Casual Fighting Game Market Size, Share, Growth, and Industry Analysis, By Type (PC, Mobile and Others), By Application (Internet Cafe, Gaming Room, Family and Others), Regional Insights and Forecast From 2025 To 2033

Last Updated: 14 July 2025
SKU ID: 22006451

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CASUAL FIGHTING GAME MARKET OVERVIEW

The global Casual Fighting Game Market size stood at approximately USD 1.95 billion in 2024 and is projected to reach USD 2.12 billion in 2025, growing further to USD 3.8 billion by 2033 at an estimated CAGR of about 8.5%.

A fighting game is a genre of video game that includes combat between two or more characters. Battling amusement combat often highlights mechanics such as blocking, grappling, counter-attacking, and chaining assaults together into "combos". Characters generally lock in in fight using hand-to-hand combat—often a few frame of martial arts. The battling amusement class is related to, but distinct from, the beat 'em up genre, which pits large numbers of computer-controlled adversaries against one or more player characters. Battles in fighting games ordinarily take place in a fixed-size field along a two-dimensional plane, to which the characters' development is confined. Characters can explore this plane evenly by strolling or dashing, and vertically by jumping. Some diversions, such as Tekken, moreover permit restricted development in 3D space. 

COVID-19 IMPACT

Increased Demand for Casual Gaming with Rise in Online Multiplayer in the Phase of COVID-19 to Grow Faster the market growth

The global COVID-19 pandemic has been unprecedented and staggering, with the market experiencing higher-than-anticipated demand across all regions compared to pre-pandemic levels. The sudden market growth reflected by the rise in CAGR is attributable to market’s growth and demand returning to pre-pandemic levels.

With individuals investing more time at home due to lockdowns and social distancing measures, there has been a surge in demand for casual gaming encounters. Numerous people, including those who may not ordinarily consider themselves gamers, have turned to video recreations as a shape of entertainment and social association amid this time. As physical social occasions became confined, online multiplayer gaming saw a noteworthy increment in popularity. Casual fighting games that offer online multiplayer modes have likely experienced a boost in player engagement as companions look for ways to remain associated virtually. 

LATEST TRENDS

Collaboration, Crossovers and Diversity  to Expedite the Market Growth

Collaborations and hybrids between distinctive establishments and intellectual properties have ended up well known in casual gaming, including casual battling games. These collaborations bring modern characters, ensembles, stages, and other substance from well-known establishments into the game, appealing to fans of both properties and generating energy and buzz among players. In later a long time, there has been a developing emphasis on inclusivity and differences in video games, including character representation in casual battling games. Players need to see characters from diverse foundations, genders, and societies represented within the game's program. Developers are progressively consolidating differing characters and comprehensive subjects into their diversions to reflect the different player base and advance representation and inclusivity.

Global-Casual-Fighting-Game-Market-Share,-By-Type,-2033

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CASUAL FIGHTING GAME MARKET SEGMENTATION

By Type

Based on type the global market can be categorized into PC, mobile and others.

  • PC: These are fair various cases of casual battling recreations accessible for PC gamers. Whether you're seeking out for a cheerful brawler or a game with more profound mechanics, there's something for each casual battling game enthusiast on PC.
  • Mobile Devices: Casual fighting recreations on portable devices are perfect for gaming on the go or amid downtime. Families can download these games on their smartphones or tablets and appreciate quick matches together wherever they are. Mobile casual battling recreations offer the comfort of touchscreen controls and can be played in short bursts, making them suitable for busy family plans.

By Application

Based on application the global market can be categorized into internet cafe, gaming room, family and others.

  • Internet Cafe/Gaming Room: In an internet cafe or gaming room setting, casual battling games can be introduced on PCs or comforts available for utilization by customers. These games can serve as a fun and locks in alternative for gamers who need to appreciate fast matches with companions or other patrons. Internet cafes can organize casual competitions or occasions highlighting these games to pull in clients and empower social interaction among players.
  • Family Entertainment Centers: Casual battling games can be introduced on arcade machines or supports in family amusement centers. These diversions give entertainment for families and bunches looking to have fun together in a social setting. Family amusement centers can have family-friendly gaming evenings or occasions including casual battling diversions to offer to a wide extend of visitors.
  • Home Gaming Comforts: Casual battling games are well known choices for family game evenings or get-togethers at home. Families can set up gaming supports such as Nintendo Switch, PlayStation, or Xbox and play casual battling games together. These games offer available gameplay mechanics and colorful characters that request to players of all ages, making them perfect for family-friendly gaming sessions.
  • Others: Casual battling games can be included at occasions, parties, or get-togethers as a frame of excitement. Whether it's a birthday party, occasion celebration, or community event, these games can give intuitively entertainment for participants. Occasion organizers can set up gaming stations with comforts or PCs prepared with casual battling games for visitors to enjoy. 

DRIVING FACTORS

Generalized Accessibility with Family-Friendly Appeal to Grip Up the Market Sales

Casual battling games are planned to be simple to choose up and play, catering to a wide group of onlookers of gamers, including those who may not have broad involvement with the genre. Basic controls, instinctive mechanics, and beginner-friendly tutorials make these games available to newcomers whereas still advertising profundity for more experienced players. 

Cross Platform Play with Live Service and Rigorous Updates to Give a Boost in the Market Growth

With the expanding popularity of multiplayer gaming, particularly in casual genres, cross-platform play has ended up a significant trend. Players need the capacity to play with companions in any case of the gaming stage they're utilizing, whether it's PC, comfort, or portable. Engineers are actualizing cross-platform usefulness to guarantee consistent multiplayer encounters and broader player pools. Live-service and Nonstop Upgrades. Numerous casual battling games are embracing a live-service show, giving progressing upgrades, unused substance, and occasions to keep players locked in over the long term. This incorporates customary adjust patches, modern characters, skins, stages, and amusement modes, guaranteeing that the experience remains new and players have reasons to keep coming back.

RESTRAINING FACTORS

Limited Longevity and Monetization Practices to Drop Down the Market Growth

Casual battling games may have constrained longevity compared to more complex and content-rich titles. Once players have experienced all the amusement has to offer and opened all accessible substance, there may be small motivating force for them to continue playing, leading to player drop-off and a decay in player engagement over time. A few casual battling games depend intensely on monetization practices such as microtransactions, plunder boxes, and in-game buys to produce income. Whereas these practices can give extra substance and customization alternatives for players, they can too be seen as exploitative or pay-to-win, possibly estranging a few players.  However the factors constraining the casual fighting game market growth are the limitations with longevity and monetization practices.

CASUAL FIGHTING GAME MARKET REGIONAL INSIGHTS

Asia Pacific to Surge Dominance with Vibrant Gaming Communities and a Wide History of Gaming Culture

The market is primarily segregated into Europe, Latin America, Asia Pacific, North America, and Middle East & Africa.

The casual fighting game Market share in Asia Pacific is experiencing a huge growth. Nations within the Asia-Pacific region, such as Japan, South Korea, China, and Southeast Asian countries, have dynamic gaming communities and a long history of gaming culture. Japan, in specific, encompasses a wealthy convention of arcade fighting games, which may contribute to the notoriety of casual battling games within the locale. 

KEY INDUSTRY PLAYERS

Key Industry Players Shaping the Market through Innovation and Market Expansion

The market is essentially affected by key industry players that play a pivotal part in driving market flow and forming shopper inclinations. These key players have broad retail systems and online stages, giving customers with simply get to to a wide assortment of closet choices.

List of Top Casual Fighting Game Companies

  • Capcom (Japan)
  • Namco (Japan)
  • Project Soul (Japan)
  • Midway Games (U.S.)
  • Arc System Works (Japan)
  • Rare (U.K.)
  • Atari (France)
  • Bitmasters (Japan)
  • Sega AM2 (Japan)
  • HAL Laboratory (Japan)
  • SNK Playmore (Japan)
  • NetherRealm Studios (U.S.)

INDUSTRIAL DEVELOPMENT

  • July 2023: Capcom acquired Tokyo-based computer graphics studio Swordcanes Studio.
  • June 2022: Bandai Namco Excitement and ILCA. Inc reported the foundation of Bandai Namco Experts, with 51% of the offers possessed by Bandai Namco and 49% of the offers possessed by ILCA. This modern improvement company will be capable for the advancement of AAA titles, including Ace Combat. 

REPORT COVERAGE

The study encompasses a comprehensive SWOT analysis and provides insights into future developments within the market. It examines various factors that contribute to the growth of the market, exploring a wide range of market categories and potential applications that may impact its trajectory in the coming years. The analysis takes into account both current trends and historical turning points, providing a holistic understanding of the market's components and identifying potential areas for growth.

The research report delves into market segmentation, utilizing both qualitative and quantitative research methods to provide a thorough analysis. It also evaluates the impact of financial and strategic perspectives on the market. Furthermore, the report presents national and regional assessments, considering the dominant forces of supply and demand that influence market growth. The competitive landscape is meticulously detailed, including market shares of significant competitors. The report incorporates novel research methodologies and player strategies tailored for the anticipated timeframe. Overall, it offers valuable and comprehensive insights into the market dynamics in a formal and easily understandable manner.

Casual Fighting Game Market Report Scope & Segmentation

Attributes Details

Market Size Value In

US$ 1.95 Billion in 2024

Market Size Value By

US$ 3.8 Billion by 2033

Growth Rate

CAGR of 8.5% from 2025 to 2033

Forecast Period

2025 - 2033

Base Year

2024

Historical Data Available

Yes

Regional Scope

Global

Segments Covered

By Type

  • PC
  • Mobile
  • Others

By Application

  • Internet Cafe
  • Gaming Room
  • Family
  • Others

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