With advancements in CPU and GPU speeds, games have been offering high-speed performance for end users to enhance the playing experience. Increasing affordability of mobile games and penetration of broadband internet have enabled users to use network-based multiplayer online games effectively.
The game engine market has been segmented on the basis of type, application, and geography.
Based on type, the game engine market has been segmented into 3D, 2.5D, and 2D. Based on application, the game engine market has been segmented into PC games, mobile games, TV games, and others.
The 2D engine segment accounts for the largest share in the game engine market. Mobile games, especially with multiplayer component, have been generating more revenue than traditional handheld games. About 85% of the total M&A deal value has been associated with the mobile gaming sector.
Geographically, the game engine market has been segmented into North America, Europe, Asia Pacific, Latin America, and Middle East & Africa.
North America has been witnessing significant growth in the global game engine market. Growing demand for various game applications is a key factor driving the growth of the game engine market. Additionally, increasing customer preference for mobile and PC gaming has also been fueling market growth in the region.
Asia Pacific accounts for a major revenue share in the global game engine market. The popularity of mobile games in Asia Pacific can be attributed to the region’s younger demographic, demanding lifestyle of users and high penetration of the internet. According to Game Industry International, 28% of consumers in APAC play mobile games on at least a weekly basis, as compared to 13% and 8% in Europe and the U.S. respectively.
Some of the major players in the game engine market are Unity Technologies, Epic Games, Chukong Tech, Crytek, Valve Corporation, YoYo Games, The Game Creators, Marmalade Tech, Idea Fabrik, Leadwerks Software, Sony, Amazon, GameSalad, Scirra, Corona Labs, Garage Games, Godot Engine, Briar Wallace/Blender Foundation, Silicon Studio Corp, OGRE Team, and Mario Zechner.