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Gaming Simulators Market by End-user, Component, Type, and Geography - Forecast and Analysis 2020-2024

  • Published: Aug 2021
  • Pages: 120
  • SKU: IRTNTR41075
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The gaming stimulators market share is expected to increase by USD 7.21 billion from 2019 to 2024, and the market's growth momentum will decelerate at a CAGR of 16.7%.

This gaming stimulators market research report provides valuable insights on the post COVID-19 impact on the market, which will help companies evaluate their business approaches. Furthermore, this report extensively covers gaming stimulators market segmentations by end user (commercial and residential), type (racing, shooting, and flight), and geography (North America, Europe, APAC, South America, North America, Europe, APAC, South America, North America, Europe, APAC, and South America). The gaming stimulators market report also offers information on several market vendors, including 3D perception Inc., CKAS Mechatronics Pty Ltd., Cruden BV, CXC Simulations Ltd., D-BOX Technologies Inc., GTR Simulators Inc., Guillemot Corporation SA, Lean Games Ltd., Sony Corp., and The AEgis Technologies Group among others.

What will the Gaming Stimulators Market Size be During the Forecast Period?

Gaming Simulators Market Size

Download the Free Report Sample to Unlock the Gaming Stimulators Market Size for the Forecast Period and Other Important Statistics

 

Gaming Stimulators Market: Key Drivers, Trends, and Challenges

Based on our research output, there has been a positive impact on the market growth during and post COVID-19 era. The gaming simulators integrated with vr headsets is notably driving the gaming stimulators market growth, although factors such as gaming simulators are expensive may impede market growth. Our research analysts have studied the historical data and deduced the key market drivers and the COVID-19 pandemic impact on the gaming stimulators industry. The holistic analysis of the drivers will help in deducing end goals and refining marketing strategies to gain a competitive edge.

Key Gaming Stimulators Market Driver

The increasing sophistication of games is a major factor driving the global gaming stimulators market share growth. The techniques of gaming are becoming increasingly complex and sophisticated. With a diverse group of consumers playing games for a variety of reasons, such as for entertainment, to escape from reality, or to relieve stress, the levels of sophistication of games vary. The market has rapidly evolved, and several gaming titles in the market are designed for the adult consumer segment that demands more sophisticated and interactive games. Gaming simulators are predominantly used by the adult population. Its complex design and gameplay routine have encouraged more players to use gaming simulators. A gaming simulator is a more viable option for adults that are willing to spend more time and money on an enhanced gaming experience. Essentially, the increasing sophistication of games is expected to positively influence the growth of the market during the forecast period.

Key Gaming Stimulators Market Trend

The acceptance of 360-degree camera as next-generation technology in gaming simulator market is another factor supporting the global gaming stimulator market share growth. Technological advances in the global VR content market have led to the introduction of 360-degree videos. The concept of VR with gaming simulators is rapidly growing, and it is one of the leading technological transformations in the gaming world. The addition of a 360-degree field of vision to the VR headset enhances the QoE of the gaming simulator. Gamers get not only a front view but also a 360-degree view of the VR environment. Tech giants like Facebook is launching its flagship VR device Oculus Rift, Sony is launching Morpheus and HTC launching Vive. Due to such product offerings and advancements, Technavio estimates that VR integration with 360-degree content and gaming simulators will experience increased market share growth during the forecast period.

Key Gaming Stimulators Market Challenge

The rise in health-related issues will be major challenge for global gaming stimulators market during the forecast period. VR headsets have become an integral part of gaming simulators. One of the major challenges with VR is the motion sickness experienced by a large number of users. It affects the gaming simulator experience. A user can experience motion sickness while gaming, where the user's eyes and ears lose their sensitivity. As the eye muscles keep track of the game, the ears fail to detect any motion, which leads to disorientation. Major game publishers have expressed concerns about motion sickness, and developers are yet to find probable solutions to this problem. There have been reports about the innovation of Virtual Nose that can be inserted in the center of the display to avoid problems related to motion sickness. Considering the increasing magnitude of motion simulation, a player's body might be vulnerable to such extreme motions. This can result in vomiting or a stomach-churning sensation. Therefore, such health issues will significantly impact the market growth.

This gaming stimulators market analysis report also provides detailed information on other upcoming trends and challenges that will have a far-reaching effect on the market growth. The actionable insights on the trends and challenges will help companies evaluate and develop growth strategies for 2020-2024.

Parent Market Analysis

Technavio categorizes the global gaming simulators market as part of the global interactive home entertainment market. Our research report has extensively covered external factors influencing the parent market growth potential in the coming years, which will determine the levels of growth of the gaming stimulators market during the forecast period.

Who are the Major Gaming Stimulators Market Vendors?

The report analyzes the market's competitive landscape and offers information on several market vendors, including:

 

  • 3D perception Inc.
  • CKAS Mechatronics Pty Ltd.
  • Cruden BV
  • CXC Simulations Ltd.
  • D-BOX Technologies Inc.
  • GTR Simulators Inc.
  • Guillemot Corporation SA
  • Lean Games Ltd.
  • Sony Corp.
  • The AEgis Technologies Group

 

This statistical study of the gaming stimulators market encompasses successful business strategies deployed by the key vendors. The gaming stimulators market is concentrated and the vendors are deploying growth strategies such as monetizing their innovations to compete in the market.

Product Insights and News

  • 3D perception Inc.- The company offers various gaming simulators such as Atlas, Draco, Lyra, Gemini, and Orion.

To make the most of the opportunities and recover from post COVID-19 impact, market vendors should focus more on the growth prospects in the fast-growing segments, while maintaining their positions in the slow-growing segments.

The gaming stimulators market forecast report offers in-depth insights into key vendor profiles. The profiles include information on the production, sustainability, and prospects of the leading companies.

Gaming Stimulators Market Value Chain Analysis

Our report provides extensive information on the value chain analysis for the gaming stimulators market, which vendors can leverage to gain a competitive advantage during the forecast period. The end-to-end understanding of the value chain is essential in profit margin optimization and evaluation of business strategies. The data available in our value chain analysis segment can help vendors drive costs and enhance customer services during the forecast period.

The value chain of global interactive home entertainment market includes the following core components:

  • Inputs
  • Inbound logistics
  • Operations
  • Outbound logistics
  • Marketing and sales
  • Service
  • Support activities
  • Innovation

The report has further elucidated on other innovative approaches being followed by manufacturers to ensure a sustainable market presence.

 

Which are the Key Regions for Gaming Stimulators Market?

Gaming Simulators Market Market segmentation by region

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45% of the market's growth will originate from North America during the forecast period. US is the key market for gaming stimulators market in North America. Market growth in this region will be faster than the growth of the market in Europe, MEA and South America.

The high average disposable income and the growing investments and business strategies by gaming vendors will facilitate the gaming stimulators market growth in North America over the forecast period. This market research report entails detailed information on the competitive intelligence, marketing gaps, and regional opportunities in store for vendors, which will assist in creating efficient business plans.

COVID Impact and Recovery Analysis

 In 2020, the COVID-19 positively influenced the regional gaming industry, as lockdowns created needs for recreational activities such as gaming. Confined to their homes for longer periods during the pandemic, gamers spent more time in the virtual world, looking for gaming partners, and this trend was reflected in equipment sales. Thus, vendors' revenue increased in 2020.

What are the Revenue-generating End User Segments in the Gaming Stimulators Market?

Gaming Simulators Market Segmentation

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The gaming stimulators market share growth by the commercial segment will be significant during the forecast period. The commercial users segment uses simulators as a capital investment. As the product is not affordable for the majority of the population, only interested people can experience simulation at commercial places. The market is growing as an increasing number of consumers are finding value in the product.

 

Gaming Stimulators Market Scope

Report Coverage

Details

Page number

120

Base year

2019

Forecast period

2020-2024

Growth momentum & CAGR

Decelerate at a CAGR of 16.7%

Market growth 2020-2024

$ 7.21 billion

Market structure

Concentrated

YoY growth (%)

18.26

Regional analysis

North America, Europe, APAC, South America, North America, Europe, APAC, South America, North America, Europe, APAC, and South America

Performing market contribution

North America at 45%

Key consumer countries

US, China, Germany, and Japan

Competitive landscape

Leading companies, Competitive strategies, Consumer engagement scope

Key companies profiled

3D perception Inc., CKAS Mechatronics Pty Ltd., Cruden BV, CXC Simulations Ltd., D-BOX Technologies Inc., GTR Simulators Inc., Guillemot Corporation SA, Lean Games Ltd., Sony Corp., and The AEgis Technologies Group

Market dynamics

Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID 19 impact and recovery analysis and future consumer dynamics, Market condition analysis for forecast period

Customization purview

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What are the Key Data Covered in this Gaming Stimulators Market Report?

  • CAGR of the market during the forecast period 2020-2024
  • Detailed information on factors that will drive gaming stimulators market growth during the next five years
  • Precise estimation of the gaming stimulators market size and its contribution to the parent market
  • Accurate predictions on upcoming trends and changes in consumer behavior
  • The growth of the gaming stimulators industry across North America, Europe, APAC, South America, North America, Europe, APAC, South America, North America, Europe, APAC, and South America
  • A thorough analysis of the market's competitive landscape and detailed information on vendors
  • Comprehensive details of factors that will challenge the growth of gaming stimulators market vendors

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Executive Summary

    Market Landscape

    • Market ecosystem
    • Value chain analysis

    Market Sizing

    • Market definition
    • Market segment analysis
    • Market size 2020
    • Market outlook: Forecast for 2020 - 2025

    Five Forces Analysis

    • Bargaining power of buyers
    • Bargaining power of suppliers
    • Threat of new entrants
    • Threat of substitutes
    • Threat of rivalry
    • Market condition

    Market Segmentation by End-user

    • Market segments
    • Comparison by End-user
    • Commercial - Market size and forecast 2020-2025
    • Residential - Market size and forecast 2020-2025
    • Market opportunity by End-user

    Market Segmentation by Type

    • Market segments
    • Comparison by Type
    • Racing - Market size and forecast 2020-2025
    • Shooting - Market size and forecast 2020-2025
    • Flight - Market size and forecast 2020-2025
    • Market opportunity by Type

    Market Segmentation by Component

    • Market segments
    • Comparison by Component
    • Hardware - Market size and forecast 2020-2025
    • Software - Market size and forecast 2020-2025
    • Market opportunity by Component

    Customer landscape

      Geographic Landscape

      • Geographic segmentation
      • Geographic comparison
      • North America - Market size and forecast 2020-2025
      • Europe - Market size and forecast 2020-2025
      • APAC - Market size and forecast 2020-2025
      • South America - Market size and forecast 2020-2025
      • MEA - Market size and forecast 2020-2025
      • Key leading countries
      • Market opportunity by geography
      • Market drivers
      • Market challenges
      • Market trends

      Vendor Landscape

      • Overview
      • Landscape disruption

      Vendor Analysis

      • Vendors covered
      • Market positioning of vendors
      • 3D perception AS
      • BLUEHALO
      • CKAS Mechatronics Pty Ltd
      • Cruden
      • CXC Simulations
      • D-BOX Technologies Inc.
      • GTR Simulators
      • Guillemot Corp. SA
      • Lean Games Ltd.
      • Sony Group Corp.

      Appendix

      • Scope of the report
      • Currency conversion rates for US$
      • Research methodology
      • List of abbreviations

      Research Framework

      Technavio presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources. The analysts have presented the various facets of the market with a particular focus on identifying the key industry influencers. The data thus presented is comprehensive, reliable, and the result of extensive research, both primary and secondary.

      TechnavioINFORMATION SOURCES

      Primary sources

      • Manufacturers and suppliers
      • Channel partners
      • Industry experts
      • Strategic decision makers

      Secondary sources

      • Industry journals and periodicals
      • Government data
      • Financial reports of key industry players
      • Historical data
      • Press releases
      Technavio

      TechnavioDATA ANALYSIS

      Data Synthesis

      • Collation of data
      • Estimation of key figures
      • Analysis of derived insights

      Data Validation

      • Triangulation with data models
      • Reference against proprietary databases
      • Corroboration with industry experts
      Technavio

      TechnavioREPORT WRITING

      Qualitative

      • Market drivers
      • Market challenges
      • Market trends
      • Five forces analysis

      Quantitative

      • Market size and forecast
      • Market segmentation
      • Geographical insights
      • Competitive landscape
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      Gaming Simulators Market market growth will increase by $10.04 bn during 2020-2024.
      The gaming simulators market market is expected to grow at a CAGR of 17.92% during 2020-2024.
      Technavio has segmented the gaming simulators market market by end user (commercial and residential) ,type (racing, shooting, and flight) , and geography (North America, Europe, APAC, South America, and North America).
      3D perception AS, BLUEHALO, CKAS Mechatronics Pty Ltd, Cruden, CXC Simulations, D-BOX Technologies Inc., GTR Simulators, Guillemot Corp. SA, Lean Games Ltd., Sony Group Corp. are a few of the key vendors in the gaming simulators market market.
      North America will register the highest growth rate of 45% among the other regions. Therefore, the gaming simulators market market in North America is expected to garner significant business opportunities for the vendors during the forecast period.
      The key factors driving the gaming simulators market market growth are:
      • increasing integration of gaming simulators with VR headsets
      • increasing sophistication of games
      The gaming simulators market market vendors should focus on grabbing business opportunities from the commercial segment as it accounted for the largest market share in the base year.
      • What are the key global market and the regional market share?
      • What are the revenue-generating key market segments?
      • What are the key factors driving and challenging this market’s growth?
      • Who are the key market vendors and their growth strategies?
      • What are the latest trends influencing the growth of this market?
      • What are the variables influencing the market growth in the primary regions?
      • What are the factors influencing the growth of the parent market?
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