Report Detail

Service & Software Global Online Racing Video Games Market Size, Status and Forecast 2020-2026

  • RnM3944689
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  • 08 April, 2020
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  • Global
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  • 134 Pages
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  • QYResearch
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  • Service & Software

Since the COVID-19 virus outbreak in December 2019, the disease has spread to almost 100 countries around the globe with the World Health Organization declaring it a public health emergency. The global impacts of the coronavirus disease 2019 (COVID-19) are already starting to be felt, and will significantly affect the Online Racing Video Games market in 2020.
COVID-19 can affect the global economy in three main ways: by directly affecting production and demand, by creating supply chain and market disruption, and by its financial impact on firms and financial markets.
The outbreak of COVID-19 has brought effects on many aspects, like flight cancellations; travel bans and quarantines; restaurants closed; all indoor events restricted; over forty countries state of emergency declared; massive slowing of the supply chain; stock market volatility; falling business confidence, growing panic among the population, and uncertainty about future.
This report also analyses the impact of Coronavirus COVID-19 on the Online Racing Video Games industry.
Based on our recent survey, we have several different scenarios about the Online Racing Video Games YoY growth rate for 2020. The probable scenario is expected to grow by a xx% in 2020 and the revenue will be xx in 2020 from US$ xx million in 2019. The market size of Online Racing Video Games will reach xx in 2026, with a CAGR of xx% from 2020 to 2026.
With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global Online Racing Video Games market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global Online Racing Video Games market in terms of revenue.
Players, stakeholders, and other participants in the global Online Racing Video Games market will be able to gain the upper hand as they use the report as a powerful resource. For this version of the report, the segmental analysis focuses on revenue and forecast by each application segment in terms of revenue and forecast by each type segment in terms of revenue for the period 2015-2026.
Regional and Country-level Analysis
The report offers an exhaustive geographical analysis of the global Online Racing Video Games market, covering important regions, viz, North America, Europe, China, Japan, Southeast Asia, India and Central & South America. It also covers key countries (regions), viz, U.S., Canada, Germany, France, U.K., Italy, Russia, China, Japan, South Korea, India, Australia, Taiwan, Indonesia, Thailand, Malaysia, Philippines, Vietnam, Mexico, Brazil, Turkey, Saudi Arabia, U.A.E, etc.
The report includes country-wise and region-wise market size for the period 2015-2026. It also includes market size and forecast by each application segment in terms of revenue for the period 2015-2026.
Competition Analysis
In the competitive analysis section of the report, leading as well as prominent players of the global Online Racing Video Games market are broadly studied on the basis of key factors. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on price and revenue (global level) by player for the period 2015-2020.
On the whole, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global Online Racing Video Games market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global Online Racing Video Games market.
The following players are covered in this report:
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
Online Racing Video Games Breakdown Data by Type
Free to play (F2P)
Pay to play (P2P)
Online Racing Video Games Breakdown Data by Application
Mobile
PC
Console


1 Report Overview

  • 1.1 Study Scope
  • 1.2 Key Market Segments
  • 1.3 Players Covered: Ranking by Online Racing Video Games Revenue
  • 1.4 Market Analysis by Type
    • 1.4.1 Global Online Racing Video Games Market Size Growth Rate by Type: 2020 VS 2026
    • 1.4.2 Free to play (F2P)
    • 1.4.3 Pay to play (P2P)
  • 1.5 Market by Application
    • 1.5.1 Global Online Racing Video Games Market Share by Application: 2020 VS 2026
    • 1.5.2 Mobile
    • 1.5.3 PC
    • 1.5.4 Console
  • 1.6 Coronavirus Disease 2019 (Covid-19): Online Racing Video Games Industry Impact
    • 1.6.1 How the Covid-19 is Affecting the Online Racing Video Games Industry
      • 1.6.1.1 Online Racing Video Games Business Impact Assessment - Covid-19
      • 1.6.1.2 Supply Chain Challenges
      • 1.6.1.3 COVID-19’s Impact On Crude Oil and Refined Products
    • 1.6.2 Market Trends and Online Racing Video Games Potential Opportunities in the COVID-19 Landscape
    • 1.6.3 Measures / Proposal against Covid-19
      • 1.6.3.1 Government Measures to Combat Covid-19 Impact
      • 1.6.3.2 Proposal for Online Racing Video Games Players to Combat Covid-19 Impact
  • 1.7 Study Objectives
  • 1.8 Years Considered

2 Global Growth Trends by Regions

  • 2.1 Online Racing Video Games Market Perspective (2015-2026)
  • 2.2 Online Racing Video Games Growth Trends by Regions
    • 2.2.1 Online Racing Video Games Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 Online Racing Video Games Historic Market Share by Regions (2015-2020)
    • 2.2.3 Online Racing Video Games Forecasted Market Size by Regions (2021-2026)
  • 2.3 Industry Trends and Growth Strategy
    • 2.3.1 Market Top Trends
    • 2.3.2 Market Drivers
    • 2.3.3 Market Challenges
    • 2.3.4 Porter’s Five Forces Analysis
    • 2.3.5 Online Racing Video Games Market Growth Strategy
    • 2.3.6 Primary Interviews with Key Online Racing Video Games Players (Opinion Leaders)

3 Competition Landscape by Key Players

  • 3.1 Global Top Online Racing Video Games Players by Market Size
    • 3.1.1 Global Top Online Racing Video Games Players by Revenue (2015-2020)
    • 3.1.2 Global Online Racing Video Games Revenue Market Share by Players (2015-2020)
    • 3.1.3 Global Online Racing Video Games Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.2 Global Online Racing Video Games Market Concentration Ratio
    • 3.2.1 Global Online Racing Video Games Market Concentration Ratio (CR5 and HHI)
    • 3.2.2 Global Top 10 and Top 5 Companies by Online Racing Video Games Revenue in 2019
  • 3.3 Online Racing Video Games Key Players Head office and Area Served
  • 3.4 Key Players Online Racing Video Games Product Solution and Service
  • 3.5 Date of Enter into Online Racing Video Games Market
  • 3.6 Mergers & Acquisitions, Expansion Plans

4 Breakdown Data by Type (2015-2026)

  • 4.1 Global Online Racing Video Games Historic Market Size by Type (2015-2020)
  • 4.2 Global Online Racing Video Games Forecasted Market Size by Type (2021-2026)

5 Online Racing Video Games Breakdown Data by Application (2015-2026)

  • 5.1 Global Online Racing Video Games Market Size by Application (2015-2020)
  • 5.2 Global Online Racing Video Games Forecasted Market Size by Application (2021-2026)

6 North America

  • 6.1 North America Online Racing Video Games Market Size (2015-2020)
  • 6.2 Online Racing Video Games Key Players in North America (2019-2020)
  • 6.3 North America Online Racing Video Games Market Size by Type (2015-2020)
  • 6.4 North America Online Racing Video Games Market Size by Application (2015-2020)

7 Europe

  • 7.1 Europe Online Racing Video Games Market Size (2015-2020)
  • 7.2 Online Racing Video Games Key Players in Europe (2019-2020)
  • 7.3 Europe Online Racing Video Games Market Size by Type (2015-2020)
  • 7.4 Europe Online Racing Video Games Market Size by Application (2015-2020)

8 China

  • 8.1 China Online Racing Video Games Market Size (2015-2020)
  • 8.2 Online Racing Video Games Key Players in China (2019-2020)
  • 8.3 China Online Racing Video Games Market Size by Type (2015-2020)
  • 8.4 China Online Racing Video Games Market Size by Application (2015-2020)

9 Japan

  • 9.1 Japan Online Racing Video Games Market Size (2015-2020)
  • 9.2 Online Racing Video Games Key Players in Japan (2019-2020)
  • 9.3 Japan Online Racing Video Games Market Size by Type (2015-2020)
  • 9.4 Japan Online Racing Video Games Market Size by Application (2015-2020)

10 Southeast Asia

  • 10.1 Southeast Asia Online Racing Video Games Market Size (2015-2020)
  • 10.2 Online Racing Video Games Key Players in Southeast Asia (2019-2020)
  • 10.3 Southeast Asia Online Racing Video Games Market Size by Type (2015-2020)
  • 10.4 Southeast Asia Online Racing Video Games Market Size by Application (2015-2020)

11 India

  • 11.1 India Online Racing Video Games Market Size (2015-2020)
  • 11.2 Online Racing Video Games Key Players in India (2019-2020)
  • 11.3 India Online Racing Video Games Market Size by Type (2015-2020)
  • 11.4 India Online Racing Video Games Market Size by Application (2015-2020)

12 Central & South America

  • 12.1 Central & South America Online Racing Video Games Market Size (2015-2020)
  • 12.2 Online Racing Video Games Key Players in Central & South America (2019-2020)
  • 12.3 Central & South America Online Racing Video Games Market Size by Type (2015-2020)
  • 12.4 Central & South America Online Racing Video Games Market Size by Application (2015-2020)

13Key Players Profiles

  • 13.1 Turn 10 Studios (Microsoft)
    • 13.1.1 Turn 10 Studios (Microsoft) Company Details
    • 13.1.2 Turn 10 Studios (Microsoft) Business Overview and Its Total Revenue
    • 13.1.3 Turn 10 Studios (Microsoft) Online Racing Video Games Introduction
    • 13.1.4 Turn 10 Studios (Microsoft) Revenue in Online Racing Video Games Business (2015-2020))
    • 13.1.5 Turn 10 Studios (Microsoft) Recent Development
  • 13.2 Codemasters
    • 13.2.1 Codemasters Company Details
    • 13.2.2 Codemasters Business Overview and Its Total Revenue
    • 13.2.3 Codemasters Online Racing Video Games Introduction
    • 13.2.4 Codemasters Revenue in Online Racing Video Games Business (2015-2020)
    • 13.2.5 Codemasters Recent Development
  • 13.3 Electronic Arts Inc.
    • 13.3.1 Electronic Arts Inc. Company Details
    • 13.3.2 Electronic Arts Inc. Business Overview and Its Total Revenue
    • 13.3.3 Electronic Arts Inc. Online Racing Video Games Introduction
    • 13.3.4 Electronic Arts Inc. Revenue in Online Racing Video Games Business (2015-2020)
    • 13.3.5 Electronic Arts Inc. Recent Development
  • 13.4 Ubisoft
    • 13.4.1 Ubisoft Company Details
    • 13.4.2 Ubisoft Business Overview and Its Total Revenue
    • 13.4.3 Ubisoft Online Racing Video Games Introduction
    • 13.4.4 Ubisoft Revenue in Online Racing Video Games Business (2015-2020)
    • 13.4.5 Ubisoft Recent Development
  • 13.5 THQ Nordic
    • 13.5.1 THQ Nordic Company Details
    • 13.5.2 THQ Nordic Business Overview and Its Total Revenue
    • 13.5.3 THQ Nordic Online Racing Video Games Introduction
    • 13.5.4 THQ Nordic Revenue in Online Racing Video Games Business (2015-2020)
    • 13.5.5 THQ Nordic Recent Development
  • 13.6 Gameloft
    • 13.6.1 Gameloft Company Details
    • 13.6.2 Gameloft Business Overview and Its Total Revenue
    • 13.6.3 Gameloft Online Racing Video Games Introduction
    • 13.6.4 Gameloft Revenue in Online Racing Video Games Business (2015-2020)
    • 13.6.5 Gameloft Recent Development
  • 13.7 Milestone
    • 13.7.1 Milestone Company Details
    • 13.7.2 Milestone Business Overview and Its Total Revenue
    • 13.7.3 Milestone Online Racing Video Games Introduction
    • 13.7.4 Milestone Revenue in Online Racing Video Games Business (2015-2020)
    • 13.7.5 Milestone Recent Development
  • 13.8 Criterion
    • 13.8.1 Criterion Company Details
    • 13.8.2 Criterion Business Overview and Its Total Revenue
    • 13.8.3 Criterion Online Racing Video Games Introduction
    • 13.8.4 Criterion Revenue in Online Racing Video Games Business (2015-2020)
    • 13.8.5 Criterion Recent Development
  • 13.9 NaturalMotion
    • 13.9.1 NaturalMotion Company Details
    • 13.9.2 NaturalMotion Business Overview and Its Total Revenue
    • 13.9.3 NaturalMotion Online Racing Video Games Introduction
    • 13.9.4 NaturalMotion Revenue in Online Racing Video Games Business (2015-2020)
    • 13.9.5 NaturalMotion Recent Development
  • 13.10 Slightly Mad Studios
    • 13.10.1 Slightly Mad Studios Company Details
    • 13.10.2 Slightly Mad Studios Business Overview and Its Total Revenue
    • 13.10.3 Slightly Mad Studios Online Racing Video Games Introduction
    • 13.10.4 Slightly Mad Studios Revenue in Online Racing Video Games Business (2015-2020)
    • 13.10.5 Slightly Mad Studios Recent Development
  • 13.11 iRacing
    • 10.11.1 iRacing Company Details
    • 10.11.2 iRacing Business Overview and Its Total Revenue
    • 10.11.3 iRacing Online Racing Video Games Introduction
    • 10.11.4 iRacing Revenue in Online Racing Video Games Business (2015-2020)
    • 10.11.5 iRacing Recent Development
  • 13.12 Creative Mobile
    • 10.12.1 Creative Mobile Company Details
    • 10.12.2 Creative Mobile Business Overview and Its Total Revenue
    • 10.12.3 Creative Mobile Online Racing Video Games Introduction
    • 10.12.4 Creative Mobile Revenue in Online Racing Video Games Business (2015-2020)
    • 10.12.5 Creative Mobile Recent Development
  • 13.13 Bongfish
    • 10.13.1 Bongfish Company Details
    • 10.13.2 Bongfish Business Overview and Its Total Revenue
    • 10.13.3 Bongfish Online Racing Video Games Introduction
    • 10.13.4 Bongfish Revenue in Online Racing Video Games Business (2015-2020)
    • 10.13.5 Bongfish Recent Development
  • 13.14 Fingersoft
    • 10.14.1 Fingersoft Company Details
    • 10.14.2 Fingersoft Business Overview and Its Total Revenue
    • 10.14.3 Fingersoft Online Racing Video Games Introduction
    • 10.14.4 Fingersoft Revenue in Online Racing Video Games Business (2015-2020)
    • 10.14.5 Fingersoft Recent Development
  • 13.15 Aquiris Game Studio
    • 10.15.1 Aquiris Game Studio Company Details
    • 10.15.2 Aquiris Game Studio Business Overview and Its Total Revenue
    • 10.15.3 Aquiris Game Studio Online Racing Video Games Introduction
    • 10.15.4 Aquiris Game Studio Revenue in Online Racing Video Games Business (2015-2020)
    • 10.15.5 Aquiris Game Studio Recent Development
  • 13.16 Vector Unit
    • 10.16.1 Vector Unit Company Details
    • 10.16.2 Vector Unit Business Overview and Its Total Revenue
    • 10.16.3 Vector Unit Online Racing Video Games Introduction
    • 10.16.4 Vector Unit Revenue in Online Racing Video Games Business (2015-2020)
    • 10.16.5 Vector Unit Recent Development

14Analyst's Viewpoints/Conclusions

    15Appendix

    • 15.1 Research Methodology
      • 15.1.1 Methodology/Research Approach
      • 15.1.2 Data Source
    • 15.2 Disclaimer

    Summary:
    Get latest Market Research Reports on Online Racing Video Games. Industry analysis & Market Report on Online Racing Video Games is a syndicated market report, published as Global Online Racing Video Games Market Size, Status and Forecast 2020-2026. It is complete Research Study and Industry Analysis of Online Racing Video Games market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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