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Report Description

Report Description

Forecast Period

2027-2031

Market Size (2025)

USD 5.55 Billion

CAGR (2026-2031)

10.01%

Fastest Growing Segment

Web Game Type

Largest Market

North America

Market Size (2031)

USD 9.84 Billion

Market Overview

The Global Racing Games Market will grow from USD 5.55 Billion in 2025 to USD 9.84 Billion by 2031 at a 10.01% CAGR. The Global Racing Games Market encompasses the development, publication, and distribution of video games that simulate competitive racing across land, water, or air using vehicles such as cars, motorcycles, or boats. This market is fundamentally driven by continuous technological advancements in hardware, particularly the integration of high-fidelity graphics and haptic feedback peripherals that enhance immersion, alongside the growing accessibility of mobile gaming which broadens the player base. Additionally, the rising legitimacy of sim-racing as a competitive e-sport has significantly boosted investment and community engagement. According to Video Games Europe, in 2024, the racing genre demonstrated remarkable robust popularity, capturing a 31% player engagement rate across key surveyed European market segments.

Despite this expansion, the market faces a significant challenge in the form of high entry barriers for the premium simulation segment. The substantial cost associated with specialized hardware, such as steering wheels, pedals, and cockpit setups required for an authentic experience, limits mass adoption among casual players. This financial hurdle often restricts the growth of the high-end simulation sub-sector, forcing developers to constantly balance realism with accessibility to maintain widespread appeal.

Key Market Drivers

Expansion of Esports and Competitive Racing Leagues acts as a primary catalyst for market growth, transforming racing games from solitary experiences into global spectator events. This shift encourages publishers to prioritize competitive balance and league infrastructure, thereby extending the lifecycle of titles and fostering dedicated communities. The convergence of real-world motorsport and virtual competition has proven particularly effective in engaging new audiences, creating a bridge between traditional racing fans and gamers. According to Esports Charts, March 2025, in the '2025 F1 Sim Racing World Championship Breaks Viewership Records' report, the series' final race attracted a record peak viewership of 78,985 concurrent viewers, illustrating the surging demand for organized virtual racing content. This visibility generates direct revenue through sponsorships and drives base game sales as viewers seek to emulate professional sim racers.

Growth of the Specialized Sim Racing Hardware Market simultaneously fuels the sector by creating an ecosystem that demands sophisticated software to utilize advanced peripherals. As direct-drive wheels and motion rigs become more attainable, developers are incentivized to engineer physics engines with greater fidelity to match the hardware's capabilities. This symbiotic relationship pushes the boundaries of realism, attracting enthusiasts who use simulation as a genuine training platform. According to BoxThisLap, January 2025, in the 'iRacing: Breaks Historic Record with 300,000 Simultaneous Active Accounts' article, the platform achieved 300,000 simultaneous active accounts during its special endurance event, underscoring the scale of the hardcore simulation demographic. Broader engagement is also evident in less specialized titles; according to GTPlanet, in 2025, Gran Turismo 7 maintained an active user base of over 2 million monthly players.

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Key Market Challenges

The high entry barriers associated with the premium simulation segment act as a substantial restraint on the broader expansion of the market. Authentic simulation experiences necessitate specialized peripherals such as force-feedback steering wheels, pedal sets, and cockpit assemblies, all of which command a significant financial premium over standard game controllers. This cost disparity segregates the player base, effectively confining the most immersive aspect of the genre to a niche group of enthusiasts while excluding the vast majority of casual gamers who cannot justify the additional expenditure. Consequently, the high-end simulation sub-sector faces difficulty in achieving mass-market penetration, limiting the potential revenue streams for developers who prioritize realistic mechanics.

This economic hurdle is further compounded when broader consumer spending on gaming technology contracts. A reduction in hardware investment indicates a hesitation among players to commit to high-cost gaming ecosystems, which directly impacts the adoption of peripheral-dependent racing titles. According to UKIE, in 2024, the market valuation for video game hardware sales decreased by 5.1% to reach £2.1 billion. This contraction in hardware expenditure highlights the financial reluctance of consumers to invest in expensive equipment, thereby hampering the growth potential of the capital-intensive simulation racing category.

Key Market Trends

Emergence of Location-Based Sim Racing Entertainment Venues represents a strategic shift from solitary home setups to experiential social hubs, democratizing access to professional-grade hardware. These venues allow casual players to experience high-fidelity simulation without the prohibitive cost of personal ownership, effectively bridging the gap between leisure gaming and motorsport hospitality. By combining premium food and beverage offerings with competitive socializing, operators are attracting a broader demographic beyond traditional racing enthusiasts. According to Nevada Business, October 2025, in the 'F1 Arcade Las Vegas Now Open' announcement, the brand's flagship location launched with 87 full-motion simulators, illustrating the substantial scale of investment being poured into this physical-digital hybrid entertainment format.

Adoption of Subscription-Based and Live Service Revenue Models is simultaneously altering monetization strategies, moving the sector beyond one-time purchases toward recurring engagement ecosystems. Developers now prioritize continuous content delivery, such as seasonal updates and vehicle drops, to sustain long-term player retention and generate steady cash flow. This approach mitigates the volatility of traditional game launch cycles and incentivizes ongoing community participation through evolving gameplay loops. According to Motorsport Games Inc., March 2025, in the 'Fourth Quarter & Full Year 2024 Financial Results', the company's gaming segment revenue increased by 31.2% year-over-year, a growth attributed to the successful early access and live-service performance of its newest simulation titles.

Segmental Insights

The Web Game Type segment is currently identified as the fastest growing category within the Global Racing Games Market. This rapid expansion is principally driven by advancements in browser technologies such as HTML5 which enable high visual performance without requiring hardware intensive downloads. Additionally, the proliferation of high speed internet connectivity allows users to access these games instantly across various devices and significantly reduces barriers to entry. This ease of access appeals to a broad demographic seeking immediate entertainment and creates a conducive environment for the accelerated adoption of web racing titles globally.

Regional Insights

North America maintains a dominant position in the global racing games market, driven by the widespread adoption of gaming consoles and high-performance computers. The region benefits from the concentration of major industry publishers that consistently invest in simulation and arcade-style titles. Additionally, the rapid expansion of esports infrastructure has fostered a dedicated community for competitive racing tournaments. High disposable income levels allow consumers to invest in software and hardware peripherals, such as steering wheels, further entrenching regional market leadership. This ecosystem creates a stable environment for sustained sector activity across the United States and Canada.

Recent Developments

  • In December 2025, Hyundai Motor Company announced a strategic collaboration with Polyphony Digital to debut the Elantra N TCR in Gran Turismo 7. Unveiled during the Gran Turismo World Series World Finals in Japan, this partnership commemorated the tenth anniversary of the automaker's high-performance "N" brand. The collaboration involved integrating the championship-winning touring car into the game's digital ecosystem, allowing players to experience the vehicle's performance in a virtual setting. This initiative underscored the growing trend of automotive manufacturers partnering with racing game developers to market their performance vehicles to a global audience of esports competitors and car enthusiasts.
  • In January 2025, 505 Games and developer Kunos Simulazioni released the highly anticipated simulation title Assetto Corsa EVO in Early Access on Steam. The game utilized a new, proprietary engine designed to support photorealistic graphics, advanced physics, and triple-screen configurations, catering specifically to the sim-racing enthusiast community. The launch featured a curated selection of vehicles, including hypercars and classics, alongside various international circuits. By entering Early Access, the companies aimed to leverage community feedback to refine the driving model and multiplayer features, reinforcing the brand's position as a leader in the realistic driving simulation market.
  • In September 2024, Nacon and its development studio KT Racing launched Test Drive Unlimited Solar Crown, marking the franchise's return after a twelve-year hiatus. Set on a 1:1 scale recreation of Hong Kong Island, the open-world racing game emphasized a lifestyle and social gaming experience, allowing players to join clans and compete for dominance on over 600 kilometers of roads. The title was released on current-generation consoles and PC, reflecting the company's focus on capturing the massively multiplayer online racing segment. This release represented a significant expansion of Nacon's portfolio in the open-world driving market.
  • In May 2024, Electronic Arts released F1 24, the official video game of the 2024 FIA Formula One World Championship, for PlayStation, Xbox, and PC platforms. This installment introduced a new "Dynamic Handling" system, developed in consultation with a Formula One world champion, which aimed to redefine the physics engine for greater realism and control. The company also overhauled the Career mode, allowing players to compete as real-world drivers from the current season for the first time. This launch highlighted the publisher's strategy to deepen user engagement through authentic simulation features and annual content updates in the racing genre.

Key Market Players

  • HP Development Company, L.P
  • Fiserv, Inc
  • NEC Corporation
  • Samsung Electronics Co., Ltd.
  • VeriFone, Inc.
  • Panasonic Corporation
  • NVIDIA Corporation
  • Toshiba Corporation
  • Oracle Corporation
  • Posiflex Technology, Inc.

By Type

By Application

By Region

  • Client Type
  • Web Game Type
  • Racing Simulators
  • PC
  • Mobile
  • Consoles
  • North America
  • Europe
  • Asia Pacific
  • South America
  • Middle East & Africa

Report Scope:

In this report, the Global Racing Games Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

  • Racing Games Market, By Type:
  • Client Type
  • Web Game Type
  • Racing Games Market, By Application:
  • Racing Simulators
  • PC
  • Mobile
  • Consoles
  • Racing Games Market, By Region:
  • North America
    • United States
    • Canada
    • Mexico
  • Europe
    • France
    • United Kingdom
    • Italy
    • Germany
    • Spain
  • Asia Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
  • South America
    • Brazil
    • Argentina
    • Colombia
  • Middle East & Africa
    • South Africa
    • Saudi Arabia
    • UAE

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Racing Games Market.

Available Customizations:

Global Racing Games Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Global Racing Games Market is an upcoming report to be released soon. If you wish an early delivery of this report or want to confirm the date of release, please contact us at [email protected]

Table of content

Table of content

1.    Product Overview

1.1.  Market Definition

1.2.  Scope of the Market

1.2.1.  Markets Covered

1.2.2.  Years Considered for Study

1.2.3.  Key Market Segmentations

2.    Research Methodology

2.1.  Objective of the Study

2.2.  Baseline Methodology

2.3.  Key Industry Partners

2.4.  Major Association and Secondary Sources

2.5.  Forecasting Methodology

2.6.  Data Triangulation & Validation

2.7.  Assumptions and Limitations

3.    Executive Summary

3.1.  Overview of the Market

3.2.  Overview of Key Market Segmentations

3.3.  Overview of Key Market Players

3.4.  Overview of Key Regions/Countries

3.5.  Overview of Market Drivers, Challenges, Trends

4.    Voice of Customer

5.    Global Racing Games Market Outlook

5.1.  Market Size & Forecast

5.1.1.  By Value

5.2.  Market Share & Forecast

5.2.1.  By Type (Client Type, Web Game Type)

5.2.2.  By Application (Racing Simulators, PC, Mobile, Consoles)

5.2.3.  By Region

5.2.4.  By Company (2025)

5.3.  Market Map

6.    North America Racing Games Market Outlook

6.1.  Market Size & Forecast

6.1.1.  By Value

6.2.  Market Share & Forecast

6.2.1.  By Type

6.2.2.  By Application

6.2.3.  By Country

6.3.    North America: Country Analysis

6.3.1.    United States Racing Games Market Outlook

6.3.1.1.  Market Size & Forecast

6.3.1.1.1.  By Value

6.3.1.2.  Market Share & Forecast

6.3.1.2.1.  By Type

6.3.1.2.2.  By Application

6.3.2.    Canada Racing Games Market Outlook

6.3.2.1.  Market Size & Forecast

6.3.2.1.1.  By Value

6.3.2.2.  Market Share & Forecast

6.3.2.2.1.  By Type

6.3.2.2.2.  By Application

6.3.3.    Mexico Racing Games Market Outlook

6.3.3.1.  Market Size & Forecast

6.3.3.1.1.  By Value

6.3.3.2.  Market Share & Forecast

6.3.3.2.1.  By Type

6.3.3.2.2.  By Application

7.    Europe Racing Games Market Outlook

7.1.  Market Size & Forecast

7.1.1.  By Value

7.2.  Market Share & Forecast

7.2.1.  By Type

7.2.2.  By Application

7.2.3.  By Country

7.3.    Europe: Country Analysis

7.3.1.    Germany Racing Games Market Outlook

7.3.1.1.  Market Size & Forecast

7.3.1.1.1.  By Value

7.3.1.2.  Market Share & Forecast

7.3.1.2.1.  By Type

7.3.1.2.2.  By Application

7.3.2.    France Racing Games Market Outlook

7.3.2.1.  Market Size & Forecast

7.3.2.1.1.  By Value

7.3.2.2.  Market Share & Forecast

7.3.2.2.1.  By Type

7.3.2.2.2.  By Application

7.3.3.    United Kingdom Racing Games Market Outlook

7.3.3.1.  Market Size & Forecast

7.3.3.1.1.  By Value

7.3.3.2.  Market Share & Forecast

7.3.3.2.1.  By Type

7.3.3.2.2.  By Application

7.3.4.    Italy Racing Games Market Outlook

7.3.4.1.  Market Size & Forecast

7.3.4.1.1.  By Value

7.3.4.2.  Market Share & Forecast

7.3.4.2.1.  By Type

7.3.4.2.2.  By Application

7.3.5.    Spain Racing Games Market Outlook

7.3.5.1.  Market Size & Forecast

7.3.5.1.1.  By Value

7.3.5.2.  Market Share & Forecast

7.3.5.2.1.  By Type

7.3.5.2.2.  By Application

8.    Asia Pacific Racing Games Market Outlook

8.1.  Market Size & Forecast

8.1.1.  By Value

8.2.  Market Share & Forecast

8.2.1.  By Type

8.2.2.  By Application

8.2.3.  By Country

8.3.    Asia Pacific: Country Analysis

8.3.1.    China Racing Games Market Outlook

8.3.1.1.  Market Size & Forecast

8.3.1.1.1.  By Value

8.3.1.2.  Market Share & Forecast

8.3.1.2.1.  By Type

8.3.1.2.2.  By Application

8.3.2.    India Racing Games Market Outlook

8.3.2.1.  Market Size & Forecast

8.3.2.1.1.  By Value

8.3.2.2.  Market Share & Forecast

8.3.2.2.1.  By Type

8.3.2.2.2.  By Application

8.3.3.    Japan Racing Games Market Outlook

8.3.3.1.  Market Size & Forecast

8.3.3.1.1.  By Value

8.3.3.2.  Market Share & Forecast

8.3.3.2.1.  By Type

8.3.3.2.2.  By Application

8.3.4.    South Korea Racing Games Market Outlook

8.3.4.1.  Market Size & Forecast

8.3.4.1.1.  By Value

8.3.4.2.  Market Share & Forecast

8.3.4.2.1.  By Type

8.3.4.2.2.  By Application

8.3.5.    Australia Racing Games Market Outlook

8.3.5.1.  Market Size & Forecast

8.3.5.1.1.  By Value

8.3.5.2.  Market Share & Forecast

8.3.5.2.1.  By Type

8.3.5.2.2.  By Application

9.    Middle East & Africa Racing Games Market Outlook

9.1.  Market Size & Forecast

9.1.1.  By Value

9.2.  Market Share & Forecast

9.2.1.  By Type

9.2.2.  By Application

9.2.3.  By Country

9.3.    Middle East & Africa: Country Analysis

9.3.1.    Saudi Arabia Racing Games Market Outlook

9.3.1.1.  Market Size & Forecast

9.3.1.1.1.  By Value

9.3.1.2.  Market Share & Forecast

9.3.1.2.1.  By Type

9.3.1.2.2.  By Application

9.3.2.    UAE Racing Games Market Outlook

9.3.2.1.  Market Size & Forecast

9.3.2.1.1.  By Value

9.3.2.2.  Market Share & Forecast

9.3.2.2.1.  By Type

9.3.2.2.2.  By Application

9.3.3.    South Africa Racing Games Market Outlook

9.3.3.1.  Market Size & Forecast

9.3.3.1.1.  By Value

9.3.3.2.  Market Share & Forecast

9.3.3.2.1.  By Type

9.3.3.2.2.  By Application

10.    South America Racing Games Market Outlook

10.1.  Market Size & Forecast

10.1.1.  By Value

10.2.  Market Share & Forecast

10.2.1.  By Type

10.2.2.  By Application

10.2.3.  By Country

10.3.    South America: Country Analysis

10.3.1.    Brazil Racing Games Market Outlook

10.3.1.1.  Market Size & Forecast

10.3.1.1.1.  By Value

10.3.1.2.  Market Share & Forecast

10.3.1.2.1.  By Type

10.3.1.2.2.  By Application

10.3.2.    Colombia Racing Games Market Outlook

10.3.2.1.  Market Size & Forecast

10.3.2.1.1.  By Value

10.3.2.2.  Market Share & Forecast

10.3.2.2.1.  By Type

10.3.2.2.2.  By Application

10.3.3.    Argentina Racing Games Market Outlook

10.3.3.1.  Market Size & Forecast

10.3.3.1.1.  By Value

10.3.3.2.  Market Share & Forecast

10.3.3.2.1.  By Type

10.3.3.2.2.  By Application

11.    Market Dynamics

11.1.  Drivers

11.2.  Challenges

12.    Market Trends & Developments

12.1.  Merger & Acquisition (If Any)

12.2.  Product Launches (If Any)

12.3.  Recent Developments

13.    Global Racing Games Market: SWOT Analysis

14.    Porter's Five Forces Analysis

14.1.  Competition in the Industry

14.2.  Potential of New Entrants

14.3.  Power of Suppliers

14.4.  Power of Customers

14.5.  Threat of Substitute Products

15.    Competitive Landscape

15.1.  HP Development Company, L.P

15.1.1.  Business Overview

15.1.2.  Products & Services

15.1.3.  Recent Developments

15.1.4.  Key Personnel

15.1.5.  SWOT Analysis

15.2.  Fiserv, Inc

15.3.  NEC Corporation

15.4.  Samsung Electronics Co., Ltd.

15.5.  VeriFone, Inc.

15.6.  Panasonic Corporation

15.7.  NVIDIA Corporation

15.8.  Toshiba Corporation

15.9.  Oracle Corporation

15.10.  Posiflex Technology, Inc.

16.    Strategic Recommendations

17.    About Us & Disclaimer

Figures and Tables

Frequently asked questions

Frequently asked questions

The market size of the Global Racing Games Market was estimated to be USD 5.55 Billion in 2025.

North America is the dominating region in the Global Racing Games Market.

Web Game Type segment is the fastest growing segment in the Global Racing Games Market.

The Global Racing Games Market is expected to grow at 10.01% between 2026 to 2031.

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