Gaming Simulator Market size worth $8.4 billion by 2026

Published Date: 22-Dec-2020

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According to a new report Global Gaming Simulator Market, published by KBV research, 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.

The racing segment led the market in the year 2019. Increasing adoption of virtual training solutions designed for racing drivers in order to increase their driving skills is expected to boost the demand for racing simulators in the coming years. Improvements in visualization via multi-screen displays and VR-allows displays will also play a significant role in boosting the demand for racing simulators.

The residential segment led the market in the year 2019, as the acceptance of gaming among individuals continues to rise. The increasing demand for progressive gaming simulators for an improved gaming experience is anticipated to boost the growth of the residential segment in the coming years. The introduction of features like gesture-based gaming, as well as high-quality graphics in order to improve gaming involvement, are also anticipated to subsidize the growth of the residential segment.

North America led the gaming simulators market in the year 2019. North America is housing to some of the key market players, including CXC Simulations; D-BOX TECHNOLOGIES INC.; and Razer Inc.; among others. The adoption of racing platforms at numerous theaters in North America in order to support e-sports and motorsports is also expected to boost the demand for gaming simulators in this region. The Europe market is experiencing a CAGR of 13.8% during (2020 - 2026). Additionally, The Asia Pacific market is would showcase a CAGR of 16.4% during (2020 - 2026).

Structural Insights: https://www.kbvresearch.com/gaming-simulator-market/

The market research report has exhaustive quantitative insights providing a clear picture of the market potential in various segments across the globe with country wise analysis in each discussed region. The key impacting factors of the market have been discussed in the report with the elaborated company profiles of 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.

Global Gaming Simulator Market Segmentation

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 from KBV Research

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  • The highest number of market tables and figures
  • Subscription-based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Gaming Simulator Market Related Reports:

North America Market

Europe Market

Asia Pacific Market

LAMEA Market

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