세계의 레이싱 시뮬레이터 시장 보고서(2025년)
Racing Simulator Global Market Report 2025
상품코드 : 1811122
리서치사 : The Business Research Company
발행일 : On Demand Report
페이지 정보 : 영문 175 Pages
 라이선스 & 가격 (부가세 별도)
US $ 4,490 ₩ 6,430,000
PDF (Single User License) help
PDF 보고서를 1명만 이용할 수 있는 라이선스입니다. 인쇄 가능하며 인쇄물의 이용 범위는 PDF 이용 범위와 동일합니다.
US $ 6,490 ₩ 9,294,000
PDF (Site License) help
PDF 보고서를 동일 사업장의 모든 분이 이용할 수 있는 라이선스입니다. 인쇄 가능하며 인쇄물의 이용 범위는 PDF 이용 범위와 동일합니다.
US $ 8,490 ₩ 12,159,000
PDF (Enterprise License) help
PDF 보고서를 동일 기업의 모든 분이 이용할 수 있는 라이선스입니다. 인쇄 가능하며 인쇄물의 이용 범위는 PDF 이용 범위와 동일합니다.


ㅁ Add-on 가능: 고객의 요청에 따라 일정한 범위 내에서 Customization이 가능합니다. 자세한 사항은 문의해 주시기 바랍니다.
ㅁ 보고서에 따라 최신 정보로 업데이트하여 보내드립니다. 배송기일은 문의해 주시기 바랍니다.

한글목차

레이싱 시뮬레이터 시장 규모는 향후 몇 년 동안 강력한 성장이 예상됩니다. 2029년 연평균 성장률(CAGR)은 7.3%를 나타내 12억 4,000만 달러로 성장할 전망입니다. 예측 기간의 성장은 구독 서비스의 상승, 가상현실(VR) 기술의 지속적인 개선, 현실적인 레이스 체험 수요, 클라우드 게임 서비스와의 통합, 친환경 게임 솔루션 수요 등에 기인한다고 생각됩니다. 예측 기간의 주요 동향으로는 컴퓨팅 기술의 진보, 실세계 데이터와 분석의 캡처, 모션 시뮬레이션 기술의 진보, 포스 피드백 기술의 혁신, 그래픽스 렌더링의 진보 등을 들 수 있습니다.

향후 5년간의 성장률 7.3%라고 하는 예측은 이 시장의 전회 예측으로부터 0.4%라는 소폭의 감소를 반영하고 있습니다. 이 감소는 주로 미국과 다른 국가 간의 관세의 영향 때문입니다. 심 레이스 제조업체는 햅틱 피드백 시스템과 시뮬레이션 등급 페달의 관세로 인해 부품 부족과 가격 상승에 직면할 수 있습니다. 또한 상호 관세와 무역 긴장 증가와 제한으로 인한 세계 경제와 무역에 대한 악영향으로 인해 그 영향이 더 광범위하게 가해질 수 있습니다.

e스포츠 인기 증가는 향후 레이싱 시뮬레이터 시장 확대를 견인할 것으로 예측됩니다. e스포츠(전자 스포츠)는 프로게이머가 개인 또는 팀에서 경쟁하는 비디오 게임의 경쟁 이벤트로, 세계 시청자에게 실시간으로 전달됩니다. e스포츠의 인기가 높아지고 있는 것은 디지털 플랫폼과 세계적인 접속성에 의해 액세스하기 쉬워져, 시청자가 늘어난 것이 큰 요인입니다. e스포츠의 레이싱 시뮬레이터는 현실적인 드라이빙 경험을 제공하여 진출기업이 현실적인 물리학과 면밀하게 설계된 트럭으로 가상 모터 스포츠 이벤트에 출전할 수 있습니다. 이 시뮬레이터는 현실 세계와 가상 레이스 간의 격차를 메우고 진출기업의 기술을 향상시키고 참여도를 높이고 있습니다. 예를 들어 미국 정부기관인 국제무역국의 2022년 11월 보고서에 따르면 e스포츠 산업은 크게 성장을 이뤘고 일본의 e스포츠 시장은 2022년 99억엔(7,100만 달러)에 이르렀으며, 2025년에는 180억엔(1억2,900만 달러)을 초과할 것으로 예측됩니다. 그 결과, e스포츠 인기 증가가 레이싱 시뮬레이터 시장 성장에 기여하고 있습니다.

목차

제1장 주요 요약

제2장 시장 특징

제3장 시장 동향과 전략

제4장 시장 : 금리, 인플레이션, 지정학, 무역전쟁과 관세, 코로나 및 회복이 시장에 미치는 영향을 포함한 거시경제 시나리오

제5장 세계의 성장 분석과 전략 분석 프레임워크

제6장 시장 세분화

제7장 지역별/국가별 분석

제8장 아시아태평양 시장

제9장 중국 시장

제10장 인도 시장

제11장 일본 시장

제12장 호주 시장

제13장 인도네시아 시장

제14장 한국 시장

제15장 서유럽 시장

제16장 영국 시장

제17장 독일 시장

제18장 프랑스 시장

제19장 이탈리아 시장

제20장 스페인 시장

제21장 동유럽 시장

제22장 러시아 시장

제23장 북미 시장

제24장 미국 시장

제25장 캐나다 시장

제26장 남미 시장

제27장 브라질 시장

제28장 중동 시장

제29장 아프리카 시장

제30장 경쟁 구도와 기업 프로파일

제31장 기타 주요 기업 및 혁신 기업

제32장 세계 시장 경쟁 벤치마킹과 대시보드

제33장 주요 인수합병(M&A)

제34장 최근 시장 동향

제35장 시장의 잠재력이 높은 국가, 전략

제36장 부록

KTH
영문 목차

영문목차

A racing simulator is a virtual reality system designed to replicate the sensation of driving a race car, offering realistic controls and immersive visuals. It is utilized across entertainment, training, and professional simulation contexts, providing users with an authentic racing experience from the convenience of a stationary setup. These simulators are also invaluable for enhancing driving skills, experimenting with vehicle configurations, and strategizing race tactics in a safe and controlled environment.

Racing simulators are primarily categorized into hardware and software types. Hardware encompasses the physical components such as steering wheels, pedals, and seats that users interact with during gameplay. These components include cockpits, steering wheels, monitor stands, seats, pedal sets, gearbox shifters, and others. The simulators are classified into full-scale, medium-level, and entry-level configurations, catering to various vehicle types such as passenger cars and commercial vehicles. They are available for purchase through both online and offline retail channels.

Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.

The rapid surge in U.S. tariffs and the resulting trade tensions in spring 2025 are heavily affecting the media sector, particularly in areas such as content creation, broadcasting, and digital streaming. Increased tariffs on imported audiovisual gear, editing tools, and broadcasting technologies have driven up both production and operational costs for media companies. Film and TV studios are incurring higher expenses for sourcing foreign-made cameras, lighting, and post-production equipment, while news and broadcast outlets are facing steeper costs for satellite services and transmission hardware. Additionally, retaliatory tariffs imposed by other countries are hindering the export of U.S.-based media content, curbing international revenue growth. To navigate these challenges, media firms are increasingly sourcing domestically, accelerating digital transformation, and adopting AI-powered production tools to reduce costs and sustain their global competitiveness amid ongoing trade disruptions.

The racing simulator market research report is one of a series of new reports from The Business Research Company that provides racing simulator market statistics, including racing simulator industry global market size, regional shares, competitors with a racing simulator market share, detailed racing simulator market segments, market trends and opportunities, and any further data you may need to thrive in the racing simulator industry. This racing simulator market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The racing simulator market size has grown strongly in recent years. It will grow from $0.87 billion in 2024 to $0.93 billion in 2025 at a compound annual growth rate (CAGR) of 7.6%. The growth in the historic period can be attributed to the evolution of racing hardware, the growth of gaming consoles, the influence of professional racing drivers, the integration of real-world racing tracks, and the growing popularity of esports.

The racing simulator market size is expected to see strong growth in the next few years. It will grow to $1.24 billion in 2029 at a compound annual growth rate (CAGR) of 7.3%. The growth in the forecast period can be attributed to the rise of subscription-based services, continued improvements in virtual reality (VR) technology, demand for realistic racing experiences, integration with cloud gaming services, and demand for eco-friendly gaming solutions. Major trends in the forecast period include advancements in computing technology, incorporation of real-world data and analytics, advancements in motion simulation technology, innovations in force feedback technology, and advancements in graphics rendering.

The forecast of 7.3% growth over the next five years reflects a modest reduction of 0.4% from the previous estimate for this market. This reduction is primarily due to the impact of tariffs between the US and other countries. Sim racing manufacturers may face component shortages and price hikes due to tariffs on haptic feedback systems and simulation-grade pedals. The effect will also be felt more widely due to reciprocal tariffs and the negative effect on the global economy and trade due to increased trade tensions and restrictions.

The growing popularity of esports is expected to drive the expansion of the racing simulator market in the future. Esports, or electronic sports, involves competitive video gaming events where professional gamers compete either individually or in teams, often streamed live to a global audience. The increasing popularity of esports is largely due to enhanced accessibility and viewership, fueled by digital platforms and worldwide connectivity. Racing simulators in esports provide lifelike driving experiences, enabling players to compete in virtual motorsport events with realistic physics and meticulously designed tracks. These simulators bridge the gap between real-world and virtual racing, improving player skills and boosting engagement. For example, according to a November 2022 report from the International Trade Administration, a US government agency, the esports industry saw substantial growth, with Japan's esports market expected to reach 9.9 billion yen (US$71 million) in 2022, and exceed 18 billion yen (US$129 million) by 2025. As a result, the increasing popularity of esports is contributing to the growth of the racing simulator market.

Major players in the racing simulator market are focusing on developing new products, such as universal wheel and pedal systems, to strengthen their competitive position. A universal wheel and pedal system is a versatile racing controller setup that is compatible with various gaming consoles and PC platforms, offering a more realistic driving experience. In racing simulators, it enhances both accessibility and immersion for gamers, allowing them to use a single system across different devices, thereby increasing engagement and expanding the market's reach. For example, in January 2024, Turtle Beach Corporation, a US-based manufacturer of premium gaming accessories, introduced its latest product, the VelocityOne Race. This universal wheel and pedal system is designed for Xbox and Windows PCs and caters to racing simulation enthusiasts. It incorporates direct-drive technology, high-quality components, and customizable features.

In March 2024, Aston Martin Aramco Formula One Team, a UK-based organization specializing in Formula 1 racing, engineering, and automotive design, entered into a strategic partnership with Memento Exclusives. This collaboration is designed to provide cutting-edge AMR24 Show Car Simulators, with the goal of enhancing fan engagement, expanding market reach, and creating exclusive collectibles that honor Aston Martin's illustrious motorsport legacy. Memento Exclusives, also based in the UK, is known for producing and selling authentic motorsport memorabilia, including F1 collectibles, through its F1 Authentics platform.

Major companies operating in the racing simulator market are Logitech G, Endor AG, Thrustmaster, OMP Racing, SIMUCUBE, Fanatec, Playseat, Next Level Racing, Trak Racer AU, NRG Innovations, ImSim, Extreme Simracing, ButtKicker, Clark Synthesis, Arozzi, Vesaro, CXC Simulations, Max Papis Innovations, Ricmotech LLC., Pro-Sim, SIMAGIC, Renovatio Development, MOZA Sim Racing, MOMO Motorsport

North America was the largest region in the racing simulator market in 2024. Europe is expected to be the fastest-growing region in the forecast period. The regions covered in the racing simulator market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the racing simulator market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The racing simulator market consists of revenues earned by entities by providing services such as installation assistance, customization of hardware and software, and technical support for events and competitions. The market value includes the value of related goods sold by the service provider or included within the service offering. The racing simulator market also includes sales of racing seats, virtual reality (VR) headsets, shifters, and handbrakes. Values in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Racing Simulator Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on racing simulator market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

Where is the largest and fastest growing market for racing simulator ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The racing simulator market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.

Scope

Table of Contents

1. Executive Summary

2. Racing Simulator Market Characteristics

3. Racing Simulator Market Trends And Strategies

4. Racing Simulator Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

5. Global Racing Simulator Growth Analysis And Strategic Analysis Framework

6. Racing Simulator Market Segmentation

7. Racing Simulator Market Regional And Country Analysis

8. Asia-Pacific Racing Simulator Market

9. China Racing Simulator Market

10. India Racing Simulator Market

11. Japan Racing Simulator Market

12. Australia Racing Simulator Market

13. Indonesia Racing Simulator Market

14. South Korea Racing Simulator Market

15. Western Europe Racing Simulator Market

16. UK Racing Simulator Market

17. Germany Racing Simulator Market

18. France Racing Simulator Market

19. Italy Racing Simulator Market

20. Spain Racing Simulator Market

21. Eastern Europe Racing Simulator Market

22. Russia Racing Simulator Market

23. North America Racing Simulator Market

24. USA Racing Simulator Market

25. Canada Racing Simulator Market

26. South America Racing Simulator Market

27. Brazil Racing Simulator Market

28. Middle East Racing Simulator Market

29. Africa Racing Simulator Market

30. Racing Simulator Market Competitive Landscape And Company Profiles

31. Racing Simulator Market Other Major And Innovative Companies

32. Global Racing Simulator Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Racing Simulator Market

34. Recent Developments In The Racing Simulator Market

35. Racing Simulator Market High Potential Countries, Segments and Strategies

36. Appendix

(주)글로벌인포메이션 02-2025-2992 kr-info@giikorea.co.kr
ⓒ Copyright Global Information, Inc. All rights reserved.
PC버전 보기