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The global gaming simulators market grew at a CAGR of around 8% during 2015-2020. Looking forward, IMARC Group expects the market to exhibit moderate growth during 2021-2026. Keeping in mind the uncertainties of COVID-19, we are continuously tracking and evaluating the direct as well as the indirect influence of the pandemic on different end use sectors. These insights are included in the report as a major market contributor.
Gaming simulators refer to the hardware and software devices used for re-creating the experience of a game with real or fictional subjects. The simulators enable the gamers to experience scenarios and situations in detail and provide a fully immersive and real-world gaming experience. They are also used for training, academic, predictive and analytical purposes and use gaming panels, wheels, boxing gloves, demo guns, paddles and other components for various racing, business and war-based gaming scenarios. Gaming simulators aid in investigating critical situations, improve critical thinking, motor and social skills and deepen learning and understanding of complex concepts.
Rapid digitization of the entertainment and education industries across the globe represents one of the key factors creating a positive outlook for the market. With the rising popularity of video games, there is an increasing preference for gaming simulators as potential stress busters among young and adult consumers. In line with this, they are also widely used by auto racing organizations and automobile manufacturers to train race car drivers in real-life scenarios, thereby contributing to the market growth. Additionally, various innovations, such as the utilization of advanced cameras, sensors, virtual reality (VR) and artificial intelligence (AI) solutions in gaming simulators, are acting as other growth-inducing factors. The simulators are connected to motorized chairs that can auto-rotate to facilitate 360-degree viewing. Other factors, including increasing expenditure capacities of the consumers, along with rapid urbanization, especially in the developing economies, are anticipated to drive the market further.
IMARC Group provides an analysis of the key trends in each sub-segment of the global gaming simulators market, along with forecasts at the global, regional and country level from 2021-2026. Our report has categorized the market based on component, game type and end use.
Breakup by Component:
Breakup by Game Type:
Breakup by End Use:
Breakup by Region:
The competitive landscape of the industry has also been examined along with the profiles of the key players being 3D Perception Inc., CKAS Mechatronics Pty Ltd, Cxc Simulations LLC, D-Box Technologies Inc, Eleetus LLC, GTR Simulators, Hammacher Schlemmer & Company Inc., Playseats B.V., RSEAT Ltd., Sony Interactive Entertainment Inc. and Vesaro.
|Base Year of the Analysis||2020|
|Segment Coverage||Component, Game Type, End Use, Region|
|Region Covered||Asia Pacific, Europe, North America, Latin America, Middle East and Africa|
|Countries Covered||United States, Canada, Germany, France, United Kingdom, Italy, Spain, Russia, China, Japan, India, South Korea, Australia, Indonesia, Brazil, Mexico|
|Companies Covered||3D Perception Inc., CKAS Mechatronics Pty Ltd, Cxc Simulations LLC, D-Box Technologies Inc, Eleetus LLC, GTR Simulators, Hammacher Schlemmer & Company Inc., Playseats B.V., RSEAT Ltd., Sony Interactive Entertainment Inc. and Vesaro|
|Customization Scope||10% Free Customization|
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|Post-Sale Analyst Support||10-12 Weeks|
|Delivery Format||PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request)|
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