
Simulated racing, also known as sim racing or virtual racing, refers to the participation in racing events through computer simulations or video games. It involves using specialized hardware and software to recreate the experience of driving race cars in a virtual environment. Simulated racing typically offers realistic physics, graphics, and audio effects to provide a highly immersive experience. Participants can compete against computer-controlled opponents or other players online, and they often use realistic racing peripherals such as steering wheels and pedals to enhance the realism. Simulated racing is popular among both casual gamers and professional racing drivers, as it allows them to practice and compete in a virtual setting without the associated risks and expenses of real-world racing.
The global Simulated Racing market was valued at US$ million in 2023 and is anticipated to reach US$ million by 2030, witnessing a CAGR of % during the forecast period 2024-2030.
North American market for Simulated Racing is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for Simulated Racing is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The global market for Simulated Racing in Entertainment is estimated to increase from $ million in 2023 to $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The major global companies of Simulated Racing include Cruden, BLUE TIGER, D-BOX, CXC, SimXperience, AeonSim, VRX Simulators, VirtualGT and Bernax, etc. In 2023, the world's top three vendors accounted for approximately % of the revenue.
This report aims to provide a comprehensive presentation of the global market for Simulated Racing, 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 Simulated Racing.
Report Scope
The Simulated Racing market size, estimations, and forecasts are provided in terms of revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Simulated Racing market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
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 Simulated Racing companies, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Market Segmentation
By Company
Cruden
BLUE TIGER
D-BOX
CXC
SimXperience
AeonSim
VRX Simulators
VirtualGT
Bernax
Eleetus
Force Dynamic
Cool Performance
Logitech G
Cammus
Image Space Incorporated
Allcontroller
Segment by Type
Hardware
Software
Segment by Application
Entertainment
Training
Others
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
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by 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 2: 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 3: Detailed analysis of Simulated Racing companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by 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 6, 7, 8, 9, 10: 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 11: 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 12: The main points and conclusions of the report.
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Simulated Racing Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Hardware
1.2.3 Software
1.3 Market by Application
1.3.1 Global Simulated Racing Market Growth by Application: 2019 VS 2023 VS 2030
1.3.2 Entertainment
1.3.3 Training
1.3.4 Others
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Simulated Racing Market Perspective (2019-2030)
2.2 Simulated Racing Growth Trends by Region
2.2.1 Global Simulated Racing Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Simulated Racing Historic Market Size by Region (2019-2024)
2.2.3 Simulated Racing Forecasted Market Size by Region (2025-2030)
2.3 Simulated Racing Market Dynamics
2.3.1 Simulated Racing Industry Trends
2.3.2 Simulated Racing Market Drivers
2.3.3 Simulated Racing Market Challenges
2.3.4 Simulated Racing Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Simulated Racing Players by Revenue
3.1.1 Global Top Simulated Racing Players by Revenue (2019-2024)
3.1.2 Global Simulated Racing Revenue Market Share by Players (2019-2024)
3.2 Global Simulated Racing Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Simulated Racing Revenue
3.4 Global Simulated Racing Market Concentration Ratio
3.4.1 Global Simulated Racing Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Simulated Racing Revenue in 2023
3.5 Simulated Racing Key Players Head office and Area Served
3.6 Key Players Simulated Racing Product Solution and Service
3.7 Date of Enter into Simulated Racing Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Simulated Racing Breakdown Data by Type
4.1 Global Simulated Racing Historic Market Size by Type (2019-2024)
4.2 Global Simulated Racing Forecasted Market Size by Type (2025-2030)
5 Simulated Racing Breakdown Data by Application
5.1 Global Simulated Racing Historic Market Size by Application (2019-2024)
5.2 Global Simulated Racing Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Simulated Racing Market Size (2019-2030)
6.2 North America Simulated Racing Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America Simulated Racing Market Size by Country (2019-2024)
6.4 North America Simulated Racing Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Simulated Racing Market Size (2019-2030)
7.2 Europe Simulated Racing Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe Simulated Racing Market Size by Country (2019-2024)
7.4 Europe Simulated Racing Market Size by Country (2025-2030)
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 Simulated Racing Market Size (2019-2030)
8.2 Asia-Pacific Simulated Racing Market Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific Simulated Racing Market Size by Region (2019-2024)
8.4 Asia-Pacific Simulated Racing Market Size by Region (2025-2030)
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 Simulated Racing Market Size (2019-2030)
9.2 Latin America Simulated Racing Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America Simulated Racing Market Size by Country (2019-2024)
9.4 Latin America Simulated Racing Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Simulated Racing Market Size (2019-2030)
10.2 Middle East & Africa Simulated Racing Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa Simulated Racing Market Size by Country (2019-2024)
10.4 Middle East & Africa Simulated Racing Market Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Cruden
11.1.1 Cruden Company Detail
11.1.2 Cruden Business Overview
11.1.3 Cruden Simulated Racing Introduction
11.1.4 Cruden Revenue in Simulated Racing Business (2019-2024)
11.1.5 Cruden Recent Development
11.2 BLUE TIGER
11.2.1 BLUE TIGER Company Detail
11.2.2 BLUE TIGER Business Overview
11.2.3 BLUE TIGER Simulated Racing Introduction
11.2.4 BLUE TIGER Revenue in Simulated Racing Business (2019-2024)
11.2.5 BLUE TIGER Recent Development
11.3 D-BOX
11.3.1 D-BOX Company Detail
11.3.2 D-BOX Business Overview
11.3.3 D-BOX Simulated Racing Introduction
11.3.4 D-BOX Revenue in Simulated Racing Business (2019-2024)
11.3.5 D-BOX Recent Development
11.4 CXC
11.4.1 CXC Company Detail
11.4.2 CXC Business Overview
11.4.3 CXC Simulated Racing Introduction
11.4.4 CXC Revenue in Simulated Racing Business (2019-2024)
11.4.5 CXC Recent Development
11.5 SimXperience
11.5.1 SimXperience Company Detail
11.5.2 SimXperience Business Overview
11.5.3 SimXperience Simulated Racing Introduction
11.5.4 SimXperience Revenue in Simulated Racing Business (2019-2024)
11.5.5 SimXperience Recent Development
11.6 AeonSim
11.6.1 AeonSim Company Detail
11.6.2 AeonSim Business Overview
11.6.3 AeonSim Simulated Racing Introduction
11.6.4 AeonSim Revenue in Simulated Racing Business (2019-2024)
11.6.5 AeonSim Recent Development
11.7 VRX Simulators
11.7.1 VRX Simulators Company Detail
11.7.2 VRX Simulators Business Overview
11.7.3 VRX Simulators Simulated Racing Introduction
11.7.4 VRX Simulators Revenue in Simulated Racing Business (2019-2024)
11.7.5 VRX Simulators Recent Development
11.8 VirtualGT
11.8.1 VirtualGT Company Detail
11.8.2 VirtualGT Business Overview
11.8.3 VirtualGT Simulated Racing Introduction
11.8.4 VirtualGT Revenue in Simulated Racing Business (2019-2024)
11.8.5 VirtualGT Recent Development
11.9 Bernax
11.9.1 Bernax Company Detail
11.9.2 Bernax Business Overview
11.9.3 Bernax Simulated Racing Introduction
11.9.4 Bernax Revenue in Simulated Racing Business (2019-2024)
11.9.5 Bernax Recent Development
11.10 Eleetus
11.10.1 Eleetus Company Detail
11.10.2 Eleetus Business Overview
11.10.3 Eleetus Simulated Racing Introduction
11.10.4 Eleetus Revenue in Simulated Racing Business (2019-2024)
11.10.5 Eleetus Recent Development
11.11 Force Dynamic
11.11.1 Force Dynamic Company Detail
11.11.2 Force Dynamic Business Overview
11.11.3 Force Dynamic Simulated Racing Introduction
11.11.4 Force Dynamic Revenue in Simulated Racing Business (2019-2024)
11.11.5 Force Dynamic Recent Development
11.12 Cool Performance
11.12.1 Cool Performance Company Detail
11.12.2 Cool Performance Business Overview
11.12.3 Cool Performance Simulated Racing Introduction
11.12.4 Cool Performance Revenue in Simulated Racing Business (2019-2024)
11.12.5 Cool Performance Recent Development
11.13 Logitech G
11.13.1 Logitech G Company Detail
11.13.2 Logitech G Business Overview
11.13.3 Logitech G Simulated Racing Introduction
11.13.4 Logitech G Revenue in Simulated Racing Business (2019-2024)
11.13.5 Logitech G Recent Development
11.14 Cammus
11.14.1 Cammus Company Detail
11.14.2 Cammus Business Overview
11.14.3 Cammus Simulated Racing Introduction
11.14.4 Cammus Revenue in Simulated Racing Business (2019-2024)
11.14.5 Cammus Recent Development
11.15 Image Space Incorporated
11.15.1 Image Space Incorporated Company Detail
11.15.2 Image Space Incorporated Business Overview
11.15.3 Image Space Incorporated Simulated Racing Introduction
11.15.4 Image Space Incorporated Revenue in Simulated Racing Business (2019-2024)
11.15.5 Image Space Incorporated Recent Development
11.16 Allcontroller
11.16.1 Allcontroller Company Detail
11.16.2 Allcontroller Business Overview
11.16.3 Allcontroller Simulated Racing Introduction
11.16.4 Allcontroller Revenue in Simulated Racing Business (2019-2024)
11.16.5 Allcontroller 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
Cruden
BLUE TIGER
D-BOX
CXC
SimXperience
AeonSim
VRX Simulators
VirtualGT
Bernax
Eleetus
Force Dynamic
Cool Performance
Logitech G
Cammus
Image Space Incorporated
Allcontroller
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*If Applicable.
