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Global Virtual Racing Games Market Outlook, In‑Depth Analysis & Forecast to 2031
Published Date: November 2025
|
Report Code: QYRE-Auto-38X16569
Home | Market Reports | Games| Computer & Video Games| Driving & Racing Games
Global Virtual Racing Games Market Research Report 2024
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Global Virtual Racing Games Market Outlook, In‑Depth Analysis & Forecast to 2031

Code: QYRE-Auto-38X16569
Report
November 2025
Pages:156
QYResearch
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DESCRIPTION
TABLE OF CONTENT
TABLES & FIGURES

Virtual Racing Games Market Size

The global Virtual Racing Games market is projected to grow from US$ 1734 million in 2024 to US$ 3456 million by 2031, at a CAGR of 10.5% (2025-2031), driven by critical product segments and diverse end‑use applications.

Virtual Racing Games Market

Virtual Racing Games Market

From a downstream perspective, PC accounted for % of 2024 revenue, surging to US$ million by 2031 (CAGR: % from 2025–2031).
Virtual Racing Games leading manufacturers including Turn 10 Studios (Microsoft), Codemasters, Electronic Arts Inc., Ubisoft, THQ Nordic, Gameloft, Milestone, Criterion, NaturalMotion, Slightly Mad Studios, etc., dominate supply; the top five capture approximately % of global revenue, with Turn 10 Studios (Microsoft) leading 2024 sales at US$ million.
Regional Outlook:
North America rose from US$ million in 2024 to a forecast US$ million by 2031 (CAGR %).
Asia‑Pacific will expand from US$ million to US$ million (CAGR  %), led by China (US$ million in 2024, % share rising to % by 2031), Japan (CAGR %), South Korea (CAGR %), and Southeast Asia (CAGR %).
Europe is set to grow from US$ million to US$ million (CAGR %), with Germany projected to hit US$ million by 2031 (CAGR %).

Report Includes:

This definitive report equips CEOs, marketing directors, and investors with a 360° view of the global Virtual Racing Games market across value chain. It analyzes historical revenue data (2020–2024) and delivers forecasts through 2031, illuminating demand trends and growth drivers.
By segmenting the market by Type and by Application, the study quantifies market size, growth rates, niche opportunities, and substitution risks, and analyzes downstream customers distribution pattern.
Granular regional insights cover five major markets—North America, Europe, APAC, South America, and MEA—with in‑depth analysis of 20+ countries, detailing dominant products, competitive landscape, and downstream demand trends.
Critical competitive intelligence profiles players—revenue, margins, pricing strategies, and major customers—and dissects the top-player positioning across product lines, applications, and regions to reveal strategic strengths.
A concise Industry‑chain overview maps upstream, middlestream, and downstream distribution dynamics to identify strategic gaps and unmet demand.
Market Segmentation

Scope of Virtual Racing Games Market Report

Report Metric Details
Report Name Virtual Racing Games Market
Accounted market size in 2024 US$ 1734 million
Forecasted market size in 2031 US$ 3456 million
CAGR 10.5%
Base Year 2024
Forecasted years 2025 - 2031
Segment by Type
  • Free
  • Toll
Segment by Application
  • PC
  • Mobile
  • Others
Sales by Region
  • North America (United States, Canada)
  • Europe (Germany, France, UK, Italy, Russia) Rest of Europe
  • Nordic Countries
  • Asia-Pacific (China, Japan, South Korea)
  • Southeast Asia (India, Australia)
  • Rest of Asia
  • Latin America (Mexico, Brazil)
  • Rest of Latin America
  • Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of MEA)
By Company Turn 10 Studios (Microsoft), Codemasters, Electronic Arts Inc., Ubisoft, THQ Nordic, Gameloft, Milestone, Criterion, NaturalMotion, Slightly Mad Studios, iRacing, Creative Mobile, Bongfish, Fingersoft, Aquiris Game Studio, Vector Unit
Forecast units USD million in value
Report coverage Revenue and volume forecast, company share, competitive landscape, growth factors and trends

Chapter Outline

  • Chapter 1: Defines the Virtual Racing Games study scope, segments the market by Type and by Application, etc, highlights segment size and growth potential.
  • Chapter 2: Offers current market state, projects global revenue and sales to 2031, pinpointing high consumption regions and emerging market catalysts
  • Chapter 3: Dissects the player landscape—ranks by revenue and profitability, details Player performance by product type and evaluates concentration alongside M&A moves.
  • Chapter 4: Unlocks high margin product segments—compares revenue, ASP, and technology differentiators, highlighting growth niches and substitution risks
  • Chapter 5: Targets downstream market opportunities—evaluates market size by Application, identifies emerging use cases, and profiles leading customers by region and by Application.
  • Chapter 6: North America—breaks down market size by Type, by Application and country, profiles key players and assesses growth drivers and barriers.
  • Chapter 7: Europe—analyses regional market by Type, by Application and players, flagging drivers and barriers.
  • Chapter 8: Asia Pacific—quantifies market size by Type, by Application, and region/country, profiles top players, and uncovers high potential expansion areas.
  • Chapter 9: Central & South America—measures market size by Type, by Application, and country, profiles top players, and identifies investment opportunities and challenges.
  • Chapter 10: Middle East and Africa—evaluates market size by Type, by Application, and country, profiles key players, and outlines investment prospects and market hurdles
  • Chapter 11: Profiles players in depth—details product specs, revenue, margins; Top-tier players 2024 sales breakdowns by Product type, by Application, by region SWOT analysis, and recent strategic developments.
  • Chapter 12: Industry chain—analyses upstream, cost drivers, plus downstream channels.
  • Chapter 13: Market dynamics—explores drivers, restraints, regulatory impacts, and risk mitigation strategies.
  • Chapter 14: Actionable conclusions and strategic recommendations.
  • Why This Report:
  • Beyond standard market data, this analysis provides a clear profitability roadmap—empowering you to:
  • Allocate capital strategically to high growth regions (Chapters 6–10) and margin rich segments (Chapter 5).
  • Negotiate from strength with suppliers (Chapter 12) and customers (Chapter 5) using cost and demand intelligence.
  • Outmaneuver competitors with granular insights into their operations, margins, and strategies (Chapters 3 and 11).
  • Capitalize on the projected billion‑dollar opportunity with data‑driven regional and segment tactics (Chapter 12-14).
  • Leverage this 360° intelligence to turn market complexity into actionable competitive advantage.

FAQ for this report

How fast is Virtual Racing Games Market growing?

Ans: The Virtual Racing Games Market witnessing a CAGR of 10.5% during the forecast period 2025-2031.

What is the Virtual Racing Games Market size in 2031?

Ans: The Virtual Racing Games Market size in 2031 will be US$ 3456 million.

Who are the main players in the Virtual Racing Games Market report?

Ans: The main players in the Virtual Racing Games Market are Turn 10 Studios (Microsoft), Codemasters, Electronic Arts Inc., Ubisoft, THQ Nordic, Gameloft, Milestone, Criterion, NaturalMotion, Slightly Mad Studios, iRacing, Creative Mobile, Bongfish, Fingersoft, Aquiris Game Studio, Vector Unit

What are the Application segmentation covered in the Virtual Racing Games Market report?

Ans: The Applications covered in the Virtual Racing Games Market report are PC, Mobile, Others

What are the Type segmentation covered in the Virtual Racing Games Market report?

Ans: The Types covered in the Virtual Racing Games Market report are Free, Toll

1 Study Coverage
1.1 Introduction to Virtual Racing Games: Definition, Properties, and Key Attributes
1.2 Market Segmentation by Type
1.2.1 Global Virtual Racing Games Market Size by Type, 2020 VS 2024 VS 2031
1.2.2 Free
1.2.3 Toll
1.3 Market Segmentation by Application
1.3.1 Global Virtual Racing Games Market Size by Application, 2020 VS 2024 VS 2031
1.3.2 PC
1.3.3 Mobile
1.3.4 Others
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Executive Summary
2.1 Global Virtual Racing Games Revenue Estimates and Forecasts 2020-2031
2.2 Global Virtual Racing Games Revenue by Region
2.2.1 Revenue Comparison: 2020 VS 2024 VS 2031
2.2.2 Historical and Forecasted Revenue by Region (2020-2031)
2.2.3 Global Revenue Market Share by Region (2020-2031)
2.2.4 Emerging Market Focus: Growth Drivers & Investment Trends
3 Competition by Players
3.1 Global Virtual Racing Games Player Revenue Rankings and Profitability
3.1.1 Global Revenue (Value) by Players (2020-2025)
3.1.2 Global Key Player Revenue Ranking (2023 vs. 2024)
3.1.3 Revenue-Based Tier Segmentation (Tier 1, Tier 2, and Tier 3)
3.1.4 Gross Margin by Top Player (2020 VS 2024)
3.2 Global Virtual Racing Games Companies Headquarters and Service Footprint
3.3 Main Product Type Market Size by Players
3.3.1 Free Market Size by Players
3.3.2 Toll Market Size by Players
3.4 Global Virtual Racing Games Market Concentration and Dynamics
3.4.1 Global Market Concentration (CR5 and HHI)
3.4.2 Entrant/Exit Impact Analysis
3.4.3 Strategic Moves: M&A, Expansion, R&D Investment
4 Global Product Segmentation Analysis
4.1 Global Virtual Racing Games Revenue Trends by Type
4.1.1 Global Historical and Forecasted Revenue by Type (2020-2031)
4.1.2 Global Revenue Market Share by Type (2020-2031)
4.2 Key Product Attributes and Differentiation
4.3 Subtype Dynamics: Growth Leaders, Profitability and Risk
4.3.1 High-Growth Niches and Adoption Drivers
4.3.2 Profitability Hotspots and Cost Drivers
4.3.3 Substitution Threats
5 Global Downstream Application Analysis
5.1 Global Virtual Racing Games Revenue by Application
5.1.1 Global Historical and Forecasted Revenue by Application (2020-2031)
5.1.2 Revenue Market Share by Application (2020-2031)
5.1.3 High-Growth Application Identification
5.1.4 Emerging Application Case Studies
5.2 Downstream Customer Analysis
5.2.1 Top Customers by Region
5.2.2 Top Customers by Application
6 North America
6.1 North America Market Size (2020-2031)
6.2 North America Key Players Revenue in 2024
6.3 North America Virtual Racing Games Market Size by Type (2020-2031)
6.4 North America Virtual Racing Games Market Size by Application (2020-2031)
6.5 North America Growth Accelerators and Market Barriers
6.6 North America Virtual Racing Games Market Size by Country
6.6.1 North America Revenue Trends by Country
6.6.2 US
6.6.3 Canada
6.6.4 Mexico
7 Europe
7.1 Europe Market Size (2020-2031)
7.2 Europe Key Players Revenue in 2024
7.3 Europe Virtual Racing Games Market Size by Type (2020-2031)
7.4 Europe Virtual Racing Games Market Size by Application (2020-2031)
7.5 Europe Growth Accelerators and Market Barriers
7.6 Europe Virtual Racing Games Market Size by Country
7.6.1 Europe Revenue Trends by Country
7.6.2 Germany
7.6.3 France
7.6.4 U.K.
7.6.5 Italy
7.6.6 Russia
8 Asia-Pacific
8.1 Asia-Pacific Market Size (2020-2031)
8.2 Asia-Pacific Key Players Revenue in 2024
8.3 Asia-Pacific Virtual Racing Games Market Size by Type (2020-2031)
8.4 Asia-Pacific Virtual Racing Games Market Size by Application (2020-2031)
8.5 Asia-Pacific Growth Accelerators and Market Barriers
8.6 Asia-Pacific Virtual Racing Games Market Size by Region
8.6.1 Asia-Pacific Revenue Trends by Region
8.7 China
8.8 Japan
8.9 South Korea
8.10 Australia
8.11 India
8.12 Southeast Asia
8.12.1 Indonesia
8.12.2 Vietnam
8.12.3 Malaysia
8.12.4 Philippines
8.12.5 Singapore
9 Central and South America
9.1 Central and South America Market Size (2020-2031)
9.2 Central and South America Key Players Revenue in 2024
9.3 Central and South America Virtual Racing Games Market Size by Type (2020-2031)
9.4 Central and South America Virtual Racing Games Market Size by Application (2020-2031)
9.5 Central and South America Investment Opportunities and Key Challenges
9.6 Central and South America Virtual Racing Games Market Size by Country
9.6.1 Central and South America Revenue Trends by Country (2020 VS 2024 VS 2031)
9.6.2 Brazil
9.6.3 Argentina
10 Middle East and Africa
10.1 Middle East and Africa Market Size (2020-2031)
10.2 Middle East and Africa Key Players Revenue in 2024
10.3 Middle East and Africa Virtual Racing Games Market Size by Type (2020-2031)
10.4 Middle East and Africa Virtual Racing Games Market Size by Application (2020-2031)
10.5 Middle East and Africa Investment Opportunities and Key Challenges
10.6 Middle East and Africa Virtual Racing Games Market Size by Country
10.6.1 Middle East and Africa Revenue Trends by Country (2020 VS 2024 VS 2031)
10.6.2 GCC Countries
10.6.3 Israel
10.6.4 Egypt
10.6.5 South Africa
11 Corporate Profile
11.1 Turn 10 Studios (Microsoft)
11.1.1 Turn 10 Studios (Microsoft) Corporation Information
11.1.2 Turn 10 Studios (Microsoft) Business Overview
11.1.3 Turn 10 Studios (Microsoft) Virtual Racing Games Product Features and Attributes
11.1.4 Turn 10 Studios (Microsoft) Virtual Racing Games Revenue and Gross Margin (2020-2025)
11.1.5 Turn 10 Studios (Microsoft) Virtual Racing Games Revenue by Product in 2024
11.1.6 Turn 10 Studios (Microsoft) Virtual Racing Games Revenue by Application in 2024
11.1.7 Turn 10 Studios (Microsoft) Virtual Racing Games Revenue by Geographic Area in 2024
11.1.8 Turn 10 Studios (Microsoft) Virtual Racing Games SWOT Analysis
11.1.9 Turn 10 Studios (Microsoft) Recent Developments
11.2 Codemasters
11.2.1 Codemasters Corporation Information
11.2.2 Codemasters Business Overview
11.2.3 Codemasters Virtual Racing Games Product Features and Attributes
11.2.4 Codemasters Virtual Racing Games Revenue and Gross Margin (2020-2025)
11.2.5 Codemasters Virtual Racing Games Revenue by Product in 2024
11.2.6 Codemasters Virtual Racing Games Revenue by Application in 2024
11.2.7 Codemasters Virtual Racing Games Revenue by Geographic Area in 2024
11.2.8 Codemasters Virtual Racing Games SWOT Analysis
11.2.9 Codemasters Recent Developments
11.3 Electronic Arts Inc.
11.3.1 Electronic Arts Inc. Corporation Information
11.3.2 Electronic Arts Inc. Business Overview
11.3.3 Electronic Arts Inc. Virtual Racing Games Product Features and Attributes
11.3.4 Electronic Arts Inc. Virtual Racing Games Revenue and Gross Margin (2020-2025)
11.3.5 Electronic Arts Inc. Virtual Racing Games Revenue by Product in 2024
11.3.6 Electronic Arts Inc. Virtual Racing Games Revenue by Application in 2024
11.3.7 Electronic Arts Inc. Virtual Racing Games Revenue by Geographic Area in 2024
11.3.8 Electronic Arts Inc. Virtual Racing Games SWOT Analysis
11.3.9 Electronic Arts Inc. Recent Developments
11.4 Ubisoft
11.4.1 Ubisoft Corporation Information
11.4.2 Ubisoft Business Overview
11.4.3 Ubisoft Virtual Racing Games Product Features and Attributes
11.4.4 Ubisoft Virtual Racing Games Revenue and Gross Margin (2020-2025)
11.4.5 Ubisoft Virtual Racing Games Revenue by Product in 2024
11.4.6 Ubisoft Virtual Racing Games Revenue by Application in 2024
11.4.7 Ubisoft Virtual Racing Games Revenue by Geographic Area in 2024
11.4.8 Ubisoft Virtual Racing Games SWOT Analysis
11.4.9 Ubisoft Recent Developments
11.5 THQ Nordic
11.5.1 THQ Nordic Corporation Information
11.5.2 THQ Nordic Business Overview
11.5.3 THQ Nordic Virtual Racing Games Product Features and Attributes
11.5.4 THQ Nordic Virtual Racing Games Revenue and Gross Margin (2020-2025)
11.5.5 THQ Nordic Virtual Racing Games Revenue by Product in 2024
11.5.6 THQ Nordic Virtual Racing Games Revenue by Application in 2024
11.5.7 THQ Nordic Virtual Racing Games Revenue by Geographic Area in 2024
11.5.8 THQ Nordic Virtual Racing Games SWOT Analysis
11.5.9 THQ Nordic Recent Developments
11.6 Gameloft
11.6.1 Gameloft Corporation Information
11.6.2 Gameloft Business Overview
11.6.3 Gameloft Virtual Racing Games Product Features and Attributes
11.6.4 Gameloft Virtual Racing Games Revenue and Gross Margin (2020-2025)
11.6.5 Gameloft Recent Developments
11.7 Milestone
11.7.1 Milestone Corporation Information
11.7.2 Milestone Business Overview
11.7.3 Milestone Virtual Racing Games Product Features and Attributes
11.7.4 Milestone Virtual Racing Games Revenue and Gross Margin (2020-2025)
11.7.5 Milestone Recent Developments
11.8 Criterion
11.8.1 Criterion Corporation Information
11.8.2 Criterion Business Overview
11.8.3 Criterion Virtual Racing Games Product Features and Attributes
11.8.4 Criterion Virtual Racing Games Revenue and Gross Margin (2020-2025)
11.8.5 Criterion Recent Developments
11.9 NaturalMotion
11.9.1 NaturalMotion Corporation Information
11.9.2 NaturalMotion Business Overview
11.9.3 NaturalMotion Virtual Racing Games Product Features and Attributes
11.9.4 NaturalMotion Virtual Racing Games Revenue and Gross Margin (2020-2025)
11.9.5 NaturalMotion Recent Developments
11.10 Slightly Mad Studios
11.10.1 Slightly Mad Studios Corporation Information
11.10.2 Slightly Mad Studios Business Overview
11.10.3 Slightly Mad Studios Virtual Racing Games Product Features and Attributes
11.10.4 Slightly Mad Studios Virtual Racing Games Revenue and Gross Margin (2020-2025)
11.10.5 Company Ten Recent Developments
11.11 iRacing
11.11.1 iRacing Corporation Information
11.11.2 iRacing Business Overview
11.11.3 iRacing Virtual Racing Games Product Features and Attributes
11.11.4 iRacing Virtual Racing Games Revenue and Gross Margin (2020-2025)
11.11.5 iRacing Recent Developments
11.12 Creative Mobile
11.12.1 Creative Mobile Corporation Information
11.12.2 Creative Mobile Business Overview
11.12.3 Creative Mobile Virtual Racing Games Product Features and Attributes
11.12.4 Creative Mobile Virtual Racing Games Revenue and Gross Margin (2020-2025)
11.12.5 Creative Mobile Recent Developments
11.13 Bongfish
11.13.1 Bongfish Corporation Information
11.13.2 Bongfish Business Overview
11.13.3 Bongfish Virtual Racing Games Product Features and Attributes
11.13.4 Bongfish Virtual Racing Games Revenue and Gross Margin (2020-2025)
11.13.5 Bongfish Recent Developments
11.14 Fingersoft
11.14.1 Fingersoft Corporation Information
11.14.2 Fingersoft Business Overview
11.14.3 Fingersoft Virtual Racing Games Product Features and Attributes
11.14.4 Fingersoft Virtual Racing Games Revenue and Gross Margin (2020-2025)
11.14.5 Fingersoft Recent Developments
11.15 Aquiris Game Studio
11.15.1 Aquiris Game Studio Corporation Information
11.15.2 Aquiris Game Studio Business Overview
11.15.3 Aquiris Game Studio Virtual Racing Games Product Features and Attributes
11.15.4 Aquiris Game Studio Virtual Racing Games Revenue and Gross Margin (2020-2025)
11.15.5 Aquiris Game Studio Recent Developments
11.16 Vector Unit
11.16.1 Vector Unit Corporation Information
11.16.2 Vector Unit Business Overview
11.16.3 Vector Unit Virtual Racing Games Product Features and Attributes
11.16.4 Vector Unit Virtual Racing Games Revenue and Gross Margin (2020-2025)
11.16.5 Vector Unit Recent Developments
12 Virtual Racing GamesIndustry Chain Analysis
12.1 Virtual Racing Games Industry Chain
12.2 Upstream Analysis
12.2.1 Upstream Key Suppliers
12.3 Middlestream Analysis
12.4 Downstream Sales Model and Distribution Networks
12.4.1 Sales Channels
12.4.2 Distributors
13 Virtual Racing Games Market Dynamics
13.1 Industry Trends and Evolution
13.2 Market Growth Drivers and Emerging Opportunities
13.3 Market Challenges, Risks, and Restraints
14 Key Findings in the Global Virtual Racing Games Study
15 Appendix
15.1 Research Methodology
15.1.1 Methodology/Research Approach
15.1.1.1 Research Programs/Design
15.1.1.2 Market Size Estimation
15.1.1.3 Market Breakdown and Data Triangulation
15.1.2 Data Source
15.1.2.1 Secondary Sources
15.1.2.2 Primary Sources
15.2 Author Details
List of Tables
 Table 1. Global Virtual Racing Games Market Size Growth Rate by Type, 2020 VS 2024 VS 2031 (US$ Million)
 Table 2. Global Virtual Racing Games Market Size Growth Rate by Application, 2020 VS 2024 VS 2031 (US$ Million)
 Table 3. Global Virtual Racing Games Revenue Grow Rate (CAGR) by Region: 2020 VS 2024 VS 2031 (US$ Million)
 Table 4. Global Virtual Racing Games Revenue by Region (2020-2025) & (US$ Million)
 Table 5. Global Virtual Racing Games Revenue by Region (2026-2031) & (US$ Million)
 Table 6. Emerging Market Revenue Grow Rate (CAGR) by Country (2020 VS 2024 VS 2031) (US$ Million)
 Table 7. Global Virtual Racing Games Revenue by Players (2020-2025) & (US$ Million)
 Table 8. Global Virtual Racing Games Revenue Market Share by Players (2020-2025)
 Table 9. Global Key Players’Ranking Shift (2023 vs. 2024) (Based on Revenue)
 Table 10. Global Virtual Racing Games by Player Tier (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Virtual Racing Games as of 2024)
 Table 11. Global Virtual Racing Games Average Gross Margin (%) by Player (2020 VS 2024)
 Table 12. Global Virtual Racing Games Companies Headquarters
 Table 13. Global Virtual Racing Games Market Concentration Ratio (CR5 and HHI)
 Table 14. Key Market Entrant/Exit (2020-2024) – Drivers & Impact Analysis
 Table 15. Key Mergers & Acquisitions, Expansion Plans, R&D Investment
 Table 16. Global Virtual Racing Games Revenue by Type (2020-2025) & (US$ Million)
 Table 17. Global Virtual Racing Games Revenue by Type (2026-2031) & (US$ Million)
 Table 18. Key Product Attributes and Differentiation
 Table 19. Global Virtual Racing Games Revenue by Application (2020-2025) & (US$ Million)
 Table 20. Global Virtual Racing Games Revenue by Application (2026-2031) & (US$ Million)
 Table 21. Virtual Racing Games High-Growth Sectors Demand CAGR (2024-2031)
 Table 22. Top Customers by Region
 Table 23. Top Customers by Application
 Table 24. North America Virtual Racing Games Growth Accelerators and Market Barriers
 Table 25. North America Virtual Racing Games Revenue Grow Rate (CAGR) by Country (2020 VS 2024 VS 2031) (US$ Million)
 Table 26. Europe Virtual Racing Games Growth Accelerators and Market Barriers
 Table 27. Europe Virtual Racing Games Revenue Grow Rate (CAGR) by Country: 2020 VS 2024 VS 2031 (US$ Million)
 Table 28. Asia-Pacific Virtual Racing Games Growth Accelerators and Market Barriers
 Table 29. Asia-Pacific Virtual Racing Games Revenue Grow Rate (CAGR) by Region: 2020 VS 2024 VS 2031 (US$ Million)
 Table 30. Central and South America Virtual Racing Games Investment Opportunities and Key Challenges
 Table 31. Central and South America Virtual Racing Games Revenue Grow Rate (CAGR) by Country (2020 VS 2024 VS 2031) (US$ Million)
 Table 32. Middle East and Africa Virtual Racing Games Investment Opportunities and Key Challenges
 Table 33. Middle East and Africa Virtual Racing Games Revenue Grow Rate (CAGR) by Country (2020 VS 2024 VS 2031) (US$ Million)
 Table 34. Turn 10 Studios (Microsoft) Corporation Information
 Table 35. Turn 10 Studios (Microsoft) Description and Major Businesses
 Table 36. Turn 10 Studios (Microsoft) Product Features and Attributes
 Table 37. Turn 10 Studios (Microsoft) Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 38. Turn 10 Studios (Microsoft) Revenue Proportion by Product in 2024
 Table 39. Turn 10 Studios (Microsoft) Revenue Proportion by Application in 2024
 Table 40. Turn 10 Studios (Microsoft) Revenue Proportion by Geographic Area in 2024
 Table 41. Turn 10 Studios (Microsoft) Virtual Racing Games SWOT Analysis
 Table 42. Turn 10 Studios (Microsoft) Recent Developments
 Table 43. Codemasters Corporation Information
 Table 44. Codemasters Description and Major Businesses
 Table 45. Codemasters Product Features and Attributes
 Table 46. Codemasters Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 47. Codemasters Revenue Proportion by Product in 2024
 Table 48. Codemasters Revenue Proportion by Application in 2024
 Table 49. Codemasters Revenue Proportion by Geographic Area in 2024
 Table 50. Codemasters Virtual Racing Games SWOT Analysis
 Table 51. Codemasters Recent Developments
 Table 52. Electronic Arts Inc. Corporation Information
 Table 53. Electronic Arts Inc. Description and Major Businesses
 Table 54. Electronic Arts Inc. Product Features and Attributes
 Table 55. Electronic Arts Inc. Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 56. Electronic Arts Inc. Revenue Proportion by Product in 2024
 Table 57. Electronic Arts Inc. Revenue Proportion by Application in 2024
 Table 58. Electronic Arts Inc. Revenue Proportion by Geographic Area in 2024
 Table 59. Electronic Arts Inc. Virtual Racing Games SWOT Analysis
 Table 60. Electronic Arts Inc. Recent Developments
 Table 61. Ubisoft Corporation Information
 Table 62. Ubisoft Description and Major Businesses
 Table 63. Ubisoft Product Features and Attributes
 Table 64. Ubisoft Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 65. Ubisoft Revenue Proportion by Product in 2024
 Table 66. Ubisoft Revenue Proportion by Application in 2024
 Table 67. Ubisoft Revenue Proportion by Geographic Area in 2024
 Table 68. Ubisoft Virtual Racing Games SWOT Analysis
 Table 69. Ubisoft Recent Developments
 Table 70. THQ Nordic Corporation Information
 Table 71. THQ Nordic Description and Major Businesses
 Table 72. THQ Nordic Product Features and Attributes
 Table 73. THQ Nordic Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 74. THQ Nordic Revenue Proportion by Product in 2024
 Table 75. THQ Nordic Revenue Proportion by Application in 2024
 Table 76. THQ Nordic Revenue Proportion by Geographic Area in 2024
 Table 77. THQ Nordic Virtual Racing Games SWOT Analysis
 Table 78. THQ Nordic Recent Developments
 Table 79. Gameloft Corporation Information
 Table 80. Gameloft Description and Major Businesses
 Table 81. Gameloft Product Features and Attributes
 Table 82. Gameloft Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 83. Gameloft Recent Developments
 Table 84. Milestone Corporation Information
 Table 85. Milestone Description and Major Businesses
 Table 86. Milestone Product Features and Attributes
 Table 87. Milestone Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 88. Milestone Recent Developments
 Table 89. Criterion Corporation Information
 Table 90. Criterion Description and Major Businesses
 Table 91. Criterion Product Features and Attributes
 Table 92. Criterion Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 93. Criterion Recent Developments
 Table 94. NaturalMotion Corporation Information
 Table 95. NaturalMotion Description and Major Businesses
 Table 96. NaturalMotion Product Features and Attributes
 Table 97. NaturalMotion Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 98. NaturalMotion Recent Developments
 Table 99. Slightly Mad Studios Corporation Information
 Table 100. Slightly Mad Studios Description and Major Businesses
 Table 101. Slightly Mad Studios Product Features and Attributes
 Table 102. Slightly Mad Studios Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 103. Slightly Mad Studios Recent Developments
 Table 104. iRacing Corporation Information
 Table 105. iRacing Description and Major Businesses
 Table 106. iRacing Product Features and Attributes
 Table 107. iRacing Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 108. iRacing Recent Developments
 Table 109. Creative Mobile Corporation Information
 Table 110. Creative Mobile Description and Major Businesses
 Table 111. Creative Mobile Product Features and Attributes
 Table 112. Creative Mobile Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 113. Creative Mobile Recent Developments
 Table 114. Bongfish Corporation Information
 Table 115. Bongfish Description and Major Businesses
 Table 116. Bongfish Product Features and Attributes
 Table 117. Bongfish Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 118. Bongfish Recent Developments
 Table 119. Fingersoft Corporation Information
 Table 120. Fingersoft Description and Major Businesses
 Table 121. Fingersoft Product Features and Attributes
 Table 122. Fingersoft Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 123. Fingersoft Recent Developments
 Table 124. Aquiris Game Studio Corporation Information
 Table 125. Aquiris Game Studio Description and Major Businesses
 Table 126. Aquiris Game Studio Product Features and Attributes
 Table 127. Aquiris Game Studio Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 128. Aquiris Game Studio Recent Developments
 Table 129. Vector Unit Corporation Information
 Table 130. Vector Unit Description and Major Businesses
 Table 131. Vector Unit Product Features and Attributes
 Table 132. Vector Unit Revenue (US$ Million) and Gross Margin (2020-2025)
 Table 133. Vector Unit Recent Developments
 Table 134. Raw Materials Key Suppliers
 Table 135. Distributors List
 Table 136. Market Trends and Market Evolution
 Table 137. Market Drivers and Opportunities
 Table 138. Market Challenges, Risks, and Restraints
 Table 139. Research Programs/Design for This Report
 Table 140. Key Data Information from Secondary Sources
 Table 141. Key Data Information from Primary Sources


List of Figures
 Figure 1. Virtual Racing Games Product Picture
 Figure 2. Global Virtual Racing Games Market Size Growth Rate by Type, 2020 VS 2024 VS 2031 (US$ Million)
 Figure 3. Free Product Picture
 Figure 4. Toll Product Picture
 Figure 5. Global Virtual Racing Games Market Size Growth Rate by Application, 2020 VS 2024 VS 2031 (US$ Million)
 Figure 6. PC
 Figure 7. Mobile
 Figure 8. Others
 Figure 9. Virtual Racing Games Report Years Considered
 Figure 10. Global Virtual Racing Games Revenue, (US$ Million), 2020 VS 2024 VS 2031
 Figure 11. Global Virtual Racing Games Revenue (2020-2031) & (US$ Million)
 Figure 12. Global Virtual Racing Games Revenue (CAGR) by Region: 2020 VS 2024 VS 2031 (US$ Million)
 Figure 13. Global Virtual Racing Games Revenue Market Share by Region (2020-2031)
 Figure 14. Global Virtual Racing Games Revenue Market Share Ranking (2024)
 Figure 15. Tier Distribution by Revenue Contribution (2020 VS 2024)
 Figure 16. Free Revenue Market Share by Player in 2024
 Figure 17. Toll Revenue Market Share by Player in 2024
 Figure 18. Global Virtual Racing Games Revenue Market Share by Type (2020-2031)
 Figure 19. Global Virtual Racing Games Revenue Market Share by Application (2020-2031)
 Figure 20. North America Virtual Racing Games Revenue YoY (2020-2031) & (US$ Million)
 Figure 21. North America Top 5 Players Virtual Racing Games Revenue (US$ Million) in 2024
 Figure 22. North America Virtual Racing Games Revenue (US$ Million) by Type (2020 - 2031)
 Figure 23. North America Virtual Racing Games Revenue (US$ Million) by Application (2020-2031)
 Figure 24. US Virtual Racing Games Revenue (2020-2031) & (US$ Million)
 Figure 25. Canada Virtual Racing Games Revenue (2020-2031) & (US$ Million)
 Figure 26. Mexico Virtual Racing Games Revenue (2020-2031) & (US$ Million)
 Figure 27. Europe Virtual Racing Games Revenue YoY (2020-2031) & (US$ Million)
 Figure 28. Europe Top 5 Players Virtual Racing Games Revenue (US$ Million) in 2024
 Figure 29. Europe Virtual Racing Games Revenue (US$ Million) by Type (2020-2031)
 Figure 30. Europe Virtual Racing Games Revenue (US$ Million) by Application (2020-2031)
 Figure 31. Germany Virtual Racing Games Revenue (2020-2031) & (US$ Million)
 Figure 32. France Virtual Racing Games Revenue (2020-2031) & (US$ Million)
 Figure 33. U.K. Virtual Racing Games Revenue (2020-2031) & (US$ Million)
 Figure 34. Italy Virtual Racing Games Revenue (2020-2031) & (US$ Million)
 Figure 35. Russia Virtual Racing Games Revenue (2020-2031) & (US$ Million)
 Figure 36. Asia-Pacific Virtual Racing Games Revenue YoY (2020-2031) & (US$ Million)
 Figure 37. Asia-Pacific Top 8 Players Virtual Racing Games Revenue (US$ Million) in 2024
 Figure 38. Asia-Pacific Virtual Racing Games Revenue (US$ Million) by Type (2020-2031)
 Figure 39. Asia-Pacific Virtual Racing Games Revenue (US$ Million) by Application (2020-2031)
 Figure 40. Indonesia Virtual Racing Games Revenue (2020-2031) & (US$ Million)
 Figure 41. Japan Virtual Racing Games Revenue (2020-2031) & (US$ Million)
 Figure 42. South Korea Virtual Racing Games Revenue (2020-2031) & (US$ Million)
 Figure 43. Australia Virtual Racing Games Revenue (2020-2031) & (US$ Million)
 Figure 44. India Virtual Racing Games Revenue (2020-2031) & (US$ Million)
 Figure 45. Indonesia Virtual Racing Games Revenue (2020-2031) & (US$ Million)
 Figure 46. Vietnam Virtual Racing Games Revenue (2020-2031) & (US$ Million)
 Figure 47. Malaysia Virtual Racing Games Revenue (2020-2031) & (US$ Million)
 Figure 48. Philippines Virtual Racing Games Revenue (2020-2031) & (US$ Million)
 Figure 49. Singapore Virtual Racing Games Revenue (2020-2031) & (US$ Million)
 Figure 50. Central and South America Virtual Racing Games Revenue YoY (2020-2031) & (US$ Million)
 Figure 51. Central and South America Top 5 Players Virtual Racing Games Revenue (US$ Million) in 2024
 Figure 52. Central and South America Virtual Racing Games Revenue (US$ Million) by Type (2020-2031)
 Figure 53. Central and South America Virtual Racing Games Revenue (US$ Million) by Application (2020-2031)
 Figure 54. Brazil Virtual Racing Games Revenue (2020-2025) & (US$ Million)
 Figure 55. Argentina Virtual Racing Games Revenue (2020-2025) & (US$ Million)
 Figure 56. Middle East and Africa Virtual Racing Games Revenue YoY (2020-2031) & (US$ Million)
 Figure 57. Middle East and Africa Top 5 Players Virtual Racing Games Revenue (US$ Million) in 2024
 Figure 58. South America Virtual Racing Games Revenue (US$ Million) by Type (2020-2031)
 Figure 59. Middle East and Africa Virtual Racing Games Revenue (US$ Million) by Application (2020-2031)
 Figure 60. GCC Countries Virtual Racing Games Revenue (2020-2025) & (US$ Million)
 Figure 61. Israel Virtual Racing Games Revenue (2020-2025) & (US$ Million)
 Figure 62. Egypt Virtual Racing Games Revenue (2020-2025) & (US$ Million)
 Figure 63. South Africa Virtual Racing Games Revenue (2020-2025) & (US$ Million)
 Figure 64. Virtual Racing Games Industry Chain Mapping
 Figure 65. Channels of Distribution (Direct Vs Distribution)
 Figure 66. Bottom-up and Top-down Approaches for This Report
 Figure 67. Data Triangulation
 Figure 68. Key Executives Interviewed
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