
The global Augmented reality (AR) and Virtual reality (VR) Racing Games market is projected to reach US$ million in 2029, increasing from US$ million in 2022, with the CAGR of % during the period of 2023 to 2029. Influencing issues, such as economy environments, COVID-19 and Russia-Ukraine War, have led to great market fluctuations in the past few years and are considered comprehensively in the whole Augmented reality (AR) and Virtual reality (VR) Racing Games 91ÖÆÆ¬³§.
Key companies engaged in the Augmented reality (AR) and Virtual reality (VR) Racing Games industry include Microsoft, Google, Electronic Arts, Evolution Studios, KUNOS-Simulazioni Srl, Slightly Mad Studios, Viewpoint Games, Slightly Mad and Ubisoft, etc. Among those companies, the top 3 players guaranteed % supply worldwide in 2022.
When refers to consumption region, % value of Augmented reality (AR) and Virtual reality (VR) Racing Games were sold to North America, Europe and Asia Pacific in 2022. Moreover, China, plays a key role in the whole Augmented reality (AR) and Virtual reality (VR) Racing Games market and estimated to attract more attentions from industry insiders and investors.
Report Scope
This report, based on historical analysis (2018-2022) and forecast calculation (2023-2029), aims to help readers to get a comprehensive understanding of global Augmented reality (AR) and Virtual reality (VR) Racing Games market with multiple angles, which provides sufficient supports to readers’ strategy and decision making.
By Company
Microsoft
Google
Electronic Arts
Evolution Studios
KUNOS-Simulazioni Srl
Slightly Mad Studios
Viewpoint Games
Slightly Mad
Ubisoft
Segment by Type
Augmented reality (AR) Racing Game
Virtual reality (VR) Racing Game
Segment by Application
Cell Phone
Computer
Console
By Region
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
The Augmented reality (AR) and Virtual reality (VR) Racing Games report covers below items:
Chapter 1: Product Basic Information (Definition, Type and Application)
Chapter 2: Global market size, regional market size. Market Opportunities and Challenges
Chapter 3: Companies’ Competition Patterns
Chapter 4: Product Type Analysis
Chapter 5: Product Application Analysis
Chapter 6 to 10: Country Level Value Analysis
Chapter 11: Companies’ Outline
Chapter 12: Market Conclusions
Chapter 13: Research Methodology and Data Source
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1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Augmented reality (AR) and Virtual reality (VR) Racing Games Market Size Growth Rate by Type: 2018 VS 2022 VS 2029
1.2.2 Augmented reality (AR) Racing Game
1.2.3 Virtual reality (VR) Racing Game
1.3 Market by Application
1.3.1 Global Augmented reality (AR) and Virtual reality (VR) Racing Games Market Growth by Application: 2018 VS 2022 VS 2029
1.3.2 Cell Phone
1.3.3 Computer
1.3.4 Console
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Augmented reality (AR) and Virtual reality (VR) Racing Games Market Perspective (2018-2029)
2.2 Augmented reality (AR) and Virtual reality (VR) Racing Games Growth Trends by Region
2.2.1 Global Augmented reality (AR) and Virtual reality (VR) Racing Games Market Size by Region: 2018 VS 2022 VS 2029
2.2.2 Augmented reality (AR) and Virtual reality (VR) Racing Games Historic Market Size by Region (2018-2023)
2.2.3 Augmented reality (AR) and Virtual reality (VR) Racing Games Forecasted Market Size by Region (2024-2029)
2.3 Augmented reality (AR) and Virtual reality (VR) Racing Games Market Dynamics
2.3.1 Augmented reality (AR) and Virtual reality (VR) Racing Games Industry Trends
2.3.2 Augmented reality (AR) and Virtual reality (VR) Racing Games Market Drivers
2.3.3 Augmented reality (AR) and Virtual reality (VR) Racing Games Market Challenges
2.3.4 Augmented reality (AR) and Virtual reality (VR) Racing Games Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Augmented reality (AR) and Virtual reality (VR) Racing Games Players by Revenue
3.1.1 Global Top Augmented reality (AR) and Virtual reality (VR) Racing Games Players by Revenue (2018-2023)
3.1.2 Global Augmented reality (AR) and Virtual reality (VR) Racing Games Revenue Market Share by Players (2018-2023)
3.2 Global Augmented reality (AR) and Virtual reality (VR) Racing Games Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Augmented reality (AR) and Virtual reality (VR) Racing Games Revenue
3.4 Global Augmented reality (AR) and Virtual reality (VR) Racing Games Market Concentration Ratio
3.4.1 Global Augmented reality (AR) and Virtual reality (VR) Racing Games Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Augmented reality (AR) and Virtual reality (VR) Racing Games Revenue in 2022
3.5 Augmented reality (AR) and Virtual reality (VR) Racing Games Key Players Head office and Area Served
3.6 Key Players Augmented reality (AR) and Virtual reality (VR) Racing Games Product Solution and Service
3.7 Date of Enter into Augmented reality (AR) and Virtual reality (VR) Racing Games Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Augmented reality (AR) and Virtual reality (VR) Racing Games Breakdown Data by Type
4.1 Global Augmented reality (AR) and Virtual reality (VR) Racing Games Historic Market Size by Type (2018-2023)
4.2 Global Augmented reality (AR) and Virtual reality (VR) Racing Games Forecasted Market Size by Type (2024-2029)
5 Augmented reality (AR) and Virtual reality (VR) Racing Games Breakdown Data by Application
5.1 Global Augmented reality (AR) and Virtual reality (VR) Racing Games Historic Market Size by Application (2018-2023)
5.2 Global Augmented reality (AR) and Virtual reality (VR) Racing Games Forecasted Market Size by Application (2024-2029)
6 North America
6.1 North America Augmented reality (AR) and Virtual reality (VR) Racing Games Market Size (2018-2029)
6.2 North America Augmented reality (AR) and Virtual reality (VR) Racing Games Market Growth Rate by Country: 2018 VS 2022 VS 2029
6.3 North America Augmented reality (AR) and Virtual reality (VR) Racing Games Market Size by Country (2018-2023)
6.4 North America Augmented reality (AR) and Virtual reality (VR) Racing Games Market Size by Country (2024-2029)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Augmented reality (AR) and Virtual reality (VR) Racing Games Market Size (2018-2029)
7.2 Europe Augmented reality (AR) and Virtual reality (VR) Racing Games Market Growth Rate by Country: 2018 VS 2022 VS 2029
7.3 Europe Augmented reality (AR) and Virtual reality (VR) Racing Games Market Size by Country (2018-2023)
7.4 Europe Augmented reality (AR) and Virtual reality (VR) Racing Games Market Size by Country (2024-2029)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Augmented reality (AR) and Virtual reality (VR) Racing Games Market Size (2018-2029)
8.2 Asia-Pacific Augmented reality (AR) and Virtual reality (VR) Racing Games Market Growth Rate by Region: 2018 VS 2022 VS 2029
8.3 Asia-Pacific Augmented reality (AR) and Virtual reality (VR) Racing Games Market Size by Region (2018-2023)
8.4 Asia-Pacific Augmented reality (AR) and Virtual reality (VR) Racing Games Market Size by Region (2024-2029)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Augmented reality (AR) and Virtual reality (VR) Racing Games Market Size (2018-2029)
9.2 Latin America Augmented reality (AR) and Virtual reality (VR) Racing Games Market Growth Rate by Country: 2018 VS 2022 VS 2029
9.3 Latin America Augmented reality (AR) and Virtual reality (VR) Racing Games Market Size by Country (2018-2023)
9.4 Latin America Augmented reality (AR) and Virtual reality (VR) Racing Games Market Size by Country (2024-2029)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Augmented reality (AR) and Virtual reality (VR) Racing Games Market Size (2018-2029)
10.2 Middle East & Africa Augmented reality (AR) and Virtual reality (VR) Racing Games Market Growth Rate by Country: 2018 VS 2022 VS 2029
10.3 Middle East & Africa Augmented reality (AR) and Virtual reality (VR) Racing Games Market Size by Country (2018-2023)
10.4 Middle East & Africa Augmented reality (AR) and Virtual reality (VR) Racing Games Market Size by Country (2024-2029)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Microsoft
11.1.1 Microsoft Company Detail
11.1.2 Microsoft Business Overview
11.1.3 Microsoft Augmented reality (AR) and Virtual reality (VR) Racing Games Introduction
11.1.4 Microsoft Revenue in Augmented reality (AR) and Virtual reality (VR) Racing Games Business (2018-2023)
11.1.5 Microsoft Recent Development
11.2 Google
11.2.1 Google Company Detail
11.2.2 Google Business Overview
11.2.3 Google Augmented reality (AR) and Virtual reality (VR) Racing Games Introduction
11.2.4 Google Revenue in Augmented reality (AR) and Virtual reality (VR) Racing Games Business (2018-2023)
11.2.5 Google Recent Development
11.3 Electronic Arts
11.3.1 Electronic Arts Company Detail
11.3.2 Electronic Arts Business Overview
11.3.3 Electronic Arts Augmented reality (AR) and Virtual reality (VR) Racing Games Introduction
11.3.4 Electronic Arts Revenue in Augmented reality (AR) and Virtual reality (VR) Racing Games Business (2018-2023)
11.3.5 Electronic Arts Recent Development
11.4 Evolution Studios
11.4.1 Evolution Studios Company Detail
11.4.2 Evolution Studios Business Overview
11.4.3 Evolution Studios Augmented reality (AR) and Virtual reality (VR) Racing Games Introduction
11.4.4 Evolution Studios Revenue in Augmented reality (AR) and Virtual reality (VR) Racing Games Business (2018-2023)
11.4.5 Evolution Studios Recent Development
11.5 KUNOS-Simulazioni Srl
11.5.1 KUNOS-Simulazioni Srl Company Detail
11.5.2 KUNOS-Simulazioni Srl Business Overview
11.5.3 KUNOS-Simulazioni Srl Augmented reality (AR) and Virtual reality (VR) Racing Games Introduction
11.5.4 KUNOS-Simulazioni Srl Revenue in Augmented reality (AR) and Virtual reality (VR) Racing Games Business (2018-2023)
11.5.5 KUNOS-Simulazioni Srl Recent Development
11.6 Slightly Mad Studios
11.6.1 Slightly Mad Studios Company Detail
11.6.2 Slightly Mad Studios Business Overview
11.6.3 Slightly Mad Studios Augmented reality (AR) and Virtual reality (VR) Racing Games Introduction
11.6.4 Slightly Mad Studios Revenue in Augmented reality (AR) and Virtual reality (VR) Racing Games Business (2018-2023)
11.6.5 Slightly Mad Studios Recent Development
11.7 Viewpoint Games
11.7.1 Viewpoint Games Company Detail
11.7.2 Viewpoint Games Business Overview
11.7.3 Viewpoint Games Augmented reality (AR) and Virtual reality (VR) Racing Games Introduction
11.7.4 Viewpoint Games Revenue in Augmented reality (AR) and Virtual reality (VR) Racing Games Business (2018-2023)
11.7.5 Viewpoint Games Recent Development
11.8 Slightly Mad
11.8.1 Slightly Mad Company Detail
11.8.2 Slightly Mad Business Overview
11.8.3 Slightly Mad Augmented reality (AR) and Virtual reality (VR) Racing Games Introduction
11.8.4 Slightly Mad Revenue in Augmented reality (AR) and Virtual reality (VR) Racing Games Business (2018-2023)
11.8.5 Slightly Mad Recent Development
11.9 Ubisoft
11.9.1 Ubisoft Company Detail
11.9.2 Ubisoft Business Overview
11.9.3 Ubisoft Augmented reality (AR) and Virtual reality (VR) Racing Games Introduction
11.9.4 Ubisoft Revenue in Augmented reality (AR) and Virtual reality (VR) Racing Games Business (2018-2023)
11.9.5 Ubisoft Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
Microsoft
Google
Electronic Arts
Evolution Studios
KUNOS-Simulazioni Srl
Slightly Mad Studios
Viewpoint Games
Slightly Mad
Ubisoft
Ìý
Ìý
*If Applicable.
