Global Shooting Games Market Size, Share & Gaming Industry Analysis By Platform (PC, Console, Mobile, Cloud Gaming), By Game Mode (Single Player, Multiplayer, Battle Royale), By Monetization Model, Esports Integration, AR/VR Adoption, Regional Player Base, Leading Publishers, Trends & Forecast 2025–2034
The Shooting Games Market is estimated at USD 112.8 million in 2024 and is projected to reach approximately USD 242.5 million by 2034, registering a compound annual growth rate (CAGR) of 7.9% during 2025–2034. This steady expansion is driven by the rising popularity of competitive multiplayer formats, the growth of esports ecosystems, and increasing engagement across console, PC, and mobile platforms. Advances in graphics engines, cross-platform play, and immersive technologies such as AR and VR are further enhancing user experience. In addition, strong community-driven content, live updates, and monetization through in-game purchases continue to sustain long-term player retention and revenue growth across global markets.
The market has expanded steadily over the past decade, supported by rising consumer demand for competitive multiplayer formats and the integration of esports into mainstream entertainment. Shooter titles now account for a significant share of global gaming revenues, with growth accelerating as free-to-play models and in-game monetization broaden access and deepen engagement.
The market encompasses first-person shooters, third-person shooters, tactical formats, battle royale titles, and hybrid variants across PC, console, and mobile platforms. In-game purchases, downloadable content, weapon skins, and seasonal passes represent a growing share of revenue. Esports monetization adds another layer of opportunity, with tournaments and streaming platforms driving visibility and commercial returns. Popular franchises illustrate the scale of engagement: Counter-Strike 2 records more than 88,000 daily active players, while Call of Duty has peaked at nearly 491,000 concurrent participants.
Demand is reinforced by the global esports boom. The esports audience is projected to reach 544 million in 2024 and exceed 640 million by 2025. Events such as the Free Fire World Series, which drew 5.41 million viewers, and The International 2021, which offered a USD 40 million prize pool, highlight the commercial potential of shooter-based competitions. Viewer numbers in the millions translate into sponsorship, advertising, and media rights opportunities that sustain long-term growth.
Technology is reshaping adoption patterns. Advances in graphics, network infrastructure, and latency reduction enhance gameplay quality, while cloud gaming and streaming services expand accessibility. Mobile versions of leading titles are widening the player base, particularly in emerging markets. These shifts reduce entry barriers and create recurring revenue streams through microtransactions and live-service models.
Regionally, North America leads with a 31% share, valued at USD 31.78 million in 2023, driven by strong console penetration and established esports ecosystems. Asia-Pacific dominates in audience size, accounting for 57% of global esports viewers, with China, South Korea, and Southeast Asia serving as critical growth hubs. Europe follows with 16% of the esports audience, supported by rising investment in competitive gaming infrastructure. For investors, Asia-Pacific offers scale, while North America and Europe provide high monetization potential, making them key markets to watch over the forecast horizon.
Key Takeaways
Market Growth: The global Shooting Games Market was valued at USD 112.8 million in 2024 and is projected to reach USD 242.5 million by 2034, reflecting a CAGR of 7.9%. Growth is driven by esports expansion, free-to-play adoption, and rising in-game monetization.
Game Type: First-Person Shooter (FPS) titles accounted for 38% of market share in 2023, supported by high engagement levels in franchises such as Counter-Strike and Call of Duty, which consistently attract hundreds of thousands of concurrent players.
Platform: Console gaming led with 40% share in 2023, underpinned by strong hardware adoption in North America and Europe and the availability of exclusive shooter titles that sustain player loyalty.
Driver: Esports growth is a key catalyst, with the global esports audience expected to reach 544 million in 2024 and surpass 640 million by 2025. Shooter-based tournaments such as the Free Fire World Series and The International generate multi-million-dollar prize pools and peak viewership above 5 million.
Restraint: High development costs and reliance on continuous content updates limit profitability for smaller studios. AAA shooter titles often require budgets exceeding USD 100 million, creating barriers to entry and intensifying competition among established publishers.
Opportunity: Mobile shooter games present a high-growth segment, particularly in Asia-Pacific, where mobile penetration exceeds 70%. Titles adapted for smartphones are expanding the player base and are expected to contribute significantly to revenue growth over the forecast horizon.
Trend: Cloud gaming and streaming platforms are reshaping access, reducing hardware dependency, and broadening reach. Services such as Xbox Cloud Gaming and NVIDIA GeForce NOW are making high-quality shooter experiences available to wider audiences.
Regional Analysis: North America led with 31% share in 2023, valued at USD 31.78 million, supported by high consumer spending and esports infrastructure. Asia-Pacific dominates in audience scale, accounting for 57% of global esports viewers, while Europe holds 16% share and is emerging as an investment hotspot for competitive gaming platforms.
Game Type Analysis
The global shooting games market in 2025 continues to be led by First-Person Shooter (FPS) titles, which account for approximately 38% of total revenues. Their dominance stems from immersive gameplay mechanics, advanced graphics, and strong multiplayer ecosystems that sustain long-term engagement. Flagship franchises such as Call of Duty and Counter-Strike remain central to this segment, with daily active player counts exceeding hundreds of thousands across platforms. The competitive nature of FPS games also aligns closely with esports, reinforcing their commercial strength.
Other categories contribute meaningfully to market diversity. Third-Person Shooter (TPS) games attract players who prefer broader field-of-view mechanics and tactical cover systems, making them popular in both casual and competitive settings. Battle Royale titles, which surged in popularity over the past five years, continue to expand their audience by offering large-scale survival formats that support up to 100 players per match. Tactical shooters, while smaller in share, appeal to players seeking realism and team-based strategy, with titles like Rainbow Six Siege maintaining strong esports visibility. Shoot ’em up (shmup) games remain niche but retain loyal communities, particularly in Asia, where retro-style gameplay still commands attention. Together, these sub-segments ensure a balanced ecosystem that caters to varied player preferences.
Platform Analysis
Consoles hold the largest share of the shooting games market in 2025, representing about 40% of global revenues. Their strength lies in high-performance hardware, exclusive franchise releases, and strong adoption in North America and Europe. Console ecosystems also benefit from subscription-based services such as Xbox Game Pass and PlayStation Plus, which increase accessibility to premium shooter titles.
PC gaming remains a close competitor, supported by advanced customization, superior graphics, and widespread adoption of esports titles. The segment benefits from strong uptake in Asia-Pacific, where internet café culture and competitive gaming communities remain influential. Mobile platforms, however, represent the fastest-growing category. With global smartphone penetration surpassing 75% in 2025, mobile shooters such as PUBG Mobile and Free Fire continue to attract massive audiences, particularly in emerging markets. Other platforms, including handheld devices and virtual reality, remain niche but are gaining traction as immersive technologies improve. Each platform plays a distinct role in shaping accessibility, monetization, and long-term engagement.
End-Use Analysis
Residential gaming remains the primary end-use segment, accounting for the majority of revenues as households increasingly invest in consoles, PCs, and mobile devices. The rise of home-based entertainment, accelerated by digital distribution and subscription models, has reinforced this trend.
Commercial applications are expanding, particularly through esports arenas, gaming cafés, and organized tournaments. These venues generate revenue not only from gameplay but also from sponsorships, advertising, and ticket sales. Industrial applications, though limited, include training simulations and defense-related gaming technologies, where shooter mechanics are adapted for tactical and operational training. While smaller in scale, this segment highlights the broader applicability of shooting game technologies beyond entertainment.
Regional Analysis
North America continues to lead the global market with a 31% share in 2025, valued at over USD 38.46 million. The region benefits from high consumer spending, advanced gaming infrastructure, and the presence of leading publishers and esports organizations. Major conventions and tournaments further reinforce its position as a hub for competitive gaming.
Asia-Pacific, however, represents the largest audience base, accounting for more than 55% of global esports viewership. Countries such as China, South Korea, and India are driving mobile shooter adoption, supported by rising smartphone penetration and affordable internet access. Europe follows with steady growth, supported by strong console adoption and expanding esports investments in markets such as Germany, the UK, and France. Latin America and the Middle East & Africa are emerging growth regions, where mobile platforms dominate due to affordability and accessibility. These regions are expected to post double-digit CAGR through 2030, making them attractive for publishers seeking new revenue streams.
This segmentation highlights a market that is both mature in developed economies and rapidly expanding in emerging regions, with platform diversification and esports integration shaping its long-term trajectory.
By Game Type (First-Person Shooter (FPS), Third-Person Shooter (TPS), Shoot ’em up (shmup), Battle Royale, Tactical Shooter), By Platform (PC (Personal Computer), Console, Mobile, Other Platforms)
Research Methodology
Primary Research- 100 Interviews of Stakeholders
Secondary Research
Desk Research
Regional scope
North America (United States, Canada, Mexico)
Latin America (Brazil, Argentina, Columbia)
East Asia And Pacific (China, Japan, South Korea, Australia, Cambodia, Fiji, Indonesia)
Sea And South Asia (India, Singapore, Thailand, Taiwan, Malaysia)
Eastern Europe (Poland, Russia, Czech Republic, Romania)
Western Europe (Germany, U.K., France, Spain, Itlay)
Middle East & Africa (GCC Countries, Egypt, Nigeria, South Africa, Israel)
Customization for segments, region/country-level will be provided. Moreover, additional customization can be done based on the requirements.
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TABLE OF CONTENTS
1. EXECUTIVE SUMMARY
1.1. MARKET SNAPSHOT
1.2. KEY FINDINGS & INSIGHTS
1.3. ANALYST RECOMMENDATIONS
1.4. FUTURE OUTLOOK
2. RESEARCH METHODOLOGY
2.1. MARKET DEFINITION & SCOPE
2.2. RESEARCH OBJECTIVES: PRIMARY & SECONDARY DATA SOURCES
2.3. DATA COLLECTION SOURCES
2.3.1. COVERAGE OF 100+ PRIMARY RESEARCH/CONSULTATION CALLS WITH INDUSTRY STAKEHOLDERS
FIGURE 17 NORTH AMERICA SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 18 NORTH AMERICA SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 19 MARKET SHARE BY COUNTRY
FIGURE 20 LATIN AMERICA SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 21 LATIN AMERICA SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 22 MARKET SHARE BY COUNTRY
FIGURE 23 EASTERN EUROPE SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 24 EASTERN EUROPE SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 25 MARKET SHARE BY COUNTRY
FIGURE 26 WESTERN EUROPE SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 27 WESTERN EUROPE SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 28 MARKET SHARE BY COUNTRY
FIGURE 29 EAST ASIA AND PACIFIC SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 30 EAST ASIA AND PACIFIC SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 31 MARKET SHARE BY COUNTRY
FIGURE 32 SEA AND SOUTH ASIA SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 33 SEA AND SOUTH ASIA SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 34 MARKET SHARE BY COUNTRY
FIGURE 35 MIDDLE EAST AND AFRICA SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 36 MIDDLE EAST AND AFRICA SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 37 NORTH AMERICA SHOOTING GAMES CURRENT AND FUTURE MARKET VOLUME SHARE REGIONAL ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 38 U.S. SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 39 U.S. SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 40 CANADA SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 41 CANADA SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 42 LATIN AMERICA SHOOTING GAMES CURRENT AND FUTURE MARKET VOLUME SHARE REGIONAL ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 43 MEXICO SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 44 MEXICO SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 45 BRAZIL SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 46 BRAZIL SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 47 ARGENTINA SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 48 ARGENTINA SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 49 COLUMBIA SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 50 COLUMBIA SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 51 REST OF LATIN AMERICA SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 52 REST OF LATIN AMERICA SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 53 EASTERN EUROPE SHOOTING GAMES CURRENT AND FUTURE MARKET VOLUME SHARE REGIONAL ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 54 POLAND SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 55 POLAND SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 56 RUSSIA SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 57 RUSSIA SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 58 CZECH REPUBLIC SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 59 CZECH REPUBLIC SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 60 ROMANIA SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 61 ROMANIA SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 62 REST OF EASTERN EUROPE SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 63 REST OF EASTERN EUROPE SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 64 WESTERN EUROPE SHOOTING GAMES CURRENT AND FUTURE MARKET VOLUME SHARE REGIONAL ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 65 GERMANY SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 66 GERMANY SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 67 FRANCE SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 68 FRANCE SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 69 UK SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 70 UK SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 71 SPAIN SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 72 SPAIN SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 73 ITALY SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 74 ITALY SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 75 REST OF WESTERN EUROPE SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 76 REST OF WESTERN EUROPE SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 77 EAST ASIA AND PACIFIC SHOOTING GAMES CURRENT AND FUTURE MARKET VOLUME SHARE REGIONAL ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 78 CHINA SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 79 CHINA SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 80 JAPAN SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 81 JAPAN SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 82 AUSTRALIA SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 83 AUSTRALIA SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 84 CAMBODIA SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 85 CAMBODIA SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 86 FIJI SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 87 FIJI SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 88 INDONESIA SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 89 INDONESIA SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 90 SOUTH KOREA SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 91 SOUTH KOREA SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 92 REST OF EAST ASIA AND PACIFIC SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 93 REST OF EAST ASIA AND PACIFIC SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 94 SEA AND SOUTH ASIA SHOOTING GAMES CURRENT AND FUTURE MARKET VOLUME SHARE REGIONAL ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 95 BANGLADESH SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 96 BANGLADESH SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 97 NEW ZEALAND SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 98 NEW ZEALAND SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 99 INDIA SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 100 INDIA SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 101 SINGAPORE SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 102 SINGAPORE SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 103 THAILAND SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 104 THAILAND SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 105 TAIWAN SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 106 TAIWAN SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 107 MALAYSIA SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 108 MALAYSIA SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 109 REST OF SEA AND SOUTH ASIA SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 110 REST OF SEA AND SOUTH ASIA SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 111 MIDDLE EAST AND AFRICA SHOOTING GAMES CURRENT AND FUTURE MARKET VOLUME SHARE REGIONAL ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 112 GCC COUNTRIES SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 113 GCC COUNTRIES SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 114 SAUDI ARABIA SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 115 SAUDI ARABIA SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 116 UAE SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 117 UAE SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 118 BAHRAIN SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 119 BAHRAIN SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 120 KUWAIT SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 121 KUWAIT SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 122 OMAN SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 123 OMAN SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 124 QATAR SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 125 QATAR SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 126 EGYPT SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 127 EGYPT SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 128 NIGERIA SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 129 NIGERIA SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 130 SOUTH AFRICA SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 131 SOUTH AFRICA SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 132 ISRAEL SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 133 ISRAEL SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 134 REST OF MEA SHOOTING GAMES CURRENT AND FUTURE TYPE ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 135 REST OF MEA SHOOTING GAMES CURRENT AND FUTURE END USER ANALYSIS, 2025–2034, (USD MILLION)
FIGURE 136 U. S. MARKET SHARE ANALYSIS BY TYPE (2024)
FIGURE 137 U. S. MARKET SHARE ANALYSIS BY END USER (2024)
FIGURE 138 CANADA MARKET SHARE ANALYSIS BY TYPE (2024)
FIGURE 139 CANADA MARKET SHARE ANALYSIS BY END USER (2024)
FIGURE 140 MEXICO MARKET SHARE ANALYSIS BY TYPE (2024)
FIGURE 141 MEXICO MARKET SHARE ANALYSIS BY END USER (2024)
FIGURE 142 CHINA MARKET SHARE ANALYSIS BY TYPE (2024)
FIGURE 143 CHINA MARKET SHARE ANALYSIS BY END USER (2024)
FIGURE 144 JAPAN MARKET SHARE ANALYSIS BY TYPE (2024)
FIGURE 145 JAPAN MARKET SHARE ANALYSIS BY END USER (2024)
FIGURE 146 INDIA MARKET SHARE ANALYSIS BY TYPE (2024)
FIGURE 147 INDIA MARKET SHARE ANALYSIS BY END USER (2024)
FIGURE 148 SOUTH KOREA MARKET SHARE ANALYSIS BY TYPE (2024)
FIGURE 149 SOUTH KOREA MARKET SHARE ANALYSIS BY END USER (2024)
FIGURE 150 SAUDI ARABIA MARKET SHARE ANALYSIS BY TYPE (2024)
FIGURE 151 SAUDI ARABIA MARKET SHARE ANALYSIS BY END USER (2024)
FIGURE 152 UAE MARKET SHARE ANALYSIS BY TYPE (2024)
FIGURE 153 UAE MARKET SHARE ANALYSIS BY END USER (2024)
FIGURE 154 EGYPT MARKET SHARE ANALYSIS BY TYPE (2024)
FIGURE 155 EGYPT MARKET SHARE ANALYSIS BY END USER (2024)
FIGURE 156 NIGERIA MARKET SHARE ANALYSIS BY TYPE (2024)
FIGURE 157 NIGERIA MARKET SHARE ANALYSIS BY END USER (2024)
FIGURE 158 SOUTH AFRICA MARKET SHARE ANALYSIS BY TYPE (2024)
FIGURE 159 SOUTH AFRICA MARKET SHARE ANALYSIS BY END USER (2024)
FIGURE 160 GERMANY MARKET SHARE ANALYSIS BY TYPE (2024)
FIGURE 161 GERMANY MARKET SHARE ANALYSIS BY END USER (2024)
FIGURE 162 FRANCE MARKET SHARE ANALYSIS BY TYPE (2024)
FIGURE 163 FRANCE MARKET SHARE ANALYSIS BY END USER (2024)
FIGURE 164 UK MARKET SHARE ANALYSIS BY TYPE (2024)
FIGURE 165 UK MARKET SHARE ANALYSIS BY END USER (2024)
FIGURE 166 SPAIN MARKET SHARE ANALYSIS BY TYPE (2024)
FIGURE 167 SPAIN MARKET SHARE ANALYSIS BY END USER (2024)
FIGURE 168 ITALY MARKET SHARE ANALYSIS BY TYPE (2024)
FIGURE 169 ITALY MARKET SHARE ANALYSIS BY END USER (2024)
FIGURE 170 BRAZIL MARKET SHARE ANALYSIS BY TYPE (2024)
FIGURE 171 BRAZIL MARKET SHARE ANALYSIS BY END USER (2024)
FIGURE 172 ARGENTINA MARKET SHARE ANALYSIS BY TYPE (2024)
FIGURE 173 ARGENTINA MARKET SHARE ANALYSIS BY END USER (2024)
FIGURE 174 COLUMBIA MARKET SHARE ANALYSIS BY TYPE (2024)
FIGURE 175 COLUMBIA MARKET SHARE ANALYSIS BY END USER (2024)
FIGURE 176 GLOBAL SHOOTING GAMES CURRENT AND FUTURE MARKET KEY COUNTRY LEVEL ANALYSIS, 2024–2034, (USD MILLION)
FIGURE 177 FINANCIAL OVERVIEW:
Key Player Analysis
Gameloft (Vivendi): Gameloft positions itself as a challenger in the global shooting games market, with a strong foothold in mobile platforms. The company has built its reputation on free-to-play models supported by in-app purchases, which remain a key revenue driver. Its shooting titles, including Modern Combat and Sniper Fury, continue to attract millions of active users, particularly in emerging markets where mobile penetration exceeds 75%. In 2025, Gameloft is expanding its reach through partnerships with telecom operators in Asia-Pacific and Latin America, bundling premium content with mobile data plans. The company differentiates itself by focusing on accessibility and affordability, targeting casual and mid-core gamers who prefer mobile-first experiences.
Valve Corporation: Valve remains a market leader, anchored by its flagship franchise Counter-Strike 2 and its dominant distribution platform, Steam. The company benefits from a vast global user base, with Steam surpassing 130 million monthly active users in 2025. Valve’s strength lies in its integrated ecosystem, combining game publishing, esports hosting, and digital distribution. Strategic initiatives include expanding cross-platform support and investing in anti-cheat technologies to maintain competitive integrity in esports. Valve’s differentiator is its dual role as both a publisher and platform operator, giving it unmatched control over distribution, pricing, and community engagement. Its esports ecosystem continues to generate significant sponsorship and media rights revenues, reinforcing its leadership in the competitive shooter segment.
Krafton: Krafton holds a strong position as an innovator in the shooting games market, driven by the global success of PUBG: Battlegrounds and PUBG Mobile. By 2025, PUBG Mobile remains one of the highest-grossing mobile games worldwide, contributing significantly to Krafton’s revenue base. The company is investing heavily in AI-driven personalization and cloud gaming partnerships to expand accessibility across devices. Krafton has also diversified into new formats, including survival-based shooters and VR-enabled experiences, to capture emerging demand. Its differentiator lies in its ability to scale mobile esports, particularly in Asia-Pacific, where it commands a dominant share of competitive gaming audiences.
Nexon: Nexon is positioned as a challenger with a strong regional presence in Asia, particularly South Korea and Japan. The company’s portfolio includes popular online shooters such as Sudden Attack and Counter-Strike Online, which maintain loyal player bases. In 2025, Nexon is focusing on expanding its global footprint through partnerships with Western publishers and by adapting its titles for mobile platforms. The company is also investing in blockchain-based gaming economies, experimenting with digital asset ownership to enhance player engagement. Nexon’s differentiator is its expertise in free-to-play monetization models, which have consistently delivered high retention rates and recurring revenues. Its regional dominance in Asia, combined with strategic expansion into global markets, positions it as a key competitor in the evolving shooting games landscape.
Market Key Players
Rockstar Games
Ubisoft
Krafton
Gameloft (Vivendi)
Activision Blizzard
Nexon
Valve Corporation
Other Key Players
Driver
Advancements in Game Technology and Visual Realism
As of 2025, the shooting games market is growing steadily at around 7% per year. This growth is supported by ongoing improvements in graphics engines, multiplayer setups, and real-time processing. Technologies like ray tracing, high-frame-rate rendering, and better physics engines have greatly increased realism, making shooter gameplay more immersive and visually appealing. These improvements raise player expectations and extend game lifecycles, encouraging players to return and pay more for high-quality titles.
Esports Growth and Multiplayer Engagement Expansion
Multiplayer modes are now the main source of player engagement, with over 70% of active users taking part in online play. The rise of esports has further fueled this growth. Shooter tournaments now attract millions of viewers worldwide and generate significant sponsorships and media revenue. The increasing use of smartphones is also driving demand, with mobile shooters making up over 35% of global market revenues. This trend reinforces steady income through live services and competitive events.
Restraint
Regulatory Restrictions and Content Approval Challenges
Regulatory scrutiny around violent content poses a significant challenge for the shooting games market. Many countries in Asia and the Middle East have strict approval processes for content, causing delays in launches, changes to gameplay, or even complete bans. These obstacles limit market access and create uneven revenue opportunities for global publishers.
High Development Costs and Hardware Accessibility Gaps
The costs of development are another major constraint. AAA shooter titles often require budgets over USD 100 million, which restricts participation to a few well-funded publishers. Moreover, access to high-performance consoles and gaming PCs is limited in many emerging markets. Increased concerns about gaming addiction and health impacts are also leading governments to impose playtime limits, which may reduce engagement in high-growth areas.
Opportunity
Immersive Technologies and Next-Generation Gameplay
Virtual reality (VR) and augmented reality (AR) shooters are among the most promising areas for opportunity. The overall VR gaming market is expected to exceed USD 50 billion by 2030, with shooting games likely leading the genre due to their immersive gameplay. These technologies allow for new gameplay formats and premium experiences that can earn more money per user.
Expanding Monetization Models and Emerging Regions
In-game monetization is becoming more varied, with cosmetic skins, battle passes, and weapon upgrades bringing in billions in ongoing revenues. Indie developers are taking advantage of niche markets by creating tactical, retro-style, and narrative-driven shooters. Regionally, Asia-Pacific and Latin America show considerable growth potential—Asia-Pacific already represents over 55% of global esports viewership, while Latin America is expected to grow at a double-digit rate through 2030, driven mainly by the rise of mobile gaming.
Trend
Cross-Platform Play and Battle Royale Dominance
Cross-platform play is now an expected feature, with more than 60% of new shooter titles allowing seamless play across PC, console, and mobile devices. Battle royale formats continue to lead in downloads and streaming activity, maintaining high player engagement through seasonal updates, competitive rankings, and live events that help keep players involved.
Cloud Gaming Adoption and AI-Driven Realism
Cloud gaming is changing accessibility by removing hardware barriers, allowing high-quality shooter experiences on low-spec devices through streaming platforms. At the same time, demand for realism is growing, with advanced AI-driven mechanics, smarter NPCs, and lifelike environments becoming standard. Together, these trends are broadening the potential user base, increasing immersion, and strengthening the long-term resilience of the global shooting games market.
Recent Developments
Dec 2024 – Microsoft Corporation: Finalized the integration of Activision Blizzard’s portfolio into its Game Pass subscription service, making the entire Call of Duty back catalog available to over 35 million subscribers. This move aims to lock in a substantial user base and increase the value proposition of the Xbox ecosystem.
Feb 2025 – Krafton Inc.: Announced a strategic partnership with a leading Indian telecom firm to launch a mobile-exclusive battle royale title, Project: Indus, optimized for 5G networks. The collaboration targets India's 400 million mobile gamers, aiming to capture a significant portion of the region's rapidly growing IAP revenue, which saw a 20% year-over-year increase.
Apr 2025 – Electronic Arts (EA): Acquired a specialized virtual reality studio, "Specter Vision," for an estimated $150 million to develop a new AAA VR-exclusive title for its Battlefield franchise. The acquisition positions EA to compete in the expanding VR shooting game segment, which is projected to grow at a CAGR of over 25%.
Jul 2025 – Sony Interactive Entertainment: Launched "Vanguard," a new first-person shooter IP built from the ground up for cross-platform play between PlayStation 5, PC, and mobile. The title registered over 10 million active players within its first month. This strategy directly counters the Xbox Game Pass model by creating a broad, accessible ecosystem around a single flagship property.
Sep 2025 – Tencent Holdings: Revealed a $25 million global esports circuit for its flagship mobile shooter, Arena Breakout, with finals to be held in Singapore. The investment is designed to solidify the game's standing in competitive mobile gaming and drive player engagement in the lucrative Southeast Asian market.