Global VR Racing Gaming Supply, Demand and Key Producers, 2024-2030

Global VR Racing Gaming Supply, Demand and Key Producers, 2024-2030

Page: 97

Published Date: 09 Feb 2024

Category: Service & Software

PDF Download

Get FREE Sample

Customize Request

  • sp_icon1 sp_icon1_b Description
  • sp_icon2 sp_icon2_b Table of Contents
  • sp_icon3 sp_icon3_b Table of Figures
  • sp_icon4 sp_icon4_b Research Methodology
  • sp_icon1 sp_icon1_b Companies Mentioned
  • sp_icon1 sp_icon1_b Related Reports
  • sp_icon1 sp_icon1_b Product Tags
btl

Description

The global VR Racing Gaming market size is expected to reach $ million by 2030, rising at a market growth of % CAGR during the forecast period (2024-2030).

This report studies the global VR Racing Gaming demand, key companies, and key regions.

This report is a detailed and comprehensive analysis of the world market for VR Racing Gaming, and provides market size (US$ million) and Year-over-Year (YoY) growth, considering 2023 as the base year. This report explores demand trends and competition, as well as details the characteristics of VR Racing Gaming that contribute to its increasing demand across many markets.

Highlights and key features of the study
Global VR Racing Gaming total market, 2019-2030, (USD Million)
Global VR Racing Gaming total market by region & country, CAGR, 2019-2030, (USD Million)
U.S. VS China: VR Racing Gaming total market, key domestic companies and share, (USD Million)
Global VR Racing Gaming revenue by player and market share 2019-2024, (USD Million)
Global VR Racing Gaming total market by Type, CAGR, 2019-2030, (USD Million)
Global VR Racing Gaming total market by Application, CAGR, 2019-2030, (USD Million).

This reports profiles major players in the global VR Racing Gaming 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 Oculus, Codemasters, Kunos Simulazioni, iRacing, XOCUS, Luden, InCell and Reiza Studios, etc.

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

Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the World VR Racing Gaming market.

Detailed Segmentation:
Each section contains quantitative market data including market by value (US$ Millions), by player, by regions, by Type, and by Application. Data is given for the years 2019-2030 by year with 2023 as the base year, 2024 as the estimate year, and 2025-2030 as the forecast year.

Global VR Racing Gaming Market, By Region:
United States
China
Europe
Japan
South Korea
ASEAN
India
Rest of World

Global VR Racing Gaming Market, Segmentation by Type
Free to Play
Pay to Play

Global VR Racing Gaming Market, Segmentation by Application
Mobile
PC
Others

Companies Profiled:
Oculus
Codemasters
Kunos Simulazioni
iRacing
XOCUS
Luden
InCell
Reiza Studios

Key Questions Answered
1. How big is the global VR Racing Gaming market?
2. What is the demand of the global VR Racing Gaming market?
3. What is the year over year growth of the global VR Racing Gaming market?
4. What is the total value of the global VR Racing Gaming market?
5. Who are the major players in the global VR Racing Gaming market?
btl

Table of Contents

1 Supply Summary
1.1 VR Racing Gaming Introduction
1.2 World VR Racing Gaming Market Size & Forecast (2019 & 2023 & 2030)
1.3 World VR Racing Gaming Total Market by Region (by Headquarter Location)
1.3.1 World VR Racing Gaming Market Size by Region (2019-2030), (by Headquarter Location)
1.3.2 United States VR Racing Gaming Market Size (2019-2030)
1.3.3 China VR Racing Gaming Market Size (2019-2030)
1.3.4 Europe VR Racing Gaming Market Size (2019-2030)
1.3.5 Japan VR Racing Gaming Market Size (2019-2030)
1.3.6 South Korea VR Racing Gaming Market Size (2019-2030)
1.3.7 ASEAN VR Racing Gaming Market Size (2019-2030)
1.3.8 India VR Racing Gaming Market Size (2019-2030)
1.4 Market Drivers, Restraints and Trends
1.4.1 VR Racing Gaming Market Drivers
1.4.2 Factors Affecting Demand
1.4.3 VR Racing Gaming Major Market Trends

2 Demand Summary
2.1 World VR Racing Gaming Consumption Value (2019-2030)
2.2 World VR Racing Gaming Consumption Value by Region
2.2.1 World VR Racing Gaming Consumption Value by Region (2019-2024)
2.2.2 World VR Racing Gaming Consumption Value Forecast by Region (2025-2030)
2.3 United States VR Racing Gaming Consumption Value (2019-2030)
2.4 China VR Racing Gaming Consumption Value (2019-2030)
2.5 Europe VR Racing Gaming Consumption Value (2019-2030)
2.6 Japan VR Racing Gaming Consumption Value (2019-2030)
2.7 South Korea VR Racing Gaming Consumption Value (2019-2030)
2.8 ASEAN VR Racing Gaming Consumption Value (2019-2030)
2.9 India VR Racing Gaming Consumption Value (2019-2030)

3 World VR Racing Gaming Companies Competitive Analysis
3.1 World VR Racing Gaming Revenue by Player (2019-2024)
3.2 Industry Rank and Concentration Rate (CR)
3.2.1 Global VR Racing Gaming Industry Rank of Major Players
3.2.2 Global Concentration Ratios (CR4) for VR Racing Gaming in 2023
3.2.3 Global Concentration Ratios (CR8) for VR Racing Gaming in 2023
3.3 VR Racing Gaming Company Evaluation Quadrant
3.4 VR Racing Gaming Market: Overall Company Footprint Analysis
3.4.1 VR Racing Gaming Market: Region Footprint
3.4.2 VR Racing Gaming Market: Company Product Type Footprint
3.4.3 VR Racing Gaming Market: Company Product Application Footprint
3.5 Competitive Environment
3.5.1 Historical Structure of the Industry
3.5.2 Barriers of Market Entry
3.5.3 Factors of Competition
3.6 Mergers, Acquisitions Activity

4 United States VS China VS Rest of the World (by Headquarter Location)
4.1 United States VS China: VR Racing Gaming Revenue Comparison (by Headquarter Location)
4.1.1 United States VS China: VR Racing Gaming Market Size Comparison (2019 & 2023 & 2030) (by Headquarter Location)
4.1.2 United States VS China: VR Racing Gaming Revenue Market Share Comparison (2019 & 2023 & 2030)
4.2 United States Based Companies VS China Based Companies: VR Racing Gaming Consumption Value Comparison
4.2.1 United States VS China: VR Racing Gaming Consumption Value Comparison (2019 & 2023 & 2030)
4.2.2 United States VS China: VR Racing Gaming Consumption Value Market Share Comparison (2019 & 2023 & 2030)
4.3 United States Based VR Racing Gaming Companies and Market Share, 2019-2024
4.3.1 United States Based VR Racing Gaming Companies, Headquarters (States, Country)
4.3.2 United States Based Companies VR Racing Gaming Revenue, (2019-2024)
4.4 China Based Companies VR Racing Gaming Revenue and Market Share, 2019-2024
4.4.1 China Based VR Racing Gaming Companies, Company Headquarters (Province, Country)
4.4.2 China Based Companies VR Racing Gaming Revenue, (2019-2024)
4.5 Rest of World Based VR Racing Gaming Companies and Market Share, 2019-2024
4.5.1 Rest of World Based VR Racing Gaming Companies, Headquarters (States, Country)
4.5.2 Rest of World Based Companies VR Racing Gaming Revenue, (2019-2024)

5 Market Analysis by Type
5.1 World VR Racing Gaming Market Size Overview by Type: 2019 VS 2023 VS 2030
5.2 Segment Introduction by Type
5.2.1 Free to Play
5.2.2 Pay to Play
5.3 Market Segment by Type
5.3.1 World VR Racing Gaming Market Size by Type (2019-2024)
5.3.2 World VR Racing Gaming Market Size by Type (2025-2030)
5.3.3 World VR Racing Gaming Market Size Market Share by Type (2019-2030)

6 Market Analysis by Application
6.1 World VR Racing Gaming Market Size Overview by Application: 2019 VS 2023 VS 2030
6.2 Segment Introduction by Application
6.2.1 Mobile
6.2.2 PC
6.2.3 Others
6.3 Market Segment by Application
6.3.1 World VR Racing Gaming Market Size by Application (2019-2024)
6.3.2 World VR Racing Gaming Market Size by Application (2025-2030)
6.3.3 World VR Racing Gaming Market Size by Application (2019-2030)

7 Company Profiles
7.1 Oculus
7.1.1 Oculus Details
7.1.2 Oculus Major Business
7.1.3 Oculus VR Racing Gaming Product and Services
7.1.4 Oculus VR Racing Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.1.5 Oculus Recent Developments/Updates
7.1.6 Oculus Competitive Strengths & Weaknesses
7.2 Codemasters
7.2.1 Codemasters Details
7.2.2 Codemasters Major Business
7.2.3 Codemasters VR Racing Gaming Product and Services
7.2.4 Codemasters VR Racing Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.2.5 Codemasters Recent Developments/Updates
7.2.6 Codemasters Competitive Strengths & Weaknesses
7.3 Kunos Simulazioni
7.3.1 Kunos Simulazioni Details
7.3.2 Kunos Simulazioni Major Business
7.3.3 Kunos Simulazioni VR Racing Gaming Product and Services
7.3.4 Kunos Simulazioni VR Racing Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.3.5 Kunos Simulazioni Recent Developments/Updates
7.3.6 Kunos Simulazioni Competitive Strengths & Weaknesses
7.4 iRacing
7.4.1 iRacing Details
7.4.2 iRacing Major Business
7.4.3 iRacing VR Racing Gaming Product and Services
7.4.4 iRacing VR Racing Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.4.5 iRacing Recent Developments/Updates
7.4.6 iRacing Competitive Strengths & Weaknesses
7.5 XOCUS
7.5.1 XOCUS Details
7.5.2 XOCUS Major Business
7.5.3 XOCUS VR Racing Gaming Product and Services
7.5.4 XOCUS VR Racing Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.5.5 XOCUS Recent Developments/Updates
7.5.6 XOCUS Competitive Strengths & Weaknesses
7.6 Luden
7.6.1 Luden Details
7.6.2 Luden Major Business
7.6.3 Luden VR Racing Gaming Product and Services
7.6.4 Luden VR Racing Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.6.5 Luden Recent Developments/Updates
7.6.6 Luden Competitive Strengths & Weaknesses
7.7 InCell
7.7.1 InCell Details
7.7.2 InCell Major Business
7.7.3 InCell VR Racing Gaming Product and Services
7.7.4 InCell VR Racing Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.7.5 InCell Recent Developments/Updates
7.7.6 InCell Competitive Strengths & Weaknesses
7.8 Reiza Studios
7.8.1 Reiza Studios Details
7.8.2 Reiza Studios Major Business
7.8.3 Reiza Studios VR Racing Gaming Product and Services
7.8.4 Reiza Studios VR Racing Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.8.5 Reiza Studios Recent Developments/Updates
7.8.6 Reiza Studios Competitive Strengths & Weaknesses

8 Industry Chain Analysis
8.1 VR Racing Gaming Industry Chain
8.2 VR Racing Gaming Upstream Analysis
8.3 VR Racing Gaming Midstream Analysis
8.4 VR Racing Gaming Downstream Analysis

9 Research Findings and Conclusion

10 Appendix
10.1 Methodology
10.2 Research Process and Data Source
10.3 Disclaimer
btl

Table of Figures

List of Tables
Table 1. World VR Racing Gaming Revenue by Region (2019, 2023 and 2030) & (USD Million), (by Headquarter Location)
Table 2. World VR Racing Gaming Revenue by Region (2019-2024) & (USD Million), (by Headquarter Location)
Table 3. World VR Racing Gaming Revenue by Region (2025-2030) & (USD Million), (by Headquarter Location)
Table 4. World VR Racing Gaming Revenue Market Share by Region (2019-2024), (by Headquarter Location)
Table 5. World VR Racing Gaming Revenue Market Share by Region (2025-2030), (by Headquarter Location)
Table 6. Major Market Trends
Table 7. World VR Racing Gaming Consumption Value Growth Rate Forecast by Region (2019 & 2023 & 2030) & (USD Million)
Table 8. World VR Racing Gaming Consumption Value by Region (2019-2024) & (USD Million)
Table 9. World VR Racing Gaming Consumption Value Forecast by Region (2025-2030) & (USD Million)
Table 10. World VR Racing Gaming Revenue by Player (2019-2024) & (USD Million)
Table 11. Revenue Market Share of Key VR Racing Gaming Players in 2023
Table 12. World VR Racing Gaming Industry Rank of Major Player, Based on Revenue in 2023
Table 13. Global VR Racing Gaming Company Evaluation Quadrant
Table 14. Head Office of Key VR Racing Gaming Player
Table 15. VR Racing Gaming Market: Company Product Type Footprint
Table 16. VR Racing Gaming Market: Company Product Application Footprint
Table 17. VR Racing Gaming Mergers & Acquisitions Activity
Table 18. United States VS China VR Racing Gaming Market Size Comparison, (2019 & 2023 & 2030) & (USD Million)
Table 19. United States VS China VR Racing Gaming Consumption Value Comparison, (2019 & 2023 & 2030) & (USD Million)
Table 20. United States Based VR Racing Gaming Companies, Headquarters (States, Country)
Table 21. United States Based Companies VR Racing Gaming Revenue, (2019-2024) & (USD Million)
Table 22. United States Based Companies VR Racing Gaming Revenue Market Share (2019-2024)
Table 23. China Based VR Racing Gaming Companies, Headquarters (Province, Country)
Table 24. China Based Companies VR Racing Gaming Revenue, (2019-2024) & (USD Million)
Table 25. China Based Companies VR Racing Gaming Revenue Market Share (2019-2024)
Table 26. Rest of World Based VR Racing Gaming Companies, Headquarters (States, Country)
Table 27. Rest of World Based Companies VR Racing Gaming Revenue, (2019-2024) & (USD Million)
Table 28. Rest of World Based Companies VR Racing Gaming Revenue Market Share (2019-2024)
Table 29. World VR Racing Gaming Market Size by Type, (USD Million), 2019 & 2023 & 2030
Table 30. World VR Racing Gaming Market Size by Type (2019-2024) & (USD Million)
Table 31. World VR Racing Gaming Market Size by Type (2025-2030) & (USD Million)
Table 32. World VR Racing Gaming Market Size by Application, (USD Million), 2019 & 2023 & 2030
Table 33. World VR Racing Gaming Market Size by Application (2019-2024) & (USD Million)
Table 34. World VR Racing Gaming Market Size by Application (2025-2030) & (USD Million)
Table 35. Oculus Basic Information, Area Served and Competitors
Table 36. Oculus Major Business
Table 37. Oculus VR Racing Gaming Product and Services
Table 38. Oculus VR Racing Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 39. Oculus Recent Developments/Updates
Table 40. Oculus Competitive Strengths & Weaknesses
Table 41. Codemasters Basic Information, Area Served and Competitors
Table 42. Codemasters Major Business
Table 43. Codemasters VR Racing Gaming Product and Services
Table 44. Codemasters VR Racing Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 45. Codemasters Recent Developments/Updates
Table 46. Codemasters Competitive Strengths & Weaknesses
Table 47. Kunos Simulazioni Basic Information, Area Served and Competitors
Table 48. Kunos Simulazioni Major Business
Table 49. Kunos Simulazioni VR Racing Gaming Product and Services
Table 50. Kunos Simulazioni VR Racing Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 51. Kunos Simulazioni Recent Developments/Updates
Table 52. Kunos Simulazioni Competitive Strengths & Weaknesses
Table 53. iRacing Basic Information, Area Served and Competitors
Table 54. iRacing Major Business
Table 55. iRacing VR Racing Gaming Product and Services
Table 56. iRacing VR Racing Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 57. iRacing Recent Developments/Updates
Table 58. iRacing Competitive Strengths & Weaknesses
Table 59. XOCUS Basic Information, Area Served and Competitors
Table 60. XOCUS Major Business
Table 61. XOCUS VR Racing Gaming Product and Services
Table 62. XOCUS VR Racing Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 63. XOCUS Recent Developments/Updates
Table 64. XOCUS Competitive Strengths & Weaknesses
Table 65. Luden Basic Information, Area Served and Competitors
Table 66. Luden Major Business
Table 67. Luden VR Racing Gaming Product and Services
Table 68. Luden VR Racing Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 69. Luden Recent Developments/Updates
Table 70. Luden Competitive Strengths & Weaknesses
Table 71. InCell Basic Information, Area Served and Competitors
Table 72. InCell Major Business
Table 73. InCell VR Racing Gaming Product and Services
Table 74. InCell VR Racing Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 75. InCell Recent Developments/Updates
Table 76. Reiza Studios Basic Information, Area Served and Competitors
Table 77. Reiza Studios Major Business
Table 78. Reiza Studios VR Racing Gaming Product and Services
Table 79. Reiza Studios VR Racing Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 80. Global Key Players of VR Racing Gaming Upstream (Raw Materials)
Table 81. VR Racing Gaming Typical Customers
List of Figure
Figure 1. VR Racing Gaming Picture
Figure 2. World VR Racing Gaming Total Market Size: 2019 & 2023 & 2030, (USD Million)
Figure 3. World VR Racing Gaming Total Market Size (2019-2030) & (USD Million)
Figure 4. World VR Racing Gaming Revenue Market Share by Region (2019, 2023 and 2030) & (USD Million) , (by Headquarter Location)
Figure 5. World VR Racing Gaming Revenue Market Share by Region (2019-2030), (by Headquarter Location)
Figure 6. United States Based Company VR Racing Gaming Revenue (2019-2030) & (USD Million)
Figure 7. China Based Company VR Racing Gaming Revenue (2019-2030) & (USD Million)
Figure 8. Europe Based Company VR Racing Gaming Revenue (2019-2030) & (USD Million)
Figure 9. Japan Based Company VR Racing Gaming Revenue (2019-2030) & (USD Million)
Figure 10. South Korea Based Company VR Racing Gaming Revenue (2019-2030) & (USD Million)
Figure 11. ASEAN Based Company VR Racing Gaming Revenue (2019-2030) & (USD Million)
Figure 12. India Based Company VR Racing Gaming Revenue (2019-2030) & (USD Million)
Figure 13. VR Racing Gaming Market Drivers
Figure 14. Factors Affecting Demand
Figure 15. World VR Racing Gaming Consumption Value (2019-2030) & (USD Million)
Figure 16. World VR Racing Gaming Consumption Value Market Share by Region (2019-2030)
Figure 17. United States VR Racing Gaming Consumption Value (2019-2030) & (USD Million)
Figure 18. China VR Racing Gaming Consumption Value (2019-2030) & (USD Million)
Figure 19. Europe VR Racing Gaming Consumption Value (2019-2030) & (USD Million)
Figure 20. Japan VR Racing Gaming Consumption Value (2019-2030) & (USD Million)
Figure 21. South Korea VR Racing Gaming Consumption Value (2019-2030) & (USD Million)
Figure 22. ASEAN VR Racing Gaming Consumption Value (2019-2030) & (USD Million)
Figure 23. India VR Racing Gaming Consumption Value (2019-2030) & (USD Million)
Figure 24. Producer Shipments of VR Racing Gaming by Player Revenue ($MM) and Market Share (%): 2023
Figure 25. Global Four-firm Concentration Ratios (CR4) for VR Racing Gaming Markets in 2023
Figure 26. Global Four-firm Concentration Ratios (CR8) for VR Racing Gaming Markets in 2023
Figure 27. United States VS China: VR Racing Gaming Revenue Market Share Comparison (2019 & 2023 & 2030)
Figure 28. United States VS China: VR Racing Gaming Consumption Value Market Share Comparison (2019 & 2023 & 2030)
Figure 29. World VR Racing Gaming Market Size by Type, (USD Million), 2019 & 2023 & 2030
Figure 30. World VR Racing Gaming Market Size Market Share by Type in 2023
Figure 31. Free to Play
Figure 32. Pay to Play
Figure 33. World VR Racing Gaming Market Size Market Share by Type (2019-2030)
Figure 34. World VR Racing Gaming Market Size by Application, (USD Million), 2019 & 2023 & 2030
Figure 35. World VR Racing Gaming Market Size Market Share by Application in 2023
Figure 36. Mobile
Figure 37. PC
Figure 38. Others
Figure 39. VR Racing Gaming Industrial Chain
Figure 40. Methodology
Figure 41. Research Process and Data Source
btl

Research Methodology

Client Requirements

yuan2

Review and analyze client requirements

yuan2

Discussion of all the project requirements and queries

Flexibility Check

yuan2

Project Feasibility Analysis

yuan2

Finalizing tentative research programme

yuan2

Structuring project proposal with scope, timeline, and costs

Analyzing Market Dynamics

yuan2

Determination of key drivers, restraints, challenge, and opportunity

yuan2

Identifies market needs and trends

Market Size Estimation & Forecast

yuan2

Estimation of historical data based on secondary and primary data

yuan2

Anticipating market recast by assigning weightage to market forces (drivers, restraints, opportunities)

yuan2

Freezing historical and forecast market size estimations based on evolution, trends, outlook, and strategies

yuan2

Consideration of geography, region-specific product/service demand for region segments

yuan2

Consideration of product utilization rates, product demand outlook for segments by application or end-user.

tuBiao1

Data Source

yuan2

Secondary Source
Data collections from annual reports, presentations,associations, journals, analyst reports, paid database, press releases, blogs, newsletters,and GIR repositories.

yuan2

Primary Source
Research discussion with manufacturers, distributors, suppliers, end user, industry experts to verify insights.

Validation and
triangulation of
secondary and primary source.

yuan2

Collection of data

yuan2

Cumulating and collating the essential qualitative and quantitative data

yuan2

Generation of report in client requested format by research analysts

yuan2

Reviews by expert analysts

yuan2

Final quality check

yuan2

Clarifying queries

yuan2

Receiving feedback

yuan2

Ensuring satisfaction

  • yuan01
    liuCheng01

    01 Identification of data

    This step involves identification of several primary and secondary data research sources, including Global Info Research's internal data sources. The primary sources consist of in-depth discussions and interviews with policy makers, industry experts, and data evaluators, whereas secondary sources include a thorough study of market journals, press releases, annual reports, and government and non-government agencies websites.

  • yuan01
    liuCheng01

    02 Evaluation of Market Dynamic

    This phase includes a detailed evaluation of several factors that are likely to affect the market dynamics. It involves a comprehensive assessment of major market pain points, drivers, and trends. It also comprises a detailed study of research plans and methodology.

  • yuan01
    liuCheng01

    03 Collection of Data

    This process consists of gathering data, accessing proprietary databases, and reaching out to key industry participants that operate in the market across the value chain. It also involves studying several patterns in the historical data and comparing it with the current scenario.

  • yuan01
    liuCheng01

    04 Collaboration of Data

    This stage involves the validation of data and arrival at actual statistics, and evolution of the market over the years. It entails the study and analyzes various segments and verticals of the market. An impact analysis is also performed to observe which factors will affect the market in the next few years.

  • yuan01
    liuCheng01

    05 Verification and Analysis

    This is the final stage, which involves both quantity and quality checks. Although the process of data verification is an integral part of the research process, all data points and statistics and figures are re-checked to uphold their authenticity and validity.

btl

Companies Mentioned

Oculus
Codemasters
Kunos Simulazioni
iRacing
XOCUS
Luden
InCell
Reiza Studios
btl

Related Reports

shop_t

Purchase Options

jiaGou

Add To Cart

jiaGou

Buy Now

masterCard
visa
jcb
americanExpress
shop_b
Global VR Racing Gaming Supply, Demand and Key Producers, 2024-2030

Global VR Racing Gaming Supply, Demand and Key Producers, 2024-2030

Page: 97

Published Date: 09 Feb 2024

Category: Service & Software

PDF Download

Get FREE Sample

Customize Request

Description

arrow-d3
btl

Description

The global VR Racing Gaming market size is expected to reach $ million by 2030, rising at a market growth of % CAGR during the forecast period (2024-2030).

This report studies the global VR Racing Gaming demand, key companies, and key regions.

This report is a detailed and comprehensive analysis of the world market for VR Racing Gaming, and provides market size (US$ million) and Year-over-Year (YoY) growth, considering 2023 as the base year. This report explores demand trends and competition, as well as details the characteristics of VR Racing Gaming that contribute to its increasing demand across many markets.

Highlights and key features of the study
Global VR Racing Gaming total market, 2019-2030, (USD Million)
Global VR Racing Gaming total market by region & country, CAGR, 2019-2030, (USD Million)
U.S. VS China: VR Racing Gaming total market, key domestic companies and share, (USD Million)
Global VR Racing Gaming revenue by player and market share 2019-2024, (USD Million)
Global VR Racing Gaming total market by Type, CAGR, 2019-2030, (USD Million)
Global VR Racing Gaming total market by Application, CAGR, 2019-2030, (USD Million).

This reports profiles major players in the global VR Racing Gaming 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 Oculus, Codemasters, Kunos Simulazioni, iRacing, XOCUS, Luden, InCell and Reiza Studios, etc.

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

Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the World VR Racing Gaming market.

Detailed Segmentation:
Each section contains quantitative market data including market by value (US$ Millions), by player, by regions, by Type, and by Application. Data is given for the years 2019-2030 by year with 2023 as the base year, 2024 as the estimate year, and 2025-2030 as the forecast year.

Global VR Racing Gaming Market, By Region:
United States
China
Europe
Japan
South Korea
ASEAN
India
Rest of World

Global VR Racing Gaming Market, Segmentation by Type
Free to Play
Pay to Play

Global VR Racing Gaming Market, Segmentation by Application
Mobile
PC
Others

Companies Profiled:
Oculus
Codemasters
Kunos Simulazioni
iRacing
XOCUS
Luden
InCell
Reiza Studios

Key Questions Answered
1. How big is the global VR Racing Gaming market?
2. What is the demand of the global VR Racing Gaming market?
3. What is the year over year growth of the global VR Racing Gaming market?
4. What is the total value of the global VR Racing Gaming market?
5. Who are the major players in the global VR Racing Gaming market?
btl

Table of Contents

1 Supply Summary
1.1 VR Racing Gaming Introduction
1.2 World VR Racing Gaming Market Size & Forecast (2019 & 2023 & 2030)
1.3 World VR Racing Gaming Total Market by Region (by Headquarter Location)
1.3.1 World VR Racing Gaming Market Size by Region (2019-2030), (by Headquarter Location)
1.3.2 United States VR Racing Gaming Market Size (2019-2030)
1.3.3 China VR Racing Gaming Market Size (2019-2030)
1.3.4 Europe VR Racing Gaming Market Size (2019-2030)
1.3.5 Japan VR Racing Gaming Market Size (2019-2030)
1.3.6 South Korea VR Racing Gaming Market Size (2019-2030)
1.3.7 ASEAN VR Racing Gaming Market Size (2019-2030)
1.3.8 India VR Racing Gaming Market Size (2019-2030)
1.4 Market Drivers, Restraints and Trends
1.4.1 VR Racing Gaming Market Drivers
1.4.2 Factors Affecting Demand
1.4.3 VR Racing Gaming Major Market Trends

2 Demand Summary
2.1 World VR Racing Gaming Consumption Value (2019-2030)
2.2 World VR Racing Gaming Consumption Value by Region
2.2.1 World VR Racing Gaming Consumption Value by Region (2019-2024)
2.2.2 World VR Racing Gaming Consumption Value Forecast by Region (2025-2030)
2.3 United States VR Racing Gaming Consumption Value (2019-2030)
2.4 China VR Racing Gaming Consumption Value (2019-2030)
2.5 Europe VR Racing Gaming Consumption Value (2019-2030)
2.6 Japan VR Racing Gaming Consumption Value (2019-2030)
2.7 South Korea VR Racing Gaming Consumption Value (2019-2030)
2.8 ASEAN VR Racing Gaming Consumption Value (2019-2030)
2.9 India VR Racing Gaming Consumption Value (2019-2030)

3 World VR Racing Gaming Companies Competitive Analysis
3.1 World VR Racing Gaming Revenue by Player (2019-2024)
3.2 Industry Rank and Concentration Rate (CR)
3.2.1 Global VR Racing Gaming Industry Rank of Major Players
3.2.2 Global Concentration Ratios (CR4) for VR Racing Gaming in 2023
3.2.3 Global Concentration Ratios (CR8) for VR Racing Gaming in 2023
3.3 VR Racing Gaming Company Evaluation Quadrant
3.4 VR Racing Gaming Market: Overall Company Footprint Analysis
3.4.1 VR Racing Gaming Market: Region Footprint
3.4.2 VR Racing Gaming Market: Company Product Type Footprint
3.4.3 VR Racing Gaming Market: Company Product Application Footprint
3.5 Competitive Environment
3.5.1 Historical Structure of the Industry
3.5.2 Barriers of Market Entry
3.5.3 Factors of Competition
3.6 Mergers, Acquisitions Activity

4 United States VS China VS Rest of the World (by Headquarter Location)
4.1 United States VS China: VR Racing Gaming Revenue Comparison (by Headquarter Location)
4.1.1 United States VS China: VR Racing Gaming Market Size Comparison (2019 & 2023 & 2030) (by Headquarter Location)
4.1.2 United States VS China: VR Racing Gaming Revenue Market Share Comparison (2019 & 2023 & 2030)
4.2 United States Based Companies VS China Based Companies: VR Racing Gaming Consumption Value Comparison
4.2.1 United States VS China: VR Racing Gaming Consumption Value Comparison (2019 & 2023 & 2030)
4.2.2 United States VS China: VR Racing Gaming Consumption Value Market Share Comparison (2019 & 2023 & 2030)
4.3 United States Based VR Racing Gaming Companies and Market Share, 2019-2024
4.3.1 United States Based VR Racing Gaming Companies, Headquarters (States, Country)
4.3.2 United States Based Companies VR Racing Gaming Revenue, (2019-2024)
4.4 China Based Companies VR Racing Gaming Revenue and Market Share, 2019-2024
4.4.1 China Based VR Racing Gaming Companies, Company Headquarters (Province, Country)
4.4.2 China Based Companies VR Racing Gaming Revenue, (2019-2024)
4.5 Rest of World Based VR Racing Gaming Companies and Market Share, 2019-2024
4.5.1 Rest of World Based VR Racing Gaming Companies, Headquarters (States, Country)
4.5.2 Rest of World Based Companies VR Racing Gaming Revenue, (2019-2024)

5 Market Analysis by Type
5.1 World VR Racing Gaming Market Size Overview by Type: 2019 VS 2023 VS 2030
5.2 Segment Introduction by Type
5.2.1 Free to Play
5.2.2 Pay to Play
5.3 Market Segment by Type
5.3.1 World VR Racing Gaming Market Size by Type (2019-2024)
5.3.2 World VR Racing Gaming Market Size by Type (2025-2030)
5.3.3 World VR Racing Gaming Market Size Market Share by Type (2019-2030)

6 Market Analysis by Application
6.1 World VR Racing Gaming Market Size Overview by Application: 2019 VS 2023 VS 2030
6.2 Segment Introduction by Application
6.2.1 Mobile
6.2.2 PC
6.2.3 Others
6.3 Market Segment by Application
6.3.1 World VR Racing Gaming Market Size by Application (2019-2024)
6.3.2 World VR Racing Gaming Market Size by Application (2025-2030)
6.3.3 World VR Racing Gaming Market Size by Application (2019-2030)

7 Company Profiles
7.1 Oculus
7.1.1 Oculus Details
7.1.2 Oculus Major Business
7.1.3 Oculus VR Racing Gaming Product and Services
7.1.4 Oculus VR Racing Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.1.5 Oculus Recent Developments/Updates
7.1.6 Oculus Competitive Strengths & Weaknesses
7.2 Codemasters
7.2.1 Codemasters Details
7.2.2 Codemasters Major Business
7.2.3 Codemasters VR Racing Gaming Product and Services
7.2.4 Codemasters VR Racing Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.2.5 Codemasters Recent Developments/Updates
7.2.6 Codemasters Competitive Strengths & Weaknesses
7.3 Kunos Simulazioni
7.3.1 Kunos Simulazioni Details
7.3.2 Kunos Simulazioni Major Business
7.3.3 Kunos Simulazioni VR Racing Gaming Product and Services
7.3.4 Kunos Simulazioni VR Racing Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.3.5 Kunos Simulazioni Recent Developments/Updates
7.3.6 Kunos Simulazioni Competitive Strengths & Weaknesses
7.4 iRacing
7.4.1 iRacing Details
7.4.2 iRacing Major Business
7.4.3 iRacing VR Racing Gaming Product and Services
7.4.4 iRacing VR Racing Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.4.5 iRacing Recent Developments/Updates
7.4.6 iRacing Competitive Strengths & Weaknesses
7.5 XOCUS
7.5.1 XOCUS Details
7.5.2 XOCUS Major Business
7.5.3 XOCUS VR Racing Gaming Product and Services
7.5.4 XOCUS VR Racing Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.5.5 XOCUS Recent Developments/Updates
7.5.6 XOCUS Competitive Strengths & Weaknesses
7.6 Luden
7.6.1 Luden Details
7.6.2 Luden Major Business
7.6.3 Luden VR Racing Gaming Product and Services
7.6.4 Luden VR Racing Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.6.5 Luden Recent Developments/Updates
7.6.6 Luden Competitive Strengths & Weaknesses
7.7 InCell
7.7.1 InCell Details
7.7.2 InCell Major Business
7.7.3 InCell VR Racing Gaming Product and Services
7.7.4 InCell VR Racing Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.7.5 InCell Recent Developments/Updates
7.7.6 InCell Competitive Strengths & Weaknesses
7.8 Reiza Studios
7.8.1 Reiza Studios Details
7.8.2 Reiza Studios Major Business
7.8.3 Reiza Studios VR Racing Gaming Product and Services
7.8.4 Reiza Studios VR Racing Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.8.5 Reiza Studios Recent Developments/Updates
7.8.6 Reiza Studios Competitive Strengths & Weaknesses

8 Industry Chain Analysis
8.1 VR Racing Gaming Industry Chain
8.2 VR Racing Gaming Upstream Analysis
8.3 VR Racing Gaming Midstream Analysis
8.4 VR Racing Gaming Downstream Analysis

9 Research Findings and Conclusion

10 Appendix
10.1 Methodology
10.2 Research Process and Data Source
10.3 Disclaimer
btl

Table of Figures

List of Tables
Table 1. World VR Racing Gaming Revenue by Region (2019, 2023 and 2030) & (USD Million), (by Headquarter Location)
Table 2. World VR Racing Gaming Revenue by Region (2019-2024) & (USD Million), (by Headquarter Location)
Table 3. World VR Racing Gaming Revenue by Region (2025-2030) & (USD Million), (by Headquarter Location)
Table 4. World VR Racing Gaming Revenue Market Share by Region (2019-2024), (by Headquarter Location)
Table 5. World VR Racing Gaming Revenue Market Share by Region (2025-2030), (by Headquarter Location)
Table 6. Major Market Trends
Table 7. World VR Racing Gaming Consumption Value Growth Rate Forecast by Region (2019 & 2023 & 2030) & (USD Million)
Table 8. World VR Racing Gaming Consumption Value by Region (2019-2024) & (USD Million)
Table 9. World VR Racing Gaming Consumption Value Forecast by Region (2025-2030) & (USD Million)
Table 10. World VR Racing Gaming Revenue by Player (2019-2024) & (USD Million)
Table 11. Revenue Market Share of Key VR Racing Gaming Players in 2023
Table 12. World VR Racing Gaming Industry Rank of Major Player, Based on Revenue in 2023
Table 13. Global VR Racing Gaming Company Evaluation Quadrant
Table 14. Head Office of Key VR Racing Gaming Player
Table 15. VR Racing Gaming Market: Company Product Type Footprint
Table 16. VR Racing Gaming Market: Company Product Application Footprint
Table 17. VR Racing Gaming Mergers & Acquisitions Activity
Table 18. United States VS China VR Racing Gaming Market Size Comparison, (2019 & 2023 & 2030) & (USD Million)
Table 19. United States VS China VR Racing Gaming Consumption Value Comparison, (2019 & 2023 & 2030) & (USD Million)
Table 20. United States Based VR Racing Gaming Companies, Headquarters (States, Country)
Table 21. United States Based Companies VR Racing Gaming Revenue, (2019-2024) & (USD Million)
Table 22. United States Based Companies VR Racing Gaming Revenue Market Share (2019-2024)
Table 23. China Based VR Racing Gaming Companies, Headquarters (Province, Country)
Table 24. China Based Companies VR Racing Gaming Revenue, (2019-2024) & (USD Million)
Table 25. China Based Companies VR Racing Gaming Revenue Market Share (2019-2024)
Table 26. Rest of World Based VR Racing Gaming Companies, Headquarters (States, Country)
Table 27. Rest of World Based Companies VR Racing Gaming Revenue, (2019-2024) & (USD Million)
Table 28. Rest of World Based Companies VR Racing Gaming Revenue Market Share (2019-2024)
Table 29. World VR Racing Gaming Market Size by Type, (USD Million), 2019 & 2023 & 2030
Table 30. World VR Racing Gaming Market Size by Type (2019-2024) & (USD Million)
Table 31. World VR Racing Gaming Market Size by Type (2025-2030) & (USD Million)
Table 32. World VR Racing Gaming Market Size by Application, (USD Million), 2019 & 2023 & 2030
Table 33. World VR Racing Gaming Market Size by Application (2019-2024) & (USD Million)
Table 34. World VR Racing Gaming Market Size by Application (2025-2030) & (USD Million)
Table 35. Oculus Basic Information, Area Served and Competitors
Table 36. Oculus Major Business
Table 37. Oculus VR Racing Gaming Product and Services
Table 38. Oculus VR Racing Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 39. Oculus Recent Developments/Updates
Table 40. Oculus Competitive Strengths & Weaknesses
Table 41. Codemasters Basic Information, Area Served and Competitors
Table 42. Codemasters Major Business
Table 43. Codemasters VR Racing Gaming Product and Services
Table 44. Codemasters VR Racing Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 45. Codemasters Recent Developments/Updates
Table 46. Codemasters Competitive Strengths & Weaknesses
Table 47. Kunos Simulazioni Basic Information, Area Served and Competitors
Table 48. Kunos Simulazioni Major Business
Table 49. Kunos Simulazioni VR Racing Gaming Product and Services
Table 50. Kunos Simulazioni VR Racing Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 51. Kunos Simulazioni Recent Developments/Updates
Table 52. Kunos Simulazioni Competitive Strengths & Weaknesses
Table 53. iRacing Basic Information, Area Served and Competitors
Table 54. iRacing Major Business
Table 55. iRacing VR Racing Gaming Product and Services
Table 56. iRacing VR Racing Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 57. iRacing Recent Developments/Updates
Table 58. iRacing Competitive Strengths & Weaknesses
Table 59. XOCUS Basic Information, Area Served and Competitors
Table 60. XOCUS Major Business
Table 61. XOCUS VR Racing Gaming Product and Services
Table 62. XOCUS VR Racing Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 63. XOCUS Recent Developments/Updates
Table 64. XOCUS Competitive Strengths & Weaknesses
Table 65. Luden Basic Information, Area Served and Competitors
Table 66. Luden Major Business
Table 67. Luden VR Racing Gaming Product and Services
Table 68. Luden VR Racing Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 69. Luden Recent Developments/Updates
Table 70. Luden Competitive Strengths & Weaknesses
Table 71. InCell Basic Information, Area Served and Competitors
Table 72. InCell Major Business
Table 73. InCell VR Racing Gaming Product and Services
Table 74. InCell VR Racing Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 75. InCell Recent Developments/Updates
Table 76. Reiza Studios Basic Information, Area Served and Competitors
Table 77. Reiza Studios Major Business
Table 78. Reiza Studios VR Racing Gaming Product and Services
Table 79. Reiza Studios VR Racing Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 80. Global Key Players of VR Racing Gaming Upstream (Raw Materials)
Table 81. VR Racing Gaming Typical Customers
List of Figure
Figure 1. VR Racing Gaming Picture
Figure 2. World VR Racing Gaming Total Market Size: 2019 & 2023 & 2030, (USD Million)
Figure 3. World VR Racing Gaming Total Market Size (2019-2030) & (USD Million)
Figure 4. World VR Racing Gaming Revenue Market Share by Region (2019, 2023 and 2030) & (USD Million) , (by Headquarter Location)
Figure 5. World VR Racing Gaming Revenue Market Share by Region (2019-2030), (by Headquarter Location)
Figure 6. United States Based Company VR Racing Gaming Revenue (2019-2030) & (USD Million)
Figure 7. China Based Company VR Racing Gaming Revenue (2019-2030) & (USD Million)
Figure 8. Europe Based Company VR Racing Gaming Revenue (2019-2030) & (USD Million)
Figure 9. Japan Based Company VR Racing Gaming Revenue (2019-2030) & (USD Million)
Figure 10. South Korea Based Company VR Racing Gaming Revenue (2019-2030) & (USD Million)
Figure 11. ASEAN Based Company VR Racing Gaming Revenue (2019-2030) & (USD Million)
Figure 12. India Based Company VR Racing Gaming Revenue (2019-2030) & (USD Million)
Figure 13. VR Racing Gaming Market Drivers
Figure 14. Factors Affecting Demand
Figure 15. World VR Racing Gaming Consumption Value (2019-2030) & (USD Million)
Figure 16. World VR Racing Gaming Consumption Value Market Share by Region (2019-2030)
Figure 17. United States VR Racing Gaming Consumption Value (2019-2030) & (USD Million)
Figure 18. China VR Racing Gaming Consumption Value (2019-2030) & (USD Million)
Figure 19. Europe VR Racing Gaming Consumption Value (2019-2030) & (USD Million)
Figure 20. Japan VR Racing Gaming Consumption Value (2019-2030) & (USD Million)
Figure 21. South Korea VR Racing Gaming Consumption Value (2019-2030) & (USD Million)
Figure 22. ASEAN VR Racing Gaming Consumption Value (2019-2030) & (USD Million)
Figure 23. India VR Racing Gaming Consumption Value (2019-2030) & (USD Million)
Figure 24. Producer Shipments of VR Racing Gaming by Player Revenue ($MM) and Market Share (%): 2023
Figure 25. Global Four-firm Concentration Ratios (CR4) for VR Racing Gaming Markets in 2023
Figure 26. Global Four-firm Concentration Ratios (CR8) for VR Racing Gaming Markets in 2023
Figure 27. United States VS China: VR Racing Gaming Revenue Market Share Comparison (2019 & 2023 & 2030)
Figure 28. United States VS China: VR Racing Gaming Consumption Value Market Share Comparison (2019 & 2023 & 2030)
Figure 29. World VR Racing Gaming Market Size by Type, (USD Million), 2019 & 2023 & 2030
Figure 30. World VR Racing Gaming Market Size Market Share by Type in 2023
Figure 31. Free to Play
Figure 32. Pay to Play
Figure 33. World VR Racing Gaming Market Size Market Share by Type (2019-2030)
Figure 34. World VR Racing Gaming Market Size by Application, (USD Million), 2019 & 2023 & 2030
Figure 35. World VR Racing Gaming Market Size Market Share by Application in 2023
Figure 36. Mobile
Figure 37. PC
Figure 38. Others
Figure 39. VR Racing Gaming Industrial Chain
Figure 40. Methodology
Figure 41. Research Process and Data Source
btl

Research Methodology

Client Requirements

yuan2

Review and analyze client requirements

yuan2

Discussion of all the project requirements and queries

Flexibility Check

yuan2

Project Feasibility Analysis

yuan2

Finalizing tentative research programme

yuan2

Structuring project proposal with scope, timeline, and costs

Analyzing Market Dynamics

yuan2

Determination of key drivers, restraints, challenge, and opportunity

yuan2

Identifies market needs and trends

Market Size Estimation & Forecast

yuan2

Estimation of historical data based on secondary and primary data

yuan2

Anticipating market recast by assigning weightage to market forces (drivers, restraints, opportunities)

yuan2

Freezing historical and forecast market size estimations based on evolution, trends, outlook, and strategies

yuan2

Consideration of geography, region-specific product/service demand for region segments

yuan2

Consideration of product utilization rates, product demand outlook for segments by application or end-user.

tuBiao1

Data Source

yuan2

Secondary Source
Data collections from annual reports, presentations,associations, journals, analyst reports, paid database, press releases, blogs, newsletters,and GIR repositories.

yuan2

Discussion of all the project requirements and queries

Validation and triangulation of secondary and primary source.

yuan2

Collection of data

yuan2

Cumulating and collating the essential qualitative and quantitative data

yuan2

Generation of report in client requested format by research analysts

yuan2

Reviews by expert analysts

yuan2

Final quality check

yuan2

Clarifying queries

yuan2

Receiving feedback

yuan2

Ensuring satisfaction

  • yuan01
    liuCheng01

    01 Identification of data

    This step involves identification of several primary and secondary data research sources, including Global Info Research's internal data sources. The primary sources consist of in-depth discussions and interviews with policy makers, industry experts, and data evaluators, whereas secondary sources include a thorough study of market journals, press releases, annual reports, and government and non-government agencies websites.

  • yuan01
    liuCheng01

    02 Evaluation of Market Dynamic

    This phase includes a detailed evaluation of several factors that are likely to affect the market dynamics. It involves a comprehensive assessment of major market pain points, drivers, and trends. It also comprises a detailed study of research plans and methodology.

  • yuan01
    liuCheng01

    03 Collection of Data

    This process consists of gathering data, accessing proprietary databases, and reaching out to key industry participants that operate in the market across the value chain. It also involves studying several patterns in the historical data and comparing it with the current scenario.

  • yuan01
    liuCheng01

    04 Collaboration of Data

    This stage involves the validation of data and arrival at actual statistics, and evolution of the market over the years. It entails the study and analyzes various segments and verticals of the market. An impact analysis is also performed to observe which factors will affect the market in the next few years.

  • yuan01
    liuCheng01

    05 Verification and Analysis

    This is the final stage, which involves both quantity and quality checks. Although the process of data verification is an integral part of the research process, all data points and statistics and figures are re-checked to uphold their authenticity and validity.

btl

Companies Mentioned

Oculus
Codemasters
Kunos Simulazioni
iRacing
XOCUS
Luden
InCell
Reiza Studios
btl

Related Reports

jiaGou

Add To Cart

gouMai

Buy Now