Racing Games Market, Global Outlook and Forecast 2023-2029
The global Racing Games market was valued at US$ 1602.3 million in 2022 and is projected to reach US$ 3132 million by 2029, at a CAGR of 10.0% during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
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.
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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. This report contains market size and forecasts of Racing Games in global, including the following market information:
Global Racing Games Market Revenue, 2018-2023, 2024-2029, ($ millions)
Global top five companies in 2022 (%)
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.
We surveyed the Racing Games companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global Racing Games Market, by Type, 2018-2023, 2024-2029 ($ millions)
Global Racing Games Market Segment Percentages, by Type, 2022 (%)
F2P
P2P
Global Racing Games Market, by Terminals, 2018-2023, 2024-2029 ($ millions)
Global Racing Games Market Segment Percentages, by Terminals, 2022 (%)
PC
Mobile
Console
Global Racing Games Market, By Region and Country, 2018-2023, 2024-2029 ($ Millions)
Global Racing Games Market Segment Percentages, By Region and Country, 2022 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies Racing Games revenues in global market, 2018-2023 (estimated), ($ millions)
Key companies Racing Games revenues share in global market, 2022 (%)
Further, the report presents profiles of competitors in the market, key players include:
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
Outline of Major Chapters:
Chapter 1: Introduces the definition of Racing Games, market overview.
Chapter 2: Global Racing Games market size in revenue.
Chapter 3: Detailed analysis of Racing Games company competitive landscape, revenue and 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: Sales of Racing Games in regional level and country level. 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 of each country in the world.
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: The main points and conclusions of the report.
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