Global Racing Games Competitive Landscape Professional Research Report 2024
Research Summary
Racing games are a genre of video games that simulate the experience of driving vehicles in a competitive manner. These games often feature a variety of vehicles, including cars, motorcycles, trucks, and more, and can take place on closed circuits, city streets, off-road tracks, or fantastical environments. Racing games offer players the opportunity to compete against computer-controlled opponents or other players, either online or in split-screen multiplayer modes. The genre includes a wide range of sub-genres, from realistic simulations that strive to replicate the physics and mechanics of actual racing, to arcade-style games that prioritize fast-paced and entertaining gameplay. Racing games often incorporate elements such as time trials, vehicle customization, and a progression system to enhance the gaming experience. They have been popular since the early days of video gaming, and advancements in technology continue to push the boundaries of realism and immersion in contemporary racing game titles.
According to DIResearch's in-depth investigation and research, the global Racing Games market size will reach XX US$ Million in 2024, and is expected to reach XX US$ Million in 2030, with a CAGR of XX% (2025-2030). Among them, the China market has changed rapidly in the past few years. The market size in 2024 will be XX US$ Million, accounting for approximately XX% of the world. It is expected to reach XX US$ Million in 2030, and the global share will reach XX%.
The major global manufacturers of Racing Games 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 etc. The global players competition landscape in this report is divided into three tiers. The first tiers is the global leading enterprise, which occupies a major market share, is in a leading position in the industry, has strong competitiveness and influence, and has a large revenue scale; the second tiers has a certain share and popularity in the market, actively follows the industry leaders in product, service or technological innovation, and has a medium revenue scale; the third tiers has a smaller share in the market, has a lower brand awareness, mainly focuses on the local market, and has a relatively small revenue scale.
This report studies the market size, price trends and future development prospects of Racing Games. Focus on analysing the market share, product portfolio, revenue and gross profit margin of global major manufacturers, as well as the market status and trends of different product types and applications in the global Racing Games market. The report data covers historical data from 2019 to 2023, base year in 2024 and forecast data from 2025 to 2030.
The regions and countries in the report include North America, Europe, China, APAC (excl. China), Latin America and Middle East and Africa, covering the Racing Games market conditions and future development trends of key regions and countries, combined with industry-related policies and the latest technological developments, analyze the development characteristics of Racing Games industries in various regions and countries, help companies understand the development characteristics of each region, help companies formulate business strategies, and achieve the ultimate goal of the company's global development strategy.
The data sources of this report mainly include the National Bureau of Statistics, customs databases, industry associations, corporate financial reports, third-party databases, etc. Among them, macroeconomic data mainly comes from the National Bureau of Statistics, International Economic Research Organization; industry statistical data mainly come from industry associations; company data mainly comes from interviews, public information collection, third-party reliable databases, and price data mainly comes from various markets monitoring database.
Global Key Manufacturers of Racing Games 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
Racing Games Product Segment Include:
F2P
P2P
Racing Games Product Application Include:
PC
Mobile
Console
Chapter Scope
Chapter 1: Product Research Range, Product Types and Applications, Market Overview, Market Situation and Trends
Chapter 2: Global Racing Games Industry PESTEL Analysis
Chapter 3: Global Racing Games Industry Porter’s Five Forces Analysis
Chapter 4: Global Racing Games Major Regional Market Size and Forecast Analysis
Chapter 5: Global Racing Games Market Size and Forecast by Type and Application Analysis
Chapter 6: North America Racing Games Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 7: Europe Racing Games Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 8: China Racing Games Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 9: APAC (Excl. China) Racing Games Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 10: Latin America Racing Games Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 11: Middle East and Africa Racing Games Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 12: Global Racing Games Competitive Analysis of Key Manufacturers (Revenue, Market Share, Regional Distribution and Industry Concentration)
Chapter 13: Key Company Profiles (Product Portfolio, Revenue and Gross Margin)
Chapter 14: Industrial Chain Analysis, Include Raw Material Suppliers, Distributors and Customers
Chapter 15: Research Findings and Conclusion
Chapter 16: Methodology and Data Sources