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Gaming Simulators Market Report 2025

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    Report

  • 200 Pages
  • April 2025
  • Region: Global
  • The Business Research Company
  • ID: 5989819
This Gaming Simulators market report provides a comprehensive analysis of the market’s characteristics, size, and growth, including segmentation, regional and country-level breakdowns, competitive landscape, market shares, trends, and strategies. It also tracks historical and forecasted market growth across various geographies.

The gaming simulators market size has grown rapidly in recent years. It will grow from $8.32 billion in 2024 to $9.71 billion in 2025 at a compound annual growth rate (CAGR) of 16.8%. The growth in the historic period can be attributed to the increased popularity of eSports, growth in demand for realistic training tools, an increase of home entertainment systems, expansion of internet connectivity enabling online multiplayer experiences, expansion in the demographic of gamers, and increased affordability of high-performance gaming hardware.

The gaming simulators market size is expected to see rapid growth in the next few years. It will grow to $17.88 billion in 2029 at a compound annual growth rate (CAGR) of 16.5%. The growth in the forecast period can be attributed to increasing demand for immersive gaming experiences, rising disposable incomes, expanding esports industry, growing adoption in professional training and education, and increasing demand for realistic training tools. Major trends in the forecast period include advancements in virtual reality (VR) and augmented reality (AR) technologies, integration of artificial intelligence (AI) for enhanced user experiences, rising adoption of mobile and cloud-based simulators, the emergence of 5G technology facilitating seamless and high-quality gameplay, advancements in haptic feedback systems, and the emergence of metaverse platforms.

The growth of the gaming industry is expected to drive the expansion of the gaming simulators market in the future. The gaming industry involves the creation, production, and distribution of digital games across various platforms, such as consoles, computers, and mobile devices. This industry is experiencing rapid growth due to greater accessibility, technological advancements, and a wider range of gaming options. Gaming simulators contribute to the industry by offering immersive and realistic experiences that enhance player engagement, improve skills, foster technological innovation, and attract a larger audience, thereby supporting sustained market growth. For example, in December 2023, Invest India, an investment promotion agency, reported that transaction-based game revenues in India grew by 39% in 2022, surpassing INR 100 billion ($1.2 billion). The number of first-time paying users also increased significantly, with 67% of Indian players making payments. Furthermore, in April 2024, Ukie-UK Interactive Entertainment, a UK trade association for games and interactive entertainment, revealed that game hardware sales reached £2.22 billion (USD 2.71 billion) in 2023, marking a 2.1% increase from the previous year. Console hardware sales alone grew by 12%, reaching £951 million (USD 1.16 billion), indicating strong demand for gaming consoles. Thus, the expansion of the gaming industry is fueling 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 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 2024. 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, 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, Russia, South Korea, UK, USA, Canada, Italy, Spain.

A gaming simulator, whether in software or hardware form, is an elaborate system designed to recreate real-life situations or environments for entertainment, training, or assessment. These simulators employ cutting-edge graphics, authentic physics, and interactive features to provide deeply engaging experiences.

The fundamental elements of gaming simulators comprise hardware and software. Hardware encompasses the tangible components essential for gaming, such as consoles, controllers, VR headsets, and gaming PCs. These are utilized by both residential and commercial users for a variety of games, ranging from shooting and fighting to racing simulations.

The gaming simulators market research report is one of a series of new reports that provides gaming simulators market statistics, including the gaming simulators industry global market size, regional shares, competitors with gaming simulators market share, detailed gaming simulators market segments, market trends, and opportunities, and any further data you may need to thrive in the gaming simulators industry. These gaming simulators market research reports deliver a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

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.

This product will be delivered within 3-5 business days.

Table of Contents

1. Executive Summary2. Gaming Simulators Market Characteristics3. Gaming Simulators Market Trends and Strategies4. Gaming Simulators Market - Macro Economic Scenario Including the Impact of Interest Rates, Inflation, Geopolitics, and the Recovery from COVID-19 on the Market
5. Global Gaming Simulators Growth Analysis and Strategic Analysis Framework
5.1. Global Gaming Simulators PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
5.2. Analysis of End Use Industries
5.3. Global Gaming Simulators Market Growth Rate Analysis
5.4. Global Gaming Simulators Historic Market Size and Growth, 2019-2024, Value ($ Billion)
5.5. Global Gaming Simulators Forecast Market Size and Growth, 2024-2029, 2034F, Value ($ Billion)
5.6. Global Gaming Simulators Total Addressable Market (TAM)
6. Gaming Simulators Market Segmentation
6.1. Global Gaming Simulators Market, Segmentation by Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Hardware
  • Software
6.2. Global Gaming Simulators Market, Segmentation by Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Shooting
  • Fighting
  • Racing
  • Other Game Types
6.3. Global Gaming Simulators Market, Segmentation by End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Residential
  • Commercial
6.4. Global Gaming Simulators Market, Sub-Segmentation of Hardware, by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Gaming Console Systems
  • Simulation Seats and Motion Platforms
  • Controllers and Input Devices (Joysticks, Steering Wheels, Pedals)
  • VR Headsets and Accessories
  • Displays and Projectors
  • Sensors and Tracking Systems
6.5. Global Gaming Simulators Market, Sub-Segmentation of Software, by Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Simulation Software (Racing, Flight Simulators)
  • Virtual Reality (VR) Software
  • Augmented Reality (AR) Software
  • Game Engines and Middleware
  • Custom-Built Simulation Applications
7. Gaming Simulators Market Regional and Country Analysis
7.1. Global Gaming Simulators Market, Split by Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
7.2. Global Gaming Simulators Market, Split by Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
8. Asia-Pacific Gaming Simulators Market
8.1. Asia-Pacific Gaming Simulators Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
8.2. Asia-Pacific Gaming Simulators Market, Segmentation by Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
8.3. Asia-Pacific Gaming Simulators Market, Segmentation by Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
8.4. Asia-Pacific Gaming Simulators Market, Segmentation by End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
9. China Gaming Simulators Market
9.1. China Gaming Simulators Market Overview
9.2. China Gaming Simulators Market, Segmentation by Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
9.3. China Gaming Simulators Market, Segmentation by Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
9.4. China Gaming Simulators Market, Segmentation by End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
10. India Gaming Simulators Market
10.1. India Gaming Simulators Market, Segmentation by Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
10.2. India Gaming Simulators Market, Segmentation by Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
10.3. India Gaming Simulators Market, Segmentation by End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
11. Japan Gaming Simulators Market
11.1. Japan Gaming Simulators Market Overview
11.2. Japan Gaming Simulators Market, Segmentation by Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
11.3. Japan Gaming Simulators Market, Segmentation by Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
11.4. Japan Gaming Simulators Market, Segmentation by End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
12. Australia Gaming Simulators Market
12.1. Australia Gaming Simulators Market, Segmentation by Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
12.2. Australia Gaming Simulators Market, Segmentation by Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
12.3. Australia Gaming Simulators Market, Segmentation by End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
13. Indonesia Gaming Simulators Market
13.1. Indonesia Gaming Simulators Market, Segmentation by Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
13.2. Indonesia Gaming Simulators Market, Segmentation by Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
13.3. Indonesia Gaming Simulators Market, Segmentation by End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
14. South Korea Gaming Simulators Market
14.1. South Korea Gaming Simulators Market Overview
14.2. South Korea Gaming Simulators Market, Segmentation by Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
14.3. South Korea Gaming Simulators Market, Segmentation by Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
14.4. South Korea Gaming Simulators Market, Segmentation by End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
15. Western Europe Gaming Simulators Market
15.1. Western Europe Gaming Simulators Market Overview
15.2. Western Europe Gaming Simulators Market, Segmentation by Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
15.3. Western Europe Gaming Simulators Market, Segmentation by Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
15.4. Western Europe Gaming Simulators Market, Segmentation by End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
16. UK Gaming Simulators Market
16.1. UK Gaming Simulators Market, Segmentation by Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
16.2. UK Gaming Simulators Market, Segmentation by Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
16.3. UK Gaming Simulators Market, Segmentation by End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
17. Germany Gaming Simulators Market
17.1. Germany Gaming Simulators Market, Segmentation by Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
17.2. Germany Gaming Simulators Market, Segmentation by Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
17.3. Germany Gaming Simulators Market, Segmentation by End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
18. France Gaming Simulators Market
18.1. France Gaming Simulators Market, Segmentation by Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
18.2. France Gaming Simulators Market, Segmentation by Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
18.3. France Gaming Simulators Market, Segmentation by End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
19. Italy Gaming Simulators Market
19.1. Italy Gaming Simulators Market, Segmentation by Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
19.2. Italy Gaming Simulators Market, Segmentation by Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
19.3. Italy Gaming Simulators Market, Segmentation by End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
20. Spain Gaming Simulators Market
20.1. Spain Gaming Simulators Market, Segmentation by Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
20.2. Spain Gaming Simulators Market, Segmentation by Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
20.3. Spain Gaming Simulators Market, Segmentation by End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
21. Eastern Europe Gaming Simulators Market
21.1. Eastern Europe Gaming Simulators Market Overview
21.2. Eastern Europe Gaming Simulators Market, Segmentation by Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
21.3. Eastern Europe Gaming Simulators Market, Segmentation by Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
21.4. Eastern Europe Gaming Simulators Market, Segmentation by End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
22. Russia Gaming Simulators Market
22.1. Russia Gaming Simulators Market, Segmentation by Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
22.2. Russia Gaming Simulators Market, Segmentation by Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
22.3. Russia Gaming Simulators Market, Segmentation by End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
23. North America Gaming Simulators Market
23.1. North America Gaming Simulators Market Overview
23.2. North America Gaming Simulators Market, Segmentation by Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
23.3. North America Gaming Simulators Market, Segmentation by Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
23.4. North America Gaming Simulators Market, Segmentation by End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
24. USA Gaming Simulators Market
24.1. USA Gaming Simulators Market Overview
24.2. USA Gaming Simulators Market, Segmentation by Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
24.3. USA Gaming Simulators Market, Segmentation by Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
24.4. USA Gaming Simulators Market, Segmentation by End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
25. Canada Gaming Simulators Market
25.1. Canada Gaming Simulators Market Overview
25.2. Canada Gaming Simulators Market, Segmentation by Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
25.3. Canada Gaming Simulators Market, Segmentation by Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
25.4. Canada Gaming Simulators Market, Segmentation by End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
26. South America Gaming Simulators Market
26.1. South America Gaming Simulators Market Overview
26.2. South America Gaming Simulators Market, Segmentation by Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
26.3. South America Gaming Simulators Market, Segmentation by Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
26.4. South America Gaming Simulators Market, Segmentation by End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
27. Brazil Gaming Simulators Market
27.1. Brazil Gaming Simulators Market, Segmentation by Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
27.2. Brazil Gaming Simulators Market, Segmentation by Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
27.3. Brazil Gaming Simulators Market, Segmentation by End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
28. Middle East Gaming Simulators Market
28.1. Middle East Gaming Simulators Market Overview
28.2. Middle East Gaming Simulators Market, Segmentation by Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
28.3. Middle East Gaming Simulators Market, Segmentation by Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
28.4. Middle East Gaming Simulators Market, Segmentation by End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
29. Africa Gaming Simulators Market
29.1. Africa Gaming Simulators Market Overview
29.2. Africa Gaming Simulators Market, Segmentation by Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
29.3. Africa Gaming Simulators Market, Segmentation by Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
29.4. Africa Gaming Simulators Market, Segmentation by End-Use, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
30. Gaming Simulators Market Competitive Landscape and Company Profiles
30.1. Gaming Simulators Market Competitive Landscape
30.2. Gaming Simulators Market Company Profiles
30.2.1. Logitech International S.a. Overview, Products and Services, Strategy and Financial Analysis
30.2.2. Endor AG Overview, Products and Services, Strategy and Financial Analysis
30.2.3. Simetik Overview, Products and Services, Strategy and Financial Analysis
30.2.4. D-BOX Technologies Inc. Overview, Products and Services, Strategy and Financial Analysis
30.2.5. Hammacher Schlemmer & Company Inc. Overview, Products and Services, Strategy and Financial Analysis
31. Gaming Simulators Market Other Major and Innovative Companies
31.1. Eleetus LLC
31.2. Playseat
31.3. CXC Simulations
31.4. Next Level Racing
31.5. Vesaro
31.6. Motion Simulation
31.7. CKAS Mechatronics Pty Ltd.
31.8. Cruden
31.9. Thrustmaster
31.10. DOF Reality
31.11. Trak Racer
31.12. ImSim
31.13. Feel VR
31.14. GT Omega Racing Ltd.
31.15. Proteus
32. Global Gaming Simulators Market Competitive Benchmarking and Dashboard33. Key Mergers and Acquisitions in the Gaming Simulators Market34. Recent Developments in the Gaming Simulators Market
35. Gaming Simulators Market High Potential Countries, Segments and Strategies
35.1 Gaming Simulators Market in 2029 - Countries Offering Most New Opportunities
35.2 Gaming Simulators Market in 2029 - Segments Offering Most New Opportunities
35.3 Gaming Simulators Market in 2029 - Growth Strategies
35.3.1 Market Trend Based Strategies
35.3.2 Competitor Strategies
36. Appendix
36.1. Abbreviations
36.2. Currencies
36.3. Historic and Forecast Inflation Rates
36.4. Research Inquiries
36.5. About the Analyst
36.6. Copyright and Disclaimer

Executive Summary

Gaming Simulators Global Market Report 2025 provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on 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.

Reasons to Purchase:

  • Gain a truly global perspective with the most comprehensive report available on this market covering 15 geographies.
  • Assess the impact of key macro factors such as conflict, pandemic and recovery, inflation and interest rate environment and the 2nd Trump presidency.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market shares.
  • Benchmark performance against key competitors.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Report will be updated with the latest data and delivered to you along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

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? 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, competitive landscape, market shares, 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.
  • 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 Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.
  • 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. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • 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 trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

Markets Covered:

1) By Component: Hardware; Software
2) 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 (Joysticks, Steering Wheels, Pedals); VR Headsets and Accessories; Displays and Projectors; Sensors and Tracking Systems
2) By Software: Simulation Software (Racing, Flight Simulators); Virtual Reality (VR) Software; Augmented Reality (AR) Software; Game Engines and Middleware; Custom-Built Simulation Applications

Key Companies Mentioned: Logitech International S.a.; Endor AG; Simetik; D-BOX Technologies Inc.; Hammacher Schlemmer & Company Inc.

Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain

Regions: Asia-Pacific; 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: PDF, Word and Excel Data Dashboard.

Companies Mentioned

The major 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