Game Engines market size of 461 million USD in 2016 and will be 887 million USD in 2022, with a CAGR of 9.85%.

HTF MI published a new industry research that focuses on Game Engines market and delivers in-depth market analysis and future prospects of Global Game Engines market.

The Global Game Engines Market is anticipated to grow USD XX Million at a CAGR of about XX% from 2017 to 2025. The global market size estimation for the Game Engines has been provided in terms of value (USD million).


The Game Engines is software development platform used by developers to make games which are either 2D or 3D graphics oriented. Recently, developers developed a new 2.5D graphics oriented gaming which can be easily accessible on mobile devices, personal computers and consoles.  

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Rapidly growing youth population will drive the global Game Engines industry. Growing global gaming industry and demand for more creative and mind gaming will create opportunities for the new entrants in the market. Continuous development and customer satisfaction will be the greatest challenge for the market. Cost efficiency with gaming variety will hamper the growth rate of the global game engines industry.


The global Game Engines market report also identifies major market leaders and provides a detailed analysis of the company overview, products & services, Financials, market trends, growth strategies and recent developments.

The Global Game Engines Market, by Type

On the basis of type, the global game engines market is segmented by 2D, 2.5D and 3D engine type. The global market for 3D type is accounted for more than 50% of the total market. In terms of affordable gaming, demand for 2.5D is increasing with the highest CAGR throughout the forecast period this is due to increasing trend of cost effective gaming in the developing regions such as India, Africa etc.

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The Global Game Engines Market, by Components

The global game engines market is segmented by components which are further sub-segmented into main game program, rendering engine, audio engine and physics engine. The Rendering Engine is projected for the largest market share in the market it’s due to it enabling 3D graphics for the developers to make a gaming more luxurious and interesting.

The Global Game Engines Market, by Application

By application, the global game engines market is segmented by consoles, mobile devices, personal computers and others. Personal computers and mobile devices accounted for more than half of the market. Mobile devices will dominate the market during the forecast period.

The Global Game Engines Market, by Regions

Regionally, North America, South America, Europe, Asia Pacific, and the Middle East & Africa constitute the key market segments. North America will lead the market and followed by the Asia Pacific and Europe. Asia Pacific will tend to show the highest growth rate due to increase gaming in the countries such as South Korea, Japan, and China.

Competitive Market Analysis

The Major players in the global Game Engines market are Unity Technologies, Epic Games, Chukong Tech, Crytek, Valve Corporation, YoYo Games, Havok, The Game Creators, Marmalade Tech, Idea Fabrik and Leadwerks Software. Increasing gaming industry and gaming in the corporate industry will enhance the growth factor significantly growing the market revenue for the global game engine market

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The key benefit of this report:


*  Report examines the market size and market share by 2025


*  Reports covers the detailed factors on the current market and future growth prospects


*  Market Trends, drivers, challenges, opportunities and threats in the market


*  Impacts of disruptive technologies and examine competitive dynamics


*  Observe the forecast period using Porter’s five forces, Pestle analysis and Value chain analysis


*  Report delivers treasured information about the possible purchasers and suppliers and understanding the stakeholders involved


*   Complete Insights of the data regarding companies and business decision and creating an in-depth analysis of market segments


Target audience


*  Game Engines manufacturers and suppliers


*  Game engine environment providers


*  Gaming industry experts and consultant



*  VC’s and Investing firms

1.            Research Methodology

1.1.         Primary

1.2.         Secondary

1.3.         Research Scope and Assumptions

1.4.         List of data sources


2.            Executive summary

2.1.         Market overview

2.2.         Snapshot

2.3.         Segmentation Outlook

2.3.1.     By Product

2.3.2.     By Operation

2.3.3.     By Sales Channel

2.3.4.     By Region


3.            Market Introduction

3.1.         Definition

3.2.         Scope


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