
Global Racing Games Industry Growth and Trends Forecast to 2031
Description
Summary
The racing game genre is the genre of video games, either in the first-person or third-person perspective, in which the player partakes in a racing competition with any type of land, water, air or space vehicles. They may be based on anything from real-world racing leagues to entirely fantastical settings.
According to APO Research, The global Racing Games market was estimated at US$ million in 2025 and is projected to reach a revised size of US$ million by 2031, witnessing a CAGR of xx% during the forecast period 2026-2031.
North American market for Racing Games is estimated to increase from $ million in 2025 to reach $ million by 2031, at a CAGR of % during the forecast period of 2026 through 2031.
Asia-Pacific market for Racing Games is estimated to increase from $ million in 2025 to reach $ million by 2031, at a CAGR of % during the forecast period of 2026 through 2031.
Europe market for Racing Games is estimated to increase from $ million in 2025 to reach $ million by 2031, at a CAGR of % during the forecast period of 2026 through 2031.
The major global companies of Racing Games include Turn 10 Studios (Microsoft), Codemasters, Electronic Arts Inc., Ubisoft, THQ Nordic, Gameloft, Milestone, Criterion and NaturalMotion, etc. In 2024, the world's top three vendors accounted for approximately % of the revenue.
Report Scope
This report aims to provide a comprehensive presentation of the global market for Racing Games, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Racing Games.
The Racing Games market size, estimations, and forecasts are provided in terms of revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. This report segments the global Racing Games market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided. For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
Key Companies & Market Share Insights
In this section, the readers will gain an understanding of the key players competing. This report has studied the key growth strategies, such as innovative trends and developments, intensification of product portfolio, mergers and acquisitions, collaborations, new product innovation, and geographical expansion, undertaken by these participants to maintain their presence. Apart from business strategies, the study includes current developments and key financials. The readers will also get access to the data related to global revenue, gross margin by manufacturers for the period 2020-2025. This all-inclusive report will certainly serve the clients to stay updated and make effective decisions in their businesses.
Racing Games Segment 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
Racing Games Segment by Type
F2P
P2P
Racing Games Segment by Terminals
PC
Mobile
Console
Racing Games 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
Key Drivers & Barriers
High-impact rendering factors and drivers have been studied in this report to aid the readers to understand the general development. Moreover, the report includes restraints and challenges that may act as stumbling blocks on the way of the players. This will assist the users to be attentive and make informed decisions related to business. Specialists have also laid their focus on the upcoming business prospects.
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 Racing Games 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 Racing Games 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 value), 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 Racing Games.
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 global and regional market size and CAGR for the history and forecast period (2020-2025, 2026-2031). 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: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 3: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 4: 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 5: Detailed analysis of Racing Games companies' competitive landscape, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter 6: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product introduction, revenue, recent development, etc.
Chapter 7, 8, 9, 10 and 11: North America, Europe, Asia Pacific, South America, Middle East & Africa, revenue by country.
Chapter 12: Concluding Insights of the report
Please Note: Single-User license will be delivered via PDF from the publisher without the rights to print or to edit.
The racing game genre is the genre of video games, either in the first-person or third-person perspective, in which the player partakes in a racing competition with any type of land, water, air or space vehicles. They may be based on anything from real-world racing leagues to entirely fantastical settings.
According to APO Research, The global Racing Games market was estimated at US$ million in 2025 and is projected to reach a revised size of US$ million by 2031, witnessing a CAGR of xx% during the forecast period 2026-2031.
North American market for Racing Games is estimated to increase from $ million in 2025 to reach $ million by 2031, at a CAGR of % during the forecast period of 2026 through 2031.
Asia-Pacific market for Racing Games is estimated to increase from $ million in 2025 to reach $ million by 2031, at a CAGR of % during the forecast period of 2026 through 2031.
Europe market for Racing Games is estimated to increase from $ million in 2025 to reach $ million by 2031, at a CAGR of % during the forecast period of 2026 through 2031.
The major global companies of Racing Games include Turn 10 Studios (Microsoft), Codemasters, Electronic Arts Inc., Ubisoft, THQ Nordic, Gameloft, Milestone, Criterion and NaturalMotion, etc. In 2024, the world's top three vendors accounted for approximately % of the revenue.
Report Scope
This report aims to provide a comprehensive presentation of the global market for Racing Games, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Racing Games.
The Racing Games market size, estimations, and forecasts are provided in terms of revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. This report segments the global Racing Games market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided. For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
Key Companies & Market Share Insights
In this section, the readers will gain an understanding of the key players competing. This report has studied the key growth strategies, such as innovative trends and developments, intensification of product portfolio, mergers and acquisitions, collaborations, new product innovation, and geographical expansion, undertaken by these participants to maintain their presence. Apart from business strategies, the study includes current developments and key financials. The readers will also get access to the data related to global revenue, gross margin by manufacturers for the period 2020-2025. This all-inclusive report will certainly serve the clients to stay updated and make effective decisions in their businesses.
Racing Games Segment 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
Racing Games Segment by Type
F2P
P2P
Racing Games Segment by Terminals
PC
Mobile
Console
Racing Games 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
Key Drivers & Barriers
High-impact rendering factors and drivers have been studied in this report to aid the readers to understand the general development. Moreover, the report includes restraints and challenges that may act as stumbling blocks on the way of the players. This will assist the users to be attentive and make informed decisions related to business. Specialists have also laid their focus on the upcoming business prospects.
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 Racing Games 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 Racing Games 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 value), 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 Racing Games.
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 global and regional market size and CAGR for the history and forecast period (2020-2025, 2026-2031). 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: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 3: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 4: 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 5: Detailed analysis of Racing Games companies' competitive landscape, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter 6: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product introduction, revenue, recent development, etc.
Chapter 7, 8, 9, 10 and 11: North America, Europe, Asia Pacific, South America, Middle East & Africa, revenue by country.
Chapter 12: Concluding Insights of the report
Please Note: Single-User license will be delivered via PDF from the publisher without the rights to print or to edit.
Table of Contents
111 Pages
- 1 Market Overview
- 2 Racing Games Market by Type
- 3 Racing Games Market by Terminals
- 4 Global Market Dynamics
- 5 Competitive Insights by Company
- 6 Company Profiles
- 7 North America
- 8 Europe
- 9 Asia-Pacific
- 10 South America
- 11 Middle East & Africa
- 12 Concluding Insights
- 13 Appendix
1.1 Product Definition
1.2 Global Market Growth Prospects
1.3 Global Racing Games Market Size Overview by Region 2020 VS 2024 VS 2031
1.4 Global Racing Games Market Size by Region (2020-2031)
1.4.1 Global Racing Games Market Size by Region (2020-2025)
1.4.2 Global Racing Games Market Size by Region (2026-2031)
1.5 Key Regions Racing Games Market Size (2020-2031)
1.5.1 North America Racing Games Market Size Growth Rate (2020-2031)
1.5.2 Europe Racing Games Market Size Growth Rate (2020-2031)
1.5.3 Asia-Pacific Racing Games Market Size Growth Rate (2020-2031)
1.5.4 South America Racing Games Market Size Growth Rate (2020-2031)
1.5.5 Middle East & Africa Racing Games Market Size Growth Rate (2020-2031)
2.1 Type Introduction
2.1.1 F2P
2.1.2 P2P
2.2 Global Racing Games Market Size by Type
2.2.1 Global Racing Games Market Size Overview by Type (2020-2031)
2.2.2 Global Racing Games Historic Market Size Review by Type (2020-2025)
2.2.3 Global Racing Games Market Size Forecasted by Type (2026-2031)
2.3 Global Racing Games Market Size by Regions
2.3.1 North America Racing Games Market Size Breakdown by Type (2020-2025)
2.3.2 Europe Racing Games Market Size Breakdown by Type (2020-2025)
2.3.3 Asia-Pacific Racing Games Market Size Breakdown by Type (2020-2025)
2.3.4 South America Racing Games Market Size Breakdown by Type (2020-2025)
2.3.5 Middle East and Africa Racing Games Market Size Breakdown by Type (2020-2025)
3.1 Type Introduction
3.1.1 PC
3.1.2 Mobile
3.1.3 Console
3.2 Global Racing Games Market Size by Terminals
3.2.1 Global Racing Games Market Size Overview by Terminals (2020-2031)
3.2.2 Global Racing Games Historic Market Size Review by Terminals (2020-2025)
3.2.3 Global Racing Games Market Size Forecasted by Terminals (2026-2031)
3.3 Global Racing Games Market Size by Regions
3.3.1 North America Racing Games Market Size Breakdown by Terminals (2020-2025)
3.3.2 Europe Racing Games Market Size Breakdown by Terminals (2020-2025)
3.3.3 Asia-Pacific Racing Games Market Size Breakdown by Terminals (2020-2025)
3.3.4 South America Racing Games Market Size Breakdown by Terminals (2020-2025)
3.3.5 Middle East and Africa Racing Games Market Size Breakdown by Terminals (2020-2025)
4.1 Racing Games Industry Trends
4.2 Racing Games Industry Drivers
4.3 Racing Games Industry Opportunities and Challenges
4.4 Racing Games Industry Restraints
5.1 Global Top Players by Racing Games Revenue (2020-2025)
5.2 Global Racing Games Industry Company Ranking, 2023 VS 2024 VS 2025
5.3 Global Racing Games Key Company Headquarters & Area Served
5.4 Global Racing Games Company, Product Type & Application
5.5 Global Racing Games Company Commercialization Time
5.6 Market Competitive Analysis
5.6.1 Global Racing Games Market CR5 and HHI
5.6.2 Global Top 5 and 10 Racing Games Players Market Share by Revenue in 2024
5.6.3 2024 Racing Games Tier 1, Tier 2, and Tier 3
6.1 Turn 10 Studios (Microsoft)
6.1.1 Turn 10 Studios (Microsoft) Comapny Information
6.1.2 Turn 10 Studios (Microsoft) Business Overview
6.1.3 Turn 10 Studios (Microsoft) Racing Games Revenue, Global Share and Gross Margin (2020-2025)
6.1.4 Turn 10 Studios (Microsoft) Racing Games Product Portfolio
6.1.5 Turn 10 Studios (Microsoft) Recent Developments
6.2 Codemasters
6.2.1 Codemasters Comapny Information
6.2.2 Codemasters Business Overview
6.2.3 Codemasters Racing Games Revenue, Global Share and Gross Margin (2020-2025)
6.2.4 Codemasters Racing Games Product Portfolio
6.2.5 Codemasters Recent Developments
6.3 Electronic Arts Inc.
6.3.1 Electronic Arts Inc. Comapny Information
6.3.2 Electronic Arts Inc. Business Overview
6.3.3 Electronic Arts Inc. Racing Games Revenue, Global Share and Gross Margin (2020-2025)
6.3.4 Electronic Arts Inc. Racing Games Product Portfolio
6.3.5 Electronic Arts Inc. Recent Developments
6.4 Ubisoft
6.4.1 Ubisoft Comapny Information
6.4.2 Ubisoft Business Overview
6.4.3 Ubisoft Racing Games Revenue, Global Share and Gross Margin (2020-2025)
6.4.4 Ubisoft Racing Games Product Portfolio
6.4.5 Ubisoft Recent Developments
6.5 THQ Nordic
6.5.1 THQ Nordic Comapny Information
6.5.2 THQ Nordic Business Overview
6.5.3 THQ Nordic Racing Games Revenue, Global Share and Gross Margin (2020-2025)
6.5.4 THQ Nordic Racing Games Product Portfolio
6.5.5 THQ Nordic Recent Developments
6.6 Gameloft
6.6.1 Gameloft Comapny Information
6.6.2 Gameloft Business Overview
6.6.3 Gameloft Racing Games Revenue, Global Share and Gross Margin (2020-2025)
6.6.4 Gameloft Racing Games Product Portfolio
6.6.5 Gameloft Recent Developments
6.7 Milestone
6.7.1 Milestone Comapny Information
6.7.2 Milestone Business Overview
6.7.3 Milestone Racing Games Revenue, Global Share and Gross Margin (2020-2025)
6.7.4 Milestone Racing Games Product Portfolio
6.7.5 Milestone Recent Developments
6.8 Criterion
6.8.1 Criterion Comapny Information
6.8.2 Criterion Business Overview
6.8.3 Criterion Racing Games Revenue, Global Share and Gross Margin (2020-2025)
6.8.4 Criterion Racing Games Product Portfolio
6.8.5 Criterion Recent Developments
6.9 NaturalMotion
6.9.1 NaturalMotion Comapny Information
6.9.2 NaturalMotion Business Overview
6.9.3 NaturalMotion Racing Games Revenue, Global Share and Gross Margin (2020-2025)
6.9.4 NaturalMotion Racing Games Product Portfolio
6.9.5 NaturalMotion Recent Developments
6.10 Slightly Mad Studios
6.10.1 Slightly Mad Studios Comapny Information
6.10.2 Slightly Mad Studios Business Overview
6.10.3 Slightly Mad Studios Racing Games Revenue, Global Share and Gross Margin (2020-2025)
6.10.4 Slightly Mad Studios Racing Games Product Portfolio
6.10.5 Slightly Mad Studios Recent Developments
6.11 iRacing
6.11.1 iRacing Comapny Information
6.11.2 iRacing Business Overview
6.11.3 iRacing Racing Games Revenue, Global Share and Gross Margin (2020-2025)
6.11.4 iRacing Racing Games Product Portfolio
6.11.5 iRacing Recent Developments
6.12 Creative Mobile
6.12.1 Creative Mobile Comapny Information
6.12.2 Creative Mobile Business Overview
6.12.3 Creative Mobile Racing Games Revenue, Global Share and Gross Margin (2020-2025)
6.12.4 Creative Mobile Racing Games Product Portfolio
6.12.5 Creative Mobile Recent Developments
6.13 Bongfish
6.13.1 Bongfish Comapny Information
6.13.2 Bongfish Business Overview
6.13.3 Bongfish Racing Games Revenue, Global Share and Gross Margin (2020-2025)
6.13.4 Bongfish Racing Games Product Portfolio
6.13.5 Bongfish Recent Developments
6.14 Fingersoft
6.14.1 Fingersoft Comapny Information
6.14.2 Fingersoft Business Overview
6.14.3 Fingersoft Racing Games Revenue, Global Share and Gross Margin (2020-2025)
6.14.4 Fingersoft Racing Games Product Portfolio
6.14.5 Fingersoft Recent Developments
6.15 Aquiris Game Studio
6.15.1 Aquiris Game Studio Comapny Information
6.15.2 Aquiris Game Studio Business Overview
6.15.3 Aquiris Game Studio Racing Games Revenue, Global Share and Gross Margin (2020-2025)
6.15.4 Aquiris Game Studio Racing Games Product Portfolio
6.15.5 Aquiris Game Studio Recent Developments
6.16 Vector Unit
6.16.1 Vector Unit Comapny Information
6.16.2 Vector Unit Business Overview
6.16.3 Vector Unit Racing Games Revenue, Global Share and Gross Margin (2020-2025)
6.16.4 Vector Unit Racing Games Product Portfolio
6.16.5 Vector Unit Recent Developments
7.1 North America Racing Games Market Size Growth Rate (CAGR) by Country: 2020 VS 2024 VS 2031
7.2 North America Racing Games Market Size by Country (2020-2025)
7.3 North America Racing Games Market Size Forecast by Country (2026-2031)
8.1 Europe Racing Games Market Size Growth Rate (CAGR) by Country: 2020 VS 2024 VS 2031
8.2 Europe Racing Games Market Size by Country (2020-2025)
8.3 Europe Racing Games Market Size Forecast by Country (2026-2031)
9.1 Asia-Pacific Racing Games Market Size Growth Rate (CAGR) by Country: 2020 VS 2024 VS 2031
9.2 Asia-Pacific Racing Games Market Size by Country (2020-2025)
9.3 Asia-Pacific Racing Games Market Size Forecast by Country (2026-2031)
10.1 South America Racing Games Market Size Growth Rate (CAGR) by Country: 2020 VS 2024 VS 2031
10.2 South America Racing Games Market Size by Country (2020-2025)
10.3 South America Racing Games Market Size Forecast by Country (2026-2031)
11.1 Middle East & Africa Racing Games Market Size Growth Rate (CAGR) by Country: 2020 VS 2024 VS 2031
11.2 Middle East & Africa Racing Games Market Size by Country (2020-2025)
11.3 Middle East & Africa Racing Games Market Size Forecast by Country (2026-2031)
13.1 Reasons for Doing This Study
13.2 Research Methodology
13.3 Research Process
13.4 Authors List of This Report
13.5 Data Source
13.5.1 Secondary Sources
13.5.2 Primary Sources
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