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Global Flight Simulation Game Market Analysis and Forecast 2026-2032

Publisher APO Research, Inc.
Published Jan 01, 2026
Length 190 Pages
SKU # APRC20796977

Description

The global Flight Simulation Game market is projected to grow from US$ million in 2026 to US$ million by 2032, at a Compound Annual Growth Rate (CAGR) of % during the forecast period.

The North America market for Flight Simulation Game is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

Europe market for Flight Simulation Game is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

Asia-Pacific market for Flight Simulation Game is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

The China market for Flight Simulation Game is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

The major global companies of Flight Simulation Game include Asobo Studio, Laminar Research, Dovetail Games, Aerosoft, Just Flight, Gaijin Entertainment, Bandai Namco, Eagle Dynamics and Microsoft Corporation, etc. In 2025, the world's top three vendors accounted for approximately % of the revenue.

Report Includes

This report presents an overview of global market for Flight Simulation Game, market size. Analyses of the global market trends, with historic market revenue data for 2021 - 2025, estimates for 2026, and projections of CAGR through 2032.

This report researches the key producers of Flight Simulation Game, also provides the revenue of main regions and countries. Of the upcoming market potential for Flight Simulation Game, and key regions or countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.

This report focuses on the Flight Simulation Game revenue, market share and industry ranking of main manufacturers, data from 2021 to 2026. Identification of the major stakeholders in the global Flight Simulation Game market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.

This report analyzes the segments data by Type and by Application, revenue, and growth rate, from 2021 to 2032. Evaluation and forecast the market size for Flight Simulation Game revenue, projected growth trends, production technology, application and end-user industry.

Flight Simulation Game Segment by Company

Asobo Studio
Laminar Research
Dovetail Games
Aerosoft
Just Flight
Gaijin Entertainment
Bandai Namco
Eagle Dynamics
Microsoft Corporation
FlyingIron Simulations
FlyInside

Flight Simulation Game Segment by Type

Civilian Flight Simulator
Military Flight Simulator
Others

Flight Simulation Game Segment by Application

Entertainment Industry
Aviation Training and Education
Others

Flight Simulation Game Segment by Region

North America
United States
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Spain
Netherlands
Switzerland
Sweden
Poland
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Southeast Asia
South America
Brazil
Argentina
Chile
Middle East & Africa
Egypt
South Africa
Israel
Türkiye
GCC Countries

Study Objectives

1. To analyze and research the global status and future forecast, involving growth rate (CAGR), market share, historical and forecast.
2. To present the key players, revenue, market share, and Recent Developments.
3. To split the breakdown data by regions, type, manufacturers, and Application.
4. To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints, and risks.
5. To identify significant trends, drivers, influence factors in global and regions.
6. To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

Reasons to Buy This Report

1. This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global Flight Simulation Game market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market.
2. This report will help stakeholders to understand the global industry status and trends of Flight Simulation Game and provides them with information on key market drivers, restraints, challenges, and opportunities.
3. This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in market size), competitor ecosystem, new product development, expansion, and acquisition.
4. This report stays updated with novel technology integration, features, and the latest developments in the market.
5. This report helps stakeholders to gain insights into which regions to target globally.
6. This report helps stakeholders to gain insights into the end-user perception concerning the adoption of Flight Simulation Game.
7. This report helps stakeholders to identify some of the key players in the market and understand their valuable contribution.

Chapter Outline

Chapter 1: Introduces the report scope of the report, executive summary of different market segments (product type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Revenue of Flight Simulation Game in global and regional level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 4: Detailed analysis of Flight Simulation Game company competitive landscape, revenue, market share and industry ranking, latest development plan, merger, and acquisition information, etc.
Chapter 5: Provides the analysis of various market segments by type, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 6: Provides the analysis of various market segments by application, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 7: Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, Flight Simulation Game revenue, gross margin, and recent development, etc.
Chapter 8: North America by type, by application and by country, revenue for each segment.
Chapter 9: Europe by type, by application and by country, revenue for each segment.
Chapter 10: China type, by application, revenue for each segment.
Chapter 11: Asia (excluding China) type, by application and by region, revenue for each segment.
Chapter 12: South America, Middle East and Africa by type, by application and by country, revenue for each segment.
Chapter 13: The main concluding insights of the report.

Table of Contents

190 Pages
1 Market Overview
1.1 Product Definition
1.2 Flight Simulation Game Market by Type
1.2.1 Global Flight Simulation Game Market Size by Type, 2021 VS 2025 VS 2032
1.2.2 Civilian Flight Simulator
1.2.3 Military Flight Simulator
1.2.4 Others
1.3 Flight Simulation Game Market by Application
1.3.1 Global Flight Simulation Game Market Size by Application, 2021 VS 2025 VS 2032
1.3.2 Entertainment Industry
1.3.3 Aviation Training and Education
1.3.4 Others
1.4 Assumptions and Limitations
1.5 Study Goals and Objectives
2 Flight Simulation Game Market Dynamics
2.1 Flight Simulation Game Industry Trends
2.2 Flight Simulation Game Industry Drivers
2.3 Flight Simulation Game Industry Opportunities and Challenges
2.4 Flight Simulation Game Industry Restraints
3 Global Growth Perspective
3.1 Global Flight Simulation Game Market Perspective (2021-2032)
3.2 Global Flight Simulation Game Growth Trends by Region
3.2.1 Global Flight Simulation Game Market Size by Region: 2021 VS 2025 VS 2032
3.2.2 Global Flight Simulation Game Market Size by Region (2021-2026)
3.2.3 Global Flight Simulation Game Market Size by Region (2027-2032)
4 Competitive Landscape by Players
4.1 Global Flight Simulation Game Revenue by Players
4.1.1 Global Flight Simulation Game Revenue by Players (2021-2026)
4.1.2 Global Flight Simulation Game Revenue Market Share by Players (2021-2026)
4.1.3 Global Flight Simulation Game Players Revenue Share Top 10 and Top 5 in 2025
4.2 Global Flight Simulation Game Key Players Ranking, 2024 VS 2025 VS 2026
4.3 Global Flight Simulation Game Key Players Headquarters & Area Served
4.4 Global Flight Simulation Game Players, Product Type & Application
4.5 Global Flight Simulation Game Players Establishment Date
4.6 Market Competitive Analysis
4.6.1 Global Flight Simulation Game Market CR5 and HHI
4.6.3 2025 Flight Simulation Game Tier 1, Tier 2, and Tier 3
5 Flight Simulation Game Market Size by Type
5.1 Global Flight Simulation Game Revenue by Type (2021 VS 2025 VS 2032)
5.2 Global Flight Simulation Game Revenue by Type (2021-2032)
5.3 Global Flight Simulation Game Revenue Market Share by Type (2021-2032)
6 Flight Simulation Game Market Size by Application
6.1 Global Flight Simulation Game Revenue by Application (2021 VS 2025 VS 2032)
6.2 Global Flight Simulation Game Revenue by Application (2021-2032)
6.3 Global Flight Simulation Game Revenue Market Share by Application (2021-2032)
7 Company Profiles
7.1 Asobo Studio
7.1.1 Asobo Studio Company Information
7.1.2 Asobo Studio Business Overview
7.1.3 Asobo Studio Flight Simulation Game Revenue and Gross Margin (2021-2026)
7.1.4 Asobo Studio Flight Simulation Game Product Portfolio
7.1.5 Asobo Studio Recent Developments
7.2 Laminar Research
7.2.1 Laminar Research Company Information
7.2.2 Laminar Research Business Overview
7.2.3 Laminar Research Flight Simulation Game Revenue and Gross Margin (2021-2026)
7.2.4 Laminar Research Flight Simulation Game Product Portfolio
7.2.5 Laminar Research Recent Developments
7.3 Dovetail Games
7.3.1 Dovetail Games Company Information
7.3.2 Dovetail Games Business Overview
7.3.3 Dovetail Games Flight Simulation Game Revenue and Gross Margin (2021-2026)
7.3.4 Dovetail Games Flight Simulation Game Product Portfolio
7.3.5 Dovetail Games Recent Developments
7.4 Aerosoft
7.4.1 Aerosoft Company Information
7.4.2 Aerosoft Business Overview
7.4.3 Aerosoft Flight Simulation Game Revenue and Gross Margin (2021-2026)
7.4.4 Aerosoft Flight Simulation Game Product Portfolio
7.4.5 Aerosoft Recent Developments
7.5 Just Flight
7.5.1 Just Flight Company Information
7.5.2 Just Flight Business Overview
7.5.3 Just Flight Flight Simulation Game Revenue and Gross Margin (2021-2026)
7.5.4 Just Flight Flight Simulation Game Product Portfolio
7.5.5 Just Flight Recent Developments
7.6 Gaijin Entertainment
7.6.1 Gaijin Entertainment Company Information
7.6.2 Gaijin Entertainment Business Overview
7.6.3 Gaijin Entertainment Flight Simulation Game Revenue and Gross Margin (2021-2026)
7.6.4 Gaijin Entertainment Flight Simulation Game Product Portfolio
7.6.5 Gaijin Entertainment Recent Developments
7.7 Bandai Namco
7.7.1 Bandai Namco Company Information
7.7.2 Bandai Namco Business Overview
7.7.3 Bandai Namco Flight Simulation Game Revenue and Gross Margin (2021-2026)
7.7.4 Bandai Namco Flight Simulation Game Product Portfolio
7.7.5 Bandai Namco Recent Developments
7.8 Eagle Dynamics
7.8.1 Eagle Dynamics Company Information
7.8.2 Eagle Dynamics Business Overview
7.8.3 Eagle Dynamics Flight Simulation Game Revenue and Gross Margin (2021-2026)
7.8.4 Eagle Dynamics Flight Simulation Game Product Portfolio
7.8.5 Eagle Dynamics Recent Developments
7.9 Microsoft Corporation
7.9.1 Microsoft Corporation Company Information
7.9.2 Microsoft Corporation Business Overview
7.9.3 Microsoft Corporation Flight Simulation Game Revenue and Gross Margin (2021-2026)
7.9.4 Microsoft Corporation Flight Simulation Game Product Portfolio
7.9.5 Microsoft Corporation Recent Developments
7.10 FlyingIron Simulations
7.10.1 FlyingIron Simulations Company Information
7.10.2 FlyingIron Simulations Business Overview
7.10.3 FlyingIron Simulations Flight Simulation Game Revenue and Gross Margin (2021-2026)
7.10.4 FlyingIron Simulations Flight Simulation Game Product Portfolio
7.10.5 FlyingIron Simulations Recent Developments
7.11 FlyInside
7.11.1 FlyInside Company Information
7.11.2 FlyInside Business Overview
7.11.3 FlyInside Flight Simulation Game Revenue and Gross Margin (2021-2026)
7.11.4 FlyInside Flight Simulation Game Product Portfolio
7.11.5 FlyInside Recent Developments
8 North America
8.1 North America Flight Simulation Game Revenue (2021-2032)
8.2 North America Flight Simulation Game Revenue by Type (2021-2032)
8.2.1 North America Flight Simulation Game Revenue by Type (2021-2026)
8.2.2 North America Flight Simulation Game Revenue by Type (2027-2032)
8.3 North America Flight Simulation Game Revenue Share by Type (2021-2032)
8.4 North America Flight Simulation Game Revenue by Application (2021-2032)
8.4.1 North America Flight Simulation Game Revenue by Application (2021-2026)
8.4.2 North America Flight Simulation Game Revenue by Application (2027-2032)
8.5 North America Flight Simulation Game Revenue Share by Application (2021-2032)
8.6 North America Flight Simulation Game Revenue by Country
8.6.1 North America Flight Simulation Game Revenue by Country (2021 VS 2025 VS 2032)
8.6.2 North America Flight Simulation Game Revenue by Country (2021-2026)
8.6.3 North America Flight Simulation Game Revenue by Country (2027-2032)
8.6.4 United States
8.6.5 Canada
8.6.6 Mexico
9 Europe
9.1 Europe Flight Simulation Game Revenue (2021-2032)
9.2 Europe Flight Simulation Game Revenue by Type (2021-2032)
9.2.1 Europe Flight Simulation Game Revenue by Type (2021-2026)
9.2.2 Europe Flight Simulation Game Revenue by Type (2027-2032)
9.3 Europe Flight Simulation Game Revenue Share by Type (2021-2032)
9.4 Europe Flight Simulation Game Revenue by Application (2021-2032)
9.4.1 Europe Flight Simulation Game Revenue by Application (2021-2026)
9.4.2 Europe Flight Simulation Game Revenue by Application (2027-2032)
9.5 Europe Flight Simulation Game Revenue Share by Application (2021-2032)
9.6 Europe Flight Simulation Game Revenue by Country
9.6.1 Europe Flight Simulation Game Revenue by Country (2021 VS 2025 VS 2032)
9.6.2 Europe Flight Simulation Game Revenue by Country (2021-2026)
9.6.3 Europe Flight Simulation Game Revenue by Country (2027-2032)
9.6.4 Germany
9.6.5 France
9.6.6 U.K.
9.6.7 Italy
9.6.8 Russia
9.6.9 Spain
9.6.10 Netherlands
9.6.11 Switzerland
9.6.12 Sweden
9.6.13 Poland
10 China
10.1 China Flight Simulation Game Revenue (2021-2032)
10.2 China Flight Simulation Game Revenue by Type (2021-2032)
10.2.1 China Flight Simulation Game Revenue by Type (2021-2026)
10.2.2 China Flight Simulation Game Revenue by Type (2027-2032)
10.3 China Flight Simulation Game Revenue Share by Type (2021-2032)
10.4 China Flight Simulation Game Revenue by Application (2021-2032)
10.4.1 China Flight Simulation Game Revenue by Application (2021-2026)
10.4.2 China Flight Simulation Game Revenue by Application (2027-2032)
10.5 China Flight Simulation Game Revenue Share by Application (2021-2032)
11 Asia (Excluding China)
11.1 Asia Flight Simulation Game Revenue (2021-2032)
11.2 Asia Flight Simulation Game Revenue by Type (2021-2032)
11.2.1 Asia Flight Simulation Game Revenue by Type (2021-2026)
11.2.2 Asia Flight Simulation Game Revenue by Type (2027-2032)
11.3 Asia Flight Simulation Game Revenue Share by Type (2021-2032)
11.4 Asia Flight Simulation Game Revenue by Application (2021-2032)
11.4.1 Asia Flight Simulation Game Revenue by Application (2021-2026)
11.4.2 Asia Flight Simulation Game Revenue by Application (2027-2032)
11.5 Asia Flight Simulation Game Revenue Share by Application (2021-2032)
11.6 Asia Flight Simulation Game Revenue by Country
11.6.1 Asia Flight Simulation Game Revenue by Country (2021 VS 2025 VS 2032)
11.6.2 Asia Flight Simulation Game Revenue by Country (2021-2026)
11.6.3 Asia Flight Simulation Game Revenue by Country (2027-2032)
11.6.4 Japan
11.6.5 South Korea
11.6.6 India
11.6.7 Australia
11.6.8 Taiwan
11.6.9 Southeast Asia
12 South America, Middle East and Africa
12.1 SAMEA Flight Simulation Game Revenue (2021-2032)
12.2 SAMEA Flight Simulation Game Revenue by Type (2021-2032)
12.2.1 SAMEA Flight Simulation Game Revenue by Type (2021-2026)
12.2.2 SAMEA Flight Simulation Game Revenue by Type (2027-2032)
12.3 SAMEA Flight Simulation Game Revenue Share by Type (2021-2032)
12.4 SAMEA Flight Simulation Game Revenue by Application (2021-2032)
12.4.1 SAMEA Flight Simulation Game Revenue by Application (2021-2026)
12.4.2 SAMEA Flight Simulation Game Revenue by Application (2027-2032)
12.5 SAMEA Flight Simulation Game Revenue Share by Application (2021-2032)
12.6 SAMEA Flight Simulation Game Revenue by Country
12.6.1 SAMEA Flight Simulation Game Revenue by Country (2021 VS 2025 VS 2032)
12.6.2 SAMEA Flight Simulation Game Revenue by Country (2021-2026)
12.6.3 SAMEA Flight Simulation Game Revenue by Country (2027-2032)
12.6.4 Brazil
12.6.5 Argentina
12.6.6 Chile
12.6.7 Colombia
12.6.8 Peru
12.6.9 Saudi Arabia
12.6.10 Israel
12.6.11 UAE
12.6.12 Turkey
12.6.13 Iran
12.6.14 Egypt
13 Concluding Insights
14 Appendix
14.1 Reasons for Doing This Study
14.2 Research Methodology
14.3 Research Process
14.4 Authors List of This Report
14.5 Data Source
14.5.1 Secondary Sources
14.5.2 Primary Sources
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