Global Racing Games Market 2024 by Company, Regions, Type and Application, Forecast to 2030

Global Racing Games Market 2024 by Company, Regions, Type and Application, Forecast to 2030


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.

Racing Games are driving games about high speeds and fast reaction times. Many free car racing games let you choose between sports cars, NASCAR stock cars or monster trucks. Steer them through a cool 3D multiplayer game and drift into first place like in Mario Kart. Some entries in the genre let you drive a motorcycle, a dirt bike or a regular bike to the finish line.

According to our (Global Info Research) latest study, the global Racing Games market size was valued at US$ 1785 million in 2023 and is forecast to a readjusted size of USD 3509 million by 2030 with a CAGR of 10.3% during review period.

Global key players of Racing Games include Turn 10 Studios (Microsoft), Codemasters, Electronic Arts Inc., Ubisoft, THQ Nordic and Gameloft, etc. Top four players occupy for a share about 40%. Asia-Pacific is the largest market, with a share about 49%, followed by North America and Europe. In terms of product, F2P is the largest segment, with a share over 87%. In terms of application, Mobile is the largest market, with a share over 42%.

This report is a detailed and comprehensive analysis for global Racing Games market. Both quantitative and qualitative analyses are presented by company, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2024, are provided.

Key Features:

Global Racing Games market size and forecasts, in consumption value ($ Million), 2019-2030

Global Racing Games market size and forecasts by region and country, in consumption value ($ Million), 2019-2030

Global Racing Games market size and forecasts, by Type and by Application, in consumption value ($ Million), 2019-2030

Global Racing Games market shares of main players, in revenue ($ Million), 2019-2024

The Primary Objectives in This Report Are:

To determine the size of the total market opportunity of global and key countries

To assess the growth potential for Racing Games

To forecast future growth in each product and end-use market

To assess competitive factors affecting the marketplace

This report profiles key players in the global Racing Games market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Turn 10 Studios (Microsoft), Codemasters, Electronic Arts Inc., Ubisoft, THQ Nordic, Gameloft, Criterion, NaturalMotion, Fingersoft, Slightly Mad Studios, etc.

This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.

Market segmentation

Racing Games market is split by Type and by Application. For the period 2019-2030, the growth among segments provides accurate calculations and forecasts for Consumption Value by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.

Market segmentation

Racing Games market is split by Type and by Application. For the period 2018-2029, the growth among segments provides accurate calculations and forecasts for Consumption Value by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.

Market segment by Type
F2P
P2P

Market segment by Application
Mobile
PC
Console

Market segment by players, this report covers
Turn 10 Studios (Microsoft)
Codemasters
Electronic Arts Inc.
Ubisoft
THQ Nordic
Gameloft
Criterion
NaturalMotion
Fingersoft
Slightly Mad Studios
iRacing
Creative Mobile
Bongfish
Aquiris Game Studio
Vector Unit

Market segment by regions, regional analysis covers

North America (United States, Canada and Mexico)

Europe (Germany, France, UK, Russia, Italy and Rest of Europe)

Asia-Pacific (China, Japan, South Korea, India, Southeast Asia and Rest of Asia-Pacific)

South America (Brazil, Rest of South America)

Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)

The content of the study subjects, includes a total of 13 chapters:

Chapter 1, to describe Racing Games product scope, market overview, market estimation caveats and base year.

Chapter 2, to profile the top players of Racing Games, with revenue, gross margin, and global market share of Racing Games from 2019 to 2024.

Chapter 3, the Racing Games competitive situation, revenue, and global market share of top players are analyzed emphatically by landscape contrast.

Chapter 4 and 5, to segment the market size by Type and by Application, with consumption value and growth rate by Type, by Application, from 2019 to 2030.

Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2019 to 2024.and Racing Games market forecast, by regions, by Type and by Application, with consumption value, from 2024 to 2030.

Chapter 11, market dynamics, drivers, restraints, trends, Porters Five Forces analysis.

Chapter 12, the key raw materials and key suppliers, and industry chain of Racing Games.

Chapter 13, to describe Racing Games research findings and conclusion.


1 Market Overview
2 Company Profiles
3 Market Competition, by Players
4 Market Size Segment by Type
5 Market Size Segment by Application
6 North America
7 Europe
8 Asia-Pacific
9 South America
10 Middle East & Africa
11 Market Dynamics
12 Industry Chain Analysis
13 Research Findings and Conclusion
14 Appendix

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