What is Shooting Games?
Shooting games are games in which the player handles few weapons and battle enemies. These games are using the mouse and test player’s reflexes and recent times. The Shooting games are using SCRATCH programming language. The trending top five shooting games are Call of Duty WWII, PUBG, Splatoon 2, Wolfenstein II, and Prey. There are various types of games including single player shooting games or multiplayer shooting games. These multiples, players can play in a game in real-time. The growing popularity of online video games is boosting strong growth in shooting games. As in today’s scenario, video games are become universal among all children, around 97% of people are playing at least one hour per day in the United States.
The market study is broken down by Type (First Person Shooter Games, Shooting Gallery Games, Tactical Shooters and Artillery Shooters) and major geographies with country level break-up.
The global shooting games market is highly competitive and consists of some key players. In terms of market share, few of the key players presently dominate the global market. These market players are leveraging on strategic collaborative creativities to intensification their market share and escalation their profitability. Analysts at AMA Research estimates that Vendors from United States will contribute to the maximum growth of Global Shooting Games market throughout the predicted period. Established and emerging Vendors should take a closer view at their existing organizations and reinvent traditional business and operating models to adapt to the future.
Nintendo (Japan), Valve Corporation (United States), Rockstar Games (United States), Electronic Arts (United States), Activision Blizzard (United States), Sony Computer Entertainment (Japan), Ubisoft (France), Sega Games Co. Ltd (Japan), BioWare (Canada) and Naughty Dog Inc. (United States) are some of the key players that are part of study coverage. Additionally, the Vendors which are also part of the research coverage are Square Enix Holdings Co. Ltd (Japan), Capcom Company Ltd (Japan), Bluehole (South Korea), Bungie Inc. (United States), Microsoft Corporation (United States), Bandai Namco Entertainment (Japan), Mojang (Sweden) and Epic Games (United States).
Segmentation Overview
AdvanceMarketAnalytics has segmented the market of Global Shooting Games market by Type, Application and Region.
On the basis of geography, the market of Shooting Games has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico). If we see Market by Form Factor, the sub-segment i.e. Disc will boost the Shooting Games market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by Platform, the sub-segment i.e. PC will boost the Shooting Games market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by Features, the sub-segment i.e. Online Play will boost the Shooting Games market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.
Market Trend
- Increase Adoption of Mobile Gaming
- Technology Advancement Such As Mobile Technology
Market Drivers
- Growing Involvement of Technologies Such As Augmented Reality
- Increase Penetration of Smart Phones
Opportunities
- Rapid Growth of Wearable Technology, We Also See the Future of Gaming Involving Wearable Accessories
- The Asia Pacific Has Strong Growth Potential Due To Increasing Number Emerging Nations
Restraints
- High Cost Associated With Game Console
- High Cost of Gaming Software
Challenges
Analyst View
To study the market, we approach the market from the business side. Major players are continuously investing in shooting games in terms of technology such as 3D graphics, augmented reality.
Key Target Audience
Venture Capitalists and Private Equity Firms, New Entrants/Investors, Analysts and Strategic Business Planners, Shooting Games Manufacturers, Suppliers and Distributors, Government Regulatory and Research Organizations and End-Use Industries
Key Finding and Research Objectives
The primary objective is to underline the competitive structure of shooting games. The research includes study of several small to medium-sized companies that compete with each other and large enterprises. Identify regional factors impacting production studied at Global scale. Insights on Regulatory & Economic policies by geography giving ease to Market entry. What product features & benefits offered by Industry players studied and broken down by diverse group of customer class.
About Approach
To evaluate and validate the market size various sources including primary and secondary analysis is utilized. AMA Research follows regulatory standards such as NAICS/SIC/ICB/TRCB, to have the better understanding of the market. The market study is conducted on basis of more than 200 companies dealing in the market regional as well as global areas with purpose to understand companys positioning regarding market value, volume and their market share for regional as well as global.
Further to bring relevance specific to any niche market we set and apply number of criteria like Geographic Footprints, Regional Segments of Revenue, Operational Centres, etc. The next step is to finalize a team (In-House + Data Agencies) who then starts collecting C & D level executives and profiles, Industry experts, Opinion leaders etc. and work towards appointment generation.
The primary research is performed by taking the interviews of executives of various companies dealing in the market as well as using the survey reports, research institute, and latest research reports. Meanwhile, analyst team keeps preparing set of questionnaires and after getting appointee list; the target audience are then tapped and segregated with various mediums and channels that are feasible for making connection that includes email communication, telephonic, skype, LinkedIn Group & InMail, Community Forums, Community Forums, open Survey, SurveyMonkey etc.