Gaming Simulators Market to Reach US$ 7,562.1 Million at CAGR of 10.2% by 2025

Gaming Simulators Market to 2025 - Global Analysis and Forecasts by Component (Software and Hardware); Game Type (Racing, Shooting, Fighting, and Others); and End-User (Entertainment and Education & Training)

Publication Month : Apr 2018

  • Report Code : TIPTE100000729
  • Category : Electronics and Semiconductor
  • Status : Published
  • No. of Pages : 150
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The gaming simulators market was valued at US$ 3,526.3 million in 2017 and is projected to reach US$ 7,562.1 million by 2025; it is expected to grow at a CAGR of 10.2% during 2018-2025.

Gaming Simulators are extensively replacing normal gaming consoles in wide range of applications. Various types of gaming simulators are being introduced in the market for different games that are increasing being adopted in the market. Involvement of gaming simulators in the gaming market is increasing the interests of the customers in the games and further increasing the penetration of the game in the market. Furthermore, these simulators are being increasingly used by different authorities in providing gaming-based learning in different applications. Some of these games include truck simulator, car simulators, and various other, which provide the gamer with the exact experience of driving the particular vehicle.  

The simulators being used nowadays provide closest possible real-life experience to the game that the simulators are working on. For instance, in the racing games, the simulators used provide an exact experience of driving a vehicle in the real-life racing. In the other games as well, the simulators being developed try to imitate the real-life experience of playing the game. This is increasing the interest of the game players in opting for the simulators for playing their game. Furthermore, increasing competition for being in the top list of the players of the game in the whole world is increasing the adoption of the simulators for a better experience and lowering the rate of mistakes committed in the game to increase their ranking in the world game ranking. As the number of players in the online games are increasing and opting for simulators for a better gameplay and better ranking, the market for gaming simulators will keep on increasing in the coming years.

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Market Insights–Gaming Simulators Market

Intriguing gameplay through simulators

One of the major factors that are acting as a major driver in the growth of the gaming simulators market is the intriguing gameplay. This is the major factor for the high popularity of first-person shooter (FPS). The graphics, as well as the quality of the games, are so much increased that while playing, it acts like a role play and makes the gamer feel like the character in the game and play and see through the eyes of the game character. It becomes an alternate personality of the gamer other than his real life. For instance, in the games such as Call of Duty, Counter-Strike and other such games, the game is played with first-person view, which makes the gamer feel as if he himself is playing in the game. This appeal of FPS gaming simulation is not likely to diminish anytime sooner and will further bolster the demand for the gaming simulators in the coming years. 

Component Segment Insights

Based on component, the gaming simulators market is segmented into software and hardware. Both the components are equally important for providing the input to the gaming console. But hardware components are more important as they provide the movements needed to convert into digital signals to be provided in the game for the input.

Gaming Type Segment Insights

Based on gaming type, the gaming simulators market is bifurcated into racing, shooting, fighting, and others. These types of games generally use simulators for providing a high-quality experience to the gamer while playing the game. Racing simulators include multiple components such as racing seats, steering wheel, paddles, and gear. These equipment provides an exact feeling of racing a car in the real life and make the gaming experience a lot more interesting than just playing with the consoles.

End Users Segment Insights

Based on end users, the gaming simulators market is bifurcated into entertainment and education & training. End-users are the applications in which gaming simulators are used for different activities. The entertainment industry has emerged as an innovative and wide source of simulation technology. Gaming devices are used in several places in the entertainment industry such as game zones in malls, gaming parlors, and at homes.

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Gaming Simulators Market: Strategic Insights

gaming-simulators-market
Market Size Value inUS$ 3,526.3 Million in 2017
Market Size Value byUS$ 7,562.1 Million by 2025
Growth rateCAGR of 10.2% from 2018-2025
Forecast Period2018-2025
Base Year2018
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The market players focus on new product innovations and developments by integrating advanced technologies and features in their products to compete with the competitors.

  • In 2018, Cruden announced the up gradation of Prema Racing’s driving simulator by adding open-architecture Panthera simulator software suite to it. This up gradation will allow the progress of professional simulator software, without investing completely on new simulator hardware.
  • In 2018, Sony Interactive Entertainment launched PlayStation VR with new prices. This new product will expand the VR platform with VR games and revolutionary experiences for delivering PlayStation to place where users can enjoy and play it worldwide.
  • In 2017, D-Box announced its collaboration with Ster Kinekor (South Africa). This collaboration D-Box announced that it will install its high fidelity motion seats in Ster Kinekor’s four auditoriums namely Rosebank Mall and Mall of Africa in Johannesburg, Gateway Shopping Mall in Durban, and Cavendish Square in Cape Town.

The Global Gaming Simulators Market has been Segmented as Follows:

Gaming Simulators Market – by Component

  • Software
  • Hardware

Gaming Simulators Market – by Gaming Type

  • Racing
  • Shooting
  • Fighting
  • Others

Gaming Simulators Market – by Gaming Type

  • Entertainment
  • Education & Training

Gaming Simulators Market – by Geography

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • France
    • Germany
    • Italy
    • UK
    • Russia
    • Rest of Europe
  • Asia Pacific (APAC)
    • China
    • India
    • South Korea
    • Japan
    • Rest of APAC
  • Middle East & Africa (MEA)
    • South Africa
    • Rest of MEA
  • South America (SAM)
    • Brazil
    • Argentina
    • Rest of SAM  

Gaming Simulators Market – Companies Profiles

  • AEON SIMULATORS LIMITED
  • Cruden B.V
  • CXC Simulations
  • D-BOX Technologies
  • ELEETUS
  • Hammacher Schlemmer & Company, Inc.
  • Playseat
  • Simxperience (Villers Enterprises Ltd.)
  • Sony Interactive Entertainment LLC
  • Vesaro
Report Coverage
Report Coverage

Revenue forecast, Company Analysis, Industry landscape, Growth factors, and Trends

Segment Covered
Segment Covered

Component ; Game Type ; and End-User

Regional Scope
Regional Scope

North America, Europe, Asia Pacific, Middle East & Africa, South & Central America

Country Scope
Country Scope

US, Canada, Mexico, UK, Germany, Spain, Italy, France, India, China, Japan, South Korea, Australia, UAE, Saudi Arabia, South Africa, Brazil, Argentina

The List of Companies

1. CXC Simulations2. D-BOX Technologies3. ELEETUS4. Hammacher Schlemmer & Company, Inc.5. Playseat6. Simxperience (Villers Enterprises Ltd.)7. Sony Interactive Entertainment LLC8. Vesaro9. Cruden B.V.10. AEON SIMULATORS LIMITED

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  1. Data Collection and Secondary Research:

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Below is the breakup of our primary respondents by company, designation, and region:

Research Methodology

Once we receive the confirmation from primary research sources or primary respondents, we finalize the base year market estimation and forecast the data as per the macroeconomic and microeconomic factors assessed during data collection.

  1. Data Analysis:

Once data is validated through both secondary as well as primary respondents, we finalize the market estimations by hypothesis formulation and factor analysis at regional and country level.

  • 3.1 Macro-Economic Factor Analysis:

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The “Table of Contents” is formulated by listing and analyzing more than 25 - 30 companies operating in the market ecosystem across geographies. However, we profile only 10 companies as a standard practice in our syndicate reports. These 10 companies comprise leading, emerging, and regional players. Nonetheless, our analysis is not restricted to the 10 listed companies, we also analyze other companies present in the market to develop a holistic view and understand the prevailing trends. The “Company Profiles” section in the report covers key facts, business description, products & services, financial information, SWOT analysis, and key developments. The financial information presented is extracted from the annual reports and official documents of the publicly listed companies. Upon collecting the information for the sections of respective companies, we verify them via various primary sources and then compile the data in respective company profiles. The company level information helps us in deriving the base number as well as in forecasting the market size.

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  1. Data Triangulation and Final Review:

The market findings and base year market size calculations are validated from supply as well as demand side. Demand side validations are based on macro-economic factor analysis and benchmarks for respective regions and countries. In case of supply side validations, revenues of major companies are estimated (in case not available) based on industry benchmark, approximate number of employees, product portfolio, and primary interviews revenues are gathered. Further revenue from target product/service segment is assessed to avoid overshooting of market statistics. In case of heavy deviations between supply and demand side values, all thes steps are repeated to achieve synchronization.

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