The racing game genre is the genre of video games, either in the first-person or third-person perspective, in which the player partakes in a racing competition with any type of land, water, air or space vehicles. They may be based on anything from real-world racing leagues to entirely fantastical settings.
Highlights
The global Racing Games market was valued at US$ 1734.6 million in 2022 and is anticipated to reach US$ 3157.7 million by 2029, witnessing a CAGR of 10.5% during the forecast period 2023-2029. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
The world leading players in the racing games market are Turn 10 Studios (Microsoft), Codemasters, Electronic Arts Inc., Ubisoft, THQ Nordic, Gameloft, Milestone, Criterion, NaturalMotion, Slightly Mad Studios, iRacing, Creative Mobile, Bongfish, Fingersoft, Aquiris Game Studio, Vector Unit and so on. These top companies currently account for more than 62% of the total market share and are expected to retain their dominating hold over the market during the forecast period. As consumer interest increases, this market will attract other major companies which want to extend their brand equity.
Report Scope
This report aims to provide a comprehensive presentation of the global market for Racing Games, 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 Games.
The Racing Games market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2022 as the base year, with history and forecast data for the period from 2018 to 2029. This report segments the global Racing Games market comprehensively. Regional market sizes, concerning products by type, by terminals, 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 Racing Games companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, by type, by terminals, and by regions.
By Company
Turn 10 Studios (Microsoft)
Codemasters
Electronic Arts Inc.
Ubisoft
THQ Nordic
Gameloft
Milestone
Criterion
NaturalMotion
Slightly Mad Studios
iRacing
Creative Mobile
Bongfish
Fingersoft
Aquiris Game Studio
Vector Unit
Segment by Type
F2P
P2P
Segment by Terminals
PC
Mobile
Console
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
Core Chapters
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by type, terminals, 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 Racing Games 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 terminals, 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 key companies in the market in detail, including product revenue, 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 Âé¶¹Ô´´ Analysis by Type
1.2.1 Global Racing Games Âé¶¹Ô´´ Size Growth Rate by Type: 2018 VS 2022 VS 2029
1.2.2 F2P
1.2.3 P2P
1.3 Âé¶¹Ô´´ by Terminals
1.3.1 Global Racing Games Âé¶¹Ô´´ Growth by Terminals: 2018 VS 2022 VS 2029
1.3.2 PC
1.3.3 Mobile
1.3.4 Console
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Racing Games Âé¶¹Ô´´ Perspective (2018-2029)
2.2 Racing Games Growth Trends by Region
2.2.1 Global Racing Games Âé¶¹Ô´´ Size by Region: 2018 VS 2022 VS 2029
2.2.2 Racing Games Historic Âé¶¹Ô´´ Size by Region (2018-2023)
2.2.3 Racing Games Forecasted Âé¶¹Ô´´ Size by Region (2024-2029)
2.3 Racing Games Âé¶¹Ô´´ Dynamics
2.3.1 Racing Games Industry Trends
2.3.2 Racing Games Âé¶¹Ô´´ Drivers
2.3.3 Racing Games Âé¶¹Ô´´ Challenges
2.3.4 Racing Games Âé¶¹Ô´´ Restraints
3 Competition Landscape by Key Players
3.1 Global Top Racing Games Players by Revenue
3.1.1 Global Top Racing Games Players by Revenue (2018-2023)
3.1.2 Global Racing Games Revenue Âé¶¹Ô´´ Share by Players (2018-2023)
3.2 Global Racing Games Âé¶¹Ô´´ Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Racing Games Revenue
3.4 Global Racing Games Âé¶¹Ô´´ Concentration Ratio
3.4.1 Global Racing Games Âé¶¹Ô´´ Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Racing Games Revenue in 2022
3.5 Racing Games Key Players Head office and Area Served
3.6 Key Players Racing Games Product Solution and Service
3.7 Date of Enter into Racing Games Âé¶¹Ô´´
3.8 Mergers & Acquisitions, Expansion Plans
4 Racing Games Breakdown Data by Type
4.1 Global Racing Games Historic Âé¶¹Ô´´ Size by Type (2018-2023)
4.2 Global Racing Games Forecasted Âé¶¹Ô´´ Size by Type (2024-2029)
5 Racing Games Breakdown Data by Terminals
5.1 Global Racing Games Historic Âé¶¹Ô´´ Size by Terminals (2018-2023)
5.2 Global Racing Games Forecasted Âé¶¹Ô´´ Size by Terminals (2024-2029)
6 North America
6.1 North America Racing Games Âé¶¹Ô´´ Size (2018-2029)
6.2 North America Racing Games Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
6.3 North America Racing Games Âé¶¹Ô´´ Size by Country (2018-2023)
6.4 North America Racing Games Âé¶¹Ô´´ Size by Country (2024-2029)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Racing Games Âé¶¹Ô´´ Size (2018-2029)
7.2 Europe Racing Games Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
7.3 Europe Racing Games Âé¶¹Ô´´ Size by Country (2018-2023)
7.4 Europe Racing Games Âé¶¹Ô´´ Size by Country (2024-2029)
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 Racing Games Âé¶¹Ô´´ Size (2018-2029)
8.2 Asia-Pacific Racing Games Âé¶¹Ô´´ Growth Rate by Region: 2018 VS 2022 VS 2029
8.3 Asia-Pacific Racing Games Âé¶¹Ô´´ Size by Region (2018-2023)
8.4 Asia-Pacific Racing Games Âé¶¹Ô´´ Size by Region (2024-2029)
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 Racing Games Âé¶¹Ô´´ Size (2018-2029)
9.2 Latin America Racing Games Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
9.3 Latin America Racing Games Âé¶¹Ô´´ Size by Country (2018-2023)
9.4 Latin America Racing Games Âé¶¹Ô´´ Size by Country (2024-2029)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Racing Games Âé¶¹Ô´´ Size (2018-2029)
10.2 Middle East & Africa Racing Games Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
10.3 Middle East & Africa Racing Games Âé¶¹Ô´´ Size by Country (2018-2023)
10.4 Middle East & Africa Racing Games Âé¶¹Ô´´ Size by Country (2024-2029)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Turn 10 Studios (Microsoft)
11.1.1 Turn 10 Studios (Microsoft) Company Detail
11.1.2 Turn 10 Studios (Microsoft) Business Overview
11.1.3 Turn 10 Studios (Microsoft) Racing Games Introduction
11.1.4 Turn 10 Studios (Microsoft) Revenue in Racing Games Business (2018-2023)
11.1.5 Turn 10 Studios (Microsoft) Recent Development
11.2 Codemasters
11.2.1 Codemasters Company Detail
11.2.2 Codemasters Business Overview
11.2.3 Codemasters Racing Games Introduction
11.2.4 Codemasters Revenue in Racing Games Business (2018-2023)
11.2.5 Codemasters Recent Development
11.3 Electronic Arts Inc.
11.3.1 Electronic Arts Inc. Company Detail
11.3.2 Electronic Arts Inc. Business Overview
11.3.3 Electronic Arts Inc. Racing Games Introduction
11.3.4 Electronic Arts Inc. Revenue in Racing Games Business (2018-2023)
11.3.5 Electronic Arts Inc. Recent Development
11.4 Ubisoft
11.4.1 Ubisoft Company Detail
11.4.2 Ubisoft Business Overview
11.4.3 Ubisoft Racing Games Introduction
11.4.4 Ubisoft Revenue in Racing Games Business (2018-2023)
11.4.5 Ubisoft Recent Development
11.5 THQ Nordic
11.5.1 THQ Nordic Company Detail
11.5.2 THQ Nordic Business Overview
11.5.3 THQ Nordic Racing Games Introduction
11.5.4 THQ Nordic Revenue in Racing Games Business (2018-2023)
11.5.5 THQ Nordic Recent Development
11.6 Gameloft
11.6.1 Gameloft Company Detail
11.6.2 Gameloft Business Overview
11.6.3 Gameloft Racing Games Introduction
11.6.4 Gameloft Revenue in Racing Games Business (2018-2023)
11.6.5 Gameloft Recent Development
11.7 Milestone
11.7.1 Milestone Company Detail
11.7.2 Milestone Business Overview
11.7.3 Milestone Racing Games Introduction
11.7.4 Milestone Revenue in Racing Games Business (2018-2023)
11.7.5 Milestone Recent Development
11.8 Criterion
11.8.1 Criterion Company Detail
11.8.2 Criterion Business Overview
11.8.3 Criterion Racing Games Introduction
11.8.4 Criterion Revenue in Racing Games Business (2018-2023)
11.8.5 Criterion Recent Development
11.9 NaturalMotion
11.9.1 NaturalMotion Company Detail
11.9.2 NaturalMotion Business Overview
11.9.3 NaturalMotion Racing Games Introduction
11.9.4 NaturalMotion Revenue in Racing Games Business (2018-2023)
11.9.5 NaturalMotion Recent Development
11.10 Slightly Mad Studios
11.10.1 Slightly Mad Studios Company Detail
11.10.2 Slightly Mad Studios Business Overview
11.10.3 Slightly Mad Studios Racing Games Introduction
11.10.4 Slightly Mad Studios Revenue in Racing Games Business (2018-2023)
11.10.5 Slightly Mad Studios Recent Development
11.11 iRacing
11.11.1 iRacing Company Detail
11.11.2 iRacing Business Overview
11.11.3 iRacing Racing Games Introduction
11.11.4 iRacing Revenue in Racing Games Business (2018-2023)
11.11.5 iRacing Recent Development
11.12 Creative Mobile
11.12.1 Creative Mobile Company Detail
11.12.2 Creative Mobile Business Overview
11.12.3 Creative Mobile Racing Games Introduction
11.12.4 Creative Mobile Revenue in Racing Games Business (2018-2023)
11.12.5 Creative Mobile Recent Development
11.13 Bongfish
11.13.1 Bongfish Company Detail
11.13.2 Bongfish Business Overview
11.13.3 Bongfish Racing Games Introduction
11.13.4 Bongfish Revenue in Racing Games Business (2018-2023)
11.13.5 Bongfish Recent Development
11.14 Fingersoft
11.14.1 Fingersoft Company Detail
11.14.2 Fingersoft Business Overview
11.14.3 Fingersoft Racing Games Introduction
11.14.4 Fingersoft Revenue in Racing Games Business (2018-2023)
11.14.5 Fingersoft Recent Development
11.15 Aquiris Game Studio
11.15.1 Aquiris Game Studio Company Detail
11.15.2 Aquiris Game Studio Business Overview
11.15.3 Aquiris Game Studio Racing Games Introduction
11.15.4 Aquiris Game Studio Revenue in Racing Games Business (2018-2023)
11.15.5 Aquiris Game Studio Recent Development
11.16 Vector Unit
11.16.1 Vector Unit Company Detail
11.16.2 Vector Unit Business Overview
11.16.3 Vector Unit Racing Games Introduction
11.16.4 Vector Unit Revenue in Racing Games Business (2018-2023)
11.16.5 Vector Unit 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
Turn 10 Studios (Microsoft)
Codemasters
Electronic Arts Inc.
Ubisoft
THQ Nordic
Gameloft
Milestone
Criterion
NaturalMotion
Slightly Mad Studios
iRacing
Creative Mobile
Bongfish
Fingersoft
Aquiris Game Studio
Vector Unit
Ìý
Ìý
*If Applicable.