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

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    Report

  • 170 Pages
  • December 2020
  • Region: Global
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5230406
The Global Gaming Simulator Market size is expected to reach $8.4 billion by 2026, rising at a market growth of 14.6% CAGR during the forecast period. Gaming Simulators let players relish adventurous elements thrillingly and with pleasure because these circumstances are impossible to re-form physically. In the present stressful life, most people are fascinated in a way to recreating energy. Consequently, the Gaming Simulators market finds a growing opportunity during the foreseeable period.

The Gaming Simulators market is expected to grow worldwide in the coming years owing to day-by-day invention and increasing creativity in the field of Gaming Simulators techniques. Furthermore, with the young age group, as well as the elder people are also getting attracted towards Gaming Simulators in order to reduce stress and revive the life; which is a key factor that is responsible for the increase of the Gaming Simulators market. Gaming Simulators are the constituents that are used in various types of games for facilitating the precise simulators of playing the game in the real life. Various components that are used for Gaming Simulators include panels, boxing gloves, wheels, guns, paddles, and others. In the coming few years the Gaming Simulators market is likely to have a prospective growth due to the rise in adoption of the virtual stress reviving techniques by young and old people.



By Component

Based on Component, the market is segmented into Hardware and Software. The hardware segment led the market in the year 2019. Hardware components play a vigorous role in enhancing the gaming experience. The increasing approval of essential reality headsets that helps in enhancing the gaming experience, is anticipated to boost market participants to advance the gaming simulator hardware.



By Product

Based on Product, the market is segmented into Racing, Shooting, Fighting, and Others. The shooting segment of the gaming simulator market is experiencing the prominent growth in the global market. The considerably increasing popularity of the FPS (first-person shooter) is the key factor for the advancement of the shooting segment. Furthermore, the accessibility of influential shooting games, an exciting mix of first-person shooting and mech-based combat, and a variety of maps and multi-stage measures are some of the boosting factors for the market growth, over the foreseeable period.

By End User

Based on End User, the market is segmented into Residential and Commercial. The commercial segment of the gaming simulator market will have a substantial market share in the global market in the coming years. Conversely, the residential end-use industry will hold a main market share in the world gaming simulator market size in the year 2019. Market companies are concentrating on interface appeal and enhancing modelling gears and graphic quality.

By Region

Based on Regions, the market is segmented into North America, Europe, Asia Pacific, and Latin America, Middle East & Africa. The Asia-Pacific gaming simulator market has the maximum growth and is anticipated to develop at a strong CAGR, over the foreseeable period. Widespread progression in the game zones on the basis of simulators system and VR (Virtual reality) is one of the boosting factors for the rise of the global gaming market, mainly in Asian countries like South Korea, Japan, India, and China.

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 Geography
  • North America
  • US
  • Canada
  • Mexico
  • Rest of North America
  • Europe
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific
  • LAMEA
  • 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 Global Gaming Simulator Market, by Component
1.4.2 Global Gaming Simulator Market, by Product
1.4.3 Global Gaming Simulator Market, by End User
1.4.4 Global Gaming Simulator Market, by Geography
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. Global Gaming Simulator Market by Component
3.1 Global Gaming Simulator Hardware Market by Region
3.2 Global Gaming Simulator Software Market by Region
Chapter 4. Global Gaming Simulator Market by Product
4.1 Global Racing Gaming Simulator Market by Region
4.2 Global Shooting Gaming Simulator Market by Region
4.3 Global Fighting Gaming Simulator Market by Region
4.4 Global Other Product Gaming Simulator Market by Region
Chapter 5. Global Gaming Simulator Market by End Use
5.1 Global Residential Gaming Simulator Market by Region
5.2 Global Commercial Gaming Simulator Market by Region
Chapter 6. Global Gaming Simulator Market by Region
6.1 North America Gaming Simulator Market
6.1.1 North America Gaming Simulator Market by Component
6.1.1.1 North America Gaming Simulator Hardware Market by Country
6.1.1.2 North America Gaming Simulator Software Market by Country
6.1.2 North America Gaming Simulator Market by Product
6.1.2.1 North America Racing Gaming Simulator Market by Country
6.1.2.2 North America Shooting Gaming Simulator Market by Country
6.1.2.3 North America Fighting Gaming Simulator Market by Country
6.1.2.4 North America Other Product Gaming Simulator Market by Country
6.1.3 North America Gaming Simulator Market by End Use
6.1.3.1 North America Residential Gaming Simulator Market by Country
6.1.3.2 North America Commercial Gaming Simulator Market by Country
6.1.4 North America Gaming Simulator Market by Country
6.1.4.1 US Gaming Simulator Market
6.1.4.1.1 US Gaming Simulator Market by Component
6.1.4.1.2 US Gaming Simulator Market by Product
6.1.4.1.3 US Gaming Simulator Market by End Use
6.1.4.2 Canada Gaming Simulator Market
6.1.4.2.1 Canada Gaming Simulator Market by Component
6.1.4.2.2 Canada Gaming Simulator Market by Product
6.1.4.2.3 Canada Gaming Simulator Market by End Use
6.1.4.3 Mexico Gaming Simulator Market
6.1.4.3.1 Mexico Gaming Simulator Market by Component
6.1.4.3.2 Mexico Gaming Simulator Market by Product
6.1.4.3.3 Mexico Gaming Simulator Market by End Use
6.1.4.4 Rest of North America Gaming Simulator Market
6.1.4.4.1 Rest of North America Gaming Simulator Market by Component
6.1.4.4.2 Rest of North America Gaming Simulator Market by Product
6.1.4.4.3 Rest of North America Gaming Simulator Market by End Use
6.2 Europe Gaming Simulator Market
6.2.1 Europe Gaming Simulator Market by Component
6.2.1.1 Europe Gaming Simulator Hardware Market by Country
6.2.1.2 Europe Gaming Simulator Software Market by Country
6.2.2 Europe Gaming Simulator Market by Product
6.2.2.1 Europe Racing Gaming Simulator Market by Country
6.2.2.2 Europe Shooting Gaming Simulator Market by Country
6.2.2.3 Europe Fighting Gaming Simulator Market by Country
6.2.2.4 Europe Other Product Gaming Simulator Market by Country
6.2.3 Europe Gaming Simulator Market by End Use
6.2.3.1 Europe Residential Gaming Simulator Market by Country
6.2.3.2 Europe Commercial Gaming Simulator Market by Country
6.2.4 Europe Gaming Simulator Market by Country
6.2.4.1 Germany Gaming Simulator Market
6.2.4.1.1 Germany Gaming Simulator Market by Component
6.2.4.1.2 Germany Gaming Simulator Market by Product
6.2.4.1.3 Germany Gaming Simulator Market by End Use
6.2.4.2 UK Gaming Simulator Market
6.2.4.2.1 UK Gaming Simulator Market by Component
6.2.4.2.2 UK Gaming Simulator Market by Product
6.2.4.2.3 UK Gaming Simulator Market by End Use
6.2.4.3 France Gaming Simulator Market
6.2.4.3.1 France Gaming Simulator Market by Component
6.2.4.3.2 France Gaming Simulator Market by Product
6.2.4.3.3 France Gaming Simulator Market by End Use
6.2.4.4 Russia Gaming Simulator Market
6.2.4.4.1 Russia Gaming Simulator Market by Component
6.2.4.4.2 Russia Gaming Simulator Market by Product
6.2.4.4.3 Russia Gaming Simulator Market by End Use
6.2.4.5 Spain Gaming Simulator Market
6.2.4.5.1 Spain Gaming Simulator Market by Component
6.2.4.5.2 Spain Gaming Simulator Market by Product
6.2.4.5.3 Spain Gaming Simulator Market by End Use
6.2.4.6 Italy Gaming Simulator Market
6.2.4.6.1 Italy Gaming Simulator Market by Component
6.2.4.6.2 Italy Gaming Simulator Market by Product
6.2.4.6.3 Italy Gaming Simulator Market by End Use
6.2.4.7 Rest of Europe Gaming Simulator Market
6.2.4.7.1 Rest of Europe Gaming Simulator Market by Component
6.2.4.7.2 Rest of Europe Gaming Simulator Market by Product
6.2.4.7.3 Rest of Europe Gaming Simulator Market by End Use
6.3 Asia Pacific Gaming Simulator Market
6.3.1 Asia Pacific Gaming Simulator Market by Component
6.3.1.1 Asia Pacific Gaming Simulator Hardware Market by Country
6.3.1.2 Asia Pacific Gaming Simulator Software Market by Country
6.3.2 Asia Pacific Gaming Simulator Market by Product
6.3.2.1 Asia Pacific Racing Gaming Simulator Market by Country
6.3.2.2 Asia Pacific Shooting Gaming Simulator Market by Country
6.3.2.3 Asia Pacific Fighting Gaming Simulator Market by Country
6.3.2.4 Asia Pacific Other Product Gaming Simulator Market by Country
6.3.3 Asia Pacific Gaming Simulator Market by End Use
6.3.3.1 Asia Pacific Residential Gaming Simulator Market by Country
6.3.3.2 Asia Pacific Commercial Gaming Simulator Market by Country
6.3.4 Asia Pacific Gaming Simulator Market by Country
6.3.4.1 China Gaming Simulator Market
6.3.4.1.1 China Gaming Simulator Market by Component
6.3.4.1.2 China Gaming Simulator Market by Product
6.3.4.1.3 China Gaming Simulator Market by End Use
6.3.4.2 Japan Gaming Simulator Market
6.3.4.2.1 Japan Gaming Simulator Market by Component
6.3.4.2.2 Japan Gaming Simulator Market by Product
6.3.4.2.3 Japan Gaming Simulator Market by End Use
6.3.4.3 India Gaming Simulator Market
6.3.4.3.1 India Gaming Simulator Market by Component
6.3.4.3.2 India Gaming Simulator Market by Product
6.3.4.3.3 India Gaming Simulator Market by End Use
6.3.4.4 South Korea Gaming Simulator Market
6.3.4.4.1 South Korea Gaming Simulator Market by Component
6.3.4.4.2 South Korea Gaming Simulator Market by Product
6.3.4.4.3 South Korea Gaming Simulator Market by End Use
6.3.4.5 Singapore Gaming Simulator Market
6.3.4.5.1 Singapore Gaming Simulator Market by Component
6.3.4.5.2 Singapore Gaming Simulator Market by Product
6.3.4.5.3 Singapore Gaming Simulator Market by End Use
6.3.4.6 Malaysia Gaming Simulator Market
6.3.4.6.1 Malaysia Gaming Simulator Market by Component
6.3.4.6.2 Malaysia Gaming Simulator Market by Product
6.3.4.6.3 Malaysia Gaming Simulator Market by End Use
6.3.4.7 Rest of Asia Pacific Gaming Simulator Market
6.3.4.7.1 Rest of Asia Pacific Gaming Simulator Market by Component
6.3.4.7.2 Rest of Asia Pacific Gaming Simulator Market by Product
6.3.4.7.3 Rest of Asia Pacific Gaming Simulator Market by End Use
6.4 LAMEA Gaming Simulator Market
6.4.1 LAMEA Gaming Simulator Market by Component
6.4.1.1 LAMEA Gaming Simulator Hardware Market by Country
6.4.1.2 LAMEA Gaming Simulator Software Market by Country
6.4.2 LAMEA Gaming Simulator Market by Product
6.4.2.1 LAMEA Racing Gaming Simulator Market by Country
6.4.2.2 LAMEA Shooting Gaming Simulator Market by Country
6.4.2.3 LAMEA Fighting Gaming Simulator Market by Country
6.4.2.4 LAMEA Other Product Gaming Simulator Market by Country
6.4.3 LAMEA Gaming Simulator Market by End Use
6.4.3.1 LAMEA Residential Gaming Simulator Market by Country
6.4.3.2 LAMEA Commercial Gaming Simulator Market by Country
6.4.4 LAMEA Gaming Simulator Market by Country
6.4.4.1 Brazil Gaming Simulator Market
6.4.4.1.1 Brazil Gaming Simulator Market by Component
6.4.4.1.2 Brazil Gaming Simulator Market by Product
6.4.4.1.3 Brazil Gaming Simulator Market by End Use
6.4.4.2 Argentina Gaming Simulator Market
6.4.4.2.1 Argentina Gaming Simulator Market by Component
6.4.4.2.2 Argentina Gaming Simulator Market by Product
6.4.4.2.3 Argentina Gaming Simulator Market by End Use
6.4.4.3 UAE Gaming Simulator Market
6.4.4.3.1 UAE Gaming Simulator Market by Component
6.4.4.3.2 UAE Gaming Simulator Market by Product
6.4.4.3.3 UAE Gaming Simulator Market by End Use
6.4.4.4 Saudi Arabia Gaming Simulator Market
6.4.4.4.1 Saudi Arabia Gaming Simulator Market by Component
6.4.4.4.2 Saudi Arabia Gaming Simulator Market by Product
6.4.4.4.3 Saudi Arabia Gaming Simulator Market by End Use
6.4.4.5 South Africa Gaming Simulator Market
6.4.4.5.1 South Africa Gaming Simulator Market by Component
6.4.4.5.2 South Africa Gaming Simulator Market by Product
6.4.4.5.3 South Africa Gaming Simulator Market by End Use
6.4.4.6 Nigeria Gaming Simulator Market
6.4.4.6.1 Nigeria Gaming Simulator Market by Component
6.4.4.6.2 Nigeria Gaming Simulator Market by Product
6.4.4.6.3 Nigeria Gaming Simulator Market by End Use
6.4.4.7 Rest of LAMEA Gaming Simulator Market
6.4.4.7.1 Rest of LAMEA Gaming Simulator Market by Component
6.4.4.7.2 Rest of LAMEA Gaming Simulator Market by Product
6.4.4.7.3 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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