Global Racing Games Market by Size, by Type, by Application, by Region, History and Forecast 2020-2031

Summary

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.

According to APO Research, The global Racing Games market is projected to grow from US$ million in 2025 to US$ million by 2031, at a Compound Annual Growth Rate (CAGR) of % during the forecast period.

The US & Canada market for Racing Games is estimated to increase from $ million in 2025 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.

Asia-Pacific market for Racing Games is estimated to increase from $ million in 2025 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.

The China market for Racing Games is estimated to increase from $ million in 2025 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.

Europe market for Racing Games is estimated to increase from $ million in 2025 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.

The major global companies of Racing Games include Turn 10 Studios (Microsoft), Codemasters, Electronic Arts Inc., Ubisoft, THQ Nordic, Gameloft, Milestone, Criterion and NaturalMotion, etc. In 2024, the world's top three vendors accounted for approximately % of the revenue.

Report Includes


This report presents an overview of global market for Racing Games, market size. Analyses of the global market trends, with historic market revenue data for 2020 - 2024, estimates for 2025, and projections of CAGR through 2031.

This report researches the key producers of Racing Games, also provides the revenue of main regions and countries. Of the upcoming market potential for Racing Games, and key regions or countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.

This report focuses on the Racing Games revenue, market share and industry ranking of main manufacturers, data from 2020 to 2025. Identification of the major stakeholders in the global Racing Games market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.

This report analyzes the segments data by Type and by Application, revenue, and growth rate, from 2020 to 2031. Evaluation and forecast the market size for Racing Games revenue, projected growth trends, production technology, application and end-user industry.


Racing Games Segment 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

Racing Games Segment by Type

F2P
P2P

Racing Games Segment by Terminals
PC
Mobile
Console

Racing Games Segment by Region

North America
United States
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Spain
Netherlands
Switzerland
Sweden
Poland
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Southeast Asia
South America
Brazil
Argentina
Chile
Middle East & Africa
Egypt
South Africa
Israel
Türkiye
GCC Countries

Study Objectives

1. To analyze and research the global status and future forecast, involving, production, value, consumption, growth rate (CAGR), market share, historical and forecast.
2. To present the key manufacturers, capacity, production, revenue, market share, and Recent Developments.
3. To split the breakdown data by regions, type, manufacturers, and Application.
4. To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints, and risks.
5. To identify significant trends, drivers, influence factors in global and regions.
6. To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

Reasons to Buy This Report

1. This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global Racing Games market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market.
2. This report will help stakeholders to understand the global industry status and trends of Racing Games and provides them with information on key market drivers, restraints, challenges, and opportunities.
3. This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in volume and value), competitor ecosystem, new product development, expansion, and acquisition.
4. This report stays updated with novel technology integration, features, and the latest developments in the market.
5. This report helps stakeholders to gain insights into which regions to target globally.
6. This report helps stakeholders to gain insights into the end-user perception concerning the adoption of Racing Games.
7. This report helps stakeholders to identify some of the key players in the market and understand their valuable contribution.

Chapter Outline

Chapter 1: Introduces the report scope of the report, executive summary of different market segments (product type, application, etc), including the market size of each market segment, future development potential, and so on. Revenue of Racing Games in global and regional 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, and capacity of each country in the world. 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: Analysis key trends, drivers, challenges, and opportunities within the global Racing Games industry.
Chapter 3: Detailed analysis of Racing Games companies' competitive landscape, revenue, market share and industry ranking, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the revenue, 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 application, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, Racing Gamesrevenue, gross margin, and recent development, etc.
Chapter 7: North America (US & Canada) by type, by application and by country, revenue for each segment.
Chapter 8: Europe by type, by application and by country, revenue for each segment.
Chapter 9: China by type, and by application, revenue for each segment.
Chapter 10: Asia (excluding China) by type, by application and by region, revenue for each segment.
Chapter 11: South America, Middle East & Africa by type, by application and by country, revenue for each segment.
Chapter 12: Concluding Insights of the report.

Please Note: Single-User license will be delivered via PDF from the publisher without the rights to print or to edit.


1 Market Overview
1.1 Product Definition
1.2 Market Analysis by Type
1.2.1 Global Racing Games Market Size Growth Rate by Type: 2020 VS 2024 VS 2031
1.2.2 F2P
1.2.3 P2P
1.3 Market Analysis by Application
1.3.1 Global Racing Games Market Size Growth Rate by Application: 2020 VS 2024 VS 2031
1.3.2 PC
1.3.3 Mobile
1.3.4 Console
1.4 Global Market Growth Prospects
1.5 Global Racing Games Growth Trends by Region
1.5.1 Global Racing Games Market Size by Region: 2020 VS 2024 VS 2031
1.5.2 Racing Games Market Size by Region (2020-2025)
1.5.3 Racing Games Market Size by Region (2026-2031)
1.6 Assumptions and Limitations
1.7 Study Goals and Objectives
1.8 Years Considered
2 Global Racing Games Market Dynamics
2.1 Racing Games Industry Trends
2.2 Racing Games Industry Drivers
2.3 Racing Games Industry Opportunities and Challenges
2.4 Racing Games Industry Restraints
3 Competitive Landscape by Company
3.1 Global Racing Games Revenue by Company (2020-2025)
3.2 Global Racing Games Players Revenue Ranking, 2023 VS 2024 VS 2025
3.3 Global Racing Games Key Company Head office and Area Served
3.4 Global Racing Games Company, Product Type & Application
3.5 Global Racing Games Company Establishment Date
3.6 Market Competitive Analysis
3.6.1 Global Racing Games Market CR5 and HHI
3.6.2 Global Top 5 and 10 Racing Games Players Market Share by Revenue in 2024
3.6.3 2024 Racing Games Tier 1, Tier 2, and Tier 3
4 Racing Games Market by Type
4.1 Global Racing Games Market Size by Type (2020 VS 2024 VS 2031)
4.2 Global Racing Games Market Size by Type (2020-2031)
4.3 Global Racing Games Market Size Share by Type (2020-2031)
5 Racing Games Market by Application
5.1 Global Racing Games Market Size by Application (2020 VS 2024 VS 2031)
5.2 Global Racing Games Market Size by Application (2020-2031)
5.3 Global Racing Games Market Size Share by Application (2020-2031)
6 Company Profiles
6.1 Turn 10 Studios (Microsoft)
6.1.1 Turn 10 Studios (Microsoft) Comapny Information
6.1.2 Turn 10 Studios (Microsoft) Business Overview
6.1.3 Turn 10 Studios (Microsoft) Racing Games Revenue and Gross Margin (US$ Million) & (2020-2025)
6.1.4 Turn 10 Studios (Microsoft) Racing Games Product Portfolio
6.1.5 Turn 10 Studios (Microsoft) Recent Developments
6.2 Codemasters
6.2.1 Codemasters Comapny Information
6.2.2 Codemasters Business Overview
6.2.3 Codemasters Racing Games Revenue and Gross Margin (US$ Million) & (2020-2025)
6.2.4 Codemasters Racing Games Product Portfolio
6.2.5 Codemasters Recent Developments
6.3 Electronic Arts Inc.
6.3.1 Electronic Arts Inc. Comapny Information
6.3.2 Electronic Arts Inc. Business Overview
6.3.3 Electronic Arts Inc. Racing Games Revenue and Gross Margin (US$ Million) & (2020-2025)
6.3.4 Electronic Arts Inc. Racing Games Product Portfolio
6.3.5 Electronic Arts Inc. Recent Developments
6.4 Ubisoft
6.4.1 Ubisoft Comapny Information
6.4.2 Ubisoft Business Overview
6.4.3 Ubisoft Racing Games Revenue and Gross Margin (US$ Million) & (2020-2025)
6.4.4 Ubisoft Racing Games Product Portfolio
6.4.5 Ubisoft Recent Developments
6.5 THQ Nordic
6.5.1 THQ Nordic Comapny Information
6.5.2 THQ Nordic Business Overview
6.5.3 THQ Nordic Racing Games Revenue and Gross Margin (US$ Million) & (2020-2025)
6.5.4 THQ Nordic Racing Games Product Portfolio
6.5.5 THQ Nordic Recent Developments
6.6 Gameloft
6.6.1 Gameloft Comapny Information
6.6.2 Gameloft Business Overview
6.6.3 Gameloft Racing Games Revenue and Gross Margin (US$ Million) & (2020-2025)
6.6.4 Gameloft Racing Games Product Portfolio
6.6.5 Gameloft Recent Developments
6.7 Milestone
6.7.1 Milestone Comapny Information
6.7.2 Milestone Business Overview
6.7.3 Milestone Racing Games Revenue and Gross Margin (US$ Million) & (2020-2025)
6.7.4 Milestone Racing Games Product Portfolio
6.7.5 Milestone Recent Developments
6.8 Criterion
6.8.1 Criterion Comapny Information
6.8.2 Criterion Business Overview
6.8.3 Criterion Racing Games Revenue and Gross Margin (US$ Million) & (2020-2025)
6.8.4 Criterion Racing Games Product Portfolio
6.8.5 Criterion Recent Developments
6.9 NaturalMotion
6.9.1 NaturalMotion Comapny Information
6.9.2 NaturalMotion Business Overview
6.9.3 NaturalMotion Racing Games Revenue and Gross Margin (US$ Million) & (2020-2025)
6.9.4 NaturalMotion Racing Games Product Portfolio
6.9.5 NaturalMotion Recent Developments
6.10 Slightly Mad Studios
6.10.1 Slightly Mad Studios Comapny Information
6.10.2 Slightly Mad Studios Business Overview
6.10.3 Slightly Mad Studios Racing Games Revenue and Gross Margin (US$ Million) & (2020-2025)
6.10.4 Slightly Mad Studios Racing Games Product Portfolio
6.10.5 Slightly Mad Studios Recent Developments
6.11 iRacing
6.11.1 iRacing Comapny Information
6.11.2 iRacing Business Overview
6.11.3 iRacing Racing Games Revenue and Gross Margin (US$ Million) & (2020-2025)
6.11.4 iRacing Racing Games Product Portfolio
6.11.5 iRacing Recent Developments
6.12 Creative Mobile
6.12.1 Creative Mobile Comapny Information
6.12.2 Creative Mobile Business Overview
6.12.3 Creative Mobile Racing Games Revenue and Gross Margin (US$ Million) & (2020-2025)
6.12.4 Creative Mobile Racing Games Product Portfolio
6.12.5 Creative Mobile Recent Developments
6.13 Bongfish
6.13.1 Bongfish Comapny Information
6.13.2 Bongfish Business Overview
6.13.3 Bongfish Racing Games Revenue and Gross Margin (US$ Million) & (2020-2025)
6.13.4 Bongfish Racing Games Product Portfolio
6.13.5 Bongfish Recent Developments
6.14 Fingersoft
6.14.1 Fingersoft Comapny Information
6.14.2 Fingersoft Business Overview
6.14.3 Fingersoft Racing Games Revenue and Gross Margin (US$ Million) & (2020-2025)
6.14.4 Fingersoft Racing Games Product Portfolio
6.14.5 Fingersoft Recent Developments
6.15 Aquiris Game Studio
6.15.1 Aquiris Game Studio Comapny Information
6.15.2 Aquiris Game Studio Business Overview
6.15.3 Aquiris Game Studio Racing Games Revenue and Gross Margin (US$ Million) & (2020-2025)
6.15.4 Aquiris Game Studio Racing Games Product Portfolio
6.15.5 Aquiris Game Studio Recent Developments
6.16 Vector Unit
6.16.1 Vector Unit Comapny Information
6.16.2 Vector Unit Business Overview
6.16.3 Vector Unit Racing Games Revenue and Gross Margin (US$ Million) & (2020-2025)
6.16.4 Vector Unit Racing Games Product Portfolio
6.16.5 Vector Unit Recent Developments
7 North America
7.1 North America Racing Games Market Size (2020-2031)
7.2 North America Racing Games Market Size by Type
7.2.1 North America Racing Games Market Size by Type (2020-2025)
7.2.2 North America Racing Games Market Size by Type (2026-2031)
7.2.3 North America Racing Games Market Share by Type (2020-2031)
7.3 North America Racing Games Market Size by Application
7.3.1 North America Racing Games Market Size by Application (2020-2025)
7.3.2 North America Racing Games Market Size by Application (2026-2031)
7.3.3 North America Racing Games Market Share by Application (2020-2031)
7.4 North America Racing Games Market Size by Country
7.4.1 North America Racing Games Market Size by Country (2020 VS 2024 VS 2031)
7.4.2 North America Racing Games Market Size by Country (2020-2025)
7.4.3 North America Racing Games Market Size by Country (2026-2031)
7.4.4 North America Racing Games Market Share by Country (2020-2031)
7.4.5 United States
7.4.6 Canada
7.4.7 Mexico
8 Europe
8.1 Europe Racing Games Market Size (2020-2031)
8.2 Europe Racing Games Market Size by Type
8.2.1 Europe Racing Games Market Size by Type (2020-2025)
8.2.2 Europe Racing Games Market Size by Type (2026-2031)
8.2.3 Europe Racing Games Market Share by Type (2020-2031)
8.3 Europe Racing Games Market Size by Application
8.3.1 Europe Racing Games Market Size by Application (2020-2025)
8.3.2 Europe Racing Games Market Size by Application (2026-2031)
8.3.3 Europe Racing Games Market Share by Application (2020-2031)
8.4 Europe Racing Games Market Size by Country
8.4.1 Europe Racing Games Market Size by Country (2020 VS 2024 VS 2031)
8.4.2 Europe Racing Games Market Size by Country (2020-2025)
8.4.3 Europe Racing Games Market Size by Country (2026-2031)
8.4.4 Europe Racing Games Market Share by Country (2020-2031)
8.4.5 Germany
8.4.6 France
8.4.7 U.K.
8.4.8 Italy
8.4.9 Russia
8.4.10 Nordic Countries
9 China
9.1 China Racing Games Market Size (2020-2031)
9.2 China Racing Games Market Size by Type
9.2.1 China Racing Games Market Size by Type (2020-2025)
9.2.2 China Racing Games Market Size by Type (2026-2031)
9.2.3 China Racing Games Market Share by Type (2020-2031)
9.3 China Racing Games Market Size by Application
9.3.1 China Racing Games Market Size by Application (2020-2025)
9.3.2 China Racing Games Market Size by Application (2026-2031)
9.3.3 China Racing Games Market Share by Application (2020-2031)
10 Asia (Excluding China)
10.1 Asia Racing Games Market Size (2020-2031)
10.2 Asia Racing Games Market Size by Type
10.2.1 Asia Racing Games Market Size by Type (2020-2025)
10.2.2 Asia Racing Games Market Size by Type (2026-2031)
10.2.3 Asia Racing Games Market Share by Type (2020-2031)
10.3 Asia Racing Games Market Size by Application
10.3.1 Asia Racing Games Market Size by Application (2020-2025)
10.3.2 Asia Racing Games Market Size by Application (2026-2031)
10.3.3 Asia Racing Games Market Share by Application (2020-2031)
10.4 Asia Racing Games Market Size by Country
10.4.1 Asia Racing Games Market Size by Country (2020 VS 2024 VS 2031)
10.4.2 Asia Racing Games Market Size by Country (2020-2025)
10.4.3 Asia Racing Games Market Size by Country (2026-2031)
10.4.4 Asia Racing Games Market Share by Country (2020-2031)
10.4.5 Japan
10.4.6 South Korea
10.4.7 Taiwan
10.4.8 Southeast Asia
10.4.9 India
10.4.10 Australia
11 South America, Middle East & Africa
11.1 South America, Middle East & Africa Racing Games Market Size (2020-2031)
11.2 South America, Middle East & Africa Racing Games Market Size by Type
11.2.1 South America, Middle East & Africa Racing Games Market Size by Type (2020-2025)
11.2.2 South America, Middle East & Africa Racing Games Market Size by Type (2026-2031)
11.2.3 South America, Middle East & Africa Racing Games Market Share by Type (2020-2031)
11.3 South America, Middle East & Africa Racing Games Market Size by Application
11.3.1 South America, Middle East & Africa Racing Games Market Size by Application (2020-2025)
11.3.2 South America, Middle East & Africa Racing Games Market Size by Application (2026-2031)
11.3.3 South America, Middle East & Africa Racing Games Market Share by Application (2020-2031)
11.4 South America, Middle East & Africa Racing Games Market Size by Country
11.4.1 South America, Middle East & Africa Racing Games Market Size by Country (2020 VS 2024 VS 2031)
11.4.2 South America, Middle East & Africa Racing Games Market Size by Country (2020-2025)
11.4.3 South America, Middle East & Africa Racing Games Market Size by Country (2026-2031)
11.4.4 South America, Middle East & Africa Racing Games Market Share by Country (2020-2031)
11.4.5 Brazil
11.4.6 South Africa
11.4.7 Saudi Arabia
11.4.8 Turkey
11.4.9 Argentina
11.4.9 UAE
11.4.9 Egypt
11.4.9 Chile
12 Concluding Insights
13 Appendix
13.1 Reasons for Doing This Study
13.2 Research Methodology
13.3 Research Process
13.4 Authors List of This Report
13.5 Data Source
13.5.1 Secondary Sources
13.5.2 Primary Sources
13.6 Disclaimer

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