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市場調查報告書
商品編碼
1485290

賽車模擬器市場規模 - 按組件、等級、最終用戶、銷售和預測,2024 年 - 2032 年

Racing Simulator Market Size - By Component, Level, End Users, Sales & Forecast, 2024 - 2032

出版日期: | 出版商: Global Market Insights Inc. | 英文 260 Pages | 商品交期: 2-3個工作天內

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簡介目錄

在電競和虛擬賽車賽事日益普及的推動下,賽車模擬器市場規模預計從 2024 年到 2032 年複合年成長率將超過 3%。賽車模擬器為愛好者和專業賽車手提供身臨其境的真實駕駛體驗,並具有逼真的圖形、物理和車輛動力學。遊戲技術的進步進一步推動了這一點,包括高清顯示器、力回饋方向盤和運動平台,以增強賽車模擬的真實性和保真度。

此外,線上多人遊戲和社交網路平台的興起已將賽車模擬器轉變為社交中心,玩家可以在其中與朋友競爭並參與虛擬賽車社群。到 2025 年,全球參與網路遊戲的人數預計將超過 13 億。賽車模擬的社交方面不僅促進參與和互動,還透過為多人競爭和社區活動提供多種機會來延長賽車模擬器的使用壽命。

賽車模擬器產業分為組件、等級、銷售管道、最終用戶和地區。

從級別來看,賽車模擬器市場的高階模擬器預計到 2032 年將大幅成長,因為它能夠為愛好者和專業賽車手提供無與倫比的真實感和沈浸感。這些先進的模擬器採用超高清顯示器、複雜的運動平台和虛擬實境整合等尖端技術,可提供令人難以置信的身臨其境的駕駛體驗。此外,高階模擬器提供可自訂的設定和先進的模擬軟體,讓使用者可以微調其駕駛體驗的各個方面。

就最終用戶而言,專業賽車手領域的賽車模擬器市場佔有率預計將在 2024 年至 2032 年間出現顯著成長,這歸因於針對其特定訓練和準備需求量身定做的高性能模擬設備。職業賽車手廣泛利用模擬器來磨練自己的賽車技能、掌握賽車技巧,並在無風險的環境中熟悉不同的賽道和比賽條件。隨著專業賽車隊擴大將模擬器整合到他們的訓練計劃中,對能夠準確複製現實世界賽車的複雜模擬解決方案的需求不斷成長。

到 2032 年,亞太地區賽車模擬器產業將錄得令人矚目的成長,這要歸功於賽車運動和電子競技在多個國家的日益普及,以及消費者日益富裕和對遊戲的興趣的推動。遊戲技術的快速進步和高速網際網路基礎設施的可用性正在促進賽車模擬器的廣泛使用,尤其是在年輕一代。此外,遊戲公司、賽車聯盟和模擬器製造商之間的策略合作夥伴關係旨在提高該地區產品的知名度和可及性,這將刺激市場擴張。

目錄

第 1 章:方法與範圍

第 2 章:執行摘要

第 3 章:產業洞察

  • 產業生態系統分析
  • 供應商格局
    • 製造商
    • 軟體供應商
    • VR技術提供者
    • 模擬裝備提供者
    • 終端用戶
  • 利潤率分析
  • 技術與創新格局
  • 專利分析
  • 重要新聞和舉措
  • 監管環境
  • 衝擊力
    • 成長動力
      • 電競日益普及
      • 增加經濟實惠的模擬器套件的可及性
      • 與賽車組織的合作提高了市場知名度
      • 用於駕駛員培訓的專業級模擬器
    • 產業陷阱與挑戰
      • 高成本限制了一些愛好者的可訪問性
      • 遊戲平台的兼容性問題阻礙了採用
  • 成長潛力分析
  • 波特的分析
  • PESTEL分析

第 4 章:競爭格局

  • 介紹
  • 公司市佔率分析
  • 競爭定位矩陣
  • 戰略展望矩陣

第 5 章:市場估計與預測:按組成部分,2018-2032 年

  • 主要趨勢
  • 硬體
    • 座艙
    • 方向盤
    • 顯示螢幕
    • 運動系統
    • 踏板系統
    • 座位數
    • 其他
  • 軟體

第 6 章:市場估計與預測:按層級分類,2018-2032 年

  • 主要趨勢
  • 入門級模擬器
  • 中級模擬器
  • 高階模擬器

第 7 章:市場估計與預測:按銷售管道,2018-2032 年

  • 主要趨勢
  • 線上
  • 離線

第 8 章:市場估計與預測:按最終用戶分類,2018-2032 年

  • 主要趨勢
  • 個人
    • 入門級模擬器
    • 中級模擬器
    • 高階模擬器
  • 培訓機構
    • 入門級模擬器
    • 中級模擬器
    • 高階模擬器
  • 商業娛樂
    • 入門級模擬器
    • 中級模擬器
    • 高階模擬器
  • 汽車製造商
    • 入門級模擬器
    • 中級模擬器
    • 高階模擬器
  • 職業賽車手
    • 入門級模擬器
    • 中級模擬器
    • 高階模擬器

第 9 章:市場估計與預測:按地區分類,2018 年 - 2032 年

  • 主要趨勢
  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 英國
    • 德國
    • 法國
    • 義大利
    • 俄羅斯
    • 西班牙
    • 歐洲其他地區
  • 亞太地區
    • 中國
    • 日本
    • 印度
    • 韓國
    • 澳洲
    • 東南亞
    • 亞太地區其他地區
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 阿根廷
    • 拉丁美洲其他地區
  • MEA
    • 阿拉伯聯合大公國
    • 南非
    • 沙烏地阿拉伯
    • MEA 的其餘部分

第 10 章:公司簡介

  • Aiologs
  • AK Informatica S.r.l.
  • CXC Simulations LLC
  • Endor AG
  • GTR Simulator
  • Guillemot Corporation Limited
  • Logitech G
  • Motion Simulators B.V.
  • Next Level Racing Pty Ltd
  • Playseat Europe B.V.
  • Precision Sim Engineering Ltd
  • RSeat Europe s.r.o.
  • SimCraft LLC
  • SimLab
  • SimXperience LLC
  • SimXperience LLC
  • Sparco S.p.A.
  • Trak Racer Pty Ltd
  • Vesaro Limited
  • Virtual Racing School
簡介目錄
Product Code: 8481

Racing simulator market size is estimated to record more than 3% CAGR from 2024 to 2032, driven by the increasing popularity of e-sports and virtual racing events. Racing simulators offer enthusiasts and professional racers an immersive and authentic driving experience, complete with realistic graphics, physics, and vehicle dynamics. This is further fueled by advancements in gaming technology, including high-definition displays, force feedback steering wheels, and motion platforms to enhance the realism and fidelity of racing simulations.

Moreover, the rise of online multiplayer gaming and social networking platforms has transformed racing simulators into social hubs where players can compete against friends and participate in virtual racing communities. By 2025, the number of individuals engaged in online gaming is expected to exceed 1.3 billion worldwide. This social aspect of racing simulation is not only fostering engagement and interaction but also extending the lifespan of racing simulators by providing multiple opportunities for multiplayer competition and community events.

The racing simulator industry is classified into component, level, sales channel, end user and region.

On the basis of level, the high-end simulators segment in the racing simulator market is projected to witness substantial growth through 2032, due to its ability to deliver unparalleled realism and immersion to enthusiasts and professional racers. These advanced simulators feature cutting-edge technologies, such as ultra-high-definition displays, sophisticated motion platforms, and virtual reality integration to provide an incredibly immersive driving experience. Additionally, high-end simulators offer customizable settings and advanced simulation software that allow users to fine-tune every aspect of their driving experience.

In terms of end user, the racing simulator market share from the professional racer segment is anticipated to observe a significant growth rate between 2024-2032, attributed to high-performance simulation equipment tailored to their specific training and preparation needs. Professional racers utilize simulators extensively for honing their racing skills, mastering racecraft, and familiarizing themselves with different tracks and race conditions in a risk-free environment. As professional racing teams increasingly integrate simulators into their training programs, there is a growing demand for sophisticated simulation solutions that accurately replicate real-world racing.

Asia Pacific racing simulator industry will record impressive growth by 2032, attributed to the increasing popularity of motorsports and e-sports across several countries, fueled by growing consumer affluence and interest in gaming. Rapid advancements in gaming technology and the availability of high-speed internet infrastructure are facilitating the widespread access to racing simulators, particularly among younger generation. Furthermore, strategic partnerships between gaming companies, racing leagues, and simulator manufacturers to enhance product visibility and accessibility across the region will stimulate the market expansion.

Table of Contents

Chapter 1 Methodology & Scope

  • 1.1 Market scope & definition
  • 1.2 Base estimates & calculations
  • 1.3 Forecast calculation
  • 1.4 Data sources
    • 1.4.1 Primary
    • 1.4.2 Secondary
      • 1.4.2.1 Paid sources
      • 1.4.2.2 Public sources

Chapter 2 Executive Summary

  • 2.1 Industry 360 degree synopsis, 2018 - 2032

Chapter 3 Industry Insights

  • 3.1 Industry ecosystem analysis
  • 3.2 Supplier landscape
    • 3.2.1 Manufacturers
    • 3.2.2 Software suppliers
    • 3.2.3 VR technology providers
    • 3.2.4 Simulation rig provider
    • 3.2.5 End users
  • 3.3 Profit margin analysis
  • 3.4 Technology & innovation landscape
  • 3.5 Patent analysis
  • 3.6 Key news & initiatives
  • 3.7 Regulatory landscape
  • 3.8 Impact forces
    • 3.8.1 Growth drivers
      • 3.8.1.1 Rising popularity of esports
      • 3.8.1.2 Increasing accessibility of affordable simulator kits
      • 3.8.1.3 Partnerships with racing organizations enhancing market visibility
      • 3.8.1.4 Professional-grade simulators utilized for driver training
    • 3.8.2 Industry pitfalls & challenges
      • 3.8.2.1 High cost limiting accessibility for some enthusiasts
      • 3.8.2.2 Compatibility issues with gaming platforms hindering adoption
  • 3.9 Growth potential analysis
  • 3.10 Porter's analysis
    • 3.10.1 Supplier Power Source
    • 3.10.2 Buyer Power Source
    • 3.10.3 Threat of new entrants
    • 3.10.4 Threat of substitutes
    • 3.10.5 Industry rivalry
  • 3.11 PESTEL analysis

Chapter 4 Competitive Landscape, 2023

  • 4.1 Introduction
  • 4.2 Company market share analysis
  • 4.3 Competitive positioning matrix
  • 4.4 Strategic outlook matrix

Chapter 5 Market Estimates & Forecast, By Component, 2018-2032 ($Bn)

  • 5.1 Key trends
  • 5.2 Hardware
    • 5.2.1 Cockpit
    • 5.2.2 Steering wheel
    • 5.2.3 Display screens
    • 5.2.4 Motion systems
    • 5.2.5 Pedal systems
    • 5.2.6 Seats
    • 5.2.7 Others
  • 5.3 Software

Chapter 6 Market Estimates & Forecast, By Level, 2018-2032 ($Bn)

  • 6.1 Key trends
  • 6.2 Entry-level simulators
  • 6.3 Mid-level simulators
  • 6.4 High-end simulators

Chapter 7 Market Estimates & Forecast, By Sales Channel, 2018-2032 ($Bn)

  • 7.1 Key trends
  • 7.2 Online
  • 7.3 Offline

Chapter 8 Market Estimates & Forecast, By End Users, 2018-2032 ($Bn)

  • 8.1 Key trends
  • 8.2 Individuals
    • 8.2.1 Entry-level simulators
    • 8.2.2 Mid-level simulators
    • 8.2.3 High-end simulators
  • 8.3 Training institutes
    • 8.3.1 Entry-level simulators
    • 8.3.2 Mid-level simulators
    • 8.3.3 High-end simulators
  • 8.4 Commercial entertainment
    • 8.4.1 Entry-level simulators
    • 8.4.2 Mid-level simulators
    • 8.4.3 High-end simulators
  • 8.5 Automotive manufacturers
    • 8.5.1 Entry-level simulators
    • 8.5.2 Mid-level simulators
    • 8.5.3 High-end simulators
  • 8.6 Professional racers
    • 8.6.1 Entry-level simulators
    • 8.6.2 Mid-level simulators
    • 8.6.3 High-end simulators

Chapter 9 Market Estimates & Forecast, By Region, 2018 - 2032 ($Bn)

  • 9.1 Key trends
  • 9.2 North America
    • 9.2.1 U.S.
    • 9.2.2 Canada
  • 9.3 Europe
    • 9.3.1 UK
    • 9.3.2 Germany
    • 9.3.3 France
    • 9.3.4 Italy
    • 9.3.5 Russia
    • 9.3.6 Spain
    • 9.3.7 Rest of Europe
  • 9.4 Asia Pacific
    • 9.4.1 China
    • 9.4.2 Japan
    • 9.4.3 India
    • 9.4.4 South Korea
    • 9.4.5 Australia
    • 9.4.6 Southeast Asia
    • 9.4.7 Rest of Asia Pacific
  • 9.5 Latin America
    • 9.5.1 Brazil
    • 9.5.2 Mexico
    • 9.5.3 Argentina
    • 9.5.4 Rest of Latin America
  • 9.6 MEA
    • 9.6.1 UAE
    • 9.6.2 South Africa
    • 9.6.3 Saudi Arabia
    • 9.6.4 Rest of MEA

Chapter 10 Company Profiles

  • 10.1 Aiologs
  • 10.2 AK Informatica S.r.l.
  • 10.3 CXC Simulations LLC
  • 10.4 Endor AG
  • 10.5 GTR Simulator
  • 10.6 Guillemot Corporation Limited
  • 10.7 Logitech G
  • 10.8 Motion Simulators B.V.
  • 10.9 Next Level Racing Pty Ltd
  • 10.10 Playseat Europe B.V.
  • 10.11 Precision Sim Engineering Ltd
  • 10.12 RSeat Europe s.r.o.
  • 10.13 SimCraft LLC
  • 10.14 SimLab
  • 10.15 SimXperience LLC
  • 10.16 SimXperience LLC
  • 10.17 Sparco S.p.A.
  • 10.18 Trak Racer Pty Ltd
  • 10.19 Vesaro Limited
  • 10.20 Virtual Racing School