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Gaming Simulation Market

Global Gaming Simulation Market Size, Share, Trends, Forecast: By Component: Hardware, Software, Service; By Game Type: Racing, Shooting, Fighting, Others; By End Use: Residential, Commercial; Regional Analysis; Market Dynamics: SWOT Analysis, Porter’s Five Forces Analysis, Key Indicators for Demand; Competitive Landscape; 2024-2032

Global Gaming Simulation Market Outlook

The global gaming simulation market size reached approximately USD 7.35 billion in 2023. The market is projected to grow at a CAGR of 14.8% between 2024 and 2032, reaching a value of around USD 25.36 billion by 2032.

 

Key Trends in the Market

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.

 

  • The global gaming simulation market demand is being propelled by the increasing demand for immersive games for lifelike experiences. Manufacturers are increasingly developing advanced and more immersive simulation devices to meet the changing demands of consumers.
  • In the forecast period, the gaming simulation market growth is likely to be fuelled by the increasing adoption of simulation technologies for driver and pilot training. Military organisations around the world are adopting simulation technologies for the training of recruits in logistics, flying, and situational training, which can be complex and costly to achieve in the real world.
  • The emergence of virtual reality is one of the most significant global gaming simulation market trends. The integration of this technology in recreational and training simulation can allow gamers to have an immersive and near real-life experience, supporting the growth of the market.

 

Market Analysis

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.

 

  • Sony Corporation
  • CXC Simulations
  • Eleetus, LLC
  • D-BOX Technologies Inc.
  • Playseat B.V.
  • Vesaro Ltd
  • Cruden
  • 3D perception Inc.
  • CKAS Mechatronics Pty Ltd.
  • Others

 

Market Share by Component

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.

 

Market Share by Game Type

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.

 

Competitive Landscape

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.

 

Key Highlights of the Report

REPORT FEATURES DETAILS
Base Year 2023
Historical Period 2018-2023
Forecast Period 2024-2032
Scope of the Report

Historical and Forecast Trends, Industry Drivers and Constraints, Historical and Forecast Market Analysis by Segment:

  • Component
  • Game Type
  • End Use
  • Region
Breakup by Component
  • Hardware
  • Software
  • Service
Breakup by Game Type
  • Racing
  • Shooting
  • Fighting
  • Others
Breakup by End Use
  • Residential
  • Commercial
Breakup by Region
  • North America
    • United States of America 
    • Canada
  • Europe
    • United Kingdom
    • Germany
    • France
    • Italy
    • Others
  • Asia Pacific
    • China
    • Japan
    • India
    • ASEAN
    • Australia
    • Others
  • Latin America
    • Brazil
    • Argentina
    • Mexico
    • Others
  • Middle East and Africa
    • Saudi Arabia
    • United Arab Emirates
    • Nigeria
    • South Africa
    • Others
Market Dynamics
  • SWOT Analysis
  • Porter's Five Forces Analysis
  • Key Indicators for Demand
  • Key Indicators for Price
Competitive Landscape
  • Market Structure
  • Company Profiles
    • Company Overview
    • Product Portfolio
    • Demographic Reach and Achievements
    • Certifications
Companies Covered
  • Sony Corporation
  • CXC Simulations
  • Eleetus, LLC
  • D-BOX Technologies Inc.
  • Playseat B.V.
  • Vesaro Ltd
  • Cruden
  • 3D perception Inc.
  • CKAS Mechatronics Pty Ltd.
  • Others

 

*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 (2018-2023) 
    8.3    Global Gaming Simulation Market Forecast (2024-2032)
    8.4    Global Gaming Simulation Market by Component
        8.4.1    Hardware 
            8.4.1.1    Historical Trend (2018-2023)
            8.4.1.2    Forecast Trend (2024-2032)
        8.4.2    Software
            8.4.2.1    Historical Trend (2018-2023)
            8.4.2.2    Forecast Trend (2024-2032)
        8.4.3    Service
            8.4.3.1    Historical Trend (2018-2023)
            8.4.3.2    Forecast Trend (2024-2032)
    8.5    Global Gaming Simulation Market by Game Type
        8.5.1    Racing
            8.5.1.1    Historical Trend (2018-2023)
            8.5.1.2    Forecast Trend (2024-2032)
        8.5.2    Shooting
            8.5.2.1    Historical Trend (2018-2023)
            8.5.2.2    Forecast Trend (2024-2032)
        8.5.3    Fighting
            8.5.3.1    Historical Trend (2018-2023)
            8.5.3.2    Forecast Trend (2024-2032)
        8.5.4    Others
    8.6    Global Gaming Simulation Market by End Use
        8.6.1    Residential
            8.6.1.1    Historical Trend (2018-2023)
            8.6.1.2    Forecast Trend (2024-2032)
        8.6.2    Commercial
            8.6.2.1    Historical Trend (2018-2023)
            8.6.2.2    Forecast Trend (2024-2032)
    8.7    Global Gaming Simulation Market by Region
        8.7.1    North America
            8.7.1.1    Historical Trend (2018-2023)
            8.7.1.2    Forecast Trend (2024-2032)
        8.7.2    Europe
            8.7.2.1    Historical Trend (2018-2023)
            8.7.2.2    Forecast Trend (2024-2032)
        8.7.3    Asia Pacific
            8.7.3.1    Historical Trend (2018-2023)
            8.7.3.2    Forecast Trend (2024-2032)
        8.7.4    Latin America
            8.7.4.1    Historical Trend (2018-2023)
            8.7.4.2    Forecast Trend (2024-2032)
        8.7.5    Middle East and Africa
            8.7.5.1    Historical Trend (2018-2023)
            8.7.5.2    Forecast Trend (2024-2032)
9    North America Gaming Simulation Market Analysis
    9.1    United States of America 
        9.1.1    Historical Trend (2018-2023)
        9.1.2    Forecast Trend (2024-2032)
    9.2    Canada
        9.2.1    Historical Trend (2018-2023)
        9.2.2    Forecast Trend (2024-2032)
10    Europe Gaming Simulation Market Analysis
    10.1    United Kingdom
        10.1.1    Historical Trend (2018-2023)
        10.1.2    Forecast Trend (2024-2032)
    10.2    Germany
        10.2.1    Historical Trend (2018-2023)
        10.2.2    Forecast Trend (2024-2032)
    10.3    France
        10.3.1    Historical Trend (2018-2023)
        10.3.2    Forecast Trend (2024-2032)
    10.4    Italy
        10.4.1    Historical Trend (2018-2023)
        10.4.2    Forecast Trend (2024-2032)
    10.5    Others
11    Asia Pacific Gaming Simulation Market Analysis
    11.1    China
        11.1.1    Historical Trend (2018-2023)
        11.1.2    Forecast Trend (2024-2032)
    11.2    Japan
        11.2.1    Historical Trend (2018-2023)
        11.2.2    Forecast Trend (2024-2032)
    11.3    India
        11.3.1    Historical Trend (2018-2023)
        11.3.2    Forecast Trend (2024-2032)
    11.4    ASEAN
        11.4.1    Historical Trend (2018-2023)
        11.4.2    Forecast Trend (2024-2032)
    11.5    Australia
        11.5.1    Historical Trend (2018-2023)
        11.5.2    Forecast Trend (2024-2032)
    11.6    Others
12    Latin America Gaming Simulation Market Analysis
    12.1    Brazil
        12.1.1    Historical Trend (2018-2023)
        12.1.2    Forecast Trend (2024-2032)
    12.2    Argentina
        12.2.1    Historical Trend (2018-2023)
        12.2.2    Forecast Trend (2024-2032)
    12.3    Mexico
        12.3.1    Historical Trend (2018-2023)
        12.3.2    Forecast Trend (2024-2032)
    12.4    Others
13    Middle East and Africa Gaming Simulation Market Analysis
    13.1    Saudi Arabia
        13.1.1    Historical Trend (2018-2023)
        13.1.2    Forecast Trend (2024-2032)
    13.2    United Arab Emirates
        13.2.1    Historical Trend (2018-2023)
        13.2.2    Forecast Trend (2024-2032)
    13.3    Nigeria
        13.3.1    Historical Trend (2018-2023)
        13.3.2    Forecast Trend (2024-2032)
    13.4    South Africa
        13.4.1    Historical Trend (2018-2023)
        13.4.2    Forecast Trend (2024-2032)
    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 2032
2.    Global Gaming Simulation Historical Market: Breakup by Component (USD Billion), 2018-2023
3.    Global Gaming Simulation Market Forecast: Breakup by Component (USD Billion), 2024-2032
4.    Global Gaming Simulation Historical Market: Breakup by Game Type (USD Billion), 2018-2023
5.    Global Gaming Simulation Market Forecast: Breakup by Game Type (USD Billion), 2024-2032
6.    Global Gaming Simulation Historical Market: Breakup by End Use (USD Billion), 2018-2023
7.    Global Gaming Simulation Market Forecast: Breakup by End Use (USD Billion), 2024-2032
8.    Global Gaming Simulation Historical Market: Breakup by Region (USD Billion), 2018-2023
9.    Global Gaming Simulation Market Forecast: Breakup by Region (USD Billion), 2024-2032
10.    North America Gaming Simulation Historical Market: Breakup by Country (USD Billion), 2018-2023
11.    North America Gaming Simulation Market Forecast: Breakup by Country (USD Billion), 2024-2032
12.    Europe Gaming Simulation Historical Market: Breakup by Country (USD Billion), 2018-2023
13.    Europe Gaming Simulation Market Forecast: Breakup by Country (USD Billion), 2024-2032
14.    Asia Pacific Gaming Simulation Historical Market: Breakup by Country (USD Billion), 2018-2023
15.    Asia Pacific Gaming Simulation Market Forecast: Breakup by Country (USD Billion), 2024-2032
16.    Latin America Gaming Simulation Historical Market: Breakup by Country (USD Billion), 2018-2023
17.    Latin America Gaming Simulation Market Forecast: Breakup by Country (USD Billion), 2024-2032
18.    Middle East and Africa Gaming Simulation Historical Market: Breakup by Country (USD Billion), 2018-2023
19.    Middle East and Africa Gaming Simulation Market Forecast: Breakup by Country (USD Billion), 2024-2032
20.    Global Gaming Simulation Market Structure

Key Questions Answered in the Report

In 2023, the market reached an approximate value of USD 7.35 billion.

The market is projected to grow at a CAGR of 14.8% between 2024 and 2032.

The market is estimated to witness healthy growth in the forecast period of 2024-2032 to reach a value of around USD 25.36 billion by 2032.

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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