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Third-Person Shooter Market - Global Forecast 2025-2032

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    Report

  • 199 Pages
  • November 2025
  • Region: Global
  • 360iResearch™
  • ID: 6055426
UP TO OFF until Jan 01st 2026
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The third-person shooter market is experiencing rapid evolution, reflecting an interplay of advanced technologies, changing player expectations, and new business models. This report delivers an authoritative analysis for decision-makers seeking to navigate operational, competitive, and regulatory complexities in this segment.

Market Snapshot: Third-Person Shooter Market

The Third-Person Shooter Market grew from USD 7.42 billion in 2024 to USD 8.08 billion in 2025. It is expected to continue growing at a CAGR of 9.79%, reaching USD 15.68 billion by 2032. This sustained expansion is shaped by advances in cloud computing, mobile hardware, and artificial intelligence that increase both engagement and accessibility. Senior stakeholders can anticipate this growth will reflect ongoing investments in live-service frameworks, adaptive content delivery, and cross-platform experiences that draw a broader global user base.

Scope & Segmentation

This report provides detailed revenue forecasts and trend analyses across all relevant areas:

  • Platform: Includes cloud gaming, consoles, mobile devices, and PCs. Each is examined for its audience reach, engagement depth, and technical differentiators.
  • Game Mode: Covers co-op campaigns, multiplayer experiences, and single-player formats. The analysis considers their unique influence on retention and monetization.
  • Target Age Group: Breaks down older adults, teens, and young adult cohorts, highlighting their preferences and behavioral patterns.
  • Digital Distribution: Explores direct purchase (bundled deals and standalone), free-to-play ecosystems, microtransactions, and subscription services such as Apple Arcade, Game Pass, and PlayStation Plus. Each channel's impact on lifetime value and user loyalty is discussed.
  • Geographies: Reviews the Americas (United States, Canada, Mexico, Brazil, Argentina, Chile, Colombia, Peru), Europe, Middle East & Africa (UK, Germany, France, Russia, Italy, Spain, Netherlands, Sweden, Poland, Switzerland, United Arab Emirates, Saudi Arabia, Qatar, Turkey, Israel, South Africa, Nigeria, Egypt, Kenya), and Asia-Pacific (China, India, Japan, Australia, South Korea, Indonesia, Thailand, Malaysia, Singapore, Taiwan).
  • Companies: Evaluates major industry players, including 505 Games, Activision Blizzard, Behaviour Interactive, Bluehole Studio, Bungie, Creative Assembly, Crytek, Deck13 Interactive, Digital Extremes, Electronic Arts, Epic Games, FromSoftware, Gearbox, id Software, Infinity Ward, Insomniac Games, Kojima Productions, Milestone, Neon Giant, PlatinumGames, Remedy Entertainment, Square Enix, Take-Two Interactive, Ubisoft, and Valve Corporation.

Key Takeaways for Senior Decision-Makers

  • Third-person shooter titles are transitioning from single-purchase models to continuous engagement strategies. Recurring content updates and seasonal events are redefining revenue streams and player retention.
  • Adoption of cloud gaming and AI-driven personalization is accelerating market accessibility and enabling procedural design, adaptive difficulty, and improved cross-platform experiences.
  • Co-op and narrative-driven modes are strengthening community ties and increasing long-term engagement, while competitive multiplayer arenas are driving e-sports and enhancing ecosystem vibrancy.
  • Demographic shifts show teens favor social and competitive play, older adults value tactical and story-driven content, and young adults blend both, impacting design priorities and marketing focus.
  • Leading companies are innovating with hybrid monetization, community management, and developer-publisher alliances to secure growth and stability amid intensifying competition.
  • Regional infrastructure and regulatory environments guide content adaptation, server placement, and digital policy compliance, requiring tailored go-to-market strategies for effective commercialization.

Tariff Impact: Navigating U.S. Policy Shifts

New U.S. tariffs on semiconductors and core components have increased costs throughout the value chain, affecting hardware sourcing, development budgets, and distribution economics. To maintain competitiveness, many businesses are exploring alternative supply-chain arrangements and regional assembly to mitigate financial pressure. Strategic pricing, bundling, and promotional campaigns in price-sensitive regions are being deployed to preserve demand.

Methodology & Data Sources

Research methods integrated primary interviews with developers, platform providers, and industry executives, alongside regional player surveys. Qualitative insights were validated against public disclosures, technical white papers, and benchmarking of engine and subscription metrics. Reviews by sector experts and scenario planning ensured robust context and data integrity.

Why This Report Matters for B2B Market Leaders

  • Enables informed product and strategy decisions by providing deep insights into platform, game mode, and demographic trends.
  • Supports operational risk planning through in-depth assessment of tariff, supply chain, and distribution disruptions.
  • Assists with resource allocation by benchmarking major players, identifying innovation opportunities, and outlining regional market drivers.

Conclusion

Stakeholders gain a comprehensive, actionable view of the third-person shooter market’s direction and key dynamics. The insights equip decision-makers to drive sustainable growth and resilience within this evolving sector.

Table of Contents

1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Stakeholders
2. Research Methodology
3. Executive Summary
4. Market Overview
5. Market Insights
5.1. Cross-platform progression and shared cosmetic ecosystems between PS5 Xbox and PC third-person shooters
5.2. Integration of live-service cooperative raids and time-limited narrative events in third-person shooter worlds
5.3. Implementation of procedural content generation for dynamic maps and missions in TPS franchises
5.4. Adoption of ray-traced global illumination and realistic destruction physics in next-gen TPS engines
5.5. Emergence of AI-driven companion bots and enemy squads enhancing tactical depth in third-person shooters
5.6. Expansion of cloud streaming and low-latency mobile play for AAA third-person shooter experiences
6. Cumulative Impact of United States Tariffs 2025
7. Cumulative Impact of Artificial Intelligence 2025
8. Third-Person Shooter Market, by Platform
8.1. Cloud Gaming
8.2. Consoles
8.3. Mobile Devices
8.4. PC
9. Third-Person Shooter Market, by Game Mode
9.1. Co-op Campaigns
9.2. Multiplayer
9.3. Single-Player
10. Third-Person Shooter Market, by Target Age Group
10.1. Older Adults
10.2. Teens
10.3. Young Adults
11. Third-Person Shooter Market, by Digital Distribution
11.1. Direct Purchase
11.1.1. Bundled Deals
11.1.2. Standalone
11.2. Free-To-Play
11.3. Microtransactions
11.4. Subscription Services
11.4.1. Apple Arcade
11.4.2. Game Pass
11.4.3. PlayStation Plus
12. Third-Person Shooter Market, by Region
12.1. Americas
12.1.1. North America
12.1.2. Latin America
12.2. Europe, Middle East & Africa
12.2.1. Europe
12.2.2. Middle East
12.2.3. Africa
12.3. Asia-Pacific
13. Third-Person Shooter Market, by Group
13.1. ASEAN
13.2. GCC
13.3. European Union
13.4. BRICS
13.5. G7
13.6. NATO
14. Third-Person Shooter Market, by Country
14.1. United States
14.2. Canada
14.3. Mexico
14.4. Brazil
14.5. United Kingdom
14.6. Germany
14.7. France
14.8. Russia
14.9. Italy
14.10. Spain
14.11. China
14.12. India
14.13. Japan
14.14. Australia
14.15. South Korea
15. Competitive Landscape
15.1. Market Share Analysis, 2024
15.2. FPNV Positioning Matrix, 2024
15.3. Competitive Analysis
15.3.1. 505 Games S.p.A. by Digital Bros
15.3.2. Activision Blizzard, Inc. by Microsoft Corp.
15.3.3. Behaviour Interactive Inc.
15.3.4. Bluehole Studio Inc.
15.3.5. Bungie, Inc. by Sony
15.3.6. Creative Assembly by Sega
15.3.7. Crytek GmbH
15.3.8. Deck13 Interactive GmbH
15.3.9. Digital Extremes Ltd.
15.3.10. Electronic Arts Inc.
15.3.11. Epic Games, Inc.
15.3.12. FromSoftware, Inc.
15.3.13. Gearbox Software, LLC
15.3.14. id Software LLC by ZeniMax Media Inc.
15.3.15. Infinity Ward, Inc.
15.3.16. Insomniac Games, Inc.
15.3.17. Kojima Productions Co., Ltd.
15.3.18. Milestone s.r.l.
15.3.19. Neon Giant AB
15.3.20. PlatinumGames Inc.
15.3.21. Remedy Entertainment Plc
15.3.22. Square Enix Holdings Co., Ltd.
15.3.23. Take-Two Interactive Software, Inc.
15.3.24. Ubisoft Entertainment SA
15.3.25. Valve Corporation

Companies Mentioned

The companies profiled in this Third-Person Shooter market report include:
  • 505 Games S.p.A. by Digital Bros
  • Activision Blizzard, Inc. by Microsoft Corp.
  • Behaviour Interactive Inc.
  • Bluehole Studio Inc.
  • Bungie, Inc. by Sony
  • Creative Assembly by Sega
  • Crytek GmbH
  • Deck13 Interactive GmbH
  • Digital Extremes Ltd.
  • Electronic Arts Inc.
  • Epic Games, Inc.
  • FromSoftware, Inc.
  • Gearbox Software, LLC
  • id Software LLC by ZeniMax Media Inc.
  • Infinity Ward, Inc.
  • Insomniac Games, Inc.
  • Kojima Productions Co., Ltd.
  • Milestone s.r.l.
  • Neon Giant AB
  • PlatinumGames Inc.
  • Remedy Entertainment Plc
  • Square Enix Holdings Co., Ltd.
  • Take-Two Interactive Software, Inc.
  • Ubisoft Entertainment SA
  • Valve Corporation

Table Information