Industry: Service & Software
Published Date: 2025-05-25
Pages: 106 Pages
Report ld: 4745759
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Turn-Based Strategy Games Market Size(US$)

CAGR 2025-2031
9.1%
Market Size,2031
USD 12,350
Million
Market Snapshot
Source: Secondary research, interviews with experts, and QYResearch analysis
The global Turn-Based Strategy Games market size was US$ 7211 million in 2024 and is forecast to a readjusted size of US$ 12350 million by 2031 with a CAGR of 9.1% during the forecast period 2025-2031.
Turn-based strategy games (TBS) are a subgenre of strategy video and board games in which players take turns making decisions and performing actions, rather than interacting with the game simultaneously in real time. This structured, turn-by-turn format emphasizes thoughtful planning, tactical decision-making, and long-term strategy over quick reflexes.
The North America Turn-Based Strategy Games market size was US$ million in 2024, while Europe was US$ million. The proportion of the North America was % in 2024, while Europe percentage was %, and it is predicted that Europe share will reach % in 2031, trailing a CAGR of % through the analysis period.
The global key players of Turn-Based Strategy Games include Tencent, Firaxis Games, Paradox Interactive, Intelligent Systems, Square Enix, NetEase, Ubisoft, miHoYo, Blizzard Entertainment, Konami, etc. In 2024, the global top five players occupied for a share approximately % in terms of revenue.
In North America, in terms of revenue, in 2024, the top three players hold a share about %, while in Europe, top three players hold a share nearly %.
The global Turn-Based Strategy Games market is strategically segmented by company, region (country), by Type, and by Application. This report empowers stakeholders to capitalize on emerging opportunities, optimize product strategies, and outperform competitors through data-driven insights on revenue and forecasts across regions, by Type, and by Application for 2020-2031.
MARKET SEGMENTATION
CHAPTER OUTLINE
Chapter 1: Report scope, executive summary, and market evolution scenarios (short/mid/long term).
Chapter 2: Quantitative analysis of Turn-Based Strategy Games market size and growth potential at global, regional, and country levels.
Chapter 3: Competitive benchmarking of manufacturers (revenue, market share, M&A, R&D focus).
Chapter 4: Type-based segmentation analysis – Uncovering blue ocean markets (e.g., Free Games in China).
Chapter 5: Application-based segmentation analysis – High-growth downstream opportunities (e.g., Education and Training in India).
Chapter 6: Regional revenue breakdown by company, type, application and customer.
Chapter 7: Key manufacturer profiles – Financials, product portfolios, and strategic developments.
Chapter 8: Market dynamics – Drivers, restraints, regulatory impacts, and risk mitigation strategies.
Chapter 9: Actionable conclusions and strategic recommendations.
WHY THIS REPORT
Beyond standard market data, this analysis provides a clear profitability roadmap, empowering you to:
Unlike generic global market reports, this study combines macro-level industry trends with hyper-local operational intelligence, empowering data-driven decisions across the Turn-Based Strategy Games value chain, addressing:
- Market entry risks/opportunities by region
- Product mix optimization based on local practices
- Competitor tactics in fragmented vs. consolidated markets
QYRESEARCH'S STRENGTHS
Unlike generic global market reports, this study combines macro-level industry trends with hyper-local operational intelligence, empowering data-driven decisions across the Compound Chocolate value chain, addressing:
We identify regional market threats and growth prospects to guide your overseas layout.
We adjust product portfolios in line with local consumption habits.
We unpack rivals’ operation strategies for scattered and highly concentrated industries.
We cover competition landscape, full supply chain and quantified market size data, and deliver tailor-made customized surveys to meet your unique business demands.
We own self-owned massive exclusive databases, backed by 19 years of global market research experience across thousands of sectors.
Our team operates 24 hours a day, 365 days a year, enabling ultra-fast report turnaround to respond to your research needs efficiently.
We integrate regional risk assessment, localized product optimization and competitor analysis to deliver actionable market strategies.
All data is cross-verified from multiple industry sources to deliver thorough, precise analysis that supports reliable corporate strategic decisions.
We provide responsive, dedicated after-sales support to resolve all follow-up inquiries about reports, data and industry interpretation.
TABLE OF CONTENTS
1 Report Overview
1.1 Study Scope
1.2 Market by Type
1.2.1 Global Market Size Growth by Type: 2020 VS 2024 VS 2031
1.2.2 Paid Games
1.2.3 Free Games
1.3 Market by Application
1.3.1 Global Market Share by Application: 2020 VS 2024 VS 2031
1.3.2 Entertainment Consumption
1.3.3 Education and Training
1.3.4 Others
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Turn-Based Strategy Games Market Perspective (2020-2031)
2.2 Global Market Size by Region: 2020 VS 2024 VS 2031
2.3 Global Turn-Based Strategy Games Revenue Market Share by Region (2020-2025)
2.4 Global Turn-Based Strategy Games Revenue Forecast by Region (2026-2031)
2.5 Major Region and Emerging Market Analysis
2.5.1 North America Turn-Based Strategy Games Market Size and Prospective (2020-2031)
2.5.2 Europe Turn-Based Strategy Games Market Size and Prospective (2020-2031)
2.5.3 China Turn-Based Strategy Games Market Size and Prospective (2020-2031)
2.5.4 Japan Turn-Based Strategy Games Market Size and Prospective (2020-2031)
2.5.5 Southeast Asia Turn-Based Strategy Games Market Size and Prospective (2020-2031)
2.5.6 India Turn-Based Strategy Games Market Size and Prospective (2020-2031)
2.5.7 South America Turn-Based Strategy Games Market Size and Prospective (2020-2031)
2.5.8 Middle East Turn-Based Strategy Games Market Size and Prospective (2020-2031)
3 Breakdown Data by Type
3.1 Global Turn-Based Strategy Games Historic Market Size by Type (2020-2025)
3.2 Global Turn-Based Strategy Games Forecasted Market Size by Type (2026-2031)
3.3 Different Types Turn-Based Strategy Games Representative Players
4 Breakdown Data by Application
4.1 Global Turn-Based Strategy Games Historic Market Size by Application (2020-2025)
4.2 Global Turn-Based Strategy Games Forecasted Market Size by Application (2026-2031)
4.3 New Sources of Growth in Turn-Based Strategy Games Application
5 Competition Landscape by Players
5.1 Global Top Players by Revenue
5.1.1 Global Top Turn-Based Strategy Games Players by Revenue (2020-2025)
5.1.2 Global Turn-Based Strategy Games Revenue Market Share by Players (2020-2025)
5.2 Global Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
5.3 Players Covered: Ranking by Turn-Based Strategy Games Revenue
5.4 Global Turn-Based Strategy Games Market Concentration Analysis
5.4.1 Global Turn-Based Strategy Games Market Concentration Ratio (CR5 and HHI)
5.4.2 Global Top 10 and Top 5 Companies by Turn-Based Strategy Games Revenue in 2024
5.5 Global Key Players of Turn-Based Strategy Games Head office and Area Served
5.6 Global Key Players of Turn-Based Strategy Games, Product and Application
5.7 Global Key Players of Turn-Based Strategy Games, Date of Enter into This Industry
5.8 Mergers & Acquisitions, Expansion Plans
6 Region Analysis
6.1 North America Market: Players, Segments and Downstream
6.1.1 North America Turn-Based Strategy Games Revenue by Company (2020-2025)
6.1.2 North America Market Size by Type
6.1.2.1 North America Turn-Based Strategy Games Market Size by Type (2020-2025)
6.1.2.2 North America Turn-Based Strategy Games Market Share by Type (2020-2025)
6.1.3 North America Market Size by Application
6.1.3.1 North America Turn-Based Strategy Games Market Size by Application (2020-2025)
6.1.3.2 North America Turn-Based Strategy Games Market Share by Application (2020-2025)
6.1.4 North America Market Trend and Opportunities
6.2 Europe Market: Players, Segments and Downstream
6.2.1 Europe Turn-Based Strategy Games Revenue by Company (2020-2025)
6.2.2 Europe Market Size by Type
6.2.2.1 Europe Turn-Based Strategy Games Market Size by Type (2020-2025)
6.2.2.2 Europe Turn-Based Strategy Games Market Share by Type (2020-2025)
6.2.3 Europe Market Size by Application
6.2.3.1 Europe Turn-Based Strategy Games Market Size by Application (2020-2025)
6.2.3.2 Europe Turn-Based Strategy Games Market Share by Application (2020-2025)
6.2.4 Europe Market Trend and Opportunities
6.3 China Market: Players, Segments and Downstream
6.3.1 China Turn-Based Strategy Games Revenue by Company (2020-2025)
6.3.2 China Market Size by Type
6.3.2.1 China Turn-Based Strategy Games Market Size by Type (2020-2025)
6.3.2.2 China Turn-Based Strategy Games Market Share by Type (2020-2025)
6.3.3 China Market Size by Application
6.3.3.1 China Turn-Based Strategy Games Market Size by Application (2020-2025)
6.3.3.2 China Turn-Based Strategy Games Market Share by Application (2020-2025)
6.3.4 China Market Trend and Opportunities
6.4 Japan Market: Players, Segments and Downstream
6.4.1 Japan Turn-Based Strategy Games Revenue by Company (2020-2025)
6.4.2 Japan Market Size by Type
6.4.2.1 Japan Turn-Based Strategy Games Market Size by Type (2020-2025)
6.4.2.2 Japan Turn-Based Strategy Games Market Share by Type (2020-2025)
6.4.3 Japan Market Size by Application
6.4.3.1 Japan Turn-Based Strategy Games Market Size by Application (2020-2025)
6.4.3.2 Japan Turn-Based Strategy Games Market Share by Application (2020-2025)
6.4.4 Japan Market Trend and Opportunities
6.5 Southeast Asia Market: Players, Segments and Downstream
6.5.1 Southeast Asia Turn-Based Strategy Games Revenue by Company (2020-2025)
6.5.2 Southeast Asia Market Size by Type
6.5.2.1 Southeast Asia Turn-Based Strategy Games Market Size by Type (2020-2025)
6.5.2.2 Southeast Asia Turn-Based Strategy Games Market Share by Type (2020-2025)
6.5.3 Southeast Asia Market Size by Application
6.5.3.1 Southeast Asia Turn-Based Strategy Games Market Size by Application (2020-2025)
6.5.3.2 Southeast Asia Turn-Based Strategy Games Market Share by Application (2020-2025)
6.5.4 Southeast Asia Market Trend and Opportunities
6.6 India Market: Players, Segments and Downstream
6.6.1 India Turn-Based Strategy Games Revenue by Company (2020-2025)
6.6.2 India Market Size by Type
6.6.2.1 India Turn-Based Strategy Games Market Size by Type (2020-2025)
6.6.2.2 India Turn-Based Strategy Games Market Share by Type (2020-2025)
6.6.3 India Market Size by Application
6.6.3.1 India Turn-Based Strategy Games Market Size by Application (2020-2025)
6.6.3.2 India Turn-Based Strategy Games Market Share by Application (2020-2025)
6.6.4 India Market Trend and Opportunities
7 Key Players Profiles
7.1 Tencent
7.1.1 Tencent Company Details
7.1.2 Tencent Business Overview
7.1.3 Tencent Turn-Based Strategy Games Introduction
7.1.4 Tencent Revenue in Turn-Based Strategy Games Business (2020-2025)
7.1.5 Tencent Recent Development
7.2 Firaxis Games
7.2.1 Firaxis Games Company Details
7.2.2 Firaxis Games Business Overview
7.2.3 Firaxis Games Turn-Based Strategy Games Introduction
7.2.4 Firaxis Games Revenue in Turn-Based Strategy Games Business (2020-2025)
7.2.5 Firaxis Games Recent Development
7.3 Paradox Interactive
7.3.1 Paradox Interactive Company Details
7.3.2 Paradox Interactive Business Overview
7.3.3 Paradox Interactive Turn-Based Strategy Games Introduction
7.3.4 Paradox Interactive Revenue in Turn-Based Strategy Games Business (2020-2025)
7.3.5 Paradox Interactive Recent Development
7.4 Intelligent Systems
7.4.1 Intelligent Systems Company Details
7.4.2 Intelligent Systems Business Overview
7.4.3 Intelligent Systems Turn-Based Strategy Games Introduction
7.4.4 Intelligent Systems Revenue in Turn-Based Strategy Games Business (2020-2025)
7.4.5 Intelligent Systems Recent Development
7.5 Square Enix
7.5.1 Square Enix Company Details
7.5.2 Square Enix Business Overview
7.5.3 Square Enix Turn-Based Strategy Games Introduction
7.5.4 Square Enix Revenue in Turn-Based Strategy Games Business (2020-2025)
7.5.5 Square Enix Recent Development
7.6 NetEase
7.6.1 NetEase Company Details
7.6.2 NetEase Business Overview
7.6.3 NetEase Turn-Based Strategy Games Introduction
7.6.4 NetEase Revenue in Turn-Based Strategy Games Business (2020-2025)
7.6.5 NetEase Recent Development
7.7 Ubisoft
7.7.1 Ubisoft Company Details
7.7.2 Ubisoft Business Overview
7.7.3 Ubisoft Turn-Based Strategy Games Introduction
7.7.4 Ubisoft Revenue in Turn-Based Strategy Games Business (2020-2025)
7.7.5 Ubisoft Recent Development
7.8 miHoYo
7.8.1 miHoYo Company Details
7.8.2 miHoYo Business Overview
7.8.3 miHoYo Turn-Based Strategy Games Introduction
7.8.4 miHoYo Revenue in Turn-Based Strategy Games Business (2020-2025)
7.8.5 miHoYo Recent Development
7.9 Blizzard Entertainment
7.9.1 Blizzard Entertainment Company Details
7.9.2 Blizzard Entertainment Business Overview
7.9.3 Blizzard Entertainment Turn-Based Strategy Games Introduction
7.9.4 Blizzard Entertainment Revenue in Turn-Based Strategy Games Business (2020-2025)
7.9.5 Blizzard Entertainment Recent Development
7.10 Konami
7.10.1 Konami Company Details
7.10.2 Konami Business Overview
7.10.3 Konami Turn-Based Strategy Games Introduction
7.10.4 Konami Revenue in Turn-Based Strategy Games Business (2020-2025)
7.10.5 Konami Recent Development
7.11 Lilith Games
7.11.1 Lilith Games Company Details
7.11.2 Lilith Games Business Overview
7.11.3 Lilith Games Turn-Based Strategy Games Introduction
7.11.4 Lilith Games Revenue in Turn-Based Strategy Games Business (2020-2025)
7.11.5 Lilith Games Recent Development
7.12 Supercell
7.12.1 Supercell Company Details
7.12.2 Supercell Business Overview
7.12.3 Supercell Turn-Based Strategy Games Introduction
7.12.4 Supercell Revenue in Turn-Based Strategy Games Business (2020-2025)
7.12.5 Supercell Recent Development
7.13 Scopely
7.13.1 Scopely Company Details
7.13.2 Scopely Business Overview
7.13.3 Scopely Turn-Based Strategy Games Introduction
7.13.4 Scopely Revenue in Turn-Based Strategy Games Business (2020-2025)
7.13.5 Scopely Recent Development
7.14 Playrix
7.14.1 Playrix Company Details
7.14.2 Playrix Business Overview
7.14.3 Playrix Turn-Based Strategy Games Introduction
7.14.4 Playrix Revenue in Turn-Based Strategy Games Business (2020-2025)
7.14.5 Playrix Recent Development
7.15 Niantic
7.15.1 Niantic Company Details
7.15.2 Niantic Business Overview
7.15.3 Niantic Turn-Based Strategy Games Introduction
7.15.4 Niantic Revenue in Turn-Based Strategy Games Business (2020-2025)
7.15.5 Niantic Recent Development
7.16 Garena
7.16.1 Garena Company Details
7.16.2 Garena Business Overview
7.16.3 Garena Turn-Based Strategy Games Introduction
7.16.4 Garena Revenue in Turn-Based Strategy Games Business (2020-2025)
7.16.5 Garena Recent Development
7.17 37 Interactive Entertainment
7.17.1 37 Interactive Entertainment Company Details
7.17.2 37 Interactive Entertainment Business Overview
7.17.3 37 Interactive Entertainment Turn-Based Strategy Games Introduction
7.17.4 37 Interactive Entertainment Revenue in Turn-Based Strategy Games Business (2020-2025)
7.17.5 37 Interactive Entertainment Recent Development
7.18 Mereorbyte Studios
7.18.1 Mereorbyte Studios Company Details
7.18.2 Mereorbyte Studios Business Overview
7.18.3 Mereorbyte Studios Turn-Based Strategy Games Introduction
7.18.4 Mereorbyte Studios Revenue in Turn-Based Strategy Games Business (2020-2025)
7.18.5 Mereorbyte Studios Recent Development
8 Turn-Based Strategy Games Market Dynamics
8.1 Turn-Based Strategy Games Industry Trends
8.2 Turn-Based Strategy Games Market Drivers
8.3 Turn-Based Strategy Games Market Challenges
8.4 Turn-Based Strategy Games Market Restraints
9 Research Findings and Conclusion
10 Appendix
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.1.1 Research Programs/Design
10.1.1.2 Market Size Estimation
10.1.1.3 Market Breakdown and Data Triangulation
10.1.2 Data Source
10.1.2.1 Secondary Sources
10.1.2.2 Primary Sources
10.2 Author Details
10.3 Disclaimer
TABLE OF FIGURES
List of Tables
List of Figures
KEY QUESTIONS ADDRESSED BY THE REPORT
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Published Date: 2025-05-25
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Published Date: 2025-05-25
Pages: 150
USD 4900.00
(Single User License)
The global Turn-Based Strategy Games market is projected to grow from US$ 7308 million in 2025 to US$ 13370 million by 2032, at a CAGR of 9.1% (2026-2032), driven by critical product segments and diverse end‑use applications.
Published: 2026-03-12
Pages: 152
The global Turn-Based Strategy Games market size was US$ 7308 million in 2025 and is forecast to reach a readjusted size of US$ 13370 million by 2032 with a CAGR of 9.1% during the forecast period 2026-2032.
Published: 2026-03-12
Pages: 103
The global market for Turn-Based Strategy Games was estimated to be worth US$ 7308 million in 2025 and is projected to reach US$ 13370 million, growing at a CAGR of 9.1% from 2026 to 2032.
Published: 2026-03-09
Pages: 140
The global Turn-Based Strategy Games market was valued at US$ 7308 million in 2025 and is anticipated to reach US$ 13370 million by 2032, at a CAGR of 9.1% from 2026 to 2032.
Published: 2026-03-09
Pages: 130
The global market for Turn-Based Strategy Games was valued at US$ 7211 million in the year 2024 and is projected to reach a revised size of US$ 12350 million by 2031, growing at a CAGR of 9.1% during the forecast period.
Published: 2025-05-25
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The global market for Turn-Based Strategy Games was estimated to be worth US$ 7211 million in 2024 and is forecast to a readjusted size of US$ 12350 million by 2031 with a CAGR of 9.1% during the forecast period 2025-2031.
Published: 2025-05-25
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The global Turn-Based Strategy Games market is projected to grow from US$ 7308 million in 2025 to US$ 12350 million by 2031, at a Compound Annual Growth Rate (CAGR) of 9.1% during the forecast period.
Published: 2025-05-25
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REPORT COVERAGE
DESCRIPTION
OVERVIEW
MARKET SEGMENTATION
CHAPTER OUTLINE
WHY THIS REPORT
QYRESEARCH'S STRENGTHS
TABLE OF CONTENTS
TABLE OF FIGURES
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