Report cover image

Global Sim Racing Market Analysis and Forecast 2026-2032

Publisher APO Research, Inc.
Published Jan 06, 2026
Length 202 Pages
SKU # APRC20776048

Description

The global Sim Racing 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 Sim Racing 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 Sim Racing 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 Sim Racing 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 Sim Racing 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 Sim Racing include PXN, Logitech, BenQ, Thrustmaster, MOZA Racing, SIMAGIC, Asetek, CAMMUS and Fanatec, 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 Sim Racing, 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 Sim Racing, also provides the revenue of main regions and countries. Of the upcoming market potential for Sim Racing, 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 Sim Racing revenue, market share and industry ranking of main manufacturers, data from 2021 to 2026. Identification of the major stakeholders in the global Sim Racing 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 Sim Racing revenue, projected growth trends, production technology, application and end-user industry.


Sim Racing Segment by Company

PXN
Logitech
BenQ
Thrustmaster
MOZA Racing
SIMAGIC
Asetek
CAMMUS
Fanatec
X-MOTION
AOC
CXC Simulations
Heusinkveld
SimXperience
GTR Simulator GTA
VIOTEK
PNS

Sim Racing Segment by Type

Wheel & Wheel Bases
Monitor
Pedals
Others

Sim Racing Segment by Application

Professional
Amateur

Sim Racing 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 Sim Racing 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 Sim Racing 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 Sim Racing.
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 Sim Racing 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 Sim Racing 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, Sim Racing 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.

Please Note: Single-User license will be delivered via PDF from the publisher without the rights to print or to edit.

Table of Contents

202 Pages
1 Market Overview
1.1 Product Definition
1.2 Sim Racing Market by Type
1.2.1 Global Sim Racing Market Size by Type, 2021 VS 2025 VS 2032
1.2.2 Wheel & Wheel Bases
1.2.3 Monitor
1.2.4 Pedals
1.2.5 Others
1.3 Sim Racing Market by Application
1.3.1 Global Sim Racing Market Size by Application, 2021 VS 2025 VS 2032
1.3.2 Professional
1.3.3 Amateur
1.4 Assumptions and Limitations
1.5 Study Goals and Objectives
2 Sim Racing Market Dynamics
2.1 Sim Racing Industry Trends
2.2 Sim Racing Industry Drivers
2.3 Sim Racing Industry Opportunities and Challenges
2.4 Sim Racing Industry Restraints
3 Global Growth Perspective
3.1 Global Sim Racing Market Perspective (2021-2032)
3.2 Global Sim Racing Growth Trends by Region
3.2.1 Global Sim Racing Market Size by Region: 2021 VS 2025 VS 2032
3.2.2 Global Sim Racing Market Size by Region (2021-2026)
3.2.3 Global Sim Racing Market Size by Region (2027-2032)
4 Competitive Landscape by Players
4.1 Global Sim Racing Revenue by Players
4.1.1 Global Sim Racing Revenue by Players (2021-2026)
4.1.2 Global Sim Racing Revenue Market Share by Players (2021-2026)
4.1.3 Global Sim Racing Players Revenue Share Top 10 and Top 5 in 2025
4.2 Global Sim Racing Key Players Ranking, 2024 VS 2025 VS 2026
4.3 Global Sim Racing Key Players Headquarters & Area Served
4.4 Global Sim Racing Players, Product Type & Application
4.5 Global Sim Racing Players Establishment Date
4.6 Market Competitive Analysis
4.6.1 Global Sim Racing Market CR5 and HHI
4.6.3 2025 Sim Racing Tier 1, Tier 2, and Tier 3
5 Sim Racing Market Size by Type
5.1 Global Sim Racing Revenue by Type (2021 VS 2025 VS 2032)
5.2 Global Sim Racing Revenue by Type (2021-2032)
5.3 Global Sim Racing Revenue Market Share by Type (2021-2032)
6 Sim Racing Market Size by Application
6.1 Global Sim Racing Revenue by Application (2021 VS 2025 VS 2032)
6.2 Global Sim Racing Revenue by Application (2021-2032)
6.3 Global Sim Racing Revenue Market Share by Application (2021-2032)
7 Company Profiles
7.1 PXN
7.1.1 PXN Company Information
7.1.2 PXN Business Overview
7.1.3 PXN Sim Racing Revenue and Gross Margin (2021-2026)
7.1.4 PXN Sim Racing Product Portfolio
7.1.5 PXN Recent Developments
7.2 Logitech
7.2.1 Logitech Company Information
7.2.2 Logitech Business Overview
7.2.3 Logitech Sim Racing Revenue and Gross Margin (2021-2026)
7.2.4 Logitech Sim Racing Product Portfolio
7.2.5 Logitech Recent Developments
7.3 BenQ
7.3.1 BenQ Company Information
7.3.2 BenQ Business Overview
7.3.3 BenQ Sim Racing Revenue and Gross Margin (2021-2026)
7.3.4 BenQ Sim Racing Product Portfolio
7.3.5 BenQ Recent Developments
7.4 Thrustmaster
7.4.1 Thrustmaster Company Information
7.4.2 Thrustmaster Business Overview
7.4.3 Thrustmaster Sim Racing Revenue and Gross Margin (2021-2026)
7.4.4 Thrustmaster Sim Racing Product Portfolio
7.4.5 Thrustmaster Recent Developments
7.5 MOZA Racing
7.5.1 MOZA Racing Company Information
7.5.2 MOZA Racing Business Overview
7.5.3 MOZA Racing Sim Racing Revenue and Gross Margin (2021-2026)
7.5.4 MOZA Racing Sim Racing Product Portfolio
7.5.5 MOZA Racing Recent Developments
7.6 SIMAGIC
7.6.1 SIMAGIC Company Information
7.6.2 SIMAGIC Business Overview
7.6.3 SIMAGIC Sim Racing Revenue and Gross Margin (2021-2026)
7.6.4 SIMAGIC Sim Racing Product Portfolio
7.6.5 SIMAGIC Recent Developments
7.7 Asetek
7.7.1 Asetek Company Information
7.7.2 Asetek Business Overview
7.7.3 Asetek Sim Racing Revenue and Gross Margin (2021-2026)
7.7.4 Asetek Sim Racing Product Portfolio
7.7.5 Asetek Recent Developments
7.8 CAMMUS
7.8.1 CAMMUS Company Information
7.8.2 CAMMUS Business Overview
7.8.3 CAMMUS Sim Racing Revenue and Gross Margin (2021-2026)
7.8.4 CAMMUS Sim Racing Product Portfolio
7.8.5 CAMMUS Recent Developments
7.9 Fanatec
7.9.1 Fanatec Company Information
7.9.2 Fanatec Business Overview
7.9.3 Fanatec Sim Racing Revenue and Gross Margin (2021-2026)
7.9.4 Fanatec Sim Racing Product Portfolio
7.9.5 Fanatec Recent Developments
7.10 X-MOTION
7.10.1 X-MOTION Company Information
7.10.2 X-MOTION Business Overview
7.10.3 X-MOTION Sim Racing Revenue and Gross Margin (2021-2026)
7.10.4 X-MOTION Sim Racing Product Portfolio
7.10.5 X-MOTION Recent Developments
7.11 AOC
7.11.1 AOC Company Information
7.11.2 AOC Business Overview
7.11.3 AOC Sim Racing Revenue and Gross Margin (2021-2026)
7.11.4 AOC Sim Racing Product Portfolio
7.11.5 AOC Recent Developments
7.12 CXC Simulations
7.12.1 CXC Simulations Company Information
7.12.2 CXC Simulations Business Overview
7.12.3 CXC Simulations Sim Racing Revenue and Gross Margin (2021-2026)
7.12.4 CXC Simulations Sim Racing Product Portfolio
7.12.5 CXC Simulations Recent Developments
7.13 Heusinkveld
7.13.1 Heusinkveld Company Information
7.13.2 Heusinkveld Business Overview
7.13.3 Heusinkveld Sim Racing Revenue and Gross Margin (2021-2026)
7.13.4 Heusinkveld Sim Racing Product Portfolio
7.13.5 Heusinkveld Recent Developments
7.14 SimXperience
7.14.1 SimXperience Company Information
7.14.2 SimXperience Business Overview
7.14.3 SimXperience Sim Racing Revenue and Gross Margin (2021-2026)
7.14.4 SimXperience Sim Racing Product Portfolio
7.14.5 SimXperience Recent Developments
7.15 GTR Simulator GTA
7.15.1 GTR Simulator GTA Company Information
7.15.2 GTR Simulator GTA Business Overview
7.15.3 GTR Simulator GTA Sim Racing Revenue and Gross Margin (2021-2026)
7.15.4 GTR Simulator GTA Sim Racing Product Portfolio
7.15.5 GTR Simulator GTA Recent Developments
7.16 VIOTEK
7.16.1 VIOTEK Company Information
7.16.2 VIOTEK Business Overview
7.16.3 VIOTEK Sim Racing Revenue and Gross Margin (2021-2026)
7.16.4 VIOTEK Sim Racing Product Portfolio
7.16.5 VIOTEK Recent Developments
7.17 PNS
7.17.1 PNS Company Information
7.17.2 PNS Business Overview
7.17.3 PNS Sim Racing Revenue and Gross Margin (2021-2026)
7.17.4 PNS Sim Racing Product Portfolio
7.17.5 PNS Recent Developments
8 North America
8.1 North America Sim Racing Revenue (2021-2032)
8.2 North America Sim Racing Revenue by Type (2021-2032)
8.2.1 North America Sim Racing Revenue by Type (2021-2026)
8.2.2 North America Sim Racing Revenue by Type (2027-2032)
8.3 North America Sim Racing Revenue Share by Type (2021-2032)
8.4 North America Sim Racing Revenue by Application (2021-2032)
8.4.1 North America Sim Racing Revenue by Application (2021-2026)
8.4.2 North America Sim Racing Revenue by Application (2027-2032)
8.5 North America Sim Racing Revenue Share by Application (2021-2032)
8.6 North America Sim Racing Revenue by Country
8.6.1 North America Sim Racing Revenue by Country (2021 VS 2025 VS 2032)
8.6.2 North America Sim Racing Revenue by Country (2021-2026)
8.6.3 North America Sim Racing Revenue by Country (2027-2032)
8.6.4 United States
8.6.5 Canada
8.6.6 Mexico
9 Europe
9.1 Europe Sim Racing Revenue (2021-2032)
9.2 Europe Sim Racing Revenue by Type (2021-2032)
9.2.1 Europe Sim Racing Revenue by Type (2021-2026)
9.2.2 Europe Sim Racing Revenue by Type (2027-2032)
9.3 Europe Sim Racing Revenue Share by Type (2021-2032)
9.4 Europe Sim Racing Revenue by Application (2021-2032)
9.4.1 Europe Sim Racing Revenue by Application (2021-2026)
9.4.2 Europe Sim Racing Revenue by Application (2027-2032)
9.5 Europe Sim Racing Revenue Share by Application (2021-2032)
9.6 Europe Sim Racing Revenue by Country
9.6.1 Europe Sim Racing Revenue by Country (2021 VS 2025 VS 2032)
9.6.2 Europe Sim Racing Revenue by Country (2021-2026)
9.6.3 Europe Sim Racing 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 Sim Racing Revenue (2021-2032)
10.2 China Sim Racing Revenue by Type (2021-2032)
10.2.1 China Sim Racing Revenue by Type (2021-2026)
10.2.2 China Sim Racing Revenue by Type (2027-2032)
10.3 China Sim Racing Revenue Share by Type (2021-2032)
10.4 China Sim Racing Revenue by Application (2021-2032)
10.4.1 China Sim Racing Revenue by Application (2021-2026)
10.4.2 China Sim Racing Revenue by Application (2027-2032)
10.5 China Sim Racing Revenue Share by Application (2021-2032)
11 Asia (Excluding China)
11.1 Asia Sim Racing Revenue (2021-2032)
11.2 Asia Sim Racing Revenue by Type (2021-2032)
11.2.1 Asia Sim Racing Revenue by Type (2021-2026)
11.2.2 Asia Sim Racing Revenue by Type (2027-2032)
11.3 Asia Sim Racing Revenue Share by Type (2021-2032)
11.4 Asia Sim Racing Revenue by Application (2021-2032)
11.4.1 Asia Sim Racing Revenue by Application (2021-2026)
11.4.2 Asia Sim Racing Revenue by Application (2027-2032)
11.5 Asia Sim Racing Revenue Share by Application (2021-2032)
11.6 Asia Sim Racing Revenue by Country
11.6.1 Asia Sim Racing Revenue by Country (2021 VS 2025 VS 2032)
11.6.2 Asia Sim Racing Revenue by Country (2021-2026)
11.6.3 Asia Sim Racing 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 Sim Racing Revenue (2021-2032)
12.2 SAMEA Sim Racing Revenue by Type (2021-2032)
12.2.1 SAMEA Sim Racing Revenue by Type (2021-2026)
12.2.2 SAMEA Sim Racing Revenue by Type (2027-2032)
12.3 SAMEA Sim Racing Revenue Share by Type (2021-2032)
12.4 SAMEA Sim Racing Revenue by Application (2021-2032)
12.4.1 SAMEA Sim Racing Revenue by Application (2021-2026)
12.4.2 SAMEA Sim Racing Revenue by Application (2027-2032)
12.5 SAMEA Sim Racing Revenue Share by Application (2021-2032)
12.6 SAMEA Sim Racing Revenue by Country
12.6.1 SAMEA Sim Racing Revenue by Country (2021 VS 2025 VS 2032)
12.6.2 SAMEA Sim Racing Revenue by Country (2021-2026)
12.6.3 SAMEA Sim Racing 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
How Do Licenses Work?
Request A Sample
Head shot

Questions or Comments?

Our team has the ability to search within reports to verify it suits your needs. We can also help maximize your budget by finding sections of reports you can purchase.