Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Racing Games Market by Type (F2P, P2P), By Application (Mobile, PC, Console) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Racing Games Market by Type (F2P, P2P), By Application (Mobile, PC, Console) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 274156 4200 Automobile & Transportation 377 149 Pages 5 (46)
                                          

Market Overview:


The global racing games market is expected to grow at a CAGR of 5.5% during the forecast period from 2018 to 2030. The growth in the market can be attributed to factors such as the increasing popularity of racing games, rising demand for multiplayer gaming, and growing number of eSports tournaments. In terms of revenue, the PC segment is expected to dominate the global racing games market during the forecast period. However, in terms of volume, the mobile segment is expected to account for a larger share of the market due to its high penetration rate across regions.


Global Racing Games Industry Outlook


Product Definition:


A racing game is a video game genre that simulates racing, usually in cars. The genre has its roots in arcade games, where the focus was on gameplay over realism. Since the 1990s, console and PC games have become more complex and realistic, bringing in features of driving simulations while maintaining the arcade style play.


F2P:


F2P (Free to Play) is a business model in which the game is free of cost but some items or features are paid. In most cases, these games have no upfront costs and can be played online without any restrictions. The business model has been gaining popularity among racing game developers as it gives them an opportunity to attract new players and increase their revenue streams by introducing microtransactions into the racing games.


P2P:


P2P stands forPeer to Peer networking and is a form of network architecture in which each computer on the network is treated as an independent server. The main difference between P2P and Server to Server (S2S) networkingis that P2P requires users to establish connections with one another directly rather than through an intermediate server.


Application Insights:


The mobile application segment dominated the global racing games market in 2017. This can be attributed to the increasing usage of smartphones and tablets worldwide. Moreover, a number of developers are focusing on developing games for mobile devices as they offer ease in playing and learning compared to other platforms. The P2P or online mode segment is expected to witness significant growth over the forecast period owing to increased use of internet cafes and gaming centers by players across the globe.


In addition, many established game developers are expanding their portfolio with new titles designed for multiplayer competitions such as Mario Kart 8 Deluxe which was developed by Nintendo EAD Group No.


Regional Analysis:


North America dominated the global racing games market in terms of revenue share in 2017. The U.S.-based companies are focusing on developing real-time strategy (RTS) and first-person shooter (FPS) games for mobile devices to capture a larger audience worldwide. For instance, Electronic Arts Inc., one of the largest video game publishers in North America, has launched its new mobile gaming platform called as Origin Access Premier: a Netflix for games that offers subscribers unlimited access to over 10,000 EA titles including old and new favorites such as Battlefield or Madden NFL 17.


Asia Pacific is expected to be the fastest growing regional market from 2018 to 2030 owing to increasing smartphone penetration rates coupled with rising investments by international game developers towards the development of online multiplayer gaming apps compatible with various operating systems and devices such as iOS, Android, Windows Phone OS etc.


Growth Factors:


  • Increasing demand for racing games from the young population
  • Proliferation of new gaming platforms and technologies
  • Growing popularity of eSports tournaments
  • Introduction of innovative gameplay features and mechanics
  • Rising investments in game development

Scope Of The Report

Report Attributes

Report Details

Report Title

Racing Games Market Research Report

By Type

F2P, P2P

By Application

Mobile, PC, Console

By Companies

Turn 10 Studios (Microsoft), Codemasters, Electronic Arts Inc., Ubisoft, THQ Nordic, Gameloft, Criterion, NaturalMotion, Fingersoft, Slightly Mad Studios, iRacing, Creative Mobile, Bongfish, Aquiris Game Studio, Vector Unit

Regions Covered

North America, Europe, APAC, Latin America, MEA

Base Year

2021

Historical Year

2019 to 2020 (Data from 2010 can be provided as per availability)

Forecast Year

2030

Number of Pages

149

Number of Tables & Figures

105

Customization Available

Yes, the report can be customized as per your need.


Global Racing Games Market Report Segments:

The global Racing Games market is segmented on the basis of:

Types

F2P, P2P

The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.

Applications

Mobile, PC, Console

The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.

Some of the companies that are profiled in this report are:

  1. Turn 10 Studios (Microsoft)
  2. Codemasters
  3. Electronic Arts Inc.
  4. Ubisoft
  5. THQ Nordic
  6. Gameloft
  7. Criterion
  8. NaturalMotion
  9. Fingersoft
  10. Slightly Mad Studios
  11. iRacing
  12. Creative Mobile
  13. Bongfish
  14. Aquiris Game Studio
  15. Vector Unit

Global Racing Games Market Overview


Highlights of The Racing Games Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. F2P
    2. P2P
  1. By Application:

    1. Mobile
    2. PC
    3. Console
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the Racing Games Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.

Regional Analysis

  • North America
  • Europe
  • Asia Pacific
  • Middle East & Africa
  • Latin America

Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.

The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.

How you may use our products:

  • Correctly Positioning New Products
  • Market Entry Strategies
  • Business Expansion Strategies
  • Consumer Insights
  • Understanding Competition Scenario
  • Product & Brand Management
  • Channel & Customer Management
  • Identifying Appropriate Advertising Appeals

Global Racing Games Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available

Frequently Asked Questions?


Racing games are a type of video game that involve racing vehicles around tracks.

Some of the key players operating in the racing games market are Turn 10 Studios (Microsoft), Codemasters, Electronic Arts Inc., Ubisoft, THQ Nordic, Gameloft, Criterion, NaturalMotion, Fingersoft, Slightly Mad Studios, iRacing, Creative Mobile, Bongfish, Aquiris Game Studio, Vector Unit.

The racing games market is expected to register a CAGR of 5.5%.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Racing Games Market Overview    4.1 Introduction       4.1.1 Market Taxonomy       4.1.2 Market Definition       4.1.3 Macro-Economic Factors Impacting the Market Growth    4.2 Racing Games Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 Racing Games Market - Supply Chain Analysis       4.3.1 List of Key Suppliers       4.3.2 List of Key Distributors       4.3.3 List of Key Consumers    4.4 Key Forces Shaping the Racing Games Market       4.4.1 Bargaining Power of Suppliers       4.4.2 Bargaining Power of Buyers       4.4.3 Threat of Substitution       4.4.4 Threat of New Entrants       4.4.5 Competitive Rivalry    4.5 Global Racing Games Market Size & Forecast, 2018-2028       4.5.1 Racing Games Market Size and Y-o-Y Growth       4.5.2 Racing Games Market Absolute $ Opportunity

Chapter 5 Global Racing Games Market Analysis and Forecast by Type
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities by Type
      5.1.2 Basis Point Share (BPS) Analysis by Type
      5.1.3 Absolute $ Opportunity Assessment by Type
   5.2 Racing Games Market Size Forecast by Type
      5.2.1 F2P
      5.2.2 P2P
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global Racing Games Market Analysis and Forecast by Applications
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities by Applications
      6.1.2 Basis Point Share (BPS) Analysis by Applications
      6.1.3 Absolute $ Opportunity Assessment by Applications
   6.2 Racing Games Market Size Forecast by Applications
      6.2.1 Mobile
      6.2.2 PC
      6.2.3 Console
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Racing Games Market Analysis and Forecast by Region
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities by Region
      7.1.2 Basis Point Share (BPS) Analysis by Region
      7.1.3 Absolute $ Opportunity Assessment by Region
   7.2 Racing Games Market Size Forecast by Region
      7.2.1 North America
      7.2.2 Europe
      7.2.3 Asia Pacific
      7.2.4 Latin America
      7.2.5 Middle East & Africa (MEA)
   7.3 Market Attractiveness Analysis by Region

Chapter 8 Coronavirus Disease (COVID-19) Impact 
   8.1 Introduction 
   8.2 Current & Future Impact Analysis 
   8.3 Economic Impact Analysis 
   8.4 Government Policies 
   8.5 Investment Scenario

Chapter 9 North America Racing Games Analysis and Forecast
   9.1 Introduction
   9.2 North America Racing Games Market Size Forecast by Country
      9.2.1 U.S.
      9.2.2 Canada
   9.3 Basis Point Share (BPS) Analysis by Country
   9.4 Absolute $ Opportunity Assessment by Country
   9.5 Market Attractiveness Analysis by Country
   9.6 North America Racing Games Market Size Forecast by Type
      9.6.1 F2P
      9.6.2 P2P
   9.7 Basis Point Share (BPS) Analysis by Type 
   9.8 Absolute $ Opportunity Assessment by Type 
   9.9 Market Attractiveness Analysis by Type
   9.10 North America Racing Games Market Size Forecast by Applications
      9.10.1 Mobile
      9.10.2 PC
      9.10.3 Console
   9.11 Basis Point Share (BPS) Analysis by Applications 
   9.12 Absolute $ Opportunity Assessment by Applications 
   9.13 Market Attractiveness Analysis by Applications

Chapter 10 Europe Racing Games Analysis and Forecast
   10.1 Introduction
   10.2 Europe Racing Games Market Size Forecast by Country
      10.2.1 Germany
      10.2.2 France
      10.2.3 Italy
      10.2.4 U.K.
      10.2.5 Spain
      10.2.6 Russia
      10.2.7 Rest of Europe
   10.3 Basis Point Share (BPS) Analysis by Country
   10.4 Absolute $ Opportunity Assessment by Country
   10.5 Market Attractiveness Analysis by Country
   10.6 Europe Racing Games Market Size Forecast by Type
      10.6.1 F2P
      10.6.2 P2P
   10.7 Basis Point Share (BPS) Analysis by Type 
   10.8 Absolute $ Opportunity Assessment by Type 
   10.9 Market Attractiveness Analysis by Type
   10.10 Europe Racing Games Market Size Forecast by Applications
      10.10.1 Mobile
      10.10.2 PC
      10.10.3 Console
   10.11 Basis Point Share (BPS) Analysis by Applications 
   10.12 Absolute $ Opportunity Assessment by Applications 
   10.13 Market Attractiveness Analysis by Applications

Chapter 11 Asia Pacific Racing Games Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific Racing Games Market Size Forecast by Country
      11.2.1 China
      11.2.2 Japan
      11.2.3 South Korea
      11.2.4 India
      11.2.5 Australia
      11.2.6 South East Asia (SEA)
      11.2.7 Rest of Asia Pacific (APAC)
   11.3 Basis Point Share (BPS) Analysis by Country
   11.4 Absolute $ Opportunity Assessment by Country
   11.5 Market Attractiveness Analysis by Country
   11.6 Asia Pacific Racing Games Market Size Forecast by Type
      11.6.1 F2P
      11.6.2 P2P
   11.7 Basis Point Share (BPS) Analysis by Type 
   11.8 Absolute $ Opportunity Assessment by Type 
   11.9 Market Attractiveness Analysis by Type
   11.10 Asia Pacific Racing Games Market Size Forecast by Applications
      11.10.1 Mobile
      11.10.2 PC
      11.10.3 Console
   11.11 Basis Point Share (BPS) Analysis by Applications 
   11.12 Absolute $ Opportunity Assessment by Applications 
   11.13 Market Attractiveness Analysis by Applications

Chapter 12 Latin America Racing Games Analysis and Forecast
   12.1 Introduction
   12.2 Latin America Racing Games Market Size Forecast by Country
      12.2.1 Brazil
      12.2.2 Mexico
      12.2.3 Rest of Latin America (LATAM)
   12.3 Basis Point Share (BPS) Analysis by Country
   12.4 Absolute $ Opportunity Assessment by Country
   12.5 Market Attractiveness Analysis by Country
   12.6 Latin America Racing Games Market Size Forecast by Type
      12.6.1 F2P
      12.6.2 P2P
   12.7 Basis Point Share (BPS) Analysis by Type 
   12.8 Absolute $ Opportunity Assessment by Type 
   12.9 Market Attractiveness Analysis by Type
   12.10 Latin America Racing Games Market Size Forecast by Applications
      12.10.1 Mobile
      12.10.2 PC
      12.10.3 Console
   12.11 Basis Point Share (BPS) Analysis by Applications 
   12.12 Absolute $ Opportunity Assessment by Applications 
   12.13 Market Attractiveness Analysis by Applications

Chapter 13 Middle East & Africa (MEA) Racing Games Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA) Racing Games Market Size Forecast by Country
      13.2.1 Saudi Arabia
      13.2.2 South Africa
      13.2.3 UAE
      13.2.4 Rest of Middle East & Africa (MEA)
   13.3 Basis Point Share (BPS) Analysis by Country
   13.4 Absolute $ Opportunity Assessment by Country
   13.5 Market Attractiveness Analysis by Country
   13.6 Middle East & Africa (MEA) Racing Games Market Size Forecast by Type
      13.6.1 F2P
      13.6.2 P2P
   13.7 Basis Point Share (BPS) Analysis by Type 
   13.8 Absolute $ Opportunity Assessment by Type 
   13.9 Market Attractiveness Analysis by Type
   13.10 Middle East & Africa (MEA) Racing Games Market Size Forecast by Applications
      13.10.1 Mobile
      13.10.2 PC
      13.10.3 Console
   13.11 Basis Point Share (BPS) Analysis by Applications 
   13.12 Absolute $ Opportunity Assessment by Applications 
   13.13 Market Attractiveness Analysis by Applications

Chapter 14 Competition Landscape 
   14.1 Racing Games Market: Competitive Dashboard
   14.2 Global Racing Games Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 Turn 10 Studios (Microsoft)
      14.3.2 Codemasters
      14.3.3 Electronic Arts Inc.
      14.3.4 Ubisoft
      14.3.5 THQ Nordic
      14.3.6 Gameloft
      14.3.7 Criterion
      14.3.8 NaturalMotion
      14.3.9 Fingersoft
      14.3.10 Slightly Mad Studios
      14.3.11 iRacing
      14.3.12 Creative Mobile
      14.3.13 Bongfish
      14.3.14 Aquiris Game Studio
      14.3.15 Vector Unit

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