
Racing Games Industry Research Report 2025
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 valued at US$ million in 2024 and is anticipated to reach US$ million by 2031, witnessing a CAGR of xx% during the forecast period 2025-2031.
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 2025 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 2025 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 2025 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, price, and sales 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 Terminals
PC
Mobile
Console
Racing Games Segment by Region
North America
United States
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Spain
Russia
Netherlands
Nordic Countries
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Southeast Asia
South America
Brazil
Argentina
Chile
Middle East & Africa
Saudi Arabia
Israel
United Arab Emirates
Turkey
Iran
Egypt
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 volume and 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: Research objectives, research methods, data sources, data cross-validation;
Chapter 2: 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 3: Provides the analysis of various market segments product types, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 4: Provides the analysis of various market segments 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 5: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 6: Detailed analysis of Racing Games companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 7, 8, 9, 10, 11: North America, Europe, Asia Pacific, South America, Middle East and Africa segment by country. 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 12: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including revenue, gross margin, product introduction, recent development, etc.
Chapter 13: The main points and conclusions 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 valued at US$ million in 2024 and is anticipated to reach US$ million by 2031, witnessing a CAGR of xx% during the forecast period 2025-2031.
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 2025 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 2025 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 2025 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, price, and sales 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 Terminals
PC
Mobile
Console
Racing Games Segment by Region
North America
United States
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Spain
Russia
Netherlands
Nordic Countries
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Southeast Asia
South America
Brazil
Argentina
Chile
Middle East & Africa
Saudi Arabia
Israel
United Arab Emirates
Turkey
Iran
Egypt
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 volume and 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: Research objectives, research methods, data sources, data cross-validation;
Chapter 2: 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 3: Provides the analysis of various market segments product types, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 4: Provides the analysis of various market segments 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 5: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 6: Detailed analysis of Racing Games companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 7, 8, 9, 10, 11: North America, Europe, Asia Pacific, South America, Middle East and Africa segment by country. 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 12: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including revenue, gross margin, product introduction, recent development, etc.
Chapter 13: The main points and conclusions 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
117 Pages
- 1 Preface
- 1.1 Scope of Report
- 1.2 Reasons for Doing This Study
- 1.3 Research Methodology
- 1.4 Research Process
- 1.5 Data Source
- 1.5.1 Secondary Sources
- 1.5.2 Primary Sources
- 2 Market Overview
- 2.1 Product Definition
- 2.2 Racing Games by Type
- 2.2.1 Market Value Comparison by Type (2020 VS 2024 VS 2031)
- 2.2.2 F2P
- 2.2.3 P2P
- 2.3 Racing Games by Terminals
- 2.3.1 Market Value Comparison by Terminals (2020 VS 2024 VS 2031)
- 2.3.2 PC
- 2.3.3 Mobile
- 2.3.4 Console
- 2.4 Assumptions and Limitations
- 3 Racing Games Breakdown Data by Type
- 3.1 Global Racing Games Historic Market Size by Type (2020-2025)
- 3.2 Global Racing Games Forecasted Market Size by Type (2026-2031)
- 4 Racing Games Breakdown Data by Terminals
- 4.1 Global Racing Games Historic Market Size by Terminals (2020-2025)
- 4.2 Global Racing Games Forecasted Market Size by Terminals (2026-2031)
- 5 Global Growth Trends
- 5.1 Global Racing Games Market Perspective (2020-2031)
- 5.2 Global Racing Games Growth Trends by Region
- 5.2.1 Global Racing Games Market Size by Region: 2020 VS 2024 VS 2031
- 5.2.2 Racing Games Historic Market Size by Region (2020-2025)
- 5.2.3 Racing Games Forecasted Market Size by Region (2026-2031)
- 5.3 Racing Games Market Dynamics
- 5.3.1 Racing Games Industry Trends
- 5.3.2 Racing Games Market Drivers
- 5.3.3 Racing Games Market Challenges
- 5.3.4 Racing Games Market Restraints
- 6 Market Competitive Landscape by Players
- 6.1 Global Top Racing Games Players by Revenue
- 6.1.1 Global Top Racing Games Players by Revenue (2020-2025)
- 6.1.2 Global Racing Games Revenue Market Share by Players (2020-2025)
- 6.2 Global Racing Games Industry Players Ranking, 2023 VS 2024 VS 2025
- 6.3 Global Key Players of Racing Games Head Office and Area Served
- 6.4 Global Racing Games Players, Product Type & Application
- 6.5 Global Racing Games Manufacturers Established Date
- 6.6 Global Racing Games Market CR5 and HHI
- 6.7 Global Players Mergers & Acquisition
- 7 North America
- 7.1 North America Racing Games Market Size (2020-2031)
- 7.2 North America Racing Games Market Growth Rate by Country: 2020 VS 2024 VS 2031
- 7.3 North America Racing Games Market Size by Country (2020-2025)
- 7.4 North America Racing Games Market Size by Country (2026-2031)
- 7.5 United States
- 7.5 United States
- 7.6 Canada
- 7.7 Mexico
- 8 Europe
- 8.1 Europe Racing Games Market Size (2020-2031)
- 8.2 Europe Racing Games Market Growth Rate by Country: 2020 VS 2024 VS 2031
- 8.3 Europe Racing Games Market Size by Country (2020-2025)
- 8.4 Europe Racing Games Market Size by Country (2026-2031)
- 8.5 Germany
- 8.6 France
- 8.7 U.K.
- 8.8 Italy
- 8.9 Spain
- 8.10 Russia
- 8.11 Netherlands
- 8.12 Nordic Countries
- 9 Asia-Pacific
- 9.1 Asia-Pacific Racing Games Market Size (2020-2031)
- 9.2 Asia-Pacific Racing Games Market Growth Rate by Country: 2020 VS 2024 VS 2031
- 9.3 Asia-Pacific Racing Games Market Size by Country (2020-2025)
- 9.4 Asia-Pacific Racing Games Market Size by Country (2026-2031)
- 9.5 China
- 9.6 Japan
- 9.7 South Korea
- 9.8 India
- 9.9 Australia
- 9.10 China Taiwan
- 9.11 Southeast Asia
- 10 South America
- 10.1 South America Racing Games Market Size (2020-2031)
- 10.2 South America Racing Games Market Growth Rate by Country: 2020 VS 2024 VS 2031
- 10.3 South America Racing Games Market Size by Country (2020-2025)
- 10.4 South America Racing Games Market Size by Country (2026-2031)
- 10.5 Brazil
- 10.6 Argentina
- 10.7 Chile
- 10.8 Colombia
- 10.9 Peru
- 11 Middle East & Africa
- 11.1 Middle East & Africa Racing Games Market Size (2020-2031)
- 11.2 Middle East & Africa Racing Games Market Growth Rate by Country: 2020 VS 2024 VS 2031
- 11.3 Middle East & Africa Racing Games Market Size by Country (2020-2025)
- 11.4 Middle East & Africa Racing Games Market Size by Country (2026-2031)
- 11.5 Saudi Arabia
- 11.6 Israel
- 11.7 United Arab Emirates
- 11.8 Turkey
- 11.9 Iran
- 11.10 Egypt
- 12 Players Profiled
- 12.1 Turn 10 Studios (Microsoft)
- 12.1.1 Turn 10 Studios (Microsoft) Company Information
- 12.1.2 Turn 10 Studios (Microsoft) Business Overview
- 12.1.3 Turn 10 Studios (Microsoft) Revenue in Racing Games Business (2020-2025)
- 12.1.4 Turn 10 Studios (Microsoft) Racing Games Product Portfolio
- 12.1.5 Turn 10 Studios (Microsoft) Recent Developments
- 12.2 Codemasters
- 12.2.1 Codemasters Company Information
- 12.2.2 Codemasters Business Overview
- 12.2.3 Codemasters Revenue in Racing Games Business (2020-2025)
- 12.2.4 Codemasters Racing Games Product Portfolio
- 12.2.5 Codemasters Recent Developments
- 12.3 Electronic Arts Inc.
- 12.3.1 Electronic Arts Inc. Company Information
- 12.3.2 Electronic Arts Inc. Business Overview
- 12.3.3 Electronic Arts Inc. Revenue in Racing Games Business (2020-2025)
- 12.3.4 Electronic Arts Inc. Racing Games Product Portfolio
- 12.3.5 Electronic Arts Inc. Recent Developments
- 12.4 Ubisoft
- 12.4.1 Ubisoft Company Information
- 12.4.2 Ubisoft Business Overview
- 12.4.3 Ubisoft Revenue in Racing Games Business (2020-2025)
- 12.4.4 Ubisoft Racing Games Product Portfolio
- 12.4.5 Ubisoft Recent Developments
- 12.5 THQ Nordic
- 12.5.1 THQ Nordic Company Information
- 12.5.2 THQ Nordic Business Overview
- 12.5.3 THQ Nordic Revenue in Racing Games Business (2020-2025)
- 12.5.4 THQ Nordic Racing Games Product Portfolio
- 12.5.5 THQ Nordic Recent Developments
- 12.6 Gameloft
- 12.6.1 Gameloft Company Information
- 12.6.2 Gameloft Business Overview
- 12.6.3 Gameloft Revenue in Racing Games Business (2020-2025)
- 12.6.4 Gameloft Racing Games Product Portfolio
- 12.6.5 Gameloft Recent Developments
- 12.7 Milestone
- 12.7.1 Milestone Company Information
- 12.7.2 Milestone Business Overview
- 12.7.3 Milestone Revenue in Racing Games Business (2020-2025)
- 12.7.4 Milestone Racing Games Product Portfolio
- 12.7.5 Milestone Recent Developments
- 12.8 Criterion
- 12.8.1 Criterion Company Information
- 12.8.2 Criterion Business Overview
- 12.8.3 Criterion Revenue in Racing Games Business (2020-2025)
- 12.8.4 Criterion Racing Games Product Portfolio
- 12.8.5 Criterion Recent Developments
- 12.9 NaturalMotion
- 12.9.1 NaturalMotion Company Information
- 12.9.2 NaturalMotion Business Overview
- 12.9.3 NaturalMotion Revenue in Racing Games Business (2020-2025)
- 12.9.4 NaturalMotion Racing Games Product Portfolio
- 12.9.5 NaturalMotion Recent Developments
- 12.10 Slightly Mad Studios
- 12.10.1 Slightly Mad Studios Company Information
- 12.10.2 Slightly Mad Studios Business Overview
- 12.10.3 Slightly Mad Studios Revenue in Racing Games Business (2020-2025)
- 12.10.4 Slightly Mad Studios Racing Games Product Portfolio
- 12.10.5 Slightly Mad Studios Recent Developments
- 12.11 iRacing
- 12.11.1 iRacing Company Information
- 12.11.2 iRacing Business Overview
- 12.11.3 iRacing Revenue in Racing Games Business (2020-2025)
- 12.11.4 iRacing Racing Games Product Portfolio
- 12.11.5 iRacing Recent Developments
- 12.12 Creative Mobile
- 12.12.1 Creative Mobile Company Information
- 12.12.2 Creative Mobile Business Overview
- 12.12.3 Creative Mobile Revenue in Racing Games Business (2020-2025)
- 12.12.4 Creative Mobile Racing Games Product Portfolio
- 12.12.5 Creative Mobile Recent Developments
- 12.13 Bongfish
- 12.13.1 Bongfish Company Information
- 12.13.2 Bongfish Business Overview
- 12.13.3 Bongfish Revenue in Racing Games Business (2020-2025)
- 12.13.4 Bongfish Racing Games Product Portfolio
- 12.13.5 Bongfish Recent Developments
- 12.14 Fingersoft
- 12.14.1 Fingersoft Company Information
- 12.14.2 Fingersoft Business Overview
- 12.14.3 Fingersoft Revenue in Racing Games Business (2020-2025)
- 12.14.4 Fingersoft Racing Games Product Portfolio
- 12.14.5 Fingersoft Recent Developments
- 12.15 Aquiris Game Studio
- 12.15.1 Aquiris Game Studio Company Information
- 12.15.2 Aquiris Game Studio Business Overview
- 12.15.3 Aquiris Game Studio Revenue in Racing Games Business (2020-2025)
- 12.15.4 Aquiris Game Studio Racing Games Product Portfolio
- 12.15.5 Aquiris Game Studio Recent Developments
- 12.16 Vector Unit
- 12.16.1 Vector Unit Company Information
- 12.16.2 Vector Unit Business Overview
- 12.16.3 Vector Unit Revenue in Racing Games Business (2020-2025)
- 12.16.4 Vector Unit Racing Games Product Portfolio
- 12.16.5 Vector Unit Recent Developments
- 13 Report Conclusion
- 14 Disclaimer
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