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The global gaming simulation market size reached approximately USD 6.4 billion in 2022. The market is projected to grow at a CAGR of 14.80% between 2023 and 2028, reaching a value of around USD 14.6 billion by 2028.
Gaming simulation refers to the imitation of real-world activities in the form of games through computer software and specially designed hardware. These games are available in many genres such as action, racing, combat, management, and strategy. These games do not follow a linear progression path, unlike traditional games where a storyline is followed.
Based on components, the market is segmented into hardware, software, and service. On the basis of game type, the market can be divided into racing, shooting, and fighting, among others. The gaming simulation market segmentation, based on end use, includes residential and commercial. The major regional markets for gaming simulation are North America, Europe, the Asia Pacific, Latin America, and the Middle East and Africa.
The comprehensive EMR report provides an in-depth assessment of the market based on Porter's five forces model along with giving a SWOT analysis. The report gives a detailed analysis of the following key players in the global gaming simulation market, covering their competitive landscape and the latest developments like mergers, acquisitions, investments, and expansion plans.
The demand for hardware for simulation is significantly increasing and it is likely to account for a large portion of the global gaming simulation market share in the coming years. Hardware is one of the most important components that enhances the experience of simulation. As the high cost of simulation hardware can hinder its adoption, manufacturers are now shifting their focus to developing cost-effective systems to capture a wider base of consumers. Technological advancements have also allowed manufacturers to build hardware that is sturdy and has improved functionalities.
According to the global gaming simulation market analysis, racing simulations are likely to show strong growth during the forecast period. Racing simulation games are some of the most popular types of games as users can experience the exhilarating excitement of driving a supercar or any car of their liking. Moreover, advanced racing simulators, providing the users with tools such as gear shift, pedals, and a multi-monitor setup also aid the segment’s growth.
Sony Corporation, usually referred to as Sony, is one of the global leaders in the entertainment and electronics sector. The company was founded in 1946 as Tokyo Tsushin Kogyo. With its headquarters located in Tokyo, Japan, the company is engaged in the development of electronic devices, instruments, software, and video game consoles, for different consumers.
CXC Simulations, founded in 2007, is a company that specialises in the design and development of state-of-the-art racing simulators. It is an American company providing its simulators for amateurs, professionals, large commercial companies, Formula One team principals, and enthusiasts. The company uses advanced materials to create the most robust and realistic simulators.
Eleetus, LLC is an American games and simulation development company operating since 2015. The company has developed various types of driving and flight simulations. With its state-of-the-art simulation technologies, Eleetus has established a long-term contract with the United States Marine Corps for producing flight simulators for stealth aircraft, tiltrotor aircraft, and attack helicopters.
Other gaming simulation market players include D-BOX Technologies Inc., Playseat B.V., Vesaro Ltd, Cruden, 3D perception Inc., and CKAS Mechatronics Pty Ltd., among others.
REPORT FEATURES | DETAILS |
Base Year | 2022 |
Historical Period | 2018-2022 |
Forecast Period | 2023-2028 |
Scope of the Report |
Historical and Forecast Trends, Industry Drivers and Constraints, Historical and Forecast Market Analysis by Segment:
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Breakup by Component |
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Breakup by Game Type |
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Breakup by End Use |
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Breakup by Region |
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Market Dynamics |
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Competitive Landscape |
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Companies Covered |
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*At Expert Market Research, we strive to always give you current and accurate information. The numbers depicted in the description are indicative and may differ from the actual numbers in the final EMR report.
1 Preface
2 Report Coverage – Key Segmentation and Scope
3 Report Description
3.1 Market Definition and Outlook
3.2 Properties and Applications
3.3 Market Analysis
3.4 Key Players
4 Key Assumptions
5 Executive Summary
5.1 Overview
5.2 Key Drivers
5.3 Key Developments
5.4 Competitive Structure
5.5 Key Industrial Trends
6 Market Snapshot
6.1 Global
6.2 Regional
7 Opportunities and Challenges in the Market
8 Global Gaming Simulation Market Analysis
8.1 Key Industry Highlights
8.2 Global Gaming Simulation Historical Market (2018-2022)
8.3 Global Gaming Simulation Market Forecast (2023-2028)
8.4 Global Gaming Simulation Market by Component
8.4.1 Hardware
8.4.1.1 Historical Trend (2018-2022)
8.4.1.2 Forecast Trend (2023-2028)
8.4.2 Software
8.4.2.1 Historical Trend (2018-2022)
8.4.2.2 Forecast Trend (2023-2028)
8.4.3 Service
8.4.3.1 Historical Trend (2018-2022)
8.4.3.2 Forecast Trend (2023-2028)
8.5 Global Gaming Simulation Market by Game Type
8.5.1 Racing
8.5.1.1 Historical Trend (2018-2022)
8.5.1.2 Forecast Trend (2023-2028)
8.5.2 Shooting
8.5.2.1 Historical Trend (2018-2022)
8.5.2.2 Forecast Trend (2023-2028)
8.5.3 Fighting
8.5.3.1 Historical Trend (2018-2022)
8.5.3.2 Forecast Trend (2023-2028)
8.5.4 Others
8.6 Global Gaming Simulation Market by End Use
8.6.1 Residential
8.6.1.1 Historical Trend (2018-2022)
8.6.1.2 Forecast Trend (2023-2028)
8.6.2 Commercial
8.6.2.1 Historical Trend (2018-2022)
8.6.2.2 Forecast Trend (2023-2028)
8.7 Global Gaming Simulation Market by Region
8.7.1 North America
8.7.1.1 Historical Trend (2018-2022)
8.7.1.2 Forecast Trend (2023-2028)
8.7.2 Europe
8.7.2.1 Historical Trend (2018-2022)
8.7.2.2 Forecast Trend (2023-2028)
8.7.3 Asia Pacific
8.7.3.1 Historical Trend (2018-2022)
8.7.3.2 Forecast Trend (2023-2028)
8.7.4 Latin America
8.7.4.1 Historical Trend (2018-2022)
8.7.4.2 Forecast Trend (2023-2028)
8.7.5 Middle East and Africa
8.7.5.1 Historical Trend (2018-2022)
8.7.5.2 Forecast Trend (2023-2028)
9 North America Gaming Simulation Market Analysis
9.1 United States of America
9.1.1 Historical Trend (2018-2022)
9.1.2 Forecast Trend (2023-2028)
9.2 Canada
9.2.1 Historical Trend (2018-2022)
9.2.2 Forecast Trend (2023-2028)
10 Europe Gaming Simulation Market Analysis
10.1 United Kingdom
10.1.1 Historical Trend (2018-2022)
10.1.2 Forecast Trend (2023-2028)
10.2 Germany
10.2.1 Historical Trend (2018-2022)
10.2.2 Forecast Trend (2023-2028)
10.3 France
10.3.1 Historical Trend (2018-2022)
10.3.2 Forecast Trend (2023-2028)
10.4 Italy
10.4.1 Historical Trend (2018-2022)
10.4.2 Forecast Trend (2023-2028)
10.5 Others
11 Asia Pacific Gaming Simulation Market Analysis
11.1 China
11.1.1 Historical Trend (2018-2022)
11.1.2 Forecast Trend (2023-2028)
11.2 Japan
11.2.1 Historical Trend (2018-2022)
11.2.2 Forecast Trend (2023-2028)
11.3 India
11.3.1 Historical Trend (2018-2022)
11.3.2 Forecast Trend (2023-2028)
11.4 ASEAN
11.4.1 Historical Trend (2018-2022)
11.4.2 Forecast Trend (2023-2028)
11.5 Australia
11.5.1 Historical Trend (2018-2022)
11.5.2 Forecast Trend (2023-2028)
11.6 Others
12 Latin America Gaming Simulation Market Analysis
12.1 Brazil
12.1.1 Historical Trend (2018-2022)
12.1.2 Forecast Trend (2023-2028)
12.2 Argentina
12.2.1 Historical Trend (2018-2022)
12.2.2 Forecast Trend (2023-2028)
12.3 Mexico
12.3.1 Historical Trend (2018-2022)
12.3.2 Forecast Trend (2023-2028)
12.4 Others
13 Middle East and Africa Gaming Simulation Market Analysis
13.1 Saudi Arabia
13.1.1 Historical Trend (2018-2022)
13.1.2 Forecast Trend (2023-2028)
13.2 United Arab Emirates
13.2.1 Historical Trend (2018-2022)
13.2.2 Forecast Trend (2023-2028)
13.3 Nigeria
13.3.1 Historical Trend (2018-2022)
13.3.2 Forecast Trend (2023-2028)
13.4 South Africa
13.4.1 Historical Trend (2018-2022)
13.4.2 Forecast Trend (2023-2028)
13.5 Others
14 Market Dynamics
14.1 SWOT Analysis
14.1.1 Strengths
14.1.2 Weaknesses
14.1.3 Opportunities
14.1.4 Threats
14.2 Porter’s Five Forces Analysis
14.2.1 Supplier’s Power
14.2.2 Buyer’s Power
14.2.3 Threat of New Entrants
14.2.4 Degree of Rivalry
14.2.5 Threat of Substitutes
14.3 Key Indicators for Demand
14.4 Key Indicators for Price
15 Competitive Landscape
15.1 Market Structure
15.2 Company Profiles
15.2.1 Sony Corporation
15.2.1.1 Company Overview
15.2.1.2 Product Portfolio
15.2.1.3 Demographic Reach and Achievements
15.2.1.4 Certifications
15.2.2 CXC Simulations
15.2.2.1 Company Overview
15.2.2.2 Product Portfolio
15.2.2.3 Demographic Reach and Achievements
15.2.2.4 Certifications
15.2.3 Eleetus, LLC
15.2.3.1 Company Overview
15.2.3.2 Product Portfolio
15.2.3.3 Demographic Reach and Achievements
15.2.3.4 Certifications
15.2.4 D-BOX Technologies Inc.
15.2.4.1 Company Overview
15.2.4.2 Product Portfolio
15.2.4.3 Demographic Reach and Achievements
15.2.4.4 Certifications
15.2.5 Playseat B.V.
15.2.5.1 Company Overview
15.2.5.2 Product Portfolio
15.2.5.3 Demographic Reach and Achievements
15.2.5.4 Certifications
15.2.6 Vesaro Ltd
15.2.6.1 Company Overview
15.2.6.2 Product Portfolio
15.2.6.3 Demographic Reach and Achievements
15.2.6.4 Certifications
15.2.7 Cruden
15.2.7.1 Company Overview
15.2.7.2 Product Portfolio
15.2.7.3 Demographic Reach and Achievements
15.2.7.4 Certifications
15.2.8 3D perception Inc.
15.2.8.1 Company Overview
15.2.8.2 Product Portfolio
15.2.8.3 Demographic Reach and Achievements
15.2.8.4 Certifications
15.2.9 CKAS Mechatronics Pty Ltd.
15.2.9.1 Company Overview
15.2.9.2 Product Portfolio
15.2.9.3 Demographic Reach and Achievements
15.2.9.4 Certifications
15.2.10 Others
16 Key Trends and Developments in the Market
List of Key Figures and Tables
1. Global Gaming Simulation Market: Key Industry Highlights, 2018 and 2028
2. Global Gaming Simulation Historical Market: Breakup by Component (USD Billion), 2018-2022
3. Global Gaming Simulation Market Forecast: Breakup by Component (USD Billion), 2023-2028
4. Global Gaming Simulation Historical Market: Breakup by Game Type (USD Billion), 2018-2022
5. Global Gaming Simulation Market Forecast: Breakup by Game Type (USD Billion), 2023-2028
6. Global Gaming Simulation Historical Market: Breakup by End Use (USD Billion), 2018-2022
7. Global Gaming Simulation Market Forecast: Breakup by End Use (USD Billion), 2023-2028
8. Global Gaming Simulation Historical Market: Breakup by Region (USD Billion), 2018-2022
9. Global Gaming Simulation Market Forecast: Breakup by Region (USD Billion), 2023-2028
10. North America Gaming Simulation Historical Market: Breakup by Country (USD Billion), 2018-2022
11. North America Gaming Simulation Market Forecast: Breakup by Country (USD Billion), 2023-2028
12. Europe Gaming Simulation Historical Market: Breakup by Country (USD Billion), 2018-2022
13. Europe Gaming Simulation Market Forecast: Breakup by Country (USD Billion), 2023-2028
14. Asia Pacific Gaming Simulation Historical Market: Breakup by Country (USD Billion), 2018-2022
15. Asia Pacific Gaming Simulation Market Forecast: Breakup by Country (USD Billion), 2023-2028
16. Latin America Gaming Simulation Historical Market: Breakup by Country (USD Billion), 2018-2022
17. Latin America Gaming Simulation Market Forecast: Breakup by Country (USD Billion), 2023-2028
18. Middle East and Africa Gaming Simulation Historical Market: Breakup by Country (USD Billion), 2018-2022
19. Middle East and Africa Gaming Simulation Market Forecast: Breakup by Country (USD Billion), 2023-2028
20. Global Gaming Simulation Market Structure
In 2022, the market reached an approximate value of USD 6.4 billion.
The market is projected to grow at a CAGR of 14.80% between 2023 and 2028.
The market is estimated to witness healthy growth in the forecast period of 2023-2028 to reach a value of around USD 14.6 billion by 2028.
The market is being driven by the rising demand for a more immersive experience in video games and the development of affordable simulators.
The key trends aiding the market are the increasing implementation of simulation technologies for training and virtual reality integration.
The major regional markets are North America, Europe, the Asia Pacific, Latin America, and the Middle East and Africa.
The major types of games in the market are racing, shooting, and fighting, among others.
The key players in the market include Sony Corporation, CXC Simulations, Eleetus, LLC, D-BOX Technologies Inc., Playseat B.V., Vesaro Ltd, Cruden, 3D perception Inc., and CKAS Mechatronics Pty Ltd., among others.
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