Global Game Simulation Industry to 2030

DUBLIN, April 7, 2022 /PRNewswire/ — The report “Gaming Simulation Market by Component, Game Type and End Use: Global Opportunity Analysis and Industry Forecast, 2021-2030” has been added to from ResearchAndMarkets.com offer.

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Game simulation is a type of simulator that provides real-life scenarios and stimulates various kinds of environment for end users. Moreover, various market players are innovating in hardware and designing different types of simulators to provide better experience to end users, which has a positive impact on the growth of the market. Additionally, the gaming simulator enhances computer gaming skills using 3D modeling, aerodynamics, analytical simulation, and simulation of complex chaotic systems.

Rising adoption of gaming simulation for training and analysis across various industries and rising demand for VR headsets are driving the growth of the global gaming stimulators market. Additionally, the rise in acceptance of 360 degree camera as next-generation technology in different developing countries is positively impacting the growth of the market. However, security and privacy issues associated with VR headsets and the high cost of VR headsets are hampering the growth of the market. On the contrary, the adoption of AI and cloud computing for a better experience and the increase in collaboration between the entertainment industry and game simulation companies across the world are expected to provide rewarding opportunities for the market expansion over the forecast period.

The global gaming simulation market is segmented into components, game types, end users, and regions. By component, the market is split into hardware, software, and service. Based on game type, it is categorized into shooting, fighting, racing and others. According to the end user, it is categorized into residential and commercial. Region wise it is analyzed through North America, Europe, Asia Pacificand LAMEA.

Key players profiled in the Game Simulation Market report are 3D Perception, CKAS Mechatronics Pty Ltd., CXC Simulations, D-Box Technologies Inc., Eleetus, Hammacher Schlemmer & Company, Inc., Play seat BV, Rseat Ltd., Sony Interactive Entertainment Inc. and Vesaro. These players have adopted various strategies to increase their market penetration and strengthen their position in the industry.

Key Benefits

  • The study provides an in-depth analysis of the global gaming simulation market forecast along with current trends and future estimates to explain the impending pockets of investment.

  • Information on major drivers, restraints and opportunities and their impact analysis on the global gaming simulation market trends are provided in the report.

  • Porter’s five forces analysis illustrates the power of buyers and suppliers operating in the industry.

  • Quantitative market analysis from 2021 to 2030 is provided to determine the market potential.

Main topics covered:

CHAPTER 1 INTRODUCTION

CHAPTER 2: EXECUTIVE SUMMARY

CHAPTER 3: MARKET OVERVIEW
3.1. Definition and scope of the market
3.2. Key Forces Shaping the Gaming Simulators Industry/Market
3.4. Market dynamics
3.4.1. Drivers
3.4.1.1. Growing adoption of game simulation for training and analysis in various industries
3.4.1.2. Increase in demand for VR headsets
3.4.1.3. Growing acceptance of 360 degree camera as next generation technology in different developing countries
3.4.2. Constraints
3.4.2.1. Security and privacy issues associated with VR headsets and the high cost of VR headsets
3.4.3. Opportunity
3.4.3.1. Adopting AI and cloud computing for a better experience
3.4.3.2. Growing collaboration between the entertainment industry and game simulation companies
3.5. Impact Analysis of COVID-19 on the Gaming Simulators Market
3.5.1. Impact on market size
3.5.2. Changing consumer trends, preferences and budget impact due to COVID-19
3.5.3. Economic impact
3.5.4. Strategies of key players to combat the negative impact in the industry
3.5.5. Opportunity Analysis for Game Simulator Suppliers

CHAPTER 4: GLOBAL GAME SIMULATION MARKET, BY COMPONENT
4.1. Insight
4.2. Material
4.2.1. Key Market Trends, Growth Drivers and Opportunities
4.2.2. Market size and forecast, by region
4.2.3. Market analysis, by country
4.3. Software
4.3.1. Key Market Trends, Growth Drivers and Opportunities
4.3.2. Market size and forecast, by region
4.3.3. Market analysis, by country
4.4. A service
4.4.1. Key Market Trends, Growth Drivers and Opportunities
4.4.2. Market size and forecast, by region
4.4.3. Market analysis, by country

CHAPTER 5: GLOBAL GAME SIMULATION MARKET, BY GAME TYPE
5.1. Insight
5.2. Shooting
5.2.1. Key Market Trends, Growth Drivers and Opportunities
5.2.2. Market size and forecast, by region
5.2.3. Market analysis, by country
5.3. Struggle
5.3.1. Key Market Trends, Growth Drivers and Opportunities
5.3.2. Market size and forecast, by region
5.3.3. Market analysis, by country
5.4. Races
5.4.1. Key Market Trends, Growth Drivers and Opportunities
5.4.2. Market size and forecast, by region
5.4.3. Market analysis, by country
5.5. Others
5.5.1. Key Market Trends, Growth Drivers and Opportunities
5.5.2. Market size and forecast, by region
5.5.3. Market analysis, by country

CHAPTER 6: GLOBAL GAME SIMULATION MARKET, BY END-USER
6.1. Insight
6.2. Residential
6.2.1. Key Market Trends, Growth Drivers and Opportunities
6.2.2. Market size and forecast, by region
6.2.3. Market analysis, by country
6.3. Commercial
6.3.1. Key Market Trends, Growth Drivers and Opportunities
6.3.2. Market size and forecast, by region
6.3.3. Market analysis, by country
6.3.4. Commercial Game Simulation Market, By Business Type
6.3.4.1. Defense and Security
6.3.4.1.1. Market size and forecast, by region
6.3.4.1.2. Market analysis, by country
6.3.4.2. Civil Aviation
6.3.4.2.1. Market size and forecast, by region
6.3.4.2.2. Market analysis, by country
6.3.4.3. Education
6.3.4.3.1. Market size and forecast, by region
6.3.4.3.2. Market analysis, by country
6.3.4.4. Entertainment
6.3.4.4.1. Market size and forecast, by region
6.3.4.4.2. Market analysis, by country
6.3.4.5. Others
6.3.4.5.1. Market size and forecast, by region
6.3.4.5.2. Market analysis, by country

CHAPTER 7: GLOBAL GAMING SIMULATION MARKET, BY REGION

CHAPTER 8: COMPETITIVE LANDSCAPE
8.1. Analysis of the positioning of key players, 2020
8.2. Competitive Dashboard
8.3. The best winning strategies

CHAPTER 9: COMPANY PROFILE
9.1.3D perception
9.1.1. Company presentation
9.1.2. Key leaders
9.1.3. Company Overview
9.1.4. Product portfolio
9.1.5. Key strategic moves and developments
9.2. CKAS Mechatronics Pty Ltd
9.2.1. Company presentation
9.2.2. Key leaders
9.2.3. Company Overview
9.2.4. Product portfolio
9.2.5. Key strategic moves and development
9.3. CXC simulations
9.3.1. Company presentation
9.3.2. Key leaders
9.3.3. Company Overview
9.3.4. Product portfolio
9.3.5. Key strategic moves and development
9.4. D-BOX Technologies Inc.
9.4.1. Company presentation
9.4.2. Key leaders
9.4.3. Company Overview
9.4.4. Product portfolio
9.4.5. R&D expenses
9.4.6. Company performance
9.4.7. Key strategic moves and developments
9.5. Eletetus, LLC.
9.5.1. Company presentation
9.5.2. Key leaders
9.5.3. Company Overview
9.5.4. Product portfolio
9.6. Hammacher Schlemmer & Company, Inc.
9.6.1. Company presentation
9.6.2. Key leaders
9.6.3. Company Overview
9.6.4. Product portfolio
9.7. Play Seat B.V.
9.7.1. Company presentation
9.7.2. Key leaders
9.7.3. Company Overview
9.7.4. Product portfolio
9.7.5. Key strategic moves and developments
9.8. RSEAT Ltd.
9.8.1. Company presentation
9.8.2. Key leaders
9.8.3. Company Overview
9.8.4. Product portfolio
9.9. Sony Interactive Entertainment Inc.
9.9.1. Company presentation
9.9.2. Key leaders
9.9.3. Company Overview
9.9.4. Product portfolio
9.9.5. R&D expenses
9.9.6. Company performance
9.9.7. Key strategic moves and developments
9.10. Vesaro
9.10.1. Company presentation
9.10.2. Key leaders
9.10.3. Company Overview
9.10.4. Product portfolio

For more information about this report visit https://www.researchandmarkets.com/r/dt7z7n

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