The racing simulator market size is expected to see strong growth in the next few years. It will grow to $1.31 billion in 2030 at a compound annual growth rate (CAGR) of 6.8%. The growth in the forecast period can be attributed to expansion of virtual reality technology, adoption of cloud-based racing simulations, growth of esports racing leagues, integration with autonomous vehicle testing, increasing adoption in educational institutions. Major trends in the forecast period include realistic driving physics development, professional driver training integration, competitive esports racing platforms, home entertainment racing simulators, customizable racing cockpit solutions.
The growing popularity of esports is anticipated to drive the expansion of the racing simulator market in the coming years. Esports, short for electronic sports, involves competitive video gaming events where professional players compete individually or as teams, often streamed live to audiences around the world. The rise in esports popularity is fueled by greater accessibility and increased viewership through digital platforms and global connectivity. Racing simulators in esports provide realistic driving experiences, enabling players to participate in virtual motorsport competitions with precise physics and highly detailed tracks. For example, in November 2024, the Greater London Authority (GLA), a UK government agency, approved an expenditure of up to $20,050 USD (£15,000) for commissioning a report on esports in London for 2024-25. This funding is split equally, with $10,025 USD (£7,500) coming from the Culture, Creative Industries, and 24-Hour London budget, and $10,025 USD (£7,500) from the Major Sports Events budget. Consequently, the rising interest in esports is contributing to the growth of the racing simulator market.
Major players in the racing simulator market are focusing on developing new products, such as universal wheel and pedal systems, to strengthen their competitive position. A universal wheel and pedal system is a versatile racing controller setup that is compatible with various gaming consoles and PC platforms, offering a more realistic driving experience. In racing simulators, it enhances both accessibility and immersion for gamers, allowing them to use a single system across different devices, thereby increasing engagement and expanding the market’s reach. For example, in January 2024, Turtle Beach Corporation, a US-based manufacturer of premium gaming accessories, introduced its latest product, the VelocityOne Race. This universal wheel and pedal system is designed for Xbox and Windows PCs and caters to racing simulation enthusiasts. It incorporates direct-drive technology, high-quality components, and customizable features.
In March 2024, Aston Martin Aramco Formula OneIn March 2024, AMR GP Limited, a UK-based firm specializing in Formula 1 racing, engineering, and automotive design, joined forces with Memento Exclusives to enhance fan engagement and broaden market reach. This collaboration is set to provide advanced AMR24 Show Car Simulators and produce exclusive motorsport collectibles that honor Aston Martin’s storied racing legacy. Memento Exclusives Limited is a UK-based company that creates and sells genuine motorsport memorabilia via its F1 Authentics platform.
Major companies operating in the racing simulator market are Logitech G, Endor AG, Thrustmaster, OMP Racing, SIMUCUBE, Fanatec, Playseat, Next Level Racing, Trak Racer AU, NRG Innovations, ImSim, Extreme Simracing, ButtKicker, Clark Synthesis, Arozzi, Vesaro, CXC Simulations, Max Papis Innovations, Ricmotech LLC., Pro-Sim, SIMAGIC, Renovatio Development, MOZA Sim Racing, MOMO Motorsport.
North America was the largest region in the racing simulator market in 2025. Europe is expected to be the fastest-growing region in the forecast period. The regions covered in the racing simulator market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the racing simulator market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The racing simulator market consists of revenues earned by entities by providing services such as installation assistance, customization of hardware and software, and technical support for events and competitions. The market value includes the value of related goods sold by the service provider or included within the service offering. The racing simulator market also includes sales of racing seats, virtual reality (VR) headsets, shifters, and handbrakes. 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
Racing Simulator Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses racing simulator 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 racing simulator? 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 racing simulator 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 Offering: Hardware; Software2) By Component: Cockpits; Steering Wheel; Monitor Stand; Seats; Pedal Sets; Gearbox Shifters; Other Components
3) By Simulator Type: Full-Scale Simulator; Medium-Level Simulator; Entry-Level Simulator
4) By Vehicle Type: Passenger Car; Commercial Vehicle
5) By Sales Channel: Online; Offline
Subsegments:
1) By Hardware: Racing Wheels; Pedals; Cockpit Seats; Gear Shifters; Virtual Reality (VR) Headsets2) By Software: Simulation Software; Game Titles; Driver Training Programs; Racing Leagues or Events Platforms
Companies Mentioned: Logitech G; Endor AG; Thrustmaster; OMP Racing; SIMUCUBE; Fanatec; Playseat; Next Level Racing; Trak Racer AU; NRG Innovations; ImSim; Extreme Simracing; ButtKicker; Clark Synthesis; Arozzi; Vesaro; CXC Simulations; Max Papis Innovations; Ricmotech LLC.; Pro-Sim; SIMAGIC; Renovatio Development; MOZA Sim Racing; MOMO Motorsport
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 Racing Simulator market report include:- Logitech G
- Endor AG
- Thrustmaster
- OMP Racing
- SIMUCUBE
- Fanatec
- Playseat
- Next Level Racing
- Trak Racer AU
- NRG Innovations
- ImSim
- Extreme Simracing
- ButtKicker
- Clark Synthesis
- Arozzi
- Vesaro
- CXC Simulations
- Max Papis Innovations
- Ricmotech LLC.
- Pro-Sim
- SIMAGIC
- Renovatio Development
- MOZA Sim Racing
- MOMO Motorsport
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 250 |
| Published | January 2026 |
| Forecast Period | 2026 - 2030 |
| Estimated Market Value ( USD | $ 1.01 Billion |
| Forecasted Market Value ( USD | $ 1.31 Billion |
| Compound Annual Growth Rate | 6.8% |
| Regions Covered | Global |
| No. of Companies Mentioned | 25 |


