Product Code: FBI113013
Growth Factors of shooter games Market
The global shooter games market continues its rapid evolution, driven by rising participation in online gaming, expanding eSports ecosystems, and widespread smartphone penetration. According to the 2024 industry assessment, the market reached USD 72.68 billion in 2024 and is projected to rise to USD 82.02 billion in 2025, before accelerating to USD 192.90 billion by 2032 at a CAGR of 13.0%. Shooter games, known for their high-speed action, competitive gameplay, and immersive environments, remain one of the most influential genres in the global gaming landscape.
In 2024, Asia Pacific held a dominant 46.9% market share, driven by massive mobile gaming adoption, rising disposable incomes, and growing digital access across China, India, South Korea, and Japan. Major game developers such as Rockstar Games, Activision Blizzard, Ubisoft, Valve Corporation, and Gameloft continue to strengthen their market presence through advanced technologies, cross-platform expansions, and new game launches.
Market Drivers
One of the major drivers of market growth is the surging interest in eSports and online multiplayer gaming. Shooter games such as Counter-Strike, Call of Duty, and Valorant have become central components of global competitive gaming, attracting millions of players and spectators. According to the Entertainment Software Association, the average age of gamers in the U.S. increased to 36 years in 2024, indicating broader participation across age groups.
Another key driver is increasing internet accessibility, enabling seamless online gameplay across mobile and PC platforms. As high-speed connectivity improves across emerging markets, shooter game downloads and participation continue to multiply, supporting sustained market expansion.
Market Restraints
Despite strong growth, the market faces challenges related to high development costs. Creating high-quality shooter games demands advanced graphics, complex AI mechanics, and expansive world-building-requiring significant investment. This capital-intensive ecosystem restricts new entrants from competing with established global studios. Additionally, competition from other gaming genres such as RPGs and action-adventure games can divert player spending away from shooter titles.
Market Opportunities
Technology-driven innovation offers significant growth opportunities for the shooter games market. Game studios are increasingly integrating augmented reality (AR), virtual reality (VR), cross-progression systems, AI-based enhancements, and multi-device compatibility to elevate gaming experiences. For instance, in 2024, Mountaintop Studios announced its innovative FPS title, Spectre Divide, demonstrating the industry's emphasis on advanced mechanics and tactical gameplay.
Moreover, cross-platform gaming, enabling participation across consoles, PCs, and mobile devices, is reshaping consumer expectations. Titles such as Overwatch, Destiny 2, and Paladins continue to expand their player base through cross-device interoperability, offering broader accessibility and stronger community engagement.
Segmentation Insights
By Product
The First-Person Shooter (FPS) segment dominated the market in 2024 due to its immersive gameplay, skill-based mechanics, and popularity among male gamers. The shooting gallery segment remains the second-largest, supported by strong adoption of casual and competitive target-based games.
By Device Type
Mobile phones lead the market and will continue to dominate through 2025 and beyond. Their affordability, convenience, and widespread availability make them the preferred gaming platform globally. TV/console devices held the second-largest share in 2024, attracting gamers seeking premium visual experiences.
By End User
The male segment led the market in 2024, driven by strong interest in competitive shooter games and eSports. The female segment is expected to grow significantly, supported by rising inclusion of female characters and gender-neutral marketing strategies.
Regional Outlook
Asia Pacific
Asia Pacific remained the global leader in 2024 with 46.9% market share, reflecting strong digital infrastructure, high mobile penetration, and rising interest in eSports. China, South Korea, India, and Japan continue to drive demand due to their highly active gaming communities.
North America
North America held the second-largest share in 2024. The U.S. dominates the region through its strong gaming culture, tech-savvy population, and presence of influential game developers such as Rockstar Games and Activision Blizzard.
Europe
Europe exhibits robust growth driven by strong digital entertainment preferences in Germany, the U.K., and France. Supportive gaming associations and increasing consumer spending on premium titles further strengthen regional expansion.
South America & Middle East-Africa
These regions are growing steadily due to rising youth populations, expanding digital access, and higher disposable incomes. Shooter games have become popular entertainment options among millennials and Gen Z gamers.
Conclusion
With market value increasing from USD 72.68 billion in 2024 to USD 192.90 billion by 2032, the shooter games industry is on a transformative growth trajectory. Advancements in cross-platform gaming, AR/VR technologies, and eSports integration will continue to shape the competitive landscape. As global gaming communities expand, the shooter genre is expected to remain a major contributor to the digital entertainment economy.
Segmentation By Product
- Shooting gallery
- Light gun shooter
- First-person Shooter (FPS)
- Third-person Shooter (TPS)
- Others
By Device Type
- PC/MMO
- Tablet
- Mobile Phone
- TV/Console
By End User
By Region
- North America (By Product, Device Type, End User, and Country)
- U.S. (By Product)
- Canada (By Product)
- Mexico (By Product)
- Europe (By Product, Device Type, End User, and Country)
- Germany (By Product)
- U.K. (By Product)
- France (By Product)
- Spain (By Product)
- Italy (By Product)
- Russia (By Product)
- Rest of Europe (By Product)
- Asia Pacific (By Product, Device Type, End User, and Country)
- China (By Product)
- Japan (By Product)
- India (By Product)
- Australia (By Product)
- Rest of Asia Pacific (By Product)
- Middle East & Africa (By Product, Device Type, End User, and Country)
- UAE (By Product)
- South Africa (By Product)
- Rest of the Middle East & Africa (By Product)
- South America (By Product, Device Type, End User, and Country)
- Brazil (By Product)
- Argentina (By Product)
- Rest of South America (By Product)
Table of Content
1. Introduction
- 1.1. Research Scope
- 1.2. Market Segmentation
- 1.3. Research Methodology
2. Executive Summary
3. Market Dynamics
- 3.1. Market Drivers
- 3.2. Market Restraints
- 3.3. Market Trends
4. Key Insights
- 4.1. Overview of the Parent/Related Market
- 4.2. Industry SWOT Analysis
- 4.3. Supply Chain Analysis & Regulatory Framework
- 4.4. Porter's Five Forces Analysis
- 4.5. Recent Industry Advancements
- 4.6. Impact of Tariffs on the Market
5. Global Shooter Games Market Analysis, Insights and Forecast, 2019-2032
- 5.1. Key Findings / Summary
- 5.2. Market Analysis, Insights and Forecast - By Product
- 5.2.1. Shooting gallery
- 5.2.2. Light gun shooter
- 5.2.3. First-person shooter (FPS)
- 5.2.4. Third-person shooter (TPS)
- 5.2.5. Others
- 5.3. Market Analysis, Insights and Forecast - By Device Type
- 5.3.1. PC/MMO
- 5.3.2. Tablet
- 5.3.3. Mobile Phone
- 5.3.4. TV/Console
- 5.4. Market Analysis, Insights and Forecast - By End User
- 5.4.1. Male
- 5.4.2. Female
- 5.5. Market Analysis, Insights and Forecast - By Region
- 5.5.1. North America
- 5.5.2. Europe
- 5.5.3. Asia Pacific
- 5.5.4. South America
- 5.5.5. Middle East & Africa
6. North America Shooter Games Market Analysis, Insights and Forecast, 2019-2032
- 6.1. Key Findings / Summary
- 6.2. Market Analysis, Insights and Forecast - By Product
- 6.2.1. Shooting gallery
- 6.2.2. Light gun shooter
- 6.2.3. First-person shooter (FPS)
- 6.2.4. Third-person shooter (TPS)
- 6.2.5. Others
- 6.3. Market Analysis, Insights and Forecast - By Device Type
- 6.3.1. PC/MMO
- 6.3.2. Tablet
- 6.3.3. Mobile Phone
- 6.3.4. TV/Console
- 6.4. Market Analysis, Insights and Forecast - By End User
- 6.4.1. Male
- 6.4.2. Female
- 6.5. Market Analysis, Insights and Forecast - By Country
- 6.5.1. U.S. Market Analysis, by Product
- 6.5.1.1. Shooting gallery
- 6.5.1.2. Light gun shooter
- 6.5.1.3. First-person shooter (FPS)
- 6.5.1.4. Third-person shooter (TPS)
- 6.5.1.5. Others
- 6.5.2. Canada Market Analysis, by Product
- 6.5.2.1. Shooting gallery
- 6.5.2.2. Light gun shooter
- 6.5.2.3. First-person shooter (FPS)
- 6.5.2.4. Third-person shooter (TPS)
- 6.5.2.5. Others
- 6.5.3. Mexico Market Analysis, by Product
- 6.5.3.1. Shooting gallery
- 6.5.3.2. Light gun shooter
- 6.5.3.3. First-person shooter (FPS)
- 6.5.3.4. Third-person shooter (TPS)
- 6.5.3.5. Others
7. Europe Shooter Games Market Analysis, Insights and Forecast, 2019-2032
- 7.1. Key Findings / Summary
- 7.2. Market Analysis, Insights and Forecast - By Product
- 7.2.1. Shooting gallery
- 7.2.2. Light gun shooter
- 7.2.3. First-person shooter (FPS)
- 7.2.4. Third-person shooter (TPS)
- 7.2.5. Others
- 7.3. Market Analysis, Insights and Forecast - By Device Type
- 7.3.1. PC/MMO
- 7.3.2. Tablet
- 7.3.3. Mobile Phone
- 7.3.4. TV/Console
- 7.4. Market Analysis, Insights and Forecast - By End User
- 7.4.1. Male
- 7.4.2. Female
- 7.5. Market Analysis, Insights and Forecast - By Country
- 7.5.1. U.K Market Analysis, by Product
- 7.5.1.1. Shooting gallery
- 7.5.1.2. Light gun shooter
- 7.5.1.3. First-person shooter (FPS)
- 7.5.1.4. Third-person shooter (TPS)
- 7.5.1.5. Others
- 7.5.2. Germany Market Analysis, by Product
- 7.5.2.1. Shooting gallery
- 7.5.2.2. Light gun shooter
- 7.5.2.3. First-person shooter (FPS)
- 7.5.2.4. Third-person shooter (TPS)
- 7.5.2.5. Others
- 7.5.3. France Market Analysis, by Product
- 7.5.3.1. Shooting gallery
- 7.5.3.2. Light gun shooter
- 7.5.3.3. First-person shooter (FPS)
- 7.5.3.4. Third-person shooter (TPS)
- 7.5.3.5. Others
- 7.5.4. Spain Market Analysis, by Product
- 7.5.4.1. Shooting gallery
- 7.5.4.2. Light gun shooter
- 7.5.4.3. First-person shooter (FPS)
- 7.5.4.4. Third-person shooter (TPS)
- 7.5.4.5. Others
- 7.5.5. Italy Market Analysis, by Product
- 7.5.5.1. Shooting gallery
- 7.5.5.2. Light gun shooter
- 7.5.5.3. First-person shooter (FPS)
- 7.5.5.4. Third-person shooter (TPS)
- 7.5.5.5. Others
- 7.5.6. Russia Market Analysis, by Product
- 7.5.6.1. Shooting gallery
- 7.5.6.2. Light gun shooter
- 7.5.6.3. First-person shooter (FPS)
- 7.5.6.4. Third-person shooter (TPS)
- 7.5.6.5. Others
- 7.5.7. Rest of Europe Market Analysis, by Product
- 7.5.7.1. Shooting gallery
- 7.5.7.2. Light gun shooter
- 7.5.7.3. First-person shooter (FPS)
- 7.5.7.4. Third-person shooter (TPS)
- 7.5.7.5. Others
8. Asia Pacific Shooter Games Market Analysis, Insights and Forecast, 2019-2032
- 8.1. Key Findings / Summary
- 8.2. Market Analysis, Insights and Forecast - By Product
- 8.2.1. Shooting gallery
- 8.2.2. Light gun shooter
- 8.2.3. First-person shooter (FPS)
- 8.2.4. Third-person shooter (TPS)
- 8.2.5. Others
- 8.3. Market Analysis, Insights and Forecast - By Device Type
- 8.3.1. PC/MMO
- 8.3.2. Tablet
- 8.3.3. Mobile Phone
- 8.3.4. TV/Console
- 8.4. Market Analysis, Insights and Forecast - By End User
- 8.4.1. Male
- 8.4.2. Female
- 8.5. Market Analysis, Insights and Forecast - By Country
- 8.5.1. China Market Analysis, by Product
- 8.5.1.1. Shooting gallery
- 8.5.1.2. Light gun shooter
- 8.5.1.3. First-person shooter (FPS)
- 8.5.1.4. Third-person shooter (TPS)
- 8.5.1.5. Others
- 8.5.2. India Market Analysis, by Product
- 8.5.2.1. Shooting gallery
- 8.5.2.2. Light gun shooter
- 8.5.2.3. First-person shooter (FPS)
- 8.5.2.4. Third-person shooter (TPS)
- 8.5.2.5. Others
- 8.5.3. Japan Market Analysis, by Product
- 8.5.3.1. Shooting gallery
- 8.5.3.2. Light gun shooter
- 8.5.3.3. First-person shooter (FPS)
- 8.5.3.4. Third-person shooter (TPS)
- 8.5.3.5. Others
- 8.5.4. Australia Market Analysis, by Product
- 8.5.4.1. Shooting gallery
- 8.5.4.2. Light gun shooter
- 8.5.4.3. First-person shooter (FPS)
- 8.5.4.4. Third-person shooter (TPS)
- 8.5.4.5. Others
- 8.5.5. Rest of Asia Pacific Market Analysis, by Product
- 8.5.5.1. Shooting gallery
- 8.5.5.2. Light gun shooter
- 8.5.5.3. First-person shooter (FPS)
- 8.5.5.4. Third-person shooter (TPS)
- 8.5.5.5. Others
9. South America Shooter Games Market Analysis, Insights and Forecast, 2019-2032
- 9.1. Key Findings / Summary
- 9.2. Market Analysis, Insights and Forecast - By Product
- 9.2.1. Shooting gallery
- 9.2.2. Light gun shooter
- 9.2.3. First-person shooter (FPS)
- 9.2.4. Third-person shooter (TPS)
- 9.2.5. Others
- 9.3. Market Analysis, Insights and Forecast - By Device Type
- 9.3.1. PC/MMO
- 9.3.2. Tablet
- 9.3.3. Mobile Phone
- 9.3.4. TV/Console
- 9.4. Market Analysis, Insights and Forecast - By End User
- 9.4.1. Male
- 9.4.2. Female
- 9.5. Market Analysis, Insights and Forecast - By Country
- 9.5.1. Brazil Market Analysis, by Product
- 9.5.1.1. Shooting gallery
- 9.5.1.2. Light gun shooter
- 9.5.1.3. First-person shooter (FPS)
- 9.5.1.4. Third-person shooter (TPS)
- 9.5.1.5. Others
- 9.5.2. Argentina Market Analysis, by Product
- 9.5.2.1. Shooting gallery
- 9.5.2.2. Light gun shooter
- 9.5.2.3. First-person shooter (FPS)
- 9.5.2.4. Third-person shooter (TPS)
- 9.5.2.5. Others
- 9.5.3. Rest of South America Market Analysis, by Product
- 9.5.3.1. Shooting gallery
- 9.5.3.2. Light gun shooter
- 9.5.3.3. First-person shooter (FPS)
- 9.5.3.4. Third-person shooter (TPS)
- 9.5.3.5. Others
10. Middle East & Africa Shooter Games Market Analysis, Insights and Forecast, 2019-2032
- 10.1. Key Findings / Summary
- 10.2. Market Analysis, Insights and Forecast - By Product
- 10.2.1. Shooting gallery
- 10.2.2. Light gun shooter
- 10.2.3. First-person shooter (FPS)
- 10.2.4. Third-person shooter (TPS)
- 10.2.5. Others
- 10.3. Market Analysis, Insights and Forecast - By Device Type
- 10.3.1. PC/MMO
- 10.3.2. Tablet
- 10.3.3. Mobile Phone
- 10.3.4. TV/Console
- 10.4. Market Analysis, Insights and Forecast - By End User
- 10.4.1. Male
- 10.4.2. Female
- 10.5. Market Analysis, Insights and Forecast - By Country
- 10.5.1. South Africa Market Analysis, by Product
- 10.5.1.1. Shooting gallery
- 10.5.1.2. Light gun shooter
- 10.5.1.3. First-person shooter (FPS)
- 10.5.1.4. Third-person shooter (TPS)
- 10.5.1.5. Others
- 10.5.2. UAE Market Analysis, by Product
- 10.5.2.1. Shooting gallery
- 10.5.2.2. Light gun shooter
- 10.5.2.3. First-person shooter (FPS)
- 10.5.2.4. Third-person shooter (TPS)
- 10.5.2.5. Others
- 10.5.3. Rest of MEA Market Analysis, by Product
- 10.5.3.1. Shooting gallery
- 10.5.3.2. Light gun shooter
- 10.5.3.3. First-person shooter (FPS)
- 10.5.3.4. Third-person shooter (TPS)
- 10.5.3.5. Others
11. Competitive Analysis
- 11.1. Key Industry Developments
- 11.2. Global Market Share/Ranking Analysis (2024)
- 11.3. Company Profiles
- 11.3.1. Rockstar Games
- 11.3.1.1. Company Overview
- 11.3.1.2. Business Overview
- 11.3.1.3. Product Portfolio
- 11.3.1.4. Financials (Data as available in public domain and/or on paid databases)
- 11.3.1.5. Recent Developments
- 11.3.1.6. SWOT Analysis
- 11.3.2. Valve Corporation (U.S)
- 11.3.2.1. Company Overview
- 11.3.2.2. Business Overview
- 11.3.2.3. Product Portfolio
- 11.3.2.4. Financials (Data as available in public domain and/or on paid databases)
- 11.3.2.5. Recent Developments
- 11.3.2.6. SWOT Analysis
- 11.3.3. Gameloft (France)
- 11.3.3.1. Company Overview
- 11.3.3.2. Business Overview
- 11.3.3.3. Product Portfolio
- 11.3.3.4. Financials (Data as available in public domain and/or on paid databases)
- 11.3.3.5. Recent Developments
- 11.3.3.6. SWOT Analysis
- 11.3.4. Activision Blizzard (U.S)
- 11.3.4.1. Company Overview
- 11.3.4.2. Business Overview
- 11.3.4.3. Product Portfolio
- 11.3.4.4. Financials (Data as available in public domain and/or on paid databases)
- 11.3.4.5. Recent Developments
- 11.3.4.6. SWOT Analysis
- 11.3.5. Ubisoft (France)
- 11.3.5.1. Company Overview
- 11.3.5.2. Business Overview
- 11.3.5.3. Product Portfolio
- 11.3.5.4. Financials (Data as available in public domain and/or on paid databases)
- 11.3.5.5. Recent Developments
- 11.3.5.6. SWOT Analysis
- 11.3.6. Nexon (Japan)
- 11.3.6.1. Company Overview
- 11.3.6.2. Business Overview
- 11.3.6.3. Product Portfolio
- 11.3.6.4. Financials (Data as available in public domain and/or on paid databases)
- 11.3.6.5. Recent Developments
- 11.3.6.6. SWOT Analysis
- 11.3.7. Epic Games (U.S)
- 11.3.7.1. Company Overview
- 11.3.7.2. Business Overview
- 11.3.7.3. Product Portfolio
- 11.3.7.4. Financials (Data as available in public domain and/or on paid databases)
- 11.3.7.5. Recent Developments
- 11.3.7.6. SWOT Analysis
- 11.3.8. DICE (Sweden)
- 11.3.8.1. Company Overview
- 11.3.8.2. Business Overview
- 11.3.8.3. Product Portfolio
- 11.3.8.4. Financials (Data as available in public domain and/or on paid databases)
- 11.3.8.5. Recent Developments
- 11.3.8.6. SWOT Analysis
- 11.3.9. Vlambeer (Netherlands)
- 11.3.9.1. Company Overview
- 11.3.9.2. Business Overview
- 11.3.9.3. Product Portfolio
- 11.3.9.4. Financials (Data as available in public domain and/or on paid databases)
- 11.3.9.5. Recent Developments
- 11.3.9.6. SWOT Analysis
- 11.3.10. Raw Fury AB (Sweden)
- 11.3.10.1. Company Overview
- 11.3.10.2. Business Overview
- 11.3.10.3. Product Portfolio
- 11.3.10.4. Financials (Data as available in public domain and/or on paid databases)
- 11.3.10.5. Recent Developments
- 11.3.10.6. SWOT Analysis
12. Strategic Recommendations/Market Opportunitiess