Gaming Simulators Market Size & Analysis Report by Component, By Game Type and By Region – Global Opportunities & Forecast, 2022-2029
Gaming Simulators Market Size & Analysis Report by Component (Hardware, Software, and Services), By Game Type (Shooting, Fighting, Racing, and Others) and By Region
GMI Research analysis indicates that the Gaming Simulators Market estimated at USD 5.3 billion in 2021 and is slated to register a double digit CAGR of 13.5% over the period 2022-2029 and is projected to reach USD 14.6 billion in 2029.
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Key Drivers
The significant factors contributing to the growth of the global gaming simulators market include the accelerating number of gaming zones and the increasing adoption of virtual training solutions for racing drivers. The gaming simulators need various types of supporting devices including sensors, VR systems, and monitors. Moreover, the strong demand for gaming simulators is surging the revenue opportunities for gaming equipment manufacturers. Numerous automotive organizations are focusing on introducing customized gaming simulators to increase the demand of the products. The leading companies are collaborating with the companies in the entertainment sector, which is another factor that is opening new doors for the growth of the market.
The introduction of 360-degree cameras in the gaming simulators, followed by the accelerating adoption of flight simulators, are the two factors energizing the market growth. Simulators help in providing a real-life experience of playing games, which is increasing the interest of the game players to opt for simulators for playing their games. In addition to this, the rising number of players in the online games is positively influencing the market as simulators offer better gameplay and ranking. However, on the other hand, the high cost of gaming simulators is a major factor that is likely to hamper the growth of the market in the coming years.
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Component – Segment Analysis
Based on component, the market has been segmented into hardware, software, and services. Among these, the software segment is anticipated to grow at a higher CAGR in the next six years. The surge in demand for software, for the modeling of real phenomenon using a set of mathematical formulas, is one of the major factors that is increasing the demand for the segment in the market. Simulation software are widely used to design equipment so that the final product will be similar to the design specs as much as possible.
Game Type – Segment Analysis
On the basis of game type, the market has been segmented into shooting, fighting, racing, and others. Among these, the racing segment is expected to witness faster CAGR during the forecast period. This is mainly due to the strong demand for computer software that will allow accurate simulation of auto racing with real-world variables such as damage, tire wear, grip, and fuel usage. The gaming simulators used for racing helps in understanding every aspect of car handling which include, how to maintain control of a car, and how to properly enter and exit a turn without sacrificing speed.
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Regional – Segment Analysis
Based on the region, Asia-Pacific region is projected to grow at a higher CAGR in the market during the forecast period. The continuous growth in the game zones based on simulators system and VR is a major factor that is responsible for the growth of the market in this region. Moreover, the major economies such as Japan, South Korea, India, and China are witnessing an increase in the penetration of smartphones, which will further energize the market growth in the coming years. The increasing disposable income and introduction of advanced technologies are some other factors that are opening new doors for the market growth. The launch of VR technology at an affordable price range is surging the demand for gaming simulators in the Asian market.
Top Market Players
Various notable players operating in the market include CXC Simulations, D-BOX, Eleetus, LLC, Hammacher Schlemmer & Company, Inc., Playseat, Aeon Sim, Vesaro, and RSEAR Ltd., among others.
Segments covered in the Report:
The global Gaming Simulators Market has been segmented on the basis of Component, Game Type and key regions. Based on Component, the market is segmented into hardware, software, and services. Based on Game Type, the market is segmented into shooting, fighting, racing, and others.
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Key questions answered in this research report:
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- At what pace is global Gaming Simulators Market growing? What will be the growth trend in the future?
- What are the key drivers and restraints in Gaming Simulators Market? What will be the impact of drivers and restraints in the future?
- What are the regional revenues and forecast breakdowns? Which are the major regional revenue pockets for growth in the global Gaming Simulators Market?
- Which component generated maximum revenues in 2021 and identify the most promising components during the forecast period?
- What are the various game types of global Gaming Simulators Market and how they are poised to grow?
- What companies are the major participants in this market and their business strategies, how does the competitive landscape look like?
Report Coverage |
Details |
Market Revenues (2021) |
USD 5.3 billion |
Market Base Year |
2021 |
Market Forecast Period |
2022-2029 |
Base Year & Forecast Units |
Revenues (USD Million) |
Market Segment | By Component, By Game Type, By Region |
Regional Coverage | Asia Pacific, Europe, North America, and RoW |
Companies Profiled | CXC Simulations, D-BOX, Eleetus, LLC, Hammacher Schlemmer & Company, Inc., Playseat, Aeon Sim, Vesaro, and RSEAR Ltd, among others; a total of 8 companies covered. |
25% Free Customization Available | We will customize this report up to 25% as a free customization to address our client’s specific requirements |
Market Segmentation
Global Gaming Simulators Market by Component
-
- Hardware
- Software
- Services
Global Gaming Simulators Market by Game Type
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- Shooting
- Fighting
- Racing
- Others
Global Gaming Simulators Market by Region
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- North America Gaming Simulators Market (Option 1: As a part of the free 25% customization)
- By Component
- By Game Type
- US Market All-Up
- Canada Market All-Up
- Europe Gaming Simulators Market (Option 2: As a part of the free 25% customization)
- By Component
- By Game Type
- UK Market All-Up
- Germany Market All-Up
- France Market All-Up
- Spain Market All-Up
- Rest of Europe Market All-Up
- Asia-Pacific Gaming Simulators Market (Option 3: As a part of the free 25% customization)
- By Component
- By Game Type
- China Market All-Up
- India Market All-Up
- Japan Market All-Up
- Rest of APAC Market All-Up
- RoW Gaming Simulators Market (Option 4: As a part of the free 25% customization)
- By Component
- By Game Type
- Brazil Market All-Up
- South Africa Market All-Up
- Saudi Arabia Market All-Up
- UAE Market All-Up
- Rest of world (remaining countries of the LAMEA region) Market All-Up
- North America Gaming Simulators Market (Option 1: As a part of the free 25% customization)
Global Gaming Simulators Leading Market Players (Option 5: As a part of the Free 25% Customization – Profiles of 5 Additional Companies of your Choice)
-
- CXC Simulations
- D-BOX
- Eleetus, LLC
- Hammacher Schlemmer & Company, Inc.
- Playseat
- Aeon Sim
- Vesaro
- RSEAR Ltd
Frequently Asked Question About This Report
Gaming Simulators Market [UP1335A-00-0620]
The market size of the Gaming Simulators Market was 3,920 million in 2019.
The major factor driving the gaming simulators market include the accelerating number of gaming zones and the increasing adoption of virtual training solutions for racing drivers.
The leading players are CXC Simulations, D-BOX, Eleetus, LLC, Hammacher Schlemmer & Company, Inc., Playseat, Aeon Sim, Vesaro, and RSEAR Ltd., among others.
Asia-Pacific region is dominating during the forecast period. The continuous growth in the game zones based on simulators system and VR is a major factor that is responsible for the growth of the market in this region.
- Published Date: Jan - 2022
- Report Format: Excel/PPT
- Report Code: UP1335A-00-0620
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The report is used by the purchaser (One Individual) only
Multi-User License:Report is shared with maximum 5 users (employees) including the purchaser of the purchasing corporation only
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Report is shared with unlimited user (employees) of the purchasing corporation only
Gaming Simulators Market Size & Analysis Report by Component, By Game Type and By Region – Global Opportunities & Forecast, 2022-2029
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