시장보고서
상품코드
2006057

슈팅 게임 시장 규모, 점유율, 성장 및 업계 분석 : 유형 및 용도별, 지역별 인사이트 및 예측(2026-2034년)

Shooter Games Market Size, Share, Growth and Global Industry Analysis By Type & Application, Regional Insights and Forecast to 2026-2034

발행일: | 리서치사: 구분자 Fortune Business Insights Pvt. Ltd. | 페이지 정보: 영문 200 Pages | 배송안내 : 2-3일 (영업일 기준)

    
    
    



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슈팅 게임 시장의 성장 요인

세계 슈팅 게임 시장은 2025년에 820억 2,000만 달러로 평가되었습니다. 2026년에는 925억 7,000만 달러, 2034년에는 1,854억 4,000만 달러에 달할 것으로 예측되며, 예측 기간(2026-2034) 동안 CAGR 9.07%를 나타낼 것으로 예측됩니다. 아시아태평양은 중국, 인도, 한국 등의 국가에서의 게임 보급에 힘입어 2024년 46.9%의 점유율로 시장을 주도했습니다.

슈팅 게임은 목표물을 쏘는 게임 플레이를 특징으로 하는 빠른 템포의 디지털 엔터테인먼트 형식으로, 모바일, PC, 게임기 등 다양한 플랫폼에서 이용할 수 있습니다. 경쟁적인 특성, 몰입감 있는 경험, 젊은 층 사이에서 인기가 높아지면서 전 세계 수요를 계속 견인하고 있습니다.

시장 동향

크로스 플랫폼 게임의 인기 상승

크로스 플랫폼 호환성은 시장을 형성하는 주요 트렌드입니다. 게이머들은 진행 상황을 잃지 않고 스마트폰, 태블릿, 콘솔 등 다양한 디바이스를 넘나들며 플레이하는 것을 점점 더 선호하고 있습니다. '데스티니 가디언즈'와 '오버워치'와 같은 인기 타이틀이 이러한 트렌드를 상징합니다. 이러한 접근방식은 사회적 교류를 촉진하고, 기업 층을 확대하며, 시장 확대에 크게 기여하고 있습니다.

시장 역학

시장 성장 촉진요인

e스포츠와 온라인 게임의 성장

e스포츠와 온라인 멀티기업 게임의 인기 상승은 주요 성장 요인입니다. '콜 오브 듀티', '카운터 스트라이크'와 같은 슈팅 게임은 전 세계 수백만 명의 기업을 매료시키고 있습니다. 인터넷 보급률과 접근성 증가는 온라인 게임 참여를 더욱 촉진하고 있으며, 다양한 연령대의 참여 증가는 전체 시장 수요를 증가시키고 있습니다.

시장 성장 억제요인

높은 개발 비용

슈팅 게임 개발에는 고도의 그래픽, 인공지능, 게임플레이 메커니즘이 필요하기 때문에 많은 투자가 필요합니다. 또한, 마케팅 및 연구개발비가 재정적 부담을 가중시켜 신규 진입을 제한하고 있습니다. 다른 게임 장르와의 경쟁 또한 시장 성장에 있어 과제가 되고 있습니다.

시장 기회

게임 기술의 발전

가상현실(VR), 증강현실(AR), 머신러닝 등의 기술이 새로운 성장 기회를 창출하고 있습니다. 이러한 혁신은 게임 플레이의 현실감과 사용자의 몰입감을 높여줍니다. 게임 개발사들은 기술적으로 진보된 슈팅 게임을 출시하여 기술에 정통한 소비자들을 끌어들이고 사용자층을 확대하기 위해 노력하고 있습니다.

세분화 분석

제품별

  • 몰입감 있는 게임 플레이와 높은 기업 몰입도로 인해 1인칭 슈팅 게임(FPS)이 시장을 휩쓸고 있습니다.
  • 슈팅 갤러리 게임은 경쟁적이고 인터랙티브한 경험을 제공하며, 시장 점유율 2위를 차지하고 있습니다.

기기별

  • 휴대폰은 편리성, 저렴한 가격, 그리고 스마트폰 보급률 증가로 시장을 선도하고 있습니다.
  • TV/콘솔 게임은 뛰어난 시각적 경험과 편안한 게임 플레이를 제공하며 큰 점유율을 차지하고 있습니다.

최종 사용자별

  • 높은 슈팅게임 참여율과 타겟팅된 마케팅 전략으로 남성층이 시장을 독점하고 있습니다.
  • 게임 컨텐츠의 포용성과 다양성 향상에 따라 여성층이 크게 성장할 것으로 예측됩니다.

지역별 전망

아시아태평양

아시아태평양은 탄탄한 인터넷 인프라, 가처분 소득 증가, 방대한 게이머 인구에 힘입어 세계 시장을 주도하고 있습니다. 이 지역은 2024년 340억 9,000만 달러 시장 규모를 기록할 것으로 예상되며, 그 우위를 점하고 있습니다.

북미

북미는 선진적인 게임 생태계와 주요 산업 기업의 존재에 힘입어 2024년 시장 점유율의 약 23%를 차지할 것으로 예측됩니다. 미국은 탄탄한 개발자 및 게이머 기반을 바탕으로 계속해서 주요 기여자가 되고 있습니다.

유럽

유럽에서는 고품질 게임 경험에 대한 수요 증가와 게임 관련 단체의 지원으로 꾸준한 성장세를 보이고 있습니다. 독일, 프랑스, 영국 등의 국가가 주요 시장입니다.

남미 및 중동/아프리카

이들 지역은 디지털 접근성 확대, 젊은 인구 증가, 온라인 엔터테인먼트와 게임 기술에 대한 관심 증가로 인해 성장세를 보이고 있습니다.

최근 동향으로는 슈팅 게임의 콘솔 출시, 신작 게임 출시, 게임 플레이 기술의 발전 등을 꼽을 수 있습니다. 또한, 기업들은 보다 폭넓은 사용자층에 도달하고 사용자 참여를 높이기 위해 모바일 게임과 크로스 플랫폼 대응에 투자하고 있습니다.

목차

제1장 서론

제2장 주요 요약

제3장 시장 역학

제4장 주요 인사이트

제5장 세계의 슈팅 게임 시장 분석, 인사이트, 예측, 2021년-2034년

제6장 북미의 슈팅 게임 시장 분석, 인사이트, 예측, 2021년-2034년

제7장 유럽의 슈팅 게임 시장 분석, 인사이트, 예측, 2021년-2034년

제8장 아시아태평양의 슈팅 게임 시장 분석, 인사이트, 예측, 2021년-2034년

제9장 남아메리카의 슈팅 게임 시장 분석, 인사이트, 예측, 2021년-2034년

제10장 중동 및 아프리카의 슈팅 게임 시장 분석, 인사이트, 예측, 2021년-2034년

제11장 경쟁 분석

제12장 전략적 제안/시장 기회

LSH 26.05.07

Growth Factors of shooter games Market

The global shooter games market was valued at USD 82.02 billion in 2025 and is projected to grow to USD 92.57 billion in 2026, reaching USD 185.40 billion by 2034, exhibiting a CAGR of 9.07% during the forecast period (2026-2034). Asia Pacific dominated the market with a 46.9% share in 2024, supported by strong gaming adoption across countries such as China, India, and South Korea.

Shooter games are fast-paced digital entertainment formats involving target-based gameplay, available across multiple platforms including mobile devices, PCs, and consoles. Their competitive nature, immersive experience, and growing popularity among young users continue to drive global demand.

Market Trends

Rising Popularity of Cross-Platform Gaming

Cross-platform compatibility is a major trend shaping the market. Gamers increasingly prefer playing across devices such as smartphones, tablets, and consoles without losing progress. Popular titles like Destiny 2 and Overwatch highlight this trend. This approach enhances social interaction, expands player bases, and significantly contributes to market expansion.

Market Dynamics

Market Drivers

Growth of eSports and Online Gaming

The rising popularity of eSports and online multiplayer gaming is a key growth driver. Shooter games such as Call of Duty and Counter-Strike attract millions of players globally. Improved internet penetration and accessibility further support participation in online gaming, while increasing engagement across various age groups boosts overall market demand.

Market Restraints

High Development Costs

Developing shooter games requires significant investment due to advanced graphics, artificial intelligence, and gameplay mechanics. Additionally, marketing and R&D expenses increase financial pressure, limiting entry for new players. Competition from other gaming genres also poses a challenge to market growth.

Market Opportunities

Technological Advancements in Gaming

Technologies such as virtual reality (VR), augmented reality (AR), and machine learning are creating new growth opportunities. These innovations enhance gameplay realism and user engagement. Game developers are focusing on launching technologically advanced shooter games to attract tech-savvy consumers and expand their audience base.

Segmentation Analysis

By Product

  • First-Person Shooter (FPS) dominates the market due to immersive gameplay and strong player engagement.
  • Shooting gallery games hold the second-largest share, offering competitive and interactive experiences.

By Device Type

  • Mobile phones lead the market due to convenience, affordability, and increasing smartphone penetration.
  • TV/console gaming holds a significant share, offering enhanced visual experience and gameplay comfort.

By End User

  • Male segment dominates due to higher participation in shooter games and targeted marketing strategies.
  • Female segment is expected to grow significantly with increasing inclusivity and representation in gaming content.

Regional Outlook

Asia Pacific

Asia Pacific leads the global market, driven by strong internet infrastructure, rising disposable income, and a large gaming population. The region recorded a market size of USD 34.09 billion in 2024, highlighting its dominance.

North America

North America accounted for around 23% market share in 2024, supported by advanced gaming ecosystems and major industry players. The U.S. remains a key contributor with a strong base of developers and gamers.

Europe

Europe is witnessing steady growth due to increasing demand for premium gaming experiences and support from gaming associations. Countries such as Germany, France, and the U.K. are key markets.

South America and Middle East & Africa

These regions are experiencing growth due to rising digital access, increasing youth population, and growing interest in online entertainment and gaming technologies.

Competitive Landscape

The global shooter games market is highly competitive and fragmented. Leading companies such as Rockstar Games, Valve Corporation, Gameloft, Activision Blizzard, and Ubisoft dominate the industry. These players focus on innovation, multi-platform game launches, and strategic partnerships to strengthen their market presence and expand their user base.

Key Industry Developments

Recent developments include the expansion of shooter games to consoles, new game launches, and advancements in gameplay technologies. Companies are also investing in mobile gaming and cross-platform compatibility to reach a broader audience and enhance user engagement.

Conclusion

The shooter games market is poised for strong growth, expanding from USD 82.02 billion in 2025 to USD 185.40 billion by 2034. Key factors such as the rise of eSports, increasing mobile gaming adoption, and technological advancements are driving this growth. Despite challenges like high development costs, the market offers significant opportunities through innovation, cross-platform integration, and expanding global gaming communities, ensuring sustained expansion in the coming years.

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

  • Male
  • Female

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, 2021-2034

  • 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, 2021-2034

  • 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, 2021-2034

  • 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, 2021-2034

  • 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, 2021-2034

  • 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, 2021-2034

  • 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 (2025)
  • 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

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