Outlook on the Gaming Simulation Global Market to 2030 - Adoption of AI and Cloud Computing for Better Experience Presents Opportunities


Dublin, April 08, 2022 (GLOBE NEWSWIRE) -- The "Gaming Simulation Market by Component, Game Type, and End Use: Global Opportunity Analysis and Industry Forecast, 2021-2030" report has been added to ResearchAndMarkets.com's offering.

Gaming simulation is a type of simulator, which provides real-life scenarios and stimulates various types of environment to end users. In addition, various market players are innovating hardware and are designing different types of simulators to provide better experience to end users, which positively impacts the growth of the market. Furthermore, gaming simulator enhance the computer gaming skill by using 3D modelling, aerodynamics, analytical simulation, and complexity chaotic systems simulation.

Surge in adoption of gaming simulation for training and analysis in various industries and rise in demand for VR headsets boost growth of the global gaming stimulator market. In addition, increase in acceptance of 360-degree camera as next-generation technology across different developing nations positively impacts growth of the market. However, security and privacy issues associated with VR headsets and high cost of VR headsets hamper the market growth. On the contrary, adoption of AI and cloud computing for better experience and rise in collaboration between entertainment industry and gaming simulator companies across the globe are expected to offer remunerative opportunities for expansion of the market during the forecast period.

The global gaming simulation market is segmented into component, game type, end user, and region. By component, the market is bifurcated into hardware, software and service. On the basis of game type, it is categorized into shooting, fighting, racing, and others. Depending on end user, it is classified into residential and commercial. Region wise, it is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

The key players profiled in the gaming simulation market report are 3D Perception, CKAS Mechatronics Pty Ltd., CXC Simulations, D-Box Technologies Inc., Eleetus, Hammacher Schlemmer & Company, Inc., Play seat B.V., Rseat Ltd., Sony Interactive Entertainment Inc., and Vesaro. These players have adopted various strategies to increase their market penetration and strengthen their position in the industry.

Key Benefits

  • The study provides an in-depth analysis of the global gaming simulation market forecast along with the current trends and future estimations to explain the imminent investment pockets.
  • Information about key drivers, restraints, & opportunities and their impact analysis on global gaming simulation market trends is provided in the report.
  • Porter's five forces analysis illustrates the potency of the buyers and suppliers operating in the industry.
  • The quantitative analysis of the market from 2021 to 2030 is provided to determine the market potential.

Key Topics Covered:

CHAPTER 1: INTRODUCTION

CHAPTER 2: EXECUTIVE SUMMARY

CHAPTER 3: MARKET OVERVIEW
3.1. Market definition and scope
3.2. Key forces shaping gaming simulators industry/market
3.4. Market dynamics
3.4.1. Drivers
3.4.1.1. Growing adoption of gaming simulation for training and analysis in various industries
3.4.1.2. Rise in demand for VR headsets
3.4.1.3. Growing acceptance of 360-degree camera as next-generation technology across different developing nations
3.4.2. Restraints
3.4.2.1. Security and privacy issues associated with VR headsets and high cost of VR headsets
3.4.3. Opportunity
3.4.3.1. Adoption of AI and cloud computing for better experience
3.4.3.2. Growing collaboration between entertainment industry and gaming simulator companies
3.5. COVID-19 impact analysis on gaming simulators market
3.5.1. Impact on market size
3.5.2. Change in consumer trends, preferences, and budget impact due to COVID-19
3.5.3. Economic impact
3.5.4. Key player strategies to tackle negative impact in the industry
3.5.5. Opportunity analysis for gaming simulator providers

CHAPTER 4: GLOBAL GAMING SIMULATION MARKET, BY COMPONENT
4.1. Overview
4.2. Hardware
4.2.1. Key market trends, growth factors, and opportunities
4.2.2. Market size and forecast, by region
4.2.3. Market analysis, by country
4.3. Software
4.3.1. Key market trends, growth factors, and opportunities
4.3.2. Market size and forecast, by region
4.3.3. Market analysis, by country
4.4. Service
4.4.1. Key market trends, growth factors, and opportunities
4.4.2. Market size and forecast, by region
4.4.3. Market analysis, by country

CHAPTER 5: GLOBAL GAMING SIMULATION MARKET, BY GAME TYPE
5.1. Overview
5.2. Shooting
5.2.1. Key market trends, growth factors, and opportunities
5.2.2. Market size and forecast, by region
5.2.3. Market analysis, by country
5.3. Fighting
5.3.1. Key market trends, growth factors, and opportunities
5.3.2. Market size and forecast, by region
5.3.3. Market analysis, by country
5.4. Racing
5.4.1. Key market trends, growth factors, and opportunities
5.4.2. Market size and forecast, by region
5.4.3. Market analysis, by country
5.5. Others
5.5.1. Key market trends, growth factors, and opportunities
5.5.2. Market size and forecast, by region
5.5.3. Market analysis, by country

CHAPTER 6: GLOBAL GAMING SIMULATION MARKET, BY END USER
6.1. Overview
6.2. Residential
6.2.1. Key market trends, growth factors, and opportunities
6.2.2. Market size and forecast, by region
6.2.3. Market analysis, by country
6.3. Commercial
6.3.1. Key market trends, growth factors, and opportunities
6.3.2. Market size and forecast, by region
6.3.3. Market analysis, by country
6.3.4. Commercial gaming simulation market, by commercial type
6.3.4.1. Defense and Security
6.3.4.1.1. Market size and forecast, by region
6.3.4.1.2. Market analysis, by country
6.3.4.2. Civil Aviation
6.3.4.2.1. Market size and forecast, by region
6.3.4.2.2. Market analysis, by country
6.3.4.3. Education
6.3.4.3.1. Market size and forecast, by region
6.3.4.3.2. Market analysis, by country
6.3.4.4. Entertainment
6.3.4.4.1. Market size and forecast, by region
6.3.4.4.2. Market analysis, by country
6.3.4.5. Others
6.3.4.5.1. Market size and forecast, by region
6.3.4.5.2. Market analysis, by country

CHAPTER 7: GOBAL GAMING SIMULATION MARKET, BY REGION

CHAPTER 8: COMPETITIVE LANDSCAPE
8.1. Key players positioning analysis, 2020
8.2. Competitive dashboard
8.3. Top winning strategies

CHAPTER 9: COMPANY PROFILE
9.1.3D perception
9.1.1. Company overview
9.1.2. Key Executives
9.1.3. Company snapshot
9.1.4. Product portfolio
9.1.5. Key strategic moves and developments
9.2. CKAS Mechatronics Pty Ltd
9.2.1. Company overview
9.2.2. Key Executives
9.2.3. Company snapshot
9.2.4. Product portfolio
9.2.5. Key strategic moves and development
9.3. CXC Simulations
9.3.1. Company overview
9.3.2. Key Executives
9.3.3. Company snapshot
9.3.4. Product portfolio
9.3.5. Key strategic moves and development
9.4. D-BOX Technologies Inc.
9.4.1. Company overview
9.4.2. Key executives
9.4.3. Company snapshot
9.4.4. Product portfolio
9.4.5. R&D Expenditure
9.4.6. Business performance
9.4.7. Key strategic moves and developments
9.5. Eleetus, LLC.
9.5.1. Company overview
9.5.2. Key Executives
9.5.3. Company snapshot
9.5.4. Product portfolio
9.6. Hammacher Schlemmer & Company, Inc.
9.6.1. Company overview
9.6.2. Key Executives
9.6.3. Company snapshot
9.6.4. Product portfolio
9.7. Play Seat B.V.
9.7.1. Company overview
9.7.2. Key Executives
9.7.3. Company snapshot
9.7.4. Product portfolio
9.7.5. Key strategic moves and developments
9.8. RSEAT Ltd.
9.8.1. Company overview
9.8.2. Key Executives
9.8.3. Company snapshot
9.8.4. Product portfolio
9.9. Sony Interactive Entertainment Inc.
9.9.1. Company overview
9.9.2. Key Executives
9.9.3. Company snapshot
9.9.4. Product portfolio
9.9.5. R&D Expenditure
9.9.6. Business performance
9.9.7. Key strategic moves and developments
9.10. Vesaro
9.10.1. Company overview
9.10.2. Key executives
9.10.3. Company snapshot
9.10.4. Product portfolio

For more information about this report visit https://www.researchandmarkets.com/r/wd66ni

 

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