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The concept of simulation denotes the recreation of real-world situations in order to analyze key elements of that particular situation with the help of highly integrated software programming and visualization technologies. The gaming platforms that are developed to provide such type of experience to the user are simulation games while the software and hardware needed to achieve gaming simulation are known as gaming simulators. Simulator games enable players to experience scenarios and situations in great detail.
The extensive growth of the global gaming simulator market is attributed to key elements such as enhancement in performance, superior player experience, emergence of gaming, growing adoption of gaming zones, and the increasing number of virtual training solutions. For example, as per the study of the UK Interactive Entertainment Association in 2017, an estimated 32.4 million people in the UK use gaming as their entertainment platform.
On the other hand, low market product penetration in developing countries and the higher cost of gaming simulators is anticipated to obstruct the gaming simulation market growth, over the projected period.
The global gaming market across the globe is experiencing increasing adoption of Free2Play games. key factors such as unobstructed play, social interactions with other gamers, competition rationale are attracting gamers. In addition, these games offer great graphics along with the best multiplayer action. Also, these games offer the free up-gradation of weapons and new maps along with artificial scarcity. These key factors may boost the demand for Free2play games, which may create lucrative opportunities for the gaming simulator market.
The global software for the gaming simulator market will witness major growth in the market and it is projected to generate revenue of $7,381.5 million by 2026, increasing from $1,944.0 million in 2018.
The shooting segment for the global gaming simulator market will witness the fastest growth in the market and it is expected to register a revenue of $4,398.2 million over the projected period.
The commercial segment will have a major market share in the global market and it is anticipated to register a revenue of $7,996.6 million by 2026, over the projected period.
The gaming simulator market for Asia-Pacific has the fastest growth and it has generated revenue of $4,044.5 million in 2018 and is expected to grow at a CAGR, over the forecast period. The gaming simulator market for North-America has a significant market share and it has registered revenue of $5,382.4 million in 2026 at a noteworthy CAGR of 16.4%, during the projected period.
Significant gaming simulator market players are D-BOX TECHNOLOGIES INC., CXC Simulators, Eleetus., Villers Enterprises Ltd, Vesaro, Playseat B.V., Hammacher Schlemmer & Company, Inc., AeonSim, Sony Interactive Entertainment Inc., and RSEAT Ltd.
1.1.Desk Research
1.2.Real time insights and validation
1.3.Forecast model
1.4.Assumptions and forecast parameters
1.4.1.Assumptions
1.4.2.Forecast parameters
1.5.Data sources
1.5.1.Primary
1.5.2.Secondary
2.Executive Summary
2.1.360° summary
2.2.Component trends
2.3.Type trends
2.4.End-Use Industry trends
3.Market overview
3.1.Market segmentation & definitions
3.2.Key takeaways
3.2.1.Top investment pockets
3.2.2.Top winning strategies
3.3.Porter’s five forces analysis
3.3.1.Bargaining power of consumers
3.3.2.Bargaining power of suppliers
3.3.3.Threat of new entrants
3.3.4.Threat of substitutes
3.3.5.Competitive rivalry in the market
3.4.Market dynamics
3.4.1.Drivers
3.4.2.Restraints
3.4.3.Opportunities
3.5.Technology landscape
3.6.Regulatory landscape
3.7.Patent landscape
3.8.Market value chain analysis
3.9.Strategic overview
4.Gaming Simulation Market, by Component
4.1.Software
4.1.1.Market size and forecast, by region, 2019-2026
4.1.2.Comparative market share analysis, 2019&2026
4.2.Hardware4.2.1.Market size and forecast, by region, 2019-2026
4.2.2.Comparative market share analysis, 2019&2026
5.Gaming Simulation Market, by Type
5.1.Shooting
5.1.1.Market size and forecast, by region, 2019-2026
5.1.2.Comparative market share analysis, 2019&2026
5.2.Fighting
5.2.1.Market size and forecast, by region, 2019-2026
5.2.2.Comparative market share analysis, 2019&2026
5.3.racing
5.3.1.Market size and forecast, by region, 2019-2026
5.3.2.Comparative market share analysis, 2019&2026
6.Gaming Simulation Market,by End-Use Industry
6.1.Commercial6.1.1.Market size and forecast, by region, 2019-2026
6.1.2.Comparative market share analysis, 2019&2026
6.2.Residential6.2.1.Market size and forecast, by region, 2019-2026
6.2.2.Comparative market share analysis, 2019&2026
7.Gaming Simulation Market, by region
7.1.North America
7.1.1.Market size and forecast, by component, 2019-2026
7.1.2.Market size and forecast, by type, 2019-2026
7.1.3.Market size and forecast, by end use industry type, 2019-2026
7.1.4.Market size and forecast, by country, 2019-2026
7.1.5.Comparative market share analysis, 2019&2026
7.1.6.U.S.
7.1.6.1.Market size and forecast, by component, 2019-2026
7.1.6.2.Market size and forecast, by type, 2019-2026
7.1.6.3.Market size and forecast, by end use industry type, 2019-2026
7.1.6.4.Comparative market share analysis, 2019&2026
7.1.7.Canada
7.1.7.1.Market size and forecast, by component, 2019-2026
7.1.7.2.Market size and forecast, by type, 2019-2026
7.1.7.3.Market size and forecast, by end use industry type, 2019-2026
7.1.7.4.Comparative market share analysis, 2019&2026
7.1.8.Mexico
7.1.8.1.Market size and forecast, by component, 2019-2026
7.1.8.2.Market size and forecast, by type, 2019-2026
7.1.8.3.Market size and forecast, by end use industry type, 2019-2026
7.1.8.4.Comparative market share analysis, 2019&2026
7.2.Europe
7.2.1.Market size and forecast, by component, 2019-2026
7.2.2.Market size and forecast, by type, 2019-2026
7.2.3.Market size and forecast, by end use industry type, 2019-2026
7.2.4.Market size and forecast, by country, 2019-2026
7.2.5.Comparative market share analysis, 2019&2026
7.2.6.Germany
7.2.6.1.Market size and forecast, by component, 2019-2026
7.2.6.2.Market size and forecast, by type, 2019-2026
7.2.6.3.Market size and forecast, by end use industry type, 2019-2026
7.2.6.4.Comparative market share analysis, 2019&2026
7.2.7.UK
7.2.7.1.Market size and forecast, by component, 2019-2026
7.2.7.2.Market size and forecast, by type, 2019-2026
7.2.7.3.Market size and forecast, by end use industry type, 2019-2026
7.2.7.4.Comparative market share analysis, 2019&2026
7.2.8.France
7.2.8.1.Market size and forecast, by component, 2019-2026
7.2.8.2.Market size and forecast, by type, 2019-2026
7.2.8.3.Market size and forecast, by end use industry type, 2019-2026
7.2.8.4.Comparative market share analysis, 2019&2026
7.2.9.Spain
7.2.9.1.Market size and forecast, by component, 2019-2026
7.2.9.2.Market size and forecast, by type, 2019-2026
7.2.9.3.Market size and forecast, by end use industry type, 2019-2026
7.2.9.4.Comparative market share analysis, 2019&2026
7.2.10.Italy
7.2.10.1.Market size and forecast, by component, 2019-2026
7.2.10.2.Market size and forecast, by type, 2019-2026
7.2.10.3.Market size and forecast, by end use industry type, 2019-2026
7.2.10.4.Comparative market share analysis, 2019&2026
7.2.11.Rest of Europe
7.2.11.1.Market size and forecast, by component, 2019-2026
7.2.11.2.Market size and forecast, by type, 2019-2026
7.2.11.3.Market size and forecast, by end use industry type, 2019-2026
7.2.11.4.Comparative market share analysis, 2019&2026
7.3.Asia Pacific
7.3.1.Market size and forecast, by component, 2019-2026
7.3.2.Market size and forecast, by type, 2019-2026
7.3.3.Market size and forecast, by end use industry type, 2019-2026
7.3.4.Market size and forecast, by country, 2019-2026
7.3.5.Comparative market share analysis, 2019&2026
7.3.6.China
7.3.6.1.Market size and forecast, by component, 2019-2026
7.3.6.2.Market size and forecast, by type, 2019-2026
7.3.6.3.Market size and forecast, by end use industry type, 2019-2026
7.3.6.4.Comparative market share analysis, 2019&2026
7.3.7.India
7.3.7.1.Market size and forecast, by component, 2019-2026
7.3.7.2.Market size and forecast, by type, 2019-2026
7.3.7.3.Market size and forecast, by end use industry type, 2019-2026
7.3.7.4.Comparative market share analysis, 2019&2026
7.3.8.Australia
7.3.8.1.Market size and forecast, by component, 2019-2026
7.3.8.2.Market size and forecast, by type, 2019-2026
7.3.8.3.Market size and forecast, by end use industry type, 2019-2026
7.3.8.4.Comparative market share analysis, 2019&2026
7.3.9.Rest of Asia Pacific
7.3.9.1.Market size and forecast, by component, 2019-2026
7.3.9.2.Market size and forecast, by type, 2019-2026
7.3.9.3.Market size and forecast, by end use industry type, 2019-2026
7.3.9.4.Comparative market share analysis, 2019&2026
7.4.LAMEA
7.4.1.Market size and forecast, by component, 2019-2026
7.4.2.Market size and forecast, by type, 2019-2026
7.4.3.Market size and forecast, by end use industry type, 2019-2026
7.4.4.Market size and forecast, by country, 2019-2026
7.4.5.Comparative market share analysis, 2019&2026
7.4.6.Latin America
7.4.6.1.Market size and forecast, by component, 2019-2026
7.4.6.2.Market size and forecast, by type, 2019-2026
7.4.6.3.Market size and forecast, by end use industry type, 2019-2026
7.4.6.4.Comparative market share analysis, 2019&2026
7.4.7.Middle East
7.4.7.1.Market size and forecast, by component, 2019-2026
7.4.7.2.Market size and forecast, by type, 2019-2026
7.4.7.3.Market size and forecast, by end use industry type, 2019-2026
7.4.7.4.Comparative market share analysis, 2019&2026
7.4.8.Africa
7.4.8.1.Market size and forecast, by component, 2019-2026
7.4.8.2.Market size and forecast, by type, 2019-2026
7.4.8.3.Market size and forecast, by end use industry type, 2019-2026
7.4.8.4.Comparative market share analysis, 2019&2026
8.Company profiles8.1.CXC Simulations
8.1.1.Business overview
8.1.2.Financial performance
8.1.3.Product portfolio
8.1.4.Recent strategic moves & developments
8.1.5.SWOT analysis
8.2.D-BOX TECHNOLOGIES INC.
8.2.1.Business overview
8.2.2.Financial performance
8.2.3.Product portfolio
8.2.4.Recent strategic moves & developments
8.2.5.SWOT analysis
8.3.Villers Enterprises Ltd
8.3.1.Business overview
8.3.2.Financial performance
8.3.3.Product portfolio
8.3.4.Recent strategic moves & developments
8.3.5.SWOT analysis
8.4.Eleetus.
8.4.1.Business overview
8.4.2.Financial performance
8.4.3.Product portfolio
8.4.4.Recent strategic moves & developments
8.4.5.SWOT analysis
8.5.Hammacher Schlemmer & Company, Inc.
8.5.1.Business overview
8.5.2.Financial performance
8.5.3.Product portfolio
8.5.4.Recent strategic moves & developments
8.5.5.SWOT analysis
8.6.Playseat B.V.
8.6.1.Business overview
8.6.2.Financial performance
8.6.3.Product portfolio
8.6.4.Recent strategic moves & developments
8.6.5.SWOT analysis
8.7.Sony Interactive Entertainment Inc.
8.7.1.Business overview
8.7.2.Financial performance
8.7.3.Product portfolio
8.7.4.Recent strategic moves & developments
8.7.5.SWOT analysis
8.8.AeonSim
8.8.1.Business overview
8.8.2.Financial performance
8.8.3.Product portfolio
8.8.4.Recent strategic moves & developments
8.8.5.SWOT analysis
8.9.Vesaro8.9.1.Business overview
8.9.2.Financial performance
8.9.3.Product portfolio
8.9.4.Recent strategic moves & developments
8.9.5.SWOT analysis
8.10.RSEAT Ltd
8.10.1.Business overview
8.10.2.Financial performance
8.10.3.Product portfolio
8.10.4.Recent strategic moves & developments
8.10.5.SWOT analysis
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