表紙:ゲーミングシミュレーターの世界市場(2022年~2028年):コンポーネント別、タイプ別、最終用途別、地域別の市場規模調査と予測
市場調査レポート
商品コード
1073756

ゲーミングシミュレーターの世界市場(2022年~2028年):コンポーネント別、タイプ別、最終用途別、地域別の市場規模調査と予測

Global Gaming Simulator Market Size study, by Component (Hardware, Software) by Type (Shooting, Fighting, Racing and others) by end use (Residential, Commercial) and Regional Forecasts 2022-2028

出版日: | 発行: Bizwit Research & Consulting LLP | ページ情報: 英文 | 納期: 2~3営業日

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価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=156.76円
ゲーミングシミュレーターの世界市場(2022年~2028年):コンポーネント別、タイプ別、最終用途別、地域別の市場規模調査と予測
出版日: 2022年04月30日
発行: Bizwit Research & Consulting LLP
ページ情報: 英文
納期: 2~3営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

世界のゲーミングシミュレーターの市場規模は、2021年に約55億米ドルとなり、2022年~2028年の予測期間中に12.1%以上の健全な成長率で成長すると予想されています。市場を牽引する主な要因には、様々な業界や業種において、トレーニングや分析のために採用されつつあることや、Eスポーツ大会の増加などがあります。しかし、高い製造コストは、予測期間にわたって市場の成長を阻害しています。

当レポートでは世界のゲーミングシミュレーター市場を調査し、市場の概要、市場の促進要因・抑制要因の分析、市場機会、COVID-19の影響、セグメント別の市場分析、競合情勢、主要企業のプロファイルなど、体系的な情報を提供しています。

目次

第1章 エグゼクティブサマリー

第2章 世界のゲーミングシミュレーター市場:定義と範囲

第3章 世界のゲーミングシミュレーター:市場力学

  • ゲームシミュレーター市場:影響分析(2020年~2028年)

第4章 世界のゲーミングシミュレーター市場:業界分析

  • ポーターの5フォースモデル
  • PEST分析
  • 投資採用モデル
  • アナリストの推奨事項と結論
  • 主要な投資機会
  • 主要な成功戦略

第5章 リスク評価:COVID-19の影響

    • 業界に対するCOVID-19の全体的な影響の評価
    • COVID-19前とCOVID-19後の市場シナリオ

第6章 世界のゲームシミュレーター市場:コンポーネント別

  • 市場のスナップショット
  • 実績:潜在的な分析
  • 市場規模の推計と予測(2019年~2028年)
  • サブセグメント分析
    • ハードウェア
    • ソフトウェア

第7章 世界のゲームシミュレーター市場:タイプ別

  • 市場のスナップショット
  • 実績:潜在的な分析
  • 市場規模の推計と予測(2019年~2028年)
  • サブセグメント分析
    • シューティング
    • 戦闘
    • レーシング
    • その他

第8章 世界のゲームシミュレーター市場:最終用途別

  • 市場のスナップショット
  • 実績:潜在的な分析
  • 市場規模の推計と予測(2019年~2028年)
  • サブセグメント分析
    • 住宅
    • 商業

第9章 世界のゲーミングシミュレーター市場:地域分析

  • 地域市場のスナップショット
  • 北米
    • 米国
    • カナダ
  • 欧州のスナップショット
    • 英国
    • ドイツ
    • フランス
    • スペイン
    • イタリア
    • その他欧州
  • アジア太平洋地域のスナップショット
    • 中国
    • インド
    • 日本
    • オーストラリア
    • 韓国
    • その他のアジア太平洋地域
  • ラテンアメリカのスナップショット
    • ブラジル
    • メキシコ
  • その他の地域

第10章 競合情勢

  • 主な市場戦略
  • 企業プロファイル
    • 3D Perception
    • Aeon Sim
    • CKAS Mechatronics Pty Ltd.
    • CXC Simulations
    • D-BOX TECHNOLOGIES INC.
    • Eleetus
    • Hammacher Schlemmer & Company, Inc.
    • Play seat B.V.
    • RSEAT Ltd.
    • Vesaro

第11章 調査プロセス

図表

LIST OF TABLES

  • TABLE 1. Global Gaming Simulator market, report scope
  • TABLE 2. Global Gaming Simulator market estimates & forecasts by Region 2019-2028 (USD Billion)
  • TABLE 3. Global Gaming Simulator market estimates & forecasts by Component 2019-2028 (USD Billion)
  • TABLE 4. Global Gaming Simulator market estimates & forecasts by type 2019-2028 (USD Billion)
  • TABLE 5. Global Gaming Simulator market estimates & forecasts by End use 2019-2028 (USD Billion)
  • TABLE 6. Global Gaming Simulator market by segment, estimates & forecasts, 2019-2028 (USD Billion)
  • TABLE 7. Global Gaming Simulator market by region, estimates & forecasts, 2019-2028 (USD Billion)
  • TABLE 8. Global Gaming Simulator market by segment, estimates & forecasts, 2019-2028 (USD Billion)
  • TABLE 9. Global Gaming Simulator market by region, estimates & forecasts, 2019-2028 (USD Billion)
  • TABLE 10. Global Gaming Simulator market by segment, estimates & forecasts, 2019-2028 (USD Billion)
  • TABLE 11. Global Gaming Simulator market by region, estimates & forecasts, 2019-2028 (USD Billion)
  • TABLE 12. Global Gaming Simulator market by segment, estimates & forecasts, 2019-2028 (USD Billion)
  • TABLE 13. Global Gaming Simulator market by region, estimates & forecasts, 2019-2028 (USD Billion)
  • TABLE 14. Global Gaming Simulator market by segment, estimates & forecasts, 2019-2028 (USD Billion)
  • TABLE 15. Global Gaming Simulator market by region, estimates & forecasts, 2019-2028 (USD Billion)
  • TABLE 16. U.S. Gaming Simulator market estimates & forecasts, 2019-2028 (USD Billion)
  • TABLE 17. U.S. Gaming Simulator market estimates & forecasts by segment 2019-2028 (USD Billion)
  • TABLE 18. U.S. Gaming Simulator market estimates & forecasts by segment 2019-2028 (USD Billion)
  • TABLE 19. Canada Gaming Simulator market estimates & forecasts, 2019-2028 (USD Billion)
  • TABLE 20. Canada Gaming Simulator market estimates & forecasts by segment 2019-2028 (USD Billion)
  • TABLE 21. Canada Gaming Simulator market estimates & forecasts by segment 2019-2028 (USD Billion)
  • TABLE 22. UK Gaming Simulator market estimates & forecasts, 2019-2028 (USD Billion)
  • TABLE 23. UK Gaming Simulator market estimates & forecasts by segment 2019-2028 (USD Billion)
  • TABLE 24. UK Gaming Simulator market estimates & forecasts by segment 2019-2028 (USD Billion)
  • TABLE 25. Germany Gaming Simulator market estimates & forecasts, 2019-2028 (USD Billion)
  • TABLE 26. Germany Gaming Simulator market estimates & forecasts by segment 2019-2028 (USD Billion)
  • TABLE 27. Germany Gaming Simulator market estimates & forecasts by segment 2019-2028 (USD Billion)
  • TABLE 28. RoE Gaming Simulator market estimates & forecasts, 2019-2028 (USD Billion)
  • TABLE 29. RoE Gaming Simulator market estimates & forecasts by segment 2019-2028 (USD Billion)
  • TABLE 30. RoE Gaming Simulator market estimates & forecasts by segment 2019-2028 (USD Billion)
  • TABLE 31. China Gaming Simulator market estimates & forecasts, 2019-2028 (USD Billion)
  • TABLE 32. China Gaming Simulator market estimates & forecasts by segment 2019-2028 (USD Billion)
  • TABLE 33. China Gaming Simulator market estimates & forecasts by segment 2019-2028 (USD Billion)
  • TABLE 34. India Gaming Simulator market estimates & forecasts, 2019-2028 (USD Billion)
  • TABLE 35. India Gaming Simulator market estimates & forecasts by segment 2019-2028 (USD Billion)
  • TABLE 36. India Gaming Simulator market estimates & forecasts by segment 2019-2028 (USD Billion)
  • TABLE 37. Japan Gaming Simulator market estimates & forecasts, 2019-2028 (USD Billion)
  • TABLE 38. Japan Gaming Simulator market estimates & forecasts by segment 2019-2028 (USD Billion)
  • TABLE 39. Japan Gaming Simulator market estimates & forecasts by segment 2019-2028 (USD Billion)
  • TABLE 40. RoAPAC Gaming Simulator market estimates & forecasts, 2019-2028 (USD Billion)
  • TABLE 41. RoAPAC Gaming Simulator market estimates & forecasts by segment 2019-2028 (USD Billion)
  • TABLE 42. RoAPAC Gaming Simulator market estimates & forecasts by segment 2019-2028 (USD Billion)
  • TABLE 43. Brazil Gaming Simulator market estimates & forecasts, 2019-2028 (USD Billion)
  • TABLE 44. Brazil Gaming Simulator market estimates & forecasts by segment 2019-2028 (USD Billion)
  • TABLE 45. Brazil Gaming Simulator market estimates & forecasts by segment 2019-2028 (USD Billion)
  • TABLE 46. Mexico Gaming Simulator market estimates & forecasts, 2019-2028 (USD Billion)
  • TABLE 47. Mexico Gaming Simulator market estimates & forecasts by segment 2019-2028 (USD Billion)
  • TABLE 48. Mexico Gaming Simulator market estimates & forecasts by segment 2019-2028 (USD Billion)
  • TABLE 49. RoLA Gaming Simulator market estimates & forecasts, 2019-2028 (USD Billion)
  • TABLE 50. RoLA Gaming Simulator market estimates & forecasts by segment 2019-2028 (USD Billion)
  • TABLE 51. RoLA Gaming Simulator market estimates & forecasts by segment 2019-2028 (USD Billion)
  • TABLE 52. Row Gaming Simulator market estimates & forecasts, 2019-2028 (USD Billion)
  • TABLE 53. Row Gaming Simulator market estimates & forecasts by segment 2019-2028 (USD Billion)
  • TABLE 54. Row Gaming Simulator market estimates & forecasts by segment 2019-2028 (USD Billion)
  • TABLE 55. List of secondary sources, used in the study of global Gaming Simulator market
  • TABLE 56. List of primary sources, used in the study of global Gaming Simulator market
  • TABLE 57. Years considered for the study
  • TABLE 58. Exchange rates considered

LIST OF FIGURES

List of figures

  • FIG 1. Global Gaming Simulator market, research methodology
  • FIG 2. Global Gaming Simulator market, market estimation techniques
  • FIG 3. Global market size estimates & forecast methods
  • FIG 4. Global Gaming Simulator market, key trends 2021
  • FIG 5. Global Gaming Simulator market, growth prospects 2022-2028
  • FIG 6. Global Gaming Simulator market, porters 5 force model
  • FIG 7. Global Gaming Simulator market, pest analysis
  • FIG 8. Global Gaming Simulator market, value chain analysis
  • FIG 9. Global Gaming Simulator market by segment, 2019 & 2028 (USD Billion)
  • FIG 10. Global Gaming Simulator market by segment, 2019 & 2028 (USD Billion)
  • FIG 11. Global Gaming Simulator market by segment, 2019 & 2028 (USD Billion)
  • FIG 12. Global Gaming Simulator market by segment, 2019 & 2028 (USD Billion)
  • FIG 13. Global Gaming Simulator market by segment, 2019 & 2028 (USD Billion)
  • FIG 14. Global Gaming Simulator market, regional snapshot 2019 & 2028
  • FIG 15. North America Gaming Simulator market 2019 & 2028 (USD Billion)
  • FIG 16. Europe Gaming Simulator market 2019 & 2028 (USD Billion)
  • FIG 17. Asia pacific Gaming Simulator market 2019 & 2028 (USD Billion)
  • FIG 18. Latin America Gaming Simulator market 2019 & 2028 (USD Billion)
  • FIG 19. Global Gaming Simulator market, company market share analysis (2021)
目次

Global Gaming Simulator Market is valued approximately USD 5.5 billion in 2021 and is anticipated to grow with a healthy growth rate of more than 12.1% over the forecast period 2022-2028. Gaming simulators are used for the different games in order to provide the real life experience. The Components used in gaming simulators are driving wheels, panels, guns, boxing gloves, and paddles. The Manufacturers offer gaming simulators for the individual use and commercial use. Automotive companies adopt gaming simulatorsin order to provide training to racing drivers, and to analyze the performance of the vehicle to improve the driving experience. The growing adoption of the gaming simulators for training and analysis in several industries and industry verticals is expected to boost the market growth. The use of the gaming simulators as stress busters also bodes well for the growth, new platforms are also being launched to introduce new and innovative games. This is prompting the market players to develop advanced gaming simulators. For instance, in March 2019, Next Level Racing launched F-GT Lite, a portable racing cockpit that offers real-life Formula or GT racing experience. Several e-sports championships being organized in different parts of the world are also attracting gamers. Also, the increasing number of e- sports tournament has led the adoption & demand for Gaming Simulator during the forecast period. However, high manufacturing costs impedes the growth of the market over the forecast period of 2022-2028.

The key regions considered for the global Gaming Simulator market study includes Asia Pacific, North America, Europe, Latin America and Rest of the World. North America is the leading region across the world in terms of market share owing to the growing adoption of gaming simulators for training and analysis in several industries and industry verticals is expected to contribute to market growth Whereas, North America is also anticipated to exhibit highest growth rate / CAGR over the forecast period 2022-2028. Factors such as gaming simulators are used as stress busters also bodes well for the market growth ,new platforms are also being launched to introduce new and innovative games. would create lucrative growth prospects for the Gaming Simulator market across North Ameica region.

Major market player included in this report are:

3D Perception

Aeon Sim

CKAS Mechatronics Pty Ltd.

CXC Simulations

D-BOX TECHNOLOGIES INC.

Eleetus

Hammacher Schlemmer & Company, Inc.

Play seat B.V.

RSEAT Ltd.

Vesaro

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

By Component:

Hardware

Software

By Type:

shooting

Fighting

Racing

Others

By End use

Residential

Commercial

Other Gaming Simulator

By Region:

North America

U.S.

Canada

Europe

UK

Germany

France

Spain

Italy

ROE

Asia Pacific

China

India

Japan

Australia

South Korea

RoAPAC

Latin America

Brazil

Mexico

Rest of the World

Furthermore, years considered for the study are as follows:

Historical year - 2018, 2019, 2020

Base year - 2021

Forecast period - 2022 to 2028

Target Audience of the Global Gaming Simulator Market in Market Study:

Key Consulting Companies & Advisors

Large, medium-sized, and small enterprises

Venture capitalists

Value-Added Resellers (VARs)

Third-party knowledge providers

Investment bankers

Investors

Table of Contents

Chapter 1. Executive Summary

  • 1.1. Market Snapshot
  • 1.2. Global & Segmental Market Estimates & Forecasts, 2020-2028 (USD Billion)
    • 1.2.1. Gaming Simulator Market, by Region, 2020-2028 (USD Billion)
    • 1.2.2. Gaming Simulator Market, by Component, 2020-2028 (USD Billion)
    • 1.2.3. Gaming Simulator Market, by by type , 2020-2028 (USD Billion)
    • 1.2.4. Gaming Simulator Market, by by end use , 2020-2028 (USD Billion)
  • 1.3. Key Trends
  • 1.4. Estimation Methodology
  • 1.5. Research Assumption

Chapter 2. Global Gaming Simulator Market Definition and Scope

  • 2.1. Objective of the Study
  • 2.2. Market Definition & Scope
    • 2.2.1. Scope of the Study
    • 2.2.2. Industry Evolution
  • 2.3. Years Considered for the Study
  • 2.4. Currency Conversion Rates

Chapter 3. Global Gaming Simulator Market Dynamics

  • 3.1. Gaming Simulator Market Impact Analysis (2020-2028)
    • 3.1.1. Market Drivers
      • 3.1.1.1. The use of gaming simulators as potential stress busters
      • 3.1.1.2. The growing adoption of gaming simulators for training and analysis in various industries and industry verticals
    • 3.1.2. Market Challenges
      • 3.1.2.1. High prices of gaming simulators
    • 3.1.3. Market Opportunities
      • 3.1.3.1. Increasing number of e-sport tournaments

Chapter 4. Global Gaming Simulator Market Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
    • 4.1.6. Futuristic Approach to Porter's 5 Force Model (2019-2028)
  • 4.2. PEST Analysis
    • 4.2.1. Political
    • 4.2.2. Economical
    • 4.2.3. Social
    • 4.2.4. Technological
  • 4.3. Investment Adoption Model
  • 4.4. Analyst Recommendation & Conclusion
  • 4.5. Top investment opportunity
  • 4.6. Top winning strategies

Chapter 5. Risk Assessment: COVID-19 Impact

    • 5.1.1. Assessment of the overall impact of COVID-19 on the industry
    • 5.1.2. Pre COVID-19 and post COVID-19 market scenario

Chapter 6. Global Gaming Simulator Market, by Component

  • 6.1. Market Snapshot
  • 6.2. Global Gaming Simulator Market by Component, Performance - Potential Analysis
  • 6.3. Global Gaming Simulator Market Estimates & Forecasts by Component 2019-2028 (USD Billion)
  • 6.4. Gaming Simulator Market, Sub Segment Analysis
    • 6.4.1. Hardware
    • 6.4.2. Software

Chapter 7. Global Gaming Simulator Market, by type

  • 7.1. Market Snapshot
  • 7.2. Global Gaming Simulator Market by type, Performance - Potential Analysis
  • 7.3. Global Gaming Simulator Market Estimates & Forecasts by type 2019-2028 (USD Billion)
  • 7.4. Gaming Simulator Market, Sub Segment Analysis
    • 7.4.1. Shooting
    • 7.4.2. Fighting
    • 7.4.3. Racing
    • 7.4.4. Others

Chapter 8. Global Gaming Simulator Market, by end use

  • 8.1. Market Snapshot
  • 8.2. Global Gaming Simulator Market by end use, Performance - Potential Analysis
  • 8.3. Global Gaming Simulator Market Estimates & Forecasts by end use 2019-2028 (USD Billion)
  • 8.4. Gaming Simulator Market, Sub Segment Analysis
    • 8.4.1. Residential
    • 8.4.2. Commercial

Chapter 9. Global Gaming Simulator Market, Regional Analysis

  • 9.1. Gaming Simulator Market, Regional Market Snapshot
  • 9.2. North America Gaming Simulator Market
    • 9.2.1. U.S. Gaming Simulator Market
      • 9.2.1.1. Component breakdown estimates & forecasts, 2019-2028
      • 9.2.1.2. type breakdown estimates & forecasts, 2019-2028
      • 9.2.1.3. End use breakdown estimates & forecasts, 2019-2028
    • 9.2.2. Canada Gaming Simulator Market
  • 9.3. Europe Gaming Simulator Market Snapshot
    • 9.3.1. U.K. Gaming Simulator Market
    • 9.3.2. Germany Gaming Simulator Market
    • 9.3.3. France Gaming Simulator Market
    • 9.3.4. Spain Gaming Simulator Market
    • 9.3.5. Italy Gaming Simulator Market
    • 9.3.6. Rest of Europe Gaming Simulator Market
  • 9.4. Asia-Pacific Gaming Simulator Market Snapshot
    • 9.4.1. China Gaming Simulator Market
    • 9.4.2. India Gaming Simulator Market
    • 9.4.3. Japan Gaming Simulator Market
    • 9.4.4. Australia Gaming Simulator Market
    • 9.4.5. South Korea Gaming Simulator Market
    • 9.4.6. Rest of Asia Pacific Gaming Simulator Market
  • 9.5. Latin America Gaming Simulator Market Snapshot
    • 9.5.1. Brazil Gaming Simulator Market
    • 9.5.2. Mexico Gaming Simulator Market
  • 9.6. Rest of The World Gaming Simulator Market

Chapter 10. Competitive Intelligence

  • 10.1. Top Market Strategies
  • 10.2. Company Profiles
    • 10.2.1. 3D Perception
      • 10.2.1.1. Key Information
      • 10.2.1.2. Overview
      • 10.2.1.3. Financial (Subject to Data Availability)
      • 10.2.1.4. Product Summary
      • 10.2.1.5. Recent Developments
    • 10.2.2. Aeon Sim
    • 10.2.3. CKAS Mechatronics Pty Ltd.
    • 10.2.4. CXC Simulations
    • 10.2.5. D-BOX TECHNOLOGIES INC.
    • 10.2.6. Eleetus
    • 10.2.7. Hammacher Schlemmer & Company, Inc.
    • 10.2.8. Play seat B.V.
    • 10.2.9. RSEAT Ltd.
    • 10.2.10. Vesaro

Chapter 11. Research Process

  • 11.1. Research Process
    • 11.1.1. Data Mining
    • 11.1.2. Analysis
    • 11.1.3. Market Estimation
    • 11.1.4. Validation
    • 11.1.5. Publishing
  • 11.2. Research Attributes
  • 11.3. Research Assumption