The gaming simulators market size is expected to see rapid growth in the next few years. It will grow to $19.09 billion in 2030 at a compound annual growth rate (CAGR) of 14.4%. The growth in the forecast period can be attributed to increasing investment in immersive gaming technologies, rising demand for advanced simulation gaming setups, growing trend toward premium gaming experiences, expansion of professional and competitive gaming environments, increasing consumer spending on entertainment technology. Major trends in the forecast period include increasing demand for realistic and immersive gaming experiences, rising popularity of simulation based gaming platforms, growing integration of advanced motion and control technologies, expansion of high performance gaming hardware adoption, strengthening interest in experience driven entertainment.
The expansion of the gaming industry is expected to propel the growth of the gaming simulators market going forward. The gaming industry encompasses the development, production, and distribution of digital games for platforms such as consoles, computers, and mobile devices. The industry is experiencing rapid growth due to increased accessibility, technological advancements, and the availability of diverse gaming options. Gaming simulators support this expansion by delivering immersive and realistic experiences that enhance player engagement, improve skill development, drive technological innovation, and attract a broader audience, thereby contributing to sustained market growth. For instance, in November 2025, according to the American Gaming Association (AGA), a US-based gambling industry association, quarterly revenue from land-based gaming - including casino slots, table games, and retail sports betting - reached $12.93 billion, reflecting a 3% increase compared to the third quarter of 2024. Therefore, the expansion of the gaming industry is driving the growth of the gaming simulators market.
Key players in the gaming simulators market are embracing innovative design concepts, such as portability and compactness, to enhance user convenience and elevate the gaming experience. Portability and compactness in gaming simulators entail ease of transport and space-saving design, respectively, enabling users to enjoy immersive simulations anywhere without the need for dedicated spaces or permanent installations. These features cater to gamers' needs for flexibility and convenience. For instance, Next Level Racing, an Australia-based game simulator company, introduced the F-GT LITE Cockpit in March 2024. This portable full racing cockpit boasts an innovative design that allows users to seamlessly switch between Formula 1 and GT positions. Tailored for hardcore racers with space constraints, the F-GT Lite can be easily folded and stored, offering quick angle adjustments to accommodate diverse users while withstanding up to 150 kg (330 lbs.) of force at each hub. Such advancements in technology afford users unparalleled portability and versatility, enabling them to enjoy a full racing cockpit experience without the constraints of dedicated spaces.
In April 2023, Focus Entertainment, a France-based video game developer, bolstered its position in the simulation game genre by acquiring Dovetail Games for an undisclosed amount. This strategic move grants Focus Entertainment access to popular intellectual properties (IPs) such as Train Simulator Classic and Train Simulator World, reinforcing its foothold in the simulation game market. Dovetail Games, a UK-based video game developer, is renowned for its dedication to crafting simulation video games, aligning seamlessly with Focus Entertainment's objectives.
Major companies operating in the gaming simulators market report are Logitech International S.A., Endor AG, Simetik, D-BOX Technologies Inc., Hammacher Schlemmer & Company Inc., Eleetus LLC, Playseat, CXC Simulations, Next Level Racing, Vesaro, Motion Simulation, CKAS Mechatronics Pty Ltd., Cruden, Thrustmaster, DOF Reality, Trak Racer, ImSim, Feel VR, GT Omega Racing Ltd., Proteus, GTR Simulator, VRX Simulators, SimCraft, SimXperience, Fasetech, Symdeck.
North America was the largest region in the gaming simulators market in 2025. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the gaming simulators market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the gaming simulators market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The gaming simulators market consists of revenues earned by entities by providing services such as virtual trainer development, virtual sports training, and product testing. The market value includes the value of related goods sold by the service provider or included within the service offering. The gaming simulator market also includes sales of steering wheels, pedal sets, joysticks, yokes, VR headsets, haptic feedback devices, gaming chairs, and control panels. Values in this market are ‘factory gate’ values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
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Table of Contents
Executive Summary
Gaming Simulators Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses gaming simulators market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for gaming simulators? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The gaming simulators market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
- The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
- The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
- The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
- The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
- The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
- Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.
Report Scope
Markets Covered:
1) By Component: Hardware; Software2) By Game Type: Shooting; Fighting; Racing; Other Game Types
3) By End-Use: Residential; Commercial
Subsegments:
1) By Hardware: Gaming Console Systems; Simulation Seats and Motion Platforms; Controllers and Input Devices; VR Headsets and Accessories; Displays and Projectors; Sensors and Tracking Systems2) By Software: Simulation Software; Virtual Reality (VR) Software; Augmented Reality (AR) Software; Game Engines and Middleware; Custom-Built Simulation Applications
Companies Mentioned: Logitech International S.a.; Endor AG; Simetik; D-BOX Technologies Inc.; Hammacher Schlemmer & Company Inc.; Eleetus LLC; Playseat; CXC Simulations; Next Level Racing; Vesaro; Motion Simulation; CKAS Mechatronics Pty Ltd.; Cruden; Thrustmaster; DOF Reality; Trak Racer; ImSim; Feel VR; GT Omega Racing Ltd.; Proteus; GTR Simulator; VRX Simulators; SimCraft; SimXperience; Fasetech; Symdeck
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain
Regions: Asia-Pacific; South East Asia; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: Word, PDF or Interactive Report + Excel Dashboard
Added Benefits:
- Bi-Annual Data Update
- Customisation
- Expert Consultant Support
Companies Mentioned
The companies featured in this Gaming Simulators market report include:- Logitech International S.A.
- Endor AG
- Simetik
- D-BOX Technologies Inc.
- Hammacher Schlemmer & Company Inc.
- Eleetus LLC
- Playseat
- CXC Simulations
- Next Level Racing
- Vesaro
- Motion Simulation
- CKAS Mechatronics Pty Ltd.
- Cruden
- Thrustmaster
- DOF Reality
- Trak Racer
- ImSim
- Feel VR
- GT Omega Racing Ltd.
- Proteus
- GTR Simulator
- VRX Simulators
- SimCraft
- SimXperience
- Fasetech
- Symdeck
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 250 |
| Published | January 2026 |
| Forecast Period | 2026 - 2030 |
| Estimated Market Value ( USD | $ 11.15 Billion |
| Forecasted Market Value ( USD | $ 19.09 Billion |
| Compound Annual Growth Rate | 14.4% |
| Regions Covered | Global |
| No. of Companies Mentioned | 27 |


