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Racing Games Market, Global Outlook and Forecast 2025-2032

Racing Games Market, Global Outlook and Forecast 2025-2032

  • Category:Automotive and Transportation
  • Published on : 18 August 2025
  • Pages :105
  • Formats:
  • Report Code:SMR-8057079

MARKET INSIGHTS

Global Racing Games market size was valued at USD 1.73 billion in 2024. The market is projected to grow from USD 1.92 billion in 2025 to USD 3.62 billion by 2032, exhibiting a CAGR of 11.4% during the forecast period.

Racing games are interactive entertainment software that simulates vehicle competitions across land, water, air or space environments. These games feature real-world motorsports or fictional racing scenarios with varying degrees of realism. Players engage through first-person or third-person perspectives, utilizing various control schemes to navigate courses while competing against AI or human opponents. The genre includes arcade-style experiences like Mario Kart alongside simulation titles such as Forza Motorsport, catering to both casual and hardcore gaming audiences.

The market growth is driven by expanding mobile gaming adoption, technological advancements in graphics and physics engines, and increasing esports participation. Asia-Pacific dominates the market with 49% revenue share, fueled by smartphone penetration and freemium game models. Free-to-play (F2P) titles account for over 87% of the market, while mobile platforms generate 42% of total revenues. Major industry developments include Electronic Arts' 2021 acquisition of Codemasters for USD 1.2 billion, strengthening its racing game portfolio with franchises like F1 and Dirt.

MARKET DYNAMICS

MARKET DRIVERS

Growing Popularity of Esports Racing to Accelerate Market Expansion

The rapid growth of esports has significantly contributed to the racing games market, with competitive gaming tournaments attracting millions of viewers worldwide. Racing esports has emerged as one of the fastest-growing segments, with participation increasing by over 200% since 2020. Major gaming studios are heavily investing in professional racing leagues, offering prize pools exceeding $10 million annually. This surge is creating new revenue streams through sponsorships, advertising, and in-game purchases.

Technological Advancements in Simulation Gaming to Fuel Demand

Next-generation gaming consoles and PC hardware are enabling unprecedented realism in racing simulations, driving consumer demand. Advanced physics engines, ray tracing, and VR compatibility are transforming gameplay experiences. Notably, racing simulators now incorporate real-world vehicle dynamics with up to 90% accuracy, attracting both casual gamers and professional drivers. The recent integration of AI-powered opponents and dynamic weather systems has further enhanced gameplay immersion.

For instance, the latest GT Racing 7 game leverages Sony's PlayStation 5 technology to deliver 4K resolution at 120fps with haptic feedback steering, setting new industry standards for realism.

Additionally, cloud gaming services are expanding access to high-end racing titles, with subscriptions growing at 35% annually. This eliminates hardware limitations, potentially doubling the addressable market.

Mobile Gaming Boom to Sustain Market Growth

The mobile racing games segment continues its dominance, accounting for over 42% of total market revenue. Smartphone penetration in emerging markets has reached 78%, creating vast opportunities. Free-to-play models with in-app purchases are particularly successful, generating approximately $5.8 billion annually. The casual gaming audience is expanding rapidly, with titles like Asphalt 9 regularly ranking among top downloads across app stores.

MARKET RESTRAINTS

High Development Costs and Extended Production Cycles to Limit Market Entry

Creating AAA racing titles now requires budgets exceeding $50-100 million, with development cycles spanning 3-5 years. The need for licensed vehicles, precise physics modeling, and photorealistic graphics significantly raises production costs. Smaller developers struggle to compete, leading to market consolidation where top publishers control 75% of premium content. This creates barriers for innovative startups and limits genre diversity.

Other Restraints

Hardware Dependencies
Cutting-edge racing simulators demand expensive peripherals ($300-$1000) and high-spec PCs/consoles, restricting mass adoption. Only 18% of gamers currently own compatible hardware for premium simulation experiences.

Market Saturation
The oversupply of racing titles in mobile stores creates discovery challenges, with 60% of games failing to recover development costs. Established franchises dominate visibility, making it difficult for new entrants.

MARKET CHALLENGES

Intellectual Property and Licensing Complexities to Hinder Innovation

Securing vehicle and track licenses remains a major challenge, with automakers charging up to $1 million per in-game model. Negotiations often take 12-18 months, delaying releases. Some manufacturers impose strict usage restrictions, limiting creative freedom. The recent termination of several longstanding partnerships has forced developers to rebuild entire vehicle rosters.

Other Challenges

User Retention
Mobile racing games face 80% churn rates within 30 days of installation. Maintaining engagement requires continuous content updates, costing studios $2-5 million monthly.

Platform Fragmentation
Optimizing for 30,000+ Android device configurations increases development overhead by 40%. Performance inconsistencies lead to negative reviews and refunds.

MARKET OPPORTUNITIES

Emerging Markets and Untapped Demographics to Drive Future Growth

Southeast Asia and Latin America present lucrative expansion opportunities, with gaming populations growing 25% faster than global averages. Localized content and regional esports initiatives could unlock $1.2 billion in new revenue. Female gamers now represent 38% of the racing genre audience, yet most marketing still targets male demographics. Tailored experiences could capture this underserved segment.

Blockchain Integration to Create New Monetization Models

Play-to-earn mechanics and NFT-based vehicle customization are gaining traction, with early adopters seeing 300% revenue boosts. Digital collectibles allow players to truly own in-game assets, increasing retention. Major publishers are experimenting with blockchain tournaments where winners earn cryptocurrency prizes.

Cross-platform Experiences to Expand User Bases

Unified ecosystems allowing seamless play across mobile, console, and PC could increase average playtime by 60%. Cloud saves and shared progression systems are becoming industry standards, with players demanding access to their profiles regardless of device. This trend supports the industry's shift toward games-as-service models.

Segment Analysis:

By Type

F2P Segment Dominates the Market Due to Wider Accessibility and Monetization Flexibility

The market is segmented based on type into:

  • Free-to-play (F2P)

  • Pay-to-play (P2P)

By Application

Mobile Segment Leads Due to High Smartphone Penetration and Convenience

The market is segmented based on application into:

  • Mobile

  • PC

  • Console

By Platform

Multiplayer Segment Gains Traction Due to Rising Online Gaming Communities

The market is segmented based on platform into:

  • Single-player

  • Multiplayer

By Vehicle Type

Automotive Segment Holds Majority Share

The market is segmented based on vehicle type into:

  • Automotive

    • Subtypes: Sports cars, Off-road vehicles, Motorcycles, Others

  • Watercraft

  • Aircraft

  • Spacecraft

COMPETITIVE LANDSCAPE

Key Industry Players

Strategic Partnerships and Technological Innovation Drive Market Competition

The global racing games market exhibits a semi-consolidated structure, with market dominance shared between major publishers and specialized studios. Electronic Arts Inc. leads the segment through its Need for Speed franchise and the acquisition of Codemasters (responsible for the F1 series), holding approximately 18% market share in 2024. The company’s competitive edge stems from licensed IP partnerships with automotive brands and motorsport leagues.

Microsoft (Turn 10 Studios) and Ubisoft follow closely, leveraging flagship titles like Forza Horizon and The Crew to capture 12% and 9% of the market respectively. These players differentiate themselves through cutting-edge physics engines and live-service models that enhance player retention. The shift toward cross-platform playability has further amplified their reach across PC, console, and mobile ecosystems.

Mid-tier developers such as THQ Nordic and Slightly Mad Studios carve niche segments with simulation-focused offerings like Project CARS, catering to hardcore enthusiasts. Their growth is propelled by modular DLC strategies and partnerships with hardware manufacturers for peripherals (steering wheels, VR headsets). Meanwhile, mobile-first companies like Gameloft and Fingersoft dominate the hyper-casual racing segment through freemium monetization—accounting for 42% of total downloads.

As cloud gaming infrastructure expands, competitors are investing heavily in proprietary streaming technologies. Recent developments include EA’s integration of AI-driven dynamic difficulty adjustment and Ubisoft’s NFT-based car customization trials—though the latter remains controversial among core gamers. The emergence of indie studios like Aquiris Game Studio (creator of Horizon Chase) demonstrates how retro aesthetics and shorter play sessions can thrive alongside AAA productions.

List of Key Racing Games Companies Profiled

  • Electronic Arts Inc. (U.S.)

  • Turn 10 Studios (Microsoft) (U.S.)

  • Ubisoft (France)

  • THQ Nordic (Austria)

  • Gameloft (France)

  • Criterion Games (U.K.)

  • NaturalMotion (U.K.)

  • Fingersoft (Finland)

  • Slightly Mad Studios (U.K.)

  • iRacing (U.S.)

  • Creative Mobile (Montenegro)

  • Bongfish (Austria)

  • Aquiris Game Studio (Brazil)

  • Vector Unit (U.S.)

RACING GAMES MARKET TRENDS

Growth of Mobile Gaming to Propel Racing Games Market Expansion

The global racing games market is witnessing significant growth, driven primarily by the rapid expansion of mobile gaming worldwide. Recent data indicates that mobile platforms account for over 42% of the market share, with revenues projected to grow at a CAGR of 11.4% through 2032. This surge is attributed to increasing smartphone penetration and improved mobile gaming graphics, allowing developers to create high-quality racing experiences comparable to console versions. Furthermore, the rise of free-to-play (F2P) models, which dominate 87% of the market, has lowered entry barriers for casual gamers while monetizing through in-app purchases and advertisements.

Other Trends

Advancements in Realistic Physics and AI Opponents

Modern racing games are leveraging cutting-edge physics engines and artificial intelligence to enhance realism and gameplay depth. Developers are focusing on accurate vehicle handling, dynamic weather systems, and adaptive AI that learns player behavior. This has led to increased engagement, with some AAA titles reporting player retention rates above 60% for six months post-launch. Simulation-style games are particularly benefiting from these innovations, capturing a dedicated niche market of automotive enthusiasts who value authenticity.

Esports Integration and Competitive Racing Leagues

The emergence of racing game esports is creating new revenue streams and audience engagement opportunities. Major tournaments for games like Gran Turismo and iRacing now offer prize pools exceeding $1 million annually, with viewership growing at 30% year-over-year. Automotive brands are capitalizing on this trend through sponsorships and virtual car licensing deals, blurring the lines between real-world motorsports and digital competitions. This synergy is expected to further boost market growth as younger audiences develop brand loyalty through gaming experiences.

Regional Analysis: Racing Games Market

North America
The North American racing games market is driven by high console penetration and strong demand for premium AAA titles. With major publishers like Electronic Arts (Need for Speed franchise) and Microsoft's Turn 10 Studios (Forza Motorsport) headquartered in the region, North America represents a mature yet growing market. The U.S. accounts for over 80% of regional revenue, fueled by technological advancements in VR racing simulators and cloud gaming services. Mobile racing games are gaining traction, though PC and console segments dominate due to superior graphics and immersive gameplay. The region's gaming culture, coupled with disposable income levels, sustains demand for pay-to-play (P2P) models despite the global free-to-play (F2P) trend.

Europe
Europe maintains a robust racing games ecosystem, blending traditional motorsport culture with digital innovation. Countries like Germany and the U.K. show particular strength in simulation racing, supported by partnerships between game developers (e.g., Codemasters) and real-world racing leagues. The EU's focus on digital entertainment and high smartphone adoption (over 75% penetration) bolsters mobile gaming growth. However, console gaming remains prevalent due to established franchises like Gran Turismo. Regulatory scrutiny over loot boxes and in-game purchases presents challenges, prompting developers to explore alternative monetization strategies. Europe's diverse gaming preferences create opportunities for both hyper-casual racing titles and hardcore simulations.

Asia-Pacific
As the largest racing games market globally, Asia-Pacific demonstrates unparalleled growth fueled by mobile gaming dominance. China alone contributes nearly 30% of regional revenue, with free-to-play models thriving through platforms like Tencent's QQ Speed. India's emerging gaming market shows rapid expansion, driven by affordable smartphones and localized racing content. Japan maintains its legacy in arcade racing culture while transitioning to mobile and console ecosystems. The region's preference for F2P mechanics, coupled with rising esports participation in racing tournaments, compels developers to prioritize live-service models. However, stringent game approval processes in some countries create barriers for international publishers seeking market entry.

South America
The South American racing games market exhibits steady growth despite economic constraints. Brazil leads regional adoption, with mobile gaming dominating due to lower hardware costs compared to consoles. Free-to-play titles resonate strongly across demographics, though piracy remains a persistent challenge. Internet infrastructure improvements and rising digital payment adoption are enabling premium game sales. Local developers are gaining traction by incorporating regional motorsport events and cars into gameplay. While console gaming remains niche due to import taxes, cloud gaming services show potential to bridge the accessibility gap. The market's long-term potential hinges on economic stabilization and continued mobile-first gaming trends.

Middle East & Africa
This emerging market demonstrates unique characteristics, with the UAE and Saudi Arabia driving premium gaming adoption through high disposable incomes and esports investments. Mobile dominates across the region, though console gaming grows steadily in affluent Gulf states. Infrastructure limitations in Africa restrict high-end gaming, making lightweight racing titles more accessible. Cultural affinity for luxury cars and motorsports influences game preferences, creating opportunities for localized content. While payment infrastructure remains underdeveloped in some areas, telecom partnerships for carrier billing are expanding monetization options. The region's young demographic and improving internet penetration position it for significant long-term growth in racing game adoption.

Report Scope

This market research report offers a holistic overview of global and regional markets for the forecast period 2025–2032. It presents accurate and actionable insights based on a blend of primary and secondary research.

Key Coverage Areas:

  • Market Overview

    • Global and regional market size (historical & forecast)

    • Growth trends and value/volume projections

  • Segmentation Analysis

    • By product type or category

    • By application or usage area

    • By end-user industry

    • By distribution channel (if applicable)

  • Regional Insights

    • North America, Europe, Asia-Pacific, Latin America, Middle East & Africa

    • Country-level data for key markets

  • Competitive Landscape

    • Company profiles and market share analysis

    • Key strategies: M&A, partnerships, expansions

    • Product portfolio and pricing strategies

  • Technology & Innovation

    • Emerging technologies and R&D trends

    • Automation, digitalization, sustainability initiatives

    • Impact of AI, IoT, or other disruptors (where applicable)

  • Market Dynamics

    • Key drivers supporting market growth

    • Restraints and potential risk factors

    • Supply chain trends and challenges

  • Opportunities & Recommendations

    • High-growth segments

    • Investment hotspots

    • Strategic suggestions for stakeholders

  • Stakeholder Insights

    • Target audience includes manufacturers, suppliers, distributors, investors, regulators, and policymakers

FREQUENTLY ASKED QUESTIONS:

What is the current market size of Global Racing Games Market?

-> The global racing games market was valued at USD 1,734 million in 2024 and is projected to reach USD 3,621 million by 2032.

Which key companies operate in Global Racing Games Market?

-> Key players include Turn 10 Studios (Microsoft), Codemasters, Electronic Arts Inc., Ubisoft, THQ Nordic, and Gameloft, among others.

What are the key growth drivers?

-> Key growth drivers include rising mobile gaming adoption, esports popularity, technological advancements in game development, and increasing demand for immersive racing experiences.

Which region dominates the market?

-> Asia-Pacific is the largest market with 49% share, followed by North America and Europe.

What are the emerging trends?

-> Emerging trends include cloud gaming integration, VR/AR racing experiences, blockchain-based in-game assets, and hyper-realistic graphics powered by Unreal Engine 5.

TABLE OF CONTENTS

1 Introduction to Research & Analysis Reports
1.1 Racing Games Market Definition
1.2 Market Segments
1.2.1 Segment by Type
1.2.2 Segment by Application
1.3 Global Racing Games Market Overview
1.4 Features & Benefits of This Report
1.5 Methodology & Sources of Information
1.5.1 Research Methodology
1.5.2 Research Process
1.5.3 Base Year
1.5.4 Report Assumptions & Caveats
2 Global Racing Games Overall Market Size
2.1 Global Racing Games Market Size: 2024 VS 2032
2.2 Global Racing Games Market Size, Prospects & Forecasts: 2020-2032
2.3 Key Market Trends, Opportunity, Drivers and Restraints
2.3.1 Market Opportunities & Trends
2.3.2 Market Drivers
2.3.3 Market Restraints
3 Company Landscape
3.1 Top Racing Games Players in Global Market
3.2 Top Global Racing Games Companies Ranked by Revenue
3.3 Global Racing Games Revenue by Companies
3.4 Top 3 and Top 5 Racing Games Companies in Global Market, by Revenue in 2024
3.5 Global Companies Racing Games Product Type
3.6 Tier 1, Tier 2, and Tier 3 Racing Games Players in Global Market
3.6.1 List of Global Tier 1 Racing Games Companies
3.6.2 List of Global Tier 2 and Tier 3 Racing Games Companies
4 Sights by Product
4.1 Overview
4.1.1 Segmentation by Type - Global Racing Games Market Size Markets, 2024 & 2032
4.1.2 F2P
4.1.3 P2P
4.2 Segmentation by Type - Global Racing Games Revenue & Forecasts
4.2.1 Segmentation by Type - Global Racing Games Revenue, 2020-2025
4.2.2 Segmentation by Type - Global Racing Games Revenue, 2026-2032
4.2.3 Segmentation by Type - Global Racing Games Revenue Market Share, 2020-2032
5 Sights by Application
5.1 Overview
5.1.1 Segmentation by Application - Global Racing Games Market Size, 2024 & 2032
5.1.2 Mobile
5.1.3 PC
5.1.4 Console
5.2 Segmentation by Application - Global Racing Games Revenue & Forecasts
5.2.1 Segmentation by Application - Global Racing Games Revenue, 2020-2025
5.2.2 Segmentation by Application - Global Racing Games Revenue, 2026-2032
5.2.3 Segmentation by Application - Global Racing Games Revenue Market Share, 2020-2032
6 Sights by Region
6.1 By Region - Global Racing Games Market Size, 2024 & 2032
6.2 By Region - Global Racing Games Revenue & Forecasts
6.2.1 By Region - Global Racing Games Revenue, 2020-2025
6.2.2 By Region - Global Racing Games Revenue, 2026-2032
6.2.3 By Region - Global Racing Games Revenue Market Share, 2020-2032
6.3 North America
6.3.1 By Country - North America Racing Games Revenue, 2020-2032
6.3.2 United States Racing Games Market Size, 2020-2032
6.3.3 Canada Racing Games Market Size, 2020-2032
6.3.4 Mexico Racing Games Market Size, 2020-2032
6.4 Europe
6.4.1 By Country - Europe Racing Games Revenue, 2020-2032
6.4.2 Germany Racing Games Market Size, 2020-2032
6.4.3 France Racing Games Market Size, 2020-2032
6.4.4 U.K. Racing Games Market Size, 2020-2032
6.4.5 Italy Racing Games Market Size, 2020-2032
6.4.6 Russia Racing Games Market Size, 2020-2032
6.4.7 Nordic Countries Racing Games Market Size, 2020-2032
6.4.8 Benelux Racing Games Market Size, 2020-2032
6.5 Asia
6.5.1 By Region - Asia Racing Games Revenue, 2020-2032
6.5.2 China Racing Games Market Size, 2020-2032
6.5.3 Japan Racing Games Market Size, 2020-2032
6.5.4 South Korea Racing Games Market Size, 2020-2032
6.5.5 Southeast Asia Racing Games Market Size, 2020-2032
6.5.6 India Racing Games Market Size, 2020-2032
6.6 South America
6.6.1 By Country - South America Racing Games Revenue, 2020-2032
6.6.2 Brazil Racing Games Market Size, 2020-2032
6.6.3 Argentina Racing Games Market Size, 2020-2032
6.7 Middle East & Africa
6.7.1 By Country - Middle East & Africa Racing Games Revenue, 2020-2032
6.7.2 Turkey Racing Games Market Size, 2020-2032
6.7.3 Israel Racing Games Market Size, 2020-2032
6.7.4 Saudi Arabia Racing Games Market Size, 2020-2032
6.7.5 UAE Racing Games Market Size, 2020-2032
7 Companies Profiles
7.1 Turn 10 Studios (Microsoft)
7.1.1 Turn 10 Studios (Microsoft) Corporate Summary
7.1.2 Turn 10 Studios (Microsoft) Business Overview
7.1.3 Turn 10 Studios (Microsoft) Racing Games Major Product Offerings
7.1.4 Turn 10 Studios (Microsoft) Racing Games Revenue in Global Market (2020-2025)
7.1.5 Turn 10 Studios (Microsoft) Key News & Latest Developments
7.2 Codemasters
7.2.1 Codemasters Corporate Summary
7.2.2 Codemasters Business Overview
7.2.3 Codemasters Racing Games Major Product Offerings
7.2.4 Codemasters Racing Games Revenue in Global Market (2020-2025)
7.2.5 Codemasters Key News & Latest Developments
7.3 Electronic Arts Inc.
7.3.1 Electronic Arts Inc. Corporate Summary
7.3.2 Electronic Arts Inc. Business Overview
7.3.3 Electronic Arts Inc. Racing Games Major Product Offerings
7.3.4 Electronic Arts Inc. Racing Games Revenue in Global Market (2020-2025)
7.3.5 Electronic Arts Inc. Key News & Latest Developments
7.4 Ubisoft
7.4.1 Ubisoft Corporate Summary
7.4.2 Ubisoft Business Overview
7.4.3 Ubisoft Racing Games Major Product Offerings
7.4.4 Ubisoft Racing Games Revenue in Global Market (2020-2025)
7.4.5 Ubisoft Key News & Latest Developments
7.5 THQ Nordic
7.5.1 THQ Nordic Corporate Summary
7.5.2 THQ Nordic Business Overview
7.5.3 THQ Nordic Racing Games Major Product Offerings
7.5.4 THQ Nordic Racing Games Revenue in Global Market (2020-2025)
7.5.5 THQ Nordic Key News & Latest Developments
7.6 Gameloft
7.6.1 Gameloft Corporate Summary
7.6.2 Gameloft Business Overview
7.6.3 Gameloft Racing Games Major Product Offerings
7.6.4 Gameloft Racing Games Revenue in Global Market (2020-2025)
7.6.5 Gameloft Key News & Latest Developments
7.7 Criterion
7.7.1 Criterion Corporate Summary
7.7.2 Criterion Business Overview
7.7.3 Criterion Racing Games Major Product Offerings
7.7.4 Criterion Racing Games Revenue in Global Market (2020-2025)
7.7.5 Criterion Key News & Latest Developments
7.8 NaturalMotion
7.8.1 NaturalMotion Corporate Summary
7.8.2 NaturalMotion Business Overview
7.8.3 NaturalMotion Racing Games Major Product Offerings
7.8.4 NaturalMotion Racing Games Revenue in Global Market (2020-2025)
7.8.5 NaturalMotion Key News & Latest Developments
7.9 Fingersoft
7.9.1 Fingersoft Corporate Summary
7.9.2 Fingersoft Business Overview
7.9.3 Fingersoft Racing Games Major Product Offerings
7.9.4 Fingersoft Racing Games Revenue in Global Market (2020-2025)
7.9.5 Fingersoft Key News & Latest Developments
7.10 Slightly Mad Studios
7.10.1 Slightly Mad Studios Corporate Summary
7.10.2 Slightly Mad Studios Business Overview
7.10.3 Slightly Mad Studios Racing Games Major Product Offerings
7.10.4 Slightly Mad Studios Racing Games Revenue in Global Market (2020-2025)
7.10.5 Slightly Mad Studios Key News & Latest Developments
7.11 iRacing
7.11.1 iRacing Corporate Summary
7.11.2 iRacing Business Overview
7.11.3 iRacing Racing Games Major Product Offerings
7.11.4 iRacing Racing Games Revenue in Global Market (2020-2025)
7.11.5 iRacing Key News & Latest Developments
7.12 Creative Mobile
7.12.1 Creative Mobile Corporate Summary
7.12.2 Creative Mobile Business Overview
7.12.3 Creative Mobile Racing Games Major Product Offerings
7.12.4 Creative Mobile Racing Games Revenue in Global Market (2020-2025)
7.12.5 Creative Mobile Key News & Latest Developments
7.13 Bongfish
7.13.1 Bongfish Corporate Summary
7.13.2 Bongfish Business Overview
7.13.3 Bongfish Racing Games Major Product Offerings
7.13.4 Bongfish Racing Games Revenue in Global Market (2020-2025)
7.13.5 Bongfish Key News & Latest Developments
7.14 Aquiris Game Studio
7.14.1 Aquiris Game Studio Corporate Summary
7.14.2 Aquiris Game Studio Business Overview
7.14.3 Aquiris Game Studio Racing Games Major Product Offerings
7.14.4 Aquiris Game Studio Racing Games Revenue in Global Market (2020-2025)
7.14.5 Aquiris Game Studio Key News & Latest Developments
7.15 Vector Unit
7.15.1 Vector Unit Corporate Summary
7.15.2 Vector Unit Business Overview
7.15.3 Vector Unit Racing Games Major Product Offerings
7.15.4 Vector Unit Racing Games Revenue in Global Market (2020-2025)
7.15.5 Vector Unit Key News & Latest Developments
8 Conclusion
9 Appendix
9.1 Note
9.2 Examples of Clients
9.3 Disclaimer

LIST OF TABLES & FIGURES

List of Tables
Table 1. Racing Games Market Opportunities & Trends in Global Market
Table 2. Racing Games Market Drivers in Global Market
Table 3. Racing Games Market Restraints in Global Market
Table 4. Key Players of Racing Games in Global Market
Table 5. Top Racing Games Players in Global Market, Ranking by Revenue (2024)
Table 6. Global Racing Games Revenue by Companies, (US$, Mn), 2020-2025
Table 7. Global Racing Games Revenue Share by Companies, 2020-2025
Table 8. Global Companies Racing Games Product Type
Table 9. List of Global Tier 1 Racing Games Companies, Revenue (US$, Mn) in 2024 and Market Share
Table 10. List of Global Tier 2 and Tier 3 Racing Games Companies, Revenue (US$, Mn) in 2024 and Market Share
Table 11. Segmentation by Type � Global Racing Games Revenue, (US$, Mn), 2024 & 2032
Table 12. Segmentation by Type - Global Racing Games Revenue (US$, Mn), 2020-2025
Table 13. Segmentation by Type - Global Racing Games Revenue (US$, Mn), 2026-2032
Table 14. Segmentation by Application� Global Racing Games Revenue, (US$, Mn), 2024 & 2032
Table 15. Segmentation by Application - Global Racing Games Revenue, (US$, Mn), 2020-2025
Table 16. Segmentation by Application - Global Racing Games Revenue, (US$, Mn), 2026-2032
Table 17. By Region� Global Racing Games Revenue, (US$, Mn), 2024 & 2032
Table 18. By Region - Global Racing Games Revenue, (US$, Mn), 2020-2025
Table 19. By Region - Global Racing Games Revenue, (US$, Mn), 2026-2032
Table 20. By Country - North America Racing Games Revenue, (US$, Mn), 2020-2025
Table 21. By Country - North America Racing Games Revenue, (US$, Mn), 2026-2032
Table 22. By Country - Europe Racing Games Revenue, (US$, Mn), 2020-2025
Table 23. By Country - Europe Racing Games Revenue, (US$, Mn), 2026-2032
Table 24. By Region - Asia Racing Games Revenue, (US$, Mn), 2020-2025
Table 25. By Region - Asia Racing Games Revenue, (US$, Mn), 2026-2032
Table 26. By Country - South America Racing Games Revenue, (US$, Mn), 2020-2025
Table 27. By Country - South America Racing Games Revenue, (US$, Mn), 2026-2032
Table 28. By Country - Middle East & Africa Racing Games Revenue, (US$, Mn), 2020-2025
Table 29. By Country - Middle East & Africa Racing Games Revenue, (US$, Mn), 2026-2032
Table 30. Turn 10 Studios (Microsoft) Corporate Summary
Table 31. Turn 10 Studios (Microsoft) Racing Games Product Offerings
Table 32. Turn 10 Studios (Microsoft) Racing Games Revenue (US$, Mn) & (2020-2025)
Table 33. Turn 10 Studios (Microsoft) Key News & Latest Developments
Table 34. Codemasters Corporate Summary
Table 35. Codemasters Racing Games Product Offerings
Table 36. Codemasters Racing Games Revenue (US$, Mn) & (2020-2025)
Table 37. Codemasters Key News & Latest Developments
Table 38. Electronic Arts Inc. Corporate Summary
Table 39. Electronic Arts Inc. Racing Games Product Offerings
Table 40. Electronic Arts Inc. Racing Games Revenue (US$, Mn) & (2020-2025)
Table 41. Electronic Arts Inc. Key News & Latest Developments
Table 42. Ubisoft Corporate Summary
Table 43. Ubisoft Racing Games Product Offerings
Table 44. Ubisoft Racing Games Revenue (US$, Mn) & (2020-2025)
Table 45. Ubisoft Key News & Latest Developments
Table 46. THQ Nordic Corporate Summary
Table 47. THQ Nordic Racing Games Product Offerings
Table 48. THQ Nordic Racing Games Revenue (US$, Mn) & (2020-2025)
Table 49. THQ Nordic Key News & Latest Developments
Table 50. Gameloft Corporate Summary
Table 51. Gameloft Racing Games Product Offerings
Table 52. Gameloft Racing Games Revenue (US$, Mn) & (2020-2025)
Table 53. Gameloft Key News & Latest Developments
Table 54. Criterion Corporate Summary
Table 55. Criterion Racing Games Product Offerings
Table 56. Criterion Racing Games Revenue (US$, Mn) & (2020-2025)
Table 57. Criterion Key News & Latest Developments
Table 58. NaturalMotion Corporate Summary
Table 59. NaturalMotion Racing Games Product Offerings
Table 60. NaturalMotion Racing Games Revenue (US$, Mn) & (2020-2025)
Table 61. NaturalMotion Key News & Latest Developments
Table 62. Fingersoft Corporate Summary
Table 63. Fingersoft Racing Games Product Offerings
Table 64. Fingersoft Racing Games Revenue (US$, Mn) & (2020-2025)
Table 65. Fingersoft Key News & Latest Developments
Table 66. Slightly Mad Studios Corporate Summary
Table 67. Slightly Mad Studios Racing Games Product Offerings
Table 68. Slightly Mad Studios Racing Games Revenue (US$, Mn) & (2020-2025)
Table 69. Slightly Mad Studios Key News & Latest Developments
Table 70. iRacing Corporate Summary
Table 71. iRacing Racing Games Product Offerings
Table 72. iRacing Racing Games Revenue (US$, Mn) & (2020-2025)
Table 73. iRacing Key News & Latest Developments
Table 74. Creative Mobile Corporate Summary
Table 75. Creative Mobile Racing Games Product Offerings
Table 76. Creative Mobile Racing Games Revenue (US$, Mn) & (2020-2025)
Table 77. Creative Mobile Key News & Latest Developments
Table 78. Bongfish Corporate Summary
Table 79. Bongfish Racing Games Product Offerings
Table 80. Bongfish Racing Games Revenue (US$, Mn) & (2020-2025)
Table 81. Bongfish Key News & Latest Developments
Table 82. Aquiris Game Studio Corporate Summary
Table 83. Aquiris Game Studio Racing Games Product Offerings
Table 84. Aquiris Game Studio Racing Games Revenue (US$, Mn) & (2020-2025)
Table 85. Aquiris Game Studio Key News & Latest Developments
Table 86. Vector Unit Corporate Summary
Table 87. Vector Unit Racing Games Product Offerings
Table 88. Vector Unit Racing Games Revenue (US$, Mn) & (2020-2025)
Table 89. Vector Unit Key News & Latest Developments


List of Figures
Figure 1. Racing Games Product Picture
Figure 2. Racing Games Segment by Type in 2024
Figure 3. Racing Games Segment by Application in 2024
Figure 4. Global Racing Games Market Overview: 2024
Figure 5. Key Caveats
Figure 6. Global Racing Games Market Size: 2024 VS 2032 (US$, Mn)
Figure 7. Global Racing Games Revenue: 2020-2032 (US$, Mn)
Figure 8. The Top 3 and 5 Players Market Share by Racing Games Revenue in 2024
Figure 9. Segmentation by Type � Global Racing Games Revenue, (US$, Mn), 2024 & 2032
Figure 10. Segmentation by Type - Global Racing Games Revenue Market Share, 2020-2032
Figure 11. Segmentation by Application � Global Racing Games Revenue, (US$, Mn), 2024 & 2032
Figure 12. Segmentation by Application - Global Racing Games Revenue Market Share, 2020-2032
Figure 13. By Region - Global Racing Games Revenue Market Share, 2020-2032
Figure 14. By Country - North America Racing Games Revenue Market Share, 2020-2032
Figure 15. United States Racing Games Revenue, (US$, Mn), 2020-2032
Figure 16. Canada Racing Games Revenue, (US$, Mn), 2020-2032
Figure 17. Mexico Racing Games Revenue, (US$, Mn), 2020-2032
Figure 18. By Country - Europe Racing Games Revenue Market Share, 2020-2032
Figure 19. Germany Racing Games Revenue, (US$, Mn), 2020-2032
Figure 20. France Racing Games Revenue, (US$, Mn), 2020-2032
Figure 21. U.K. Racing Games Revenue, (US$, Mn), 2020-2032
Figure 22. Italy Racing Games Revenue, (US$, Mn), 2020-2032
Figure 23. Russia Racing Games Revenue, (US$, Mn), 2020-2032
Figure 24. Nordic Countries Racing Games Revenue, (US$, Mn), 2020-2032
Figure 25. Benelux Racing Games Revenue, (US$, Mn), 2020-2032
Figure 26. By Region - Asia Racing Games Revenue Market Share, 2020-2032
Figure 27. China Racing Games Revenue, (US$, Mn), 2020-2032
Figure 28. Japan Racing Games Revenue, (US$, Mn), 2020-2032
Figure 29. South Korea Racing Games Revenue, (US$, Mn), 2020-2032
Figure 30. Southeast Asia Racing Games Revenue, (US$, Mn), 2020-2032
Figure 31. India Racing Games Revenue, (US$, Mn), 2020-2032
Figure 32. By Country - South America Racing Games Revenue Market Share, 2020-2032
Figure 33. Brazil Racing Games Revenue, (US$, Mn), 2020-2032
Figure 34. Argentina Racing Games Revenue, (US$, Mn), 2020-2032
Figure 35. By Country - Middle East & Africa Racing Games Revenue Market Share, 2020-2032
Figure 36. Turkey Racing Games Revenue, (US$, Mn), 2020-2032
Figure 37. Israel Racing Games Revenue, (US$, Mn), 2020-2032
Figure 38. Saudi Arabia Racing Games Revenue, (US$, Mn), 2020-2032
Figure 39. UAE Racing Games Revenue, (US$, Mn), 2020-2032
Figure 40. Turn 10 Studios (Microsoft) Racing Games Revenue Year Over Year Growth (US$, Mn) & (2020-2025)
Figure 41. Codemasters Racing Games Revenue Year Over Year Growth (US$, Mn) & (2020-2025)
Figure 42. Electronic Arts Inc. Racing Games Revenue Year Over Year Growth (US$, Mn) & (2020-2025)
Figure 43. Ubisoft Racing Games Revenue Year Over Year Growth (US$, Mn) & (2020-2025)
Figure 44. THQ Nordic Racing Games Revenue Year Over Year Growth (US$, Mn) & (2020-2025)
Figure 45. Gameloft Racing Games Revenue Year Over Year Growth (US$, Mn) & (2020-2025)
Figure 46. Criterion Racing Games Revenue Year Over Year Growth (US$, Mn) & (2020-2025)
Figure 47. NaturalMotion Racing Games Revenue Year Over Year Growth (US$, Mn) & (2020-2025)
Figure 48. Fingersoft Racing Games Revenue Year Over Year Growth (US$, Mn) & (2020-2025)
Figure 49. Slightly Mad Studios Racing Games Revenue Year Over Year Growth (US$, Mn) & (2020-2025)
Figure 50. iRacing Racing Games Revenue Year Over Year Growth (US$, Mn) & (2020-2025)
Figure 51. Creative Mobile Racing Games Revenue Year Over Year Growth (US$, Mn) & (2020-2025)
Figure 52. Bongfish Racing Games Revenue Year Over Year Growth (US$, Mn) & (2020-2025)
Figure 53. Aquiris Game Studio Racing Games Revenue Year Over Year Growth (US$, Mn) & (2020-2025)
Figure 54. Vector Unit Racing Games Revenue Year Over Year Growth (US$, Mn) & (2020-2025)

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