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North America 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

  • 58 Pages
  • December 2020
  • Region: North America
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5230402
The North America Gaming Simulator Market is expected to witness market growth of 13% CAGR during the forecast period (2020-2026).

The Gaming Simulators market is likely to grow at a considerable rate during the foreseeable period owing to the expansion in its industries and the accessibility of platforms for launching novel games. The main attraction of Gaming Simulators is its capability to offer real-life experience. Likewise, Gaming Simulator compromises fascinating gameplay which interests the new customers to Gaming Simulators market day by day. Gaming Simulators also brings amusement to the game but attracts the interest of the players for the game.

The innovative technologies in the gaming market, are anticipated to fetch new prospects to the Gaming Simulators market in the forthcoming years. Furthermore, the approaching generation is habitually attracted towards the way of Gaming Simulators and is likely to increase the impending growth of the Gaming Simulators market. Many new add-on features including getting 360-degree cameras and a revolving platform fascinate the new generation of children for the Gaming Simulators. Furthermore, the IoT is also making the Gaming Simulators market extra popular in the world. Cloud computing, new high-speed internet technologies, and network sharing are anticipated to be supportive of the progress of the Gaming Simulators market.

Gaming simulator hardware makers are capitalizing hostilely in advertising and marketing in order to encourage their gaming simulators and apparatuses. These marketing promotions that allow the companies to generate awareness regarding hardware components amongst the users are anticipated to add to the growth of the hardware segment in the coming years. Market participants are mainly aiming on emerging advanced and cost-effective hardware gears that can help in enhancing the gaming experience. For example, in 2020, Logitech launched Logitech G29 that is a racing wheel fitment that can improve the racing game experience.

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 U.S., Mexico, Canada, and Rest of North America.

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
  • US
  • Canada
  • Mexico
  • Rest of North America

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 North America Gaming Simulator Market, by Component
1.4.2 North America Gaming Simulator Market, by Product
1.4.3 North America Gaming Simulator Market, by End User
1.4.4 North America 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. North America Gaming Simulator Market by Component
3.1 North America Gaming Simulator Hardware Market by Country
3.2 North America Gaming Simulator Software Market by Country
Chapter 4. North America Gaming Simulator Market by Product
4.1 North America Racing Gaming Simulator Market by Country
4.2 North America Shooting Gaming Simulator Market by Country
4.3 North America Fighting Gaming Simulator Market by Country
4.4 North America Other Product Gaming Simulator Market by Country
Chapter 5. North America Gaming Simulator Market by End Use
5.1 North America Residential Gaming Simulator Market by Country
5.2 North America Commercial Gaming Simulator Market by Country
Chapter 6. North America Gaming Simulator Market by Country
6.1 US Gaming Simulator Market
6.1.1 US Gaming Simulator Market by Component
6.1.2 US Gaming Simulator Market by Product
6.1.3 US Gaming Simulator Market by End Use
6.2 Canada Gaming Simulator Market
6.2.1 Canada Gaming Simulator Market by Component
6.2.2 Canada Gaming Simulator Market by Product
6.2.3 Canada Gaming Simulator Market by End Use
6.3 Mexico Gaming Simulator Market
6.3.1 Mexico Gaming Simulator Market by Component
6.3.2 Mexico Gaming Simulator Market by Product
6.3.3 Mexico Gaming Simulator Market by End Use
6.4 Rest of North America Gaming Simulator Market
6.4.1 Rest of North America Gaming Simulator Market by Component
6.4.2 Rest of North America Gaming Simulator Market by Product
6.4.3 Rest of North America 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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