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Europe 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: Europe
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5230378
The Europe Gaming Simulator Market is expected to witness market growth of 13.8% CAGR during the forecast period (2020-2026).

The improvement in the technologies in the emerging countries is anticipated to be an important driver for Gaming Simulators market. Gaming Simulators is grounded on novel technology and high-speed internet. Similarly, network sharing, globalization, and cloud computing create the Gaming Simulators market more prevalent worldwide. Conversely, the high cost accompanying the Gaming Simulators can act as a limiting factor in the market. Likewise, the necessity for higher random-access memory and other such factors leading the Gaming Simulators market a costly market. The other factors stimulating the Gaming Simulators market are little affordability, a smaller amount of spending, and the ‘necessity of approvals’ for games by the government in emerging countries.

Initiatives being followed by the market players to instrument virtual reality to make sure real-life gaming experiences to the gamers are projected to boost the market expansion. The rising implementation of gaming simulators for analysis and training in numerous industries and industry verticals is also anticipated to add to market growth. 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.

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 Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.

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
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe

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 Europe Gaming Simulator Market, by Component
1.4.2 Europe Gaming Simulator Market, by Product
1.4.3 Europe Gaming Simulator Market, by End User
1.4.4 Europe 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. Europe Gaming Simulator Market by Component
3.1 Europe Gaming Simulator Hardware Market by Country
3.2 Europe Gaming Simulator Software Market by Country
Chapter 4. Europe Gaming Simulator Market by Product
4.1 Europe Racing Gaming Simulator Market by Country
4.2 Europe Shooting Gaming Simulator Market by Country
4.3 Europe Fighting Gaming Simulator Market by Country
4.4 Europe Other Product Gaming Simulator Market by Country
Chapter 5. Europe Gaming Simulator Market by End Use
5.1 Europe Residential Gaming Simulator Market by Country
5.2 Europe Commercial Gaming Simulator Market by Country
Chapter 6. Europe Gaming Simulator Market by Country
6.1 Germany Gaming Simulator Market
6.1.1 Germany Gaming Simulator Market by Component
6.1.2 Germany Gaming Simulator Market by Product
6.1.3 Germany Gaming Simulator Market by End Use
6.2 UK Gaming Simulator Market
6.2.1 UK Gaming Simulator Market by Component
6.2.2 UK Gaming Simulator Market by Product
6.2.3 UK Gaming Simulator Market by End Use
6.3 France Gaming Simulator Market
6.3.1 France Gaming Simulator Market by Component
6.3.2 France Gaming Simulator Market by Product
6.3.3 France Gaming Simulator Market by End Use
6.4 Russia Gaming Simulator Market
6.4.1 Russia Gaming Simulator Market by Component
6.4.2 Russia Gaming Simulator Market by Product
6.4.3 Russia Gaming Simulator Market by End Use
6.5 Spain Gaming Simulator Market
6.5.1 Spain Gaming Simulator Market by Component
6.5.2 Spain Gaming Simulator Market by Product
6.5.3 Spain Gaming Simulator Market by End Use
6.6 Italy Gaming Simulator Market
6.6.1 Italy Gaming Simulator Market by Component
6.6.2 Italy Gaming Simulator Market by Product
6.6.3 Italy Gaming Simulator Market by End Use
6.7 Rest of Europe Gaming Simulator Market
6.7.1 Rest of Europe Gaming Simulator Market by Component
6.7.2 Rest of Europe Gaming Simulator Market by Product
6.7.3 Rest of Europe 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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