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LAMEA Gaming Simulator Market By Component (Hardware and Software), By Product (Racing, Shooting, Fighting, and Others), By End User (Residential and Commercial), By Country, Industry Analysis and Forecast, 2020 - 2026

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    Report

  • 67 Pages
  • December 2020
  • Region: Africa, Middle East
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5230358
The Latin America, Middle East and Africa Gaming Simulator Market is expected to witness market growth of 18.2% CAGR during the forecast period (2020-2026).

The usage of gaming simulators as impending stress busters also promises well for the growth. There is growing demand for gaming simulators as gamers are gradually preferring realistic games and immersive. Gaming simulators embrace the potential to provide to these altering preferences of gamers. In the meantime, new platforms are also being propelled to introduce novel and innovative games. This is encouraging the market players to progress the advancement of gaming simulators. For example, in 2019, Next Level Racing has launched F-GT Lite that is a transportable racing cockpit and it offers a real-life GT racing experience.

Though, the higher prices of gaming simulators are estimated to detain the market growth to a certain level. Makers of gaming simulators usually depend on third-party constituent providers for the stock of micro-controllers & sensors and also third-party distributors and vendors for presenting their products across the world. At this stage, any interlude or lack in the supply of constituents, incompetence to acquire components from different sources at reasonably priced prices, interferences in the actions of distributors and vendors, and discrepancies with the distributors and sellers on the business terms can possibly challenge the progress of the market. The outbreak of COVID-19 is taking its peal on the manufacturing and supply of gaming simulators as owing to the lockdowns being imposed in different parts of the world to detect the spread of the disease, manufacturing facilities have been shut. All these aspects are anticipated to confine the growth of the market over the foreseeable period.

Based on Component, the market is segmented into Hardware and Software. Based on Product, the market is segmented into Racing, Shooting, Fighting, and Others. Based on End User, the market is segmented into Residential and Commercial. Based on countries, the market is segmented into Brazil, Argentina, UAE, Saudi Arabia, South Africa, Nigeria, and Rest of LAMEA.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include D-BOX Technologies, Inc., Sony Corporation (Sony Interactive Entertainment LLC), CKAS Mechatronics Pty. Ltd., Eleetus LLC, Rseat Limited, Vesaro Limited, GTR Simulators (Abtivan), Cruden B.V., CXC Simulations and 3D Perception, Inc.

Scope of the Study

Market Segments Covered in the Report:

By Component
  • Hardware
  • Software

By Product
  • Racing
  • Shooting
  • Fighting
  • Others

By End User
  • Residential
  • Commercial

By Country
  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA

Companies Profiled
  • D-BOX Technologies, Inc.
  • Sony Corporation (Sony Interactive Entertainment LLC)
  • CKAS Mechatronics Pty. Ltd.
  • Eleetus LLC
  • Rseat Limited
  • Vesaro Limited
  • GTR Simulators (Abtivan)
  • Cruden B.V.
  • CXC Simulations
  • 3D Perception, Inc.

Unique Offerings
  • Exhaustive coverage
  • Highest number of market tables and figures
  • Subscription based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 LAMEA Gaming Simulator Market, by Component
1.4.2 LAMEA Gaming Simulator Market, by Product
1.4.3 LAMEA Gaming Simulator Market, by End User
1.4.4 LAMEA Gaming Simulator Market, by Country
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.2 Executive Summary
2.1.3 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. LAMEA Gaming Simulator Market by Component
3.1 LAMEA Gaming Simulator Hardware Market by Country
3.2 LAMEA Gaming Simulator Software Market by Country
Chapter 4. LAMEA Gaming Simulator Market by Product
4.1 LAMEA Racing Gaming Simulator Market by Country
4.2 LAMEA Shooting Gaming Simulator Market by Country
4.3 LAMEA Fighting Gaming Simulator Market by Country
4.4 LAMEA Other Product Gaming Simulator Market by Country
Chapter 5. LAMEA Gaming Simulator Market by End Use
5.1 LAMEA Residential Gaming Simulator Market by Country
5.2 LAMEA Commercial Gaming Simulator Market by Country
Chapter 6. LAMEA Gaming Simulator Market by Country
6.1 Brazil Gaming Simulator Market
6.1.1 Brazil Gaming Simulator Market by Component
6.1.2 Brazil Gaming Simulator Market by Product
6.1.3 Brazil Gaming Simulator Market by End Use
6.2 Argentina Gaming Simulator Market
6.2.1 Argentina Gaming Simulator Market by Component
6.2.2 Argentina Gaming Simulator Market by Product
6.2.3 Argentina Gaming Simulator Market by End Use
6.3 UAE Gaming Simulator Market
6.3.1 UAE Gaming Simulator Market by Component
6.3.2 UAE Gaming Simulator Market by Product
6.3.3 UAE Gaming Simulator Market by End Use
6.4 Saudi Arabia Gaming Simulator Market
6.4.1 Saudi Arabia Gaming Simulator Market by Component
6.4.2 Saudi Arabia Gaming Simulator Market by Product
6.4.3 Saudi Arabia Gaming Simulator Market by End Use
6.5 South Africa Gaming Simulator Market
6.5.1 South Africa Gaming Simulator Market by Component
6.5.2 South Africa Gaming Simulator Market by Product
6.5.3 South Africa Gaming Simulator Market by End Use
6.6 Nigeria Gaming Simulator Market
6.6.1 Nigeria Gaming Simulator Market by Component
6.6.2 Nigeria Gaming Simulator Market by Product
6.6.3 Nigeria Gaming Simulator Market by End Use
6.7 Rest of LAMEA Gaming Simulator Market
6.7.1 Rest of LAMEA Gaming Simulator Market by Component
6.7.2 Rest of LAMEA Gaming Simulator Market by Product
6.7.3 Rest of LAMEA Gaming Simulator Market by End Use
Chapter 7. Company Profiles
7.1 D-BOX Technologies, Inc.
7.1.1 Company Overview
7.1.2 Financial Analysis
7.1.3 Regional Analysis
7.1.4 Research & Development Expense
7.1.5 Recent strategies and developments
7.1.5.1 Partnerships, Collaborations, and Agreements
7.2 Sony Corporation (Sony Interactive Entertainment LLC)
7.2.1 Company Overview
7.2.2 Financial Analysis
7.2.3 Segmental and Regional Analysis
7.2.4 Research and Development Expense
7.2.5 SWOT Analysis
7.3 CKAS Mechatronics Pty. Ltd.
7.3.1 Company Overview
7.4 Eleetus LLC
7.4.1 Company Overview
7.4.2 Recent strategies and developments
7.4.2.1 Partnerships, Collaborations, and Agreements
7.5 Rseat Limited
7.5.1 Company Overview
7.6 Vesaro Limited
7.6.1 Company Overview
7.7 GTR Simulators (Abtivan)
7.7.1 Company Overview
7.8 Cruden B.V.
7.8.1 Company Overview
7.9 CXC Simulations
7.9.1 Company Overview
7.10. 3D Perception, Inc.
7.10.1 Company Overview

Companies Mentioned

  • D-BOX Technologies, Inc.
  • Sony Corporation (Sony Interactive Entertainment LLC)
  • CKAS Mechatronics Pty. Ltd.
  • Eleetus LLC
  • Rseat Limited
  • Vesaro Limited
  • GTR Simulators (Abtivan)
  • Cruden B.V.
  • CXC Simulations
  • 3D Perception, Inc.

Methodology

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