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Gaming Simulator Market Report

RA00179

Gaming Simulator Market, by Component (Software, Hardware), Type (Shooting, Fighting, and Racing), and End-Use Industry (Commercial, Residential), Regional Analysis (North America, Europe, Asia Pacific, and LAMEA): Global Opportunity Analysis and Industry Forecast, 2019–2026
Update Available On-Demand

RA00179

Pages: 145

Apr 2020

Global  Gaming Simulator Industry Insights, 2026:

The global gaming simulator market forecast shall be $13,378.2 million by 2026, surging  from $4,320.0 million in 2018 at a healthy rate of 17.2%.Asia-Pacific gaming simulator market is expected to surge at a healthy rate of 17.9% by generating a revenue of $4,044.5 million, during the forecast period .Strategic collaboration salong with technological boom in the gaming industry are expected to accelerate the Asia-Pacific market growth.

The concept of simulation refers to the recreation of real-world situation in order to analyze key elements of that particular situation with the help of advanced visualization technologies and software programming. The gaming platforms which are developed to offer such type of experience to the users are simulation games while the hardware and software required to achieve gaming simulation is known as gaming simulator. Simulator games enable players to experience situations and scenarios in great details.

Driving Factors: The extensively increasing adoption of gaming zones world  wide is anticipated to drive the global gaming simulator market

The growth of the gaming simulator market is attributed to factors such as superior playing experience, improvement in performance, rising adoption of gaming zones, the emergence of gaming as one of the prominent means of entertainment, and growing number of virtual training solutions. For instance, according to a study published by UK Interactive Entertainment Association in 2017, an estimated 32.4 million
people in the UK use gaming as their entertainment platform. Moreover, according to the same study, 32.0% of players in the UK prefer to play games on mobiles and consoles.

Market Restraint: Lower market product penetration in the middle-east and developing countries is projected to obstruct the growth of the global gaming simulators industry

The high cost of gaming simulators and low market product penetration in emerging nations is expected to hamper the growth of the market during the forecast period.

Investment Opportunities: The in Screaning adoption of Free 2 play games is anticipated to create significant opportunities in the global gaming simulator market

The gaming industry across the world is witnessing growing adoption and introduction of Free2Play games. In this type of business model, the player doesn’t have to pay for the games. Social interactions with other gamers, unobstructed play, competition, and economic rationale are some of the key factors attracting gamers, across the globe. Moreover, the best feature of Free2Play games is that many of them are just as excellent as one-time purchased games that go for around $50. Furthermore, these games provide great graphics and the best multiplayer action. These games offer free up-gradation of new maps and weapons along with artificial scarcity and alterations of content. These factors may drive the demand for Frre2play games, which may significantly create vast opportunities for the gaming simulator market, throughout the forecast period.

The global software segment shall experience significant growth in the global market and it is expected to cross $7,381.5 million by 2026, rising from $1,944.0 million in 2018; this is mainly because of its attractive interface and intuitiveness. Simulator software is a requirement for game developers’ tool kit and there are various options available in this software, worldwide. Software consist of multiple additional functionalities along with some of the software is free and open source. These factors may drive the growth of this market.

The shooting segment for the gaming simulator market shall experience the highest growth in the global market and it is anticipated to cross $4,398.2 million during the forecast period. The significantly rising popularity of the FPS (first-person shooter) is one of the key factors for the growth of the shooting segment. Moreover, the availability of influential shooting games, an exciting mix of first-person shooting and mech-based combat, and a variety of maps and multi-stage events are some of the driving factors for the growth of this market, over the forecast period. The racing segment of the gaming simulator market has the highest market share in the global market and it is expected to surpass $5997.5 million over the forecast period. This is mainly because of the attractive interface along with an excellent quality of virtual and sound effects.

The commercial segment for the gaming simulator market shall have a significant market share in the global market and it is expected to generate a revenue of $7,996.6 million by 2026, during the forecast period. However, the residential end-use industry held a major market share in the global gaming simulator market size in 2018. Market players are focusing on interface attractiveness and improving modeling tools and graphic quality.

The Asia-Pacific gaming simulator market has the highest growth it was valued at $4,044.5 million in 2018 and is projected to grow at a healthy CAGR, over the forecast period. Extensive growth in the game zones based on simulators system and VR (Virtual reality) is one of the driving factors for the surge of the global gaming market, particularly in Asian countries such as Japan, South Korea, India, and China. Furthermore, rising disposable income, an increase in smartphone penetration, affordable new technologies, and a growing developer ecosystem are the significant elements of the growth of this region. Moreover, the introduction of new technologies like the availability of VR at affordable rates is expected to drive the growth of the gaming simulator market in developing economies of Asian countries, throughout the forecast period.

North America Gaming Simulation Market Outlook, 2026:

The North America region has the highest market share and it has generated a revenue of $5,382.4 million in 2026 at a significant CAGR of 16.4%, over the forecast period. This is mainly because of the strong presence of key manufacturers of gaming simulators such as JUEGO STUDIO PRIVATE LIMITED in the region. Moreover, the optimal adoption of technological innovations and the increasing popularity of VR and simulator-based games are anticipated to foster the demand for the gaming simulator market, during the forecast period. 

Leading gaming simulator market players are CXC Simulators, D-BOX TECHNOLOGIES INC., Villers Enterprises Ltd, Eleetus., Hammacher Schlemmer & Company, Inc., Play seat B.V., Sony Interactive Entertainment Inc., Aeon Sim,  Vesaro,  and RSEAT Ltd.

Gaming simulator market players are emphasizing mergers & acquisitions and advanced product developments. These are the frequent strategies followed by established organizations.

Porter’s Five Forces Analysis for Gaming Simulator Market:

  • Bargaining Power of Suppliers: Low number of significant suppliers and an increase int he need for superior technology are creating high bargaining power of suppliers. Moreover, the switching cost for suppliers is very high, in this market. The bargaining power of the supplier is HIGH.

  • Bargaining Power of Buyer: Buyers have restricted power over console developers, as the number of potential buyers is high. Very few big firms exist in the gaming simulator market and there aren’t multiple choices left for the buyers. Thus, The bargaining power of the buyer is LOW.

  • Threat of New Entrants: High capital investments at the new entry for new companies and the strong presence of already existing market players anticipate lower risks of entrants. Moreover, higher financial investment is required for the penetration of a new brand. The bargaining power of the new entrant is LOW.

  • Threat of Substitutes: Market players of the global gaming simulator market are adopting product development as well as up-gradation of games. Also, a large number of players show more preference for simulator-based games. The threat of substitutes is LOW.

  • Competitive Rivalry in the Market: Key players of the global gaming simulator market are emphasizing mainly on pricing, adoption of technological evolutions, providing a highly integrated interface of games and customer preferences. Competitive Rivalry in the Market is HIGH.

 

Aspect

Particulars

  Historical Market Estimations

  2018-2019

  Base Year for Market Estimation

  2018

  Forecast timeline for Market Projection

  2019-2026

  Geographical Scope

  North America, Europe, Asia-Pacific, LAMEA

  Segmentation by Component

  • Hardware
  • Software

  Segmentation by Type

  • Shooting
  • Fighting
  • Racing

  Segmentation by End-Use Industry

  • Commercial
  • Residential

  Key Countries Covered

U.S., Canada, Mexico, Germany, France, UK, Italy, Spain, Russia, Rest of Europe, China, Japan, India, Australia, South Korea, Rest of Asia-Pacific, Brazil, Saudi Arabia, United Arab Emirates, Rest of LAMEA

  Key Companies Profiled

  • CXC Simulators

  • D-BOX TECHNOLOGIES INC.

  • Villers Enterprises Ltd

  • Eleetus.

  • Hammacher Schlemmer & Company, Inc.

  • Playseat B.V.

  • Sony Interactive Entertainment Inc.

  • AeonSim

  • Vesaro

  • RSEAT Ltd

 


Frequently Asked Questions
 

A. The global gaming simulator market size was over $4,320.0 million in 2018 and is projected to reach $15,378.2 million by 2026.

A. D-BOX TECHNOLOGIES INC., CXC Simulators ,and Villers Enterprises Ltd, are some of the key players in the global gaming simulators Market.

A. The Asia-Pacific region possesses great investment opportunities for investors to witness the most promising growth in the future.

A. The Asia-Pacific market gaming simulators Market is anticipated to grow at 17.9% CAGR during the forecast period.

A. Technological advancements, product development, along with joint ventures are the key strategies opted by the operating companies in this market.

A. Hammacher Schlemmer & Company, Inc. and Eleetus. are investing more on R&D activities for developing new products and technologies.

1. Research Methodology

1.1.Desk Research
1.2.Real time insights and validation
1.3.Forecast model
1.4.Assumptions and forecast parameters

1.4.1.Assumptions
1.4.2.Forecast parameters

1.5.Data sources

1.5.1.Primary
1.5.2.Secondary

2. Executive Summary

2.1.360° summary
2.2.Component trends
2.3.Type trends
2.4.End-Use Industry trends

3. Market overview

3.1.Market segmentation & definitions
3.2.Key takeaways

3.2.1.Top investment pockets
3.2.2.Top winning strategies

3.3.Porter’s five forces analysis

3.3.1.Bargaining power of consumers
3.3.2.Bargaining power of suppliers
3.3.3.Threat of new entrants
3.3.4.Threat of substitutes
3.3.5.Competitive rivalry in the market

3.4.Market dynamics

3.4.1.Drivers
3.4.2.Restraints
3.4.3.Opportunities

3.5.Technology landscape
3.6.Regulatory landscape
3.7.Patent landscape
3.8.Market value chain analysis
3.9.Strategic overview

4. Gaming Simulator Market, by Component

4.1.Software

4.1.1.Market size and forecast, by region, 2019-2026
4.1.2.Comparative market share analysis, 2019&2026

4.2.Hardware4.2.1.Market size and forecast, by region, 2019-2026
 

4.2.2.Comparative market share analysis, 2019&2026

5. Gaming Simulator Market, by Type

5.1.Shooting

5.1.1.Market size and forecast, by region, 2019-2026
5.1.2.Comparative market share analysis, 2019&2026

5.2.Fighting

5.2.1.Market size and forecast, by region, 2019-2026
5.2.2.Comparative market share analysis, 2019&2026

5.3.racing

5.3.1.Market size and forecast, by region, 2019-2026
5.3.2.Comparative market share analysis, 2019&2026

6. Gaming Simulator Market, by End-Use Industry

6.1.Commercial6.1.1.Market size and forecast, by region, 2019-2026
 

6.1.2.Comparative market share analysis, 2019&2026

6.2.Residential6.2.1.Market size and forecast, by region, 2019-2026
 

6.2.2.Comparative market share analysis, 2019&2026

7. Gaming Simulator Market, by region

7.1.North America

7.1.1.Market size and forecast, by component, 2019-2026
7.1.2.Market size and forecast, by type, 2019-2026
7.1.3.Market size and forecast, by end use industry type, 2019-2026
7.1.4.Market size and forecast, by country, 2019-2026
7.1.5.Comparative market share analysis, 2019&2026
7.1.6.U.S.

7.1.6.1.Market size and forecast, by component, 2019-2026
7.1.6.2.Market size and forecast, by type, 2019-2026
7.1.6.3.Market size and forecast, by end use industry type, 2019-2026
7.1.6.4.Comparative market share analysis, 2019&2026

7.1.7.Canada

7.1.7.1.Market size and forecast, by component, 2019-2026
7.1.7.2.Market size and forecast, by type, 2019-2026
7.1.7.3.Market size and forecast, by end use industry type, 2019-2026
7.1.7.4.Comparative market share analysis, 2019&2026

7.1.8.Mexico

7.1.8.1.Market size and forecast, by component, 2019-2026
7.1.8.2.Market size and forecast, by type, 2019-2026
7.1.8.3.Market size and forecast, by end use industry type, 2019-2026
7.1.8.4.Comparative market share analysis, 2019&2026

7.2.Europe

7.2.1.Market size and forecast, by component, 2019-2026
7.2.2.Market size and forecast, by type, 2019-2026
7.2.3.Market size and forecast, by end use industry type, 2019-2026
7.2.4.Market size and forecast, by country, 2019-2026
7.2.5.Comparative market share analysis, 2019&2026
7.2.6.Germany 

7.2.6.1.Market size and forecast, by component, 2019-2026
7.2.6.2.Market size and forecast, by type, 2019-2026
7.2.6.3.Market size and forecast, by end use industry type, 2019-2026
7.2.6.4.Comparative market share analysis, 2019&2026

7.2.7.UK

7.2.7.1.Market size and forecast, by component, 2019-2026
7.2.7.2.Market size and forecast, by type, 2019-2026
7.2.7.3.Market size and forecast, by end use industry type, 2019-2026
7.2.7.4.Comparative market share analysis, 2019&2026

7.2.8.France

7.2.8.1.Market size and forecast, by component, 2019-2026
7.2.8.2.Market size and forecast, by type, 2019-2026
7.2.8.3.Market size and forecast, by end use industry type, 2019-2026
7.2.8.4.Comparative market share analysis, 2019&2026

7.2.9.Spain

7.2.9.1.Market size and forecast, by component, 2019-2026
7.2.9.2.Market size and forecast, by type, 2019-2026
7.2.9.3.Market size and forecast, by end use industry type, 2019-2026
7.2.9.4.Comparative market share analysis, 2019&2026

7.2.10.Italy 

7.2.10.1.Market size and forecast, by component, 2019-2026
7.2.10.2.Market size and forecast, by type, 2019-2026
7.2.10.3.Market size and forecast, by end use industry type, 2019-2026
7.2.10.4.Comparative market share analysis, 2019&2026

7.2.11.Rest of Europe

7.2.11.1.Market size and forecast, by component, 2019-2026
7.2.11.2.Market size and forecast, by type, 2019-2026
7.2.11.3.Market size and forecast, by end use industry type, 2019-2026
7.2.11.4.Comparative market share analysis, 2019&2026

7.3.Asia Pacific

7.3.1.Market size and forecast, by component, 2019-2026
7.3.2.Market size and forecast, by type, 2019-2026
7.3.3.Market size and forecast, by end use industry type, 2019-2026
7.3.4.Market size and forecast, by country, 2019-2026
7.3.5.Comparative market share analysis, 2019&2026
7.3.6.China

7.3.6.1.Market size and forecast, by component, 2019-2026
7.3.6.2.Market size and forecast, by type, 2019-2026
7.3.6.3.Market size and forecast, by end use industry type, 2019-2026
7.3.6.4.Comparative market share analysis, 2019&2026

7.3.7.India 

7.3.7.1.Market size and forecast, by component, 2019-2026
7.3.7.2.Market size and forecast, by type, 2019-2026
7.3.7.3.Market size and forecast, by end use industry type, 2019-2026
7.3.7.4.Comparative market share analysis, 2019&2026

7.3.8.Australia 

7.3.8.1.Market size and forecast, by component, 2019-2026
7.3.8.2.Market size and forecast, by type, 2019-2026
7.3.8.3.Market size and forecast, by end use industry type, 2019-2026
7.3.8.4.Comparative market share analysis, 2019&2026

7.3.9.Rest of Asia Pacific

7.3.9.1.Market size and forecast, by component, 2019-2026
7.3.9.2.Market size and forecast, by type, 2019-2026
7.3.9.3.Market size and forecast, by end use industry type, 2019-2026
7.3.9.4.Comparative market share analysis, 2019&2026

7.4.LAMEA

7.4.1.Market size and forecast, by component, 2019-2026
7.4.2.Market size and forecast, by type, 2019-2026
7.4.3.Market size and forecast, by end use industry type, 2019-2026
7.4.4.Market size and forecast, by country, 2019-2026
7.4.5.Comparative market share analysis, 2019&2026
7.4.6.Latin America 

7.4.6.1.Market size and forecast, by component, 2019-2026
7.4.6.2.Market size and forecast, by type, 2019-2026
7.4.6.3.Market size and forecast, by end use industry type, 2019-2026
7.4.6.4.Comparative market share analysis, 2019&2026

7.4.7.Middle East 

7.4.7.1.Market size and forecast, by component, 2019-2026
7.4.7.2.Market size and forecast, by type, 2019-2026
7.4.7.3.Market size and forecast, by end use industry type, 2019-2026
7.4.7.4.Comparative market share analysis, 2019&2026

7.4.8.Africa

7.4.8.1.Market size and forecast, by component, 2019-2026
7.4.8.2.Market size and forecast, by type, 2019-2026
7.4.8.3.Market size and forecast, by end use industry type, 2019-2026
7.4.8.4.Comparative market share analysis, 2019&2026

8. Company profiles

           8.1.CXC Simulations
8.1.1.Business overview
8.1.2.Financial performance
8.1.3.Product portfolio
8.1.4.Recent strategic moves & developments
8.1.5.SWOT analysis

8.2.D-BOX TECHNOLOGIES INC.

8.2.1.Business overview
8.2.2.Financial performance
8.2.3.Product portfolio
8.2.4.Recent strategic moves & developments
8.2.5.SWOT analysis

8.3.Villers Enterprises Ltd

8.3.1.Business overview
8.3.2.Financial performance
8.3.3.Product portfolio
8.3.4.Recent strategic moves & developments
8.3.5.SWOT analysis

8.4.Eleetus.

8.4.1.Business overview
8.4.2.Financial performance
8.4.3.Product portfolio
8.4.4.Recent strategic moves & developments
8.4.5.SWOT analysis

8.5.Hammacher Schlemmer & Company, Inc.

8.5.1.Business overview
8.5.2.Financial performance
8.5.3.Product portfolio
8.5.4.Recent strategic moves & developments
8.5.5.SWOT analysis

8.6.Playseat B.V.

8.6.1.Business overview
8.6.2.Financial performance
8.6.3.Product portfolio
8.6.4.Recent strategic moves & developments
8.6.5.SWOT analysis

8.7.Sony Interactive Entertainment Inc.

8.7.1.Business overview
8.7.2.Financial performance
8.7.3.Product portfolio
8.7.4.Recent strategic moves & developments
8.7.5.SWOT analysis

8.8.AeonSim

8.8.1.Business overview
8.8.2.Financial performance
8.8.3.Product portfolio
8.8.4.Recent strategic moves & developments
8.8.5.SWOT analysis

8.9.Vesaro8.9.1.Business overview
 

8.9.2.Financial performance
8.9.3.Product portfolio
8.9.4.Recent strategic moves & developments
8.9.5.SWOT analysis

8.10.RSEAT Ltd

8.10.1.Business overview
8.10.2.Financial performance
8.10.3.Product portfolio
8.10.4.Recent strategic moves & developments
8.10.5.SWOT analysis

 

A simulation gaming refers to anassorted category of video games which are typically designed to mimic real-world activities.

A simulation game recreates real-life activities in an attractive interface of a virtual game. These games are built for a variety of purposes such as analysis, training, or prediction. 

With no clearly defined goal, the player is directed to control a character or environment as per his own likings. War games, business games, shooting games, and role play simulation are some of the examples of this game.

Most beneficial factors for the market growth

The factors attributed to the growth of the market includeperformance improvement, greater player experience, rising acceptance of gaming zones, emergence of gaming as one of the prominent means of entertainment, and growing number of virtual training solutions.

A study published by UK Interactive Entertainment Association in 2017 reveals that an estimated 32.4 million people in the UK uses gaming as their entertainment platform. The same study also claims that 32.0% of players in the UK prefer to play games on mobiles and consoles. 

Dumlekar definessimulation as a replica of reality. Itempowers the adult members to learn through collaborative experiences. Simulations encompass elements of adult and experiential learning.  This makes simulation beneficial while learning about multifaceted situations where data is unavailable, incomplete, or unreliable, where there are unacquainted problems. Dumlekar also asserts thatsimulations offer several benefits. They fast-trackand compress time while offering a prudence of a blurred future. 

Recent Advances in the market

According to a report , the leading players of the global simulation gaming are Sony Interactive Entertainment Inc.,D-BOX TECHNOLOGIES INC., Hammacher Schlemmer & Company, Inc., Villers Enterprises Ltd,CXC Simulators, Vesaro, Playseat B.V.,  AeonSim, Eleetus., and RSEAT Ltd.

These market players are adopting several smart strategies including product innovation and launches, current technology upgradation, mergers and acquisitions, and partnerships and collaborations to grab the highest market size.

  • The Razer Eracing Simulator concept is created in a partnership with Vesaro, a racing simulator company. Razer fetched together some of the prominent companies in simulator racing with an aim to convey the most immersive racing experience till today.

  • Running Project CARS Pro, the concept model features technology from Vesaro, Simpit, Fanatec and Synthesis VR, creating a thrilling and immersive eracing setup with a 202-degree projection system, a hydraulic racing platform, full manual controls, and a steering wheel with paddle shift.

As per a latest news, Sony has patented a PlayStation 5 motion controller design. This controllerwill detect individual fingers to execute actions during gameplay using fingerprint sensors.

Sony has filed for a patent with the World Intellectual Property Office (WIPO) for a motion controller with fingerprint sensors to identify where the fingers hit the sensor panel. Such a controller can have applications in first-person shooters, interactions in VR games, flight simulators, etc.

All these new and recent developments are going to pave the way for a bigger and better gaming simulator market. Several developments are still in the pipeline to be worked on. The market is foreseen to be booming in the coming years too.
 

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