封面
市場調查報告書
商品編碼
1863992

射擊遊戲市場按產品、設備類型、最終用戶和地區分類

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個工作天內

價格
簡介目錄

預計到 2025 年,射擊遊戲市場價值將達到 7,540 萬美元,到 2032 年將達到 1.897 億美元,2025 年至 2032 年的複合年成長率為 12.8%。

分析範圍 分析詳情
基準年 2024 市場規模(2025 年) 7540萬美元
效能數據 2020-2024 預測期 2025-2032
預測期(2025-2032 年)複合年成長率 12.80% 預計金額(2032 年) 1.897億美元

全球射擊遊戲市場是整個電子遊戲產業中一個充滿活力且快速發展的細分市場,其特點是沉浸式的遊戲體驗,並著重強調戰鬥機制、戰略部署和即時動作場面。射擊遊戲涵蓋多種子類型,包括第一人稱射擊遊戲(FPS)、第三人稱射擊遊戲、大逃殺遊戲和戰術射擊遊戲,每種類型都迎合了不同的玩家偏好和遊戲群體。圖形處理技術的進步、雲端遊戲基礎設施的完善以及跨平台相容性等技術的進步,使得玩家能夠在多種設備上獲得無縫的遊戲體驗,這些都正在推動市場前所未有的成長。

電子競技賽事和聯賽的蓬勃發展顯著提升了射擊遊戲的知名度,使其從單純的娛樂形式轉變為獎金豐厚、面向全球觀眾的職業體育賽事。行動遊戲平台已成為重要的收入來源,讓玩家可以透過智慧型手機和平板電腦輕鬆暢玩射擊遊戲,而傳統的PC和主機平台也持續提供高品質的遊戲體驗。虛擬實境(VR)和擴增實境(AR)技術的融合正在重塑使用者參與模式,帶來前所未有的沉浸感和互動性。

市場動態

全球射擊遊戲市場受多種關鍵因素驅動,正加速成長。技術創新透過先進的圖形處理能力、人工智慧的整合以及精密的實體引擎,成為市場成長的主要催化劑,從而帶來日益逼真和沈浸式的遊戲體驗。電子競技和競技遊戲的日益普及,透過贊助、轉播權和賽事獎金池,不僅創造了可觀的收入來源,還擴大了玩家群體,吸引了主流媒體的關注,助力遊戲成為一項職業活動。

然而,遊戲市場也面臨許多限制因素。人們對遊戲成癮及其健康影響的日益關注,可能導致監管審查力度加大,遊戲時間受到限制,尤其是在中國和韓國等主要市場。區域性的內容限制和審查政策給遊戲開發商和發行商帶來了合規方面的挑戰,可能限制市場滲透率,並迫使他們投入大量成本進行在地化,以滿足不同的監管要求。現有玩家和新進業者之間的激烈競爭可能導致某些細分市場飽和,從而造成價格壓力和利潤率下降,永續性。

儘管有這些限制,開發中國家行動遊戲市場的擴張仍蘊藏著巨大的機會。這些地區的智慧型手機普及率持續快速成長,形成了龐大的潛在用戶群。虛擬實境(VR)、擴增實境(AR)和基於區塊鏈的遊戲生態系統等新興技術的融合,提供了創新的獲利模式和更佳的用戶體驗,有望重塑市場動態,並為具有前瞻性思維的產業相關人員創造新的收入來源。

本報告的主要特點

  • 本報告對全球射擊遊戲市場進行了詳細分析,並給出了預測期(2025-2032 年)的市場規模和複合年成長率,以 2024 年為基準年。
  • 它還重點介紹了各個細分市場的潛在商機,並描述了該市場中一系列有吸引力的投資提案。
  • 它還提供了有關市場促進因素、限制因素和機會、新產品發布和核准、市場趨勢、區域展望以及主要企業採取的競爭策略的關鍵見解。
  • 該報告根據公司概況、產品系列、主要亮點、財務表現和策略等參數,對全球射擊遊戲市場的主要企業進行了分析。
  • 本報告提供的見解將使負責人和企業經營團隊能夠就未來的產品發布、合作關係、市場擴張和行銷策略做出明智的決策。
  • 《全球射擊遊戲市場》報告涵蓋了該行業的各個相關人員,包括投資者、供應商、產品製造商、經銷商、新進業者和金融分析師。
  • 相關人員可以透過用於分析全球射擊遊戲市場的各種戰略矩陣更輕鬆地做出決策。

目錄

第1章 分析目標和先決條件

  • 分析目的
  • 先決條件
  • 簡稱

第2章 市場展望

  • 報告說明
    • 市場定義和範圍
  • 執行摘要

第3章:市場動態、監管與趨勢分析

  • 市場動態
  • 影響分析
  • 主要亮點
  • 監管情景
  • 產品發布/核准
  • PEST分析
  • 波特五力分析
  • 市場機遇
  • 監管情景
  • 重大進展
  • 產業趨勢

第4章 全球射擊遊戲市場(按類型分類)(2020-2032 年)

  • 介紹
  • 第一人稱觀點
  • 第三人稱觀點
  • 射擊場
  • 光槍​​射擊遊戲
  • 其他

第5章 全球射擊遊戲市場(按設備類型分類)(2020-2032 年)

  • 介紹
  • 行動電話
  • 電視/主機
  • PC/MMO
  • 藥片

第6章 全球射擊遊戲市場(以最終用戶分類)(2020-2032 年)

  • 介紹
  • 男性
  • 女士

第7章 全球射擊遊戲市場(按地區分類)(2020-2032 年)

  • 介紹
  • 北美洲
      • 美國
      • 加拿大
  • 拉丁美洲
      • 巴西
      • 阿根廷
      • 墨西哥
      • 其他拉丁美洲
  • 歐洲
      • 德國
      • 英國
      • 西班牙
      • 法國
      • 義大利
      • 俄羅斯
      • 其他歐洲
  • 亞太地區
      • 中國
      • 印度
      • 日本
      • 澳洲
      • 韓國
      • ASEAN
      • 亞太其他地區
  • 中東
      • 海灣合作理事會國家
      • 以色列
      • 其他中東地區
  • 非洲
      • 南非
      • 北非
      • 中非

第8章 競爭情勢

  • 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9章 分析師建議

  • 機會
  • 分析師觀點
  • Coherent Opportunity Map (COM)

第10章 參考文獻與分析方法

  • 參考
  • 分析方法
  • 關於 Coherent Market Insights
簡介目錄
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