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)

  • 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

Table of Contents

1. Table of Contents 2
1.1 List of Tables 9
1.2 List of Figures 11
2 Introduction 14
2.1 Scope of the Study 14
2.2 The Insight Partners Research Report Guidance 14
3 Key Takeaways 16
4 Gaming Simulators Market Landscape 19
4.1 Market Overview 19
4.2 Market Segmentation 20
4.2.1 Global Gaming Simulators Market – By Component 21
4.2.2 Global Gaming Simulators Market – By Game Type 22
4.2.3 Global Gaming Simulators Market – By End-User 22
4.2.4 Global Gaming Simulators Market – By Geography 22
4.3 PEST Analysis 24
4.3.1 North America PEST Analysis 24
4.3.2 Europe PEST Analysis 26
4.3.3 Asia Pacific PEST Analysis 28
4.3.4 Middle East & Africa PEST Analysis 30
4.3.5 South America PEST Analysis 32
5 Global Gaming Simulators Market – Key Market Dynamics 34
5.1 Key Market Drivers 34
5.1.1 Ability to provide real-life experience 34
5.1.2 Intriguing gameplay through simulators 35
5.2 Key Market Restraints 36
5.2.1 High cost associated with the gaming simulators 36
5.3 Key Market Opporunities 36
5.3.1 New and advanced technologies in the gaming simulators 36
5.3.2 Increasing collaborations with companies in the entertainment industry 36
5.4 Future Trends 37
5.4.1 Acceptance of 360 degree camera as next-generation technology 37
5.4.2 Increasing adoption of flight simulators 37
5.5 Impact Analysis of Drivers and Restraints 38
6 Gaming Simulators Market – Global 39
6.1 Global Gaming Simulators Market Overview 39
6.2 Global Gaming Simulators Market Forecast and Analysis 39
7 Global Gaming Simulators Market Analysis – By Component 41
7.1 Overview 41
7.2 Software 42
7.2.1 Overview 42
7.2.2 Global Software Market Revenue and Forecasts to 2025 (US$ Mn) 42
7.3 Hardware 43
7.3.1 Overview 43
7.3.2 Global Hardware Market Revenue and Forecasts to 2025 (US$ Mn) 43
8 Global Gaming Simulators Market Analysis – By Game Type 44
8.1 Overview 44
8.2 Racing 45
8.2.1 Overview 45
8.2.2 Global Racing Market Revenue and Forecasts to 2025 (US$ Mn) 45
8.3 Shooting 46
8.3.1 Overview 46
8.3.2 Global Shooting Market Revenue and Forecasts to 2025 (US$ Mn) 46
8.4 Fighting 47
8.4.1 Overview 47
8.4.2 Global Fighting Market Revenue and Forecasts to 2025 (US$ Mn) 47
8.5 Others 48
8.5.1 Overview 48
8.5.2 Global Others Market Revenue and Forecasts to 2025 (US$ Mn) 48
9 Global Gaming Simulators Market Analysis – By End-User 49
9.1 Overview 49
9.2 Entertainment 50
9.2.1 Overview 50
9.2.2 Global Entertainment Market Revenue and Forecasts to 2025 (US$ Mn) 50
9.3 Education & Training 51
9.3.1 Overview 51
9.3.2 Global Education & Training Market Revenue and Forecasts to 2025 (US$ Mn) 51
10 Global Gaming Simulators Market – Geographical Analysis 52
10.1 Overview 52
10.2 North America Gaming Simulators Market Revenue and Forecasts to 2025 53
10.2.1 Overview 53
10.2.2 North America Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 53
10.2.3 North America Gaming Simulators Market Breakdown by Key Countries 55
10.2.3.1 U.S. Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 56
10.2.3.2 Canada Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 57
10.2.3.3 Mexico Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 58
10.2.4 North America Gaming Simulators Market Breakdown by Components 59
10.2.4.1 North America Gaming Simulators Market Breakdown by Hardware 60
10.2.5 North America Gaming Simulators Market Breakdown by Game Type 61
10.2.6 North America Gaming Simulators Market Breakdown by End-user 63
10.3 Europe Gaming Simulators Market Revenue and Forecasts to 2025 65
10.3.1 Overview 65
10.3.2 Europe Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 65
10.3.3 Europe Gaming Simulators Market Breakdown by Countries 66
10.3.3.1 France Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 67
10.3.3.2 Germany Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 68
10.3.3.3 Italy Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 69
10.3.3.4 Spain Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 70
10.3.3.5 U.K. Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 71
10.3.4 Europe Gaming Simulators Market Breakdown by Components 72
10.3.4.1 Europe Gaming Simulators Market Breakdown by Hardware 73
10.3.5 Europe Gaming Simulators Market Breakdown by Game Type 74
10.3.6 Europe Gaming Simulators Market Breakdown by End-user 76
10.4 Asia Pacific (APAC) Gaming Simulators Market Revenue and Forecasts to 2025 78
10.4.1 Overview 78
10.4.2 Asia Pacific Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 79
10.4.3 Asia Pacific Gaming Simulators Market Breakdown by Countries 80
10.4.3.1 South Korea Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 81
10.4.3.2 China Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 82
10.4.3.3 India Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 83
10.4.3.4 Japan Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 84
10.4.4 Asia Pacific Gaming Simulators Market Breakdown by Components 85
10.4.4.1 Asia Pacific Gaming Simulators Market Breakdown by Hardware 86
10.4.5 Asia Pacific Gaming Simulators Market Breakdown by Game Type 87
10.4.6 Asia Pacific Gaming Simulators Market Breakdown by End-user 89
10.5 Middle East & Africa (MEA) Gaming Simulators Market Revenue and Forecasts to 2025 91
10.5.1 Overview 91
10.5.2 Middle East & Africa Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 91
10.5.3 Middle East & Africa Gaming Simulators Market Breakdown by Key Countries 93
10.5.3.1 South Africa Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 94
10.5.3.2 Saudi Arabia Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 95
10.5.3.3 UAE Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 96
10.5.4 Middle East & Africa Gaming Simulators Market Breakdown by Component 97
10.5.4.1 Middle East & Africa Gaming Simulators Market Breakdown by Hardware 98
10.5.5 Middle East & Africa Gaming Simulators Market Breakdown by Game Type 99
10.5.6 Middle East & Africa Gaming Simulators Market Breakdown by End-user 101
10.6 South America Gaming Simulators Market Revenue and Forecasts to 2025 102
10.6.1 Overview 102
10.6.2 South America Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 102
10.6.3 South America Gaming Simulators Market Breakdown by Key Countries 103
10.6.3.1 Brazil Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 104
10.6.4 South America Gaming Simulators Market Breakdown by Component 105
10.6.4.1 South America Gaming Simulators Market Breakdown by Hardware 106
10.6.5 South America Gaming Simulators Market Breakdown by Game Type 107
10.6.6 South America Gaming Simulators Market Breakdown by End-user 109
11 Industry Landscape 111
11.1 Market Initiative 111
11.2 New Development 112
12 Competitive Landscape 114
12.1 Competitive Product Mapping 114
12.2 Market positioning 116
13 Global Gaming Simulators Market – Key Company Profiles 117
13.1 CXC Simulations 117
13.1.1 Key Facts 117
13.1.2 Business Description 117
13.1.3 Financial Overview 117
13.1.4 SWOT Analysis 118
13.1.5 Key Developments 120
13.2 D-BOX Technologies 121
13.2.1 Key Facts 121
13.2.2 Business Description 121
13.2.3 Financial Overview 122
13.2.4 SWOT Analysis 123
13.2.5 Key Developments 125
13.3 ELEETUS 127
13.3.1 Key Facts 127
13.3.2 Business Description 127
13.3.3 Financial Overview 128
13.3.4 SWOT Analysis 128
13.3.5 Key Developments 129
13.4 Hammacher Schlemmer & Company, Inc. 131
13.4.1 Key Facts 131
13.4.2 Business Description 131
13.4.3 Financial Overview 132
13.4.4 SWOT Analysis 132
13.4.5 Key Developments 134
13.5 Playseat 135
13.5.1 Key Facts 135
13.5.2 Business Description 135
13.5.3 Financial Overview 136
13.5.4 SWOT Analysis 136
13.5.5 Key Developments 137
13.6 Simxperience (Villers Enterprises Ltd.) 139
13.6.1 Key Facts 139
13.6.2 Business Description 139
13.6.3 Financial Overview 139
13.6.4 SWOT Analysis 140
13.6.5 Key Developments 141
13.7 Sony Interactive Entertainment LLC 142
13.7.1 Key Facts 142
13.7.2 Business Description 142
13.7.3 Financial Overview (Sony Corporation) 143
13.7.4 SWOT Analysis 144
13.7.5 Key Developments 145
13.8 Vesaro 147
13.8.1 Key Facts 147
13.8.2 Business Description 147
13.8.3 Financial Overview 147
13.8.4 SWOT Analysis 148
13.8.5 Key Developments 149
13.9 Cruden B.V. 150
13.9.1 Key Facts 150
13.9.2 Business Description 150
13.9.3 Financial Overview 151
13.9.4 SWOT Analysis 151
13.9.5 Key Developments 152
13.10 AEON SIMULATORS LIMITED 154
13.10.1 Key Facts 154
13.10.2 Business Description 154
13.10.3 Financial Overview 154
13.10.4 SWOT Analysis 155
13.10.5 Key Developments 156
14 Appendix 157
14.1 About The Insight Partners 157
14.2 Glossary of Terms 158
14.3 Methodology 159
14.3.1 Coverage 159
14.3.2 Secondary Research 159
14.3.3 Primary Research 160
14.4 Contact Us 161
14.5 Disclaimer 162


List of Tables

Table 1: Global Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 39
Table 2: North America Gaming Simulators Market Revenue and Forecasts to 2025 – By Components (US$ Mn) 59
Table 3: North America Gaming Simulators Market Revenue and Forecasts to 2025 – By Hardware (US$ Mn) 60
Table 4:North America Gaming Simulators Market Revenue and Forecasts to 2025 – By Game Type (US$ Mn) 62
Table 5: North America Gaming Simulators Market Revenue and Forecasts to 2025 – By End-user (US$ Mn) 64
Table 6: Europe Gaming Simulators Market Revenue and Forecasts to 2025 – By Components (US$ Mn) 72
Table 7: Europe Gaming Simulators Market Revenue and Forecasts to 2025 – By Hardware (US$ Mn) 73
Table 8: Europe Gaming Simulators Market Revenue and Forecasts to 2025 – By Game Type (US$ Mn) 75
Table 9: Europe Gaming Simulators Market Revenue and Forecasts to 2025 – By End-user (US$ Mn) 77
Table 10: Asia Pacific Gaming Simulators Market Revenue and Forecasts to 2025 – By Components (US$ Mn) 85
Table 11: Asia Pacific Gaming Simulators Market Revenue and Forecasts to 2025 – By Hardware (US$ Mn) 86
Table 12: Asia Pacific Gaming Simulators Market Revenue and Forecasts to 2025 – By Game Type (US$ Mn) 88
Table 13: Asia Pacific Gaming Simulators Market Revenue and Forecasts to 2025 – By End-user (US$ Mn) 90
Table 14: Middle East & Africa Gaming Simulators Market Revenue and Forecasts to 2025 – By Component (US$ Mn) 97
Table 15: Middle East & Africa Gaming Simulators Market Revenue and Forecasts to 2025 – By Hardware (US$ Mn) 98
Table 16: Middle East & Africa Gaming Simulators Market Revenue and Forecasts to 2025 – By Game Type (US$ Mn) 99
Table 17: Middle East & Africa Gaming Simulators Market Revenue and Forecasts to 2025 – By End-user (US$ Mn) 101
Table 18: South America Gaming Simulators Market Revenue and Forecasts to 2025 – By Component (US$ Mn) 105
Table 19: South America Gaming Simulators Market Revenue and Forecasts to 2025 – By Hardware (US$ Mn) 106
Table 20: South America Gaming Simulators Market Revenue and Forecasts to 2025 – By Game type (US$ Mn) 108
Table 21: South America Gaming Simulators Market Revenue and Forecasts to 2025 – By End-user (US$ Mn) 110
Table 22: Glossary of Terms, Gaming Simulators Market 158


List of Figures

Figure 1: Asia-Pacific Gaming Simulators Market, Revenue (US$ Mn), by Geography 2017 & 2025 16
Figure 2: Gaming Simulators Market By Game Type, Market Share (%), 2017 17
Figure 3: Regional Market Attractiveness Index, 2018 - 2025 18
Figure 4: Gaming Simulators Market Segmentation 20
Figure 5: Gaming Simulators Market Segmentation 21
Figure 6: North America PEST Analysis 24
Figure 7: Europe PEST Analysis 26
Figure 8: APAC PEST Analysis 28
Figure 9: Middle East & Africa (MEA) PEST Analysis 30
Figure 10: South America (SAM) PEST Analysis 32
Figure 11: Gaming Simulators Market Impact Analysis of Driver and Restraints 38
Figure 12: Global Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 40
Figure 13: Global Gaming Simulators Market Breakdown By Component, 2017 & 2025 (%) 41
Figure 14: Global Software Market Revenue and Forecasts to 2025 (US$ Mn) 42
Figure 15: Global Hardware Market Revenue and Forecasts to 2025 (US$ Mn) 43
Figure 16: Global Gaming Simulators Market Breakdown By Game Type, 2017 & 2025 (%) 44
Figure 17: Global Racing Market Revenue and Forecasts to 2025 (US$ Mn) 45
Figure 18: Global Shooting Market Revenue and Forecasts to 2025 (US$ Mn) 46
Figure 19: Global Fighting Market Revenue and Forecasts to 2025 (US$ Mn) 47
Figure 20: Global Others Market Revenue and Forecasts to 2025 (US$ Mn) 48
Figure 21: Global Gaming Simulators Market Breakdown By End-User, 2017 & 2025 (%) 49
Figure 22: Global Entertainment Market Revenue and Forecasts to 2025 (US$ Mn) 50
Figure 23: Global Education & Training Market Revenue and Forecasts to 2025 (US$ Mn) 51
Figure 24:Gaming Simulators Market, Global Breakdown by Region, 2017 & 2025 (%) 52
Figure 25: North America Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 54
Figure 26: North America Gaming Simulators Market Breakdown by Key Countries, 2017 & 2025 (%) 55
Figure 27: U.S. Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 56
Figure 28: Canada Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 57
Figure 29: Mexico Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 58
Figure 30: North America Gaming Simulators Market Breakdown By Components, 2017 & 2025 (%) 59
Figure 31: North America Gaming Simulators Market Breakdown By Hardware, 2017 & 2025 (%) 60
Figure 32: North America Gaming Simulators Market Breakdown by Game Type, 2017 & 2025 (%) 61
Figure 33: North America Gaming Simulators Market Breakdown by End-user, 2017 & 2025 (%) 63
Figure 34: Europe Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 65
Figure 35: Europe Gaming Simulators Market Breakdown By Key Countries, 2017 & 2025 (%) 66
Figure 36: France Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 67
Figure 37: Germany Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 68
Figure 38: Italy Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 69
Figure 39: Spain Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 70
Figure 40: U.K. Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 71
Figure 41: Europe Gaming Simulators Market Breakdown By Components, 2017 & 2025 (%) 72
Figure 42: Europe Gaming Simulators Market Breakdown By Hardware, 2017 & 2025 (%) 73
Figure 43: Europe Gaming Simulators Market Breakdown By Game Type, 2017 & 2025 (%) 74
Figure 44: Europe Gaming Simulators Market Breakdown by End-user, 2017 & 2025 (%) 76
Figure 45: Asia Pacific Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 79
Figure 46: Asia Pacific Gaming Simulators Market Breakdown by Key Countries, 2017 & 2025 (%) 80
Figure 47: South Korea Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 81
Figure 48: China Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 82
Figure 49: India Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 83
Figure 50: Japan Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 84
Figure 51: Asia Pacific Gaming Simulators Market Breakdown By Components, 2017 & 2025 (%) 85
Figure 52: Asia Pacific Gaming Simulators Market Breakdown By Hardware, 2017 & 2025 (%) 86
Figure 53: Asia Pacific Gaming Simulators Market Breakdown by Game Type, 2017 & 2025 (%) 87
Figure 54: Asia Pacific Gaming Simulators Market Breakdown by End-user, 2017 & 2025 (%) 89
Figure 55: Middle East & Africa Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 92
Figure 56: Middle East & Africa Gaming Simulators Market Breakdown by Key Countries, 2017 & 2025 (%) 93
Figure 57: South Africa Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 94
Figure 58: Saudi Arabia Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 95
Figure 59: UAE Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 96
Figure 60: Middle East & Africa Gaming Simulators Market Breakdown by Component, 2017 & 2025 (%)97
Figure 61: Middle East & Africa Gaming Simulators Market Breakdown by Hardware, 2017 & 2025 (%) 98
Figure 62: Middle East & Africa Gaming Simulators Market Breakdown by Game Type, 2017 & 2025 (%) 99
Figure 63: Middle East & Africa Gaming Simulators Market Breakdown by End-user, 2017 & 2025 (%) 101
Figure 64: South America Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 102
Figure 65: South America Gaming Simulators Market Breakdown by Key Countries, 2017 & 2025 (%) 103
Figure 66: Brazil Gaming Simulators Market Revenue and Forecasts to 2025 (US$ Mn) 104
Figure 67: South America Gaming Simulators Market Breakdown by Component, 2017 & 2025 (%) 105
Figure 68: South America Gaming Simulators Market Breakdown by Hardware, 2017 & 2025 (%) 106
Figure 69: South America Gaming Simulators Market Breakdown by Game Type, 2017 & 2025 (%) 107
Figure 70: South America Gaming Simulators Market Breakdown by End-user, 2017 & 2025 (%) 109
Figure 71: Global Gaming Simulators Market Positioning 2017 117
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

The Insight Partners performs research in 4 major stages: Data Collection & Secondary Research, Primary Research, Data Analysis and Data Triangulation & Final Review.

  1. Data Collection and Secondary Research:

As a market research and consulting firm operating from a decade, we have published many reports and advised several clients across the globe. First step for any study will start with an assessment of currently available data and insights from existing reports. Further, historical and current market information is collected from Investor Presentations, Annual Reports, SEC Filings, etc., and other information related to company’s performance and market positioning are gathered from Paid Databases (Factiva, Hoovers, and Reuters) and various other publications available in public domain.

Several associations trade associates, technical forums, institutes, societies and organizations are accessed to gain technical as well as market related insights through their publications such as research papers, blogs and press releases related to the studies are referred to get cues about the market. Further, white papers, journals, magazines, and other news articles published in the last 3 years are scrutinized and analyzed to understand the current market trends.

  1. Primary Research:

The primarily interview analysis comprise of data obtained from industry participants interview and answers to survey questions gathered by in-house primary team.

For primary research, interviews are conducted with industry experts/CEOs/Marketing Managers/Sales Managers/VPs/Subject Matter Experts from both demand and supply side to get a 360-degree view of the market. The primary team conducts several interviews based on the complexity of the markets to understand the various market trends and dynamics which makes research more credible and precise.

A typical research interview fulfils the following functions:

  • Provides first-hand information on the market size, market trends, growth trends, competitive landscape, and outlook
  • Validates and strengthens in-house secondary research findings
  • Develops the analysis team’s expertise and market understanding

Primary research involves email interactions and telephone interviews for each market, category, segment, and sub-segment across geographies. The participants who typically take part in such a process include, but are not limited to:

  • Industry participants: VPs, business development managers, market intelligence managers and national sales managers
  • Outside experts: Valuation experts, research analysts and key opinion leaders specializing in the electronics and semiconductor industry.

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:

We analyse macroeconomic indicators such the gross domestic product (GDP), increase in the demand for goods and services across industries, technological advancement, regional economic growth, governmental policies, the influence of COVID-19, PEST analysis, and other aspects. This analysis aids in setting benchmarks for various nations/regions and approximating market splits. Additionally, the general trend of the aforementioned components aid in determining the market's development possibilities.

  • 3.2 Country Level Data:

Various factors that are especially aligned to the country are taken into account to determine the market size for a certain area and country, including the presence of vendors, such as headquarters and offices, the country's GDP, demand patterns, and industry growth. To comprehend the market dynamics for the nation, a number of growth variables, inhibitors, application areas, and current market trends are researched. The aforementioned elements aid in determining the country's overall market's growth potential.

  • 3.3 Company Profile:

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.

  • 3.4 Developing Base Number:

Aggregation of sales statistics (2020-2022) and macro-economic factor, and other secondary and primary research insights are utilized to arrive at base number and related market shares for 2022. The data gaps are identified in this step and relevant market data is analyzed, collected from paid primary interviews or databases. On finalizing the base year market size, forecasts are developed on the basis of macro-economic, industry and market growth factors and company level analysis.

  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.

We follow an iterative model, wherein we share our research findings with Subject Matter Experts (SME’s) and Key Opinion Leaders (KOLs) until consensus view of the market is not formulated – this model negates any drastic deviation in the opinions of experts. Only validated and universally acceptable research findings are quoted in our reports.

We have important check points that we use to validate our research findings – which we call – data triangulation, where we validate the information, we generate from secondary sources with primary interviews and then we re-validate with our internal data bases and Subject matter experts. This comprehensive model enables us to deliver high quality, reliable data in shortest possible time.

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