The strategy games market size is expected to see strong growth in the next few years. It will grow to $27.61 billion in 2030 at a compound annual growth rate (CAGR) of 9.1%. The growth in the forecast period can be attributed to expansion of cloud gaming platforms, increasing adoption of subscription-based gaming services, rising demand for immersive strategy experiences, growth of mobile strategy gaming audiences, increasing use of ai-assisted game design. Major trends in the forecast period include increasing adoption of ai-driven opponent systems, growing integration of cross-platform strategy gameplay, expansion of live-service strategy games, rising use of data-driven player balancing, increasing focus on competitive multiplayer strategy.
The growing popularity of eSports is expected to drive the expansion of the Strategy Games market in the coming years. eSports refers to organized, competitive video gaming events that attract spectators via live streams, broadcasts, or in-person tournaments, simulating professional sports competitions. The rise in eSports popularity is fueled by a rapidly expanding global audience, which draws more players, viewers, and sponsors into competitive gaming. Strategy games support this trend by offering complex, skill-based challenges and tactical gameplay that appeal to both players and spectators, making them central to eSports tournaments and leagues. For example, in December 2025, according to GitNux, a US-based global eSports statistics source, over 532 million people worldwide were watching competitive gaming, while the global eSports market, valued at $1.38 billion in 2022, is projected to reach $5.48 billion by 2029. Therefore, the rising popularity of eSports is contributing to the growth of the Strategy Games market.
Leading companies in the strategy games market are focusing on innovative solutions, such as mobile game sets, to meet the demand for accessible, on-the-go gaming experiences and to reach a broader audience across various demographics. A mobile game set includes in-game items, assets, or features such as characters, levels, or skins, enhancing gameplay with themed content and challenges. For instance, in October 2024, CCP Games, an Iceland-based video game company, launched EVE Galaxy Conquest, a free-to-play 4X strategy game set in the expansive universe of EVE Online. The game features fast-paced 4X gameplay that integrates resource management, diplomacy, and combat, enabling players to expand their empires while engaging in strategic battles. Players can choose from four powerful empires, assemble unique fleets with distinct commanders, and form alliances or engage in warfare to dominate the galaxy.
In July 2023, Savvy Games Group, a Saudi Arabia-based gaming company, acquired Scopely for $4.9 billion. This acquisition aims to strengthen Savvy's presence in the global gaming market, diversify its portfolio with Scopely's expertise in mobile strategy games, and enhance its capabilities to deliver innovative and engaging gaming experiences to a wider audience. Scopely Inc., a US-based interactive entertainment company, specializes in developing mobile strategy games, contributing to the evolving landscape of the gaming industry.
Major companies operating in the strategy games market are Nintendo Co. Ltd., Activision Blizzard Inc., Blizzard Entertainment Inc., Electronic Arts Inc., Epic Games Inc., Zynga Inc., SEGA Corporation, Nexon Co. Ltd., Square Enix Holdings Co. Ltd., Ubisoft Entertainment SA, Riot Games Inc., Bigben Interactive SA, The Creative Assembly Limited, Paradox Interactive AB, Firaxis Games Inc., Blue Byte GmbH, Stardock Corporation, Frozenbyte Inc., Chucklefish Limited, Slitherine Ltd., Ensemble Studios Inc.
North America was the largest region in the strategy games market in 2025. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the strategy games market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the strategy games market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The strategy games include revenues earned by entities by providing services such as game development services, game publishing and distribution, online and multiplayer services, post-launch services, community engagement services, and monetization services. The market value includes the value of related goods sold by the service provider or included within the service offering. The strategy games market also consists of sales of products including esports and competitive products, mobile and cross-platform products, and community-created products. Values in this market are ‘factory gate’ values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
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Table of Contents
Executive Summary
Strategy Games Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses strategy games market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for strategy games? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The strategy games market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
- The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
- The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
- The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
- The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
- The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
- Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.
Report Scope
Markets Covered:
1) By Product: Client Type; Web Game Type2) By Device Type: Mobile; Personal Computer; Tablets; Other Device Types
3) By Business Model: Free-to-Play (Ad-Supported); Freemium; Subscription-Based
Subsegments:
1) By Client Type: PC Strategy Games; Console Strategy Games; Mobile Strategy Games2) By Web Game Type: Browser-Based Strategy Games; HTML5-Based Strategy Games; Flash-Based Strategy Games
Companies Mentioned: Nintendo Co. Ltd.; Activision Blizzard Inc.; Blizzard Entertainment Inc.; Electronic Arts Inc.; Epic Games Inc.; Zynga Inc.; SEGA Corporation; Nexon Co. Ltd.; Square Enix Holdings Co. Ltd.; Ubisoft Entertainment SA; Riot Games Inc.; Bigben Interactive SA; the Creative Assembly Limited; Paradox Interactive AB; Firaxis Games Inc.; Blue Byte GmbH; Stardock Corporation; Frozenbyte Inc.; Chucklefish Limited; Slitherine Ltd.; Ensemble Studios Inc.
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain.
Regions: Asia-Pacific; South East Asia; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: Word, PDF or Interactive Report + Excel Dashboard
Added Benefits:
- Bi-Annual Data Update
- Customisation
- Expert Consultant Support
Companies Mentioned
The companies featured in this Strategy Games market report include:- Nintendo Co. Ltd.
- Activision Blizzard Inc.
- Blizzard Entertainment Inc.
- Electronic Arts Inc.
- Epic Games Inc.
- Zynga Inc.
- SEGA Corporation
- Nexon Co. Ltd.
- Square Enix Holdings Co. Ltd.
- Ubisoft Entertainment SA
- Riot Games Inc.
- Bigben Interactive SA
- The Creative Assembly Limited
- Paradox Interactive AB
- Firaxis Games Inc.
- Blue Byte GmbH
- Stardock Corporation
- Frozenbyte Inc.
- Chucklefish Limited
- Slitherine Ltd.
- Ensemble Studios Inc.
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 250 |
| Published | January 2026 |
| Forecast Period | 2026 - 2030 |
| Estimated Market Value ( USD | $ 19.52 Billion |
| Forecasted Market Value ( USD | $ 27.61 Billion |
| Compound Annual Growth Rate | 9.1% |
| Regions Covered | Global |
| No. of Companies Mentioned | 22 |


