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The racing game genre is the genre of video games, either in the first-person or third-person perspective, in which the player partakes in a racing competition with any type of land, water, air or space vehicles. They may be based on anything from real-world racing leagues to entirely fantastical settings. Racing Games are driving games about high speeds and fast reaction times. Many free car racing games let you choose between sports cars, NASCAR stock cars or monster trucks. Steer them through a cool 3D multiplayer game and drift into first place like in Mario Kart. Some entries in the genre let you drive a motorcycle, a dirt bike or a regular bike to the finish line. Highlights The global Racing Games market is projected to reach US$ million by 2029 from an estimated US$ million in 2023, at a CAGR of % during 2024 and 2029. Global key players of Racing Games include Turn 10 Studios (Microsoft), Codemasters, Electronic Arts Inc., Ubisoft, THQ Nordic and Gameloft, etc. Top four players occupy for a share about 40%. Asia-Pacific is the largest market, with a share about 49%, followed by North America and Europe. In terms of product, F2P is the largest segment, with a share over 87%. In terms of application, Mobile is the largest market, with a share over 42%. Report Scope This report aims to provide a comprehensive presentation of the global market for Racing Games, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Racing Games. The Racing Games market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2022 as the base year, with history and forecast data for the period from 2018 to 2029. This report segments the global Racing Games market comprehensively. Regional market sizes, concerning products by types, by application, and by players, are also provided. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes. For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments. The report will help the Racing Games companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, product type, application, and regions. Key Companies & Market Share Insights In this section, the readers will gain an understanding of the key players competing. This report has studied the key growth strategies, such as innovative trends and developments, intensification of product portfolio, mergers and acquisitions, collaborations, new product innovation, and geographical expansion, undertaken by these participants to maintain their presence. Apart from business strategies, the study includes current developments and key financials. The readers will also get access to the data related to global revenue by companies for the period 2017-2022. This all-inclusive report will certainly serve the clients to stay updated and make effective decisions in their businesses. Some of the prominent players reviewed in the research report include: 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 Product Type Insights Global markets are presented by Racing Games type, along with growth forecasts through 2029. Estimates on revenue are based on the price in the supply chain at which the Racing Games are procured by the companies. This report has studied every segment and provided the market size using historical data. They have also talked about the growth opportunities that the segment may pose in the future. This study bestows revenue data by type, and during the historical period (2018-2023) and forecast period (2024-2029). Racing Games segment by Type F2P P2P Application Insights This report has provided the market size (revenue data) by application, during the historical period (2018-2023) and forecast period (2024-2029). This report also outlines the market trends of each segment and consumer behaviors impacting the Racing Games market and what implications these may have on the industry's future. This report can help to understand the relevant market and consumer trends that are driving the Racing Games market. Racing Games Segment by Application Mobile PC Console Regional Outlook This section of the report provides key insights regarding various regions and the key players operating in each region. Economic, social, environmental, technological, and political factors have been taken into consideration while assessing the growth of the particular region/country. The readers will also get their hands on the revenue data of each region and country for the period 2018-2029. The market has been segmented into various major geographies, including North America, Europe, Asia-Pacific, South America, Middle East & Africa. Detailed analysis of major countries such as the USA, Germany, the U.K., Italy, France, China, Japan, South Korea, Southeast Asia, and India will be covered within the regional segment. For market estimates, data are going to be provided for 2022 because of the base year, with estimates for 2023 and forecast revenue for 2029. North America United States Canada Europe Germany France UK Italy Russia Nordic Countries Rest of Europe Asia-Pacific China Japan South Korea Southeast Asia India Australia Rest of Asia Latin America Mexico Brazil Rest of Latin America Middle East & Africa Turkey Saudi Arabia UAE Rest of MEA Key Drivers & Barriers High-impact rendering factors and drivers have been studied in this report to aid the readers to understand the general development. Moreover, the report includes restraints and challenges that may act as stumbling blocks on the way of the players. This will assist the users to be attentive and make informed decisions related to business. Specialists have also laid their focus on the upcoming business prospects. COVID-19 and Russia-Ukraine War Influence Analysis The readers in the section will understand how the Racing Games market scenario changed across the globe during the pandemic, post-pandemic and Russia-Ukraine War. The study is done keeping in view the changes in aspects such as demand, consumption, transportation, consumer behavior, supply chain management. The industry experts have also highlighted the key factors that will help create opportunities for players and stabilize the overall industry in the years to come. Reasons to Buy This Report This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global Racing Games market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market. This report will help stakeholders to understand the global industry status and trends of Racing Games and provides them with information on key market drivers, restraints, challenges, and opportunities. This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in volume and value), competitor ecosystem, new product development, expansion, and acquisition. This report stays updated with novel technology integration, features, and the latest developments in the market This report helps stakeholders to understand the COVID-19 and Russia-Ukraine War Influence on the Racing Games industry. This report helps stakeholders to gain insights into which regions to target globally This report helps stakeholders to gain insights into the end-user perception concerning the adoption of Racing Games. This report helps stakeholders to identify some of the key players in the market and understand their valuable contribution. Core Chapters Chapter 1: Research objectives, research methods, data sources, data cross-validation; Chapter 2: Introduces the report scope of the report, executive summary of different market segments (product type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term. Chapter 3: Provides the analysis of various market segments product types, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments. Chapter 4: Provides the analysis of various market segments application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets. Chapter 5: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry. Chapter 6: Detailed analysis of Racing Games companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc. Chapter 7, 8, 9, 10, 11: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world. Chapter 12: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc. Chapter 13: The main points and conclusions of the report. Frequently Asked Questions What factors will challenge the Product Name market growth? Which end-use segment will expand at the fastest CAGR in the Product Name market? Which are the emerging players in the Product Name market? How concentrated is the Product Name market? Which factors are positively contributing to the Product Name market growth? Which are the novel product innovations in the Product Name market? Which product segment will emerge as the most lucrative in the Product Name market? Which factors are increasing the competition in the Product Name market? Which are the strategic measures taken by the Product Name industry players? Which region will witness inactive growth during the forecast period? What key trends are likely to emerge in the Product Name market in the coming years?
1 Preface 1.1 Scope of Report 1.2 Reasons for Doing This Study 1.3 Research Methodology 1.4 Research Process 1.5 Data Source 1.5.1 Secondary Sources 1.5.2 Primary Sources 2 Market Overview 2.1 Product Definition 2.2 Racing Games by Type 2.2.1 Market Value Comparison by Type (2018 VS 2022 VS 2029) 1.2.2 F2P 1.2.3 P2P 2.3 Racing Games by Application 2.3.1 Market Value Comparison by Application (2018 VS 2022 VS 2029) 2.3.2 Mobile 2.3.3 PC 2.3.4 Console 2.4 Assumptions and Limitations 3 Racing Games Breakdown Data by Type 3.1 Global Racing Games Historic Market Size by Type (2018-2023) 3.2 Global Racing Games Forecasted Market Size by Type (2023-2028) 4 Racing Games Breakdown Data by Application 4.1 Global Racing Games Historic Market Size by Application (2018-2023) 4.2 Global Racing Games Forecasted Market Size by Application (2018-2023) 5 Global Growth Trends 5.1 Global Racing Games Market Perspective (2018-2029) 5.2 Global Racing Games Growth Trends by Region 5.2.1 Global Racing Games Market Size by Region: 2018 VS 2022 VS 2029 5.2.2 Racing Games Historic Market Size by Region (2018-2023) 5.2.3 Racing Games Forecasted Market Size by Region (2024-2029) 5.3 Racing Games Market Dynamics 5.3.1 Racing Games Industry Trends 5.3.2 Racing Games Market Drivers 5.3.3 Racing Games Market Challenges 5.3.4 Racing Games Market Restraints 6 Market Competitive Landscape by Players 6.1 Global Top Racing Games Players by Revenue 6.1.1 Global Top Racing Games Players by Revenue (2018-2023) 6.1.2 Global Racing Games Revenue Market Share by Players (2018-2023) 6.2 Global Racing Games Industry Players Ranking, 2021 VS 2022 VS 2023 6.3 Global Key Players of Racing Games Head office and Area Served 6.4 Global Racing Games Players, Product Type & Application 6.5 Global Racing Games Players, Date of Enter into This Industry 6.6 Global Racing Games Market CR5 and HHI 6.7 Global Players Mergers & Acquisition 7 North America 7.1 North America Racing Games Market Size (2018-2029) 7.2 North America Racing Games Market Growth Rate by Country: 2018 VS 2022 VS 2029 7.3 North America Racing Games Market Size by Country (2018-2023) 7.4 North America Racing Games Market Size by Country (2024-2029) 7.5 United States 7.6 Canada 8 Europe 8.1 Europe Racing Games Market Size (2018-2029) 8.2 Europe Racing Games Market Growth Rate by Country: 2018 VS 2022 VS 2029 8.3 Europe Racing Games Market Size by Country (2018-2023) 8.4 Europe Racing Games Market Size by Country (2024-2029) 7.4 Germany 7.5 France 7.6 U.K. 7.7 Italy 7.8 Russia 7.9 Nordic Countries 9 Asia-Pacific 9.1 Asia-Pacific Racing Games Market Size (2018-2029) 9.2 Asia-Pacific Racing Games Market Growth Rate by Country: 2018 VS 2022 VS 2029 9.3 Asia-Pacific Racing Games Market Size by Country (2018-2023) 9.4 Asia-Pacific Racing Games Market Size by Country (2024-2029) 8.4 China 8.5 Japan 8.6 South Korea 8.7 Southeast Asia 8.8 India 8.9 Australia 10 Latin America 10.1 Latin America Racing Games Market Size (2018-2029) 10.2 Latin America Racing Games Market Growth Rate by Country: 2018 VS 2022 VS 2029 10.3 Latin America Racing Games Market Size by Country (2018-2023) 10.4 Latin America Racing Games Market Size by Country (2024-2029) 9.4 Mexico 9.5 Brazil 11 Middle East & Africa 11.1 Middle East & Africa Racing Games Market Size (2018-2029) 11.2 Middle East & Africa Racing Games Market Growth Rate by Country: 2018 VS 2022 VS 2029 11.3 Middle East & Africa Racing Games Market Size by Country (2018-2023) 11.4 Middle East & Africa Racing Games Market Size by Country (2024-2029) 10.4 Turkey 10.5 Saudi Arabia 10.6 UAE 12 Players Profiled 11.1 Turn 10 Studios (Microsoft) 11.1.1 Turn 10 Studios (Microsoft) Company Detail 11.1.2 Turn 10 Studios (Microsoft) Business Overview 11.1.3 Turn 10 Studios (Microsoft) Racing Games Introduction 11.1.4 Turn 10 Studios (Microsoft) Revenue in Racing Games Business (2017-2022) 11.1.5 Turn 10 Studios (Microsoft) Recent Development 11.2 Codemasters 11.2.1 Codemasters Company Detail 11.2.2 Codemasters Business Overview 11.2.3 Codemasters Racing Games Introduction 11.2.4 Codemasters Revenue in Racing Games Business (2017-2022) 11.2.5 Codemasters Recent Development 11.3 Electronic Arts Inc. 11.3.1 Electronic Arts Inc. Company Detail 11.3.2 Electronic Arts Inc. Business Overview 11.3.3 Electronic Arts Inc. Racing Games Introduction 11.3.4 Electronic Arts Inc. Revenue in Racing Games Business (2017-2022) 11.3.5 Electronic Arts Inc. Recent Development 11.4 Ubisoft 11.4.1 Ubisoft Company Detail 11.4.2 Ubisoft Business Overview 11.4.3 Ubisoft Racing Games Introduction 11.4.4 Ubisoft Revenue in Racing Games Business (2017-2022) 11.4.5 Ubisoft Recent Development 11.5 THQ Nordic 11.5.1 THQ Nordic Company Detail 11.5.2 THQ Nordic Business Overview 11.5.3 THQ Nordic Racing Games Introduction 11.5.4 THQ Nordic Revenue in Racing Games Business (2017-2022) 11.5.5 THQ Nordic Recent Development 11.6 Gameloft 11.6.1 Gameloft Company Detail 11.6.2 Gameloft Business Overview 11.6.3 Gameloft Racing Games Introduction 11.6.4 Gameloft Revenue in Racing Games Business (2017-2022) 11.6.5 Gameloft Recent Development 11.7 Criterion 11.7.1 Criterion Company Detail 11.7.2 Criterion Business Overview 11.7.3 Criterion Racing Games Introduction 11.7.4 Criterion Revenue in Racing Games Business (2017-2022) 11.7.5 Criterion Recent Development 11.8 NaturalMotion 11.8.1 NaturalMotion Company Detail 11.8.2 NaturalMotion Business Overview 11.8.3 NaturalMotion Racing Games Introduction 11.8.4 NaturalMotion Revenue in Racing Games Business (2017-2022) 11.8.5 NaturalMotion Recent Development 11.9 Fingersoft 11.9.1 Fingersoft Company Detail 11.9.2 Fingersoft Business Overview 11.9.3 Fingersoft Racing Games Introduction 11.9.4 Fingersoft Revenue in Racing Games Business (2017-2022) 11.9.5 Fingersoft Recent Development 11.10 Slightly Mad Studios 11.10.1 Slightly Mad Studios Company Detail 11.10.2 Slightly Mad Studios Business Overview 11.10.3 Slightly Mad Studios Racing Games Introduction 11.10.4 Slightly Mad Studios Revenue in Racing Games Business (2017-2022) 11.10.5 Slightly Mad Studios Recent Development 11.11 iRacing 11.11.1 iRacing Company Detail 11.11.2 iRacing Business Overview 11.11.3 iRacing Racing Games Introduction 11.11.4 iRacing Revenue in Racing Games Business (2017-2022) 11.11.5 iRacing Recent Development 11.12 Creative Mobile 11.12.1 Creative Mobile Company Detail 11.12.2 Creative Mobile Business Overview 11.12.3 Creative Mobile Racing Games Introduction 11.12.4 Creative Mobile Revenue in Racing Games Business (2017-2022) 11.12.5 Creative Mobile Recent Development 11.13 Bongfish 11.13.1 Bongfish Company Detail 11.13.2 Bongfish Business Overview 11.13.3 Bongfish Racing Games Introduction 11.13.4 Bongfish Revenue in Racing Games Business (2017-2022) 11.13.5 Bongfish Recent Development 11.14 Aquiris Game Studio 11.14.1 Aquiris Game Studio Company Detail 11.14.2 Aquiris Game Studio Business Overview 11.14.3 Aquiris Game Studio Racing Games Introduction 11.14.4 Aquiris Game Studio Revenue in Racing Games Business (2017-2022) 11.14.5 Aquiris Game Studio Recent Development 11.15 Vector Unit 11.15.1 Vector Unit Company Detail 11.15.2 Vector Unit Business Overview 11.15.3 Vector Unit Racing Games Introduction 11.15.4 Vector Unit Revenue in Racing Games Business (2017-2022) 11.15.5 Vector Unit Recent Development 13 Report Conclusion 14 Disclaimer