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Global Real-time Strategy (RTS) Gaming Market Research Report 2025
Published Date: March 2025
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Report Code: QYRE-Auto-21A5814
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Global Real time Strategy RTS Gaming Market Size Status and Forecast 2021 2027
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Global Real-time Strategy (RTS) Gaming Market Research Report 2025

Code: QYRE-Auto-21A5814
Report
March 2025
Pages:72
QYResearch
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DESCRIPTION
TABLE OF CONTENT
TABLES & FIGURES

Real-time Strategy (RTS) Gaming Market Size

The global market for Real-time Strategy (RTS) Gaming was valued at US$ 898 million in the year 2024 and is projected to reach a revised size of US$ 1378 million by 2031, growing at a CAGR of 6.4% during the forecast period.

Real-time Strategy (RTS) Gaming Market

Real-time Strategy (RTS) Gaming Market

Real-time strategy (RTS) games, full name Real-Time Strategy Game, are a type of video game. In this type of game, players need to make strategic decisions and operations in a real-time gaming environment to achieve the game goals. Players usually need to manage resources, build bases, recruit soldiers, research and develop technology, formulate strategies, etc., and fight against other players or computer-controlled opponents. Its core feature is the real-time dynamic game process. Players need to complete resource collection, base construction, troop deployment and tactical confrontation simultaneously within a continuously advancing timeline. This type of game not only tests the player's reaction speed, but also requires the player to have excellent tactical thinking and resource management capabilities.
Market drivers
Technological progress: As the performance of computers and mobile devices continues to improve, game developers are able to develop more complex and high-quality real-time strategy games. This provides players with a smoother and more realistic gaming experience, which drives the market.
Player demand: Real-time strategy games have in-depth game strategies, rich game content, and high-quality game graphics, which have attracted the attention and love of a large number of players. The increasing demand for high-quality RTS games from players has driven the market.
The rise of mobile games: With the popularity of mobile devices and the development of mobile networks, the mobile game market has gradually risen. Real-time strategy games have also begun to develop towards mobile terminals, which provides new opportunities for further expansion of the market. The portability and playability of mobile devices anytime, anywhere enable more players to access and like RTS games.
Globalization trend: Real-time strategy games have a global player base. As the trend of globalization strengthens, the real-time strategy game market has also received wider recognition and attention. This provides support for the further expansion of the market and promotes international game exchanges and cooperation.
Competition among game developers: The real-time strategy game market is highly competitive. Game developers attract players and increase their market share by continuously launching new games, updating game content, and improving game quality. This competition has driven the continuous innovation and development of RTS games, providing players with a more diverse gaming experience.
In summary, as a type of electronic game that is deeply loved by players, the market size of real-time strategy (RTS) games continues to expand, mainly due to the combined effect of multiple market driving factors such as technological progress, increased player demand, the rise of mobile games, the trend of globalization, and competition among game developers.
This report aims to provide a comprehensive presentation of the global market for Real-time Strategy (RTS) Gaming, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Real-time Strategy (RTS) Gaming.
The Real-time Strategy (RTS) Gaming market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. This report segments the global Real-time Strategy (RTS) Gaming market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Real-time Strategy (RTS) Gaming companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Market Segmentation

Scope of Real-time Strategy (RTS) Gaming Market Report

Report Metric Details
Report Name Real-time Strategy (RTS) Gaming Market
Accounted market size in year US$ 898 million
Forecasted market size in 2031 US$ 1378 million
CAGR 6.4%
Base Year year
Forecasted years 2025 - 2031
Segment by Type
  • War Class
  • Science Fiction
  • Fighting
  • Business
  • Others
Segment by Application
  • PC
  • Console
  • Moblie
By Region
  • North America (United States, Canada)
  • Europe (Germany, France, UK, Italy, Russia) Rest of Europe
  • Nordic Countries
  • Asia-Pacific (China, Japan, South Korea)
  • Southeast Asia (India, Australia)
  • Rest of Asia
  • Latin America (Mexico, Brazil)
  • Rest of Latin America
  • Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of MEA)
By Company Nintendo, Microsoft, Games Workshop, Activision Blizzard, Tencent, Sony, EA, Riot Games, Netmarble, Google
Forecast units USD million in value
Report coverage Revenue and volume forecast, company share, competitive landscape, growth factors and trends

Chapter Outline

  • Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
  • Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
  • Chapter 3: Detailed analysis of Real-time Strategy (RTS) Gaming company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
  • Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
  • Chapter 5: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
  • Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
  • Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
  • Chapter 12: The main points and conclusions of the report.

FAQ for this report

How fast is Real-time Strategy (RTS) Gaming Market growing?

Ans: The Real-time Strategy (RTS) Gaming Market witnessing a CAGR of 6.4% during the forecast period 2025-2031.

What is the Real-time Strategy (RTS) Gaming Market size in 2031?

Ans: The Real-time Strategy (RTS) Gaming Market size in 2031 will be US$ 1378 million.

Who are the main players in the Real-time Strategy (RTS) Gaming Market report?

Ans: The main players in the Real-time Strategy (RTS) Gaming Market are Nintendo, Microsoft, Games Workshop, Activision Blizzard, Tencent, Sony, EA, Riot Games, Netmarble, Google

What are the Application segmentation covered in the Real-time Strategy (RTS) Gaming Market report?

Ans: The Applications covered in the Real-time Strategy (RTS) Gaming Market report are PC, Console, Moblie

What are the Type segmentation covered in the Real-time Strategy (RTS) Gaming Market report?

Ans: The Types covered in the Real-time Strategy (RTS) Gaming Market report are War Class, Science Fiction, Fighting, Business, Others

1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Real-time Strategy (RTS) Gaming Market Size Growth Rate by Type: 2020 VS 2024 VS 2031
1.2.2 War Class
1.2.3 Science Fiction
1.2.4 Fighting
1.2.5 Business
1.2.6 Others
1.3 Market by Application
1.3.1 Global Real-time Strategy (RTS) Gaming Market Growth by Application: 2020 VS 2024 VS 2031
1.3.2 PC
1.3.3 Console
1.3.4 Moblie
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Real-time Strategy (RTS) Gaming Market Perspective (2020-2031)
2.2 Global Real-time Strategy (RTS) Gaming Growth Trends by Region
2.2.1 Global Real-time Strategy (RTS) Gaming Market Size by Region: 2020 VS 2024 VS 2031
2.2.2 Real-time Strategy (RTS) Gaming Historic Market Size by Region (2020-2025)
2.2.3 Real-time Strategy (RTS) Gaming Forecasted Market Size by Region (2026-2031)
2.3 Real-time Strategy (RTS) Gaming Market Dynamics
2.3.1 Real-time Strategy (RTS) Gaming Industry Trends
2.3.2 Real-time Strategy (RTS) Gaming Market Drivers
2.3.3 Real-time Strategy (RTS) Gaming Market Challenges
2.3.4 Real-time Strategy (RTS) Gaming Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Real-time Strategy (RTS) Gaming Players by Revenue
3.1.1 Global Top Real-time Strategy (RTS) Gaming Players by Revenue (2020-2025)
3.1.2 Global Real-time Strategy (RTS) Gaming Revenue Market Share by Players (2020-2025)
3.2 Global Top Real-time Strategy (RTS) Gaming Players by Company Type and Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players Ranking by Real-time Strategy (RTS) Gaming Revenue
3.4 Global Real-time Strategy (RTS) Gaming Market Concentration Ratio
3.4.1 Global Real-time Strategy (RTS) Gaming Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Real-time Strategy (RTS) Gaming Revenue in 2024
3.5 Global Key Players of Real-time Strategy (RTS) Gaming Head office and Area Served
3.6 Global Key Players of Real-time Strategy (RTS) Gaming, Product and Application
3.7 Global Key Players of Real-time Strategy (RTS) Gaming, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 Real-time Strategy (RTS) Gaming Breakdown Data by Type
4.1 Global Real-time Strategy (RTS) Gaming Historic Market Size by Type (2020-2025)
4.2 Global Real-time Strategy (RTS) Gaming Forecasted Market Size by Type (2026-2031)
5 Real-time Strategy (RTS) Gaming Breakdown Data by Application
5.1 Global Real-time Strategy (RTS) Gaming Historic Market Size by Application (2020-2025)
5.2 Global Real-time Strategy (RTS) Gaming Forecasted Market Size by Application (2026-2031)
6 North America
6.1 North America Real-time Strategy (RTS) Gaming Market Size (2020-2031)
6.2 North America Real-time Strategy (RTS) Gaming Market Growth Rate by Country: 2020 VS 2024 VS 2031
6.3 North America Real-time Strategy (RTS) Gaming Market Size by Country (2020-2025)
6.4 North America Real-time Strategy (RTS) Gaming Market Size by Country (2026-2031)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Real-time Strategy (RTS) Gaming Market Size (2020-2031)
7.2 Europe Real-time Strategy (RTS) Gaming Market Growth Rate by Country: 2020 VS 2024 VS 2031
7.3 Europe Real-time Strategy (RTS) Gaming Market Size by Country (2020-2025)
7.4 Europe Real-time Strategy (RTS) Gaming Market Size by Country (2026-2031)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Real-time Strategy (RTS) Gaming Market Size (2020-2031)
8.2 Asia-Pacific Real-time Strategy (RTS) Gaming Market Growth Rate by Region: 2020 VS 2024 VS 2031
8.3 Asia-Pacific Real-time Strategy (RTS) Gaming Market Size by Region (2020-2025)
8.4 Asia-Pacific Real-time Strategy (RTS) Gaming Market Size by Region (2026-2031)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Real-time Strategy (RTS) Gaming Market Size (2020-2031)
9.2 Latin America Real-time Strategy (RTS) Gaming Market Growth Rate by Country: 2020 VS 2024 VS 2031
9.3 Latin America Real-time Strategy (RTS) Gaming Market Size by Country (2020-2025)
9.4 Latin America Real-time Strategy (RTS) Gaming Market Size by Country (2026-2031)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Real-time Strategy (RTS) Gaming Market Size (2020-2031)
10.2 Middle East & Africa Real-time Strategy (RTS) Gaming Market Growth Rate by Country: 2020 VS 2024 VS 2031
10.3 Middle East & Africa Real-time Strategy (RTS) Gaming Market Size by Country (2020-2025)
10.4 Middle East & Africa Real-time Strategy (RTS) Gaming Market Size by Country (2026-2031)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Nintendo
11.1.1 Nintendo Company Details
11.1.2 Nintendo Business Overview
11.1.3 Nintendo Real-time Strategy (RTS) Gaming Introduction
11.1.4 Nintendo Revenue in Real-time Strategy (RTS) Gaming Business (2020-2025)
11.1.5 Nintendo Recent Development
11.2 Microsoft
11.2.1 Microsoft Company Details
11.2.2 Microsoft Business Overview
11.2.3 Microsoft Real-time Strategy (RTS) Gaming Introduction
11.2.4 Microsoft Revenue in Real-time Strategy (RTS) Gaming Business (2020-2025)
11.2.5 Microsoft Recent Development
11.3 Games Workshop
11.3.1 Games Workshop Company Details
11.3.2 Games Workshop Business Overview
11.3.3 Games Workshop Real-time Strategy (RTS) Gaming Introduction
11.3.4 Games Workshop Revenue in Real-time Strategy (RTS) Gaming Business (2020-2025)
11.3.5 Games Workshop Recent Development
11.4 Activision Blizzard
11.4.1 Activision Blizzard Company Details
11.4.2 Activision Blizzard Business Overview
11.4.3 Activision Blizzard Real-time Strategy (RTS) Gaming Introduction
11.4.4 Activision Blizzard Revenue in Real-time Strategy (RTS) Gaming Business (2020-2025)
11.4.5 Activision Blizzard Recent Development
11.5 Tencent
11.5.1 Tencent Company Details
11.5.2 Tencent Business Overview
11.5.3 Tencent Real-time Strategy (RTS) Gaming Introduction
11.5.4 Tencent Revenue in Real-time Strategy (RTS) Gaming Business (2020-2025)
11.5.5 Tencent Recent Development
11.6 Sony
11.6.1 Sony Company Details
11.6.2 Sony Business Overview
11.6.3 Sony Real-time Strategy (RTS) Gaming Introduction
11.6.4 Sony Revenue in Real-time Strategy (RTS) Gaming Business (2020-2025)
11.6.5 Sony Recent Development
11.7 EA
11.7.1 EA Company Details
11.7.2 EA Business Overview
11.7.3 EA Real-time Strategy (RTS) Gaming Introduction
11.7.4 EA Revenue in Real-time Strategy (RTS) Gaming Business (2020-2025)
11.7.5 EA Recent Development
11.8 Riot Games
11.8.1 Riot Games Company Details
11.8.2 Riot Games Business Overview
11.8.3 Riot Games Real-time Strategy (RTS) Gaming Introduction
11.8.4 Riot Games Revenue in Real-time Strategy (RTS) Gaming Business (2020-2025)
11.8.5 Riot Games Recent Development
11.9 Netmarble
11.9.1 Netmarble Company Details
11.9.2 Netmarble Business Overview
11.9.3 Netmarble Real-time Strategy (RTS) Gaming Introduction
11.9.4 Netmarble Revenue in Real-time Strategy (RTS) Gaming Business (2020-2025)
11.9.5 Netmarble Recent Development
11.10 Google
11.10.1 Google Company Details
11.10.2 Google Business Overview
11.10.3 Google Real-time Strategy (RTS) Gaming Introduction
11.10.4 Google Revenue in Real-time Strategy (RTS) Gaming Business (2020-2025)
11.10.5 Google Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.1.1 Research Programs/Design
13.1.1.2 Market Size Estimation
13.1.1.3 Market Breakdown and Data Triangulation
13.1.2 Data Source
13.1.2.1 Secondary Sources
13.1.2.2 Primary Sources
13.2 Author Details
13.3 Disclaimer
List of Tables
 Table 1. Global Real-time Strategy (RTS) Gaming Market Size Growth Rate by Type (US$ Million): 2020 VS 2024 VS 2031
 Table 2. Key Players of War Class
 Table 3. Key Players of Science Fiction
 Table 4. Key Players of Fighting
 Table 5. Key Players of Business
 Table 6. Key Players of Others
 Table 7. Global Real-time Strategy (RTS) Gaming Market Size Growth by Application (US$ Million): 2020 VS 2024 VS 2031
 Table 8. Global Real-time Strategy (RTS) Gaming Market Size by Region (US$ Million): 2020 VS 2024 VS 2031
 Table 9. Global Real-time Strategy (RTS) Gaming Market Size by Region (2020-2025) & (US$ Million)
 Table 10. Global Real-time Strategy (RTS) Gaming Market Share by Region (2020-2025)
 Table 11. Global Real-time Strategy (RTS) Gaming Forecasted Market Size by Region (2026-2031) & (US$ Million)
 Table 12. Global Real-time Strategy (RTS) Gaming Market Share by Region (2026-2031)
 Table 13. Real-time Strategy (RTS) Gaming Market Trends
 Table 14. Real-time Strategy (RTS) Gaming Market Drivers
 Table 15. Real-time Strategy (RTS) Gaming Market Challenges
 Table 16. Real-time Strategy (RTS) Gaming Market Restraints
 Table 17. Global Real-time Strategy (RTS) Gaming Revenue by Players (2020-2025) & (US$ Million)
 Table 18. Global Real-time Strategy (RTS) Gaming Market Share by Players (2020-2025)
 Table 19. Global Top Real-time Strategy (RTS) Gaming Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Real-time Strategy (RTS) Gaming as of 2024)
 Table 20. Ranking of Global Top Real-time Strategy (RTS) Gaming Companies by Revenue (US$ Million) in 2024
 Table 21. Global 5 Largest Players Market Share by Real-time Strategy (RTS) Gaming Revenue (CR5 and HHI) & (2020-2025)
 Table 22. Global Key Players of Real-time Strategy (RTS) Gaming, Headquarters and Area Served
 Table 23. Global Key Players of Real-time Strategy (RTS) Gaming, Product and Application
 Table 24. Global Key Players of Real-time Strategy (RTS) Gaming, Date of Enter into This Industry
 Table 25. Mergers & Acquisitions, Expansion Plans
 Table 26. Global Real-time Strategy (RTS) Gaming Market Size by Type (2020-2025) & (US$ Million)
 Table 27. Global Real-time Strategy (RTS) Gaming Revenue Market Share by Type (2020-2025)
 Table 28. Global Real-time Strategy (RTS) Gaming Forecasted Market Size by Type (2026-2031) & (US$ Million)
 Table 29. Global Real-time Strategy (RTS) Gaming Revenue Market Share by Type (2026-2031)
 Table 30. Global Real-time Strategy (RTS) Gaming Market Size by Application (2020-2025) & (US$ Million)
 Table 31. Global Real-time Strategy (RTS) Gaming Revenue Market Share by Application (2020-2025)
 Table 32. Global Real-time Strategy (RTS) Gaming Forecasted Market Size by Application (2026-2031) & (US$ Million)
 Table 33. Global Real-time Strategy (RTS) Gaming Revenue Market Share by Application (2026-2031)
 Table 34. North America Real-time Strategy (RTS) Gaming Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 35. North America Real-time Strategy (RTS) Gaming Market Size by Country (2020-2025) & (US$ Million)
 Table 36. North America Real-time Strategy (RTS) Gaming Market Size by Country (2026-2031) & (US$ Million)
 Table 37. Europe Real-time Strategy (RTS) Gaming Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 38. Europe Real-time Strategy (RTS) Gaming Market Size by Country (2020-2025) & (US$ Million)
 Table 39. Europe Real-time Strategy (RTS) Gaming Market Size by Country (2026-2031) & (US$ Million)
 Table 40. Asia-Pacific Real-time Strategy (RTS) Gaming Market Size Growth Rate by Region (US$ Million): 2020 VS 2024 VS 2031
 Table 41. Asia-Pacific Real-time Strategy (RTS) Gaming Market Size by Region (2020-2025) & (US$ Million)
 Table 42. Asia-Pacific Real-time Strategy (RTS) Gaming Market Size by Region (2026-2031) & (US$ Million)
 Table 43. Latin America Real-time Strategy (RTS) Gaming Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 44. Latin America Real-time Strategy (RTS) Gaming Market Size by Country (2020-2025) & (US$ Million)
 Table 45. Latin America Real-time Strategy (RTS) Gaming Market Size by Country (2026-2031) & (US$ Million)
 Table 46. Middle East & Africa Real-time Strategy (RTS) Gaming Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 47. Middle East & Africa Real-time Strategy (RTS) Gaming Market Size by Country (2020-2025) & (US$ Million)
 Table 48. Middle East & Africa Real-time Strategy (RTS) Gaming Market Size by Country (2026-2031) & (US$ Million)
 Table 49. Nintendo Company Details
 Table 50. Nintendo Business Overview
 Table 51. Nintendo Real-time Strategy (RTS) Gaming Product
 Table 52. Nintendo Revenue in Real-time Strategy (RTS) Gaming Business (2020-2025) & (US$ Million)
 Table 53. Nintendo Recent Development
 Table 54. Microsoft Company Details
 Table 55. Microsoft Business Overview
 Table 56. Microsoft Real-time Strategy (RTS) Gaming Product
 Table 57. Microsoft Revenue in Real-time Strategy (RTS) Gaming Business (2020-2025) & (US$ Million)
 Table 58. Microsoft Recent Development
 Table 59. Games Workshop Company Details
 Table 60. Games Workshop Business Overview
 Table 61. Games Workshop Real-time Strategy (RTS) Gaming Product
 Table 62. Games Workshop Revenue in Real-time Strategy (RTS) Gaming Business (2020-2025) & (US$ Million)
 Table 63. Games Workshop Recent Development
 Table 64. Activision Blizzard Company Details
 Table 65. Activision Blizzard Business Overview
 Table 66. Activision Blizzard Real-time Strategy (RTS) Gaming Product
 Table 67. Activision Blizzard Revenue in Real-time Strategy (RTS) Gaming Business (2020-2025) & (US$ Million)
 Table 68. Activision Blizzard Recent Development
 Table 69. Tencent Company Details
 Table 70. Tencent Business Overview
 Table 71. Tencent Real-time Strategy (RTS) Gaming Product
 Table 72. Tencent Revenue in Real-time Strategy (RTS) Gaming Business (2020-2025) & (US$ Million)
 Table 73. Tencent Recent Development
 Table 74. Sony Company Details
 Table 75. Sony Business Overview
 Table 76. Sony Real-time Strategy (RTS) Gaming Product
 Table 77. Sony Revenue in Real-time Strategy (RTS) Gaming Business (2020-2025) & (US$ Million)
 Table 78. Sony Recent Development
 Table 79. EA Company Details
 Table 80. EA Business Overview
 Table 81. EA Real-time Strategy (RTS) Gaming Product
 Table 82. EA Revenue in Real-time Strategy (RTS) Gaming Business (2020-2025) & (US$ Million)
 Table 83. EA Recent Development
 Table 84. Riot Games Company Details
 Table 85. Riot Games Business Overview
 Table 86. Riot Games Real-time Strategy (RTS) Gaming Product
 Table 87. Riot Games Revenue in Real-time Strategy (RTS) Gaming Business (2020-2025) & (US$ Million)
 Table 88. Riot Games Recent Development
 Table 89. Netmarble Company Details
 Table 90. Netmarble Business Overview
 Table 91. Netmarble Real-time Strategy (RTS) Gaming Product
 Table 92. Netmarble Revenue in Real-time Strategy (RTS) Gaming Business (2020-2025) & (US$ Million)
 Table 93. Netmarble Recent Development
 Table 94. Google Company Details
 Table 95. Google Business Overview
 Table 96. Google Real-time Strategy (RTS) Gaming Product
 Table 97. Google Revenue in Real-time Strategy (RTS) Gaming Business (2020-2025) & (US$ Million)
 Table 98. Google Recent Development
 Table 99. Research Programs/Design for This Report
 Table 100. Key Data Information from Secondary Sources
 Table 101. Key Data Information from Primary Sources
 Table 102. Authors List of This Report


List of Figures
 Figure 1. Real-time Strategy (RTS) Gaming Picture
 Figure 2. Global Real-time Strategy (RTS) Gaming Market Size Comparison by Type (2020-2031) & (US$ Million)
 Figure 3. Global Real-time Strategy (RTS) Gaming Market Share by Type: 2024 VS 2031
 Figure 4. War Class Features
 Figure 5. Science Fiction Features
 Figure 6. Fighting Features
 Figure 7. Business Features
 Figure 8. Others Features
 Figure 9. Global Real-time Strategy (RTS) Gaming Market Size by Application (2020-2031) & (US$ Million)
 Figure 10. Global Real-time Strategy (RTS) Gaming Market Share by Application: 2024 VS 2031
 Figure 11. PC Case Studies
 Figure 12. Console Case Studies
 Figure 13. Moblie Case Studies
 Figure 14. Real-time Strategy (RTS) Gaming Report Years Considered
 Figure 15. Global Real-time Strategy (RTS) Gaming Market Size (US$ Million), Year-over-Year: 2020-2031
 Figure 16. Global Real-time Strategy (RTS) Gaming Market Size, (US$ Million), 2020 VS 2024 VS 2031
 Figure 17. Global Real-time Strategy (RTS) Gaming Market Share by Region: 2024 VS 2031
 Figure 18. Global Real-time Strategy (RTS) Gaming Market Share by Players in 2024
 Figure 19. Global Real-time Strategy (RTS) Gaming Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
 Figure 20. The Top 10 and 5 Players Market Share by Real-time Strategy (RTS) Gaming Revenue in 2024
 Figure 21. North America Real-time Strategy (RTS) Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 22. North America Real-time Strategy (RTS) Gaming Market Share by Country (2020-2031)
 Figure 23. United States Real-time Strategy (RTS) Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 24. Canada Real-time Strategy (RTS) Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 25. Europe Real-time Strategy (RTS) Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 26. Europe Real-time Strategy (RTS) Gaming Market Share by Country (2020-2031)
 Figure 27. Germany Real-time Strategy (RTS) Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 28. France Real-time Strategy (RTS) Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 29. U.K. Real-time Strategy (RTS) Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 30. Italy Real-time Strategy (RTS) Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 31. Russia Real-time Strategy (RTS) Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 32. Nordic Countries Real-time Strategy (RTS) Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 33. Asia-Pacific Real-time Strategy (RTS) Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 34. Asia-Pacific Real-time Strategy (RTS) Gaming Market Share by Region (2020-2031)
 Figure 35. China Real-time Strategy (RTS) Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 36. Japan Real-time Strategy (RTS) Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 37. South Korea Real-time Strategy (RTS) Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 38. Southeast Asia Real-time Strategy (RTS) Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 39. India Real-time Strategy (RTS) Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 40. Australia Real-time Strategy (RTS) Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 41. Latin America Real-time Strategy (RTS) Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 42. Latin America Real-time Strategy (RTS) Gaming Market Share by Country (2020-2031)
 Figure 43. Mexico Real-time Strategy (RTS) Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 44. Brazil Real-time Strategy (RTS) Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 45. Middle East & Africa Real-time Strategy (RTS) Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 46. Middle East & Africa Real-time Strategy (RTS) Gaming Market Share by Country (2020-2031)
 Figure 47. Turkey Real-time Strategy (RTS) Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 48. Saudi Arabia Real-time Strategy (RTS) Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 49. UAE Real-time Strategy (RTS) Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 50. Nintendo Revenue Growth Rate in Real-time Strategy (RTS) Gaming Business (2020-2025)
 Figure 51. Microsoft Revenue Growth Rate in Real-time Strategy (RTS) Gaming Business (2020-2025)
 Figure 52. Games Workshop Revenue Growth Rate in Real-time Strategy (RTS) Gaming Business (2020-2025)
 Figure 53. Activision Blizzard Revenue Growth Rate in Real-time Strategy (RTS) Gaming Business (2020-2025)
 Figure 54. Tencent Revenue Growth Rate in Real-time Strategy (RTS) Gaming Business (2020-2025)
 Figure 55. Sony Revenue Growth Rate in Real-time Strategy (RTS) Gaming Business (2020-2025)
 Figure 56. EA Revenue Growth Rate in Real-time Strategy (RTS) Gaming Business (2020-2025)
 Figure 57. Riot Games Revenue Growth Rate in Real-time Strategy (RTS) Gaming Business (2020-2025)
 Figure 58. Netmarble Revenue Growth Rate in Real-time Strategy (RTS) Gaming Business (2020-2025)
 Figure 59. Google Revenue Growth Rate in Real-time Strategy (RTS) Gaming Business (2020-2025)
 Figure 60. Bottom-up and Top-down Approaches for This Report
 Figure 61. Data Triangulation
 Figure 62. Key Executives Interviewed
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