

Racing game peripherals are hardware devices designed to enhance the racing game experience. They simulate the real driving environment, allowing players to experience the fun of racing more immersively. Common racing game peripherals include steering wheels, pedals, handbrakes, gear shifters, etc. These peripherals typically need to be connected to a computer or game console to function properly.
The steering wheel is the most common type of racing game peripheral, and it can simulate the real driving experience using force feedback technology. Pedals can simulate the real brake and accelerator control, handbrakes can provide a more realistic parking experience, and gear shifters can allow players to control the speed of the car more freely.
The global market for Racing Game Peripheral was estimated to be worth US$ million in 2023 and is forecast to a readjusted size of US$ million by 2030 with a CAGR of % during the forecast period 2024-2030.
North American market for Racing Game Peripheral was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for Racing Game Peripheral was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Europe market for Racing Game Peripheral was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The global key companies of Racing Game Peripheral include Logitech, Thrustmaster, CAMMUS, Fanatec Clubsport, Hori, Mad Catz, Playseat, OpenWheeler and GTR Simulator, etc. In 2023, the global five largest players hold a share approximately % in terms of revenue.
Report Scope
This report aims to provide a comprehensive presentation of the global market for Racing Game Peripheral, focusing on the total sales volume, sales revenue, price, key companies market share and ranking, together with an analysis of Racing Game Peripheral by region & country, by Type, and by Application.
The Racing Game Peripheral market size, estimations, and forecasts are provided in terms of sales volume (K Units) and sales revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. 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 Game Peripheral.
Market Segmentation
By Company
Logitech
Thrustmaster
CAMMUS
Fanatec Clubsport
Hori
Mad Catz
Playseat
OpenWheeler
GTR Simulator
SimXperience
PXN
F1 Simulatormaniac
Segment by Type:
Display
Controller
Environment Simulator
Segment by Application
Domestic
Commercial
By Region
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
China Taiwan
Southeast Asia
India
Latin America
Mexico
Brazil
Argentina
Middle East & Africa
Turkey
Saudi Arabia
UAE
Chapter Outline
Chapter 1: Introduces the report scope of the report, global total market size (valve, volume and price). This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 2: Detailed analysis of Racing Game Peripheral manufacturers competitive landscape, price, sales and revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: 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 4: 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 5: Sales, revenue of Racing Game Peripheral in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 6: Sales, revenue of Racing Game Peripheral in country level. It provides sigmate data by Type, and by Application for each country/region.
Chapter 7: 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 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Conclusion.
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1 Market Overview
1.1 Racing Game Peripheral Product Introduction
1.2 Global Racing Game Peripheral Market Size Forecast
1.2.1 Global Racing Game Peripheral Sales Value (2019-2030)
1.2.2 Global Racing Game Peripheral Sales Volume (2019-2030)
1.2.3 Global Racing Game Peripheral Sales Price (2019-2030)
1.3 Racing Game Peripheral Market Trends & Drivers
1.3.1 Racing Game Peripheral Industry Trends
1.3.2 Racing Game Peripheral Market Drivers & Opportunity
1.3.3 Racing Game Peripheral Market Challenges
1.3.4 Racing Game Peripheral Market Restraints
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Competitive Analysis by Company
2.1 Global Racing Game Peripheral Players Revenue Ranking (2023)
2.2 Global Racing Game Peripheral Revenue by Company (2019-2024)
2.3 Global Racing Game Peripheral Players Sales Volume Ranking (2023)
2.4 Global Racing Game Peripheral Sales Volume by Company Players (2019-2024)
2.5 Global Racing Game Peripheral Average Price by Company (2019-2024)
2.6 Key Manufacturers Racing Game Peripheral Manufacturing Base Distribution and Headquarters
2.7 Key Manufacturers Racing Game Peripheral Product Offered
2.8 Key Manufacturers Time to Begin Mass Production of Racing Game Peripheral
2.9 Racing Game Peripheral Market Competitive Analysis
2.9.1 Racing Game Peripheral Market Concentration Rate (2019-2024)
2.9.2 Global 5 and 10 Largest Manufacturers by Racing Game Peripheral Revenue in 2023
2.9.3 Global Top Manufacturers by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Racing Game Peripheral as of 2023)
2.10 Mergers & Acquisitions, Expansion
3 Segmentation by Type
3.1 Introduction by Type
3.1.1 Display
3.1.2 Controller
3.1.3 Environment Simulator
3.2 Global Racing Game Peripheral Sales Value by Type
3.2.1 Global Racing Game Peripheral Sales Value by Type (2019 VS 2023 VS 2030)
3.2.2 Global Racing Game Peripheral Sales Value, by Type (2019-2030)
3.2.3 Global Racing Game Peripheral Sales Value, by Type (%) (2019-2030)
3.3 Global Racing Game Peripheral Sales Volume by Type
3.3.1 Global Racing Game Peripheral Sales Volume by Type (2019 VS 2023 VS 2030)
3.3.2 Global Racing Game Peripheral Sales Volume, by Type (2019-2030)
3.3.3 Global Racing Game Peripheral Sales Volume, by Type (%) (2019-2030)
3.4 Global Racing Game Peripheral Average Price by Type (2019-2030)
4 Segmentation by Application
4.1 Introduction by Application
4.1.1 Domestic
4.1.2 Commercial
4.2 Global Racing Game Peripheral Sales Value by Application
4.2.1 Global Racing Game Peripheral Sales Value by Application (2019 VS 2023 VS 2030)
4.2.2 Global Racing Game Peripheral Sales Value, by Application (2019-2030)
4.2.3 Global Racing Game Peripheral Sales Value, by Application (%) (2019-2030)
4.3 Global Racing Game Peripheral Sales Volume by Application
4.3.1 Global Racing Game Peripheral Sales Volume by Application (2019 VS 2023 VS 2030)
4.3.2 Global Racing Game Peripheral Sales Volume, by Application (2019-2030)
4.3.3 Global Racing Game Peripheral Sales Volume, by Application (%) (2019-2030)
4.4 Global Racing Game Peripheral Average Price by Application (2019-2030)
5 Segmentation by Region
5.1 Global Racing Game Peripheral Sales Value by Region
5.1.1 Global Racing Game Peripheral Sales Value by Region: 2019 VS 2023 VS 2030
5.1.2 Global Racing Game Peripheral Sales Value by Region (2019-2024)
5.1.3 Global Racing Game Peripheral Sales Value by Region (2025-2030)
5.1.4 Global Racing Game Peripheral Sales Value by Region (%), (2019-2030)
5.2 Global Racing Game Peripheral Sales Volume by Region
5.2.1 Global Racing Game Peripheral Sales Volume by Region: 2019 VS 2023 VS 2030
5.2.2 Global Racing Game Peripheral Sales Volume by Region (2019-2024)
5.2.3 Global Racing Game Peripheral Sales Volume by Region (2025-2030)
5.2.4 Global Racing Game Peripheral Sales Volume by Region (%), (2019-2030)
5.3 Global Racing Game Peripheral Average Price by Region (2019-2030)
5.4 North America
5.4.1 North America Racing Game Peripheral Sales Value, 2019-2030
5.4.2 North America Racing Game Peripheral Sales Value by Country (%), 2023 VS 2030
5.5 Europe
5.5.1 Europe Racing Game Peripheral Sales Value, 2019-2030
5.5.2 Europe Racing Game Peripheral Sales Value by Country (%), 2023 VS 2030
5.6 Asia Pacific
5.6.1 Asia Pacific Racing Game Peripheral Sales Value, 2019-2030
5.6.2 Asia Pacific Racing Game Peripheral Sales Value by Country (%), 2023 VS 2030
5.7 South America
5.7.1 South America Racing Game Peripheral Sales Value, 2019-2030
5.7.2 South America Racing Game Peripheral Sales Value by Country (%), 2023 VS 2030
5.8 Middle East & Africa
5.8.1 Middle East & Africa Racing Game Peripheral Sales Value, 2019-2030
5.8.2 Middle East & Africa Racing Game Peripheral Sales Value by Country (%), 2023 VS 2030
6 Segmentation by Key Countries/Regions
6.1 Key Countries/Regions Racing Game Peripheral Sales Value Growth Trends, 2019 VS 2023 VS 2030
6.2 Key Countries/Regions Racing Game Peripheral Sales Value
6.2.1 Key Countries/Regions Racing Game Peripheral Sales Value, 2019-2030
6.2.2 Key Countries/Regions Racing Game Peripheral Sales Volume, 2019-2030
6.3 United States
6.3.1 United States Racing Game Peripheral Sales Value, 2019-2030
6.3.2 United States Racing Game Peripheral Sales Value by Type (%), 2023 VS 2030
6.3.3 United States Racing Game Peripheral Sales Value by Application, 2023 VS 2030
6.4 Europe
6.4.1 Europe Racing Game Peripheral Sales Value, 2019-2030
6.4.2 Europe Racing Game Peripheral Sales Value by Type (%), 2023 VS 2030
6.4.3 Europe Racing Game Peripheral Sales Value by Application, 2023 VS 2030
6.5 China
6.5.1 China Racing Game Peripheral Sales Value, 2019-2030
6.5.2 China Racing Game Peripheral Sales Value by Type (%), 2023 VS 2030
6.5.3 China Racing Game Peripheral Sales Value by Application, 2023 VS 2030
6.6 Japan
6.6.1 Japan Racing Game Peripheral Sales Value, 2019-2030
6.6.2 Japan Racing Game Peripheral Sales Value by Type (%), 2023 VS 2030
6.6.3 Japan Racing Game Peripheral Sales Value by Application, 2023 VS 2030
6.7 South Korea
6.7.1 South Korea Racing Game Peripheral Sales Value, 2019-2030
6.7.2 South Korea Racing Game Peripheral Sales Value by Type (%), 2023 VS 2030
6.7.3 South Korea Racing Game Peripheral Sales Value by Application, 2023 VS 2030
6.8 Southeast Asia
6.8.1 Southeast Asia Racing Game Peripheral Sales Value, 2019-2030
6.8.2 Southeast Asia Racing Game Peripheral Sales Value by Type (%), 2023 VS 2030
6.8.3 Southeast Asia Racing Game Peripheral Sales Value by Application, 2023 VS 2030
6.9 India
6.9.1 India Racing Game Peripheral Sales Value, 2019-2030
6.9.2 India Racing Game Peripheral Sales Value by Type (%), 2023 VS 2030
6.9.3 India Racing Game Peripheral Sales Value by Application, 2023 VS 2030
7 Company Profiles
7.1 Logitech
7.1.1 Logitech Company Information
7.1.2 Logitech Introduction and Business Overview
7.1.3 Logitech Racing Game Peripheral Sales, Revenue and Gross Margin (2019-2024)
7.1.4 Logitech Racing Game Peripheral Product Offerings
7.1.5 Logitech Recent Development
7.2 Thrustmaster
7.2.1 Thrustmaster Company Information
7.2.2 Thrustmaster Introduction and Business Overview
7.2.3 Thrustmaster Racing Game Peripheral Sales, Revenue and Gross Margin (2019-2024)
7.2.4 Thrustmaster Racing Game Peripheral Product Offerings
7.2.5 Thrustmaster Recent Development
7.3 CAMMUS
7.3.1 CAMMUS Company Information
7.3.2 CAMMUS Introduction and Business Overview
7.3.3 CAMMUS Racing Game Peripheral Sales, Revenue and Gross Margin (2019-2024)
7.3.4 CAMMUS Racing Game Peripheral Product Offerings
7.3.5 CAMMUS Recent Development
7.4 Fanatec Clubsport
7.4.1 Fanatec Clubsport Company Information
7.4.2 Fanatec Clubsport Introduction and Business Overview
7.4.3 Fanatec Clubsport Racing Game Peripheral Sales, Revenue and Gross Margin (2019-2024)
7.4.4 Fanatec Clubsport Racing Game Peripheral Product Offerings
7.4.5 Fanatec Clubsport Recent Development
7.5 Hori
7.5.1 Hori Company Information
7.5.2 Hori Introduction and Business Overview
7.5.3 Hori Racing Game Peripheral Sales, Revenue and Gross Margin (2019-2024)
7.5.4 Hori Racing Game Peripheral Product Offerings
7.5.5 Hori Recent Development
7.6 Mad Catz
7.6.1 Mad Catz Company Information
7.6.2 Mad Catz Introduction and Business Overview
7.6.3 Mad Catz Racing Game Peripheral Sales, Revenue and Gross Margin (2019-2024)
7.6.4 Mad Catz Racing Game Peripheral Product Offerings
7.6.5 Mad Catz Recent Development
7.7 Playseat
7.7.1 Playseat Company Information
7.7.2 Playseat Introduction and Business Overview
7.7.3 Playseat Racing Game Peripheral Sales, Revenue and Gross Margin (2019-2024)
7.7.4 Playseat Racing Game Peripheral Product Offerings
7.7.5 Playseat Recent Development
7.8 OpenWheeler
7.8.1 OpenWheeler Company Information
7.8.2 OpenWheeler Introduction and Business Overview
7.8.3 OpenWheeler Racing Game Peripheral Sales, Revenue and Gross Margin (2019-2024)
7.8.4 OpenWheeler Racing Game Peripheral Product Offerings
7.8.5 OpenWheeler Recent Development
7.9 GTR Simulator
7.9.1 GTR Simulator Company Information
7.9.2 GTR Simulator Introduction and Business Overview
7.9.3 GTR Simulator Racing Game Peripheral Sales, Revenue and Gross Margin (2019-2024)
7.9.4 GTR Simulator Racing Game Peripheral Product Offerings
7.9.5 GTR Simulator Recent Development
7.10 SimXperience
7.10.1 SimXperience Company Information
7.10.2 SimXperience Introduction and Business Overview
7.10.3 SimXperience Racing Game Peripheral Sales, Revenue and Gross Margin (2019-2024)
7.10.4 SimXperience Racing Game Peripheral Product Offerings
7.10.5 SimXperience Recent Development
7.11 PXN
7.11.1 PXN Company Information
7.11.2 PXN Introduction and Business Overview
7.11.3 PXN Racing Game Peripheral Sales, Revenue and Gross Margin (2019-2024)
7.11.4 PXN Racing Game Peripheral Product Offerings
7.11.5 PXN Recent Development
7.12 F1 Simulatormaniac
7.12.1 F1 Simulatormaniac Company Information
7.12.2 F1 Simulatormaniac Introduction and Business Overview
7.12.3 F1 Simulatormaniac Racing Game Peripheral Sales, Revenue and Gross Margin (2019-2024)
7.12.4 F1 Simulatormaniac Racing Game Peripheral Product Offerings
7.12.5 F1 Simulatormaniac Recent Development
8 Industry Chain Analysis
8.1 Racing Game Peripheral Industrial Chain
8.2 Racing Game Peripheral Upstream Analysis
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.2.3 Manufacturing Cost Structure
8.3 Midstream Analysis
8.4 Downstream Analysis (Customers Analysis)
8.5 Sales Model and Sales Channels
8.5.1 Racing Game Peripheral Sales Model
8.5.2 Sales Channel
8.5.3 Racing Game Peripheral Distributors
9 Research Findings and Conclusion
10 Appendix
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.2 Data Source
10.2 Author Details
10.3 Disclaimer
Logitech
Thrustmaster
CAMMUS
Fanatec Clubsport
Hori
Mad Catz
Playseat
OpenWheeler
GTR Simulator
SimXperience
PXN
F1 Simulatormaniac
Ìý
Ìý
*If Applicable.