Report Content
Chapter 1 Methodology & Scope
1.1 Market scope & definition
1.2 Base estimates & calculations
1.3 Forecast calculation
1.4 Data sources
1.4.1 Primary
1.4.2 Secondary
1.4.2.1 Paid sources
1.4.2.2 Public sources
Chapter 2 Executive Summary
2.1 Industry 3600 synopsis, 2018 - 2032
Chapter 3 Industry Insights
3.1 Industry ecosystem analysis
3.2 Supplier landscape
3.2.1 Manufacturers
3.2.2 Software suppliers
3.2.3 VR technology providers
3.2.4 Simulation rig provider
3.2.5 End users
3.3 Profit margin analysis
3.4 Technology & innovation landscape
3.5 Patent analysis
3.6 Key news & initiatives
3.7 Regulatory landscape
3.8 Impact forces
3.8.1 Growth drivers
3.8.1.1 Rising popularity of esports
3.8.1.2 Increasing accessibility of affordable simulator kits
3.8.1.3 Partnerships with racing organizations enhancing market visibility
3.8.1.4 Professional-grade simulators utilized for driver training
3.8.2 Industry pitfalls & challenges
3.8.2.1 High cost limiting accessibility for some enthusiasts
3.8.2.2 Compatibility issues with gaming platforms hindering adoption
3.9 Growth potential analysis
3.10 Porter’s analysis
3.10.1 Supplier Power Source
3.10.2 Buyer Power Source
3.10.3 Threat of new entrants
3.10.4 Threat of substitutes
3.10.5 Industry rivalry
3.11 PESTEL analysis
Chapter 4 Competitive Landscape, 2023
4.1 Introduction
4.2 Company market share analysis
4.3 Competitive positioning matrix
4.4 Strategic outlook matrix
Chapter 5 Market Estimates & Forecast, By Component, 2018-2032 ($Bn)
5.1 Key trends
5.2 Hardware
5.2.1 Cockpit
5.2.2 Steering wheel
5.2.3 Display screens
5.2.4 Motion systems
5.2.5 Pedal systems
5.2.6 Seats
5.2.7 Others
5.3 Software
Chapter 6 Market Estimates & Forecast, By Level, 2018-2032 ($Bn)
6.1 Key trends
6.2 Entry-level simulators
6.3 Mid-level simulators
6.4 High-end simulators
Chapter 7 Market Estimates & Forecast, By Sales Channel, 2018-2032 ($Bn)
7.1 Key trends
7.2 Online
7.3 Offline
Chapter 8 Market Estimates & Forecast, By End Users, 2018-2032 ($Bn)
8.1 Key trends
8.2 Individuals
8.2.1 Entry-level simulators
8.2.2 Mid-level simulators
8.2.3 High-end simulators
8.3 Training institutes
8.3.1 Entry-level simulators
8.3.2 Mid-level simulators
8.3.3 High-end simulators
8.4 Commercial entertainment
8.4.1 Entry-level simulators
8.4.2 Mid-level simulators
8.4.3 High-end simulators
8.5 Automotive manufacturers
8.5.1 Entry-level simulators
8.5.2 Mid-level simulators
8.5.3 High-end simulators
8.6 Professional racers
8.6.1 Entry-level simulators
8.6.2 Mid-level simulators
8.6.3 High-end simulators
Chapter 9 Market Estimates & Forecast, By Region, 2018 - 2032 ($Bn)
9.1 Key trends
9.2 North America
9.2.1 U.S.
9.2.2 Canada
9.3 Europe
9.3.1 UK
9.3.2 Germany
9.3.3 France
9.3.4 Italy
9.3.5 Russia
9.3.6 Spain
9.3.7 Rest of Europe
9.4 Asia Pacific
9.4.1 China
9.4.2 Japan
9.4.3 India
9.4.4 South Korea
9.4.5 Australia
9.4.6 Southeast Asia
9.4.7 Rest of Asia Pacific
9.5 Latin America
9.5.1 Brazil
9.5.2 Mexico
9.5.3 Argentina
9.5.4 Rest of Latin America
9.6 MEA
9.6.1 UAE
9.6.2 South Africa
9.6.3 Saudi Arabia
9.6.4 Rest of MEA
Chapter 10 Company Profiles
10.1 Aiologs
10.2 AK Informatica S.r.l.
10.3 CXC Simulations LLC
10.4 Endor AG
10.5 GTR Simulator
10.6 Guillemot Corporation Limited
10.7 Logitech G
10.8 Motion Simulators B.V.
10.9 Next Level Racing Pty Ltd
10.10 Playseat Europe B.V.
10.11 Precision Sim Engineering Ltd
10.12 RSeat Europe s.r.o.
10.13 SimCraft LLC
10.14 SimLab
10.15 SimXperience LLC
10.16 SimXperience LLC
10.17 Sparco S.p.A.
10.18 Trak Racer Pty Ltd
10.19 Vesaro Limited
10.20 Virtual Racing School