catalyst for market growth through enhanced graphics capabilities, artificial intelligence integration, and sophisticated game physics engines that deliver increasingly realistic and engaging gameplay experiences. The rising popularity of esports and competitive gaming has created substantial revenue streams through sponsorships, broadcasting rights, and tournament prize pools, while simultaneously expanding the player base and attracting mainstream media attention that legitimizes gaming as a professional pursuit.

However, the market faces notable restraints including growing concerns about gaming addiction and its associated health implications, leading to regulatory scrutiny and potential restrictions on gaming hours, particularly in key markets like China and South Korea. Content regulation and censorship policies across different regions create compliance challenges for game developers and publishers, potentially limiting market penetration and requiring costly localization efforts to meet diverse regulatory requirements. The intense competition among established players and new entrants has led to market saturation in certain segments, resulting in pricing pressures and reduced profit margins that challenge smaller developers' sustainability.

Despite these constraints, significant opportunities emerge through the expanding mobile gaming market in developing economies, where smartphone penetration continues to grow rapidly, creating vast untapped user bases. The integration of emerging technologies such as virtual reality, augmented reality, and blockchain-based gaming ecosystems presents innovative monetization models and enhanced user experiences that could redefine market dynamics and create new revenue streams for forward-thinking industry participants.

Key Features of the Study

  • This report provides in-depth analysis of the global shooter game market, and provides market size (USD Million) and compound annual growth rate (CAGR%) for the forecast period (2025-2032), considering 2024 as the base year
  • It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market
  • This study also provides key insights about market drivers, restraints, opportunities, new product launches or approval, market trends, regional outlook, and competitive strategies adopted by key players
  • It profiles key players in the global shooter game market based on the following parameters - company highlights, products portfolio, key highlights, financial performance, and strategies
  • Key companies covered as a part of this study include Tencent Games, Activision, Electronic Arts, Microsoft, Sony Interactive Entertainment, Krafton, Riot Games, Epic Games, Valve, NetEase, Ubisoft, Take-Two Interactive, Square Enix, Capcom, and Nexon
  • Insights from this report would allow marketers and the management authorities of the companies to make informed decisions regarding their future product launches, type up-gradation, market expansion, and marketing tactics
  • The global shooter game market report caters to various stakeholders in this industry including investors, suppliers, product manufacturers, distributors, new entrants, and financial analysts
  • Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global shooter game market

Market Segmentation

  • Product Insights (Revenue, USD Mn, 2020 - 2032)
    • First-person Shooter
    • Third-person Shooter
    • Shooting Gallery
    • Light Gun Shooter
    • Others
  • Device Type Insights (Revenue, USD Mn, 2020 - 2032)
    • Mobile Phone
    • TV/Console
    • PC/MMO
    • Tablet
  • End User Insights (Revenue, USD Mn, 2020 - 2032)
    • Male
    • Female
  • Regional Insights (Revenue, USD Mn, 2020 - 2032)
    • North America
    • U.S.
    • Canada
    • Latin America
    • Brazil
    • Argentina
    • Mexico
    • Rest of Latin America
    • Europe
    • Germany
    • U.K.
    • Spain
    • France
    • Italy
    • Russia
    • Rest of Europe
    • Asia Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
    • ASEAN
    • Rest of Asia Pacific
    • Middle East
    • GCC Countries
    • Israel
    • Rest of Middle East
    • Africa
    • South Africa
    • North Africa
    • Central Africa
  • Key Players Insights
    • Tencent Games
    • Activision
    • Electronic Arts
    • Microsoft
    • Sony Interactive Entertainment
    • Krafton
    • Riot Games
    • Epic Games
    • Valve
    • NetEase
    • Ubisoft
    • Take-Two Interactive
    • Square Enix
    • Capcom
    • Nexon

Table of Contents

1. Research Objectives and Assumptions

  • Research Objectives
  • Assumptions
  • Abbreviations

2. Market Purview

  • Report Description
    • Market Definition and Scope
  • Executive Summary
    • Global Shooter Game Market, By Product
    • Global Shooter Game Market, By Device Type
    • Global Shooter Game Market, By End User
    • Global Shooter Game Market, By Region

3. Market Dynamics, Regulations, and Trends Analysis

  • Market Dynamics
  • Impact Analysis
  • Key Highlights
  • Regulatory Scenario
  • Product Launches/Approvals
  • PEST Analysis
  • PORTER's Analysis
  • Market Opportunities
  • Regulatory Scenario
  • Key Developments
  • Industry Trends

4. Global Shooter Game Market, By Product, 2020-2032, (USD Mn)

  • Introduction
    • Market Share Analysis, 2025 and 2032 (%)
    • Y-o-Y Growth Analysis, 2021 - 2032
    • Segment Trends
  • First-person Shooter
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Mn)
  • Third-person Shooter
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Mn)
  • Shooting Gallery
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Mn)
  • Light Gun Shooter
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Mn)
  • Others
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Mn)

5. Global Shooter Game Market, By Device Type, 2020-2032, (USD Mn)

  • Introduction
    • Market Share Analysis, 2025 and 2032 (%)
    • Y-o-Y Growth Analysis, 2021 - 2032
    • Segment Trends
  • Mobile Phone
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Mn)
  • TV/Console
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Mn)
  • PC/MMO
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Mn)
  • Tablet
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Mn)

6. Global Shooter Game Market, By End User, 2020-2032, (USD Mn)

  • Introduction
    • Market Share Analysis, 2025 and 2032 (%)
    • Y-o-Y Growth Analysis, 2021 - 2032
    • Segment Trends
  • Male
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Mn)
  • Female
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032, (USD Mn)

7. Global Shooter Game Market, By Region, 2020 - 2032, Value (USD Mn)

  • Introduction
    • Market Share (%) Analysis, 2025, 2028 & 2032, Value (USD Mn)
    • Market Y-o-Y Growth Analysis (%), 2021 - 2032, Value (USD Mn)
    • Regional Trends
  • North America
    • Introduction
    • Market Size and Forecast, By Product, 2020 - 2032, Value (USD Mn)
    • Market Size and Forecast, By Device Type, 2020 - 2032, Value (USD Mn)
    • Market Size and Forecast, By End User, 2020 - 2032, Value (USD Mn)
    • Market Size and Forecast, By Country, 2020 - 2032, Value (USD Mn)
      • U.S.
      • Canada
  • Latin America
    • Introduction
    • Market Size and Forecast, By Product, 2020 - 2032, Value (USD Mn)
    • Market Size and Forecast, By Device Type, 2020 - 2032, Value (USD Mn)
    • Market Size and Forecast, By End User, 2020 - 2032, Value (USD Mn)
    • Market Size and Forecast, By Country, 2020 - 2032, Value (USD Mn)
      • Brazil
      • Argentina
      • Mexico
      • Rest of Latin America
  • Europe
    • Introduction
    • Market Size and Forecast, By Product, 2020 - 2032, Value (USD Mn)
    • Market Size and Forecast, By Device Type, 2020 - 2032, Value (USD Mn)
    • Market Size and Forecast, By End User, 2020 - 2032, Value (USD Mn)
    • Market Size and Forecast, By Country, 2020 - 2032, Value (USD Mn)
      • Germany
      • U.K.
      • Spain
      • France
      • Italy
      • Russia
      • Rest of Europe
  • Asia Pacific
    • Introduction
    • Market Size and Forecast, By Product, 2020 - 2032, Value (USD Mn)
    • Market Size and Forecast, By Device Type, 2020 - 2032, Value (USD Mn)
    • Market Size and Forecast, By End User, 2020 - 2032, Value (USD Mn)
    • Market Size and Forecast, By Country, 2020 - 2032, Value (USD Mn)
      • China
      • India
      • Japan
      • Australia
      • South Korea
      • ASEAN
      • Rest of Asia Pacific
  • Middle East
    • Introduction
    • Market Size and Forecast, By Product, 2020 - 2032, Value (USD Mn)
    • Market Size and Forecast, By Device Type, 2020 - 2032, Value (USD Mn)
    • Market Size and Forecast, By End User, 2020 - 2032, Value (USD Mn)
    • Market Size and Forecast, By Country, 2020 - 2032, Value (USD Mn)
      • GCC Countries
      • Israel
      • Rest of Middle East
  • Africa
    • Introduction
    • Market Size and Forecast, By Product, 2020 - 2032, Value (USD Mn)
    • Market Size and Forecast, By Device Type, 2020 - 2032, Value (USD Mn)
    • Market Size and Forecast, By End User, 2020 - 2032, Value (USD Mn)
    • Market Size and Forecast, By Country/Region, 2020 - 2032, Value (USD Mn)
      • South Africa
      • North Africa
      • Central Africa

8. Competitive Landscape

  • Tencent Games
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Activision
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Electronic Arts
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Microsoft
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Sony Interactive Entertainment
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Krafton
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Riot Games
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Epic Games
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Valve
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • NetEase
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Ubisoft
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Take-Two Interactive
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Square Enix
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Capcom
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Nexon
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies

9. Analyst Recommendations

  • Wheel of Fortune
  • Analyst View
  • Coherent Opportunity Map

10. References and Research Methodology

  • References
  • Research Methodology
  • About us