封面
市場調查報告書
商品編碼
1644863

線上模擬遊戲:市場佔有率分析、行業趨勢和統計、成長預測(2025-2030 年)

Online Simulation Games - Market Share Analysis, Industry Trends & Statistics, Growth Forecasts (2025 - 2030)

出版日期: | 出版商: Mordor Intelligence | 英文 100 Pages | 商品交期: 2-3個工作天內

價格

本網頁內容可能與最新版本有所差異。詳細情況請與我們聯繫。

簡介目錄

線上模擬遊戲市場規模預計在 2025 年為 92.4 億美元,預計到 2030 年將達到 173.9 億美元,預測期內(2025-2030 年)的複合年成長率為 13.49%。

線上模擬遊戲-市場-IMG1

由於對現場遊戲體驗的需求不斷增加,以及對模擬遊戲相較於傳統遊戲的偏好日益增加,因此在線模擬遊戲市場預計將成長。由於越來越多的企業使用遊戲模擬進行訓練和分析,以及消費者對虛擬實境 (VR) 耳機的需求不斷增加,全球遊戲模擬市場正在成長。

關鍵亮點

  • 最常見且最廣泛的遊戲類型之一是模擬遊戲。它的點擊和滑動機制非常適合觸摸設備,使其成為智慧型手機上最受歡迎的遊戲之一。模擬遊戲易於使用且充滿樂趣,因此有些人會玩好幾年。
  • 模擬遊戲的易於理解性正在刺激模擬遊戲市場的成長。在線上模擬遊戲中,動作是自動執行的,您所做的選擇會引導您的遊戲朝著特定的方向發展。目的是模擬某項特定的活動。
  • 此外,使遊戲開發更具成本效益的技術進步也將促進市場成長。此外,線上模擬遊戲中 AR 和VR頭戴裝置的使用預計將推動需求。改善和發展遊戲體驗和故事的需求預計將進一步激發線上模擬遊戲市場,該市場在全球遊戲產業中已經經歷顯著成長。
  • 預計市場擴張將受到對現場遊戲體驗日益成長的需求以及對模擬遊戲而非傳統遊戲日益成長的興趣的推動。此外,技術進步使得能夠生產出具有成本效益的產品,預計也將對成長產生積極影響。
  • 然而,模擬類型的開發面臨挑戰。模擬遊戲有大量的子類型:航空模擬遊戲、生活模擬遊戲、城市建設模擬遊戲、生存模擬遊戲、農業模擬遊戲、體育模擬遊戲等等。此外,遊戲機的高成本可能會阻礙市場擴張。

線上模擬遊戲市場趨勢

智慧型手機的普及推動了市場成長

  • 手機遊戲已經取代主機和電腦遊戲,成為最受歡迎的遊戲形式。手機遊戲的可近性是其主要優勢之一。大多數人都擁有有遊戲的智慧型手機。 AR、VR、雲端遊戲和 5G 等各種技術發展和增強正在推動對手機遊戲的需求。
  • 智慧型手機和平板電腦的廣泛普及以及流行手機遊戲的免費提供對這一發展產生了重大影響。
  • 根據GSMA行動經濟報告顯示,全球行動網路用戶已達42億,成長5%。預計到 2025 年,用戶將達到 50 億。行動網際網路的廣泛應用正在推動線上模擬遊戲公司的收益成長。據愛立信稱,全球有近 64 億人透過智慧型手機上網。預計到 2028 年這數字將達到 77 億以上。
  • 此外,增加研發支出和對新手機遊戲的投資可能會刺激對該產品的需求。可攜式、輕型賽車模擬器的需求不斷成長,進一步推動了業務的擴展。市場整合和產品技術進步是模擬遊戲產業的全球趨勢。
  • 例如,JetSynthesys 的電競計劃Nodwin Gaming 獲得了 Krafton 2,250 萬美元的投資。生存遊戲遊戲營運商Battlegrounds Mobile India(BGMI)於2022年6月宣布,將從首次股票公開發行開始斥資1億美元進軍印度遊戲和娛樂產業。

預計北美將佔據較大的市場佔有率

  • 北美佔據線上模擬遊戲市場的大部分佔有率。一些最著名的市場參與企業位於北美,包括索尼互動娛樂、微軟、動視暴雪、電子藝界和 Take-Two Interactive。
  • 在北美,各個劇院引入賽車平台以支持馬達和電子競技,預計也將增加該地區對模擬遊戲的需求。
  • 例如,據報道,F1將於2022年2月為賽車迷開放模擬體驗中心。這可以讓您親身體驗駕駛時速超過 300 公里/小時的機器的感覺。 2022年終將在美國建立一個中心。
  • 該地區各企業積極參與收購,以加速企業發展。如前所述,Spin Games LLC 被 Bragg Gaming Group 以約 3,000 萬美元現金和股票收購。收購 Spin Games 擴大了 Bragg 的北美業務,並使其能夠獲得獨特且受歡迎的 iGaming 產品系列。

線上模擬遊戲產業概況

線上模擬遊戲市場半固體,主要參與企業包括索尼互動娛樂公司、騰訊、任天堂、微軟和網易公司。市場參與企業正在採取聯盟和收購等策略來加強其產品供應並獲得永續的競爭優勢。

2023 年 1 月,菲律賓娛樂和博彩公司 (PAGCOR) 宣布計劃於 2024 年啟動線上博彩業務,理由是該國博彩業具有巨大的成長潛力。 Casino Filipino 已準備好在其線上模擬遊戲中採用擴增實境和虛擬實境技術。這使得遊戲對玩家來說更加刺激和逼真。

2022 年 5 月,總部位於德克薩斯州的 Jackalope Games 宣布成為網易旗下線上遊戲部門網易遊戲的第一個美國工作室。作為網易遊戲的第一方工作室,Jackalope Games 將開發 PC 和主機遊戲。

其他福利

  • Excel 格式的市場預測 (ME) 表
  • 3 個月的分析師支持

目錄

第 1 章 簡介

  • 研究假設和市場定義
  • 研究範圍

第2章調查方法

第3章執行摘要

第4章 市場洞察

  • 市場概況
  • 產業吸引力-波特五力分析
    • 供應商的議價能力
    • 購買者/消費者的議價能力
    • 新進入者的威脅
    • 替代品的威脅
    • 競爭對手之間的競爭強度
  • COVID-19 市場影響評估

第5章 市場動態

  • 市場促進因素
    • 智慧型手機日益普及
    • 各個領域擴大使用遊戲模擬進行訓練和分析
    • VR頭戴裝置需求不斷成長
  • 市場限制
    • 需要昂貴的顯示卡

第6章 市場細分

  • 按類型
    • 廣告
    • 應用程式內收費
    • 付費應用
  • 按地區
    • 北美洲
    • 歐洲
    • 亞洲
    • 中東和非洲
    • 拉丁美洲

第7章 競爭格局

  • 公司簡介
    • Sony Interactive Entertainment Inc.
    • Tencent
    • Nintendo
    • Microsoft
    • NetEase, Inc.
    • Activision Blizzard, Inc.
    • Electronic Arts Inc.
    • Take-Two Interactive Software, Inc.
    • Bandai Namco Entertainment Inc.
    • Square Enix Co., Ltd.

第8章投資分析

第9章:市場的未來

簡介目錄
Product Code: 91529

The Online Simulation Games Market size is estimated at USD 9.24 billion in 2025, and is expected to reach USD 17.39 billion by 2030, at a CAGR of 13.49% during the forecast period (2025-2030).

Online Simulation Games - Market - IMG1

The market for online simulation games is expected to grow due to increased demand for live gaming experiences and a preference for simulation games over traditional ones. The global gaming simulation market is expanding as a result of more firms using gaming simulation for training and analysis, as well as rising consumer demand for virtual reality (VR) headsets.

Key Highlights

  • One of the most prevalent and well-played game genres is simulation. The tap-and-swipe mechanics adapt well to touch devices, making it one of the most popular games on smartphones. Simulation games are entertaining to interact with and simple to play, and some of them may be played for many years.
  • The ease of understanding simulation games adds to the growth of the simulation games market. In online simulation games, actions occur automatically, and choices steer the game's progression in particular ways. Emulation of a certain activity is the goal.
  • Furthermore, technological advancements that make game development more cost-effective will also contribute to market growth. Additionally, the use of AR and VR headsets in online simulation games is expected to drive demand. The need to improve and advance gaming experiences and stories will further fuel the online simulation game market, which has already seen significant growth in the global gaming industry.
  • The market expansion is anticipated to be aided by rising demand for live gaming experiences and rising interest in simulation games over conventional games. The creation of cost-effective items made possible by technological advancements is also anticipated to positively affect growth.
  • However, the development of the simulation genre is a challenge. There are plenty of sim subgenres, including aircraft sims, life sims, city-builder sims, survival simulations, agricultural sims, sports sims, and a tonne of other sims because one can model almost anything. Also, the expensive cost of gaming consoles might hinder the market from expanding.

Online Simulation Games Market Trends

Increased Adoption of Smartphones is Expected to Drive the Market Growth

  • Mobile gaming has surpassed console and PC gaming as the most popular gaming format. The accessibility of mobile gaming is one of its primary advantages. The majority of people own smartphones with games. Various technology developments and enhancements, including AR, VR, cloud gaming, and 5G, have increased the demand for mobile games.
  • The broad availability of smartphones and tablets and the availability of popular mobile games for no cost have significantly impacted this development.
  • As per the GSMA Mobile Economy Report, global mobile internet subscribers were reported to be 4.2 billion, a 5 percent increase. The subscribers are estimated to reach the 5 billion mark by 2025. This growth in the adoption of mobile internet increases the revenue growth of online simulation game firms. Also, As per Ericsson, there are almost 6.4 billion people around the world who use smartphones to connect to the internet. This number is expected to reach more than 7.7 billion by 2028.
  • Additionally, growing R&D expenditures and investments to create new mobile games will spur product demand. A further element promoting business expansion is the rising need for portable and lightweight racing simulators. Market consolidation and product technology breakthroughs are two worldwide simulation game industry trends.
  • For instance, Nodwin Gaming, an esports project of JetSynthesys, received a USD 22.5 million investment from Krafton. Battlegrounds Mobile India (BGMI), the company behind the battle royale game, has announced that it will spend USD 100 million of the proceeds from its initial public offering in the Indian gaming and entertainment industry in June 2022.

North America is Expected to Hold Significant Market Share

  • North America dominated the online simulation games market with a significant share. Some of the prominent market players are based in North America, including Sony Interactive Entertainment, Microsoft, Activision Blizzard, Electronic Arts, and Take-Two Interactive.
  • The implementation of racing platforms at various theatres in North America to support motorsports and e-sports is also projected to increase demand for simulation games in the region.
  • For instance, according to reports, F1 will open fan-focused simulation experience centers in February 2022. This will give viewers a glimpse of what it would be like to be in the driver's seat of a car capable of exceeding 300 kmph. At the end of 2022, the center will be developed in the United States.
  • Various firms in the region actively participated in acquisitions to accelerate corporate development. Spin Games LLC was acquired by Bragg Gaming Group in a cash and stock deal valued at about USD 30 million, as previously stated. The purchase of Spin Games expands Bragg's North American business and gives it access to a unique and popular iGaming product line.

Online Simulation Games Industry Overview

The online simulation games market is semiconsolidated with the presence of major players like Sony Interactive, Entertainment Inc., Tencent, Nintendo, Microsoft, and NetEase, Inc. Players in the market are adopting strategies such as partnerships and acquisitions to enhance their product offerings and gain sustainable competitive advantage.

In January 2023, the Philippine Amusement and Gaming Corporation (PAGCOR) has a plan to launch its online gaming operations in 2024, as there is a huge growth potential in the country's gaming industry. Casino Filipino is ready to employ augmented and virtual reality-based technology in its online simulation games; this can simulate the sights and sounds of a physical casino. This will make the games more exciting and realistic for people who play them.

In May 2022, Jackalope Games, a company situated in Austin, Texas, was announced as the first American studio by NetEase Games, the online games branch of NetEase, Inc. As a first-party studio of NetEase Games, Jackalope Games will develop PC and console games.

Additional Benefits:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 Study Assumptions and Market Defnition
  • 1.2 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET INSIGHTS

  • 4.1 Market Overview
  • 4.2 Industry Attractiveness - Porter's Five Forces Analysis
    • 4.2.1 Bargaining Power of Suppliers
    • 4.2.2 Bargaining Power of Buyers/Consumers
    • 4.2.3 Threat of New Entrants
    • 4.2.4 Threat of Substitute Products
    • 4.2.5 Intensity of Competitive Rivalry
  • 4.3 Assessment of the Impact of COVID-19 on the Market

5 MARKET DYNAMICS

  • 5.1 Market Drivers
    • 5.1.1 Increased Adoption of Smartphones
    • 5.1.2 Increased Utilization of Gaming Simulation for Training and Analysis Across a Variety of Fields
    • 5.1.3 Growing Demand for VR Headsets
  • 5.2 Market Restraints
    • 5.2.1 Need for Expensive Graphic Cards

6 MARKET SEGMENTATION

  • 6.1 By Type
    • 6.1.1 Advertising
    • 6.1.2 In-App Purchase
    • 6.1.3 Paid App
  • 6.2 By Geography
    • 6.2.1 North America
    • 6.2.2 Europe
    • 6.2.3 Asia
    • 6.2.4 Middle East and Africa
    • 6.2.5 Latin America

7 COMPETITIVE LANDSCAPE

  • 7.1 Company Profiles
    • 7.1.1 Sony Interactive Entertainment Inc.
    • 7.1.2 Tencent
    • 7.1.3 Nintendo
    • 7.1.4 Microsoft
    • 7.1.5 NetEase, Inc.
    • 7.1.6 Activision Blizzard, Inc.
    • 7.1.7 Electronic Arts Inc.
    • 7.1.8 Take-Two Interactive Software, Inc.
    • 7.1.9 Bandai Namco Entertainment Inc.
    • 7.1.10 Square Enix Co., Ltd.

8 INVESTMENT ANALYSIS

9 FUTURE OF THE MARKET