Racing Games Market Analysis APAC,North America,Europe,South America,Middle East and Africa - US,China,Japan,South Korea,Germany - Size and Forecast 2023-2027

Published: Oct 2023 Pages: 156 SKU: IRTNTR75280

Racing Games Market Size 2023-2027

The racing games market size is estimated to grow by USD 12.75 billion at a CAGR of 11% between 2022 and 2027. Market growth is contingent on several factors, such as the rise in internet penetration, frequent releases of new games, and increased funding and investment in the gaming industry. The increasing accessibility of the internet has expanded the potential user base for online games, driving demand. Simultaneously, the continuous launch of new games keeps the market dynamic and attracts users looking for fresh experiences. Moreover, the influx of funding and investment fuels innovation, leading to the development of more engaging and immersive gaming content. Collectively, these factors contribute to the growth of the market, which is expected to continue expanding as technology advances and consumer preferences evolve.

It also includes an in-depth analysis of drivers, trends, and challenges. Furthermore, the report includes historic market data from 2017 to 2021.

What will be the Size of the Market During the Forecast Period?

To learn more about this report, View Report Sample

Market Segmentation

This market report extensively covers market segmentation by type (client type and web game type), application (mobile, console, PC, and others), and geography (APAC, North America, Europe, South America, and Middle East and Africa).

By Type

The market share growth by the client type segment will be significant during the forecast period. The client type category has a larger market share and this trend is expected to continue during the forecast period. Downloadable software and CD-based gaming experiences make up the client type category. Racing games can be played on PC, mobile apps, consoles, and simulators connected to PCs or consoles. Players prefer client-type games because the user experience is better for players with setups such as PCs and consoles. The excellent UX also helps optimize system performance and tune the experience to the users liking. This may include adjusting graphics settings to improve visual quality or performance, setting custom keyboard shortcuts or macros, or accessing and using additional hardware and software tools to enhance the game. 

Get a glance at the market contribution of various segments View the PDF Sample

The client type segment was valued at USD 13.29 billion in 2017. The growth of esports has led to the development of professional leagues, tournaments, and teams and increased investment in the market. Virtual reality (VR) and augmented reality technologies are becoming increasingly popular in the industry. These technologies give players an immersive experience that makes them feel like they are in the game world. Rapid advances in technology such as the availability of high-definition displays, audio devices, and wireless networking capabilities are increasing the demand for client games, which will boost the growth of the market during the forecast period.  

By Region

For more insights on the market share of various regions Download PDF Sample now!

APAC is estimated to contribute 34% to the growth of the global racing games market during the forecast period. Technavio’s analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period.

APAC is one of the fastest-growing markets in the world, with a large and diverse gamer population. Mobile games are especially popular in APAC, with many gamers using their smartphones to play on the go. In terms of revenue, APAC accounts for over half of the global market. China is the largest market in the region, followed by Japan and South Korea. Southeast Asian countries such as Indonesia, Thailand, and Vietnam are also emerging as important markets for online gaming. The increasing use of online games through mobile platforms is increasing revenue from the market. The increasing focus of various government agencies on improving internet connectivity will support the market and drive the growth of online gaming. This will have a positive impact on the demand for racing games during the forecast period. 

Market Dynamics and Customer Landscape

The market is thriving with the rise of next-gen gaming and the popularity of driving simulators among smartphone users. With a focus on realistic games and stunning visual effects, the market is witnessing a surge in in-app purchases and the purchase of apps. Major players like Gameloft with titles such as Asphalt 9 are leading the way. The market growth is supported by the increasing number of mobile gamers and the availability of services like Xbox Game Pass. As smartphone subscriptions and mobile broadband connections continue to grow, the market is expected to follow a promising S-curve function trajectory, as observed in the Need for Speed series. Our researchers analyzed the data with 2022 as the base year, along with the key drivers, trends, and challenges. A holistic analysis of drivers will help companies refine their marketing strategies to gain a competitive advantage.

Key Market Driver

Increased internet penetration is notably driving the market growth. The increased accessibility of the Internet has made games more accessible to people around the world. Players can now connect and play games with others from anywhere with an internet connection. Mobile games are available to all and can be played by people in different parts of the world. This allows more people to participate in online games, leading to the growth of the industry. The internet has revolutionized communication in video games, allowing players to communicate with each other in real-time via chat and voice messages. This has significantly enhanced the gaming experience, particularly for smartphone users, who form a large portion of the gaming community. The increasing number of smartphone subscriptions has further fueled the growth of next-gen gaming, making real-time communication an integral part of modern gaming.

The Internet has provided opportunities for the online gaming industry to monetize their products. The companies can sell virtual goods, in-game currency, and game subscriptions to provide a sustainable revenue stream. As internet speeds and connectivity continue to improve, online gaming experiences become more immersive and realistic, which is expected to spur the growth of the market during the forecast period.  

Significant Market Trends

VR revolutionizing the gaming industry is a key trend influencing market growth. VR technology has enabled a more immersive gaming experience where players feel like they are truly part of the game world. VR enhances the gaming experience with the ability to immerse the player in real time. The gaming industry is expected to grow during the forecast period due to continuous improvements in the technologies already used such as motion tracking, 3D effects, and interactive graphics. With increasing purchasing power, users are demanding cutting-edge entertainment and are observing VR gaming. One of the main impacts of VR on online gaming is the ability to provide players with a more realistic and interactive experience. VR allows gamers to see and interact with game elements more naturally and intuitively, enhancing the overall gaming experience.

Overall, VR has had a major impact on the gaming industry by offering players a unique and immersive gaming experience while opening up new possibilities for game design and social interaction. More VR games and experiences are likely to come in the future. Increasing adoption of VR in gaming will spur growth of the market during the forecast period. 

Major Market Challenge

The increasing prevalence of cybercrime in online gaming is challenging the market growth. Cybercrime is becoming more and more common in the online gaming world. Online gaming is a lucrative industry with millions of players worldwide and billions of dollars in annual revenue. Unfortunately, this also makes it a prime target for cybercriminals looking to exploit vulnerabilities to make money through illegal means. A common type of cybercrime in online games is hacking. Hackers can access players' accounts, steal virtual items, and even sell them for real money on the black marketplace. In some cases, hackers also use malware and phishing scams to gain access to players' private information, such as credit card numbers and login credentials.

To combat cybercrime in online games, developers and publishers implement various security measures, including two-factor authentication and anti-cheat software. But cybercriminals are constantly evolving their tactics, and keeping online gaming environments safe and secure for everyone is a constant challenge. Therefore, concerns about cyber threats will hamper the market growth during the forecast period.  

Key Market Customer Landscape

The market report includes the adoption lifecycle of the market, covering from the innovator’s stage to the laggard’s stage. It focuses on adoption rates in different regions based on penetration. Furthermore, the report also includes key purchase criteria and drivers of price sensitivity to help companies evaluate and develop their growth strategies.

Global Market Customer Landscape

Who are the Major Market Companies?

Companies are implementing various strategies, such as strategic alliances, partnerships, mergers and acquisitions, geographical expansion, and product/service launches, to enhance their presence in the market.

Aquiris Game Studio: The company offers different types of racing and adventure games, especially Horizon 2 Chase and Horizon world tour.

The report also includes detailed analyses of the competitive landscape of the market and information about 15 market companies, including:

  • Bongfish GmbH
  • CREATIVE MOBILE TECHNOLOGIES LLC
  • Electronic Arts Inc.
  • Embracer Group AB
  • Fingersoft
  • Hasbro Inc.
  • Microsoft Corp.
  • Modern Times Group MTG AB
  • Motorsport Games Inc
  • Motorsport Simulations, LLC
  • NEXON Co Ltd.
  • Nintendo Co. Ltd.
  • RaceRoom Entertainment AG
  • Shanab Games
  • Take Two Interactive Software Inc.

Qualitative and quantitative analysis of companies has been conducted to help clients understand the wider business environment as well as the strengths and weaknesses of key market players. Data is qualitatively analyzed to categorize companies as pure play, category-focused, industry-focused, and diversified; it is quantitatively analyzed to categorize companies as dominant, leading, strong, tentative, and weak.

Segment Overview

The market report forecasts market growth by revenue at global, regional & country levels and provides an analysis of the latest trends and growth opportunities from 2017 to 2027. 

  • Type Outlook
    • Client type
    • Webgame type
  • Application Outlook 
    • Mobile
    • Console
    • PC
    • Others
  • Region Outlook 
    • North America
      • The U.S.
      • Canada
    • Europe
      • U.K.
      • Germany
      • France
      • Rest of Europe
    • APAC
      • China
      • India
    • South America
      • Chile
      • Brazil
      • Argentina
    • Middle East & Africa
      • Saudi Arabia
      • South Africa
      • Rest of the Middle East & Africa

Market Analyst Overview

The market is experiencing significant growth driven by factors such as the increasing number of downloads and the adoption of digital products and services. With a focus on realistic gaming experience and distinctive racing games, the market is witnessing an exponential trend in non-linear growth. The availability of high-quality gaming experience and security features is attracting a growing number of gamers. The market is also benefiting from the expanding customer base in emerging economies, where high-speed internet is becoming more accessible. x

The market is influenced by B2C enterprises focusing on advertising to attract users. Market analysis often employs a bottom-up approach and relies on independent databases like MRFR Database and Crucial Market for insights into latest gaming trends and next-generation games. Popular titles like Fast and Furious Saga, Mario Kart, and Super Mario are leading the way on platforms like App Store and Google Play, making mobile gaming a primary source of income for many gaming leaguers.

Market Scope

Report Coverage

Details

Page number

156

Base year

2022

Historic period

2017-2021

Forecast period

2023-2027

Growth momentum & CAGR

Accelerate at a CAGR of 11%

Market growth 2023-2027

USD 12.75 billion

Market structure

Fragmented

YoY growth 2022-2023(%)

10.0

Regional analysis

APAC, North America, Europe, South America, and Middle East and Africa

Performing market contribution

APAC at 34%

Key countries

US, China, Japan, South Korea, and Germany

Competitive landscape

Leading companies, Market Positioning of companies, Competitive Strategies, and Industry Risks

Key companies profiled

Aquiris Game Studio, Bongfish GmbH, CREATIVE MOBILE TECHNOLOGIES LLC, Electronic Arts Inc., Embracer Group AB, Fingersoft, Hasbro Inc., Microsoft Corp., Modern Times Group MTG AB, Motorsport Games Inc, Motorsport Simulations, LLC, NEXON Co Ltd., Nintendo Co. Ltd., RaceRoom Entertainment AG, Shanab Games, Take Two Interactive Software Inc., Tencent Holdings Ltd., Ubisoft Entertainment, Vector Unit, and Vivendi SE

Market dynamics

Parent market analysis, Market Forecasting, 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 the market forecast period

Customization purview

If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized.

View PDF Sample

What are the Key Data Covered in this Market Research Report?

  • CAGR of the market during the forecast period
  • Detailed information on factors that will drive the market growth and forecasting of the market between 2023 and 2027
  • Precise estimation of the size of the market size and its contribution to the parent market
  • Accurate predictions about upcoming market trends and analysis and changes in consumer behavior
  • Growth of the market industry across Europe, North America, APAC, South America, and Middle East and Africa
  • Thorough market growth analysis of the market’s competitive landscape and detailed information about companies
  • Comprehensive market analysis and report on the factors that will challenge the market research and growth of market companies

We can help! Our analysts can customize this market research report to meet your requirements. Get in touch

1 Executive Summary

  • 1.1 Market overview
    • Exhibit 01: Executive Summary – Chart on Market Overview
    • Exhibit 02: Executive Summary – Data Table on Market Overview
    • Exhibit 03: Executive Summary – Chart on Global Market Characteristics
    • Exhibit 04: Executive Summary – Chart on Market by Geography
    • Exhibit 05: Executive Summary – Chart on Market Segmentation by Type
    • Exhibit 06: Executive Summary – Chart on Market Segmentation by Application
    • Exhibit 07: Executive Summary – Chart on Incremental Growth
    • Exhibit 08: Executive Summary – Data Table on Incremental Growth
    • Exhibit 09: Executive Summary – Chart on Vendor Market Positioning

2 Market Landscape

  • 2.1 Market ecosystem
    • Exhibit 10: Parent market
    • Exhibit 11: Market Characteristics

3 Market Sizing

  • 3.1 Market definition
    • Exhibit 12: Offerings of vendors included in the market definition
  • 3.2 Market segment analysis
    • Exhibit 13: Market segments
  • 3.3 Market size 2022
    • 3.4 Market outlook: Forecast for 2022-2027
      • Exhibit 14: Chart on Global - Market size and forecast 2022-2027 ($ million)
      • Exhibit 15: Data Table on Global - Market size and forecast 2022-2027 ($ million)
      • Exhibit 16: Chart on Global Market: Year-over-year growth 2022-2027 (%)
      • Exhibit 17: Data Table on Global Market: Year-over-year growth 2022-2027 (%)

    4 Historic Market Size

    • 4.1 Global racing games market 2017 - 2021
      • Exhibit 18: Historic Market Size – Data Table on global racing games market 2017 - 2021 ($ million)
    • 4.2 Type Segment Analysis 2017 - 2021
      • Exhibit 19: Historic Market Size – Type Segment 2017 - 2021 ($ million)
    • 4.3 Application Segment Analysis 2017 - 2021
      • Exhibit 20: Historic Market Size – Application Segment 2017 - 2021 ($ million)
    • 4.4 Geography Segment Analysis 2017 - 2021
      • Exhibit 21: Historic Market Size – Geography Segment 2017 - 2021 ($ million)
    • 4.5 Country Segment Analysis 2017 - 2021
      • Exhibit 22: Historic Market Size – Country Segment 2017 - 2021 ($ million)

    5 Five Forces Analysis

    • 5.1 Five forces summary
      • Exhibit 23: Five forces analysis - Comparison between 2022 and 2027
    • 5.2 Bargaining power of buyers
      • Exhibit 24: Chart on Bargaining power of buyers – Impact of key factors 2022 and 2027
    • 5.3 Bargaining power of suppliers
      • Exhibit 25: Bargaining power of suppliers – Impact of key factors in 2022 and 2027
    • 5.4 Threat of new entrants
      • Exhibit 26: Threat of new entrants – Impact of key factors in 2022 and 2027
    • 5.5 Threat of substitutes
      • Exhibit 27: Threat of substitutes – Impact of key factors in 2022 and 2027
    • 5.6 Threat of rivalry
      • Exhibit 28: Threat of rivalry – Impact of key factors in 2022 and 2027
    • 5.7 Market condition
      • Exhibit 29: Chart on Market condition - Five forces 2022 and 2027

    6 Market Segmentation by Type

    • 6.1 Market segments
      • Exhibit 30: Chart on Type - Market share 2022-2027 (%)
      • Exhibit 31: Data Table on Type - Market share 2022-2027 (%)
    • 6.2 Comparison by Type
      • Exhibit 32: Chart on Comparison by Type
      • Exhibit 33: Data Table on Comparison by Type
    • 6.3 Client type - Market size and forecast 2022-2027
      • Exhibit 34: Chart on Client type - Market size and forecast 2022-2027 ($ million)
      • Exhibit 35: Data Table on Client type - Market size and forecast 2022-2027 ($ million)
      • Exhibit 36: Chart on Client type - Year-over-year growth 2022-2027 (%)
      • Exhibit 37: Data Table on Client type - Year-over-year growth 2022-2027 (%)
    • 6.4 Webgame type - Market size and forecast 2022-2027
      • Exhibit 38: Chart on Webgame type - Market size and forecast 2022-2027 ($ million)
      • Exhibit 39: Data Table on Webgame type - Market size and forecast 2022-2027 ($ million)
      • Exhibit 40: Chart on Webgame type - Year-over-year growth 2022-2027 (%)
      • Exhibit 41: Data Table on Webgame type - Year-over-year growth 2022-2027 (%)
    • 6.5 Market opportunity by Type
      • Exhibit 42: Market opportunity by Type ($ million)
      • Exhibit 43: Data Table on Market opportunity by Type ($ million)

    7 Market Segmentation by Application

    • 7.1 Market segments
      • Exhibit 44: Chart on Application - Market share 2022-2027 (%)
      • Exhibit 45: Data Table on Application - Market share 2022-2027 (%)
    • 7.2 Comparison by Application
      • Exhibit 46: Chart on Comparison by Application
      • Exhibit 47: Data Table on Comparison by Application
    • 7.3 Mobile - Market size and forecast 2022-2027
      • Exhibit 48: Chart on Mobile - Market size and forecast 2022-2027 ($ million)
      • Exhibit 49: Data Table on Mobile - Market size and forecast 2022-2027 ($ million)
      • Exhibit 50: Chart on Mobile - Year-over-year growth 2022-2027 (%)
      • Exhibit 51: Data Table on Mobile - Year-over-year growth 2022-2027 (%)
    • 7.4 Console - Market size and forecast 2022-2027
      • Exhibit 52: Chart on Console - Market size and forecast 2022-2027 ($ million)
      • Exhibit 53: Data Table on Console - Market size and forecast 2022-2027 ($ million)
      • Exhibit 54: Chart on Console - Year-over-year growth 2022-2027 (%)
      • Exhibit 55: Data Table on Console - Year-over-year growth 2022-2027 (%)
    • 7.5 PC - Market size and forecast 2022-2027
      • Exhibit 56: Chart on PC - Market size and forecast 2022-2027 ($ million)
      • Exhibit 57: Data Table on PC - Market size and forecast 2022-2027 ($ million)
      • Exhibit 58: Chart on PC - Year-over-year growth 2022-2027 (%)
      • Exhibit 59: Data Table on PC - Year-over-year growth 2022-2027 (%)
    • 7.6 Others - Market size and forecast 2022-2027
      • Exhibit 60: Chart on Others - Market size and forecast 2022-2027 ($ million)
      • Exhibit 61: Data Table on Others - Market size and forecast 2022-2027 ($ million)
      • Exhibit 62: Chart on Others - Year-over-year growth 2022-2027 (%)
      • Exhibit 63: Data Table on Others - Year-over-year growth 2022-2027 (%)
    • 7.7 Market opportunity by Application
      • Exhibit 64: Market opportunity by Application ($ million)
      • Exhibit 65: Data Table on Market opportunity by Application ($ million)

    8 Customer Landscape

    • 8.1 Customer landscape overview
      • Exhibit 66: Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

    9 Geographic Landscape

    • 9.1 Geographic segmentation
      • Exhibit 67: Chart on Market share by geography 2022-2027 (%)
      • Exhibit 68: Data Table on Market share by geography 2022-2027 (%)
    • 9.2 Geographic comparison
      • Exhibit 69: Chart on Geographic comparison
      • Exhibit 70: Data Table on Geographic comparison
    • 9.3 APAC - Market size and forecast 2022-2027
      • Exhibit 71: Chart on APAC - Market size and forecast 2022-2027 ($ million)
      • Exhibit 72: Data Table on APAC - Market size and forecast 2022-2027 ($ million)
      • Exhibit 73: Chart on APAC - Year-over-year growth 2022-2027 (%)
      • Exhibit 74: Data Table on APAC - Year-over-year growth 2022-2027 (%)
    • 9.4 North America - Market size and forecast 2022-2027
      • Exhibit 75: Chart on North America - Market size and forecast 2022-2027 ($ million)
      • Exhibit 76: Data Table on North America - Market size and forecast 2022-2027 ($ million)
      • Exhibit 77: Chart on North America - Year-over-year growth 2022-2027 (%)
      • Exhibit 78: Data Table on North America - Year-over-year growth 2022-2027 (%)
    • 9.5 Europe - Market size and forecast 2022-2027
      • Exhibit 79: Chart on Europe - Market size and forecast 2022-2027 ($ million)
      • Exhibit 80: Data Table on Europe - Market size and forecast 2022-2027 ($ million)
      • Exhibit 81: Chart on Europe - Year-over-year growth 2022-2027 (%)
      • Exhibit 82: Data Table on Europe - Year-over-year growth 2022-2027 (%)
    • 9.6 South America - Market size and forecast 2022-2027
      • Exhibit 83: Chart on South America - Market size and forecast 2022-2027 ($ million)
      • Exhibit 84: Data Table on South America - Market size and forecast 2022-2027 ($ million)
      • Exhibit 85: Chart on South America - Year-over-year growth 2022-2027 (%)
      • Exhibit 86: Data Table on South America - Year-over-year growth 2022-2027 (%)
    • 9.7 Middle East and Africa - Market size and forecast 2022-2027
      • Exhibit 87: Chart on Middle East and Africa - Market size and forecast 2022-2027 ($ million)
      • Exhibit 88: Data Table on Middle East and Africa - Market size and forecast 2022-2027 ($ million)
      • Exhibit 89: Chart on Middle East and Africa - Year-over-year growth 2022-2027 (%)
      • Exhibit 90: Data Table on Middle East and Africa - Year-over-year growth 2022-2027 (%)
    • 9.8 China - Market size and forecast 2022-2027
      • Exhibit 91: Chart on China - Market size and forecast 2022-2027 ($ million)
      • Exhibit 92: Data Table on China - Market size and forecast 2022-2027 ($ million)
      • Exhibit 93: Chart on China - Year-over-year growth 2022-2027 (%)
      • Exhibit 94: Data Table on China - Year-over-year growth 2022-2027 (%)
    • 9.9 US - Market size and forecast 2022-2027
      • Exhibit 95: Chart on US - Market size and forecast 2022-2027 ($ million)
      • Exhibit 96: Data Table on US - Market size and forecast 2022-2027 ($ million)
      • Exhibit 97: Chart on US - Year-over-year growth 2022-2027 (%)
      • Exhibit 98: Data Table on US - Year-over-year growth 2022-2027 (%)
    • 9.10 Japan - Market size and forecast 2022-2027
      • Exhibit 99: Chart on Japan - Market size and forecast 2022-2027 ($ million)
      • Exhibit 100: Data Table on Japan - Market size and forecast 2022-2027 ($ million)
      • Exhibit 101: Chart on Japan - Year-over-year growth 2022-2027 (%)
      • Exhibit 102: Data Table on Japan - Year-over-year growth 2022-2027 (%)
    • 9.11 South Korea - Market size and forecast 2022-2027
      • Exhibit 103: Chart on South Korea - Market size and forecast 2022-2027 ($ million)
      • Exhibit 104: Data Table on South Korea - Market size and forecast 2022-2027 ($ million)
      • Exhibit 105: Chart on South Korea - Year-over-year growth 2022-2027 (%)
      • Exhibit 106: Data Table on South Korea - Year-over-year growth 2022-2027 (%)
    • 9.12 Germany - Market size and forecast 2022-2027
      • Exhibit 107: Chart on Germany - Market size and forecast 2022-2027 ($ million)
      • Exhibit 108: Data Table on Germany - Market size and forecast 2022-2027 ($ million)
      • Exhibit 109: Chart on Germany - Year-over-year growth 2022-2027 (%)
      • Exhibit 110: Data Table on Germany - Year-over-year growth 2022-2027 (%)
    • 9.13 Market opportunity by geography
      • Exhibit 111: Market opportunity by geography ($ million)
      • Exhibit 112: Data Tables on Market opportunity by geography ($ million)

    10 Drivers, Challenges, and Trends

    • 10.1 Market drivers
      • 10.2 Market challenges
        • 10.3 Impact of drivers and challenges
          • Exhibit 113: Impact of drivers and challenges in 2022 and 2027
        • 10.4 Market trends

          11 Vendor Landscape

          • 11.1 Overview
            • 11.2 Vendor landscape
              • Exhibit 114: Overview on Criticality of inputs and Factors of differentiation
            • 11.3 Landscape disruption
              • Exhibit 115: Overview on factors of disruption
            • 11.4 Industry risks
              • Exhibit 116: Impact of key risks on business

            12 Vendor Analysis

            • 12.1 Vendors covered
              • Exhibit 117: Vendors covered
            • 12.2 Market positioning of vendors
              • Exhibit 118: Matrix on vendor position and classification
            • 12.3 Aquiris Game Studio
              • Exhibit 119: Aquiris Game Studio - Overview
              • Exhibit 120: Aquiris Game Studio - Product / Service
              • Exhibit 121: Aquiris Game Studio - Key offerings
            • 12.4 CREATIVE MOBILE TECHNOLOGIES LLC
              • Exhibit 122: CREATIVE MOBILE TECHNOLOGIES LLC - Overview
              • Exhibit 123: CREATIVE MOBILE TECHNOLOGIES LLC - Product / Service
              • Exhibit 124: CREATIVE MOBILE TECHNOLOGIES LLC - Key offerings
            • 12.5 Electronic Arts Inc.
              • Exhibit 125: Electronic Arts Inc. - Overview
              • Exhibit 126: Electronic Arts Inc. - Product / Service
              • Exhibit 127: Electronic Arts Inc. - Key offerings
            • 12.6 Embracer Group AB
              • Exhibit 128: Embracer Group AB - Overview
              • Exhibit 129: Embracer Group AB - Business segments
              • Exhibit 130: Embracer Group AB - Key offerings
              • Exhibit 131: Embracer Group AB - Segment focus
            • 12.7 Fingersoft
              • Exhibit 132: Fingersoft - Overview
              • Exhibit 133: Fingersoft - Product / Service
              • Exhibit 134: Fingersoft - Key offerings
            • 12.8 Hasbro Inc.
              • Exhibit 135: Hasbro Inc. - Overview
              • Exhibit 136: Hasbro Inc. - Business segments
              • Exhibit 137: Hasbro Inc. - Key news
              • Exhibit 138: Hasbro Inc. - Key offerings
              • Exhibit 139: Hasbro Inc. - Segment focus
            • 12.9 Microsoft Corp.
              • Exhibit 140: Microsoft Corp. - Overview
              • Exhibit 141: Microsoft Corp. - Business segments
              • Exhibit 142: Microsoft Corp. - Key news
              • Exhibit 143: Microsoft Corp. - Key offerings
              • Exhibit 144: Microsoft Corp. - Segment focus
            • 12.10 Motorsport Games Inc
              • Exhibit 145: Motorsport Games Inc - Overview
              • Exhibit 146: Motorsport Games Inc - Business segments
              • Exhibit 147: Motorsport Games Inc - Key offerings
              • Exhibit 148: Motorsport Games Inc - Segment focus
            • 12.11 NEXON Co Ltd.
              • Exhibit 149: NEXON Co Ltd. - Overview
              • Exhibit 150: NEXON Co Ltd. - Business segments
              • Exhibit 151: NEXON Co Ltd. - Key news
              • Exhibit 152: NEXON Co Ltd. - Key offerings
              • Exhibit 153: NEXON Co Ltd. - Segment focus
            • 12.12 Nintendo Co. Ltd.
              • Exhibit 154: Nintendo Co. Ltd. - Overview
              • Exhibit 155: Nintendo Co. Ltd. - Product / Service
              • Exhibit 156: Nintendo Co. Ltd. - Key offerings
            • 12.13 RaceRoom Entertainment AG
              • Exhibit 157: RaceRoom Entertainment AG - Overview
              • Exhibit 158: RaceRoom Entertainment AG - Product / Service
              • Exhibit 159: RaceRoom Entertainment AG - Key offerings
            • 12.14 Take Two Interactive Software Inc.
              • Exhibit 160: Take Two Interactive Software Inc. - Overview
              • Exhibit 161: Take Two Interactive Software Inc. - Product / Service
              • Exhibit 162: Take Two Interactive Software Inc. - Key offerings
            • 12.15 Tencent Holdings Ltd.
              • Exhibit 163: Tencent Holdings Ltd. - Overview
              • Exhibit 164: Tencent Holdings Ltd. - Business segments
              • Exhibit 165: Tencent Holdings Ltd. - Key offerings
              • Exhibit 166: Tencent Holdings Ltd. - Segment focus
            • 12.16 Ubisoft Entertainment
              • Exhibit 167: Ubisoft Entertainment - Overview
              • Exhibit 168: Ubisoft Entertainment - Business segments
              • Exhibit 169: Ubisoft Entertainment - Key news
              • Exhibit 170: Ubisoft Entertainment - Key offerings
              • Exhibit 171: Ubisoft Entertainment - Segment focus
            • 12.17 Vivendi SE
              • Exhibit 172: Vivendi SE - Overview
              • Exhibit 173: Vivendi SE - Business segments
              • Exhibit 174: Vivendi SE - Key offerings
              • Exhibit 175: Vivendi SE - Segment focus

            13 Appendix

            • 13.1 Scope of the report
              • 13.2 Inclusions and exclusions checklist
                • Exhibit 176: Inclusions checklist
                • Exhibit 177: Exclusions checklist
              • 13.3 Currency conversion rates for US$
                • Exhibit 178: Currency conversion rates for US$
              • 13.4 Research methodology
                • Exhibit 179: Research methodology
                • Exhibit 180: Validation techniques employed for market sizing
                • Exhibit 181: Information sources
              • 13.5 List of abbreviations
                • Exhibit 182: 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.

              INFORMATION 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

              DATA 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

              REPORT WRITING

              Qualitative

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

              Quantitative

              • Market size and forecast
              • Market segmentation
              • Geographical insights
              • Competitive landscape

              PURCHASE FULL REPORT OF

              racing games market market

              Key Questions Answered

              • 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?

              Why should you prefer Technavio's market insights report?

              • Off-the-shelf research reports
              • Reports can be tailored to meet the customer's needs
              • Trusted by more than 100 fortune 500 organizations
              • Information about the market's key drivers, trends, and challenges
              • Parent market analysis
              • Every week, 50,000 people visit our subscription platform
              • Detailed vendors report with competitive landscape
              • Covid-19 impact and recovery analysis
              • Data on revenue-generating market segments
              • Details on the market shares of various regions
              • Five-force market analysis