Asia Pacific 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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Market Report Description
The Asia Pacific Gaming Simulator Market would witness market growth of 16.4% CAGR during the forecast period (2020-2026).
Continual implementation of modern technologies, such as Virtual Reality (VR), in gaming simulators in order to give real-life gaming experiences to the players is expected to open fresh opportunities for the market players in the coming years. Having apprehended that the new generation remains intense on trying out innovative games featuring 360-degree cameras, revolving platforms and sellers have started proposing handy gaming setups. For example, at the VR Summit convened in Seoul, South Korea in 2017, Roto VR Ltd. has launched Roto VR Chair. This Roto VR Chair happens to be a motor-powered chair that can auto-rotate to enable 360-degree viewing.
The sum of gaming zones proposing a better gaming experience by means of gaming simulators is also rising. In the meantime, numerous e-sports championships being systematized in different parts of the globe are also fascinating the gamers. Market participants are countering the situation by facilitating advanced gaming simulators for gaming zones and also for e-sports championships. For example, in 2019, Next Level Racing providing 20 units of GTultimate cockpits to the Toyota Velocity Esports Championship organized in Malaysia. The continuous rollout of high-speed internet networks as well as the increasing popularity of network sharing and also cloud computing is playing a key role in boosting the demand for 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 China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.
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:
- South Korea
- Rest of Asia Pacific
- 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.
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