Real-time Strategy (RTS) Gaming Comprehensive Study by Platform (Mobile, PC, Tablets, Console, Others), Genre (War Class, Science Fiction, Fighting, Business, Others), Pricing Model (Premium, Free to Play, Subscription) Players and Region - Global Market Outlook to 2030

Real-time Strategy (RTS) Gaming Market by XX Submarkets | Forecast Years 2024-2030  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
About Real-time Strategy (RTS) Gaming
Real-time strategy games (RTS) are a video game genre where players compete simultaneously, without taking turns, to achieve specific objectives. Players gather resources, build structures, train units, and manage their economies in real time, requiring quick decision-making and strategic thinking. The RTS market can continue to grow and attract new players while engaging its existing fanbase. Ultimately, the success of the market hinges on delivering high-quality, innovative, and accessible experiences that cater to diverse player preferences. The future of RTS games depends on how well developers and publishers address the challenges while capitalizing on the opportunities. Focusing on innovation, accessibility, and catering to diverse player preferences will be key to achieving future growth.

AttributesDetails
Study Period2018-2030
Base Year2023
UnitValue (USD Million)


The RTS gaming landscape remains competitive, facing challenges but also holding opportunities for growth. Embracing innovation, improving accessibility, fostering a healthy esports scene, and implementing ethical monetization strategies are crucial for the genre's future success. Analyst at AMA Research estimates that United States Players will contribute the maximum growth to Global Real-time Strategy (RTS) Gaming market throughout the forecasted period. Established and emerging Players should take a closer view at their existing organizations and reinvent traditional business and operating models to adapt to the future.

Blizzard Entertainment, Inc. (United States), Ubisoft Entertainment (France), Electronic Arts Inc. (United States), Paradox Interactive AB (Sweden), Capcom Co.Ltd. (Japan), KOEI TECMO GAMES CO., LTD. (Japan), Gearbox (United States), Creative Assembly (United Kingdom), Relic Entertainment. (Canada) and THQ Nordic (Austria) are some of the key players that are part of study coverage. Additionally, the Players which are also part of the research coverage are Shiro Games (France), Kalypso Media Group GmbH. (Germany), Ludeon Studios and Tynan Sylvester (Canada), Valve Corporation (United States) and Wargaming.net. (Cyprus).

Segmentation Overview
AMA Research has segmented the market of Global Real-time Strategy (RTS) Gaming market by and Region.



On the basis of geography, the market of Real-time Strategy (RTS) Gaming has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, 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 , the sub-segment i.e. will boost the Real-time Strategy (RTS) Gaming market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.

Influencing Trend:
Rise of free to play games

Market Growth Drivers:
Increasing popularity of E-Sports and Rising of Mobile gaming platforms

Challenges:
Exploring alternative monetization models

Restraints:
Limited sponsorship and prize pools

Opportunities:
Technological Advancement in Artificial Intelligence & Cloud Gaming and Developing new and innovative game concepts

Market Leaders and their expansionary development strategies
In May 2023, Chipotle Mexican Grill announced its partnership with Capcom Co., Ltd. to launch Street Fighter 6, the latest installment of one of the top selling fighting games of all time. Chipotle will be the first restaurant brand to give Street Fighter 6 players the opportunity to earn Fighter Coins through digital entrée purchases made on the Chipotle app.
In November 2023, Blizzard Entertainment, Inc. launched its latest mobile game warcraft Rumble. It is an action-packed game which takes players to the adventure of Warcraft. The company also released the teaser of the game that has created a lot of buzzers among mobile gamers.


Key Target Audience
E-Sprots Enthusiastic, Market Research & Consultancy Firm, Potential Investors, Government & Regulatory Bodies, Reseach & Developments and Others

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 a 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 the purpose to understand the companies positioning regarding the 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 a 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, the analyst team keeps preparing a set of questionnaires, and after getting the appointee list; the target audience is then tapped and segregated with various mediums and channels that are feasible for making connections that including email communication, telephonic, skype, LinkedIn Group & InMail, Community Forums, Community Forums, open Survey, SurveyMonkey, etc.

Report Objectives / Segmentation Covered

By Platform
  • Mobile
  • PC
  • Tablets
  • Console
  • Others

By Genre
  • War Class
  • Science Fiction
  • Fighting
  • Business
  • Others

By Pricing Model
  • Premium
  • Free to Play
  • Subscription

By Regions
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • 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
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. Increasing popularity of E-Sports
      • 3.2.2. Rising of Mobile gaming platforms
    • 3.3. Market Challenges
      • 3.3.1. Exploring alternative monetization models
    • 3.4. Market Trends
      • 3.4.1. Rise of free to play games
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global Real-time Strategy (RTS) Gaming, by Platform, Genre, Pricing Model and Region (value) (2018-2023)
    • 5.1. Introduction
    • 5.2. Global Real-time Strategy (RTS) Gaming (Value)
      • 5.2.1. Global Real-time Strategy (RTS) Gaming by: Platform (Value)
        • 5.2.1.1. Mobile
        • 5.2.1.2. PC
        • 5.2.1.3. Tablets
        • 5.2.1.4. Console
        • 5.2.1.5. Others
      • 5.2.2. Global Real-time Strategy (RTS) Gaming by: Genre (Value)
        • 5.2.2.1. War Class
        • 5.2.2.2. Science Fiction
        • 5.2.2.3. Fighting
        • 5.2.2.4. Business
        • 5.2.2.5. Others
      • 5.2.3. Global Real-time Strategy (RTS) Gaming by: Pricing Model (Value)
        • 5.2.3.1. Premium
        • 5.2.3.2. Free to Play
        • 5.2.3.3. Subscription
      • 5.2.4. Global Real-time Strategy (RTS) Gaming Region
        • 5.2.4.1. South America
          • 5.2.4.1.1. Brazil
          • 5.2.4.1.2. Argentina
          • 5.2.4.1.3. Rest of South America
        • 5.2.4.2. Asia Pacific
          • 5.2.4.2.1. China
          • 5.2.4.2.2. Japan
          • 5.2.4.2.3. India
          • 5.2.4.2.4. South Korea
          • 5.2.4.2.5. Australia
          • 5.2.4.2.6. Rest of Asia-Pacific
        • 5.2.4.3. Europe
          • 5.2.4.3.1. Germany
          • 5.2.4.3.2. France
          • 5.2.4.3.3. Italy
          • 5.2.4.3.4. United Kingdom
          • 5.2.4.3.5. Netherlands
          • 5.2.4.3.6. Rest of Europe
        • 5.2.4.4. MEA
          • 5.2.4.4.1. Middle East
          • 5.2.4.4.2. Africa
        • 5.2.4.5. North America
          • 5.2.4.5.1. United States
          • 5.2.4.5.2. Canada
          • 5.2.4.5.3. Mexico
  • 6. Real-time Strategy (RTS) Gaming: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
        • 6.1.1.2. Top 5
    • 6.2. Peer Group Analysis (2023)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. Blizzard Entertainment, Inc. (United States)
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. Ubisoft Entertainment (France)
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. Electronic Arts Inc. (United States)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. Paradox Interactive AB (Sweden)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. Capcom Co.Ltd. (Japan)
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. KOEI TECMO GAMES CO., LTD. (Japan)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. Gearbox (United States)
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
      • 6.4.8. Creative Assembly (United Kingdom)
        • 6.4.8.1. Business Overview
        • 6.4.8.2. Products/Services Offerings
        • 6.4.8.3. Financial Analysis
        • 6.4.8.4. SWOT Analysis
      • 6.4.9. Relic Entertainment. (Canada)
        • 6.4.9.1. Business Overview
        • 6.4.9.2. Products/Services Offerings
        • 6.4.9.3. Financial Analysis
        • 6.4.9.4. SWOT Analysis
      • 6.4.10. THQ Nordic (Austria)
        • 6.4.10.1. Business Overview
        • 6.4.10.2. Products/Services Offerings
        • 6.4.10.3. Financial Analysis
        • 6.4.10.4. SWOT Analysis
  • 7. Global Real-time Strategy (RTS) Gaming Sale, by Platform, Genre, Pricing Model and Region (value) (2025-2030)
    • 7.1. Introduction
    • 7.2. Global Real-time Strategy (RTS) Gaming (Value)
      • 7.2.1. Global Real-time Strategy (RTS) Gaming by: Platform (Value)
        • 7.2.1.1. Mobile
        • 7.2.1.2. PC
        • 7.2.1.3. Tablets
        • 7.2.1.4. Console
        • 7.2.1.5. Others
      • 7.2.2. Global Real-time Strategy (RTS) Gaming by: Genre (Value)
        • 7.2.2.1. War Class
        • 7.2.2.2. Science Fiction
        • 7.2.2.3. Fighting
        • 7.2.2.4. Business
        • 7.2.2.5. Others
      • 7.2.3. Global Real-time Strategy (RTS) Gaming by: Pricing Model (Value)
        • 7.2.3.1. Premium
        • 7.2.3.2. Free to Play
        • 7.2.3.3. Subscription
      • 7.2.4. Global Real-time Strategy (RTS) Gaming Region
        • 7.2.4.1. South America
          • 7.2.4.1.1. Brazil
          • 7.2.4.1.2. Argentina
          • 7.2.4.1.3. Rest of South America
        • 7.2.4.2. Asia Pacific
          • 7.2.4.2.1. China
          • 7.2.4.2.2. Japan
          • 7.2.4.2.3. India
          • 7.2.4.2.4. South Korea
          • 7.2.4.2.5. Australia
          • 7.2.4.2.6. Rest of Asia-Pacific
        • 7.2.4.3. Europe
          • 7.2.4.3.1. Germany
          • 7.2.4.3.2. France
          • 7.2.4.3.3. Italy
          • 7.2.4.3.4. United Kingdom
          • 7.2.4.3.5. Netherlands
          • 7.2.4.3.6. Rest of Europe
        • 7.2.4.4. MEA
          • 7.2.4.4.1. Middle East
          • 7.2.4.4.2. Africa
        • 7.2.4.5. North America
          • 7.2.4.5.1. United States
          • 7.2.4.5.2. Canada
          • 7.2.4.5.3. Mexico
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. Real-time Strategy (RTS) Gaming: by Platform(USD Million)
  • Table 2. Real-time Strategy (RTS) Gaming Mobile , by Region USD Million (2018-2023)
  • Table 3. Real-time Strategy (RTS) Gaming PC , by Region USD Million (2018-2023)
  • Table 4. Real-time Strategy (RTS) Gaming Tablets , by Region USD Million (2018-2023)
  • Table 5. Real-time Strategy (RTS) Gaming Console , by Region USD Million (2018-2023)
  • Table 6. Real-time Strategy (RTS) Gaming Others , by Region USD Million (2018-2023)
  • Table 7. Real-time Strategy (RTS) Gaming: by Genre(USD Million)
  • Table 8. Real-time Strategy (RTS) Gaming War Class , by Region USD Million (2018-2023)
  • Table 9. Real-time Strategy (RTS) Gaming Science Fiction , by Region USD Million (2018-2023)
  • Table 10. Real-time Strategy (RTS) Gaming Fighting , by Region USD Million (2018-2023)
  • Table 11. Real-time Strategy (RTS) Gaming Business , by Region USD Million (2018-2023)
  • Table 12. Real-time Strategy (RTS) Gaming Others , by Region USD Million (2018-2023)
  • Table 13. Real-time Strategy (RTS) Gaming: by Pricing Model(USD Million)
  • Table 14. Real-time Strategy (RTS) Gaming Premium , by Region USD Million (2018-2023)
  • Table 15. Real-time Strategy (RTS) Gaming Free to Play , by Region USD Million (2018-2023)
  • Table 16. Real-time Strategy (RTS) Gaming Subscription , by Region USD Million (2018-2023)
  • Table 17. South America Real-time Strategy (RTS) Gaming, by Country USD Million (2018-2023)
  • Table 18. South America Real-time Strategy (RTS) Gaming, by Platform USD Million (2018-2023)
  • Table 19. South America Real-time Strategy (RTS) Gaming, by Genre USD Million (2018-2023)
  • Table 20. South America Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2018-2023)
  • Table 21. Brazil Real-time Strategy (RTS) Gaming, by Platform USD Million (2018-2023)
  • Table 22. Brazil Real-time Strategy (RTS) Gaming, by Genre USD Million (2018-2023)
  • Table 23. Brazil Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2018-2023)
  • Table 24. Argentina Real-time Strategy (RTS) Gaming, by Platform USD Million (2018-2023)
  • Table 25. Argentina Real-time Strategy (RTS) Gaming, by Genre USD Million (2018-2023)
  • Table 26. Argentina Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2018-2023)
  • Table 27. Rest of South America Real-time Strategy (RTS) Gaming, by Platform USD Million (2018-2023)
  • Table 28. Rest of South America Real-time Strategy (RTS) Gaming, by Genre USD Million (2018-2023)
  • Table 29. Rest of South America Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2018-2023)
  • Table 30. Asia Pacific Real-time Strategy (RTS) Gaming, by Country USD Million (2018-2023)
  • Table 31. Asia Pacific Real-time Strategy (RTS) Gaming, by Platform USD Million (2018-2023)
  • Table 32. Asia Pacific Real-time Strategy (RTS) Gaming, by Genre USD Million (2018-2023)
  • Table 33. Asia Pacific Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2018-2023)
  • Table 34. China Real-time Strategy (RTS) Gaming, by Platform USD Million (2018-2023)
  • Table 35. China Real-time Strategy (RTS) Gaming, by Genre USD Million (2018-2023)
  • Table 36. China Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2018-2023)
  • Table 37. Japan Real-time Strategy (RTS) Gaming, by Platform USD Million (2018-2023)
  • Table 38. Japan Real-time Strategy (RTS) Gaming, by Genre USD Million (2018-2023)
  • Table 39. Japan Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2018-2023)
  • Table 40. India Real-time Strategy (RTS) Gaming, by Platform USD Million (2018-2023)
  • Table 41. India Real-time Strategy (RTS) Gaming, by Genre USD Million (2018-2023)
  • Table 42. India Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2018-2023)
  • Table 43. South Korea Real-time Strategy (RTS) Gaming, by Platform USD Million (2018-2023)
  • Table 44. South Korea Real-time Strategy (RTS) Gaming, by Genre USD Million (2018-2023)
  • Table 45. South Korea Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2018-2023)
  • Table 46. Australia Real-time Strategy (RTS) Gaming, by Platform USD Million (2018-2023)
  • Table 47. Australia Real-time Strategy (RTS) Gaming, by Genre USD Million (2018-2023)
  • Table 48. Australia Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2018-2023)
  • Table 49. Rest of Asia-Pacific Real-time Strategy (RTS) Gaming, by Platform USD Million (2018-2023)
  • Table 50. Rest of Asia-Pacific Real-time Strategy (RTS) Gaming, by Genre USD Million (2018-2023)
  • Table 51. Rest of Asia-Pacific Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2018-2023)
  • Table 52. Europe Real-time Strategy (RTS) Gaming, by Country USD Million (2018-2023)
  • Table 53. Europe Real-time Strategy (RTS) Gaming, by Platform USD Million (2018-2023)
  • Table 54. Europe Real-time Strategy (RTS) Gaming, by Genre USD Million (2018-2023)
  • Table 55. Europe Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2018-2023)
  • Table 56. Germany Real-time Strategy (RTS) Gaming, by Platform USD Million (2018-2023)
  • Table 57. Germany Real-time Strategy (RTS) Gaming, by Genre USD Million (2018-2023)
  • Table 58. Germany Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2018-2023)
  • Table 59. France Real-time Strategy (RTS) Gaming, by Platform USD Million (2018-2023)
  • Table 60. France Real-time Strategy (RTS) Gaming, by Genre USD Million (2018-2023)
  • Table 61. France Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2018-2023)
  • Table 62. Italy Real-time Strategy (RTS) Gaming, by Platform USD Million (2018-2023)
  • Table 63. Italy Real-time Strategy (RTS) Gaming, by Genre USD Million (2018-2023)
  • Table 64. Italy Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2018-2023)
  • Table 65. United Kingdom Real-time Strategy (RTS) Gaming, by Platform USD Million (2018-2023)
  • Table 66. United Kingdom Real-time Strategy (RTS) Gaming, by Genre USD Million (2018-2023)
  • Table 67. United Kingdom Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2018-2023)
  • Table 68. Netherlands Real-time Strategy (RTS) Gaming, by Platform USD Million (2018-2023)
  • Table 69. Netherlands Real-time Strategy (RTS) Gaming, by Genre USD Million (2018-2023)
  • Table 70. Netherlands Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2018-2023)
  • Table 71. Rest of Europe Real-time Strategy (RTS) Gaming, by Platform USD Million (2018-2023)
  • Table 72. Rest of Europe Real-time Strategy (RTS) Gaming, by Genre USD Million (2018-2023)
  • Table 73. Rest of Europe Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2018-2023)
  • Table 74. MEA Real-time Strategy (RTS) Gaming, by Country USD Million (2018-2023)
  • Table 75. MEA Real-time Strategy (RTS) Gaming, by Platform USD Million (2018-2023)
  • Table 76. MEA Real-time Strategy (RTS) Gaming, by Genre USD Million (2018-2023)
  • Table 77. MEA Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2018-2023)
  • Table 78. Middle East Real-time Strategy (RTS) Gaming, by Platform USD Million (2018-2023)
  • Table 79. Middle East Real-time Strategy (RTS) Gaming, by Genre USD Million (2018-2023)
  • Table 80. Middle East Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2018-2023)
  • Table 81. Africa Real-time Strategy (RTS) Gaming, by Platform USD Million (2018-2023)
  • Table 82. Africa Real-time Strategy (RTS) Gaming, by Genre USD Million (2018-2023)
  • Table 83. Africa Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2018-2023)
  • Table 84. North America Real-time Strategy (RTS) Gaming, by Country USD Million (2018-2023)
  • Table 85. North America Real-time Strategy (RTS) Gaming, by Platform USD Million (2018-2023)
  • Table 86. North America Real-time Strategy (RTS) Gaming, by Genre USD Million (2018-2023)
  • Table 87. North America Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2018-2023)
  • Table 88. United States Real-time Strategy (RTS) Gaming, by Platform USD Million (2018-2023)
  • Table 89. United States Real-time Strategy (RTS) Gaming, by Genre USD Million (2018-2023)
  • Table 90. United States Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2018-2023)
  • Table 91. Canada Real-time Strategy (RTS) Gaming, by Platform USD Million (2018-2023)
  • Table 92. Canada Real-time Strategy (RTS) Gaming, by Genre USD Million (2018-2023)
  • Table 93. Canada Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2018-2023)
  • Table 94. Mexico Real-time Strategy (RTS) Gaming, by Platform USD Million (2018-2023)
  • Table 95. Mexico Real-time Strategy (RTS) Gaming, by Genre USD Million (2018-2023)
  • Table 96. Mexico Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2018-2023)
  • Table 97. Company Basic Information, Sales Area and Its Competitors
  • Table 98. Company Basic Information, Sales Area and Its Competitors
  • Table 99. Company Basic Information, Sales Area and Its Competitors
  • Table 100. Company Basic Information, Sales Area and Its Competitors
  • Table 101. Company Basic Information, Sales Area and Its Competitors
  • Table 102. Company Basic Information, Sales Area and Its Competitors
  • Table 103. Company Basic Information, Sales Area and Its Competitors
  • Table 104. Company Basic Information, Sales Area and Its Competitors
  • Table 105. Company Basic Information, Sales Area and Its Competitors
  • Table 106. Company Basic Information, Sales Area and Its Competitors
  • Table 107. Real-time Strategy (RTS) Gaming: by Platform(USD Million)
  • Table 108. Real-time Strategy (RTS) Gaming Mobile , by Region USD Million (2025-2030)
  • Table 109. Real-time Strategy (RTS) Gaming PC , by Region USD Million (2025-2030)
  • Table 110. Real-time Strategy (RTS) Gaming Tablets , by Region USD Million (2025-2030)
  • Table 111. Real-time Strategy (RTS) Gaming Console , by Region USD Million (2025-2030)
  • Table 112. Real-time Strategy (RTS) Gaming Others , by Region USD Million (2025-2030)
  • Table 113. Real-time Strategy (RTS) Gaming: by Genre(USD Million)
  • Table 114. Real-time Strategy (RTS) Gaming War Class , by Region USD Million (2025-2030)
  • Table 115. Real-time Strategy (RTS) Gaming Science Fiction , by Region USD Million (2025-2030)
  • Table 116. Real-time Strategy (RTS) Gaming Fighting , by Region USD Million (2025-2030)
  • Table 117. Real-time Strategy (RTS) Gaming Business , by Region USD Million (2025-2030)
  • Table 118. Real-time Strategy (RTS) Gaming Others , by Region USD Million (2025-2030)
  • Table 119. Real-time Strategy (RTS) Gaming: by Pricing Model(USD Million)
  • Table 120. Real-time Strategy (RTS) Gaming Premium , by Region USD Million (2025-2030)
  • Table 121. Real-time Strategy (RTS) Gaming Free to Play , by Region USD Million (2025-2030)
  • Table 122. Real-time Strategy (RTS) Gaming Subscription , by Region USD Million (2025-2030)
  • Table 123. South America Real-time Strategy (RTS) Gaming, by Country USD Million (2025-2030)
  • Table 124. South America Real-time Strategy (RTS) Gaming, by Platform USD Million (2025-2030)
  • Table 125. South America Real-time Strategy (RTS) Gaming, by Genre USD Million (2025-2030)
  • Table 126. South America Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2025-2030)
  • Table 127. Brazil Real-time Strategy (RTS) Gaming, by Platform USD Million (2025-2030)
  • Table 128. Brazil Real-time Strategy (RTS) Gaming, by Genre USD Million (2025-2030)
  • Table 129. Brazil Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2025-2030)
  • Table 130. Argentina Real-time Strategy (RTS) Gaming, by Platform USD Million (2025-2030)
  • Table 131. Argentina Real-time Strategy (RTS) Gaming, by Genre USD Million (2025-2030)
  • Table 132. Argentina Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2025-2030)
  • Table 133. Rest of South America Real-time Strategy (RTS) Gaming, by Platform USD Million (2025-2030)
  • Table 134. Rest of South America Real-time Strategy (RTS) Gaming, by Genre USD Million (2025-2030)
  • Table 135. Rest of South America Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2025-2030)
  • Table 136. Asia Pacific Real-time Strategy (RTS) Gaming, by Country USD Million (2025-2030)
  • Table 137. Asia Pacific Real-time Strategy (RTS) Gaming, by Platform USD Million (2025-2030)
  • Table 138. Asia Pacific Real-time Strategy (RTS) Gaming, by Genre USD Million (2025-2030)
  • Table 139. Asia Pacific Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2025-2030)
  • Table 140. China Real-time Strategy (RTS) Gaming, by Platform USD Million (2025-2030)
  • Table 141. China Real-time Strategy (RTS) Gaming, by Genre USD Million (2025-2030)
  • Table 142. China Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2025-2030)
  • Table 143. Japan Real-time Strategy (RTS) Gaming, by Platform USD Million (2025-2030)
  • Table 144. Japan Real-time Strategy (RTS) Gaming, by Genre USD Million (2025-2030)
  • Table 145. Japan Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2025-2030)
  • Table 146. India Real-time Strategy (RTS) Gaming, by Platform USD Million (2025-2030)
  • Table 147. India Real-time Strategy (RTS) Gaming, by Genre USD Million (2025-2030)
  • Table 148. India Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2025-2030)
  • Table 149. South Korea Real-time Strategy (RTS) Gaming, by Platform USD Million (2025-2030)
  • Table 150. South Korea Real-time Strategy (RTS) Gaming, by Genre USD Million (2025-2030)
  • Table 151. South Korea Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2025-2030)
  • Table 152. Australia Real-time Strategy (RTS) Gaming, by Platform USD Million (2025-2030)
  • Table 153. Australia Real-time Strategy (RTS) Gaming, by Genre USD Million (2025-2030)
  • Table 154. Australia Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2025-2030)
  • Table 155. Rest of Asia-Pacific Real-time Strategy (RTS) Gaming, by Platform USD Million (2025-2030)
  • Table 156. Rest of Asia-Pacific Real-time Strategy (RTS) Gaming, by Genre USD Million (2025-2030)
  • Table 157. Rest of Asia-Pacific Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2025-2030)
  • Table 158. Europe Real-time Strategy (RTS) Gaming, by Country USD Million (2025-2030)
  • Table 159. Europe Real-time Strategy (RTS) Gaming, by Platform USD Million (2025-2030)
  • Table 160. Europe Real-time Strategy (RTS) Gaming, by Genre USD Million (2025-2030)
  • Table 161. Europe Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2025-2030)
  • Table 162. Germany Real-time Strategy (RTS) Gaming, by Platform USD Million (2025-2030)
  • Table 163. Germany Real-time Strategy (RTS) Gaming, by Genre USD Million (2025-2030)
  • Table 164. Germany Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2025-2030)
  • Table 165. France Real-time Strategy (RTS) Gaming, by Platform USD Million (2025-2030)
  • Table 166. France Real-time Strategy (RTS) Gaming, by Genre USD Million (2025-2030)
  • Table 167. France Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2025-2030)
  • Table 168. Italy Real-time Strategy (RTS) Gaming, by Platform USD Million (2025-2030)
  • Table 169. Italy Real-time Strategy (RTS) Gaming, by Genre USD Million (2025-2030)
  • Table 170. Italy Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2025-2030)
  • Table 171. United Kingdom Real-time Strategy (RTS) Gaming, by Platform USD Million (2025-2030)
  • Table 172. United Kingdom Real-time Strategy (RTS) Gaming, by Genre USD Million (2025-2030)
  • Table 173. United Kingdom Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2025-2030)
  • Table 174. Netherlands Real-time Strategy (RTS) Gaming, by Platform USD Million (2025-2030)
  • Table 175. Netherlands Real-time Strategy (RTS) Gaming, by Genre USD Million (2025-2030)
  • Table 176. Netherlands Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2025-2030)
  • Table 177. Rest of Europe Real-time Strategy (RTS) Gaming, by Platform USD Million (2025-2030)
  • Table 178. Rest of Europe Real-time Strategy (RTS) Gaming, by Genre USD Million (2025-2030)
  • Table 179. Rest of Europe Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2025-2030)
  • Table 180. MEA Real-time Strategy (RTS) Gaming, by Country USD Million (2025-2030)
  • Table 181. MEA Real-time Strategy (RTS) Gaming, by Platform USD Million (2025-2030)
  • Table 182. MEA Real-time Strategy (RTS) Gaming, by Genre USD Million (2025-2030)
  • Table 183. MEA Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2025-2030)
  • Table 184. Middle East Real-time Strategy (RTS) Gaming, by Platform USD Million (2025-2030)
  • Table 185. Middle East Real-time Strategy (RTS) Gaming, by Genre USD Million (2025-2030)
  • Table 186. Middle East Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2025-2030)
  • Table 187. Africa Real-time Strategy (RTS) Gaming, by Platform USD Million (2025-2030)
  • Table 188. Africa Real-time Strategy (RTS) Gaming, by Genre USD Million (2025-2030)
  • Table 189. Africa Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2025-2030)
  • Table 190. North America Real-time Strategy (RTS) Gaming, by Country USD Million (2025-2030)
  • Table 191. North America Real-time Strategy (RTS) Gaming, by Platform USD Million (2025-2030)
  • Table 192. North America Real-time Strategy (RTS) Gaming, by Genre USD Million (2025-2030)
  • Table 193. North America Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2025-2030)
  • Table 194. United States Real-time Strategy (RTS) Gaming, by Platform USD Million (2025-2030)
  • Table 195. United States Real-time Strategy (RTS) Gaming, by Genre USD Million (2025-2030)
  • Table 196. United States Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2025-2030)
  • Table 197. Canada Real-time Strategy (RTS) Gaming, by Platform USD Million (2025-2030)
  • Table 198. Canada Real-time Strategy (RTS) Gaming, by Genre USD Million (2025-2030)
  • Table 199. Canada Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2025-2030)
  • Table 200. Mexico Real-time Strategy (RTS) Gaming, by Platform USD Million (2025-2030)
  • Table 201. Mexico Real-time Strategy (RTS) Gaming, by Genre USD Million (2025-2030)
  • Table 202. Mexico Real-time Strategy (RTS) Gaming, by Pricing Model USD Million (2025-2030)
  • Table 203. Research Programs/Design for This Report
  • Table 204. Key Data Information from Secondary Sources
  • Table 205. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global Real-time Strategy (RTS) Gaming: by Platform USD Million (2018-2023)
  • Figure 5. Global Real-time Strategy (RTS) Gaming: by Genre USD Million (2018-2023)
  • Figure 6. Global Real-time Strategy (RTS) Gaming: by Pricing Model USD Million (2018-2023)
  • Figure 7. South America Real-time Strategy (RTS) Gaming Share (%), by Country
  • Figure 8. Asia Pacific Real-time Strategy (RTS) Gaming Share (%), by Country
  • Figure 9. Europe Real-time Strategy (RTS) Gaming Share (%), by Country
  • Figure 10. MEA Real-time Strategy (RTS) Gaming Share (%), by Country
  • Figure 11. North America Real-time Strategy (RTS) Gaming Share (%), by Country
  • Figure 12. Global Real-time Strategy (RTS) Gaming share by Players 2023 (%)
  • Figure 13. Global Real-time Strategy (RTS) Gaming share by Players (Top 3) 2023(%)
  • Figure 14. Global Real-time Strategy (RTS) Gaming share by Players (Top 5) 2023(%)
  • Figure 15. BCG Matrix for key Companies
  • Figure 16. Blizzard Entertainment, Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 17. Blizzard Entertainment, Inc. (United States) Revenue: by Geography 2023
  • Figure 18. Ubisoft Entertainment (France) Revenue, Net Income and Gross profit
  • Figure 19. Ubisoft Entertainment (France) Revenue: by Geography 2023
  • Figure 20. Electronic Arts Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 21. Electronic Arts Inc. (United States) Revenue: by Geography 2023
  • Figure 22. Paradox Interactive AB (Sweden) Revenue, Net Income and Gross profit
  • Figure 23. Paradox Interactive AB (Sweden) Revenue: by Geography 2023
  • Figure 24. Capcom Co.Ltd. (Japan) Revenue, Net Income and Gross profit
  • Figure 25. Capcom Co.Ltd. (Japan) Revenue: by Geography 2023
  • Figure 26. KOEI TECMO GAMES CO., LTD. (Japan) Revenue, Net Income and Gross profit
  • Figure 27. KOEI TECMO GAMES CO., LTD. (Japan) Revenue: by Geography 2023
  • Figure 28. Gearbox (United States) Revenue, Net Income and Gross profit
  • Figure 29. Gearbox (United States) Revenue: by Geography 2023
  • Figure 30. Creative Assembly (United Kingdom) Revenue, Net Income and Gross profit
  • Figure 31. Creative Assembly (United Kingdom) Revenue: by Geography 2023
  • Figure 32. Relic Entertainment. (Canada) Revenue, Net Income and Gross profit
  • Figure 33. Relic Entertainment. (Canada) Revenue: by Geography 2023
  • Figure 34. THQ Nordic (Austria) Revenue, Net Income and Gross profit
  • Figure 35. THQ Nordic (Austria) Revenue: by Geography 2023
  • Figure 36. Global Real-time Strategy (RTS) Gaming: by Platform USD Million (2025-2030)
  • Figure 37. Global Real-time Strategy (RTS) Gaming: by Genre USD Million (2025-2030)
  • Figure 38. Global Real-time Strategy (RTS) Gaming: by Pricing Model USD Million (2025-2030)
  • Figure 39. South America Real-time Strategy (RTS) Gaming Share (%), by Country
  • Figure 40. Asia Pacific Real-time Strategy (RTS) Gaming Share (%), by Country
  • Figure 41. Europe Real-time Strategy (RTS) Gaming Share (%), by Country
  • Figure 42. MEA Real-time Strategy (RTS) Gaming Share (%), by Country
  • Figure 43. North America Real-time Strategy (RTS) Gaming Share (%), by Country
List of companies from research coverage that are profiled in the study
  • Blizzard Entertainment, Inc. (United States)
  • Ubisoft Entertainment (France)
  • Electronic Arts Inc. (United States)
  • Paradox Interactive AB (Sweden)
  • Capcom Co.Ltd. (Japan)
  • KOEI TECMO GAMES CO., LTD. (Japan)
  • Gearbox (United States)
  • Creative Assembly (United Kingdom)
  • Relic Entertainment. (Canada)
  • THQ Nordic (Austria)
Additional players considered in the study are as follows:
Shiro Games (France) , Kalypso Media Group GmbH. (Germany) , Ludeon Studios and Tynan Sylvester (Canada) , Valve Corporation (United States) , Wargaming.net. (Cyprus)
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Feb 2024 229 Pages 58 Tables Base Year: 2023 Coverage: 15+ Companies; 18 Countries

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Frequently Asked Questions (FAQ):

The standard version of the report profiles players such as Blizzard Entertainment, Inc. (United States), Ubisoft Entertainment (France), Electronic Arts Inc. (United States), Paradox Interactive AB (Sweden), Capcom Co.Ltd. (Japan), KOEI TECMO GAMES CO., LTD. (Japan), Gearbox (United States), Creative Assembly (United Kingdom), Relic Entertainment. (Canada) and THQ Nordic (Austria) etc.
The Study can be customized subject to feasibility and data availability. Please connect with our sales representative for further information.
"Rise of free to play games" is seen as one of major influencing trends for Real-time Strategy (RTS) Gaming Market during projected period 2023-2030.
The Real-time Strategy (RTS) Gaming market study includes a random mix of players, including both market leaders and some top growing emerging players. Connect with our sales executive to get a complete company list in our research coverage.

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