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Global Online Racing Video Games Market Analysis 2020 with Top Companies, Production, Consumption,Price and Growth Rate

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Table of Contents

    1 Report Overview

    • 1.1 Definition
    • 1.2 Manufacturers and Regions Overview
      • 1.2.1 Manufacturers Overview
      • 1.2.2 Regions Overview
    • 1.3 Type Overview
    • 1.4 Application Overview
    • 1.5 Industrial Chain
      • 1.5.1 Online Racing Video Games Overall Industrial Chain
      • 1.5.2 Upstream
      • 1.5.3 Downstream
      • 1.5.4 Economic/Political Environment

    2 Global Online Racing Video Games Market Assesment by Types

    • 2.1 Overall Market Performance
      • 2.1.1 Product Type Market Performance (Volume)
      • 2.1.2 Product Type Market Performance (Value)
    • 2.2 China Online Racing Video Games Market Performance
    • 2.3 USA Online Racing Video Games Market Performance
    • 2.4 Europe Online Racing Video Games Market Performance
    • 2.5 Japan Online Racing Video Games Market Performance
    • 2.6 Korea Online Racing Video Games Market Performance
    • 2.7 India Online Racing Video Games Market Performance
    • 2.8 Southeast Asia Online Racing Video Games Market Performance
    • 2.9 South America Online Racing Video Games Market Performance

    3 Global Online Racing Video Games Market Assesment by Application

    • 3.1 Overall Market Performance (Volume)
    • 3.2 China Online Racing Video Games Market Performance (Volume)
    • 3.3 USA Online Racing Video Games Market Performance (Volume)
    • 3.4 Europe Online Racing Video Games Market Performance (Volume)
    • 3.5 Japan Online Racing Video Games Market Performance (Volume)
    • 3.6 Korea Online Racing Video Games Market Performance (Volume)
    • 3.7 India Online Racing Video Games Market Performance (Volume)
    • 3.8 Southeast Asia Online Racing Video Games Market Performance (Volume)
    • 3.9 South America Online Racing Video Games Market Performance (Volume)

    4 Competitive Analysis

    • 4.1 Turn 10 Studios (Microsoft)
      • 4.1.1 Turn 10 Studios (Microsoft) Profiles
      • 4.1.2 Turn 10 Studios (Microsoft) Product Information
      • 4.1.3 Turn 10 Studios (Microsoft) Online Racing Video Games Production, Revenue, Price and Gross Margin
      • 4.1.4 Turn 10 Studios (Microsoft) Online Racing Video Games Business Performance
      • 4.1.5 SWOT Analysis
    • 4.2 Codemasters
      • 4.2.1 Codemasters Profiles
      • 4.2.2 Codemasters Product Information
      • 4.2.3 Codemasters Online Racing Video Games Production, Revenue, Price and Gross Margin
      • 4.2.4 Codemasters Online Racing Video Games Business Performance
      • 4.2.5 SWOT Analysis
    • 4.3 Electronic Arts
      • 4.3.1 Electronic Arts Profiles
      • 4.3.2 Electronic Arts Product Information
      • 4.3.3 Electronic Arts Online Racing Video Games Production, Revenue, Price and Gross Margin
      • 4.3.4 Electronic Arts Online Racing Video Games Business Performance
      • 4.3.5 SWOT Analysis
    • 4.4 Ubisoft
      • 4.4.1 Ubisoft Profiles
      • 4.4.2 Ubisoft Product Information
      • 4.4.3 Ubisoft Online Racing Video Games Production, Revenue, Price and Gross Margin
      • 4.4.4 Ubisoft Online Racing Video Games Business Performance
      • 4.4.5 SWOT Analysis
    • 4.5 THQ Nordic
      • 4.5.1 THQ Nordic Profiles
      • 4.5.2 THQ Nordic Product Information
      • 4.5.3 THQ Nordic Online Racing Video Games Production, Revenue, Price and Gross Margin
      • 4.5.4 THQ Nordic Online Racing Video Games Business Performance
      • 4.5.5 SWOT Analysis
    • 4.6 Gameloft
      • 4.6.1 Gameloft Profiles
      • 4.6.2 Gameloft Product Information
      • 4.6.3 Gameloft Online Racing Video Games Production, Revenue, Price and Gross Margin
      • 4.6.4 Gameloft Online Racing Video Games Business Performance
      • 4.6.5 SWOT Analysis
    • 4.7 Milestone
      • 4.7.1 Milestone Profiles
      • 4.7.2 Milestone Product Information
      • 4.7.3 Milestone Online Racing Video Games Production, Revenue, Price and Gross Margin
      • 4.7.4 Milestone Online Racing Video Games Business Performance
      • 4.7.5 SWOT Analysis
    • 4.8 Criterion
      • 4.8.1 Criterion Profiles
      • 4.8.2 Criterion Product Information
      • 4.8.3 Criterion Online Racing Video Games Production, Revenue, Price and Gross Margin
      • 4.8.4 Criterion Online Racing Video Games Business Performance
      • 4.8.5 SWOT Analysis
    • 4.9 NaturalMotion
      • 4.9.1 NaturalMotion Profiles
      • 4.9.2 NaturalMotion Product Information
      • 4.9.3 NaturalMotion Online Racing Video Games Production, Revenue, Price and Gross Margin
      • 4.9.4 NaturalMotion Online Racing Video Games Business Performance
      • 4.9.5 SWOT Analysis
    • 4.10 Slightly Mad Studios
      • 4.10.1 Slightly Mad Studios Profiles
      • 4.10.2 Slightly Mad Studios Product Information
      • 4.10.3 Slightly Mad Studios Online Racing Video Games Production, Revenue, Price and Gross Margin
      • 4.10.4 Slightly Mad Studios Online Racing Video Games Business Performance
      • 4.10.5 SWOT Analysis
    • 4.11 iRacing
    • 4.12 Creative Mobile
    • 4.13 Bongfish
    • 4.14 Fingersoft
    • 4.15 Aquiris Game Studio
    • 4.16 Vector Unit

    5 Competitive Landscape

    • 5.1 Global Online Racing Video Games Production (K Units) and Market Share by Manufacturers (2014-2020)
    • 5.2 Global Online Racing Video Games Revenue (M USD) and Market Share by Manufacturers (2014-2020)
    • 5.3 Global Online Racing Video Games Price (USD/Unit) of Manufacturers (2014-2020)
    • 5.4 Global Online Racing Video Games Gross Margin of Manufacturers (2014-2020)
    • 5.5 Market Concentration

    6 Global Online Racing Video Games Market Assessment by Regions

    • 6.1 Global Online Racing Video Games Production (K Units) and Market Share by Regions (2014-2020)
    • 6.2 Global Online Racing Video Games Revenue (M USD) and Market Share by Regions (2014-2020)
    • 6.3 Global Online Racing Video Games Price (USD/Unit) by Regions (2014-2020)
    • 6.4 Global Online Racing Video Games Gross Margin by Regions (2014-2020)

    7 Online Racing Video Games Regional Analysis

    • 7.1 China Online Racing Video Games Production, Revenue and Growth Rate (2014-2020)
    • 7.2 USA Online Racing Video Games Production, Revenue and Growth Rate (2014-2020)
    • 7.3 Europe Online Racing Video Games Production, Revenue and Growth Rate (2014-2020)
    • 7.4 Japan Online Racing Video Games Production, Revenue and Growth Rate (2014-2020)
    • 7.5 Korea Online Racing Video Games Production, Revenue and Growth Rate (2014-2020)
    • 7.6 India Online Racing Video Games Production, Revenue and Growth Rate (2014-2020)
    • 7.7 Southeast Asia Online Racing Video Games Production, Revenue and Growth Rate (2014-2020)
    • 7.8 South America Online Racing Video Games Production, Revenue and Growth Rate (2014-2020)

    8 Global Online Racing Video Games Consumption Assessment

    • 8.1 Global Online Racing Video Games Consumption and Market Share by Regions (2014-2020)
    • 8.2 Global Online Racing Video Games Consumption Value and Market Share by Regions (2014-2020)
    • 8.3 Global Online Racing Video Games Average Price (USD/Unit) by Regions (2014-2020)

    9 Global Online Racing Video Games Sales Assessment by Regions

    • 9.1 Global Online Racing Video Games Sales and Sales Value (2014-2020)
    • 9.2 China Online Racing Video Games Sales and Sales Value (2014-2020)
    • 9.3 USA Online Racing Video Games Sales and Sales Value (2014-2020)
    • 9.4 Europe Online Racing Video Games Sales and Sales Value (2014-2020)
    • 9.5 Japan Online Racing Video Games Sales and Sales Value (2014-2020)
    • 9.6 Korea Online Racing Video Games Sales and Sales Value (2014-2020)
    • 9.7 India Online Racing Video Games Sales and Sales Value (2014-2020)
    • 9.8 Southeast Asia Online Racing Video Games Sales and Sales Value (2014-2020)
    • 9.9 South America Online Racing Video Games Sales and Sales Value (2014-2020)

    10 Technology and Cost

    • 10.1 Technology
    • 10.2 Cost

    11 Channel Analysis

    • 11.1 Market Channel
    • 11.2 Distributors

    12 Market Forecast 2021-2026

    • 12.1 Production and Revenue Forecast 2021-2026
      • 12.1.1 Global Online Racing Video Games Production and Revenue by Regions 2021-2026
      • 12.1.2 China Online Racing Video Games Production, Revenue and Growth Rate 2021-2026
      • 12.1.3 USA Online Racing Video Games Production, Revenue and Growth Rate 2021-2026
      • 12.1.4 Europe Online Racing Video Games Production, Revenue and Growth Rate 2021-2026
      • 12.1.5 Japan Online Racing Video Games Production, Revenue and Growth Rate 2021-2026
      • 12.1.6 Korea Online Racing Video Games Production, Revenue and Growth Rate 2021-2026
      • 12.1.7 India Online Racing Video Games Production, Revenue and Growth Rate 2021-2026
      • 12.1.8 Southeast Asia Online Racing Video Games Production, Revenue and Growth Rate 2021-2026
      • 12.1.9 South America Online Racing Video Games Production, Revenue and Growth Rate 2021-2026
    • 12.2 Sales and Sales Value Forecast 2021-2026
      • 12.2.1 Global Online Racing Video Games Consumption and Consumption Calue by Regions 2021-2026
      • 12.2.2 Global Online Racing Video Games Sales and Sales Value Forecast 2021-2026
      • 12.2.3 China Online Racing Video Games Sales, Sales Value and Growth Rate 2021-2026
      • 12.2.4 USA Online Racing Video Games Sales and Sales Value Forecast 2021-2026
      • 12.2.5 Europe Online Racing Video Games Sales and Sales Value Forecast 2021-2026
      • 12.2.6 Japan Online Racing Video Games Sales and Sales Value Forecast 2021-2026
      • 12.2.7 Korea Online Racing Video Games Sales and Sales Value Forecast 2021-2026
      • 12.2.8 India Online Racing Video Games Sales and Sales Value Forecast 2021-2026
      • 12.2.9 Southeast Asia Online Racing Video Games Sales and Sales Value Forecast 2021-2026
      • 12.2.10 South America Online Racing Video Games Sales and Sales Value Forecast 2021-2026
    • 12.3 Global Online Racing Video Games Production and Revenue Forecast by Type 2021-2026
      • 12.3.1 Overall Market Performance
      • 12.3.2 Free to play (F2P)
      • 12.3.3 Pay to play (P2P)
    • 12.4 Global Online Racing Video Games Sales Forecast by Application 2021-2026
      • 12.4.1 Overall Market Performance
      • 12.4.2 Mobile
      • 12.4.3 PC
      • 12.4.4 Console
    • 12.5 Global Online Racing Video Games Price and Gross Margin Forecast
      • 13.5.1 Global Online Racing Video Games Averages Price Development Trend Forecast 2021-2026
      • 13.5.2 Global Online Racing Video Games Gross Margin Development Trend Forecast 2021-2026

    13 Conclusion

    XYZ-research offers a comprehensive analysis of key market trends in the global Online Racing Video Games market. It also includes discussion on historical trends, current market status, competitive landscape, growth opportunities and challenges which are backed by factful feedbacks.

    Global markets continue to sink as the coronavirus spreads, reaching over 200 countries in total by the end of March. Now the outbreak continued to grow, as the number of cases in USA, Italy, Spain, Germany, France all spiked, Europe and USA have now become the epicenter of the outbreak, Cases in China appear have steadied in April, but there’s growing concern about the overall impact to the global market.

    In China market, which experienced a difficult 2019 due to slowing domestic consumption and the impact of the Sino-US trade war, is once again facing more disruption and uncertainty at the hands of the coronavirus pandemic. Sales and consumption all fell in the first quarter of 2020, compared with the same period in 2019. The sales revenue of the major players will likely continue slowing in the 2nd quarter but in the second half of the year the fiscal and monetary policy would likely cause a strong rebound

    In order to stop the spread of the COVID-19 outbreak, countries and world capital have been put under strict lockdown, bringing a total halt to major industrial production chains. It has caused supply chain disruptions for nearly three-quarters of U.S. companies, and in the second quarter, domestically consumption is likely to be hit even harder. The same situation also appeared in Europe, as the epidemic has required large-scale restrictions on the movement of people, investment, consumption and exports will all be strongly impacted by the epidemic, domestic production and consumption will plummet in the first half of 2020. We expected a U-shaped recovery in the second half of the year in USA and Europe market.

    Brazil is already the hardest hit country in South America, many of these nations are still in the early stages of the virus’s proliferation. Infection levels have not yet peaked in April. South America 's market were on shaky ground even before the devastating impacts of the coronavirus, following a synchronized economic slowdown last year. China’s market downturn is impacting its trading partners in this region.

    China, Japan, South Korea, India, and other Asia countries took the lead in introducing unprecedented measures to contain the virus, the market confidence in Asia-Pacific region is returning, EU and USA have relaxed its fiscal rules with maximum flexibility, this will stimulate the market demand in the second half of 2020.

    Due to delays in the transport of components and raw materials, along with quarantine restrictions, the transportation of raw materials is affected, this will cause tight supply, and then the price of raw materials to rise. Meanwhile, as end-user demand weakens, many players are also facing the risk of higher inventory backlog, which may lead to passive production reduction, some traditional retailers began to develop the online business.
    This report extensively provides a quantitative analysis of the industry from 2014-2026 based on the current international situation, by Region, Type, Application. Consumption assessment by application, production by type in different regions. Furthermore, the report quantifies the market share held by the major players of the industry and provides an in-depth view of the competitive landscape. The market size in terms of revenue (USD) and production is calculated for the study period along with the details of the factors affecting the market growth (drivers and restraints). The worldwide market for Online Racing Video Gamesmarket will reach xxx Million USD in 2020 and is expected to grow at a CAGR of xx% 2021-2026.

    Geographically, global Online Racing Video Games market competition by top manufacturers, with production, price, revenue (value) and market share for each manufacturer; the top players including
    Turn 10 Studios (Microsoft)
    Codemasters
    Electronic Arts
    Ubisoft
    THQ Nordic
    Gameloft
    Milestone
    Criterion
    NaturalMotion
    Slightly Mad Studios
    iRacing
    Creative Mobile
    Bongfish
    Fingersoft
    Aquiris Game Studio
    Vector Unit

    On the basis of product, we research the production, revenue, price, market share and growth rate, primarily split into
    Free to play (F2P)
    Pay to play (P2P)
    For the end users/applications, this report focuses on the status and outlook for major applications/end users, consumption (sales), market share and growth rate of Online Racing Video Games for each application, including
    Mobile
    PC
    Console
    Production, consumption, revenue, market share and growth rate are the key targets for Online Racing Video Games from 2014 to 2026 (forecast) in these regions
    China
    USA
    Europe
    Japan
    Korea
    India
    Southeast Asia
    South America

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