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市場調查報告書
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1407952

線上模擬遊戲:市場佔有率分析、產業趨勢/統計、2024年至2029年成長預測

Online Simulation Games - Market Share Analysis, Industry Trends & Statistics, Growth Forecasts 2024 - 2029

出版日期: | 出版商: Mordor Intelligence | 英文 100 Pages | 商品交期: 2-3個工作天內

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簡介目錄

線上模擬遊戲市場規模預計到 2024 年為 81.4 億美元,預計到 2029 年將達到 172.1 億美元,在預測期內(2024-2029 年)複合年成長率為 13.49%。

線上模擬遊戲-市場-IMG1

由於對現場遊戲體驗的需求不斷增加以及對模擬遊戲相對於傳統遊戲的偏好,線上模擬遊戲市場預計將成長。由於越來越多的公司使用遊戲模擬進行培訓和分析,以及消費者對虛擬實境(VR)耳機的需求不斷增加,全球遊戲模擬市場正在不斷擴大。

主要亮點

  • 最常見和最常玩的遊戲類型之一是模擬。點擊和滑動機制適用於觸控設備,使其成為智慧型手機上最受歡迎的遊戲之一。模擬遊戲易於使用且有趣,因此有些人會玩很多年。
  • 模擬遊戲的易懂性正在刺激模擬遊戲市場的成長。線上上模擬遊戲中,動作是自動的,選擇引導遊戲朝特定方向發展。目的是模擬特定活動。
  • 此外,在 COVID-19 大流行期間,對數位遊戲業務的影響是正面的。尤其是,人們對手機遊戲的製作產生了濃厚的興趣。在新冠肺炎 (COVID-19) 大流行期間,模擬賽車遊戲在參與者和觀眾方面都有顯著改善。這一成長很大程度上歸功於幾位職業賽車飛行員參加了在此期間舉辦的模擬賽車比賽。模擬遊戲非常逼真,並提供網路遊戲。
  • 此外,使遊戲開發更具成本效益的技術進步也將有助於市場開拓。此外,AR和VR頭戴裝置線上上模擬遊戲中的使用預計將推動需求。改進和發展遊戲體驗和故事的需求將進一步推動線上模擬遊戲市場,該市場已經在全球遊戲產業中經歷了顯著成長。
  • 市場擴張預計將受到對現場遊戲體驗不斷成長的需求以及對模擬遊戲相對於傳統遊戲日益成長的興趣的推動。技術進步能夠創造出具有成本效益的產品,預計也將對成長產生正面影響。
  • 然而,模擬類型的發展也面臨挑戰。模擬市民有許多子類型,例如飛機模擬、生活模擬、城市建設模擬、生存模擬、農業模擬、體育模擬等。此外,遊戲機的高成本可能會阻礙市場擴張。

線上模擬遊戲市場趨勢

智慧型手機的普及推動市場成長

  • 行動遊戲已超越主機和電腦遊戲,成為最受歡迎的遊戲形式。輕鬆存取手機遊戲是其主要優勢之一。大多數人擁有有遊戲的智慧型手機。 AR、VR、雲端遊戲、5G等各種技術的發展和功能的增強,正在增加對行動遊戲的需求。
  • 智慧型手機和平板電腦的廣泛普及以及流行手機遊戲的免費提供在很大程度上影響了這一發展。
  • 根據 GSMA 行動經濟報告,全球行動網路用戶達到 42 億,成長 5%。預計到2025年用戶將達50億大關。行動網際網路的普及將增加線上模擬遊戲公司的收益成長。據愛立信稱,全球約有 64 億人使用智慧型手機連接網路。到 2028 年,這一數字預計將達到 77 億以上。
  • 此外,研發成本的增加以及對創建新手機遊戲的投資預計將刺激產品需求。推動業務擴張的另一個因素是對攜帶式、輕型賽車模擬器的需求不斷成長。市場整合和產品技術突破是模擬遊戲產業的全球趨勢。
  • 例如,JetSynthesys 的電競計劃Nodwin Gaming 獲得了 Krafton 2,250 萬美元的投資。大逃殺遊戲營運商 Battlegrounds Mobile India (BGMI) 宣布,將於 2022 年 6 月將首次股票公開發行所得收益中的 1 億美元用於印度遊戲和娛樂產業。
線上模擬遊戲-市場-IMG2

預計北美將佔據較大市場佔有率

  • 北美線上上模擬遊戲市場中佔有很大佔有率。一些著名的市場參與者都位於北美,包括SONY互動娛樂、微軟、動視暴雪、藝電和 Take-Two Interactive。
  • 在北美,各個影院引入賽車平台來支援賽車運動和電子競技,預計也將增加該地區對模擬遊戲的需求。
  • 例如,據報道,F1將於2022年2月為車迷開設模擬體驗中心。這讓您可以一睹坐在時速超過 300 公里的機器駕駛座上的感覺。中心將於年終在美國推出。
  • 該地區各企業積極參與收購,加速企業發展。如前所述,Spin Games LLC 被 Bragg Gaming Group 以約 3,000 萬美元的現金和股票收購。收購 Spin Games 擴大了 Bragg 的北美業務,並提供了獨特且受歡迎的 iGaming 產品線。

線上模擬遊戲產業概況

線上模擬遊戲市場較為分散,主要參與者包括索尼互動娛樂公司、騰訊、任天堂、微軟和網易公司。市場參與者正在採取聯盟和收購等策略來加強其產品陣容並獲得永續的競爭優勢。

2023 年 1 月,菲律賓娛樂博彩公司 (PAGCOR) 計劃在 2024 年推出線上博彩業務,理由是該國博彩業具有巨大的成長潛力。菲律賓賭場願意在其線上模擬遊戲中採用基於擴增實境和虛擬實境的技術。這使得遊戲對於玩遊戲的人來說更加刺激和真實。

2022 年 5 月,網易旗下線上遊戲部門網易遊戲宣布,總部位於德克薩斯州奧斯汀的 Jackalope Games 成為第一家美國工作室。作為網易遊戲旗下的第一方工作室,Jackalope Games 開發 PC 和主機遊戲。

其他福利:

  • Excel 格式的市場預測 (ME) 表
  • 3 個月分析師支持

目錄

第1章簡介

  • 研究假設和市場定義
  • 調查範圍

第2章調查方法

第3章執行摘要

第4章市場洞察

  • 市場概況
  • 產業吸引力-波特五力分析
    • 供應商的議價能力
    • 買家/消費者的議價能力
    • 新進入者的威脅
    • 替代品的威脅
    • 競爭公司之間敵對關係的強度
  • COVID-19 市場影響評估

第5章市場動態

  • 市場促進因素
    • 智慧型手機普及擴大
    • 在各領域的訓練和分析中增加遊戲模擬的使用
    • VR頭戴裝置的需求不斷成長
  • 市場抑制因素
    • 需要昂貴的顯示卡

第6章市場區隔

  • 按類型
    • 廣告
    • 應用程式內收費
    • 付費應用程式
  • 按地區
    • 北美洲
    • 歐洲
    • 亞太地區
    • 中東/非洲
    • 世界其他地區

第7章競爭形勢

  • 公司簡介
    • Sony Interactive Entertainment Inc.
    • Tencent
    • Nintendo
    • Microsoft
    • NetEase, Inc.
    • Activision Blizzard, Inc.
    • Electronic Arts Inc.
    • Take-Two Interactive Software, Inc.
    • Bandai Namco Entertainment Inc.
    • Square Enix Co., Ltd.

第8章投資分析

第9章市場的未來

簡介目錄
Product Code: 91529
Online Simulation Games - Market - IMG1

The Online Simulation Games Market size is estimated at USD 8.14 billion in 2024, and is expected to reach USD 17.21 billion by 2029, growing at a CAGR of 13.49% during the forecast period (2024-2029).

The market for online simulation games is expected to grow due to increased demand for live gaming experiences and a preference for simulation games over traditional ones. The global gaming simulation market is expanding as a result of more firms using gaming simulation for training and analysis, as well as rising consumer demand for virtual reality (VR) headsets.

Key Highlights

  • One of the most prevalent and well-played game genres is simulation. The tap-and-swipe mechanics adapt well to touch devices, making it one of the most popular games on smartphones. Simulation games are entertaining to interact with and simple to play, and some of them may be played for many years.
  • The ease of understanding simulation games adds to the growth of the simulation games market. In online simulation games, actions occur automatically, and choices steer the game's progression in particular ways. Emulation of a certain activity is the goal.
  • Also, the effect on the digital gaming business was favorable during the COVID-19 pandemic. Particularly, the creation of mobile games has drawn interest. During the COVID-19 pandemic period, Sim Racing games had a noticeable improvement in terms of participants and watchers. The major cause of this growth is attributed to the several professional race pilots who took part in the sim racing competitions that were organized during this time. Simulated racing games are quite realistic and provide internet play.
  • Furthermore, technological advancements that make game development more cost-effective will also contribute to market growth. Additionally, the use of AR and VR headsets in online simulation games is expected to drive demand. The need to improve and advance gaming experiences and stories will further fuel the online simulation game market, which has already seen significant growth in the global gaming industry.
  • The market expansion is anticipated to be aided by rising demand for live gaming experiences and rising interest in simulation games over conventional games. The creation of cost-effective items made possible by technological advancements is also anticipated to positively affect growth.
  • However, the development of the simulation genre is a challenge. There are plenty of sim subgenres, including aircraft sims, life sims, city-builder sims, survival simulations, agricultural sims, sports sims, and a tonne of other sims because one can model almost anything. Also, the expensive cost of gaming consoles might hinder the market from expanding.

Online Simulation Games Market Trends

Increased Adoption of Smartphones is Expected to Drive the Market Growth

  • Mobile gaming has surpassed console and PC gaming as the most popular gaming format. The accessibility of mobile gaming is one of its primary advantages. The majority of people own smartphones with games. Various technology developments and enhancements, including AR, VR, cloud gaming, and 5G, have increased the demand for mobile games.
  • The broad availability of smartphones and tablets and the availability of popular mobile games for no cost have significantly impacted this development.
  • As per the GSMA Mobile Economy Report, global mobile internet subscribers were reported to be 4.2 billion, a 5 percent increase. The subscribers are estimated to reach the 5 billion mark by 2025. This growth in the adoption of mobile internet increases the revenue growth of online simulation game firms. Also, As per Ericsson, there are almost 6.4 billion people around the world who use smartphones to connect to the internet. This number is expected to reach more than 7.7 billion by 2028.
  • Additionally, growing R&D expenditures and investments to create new mobile games will spur product demand. A further element promoting business expansion is the rising need for portable and lightweight racing simulators. Market consolidation and product technology breakthroughs are two worldwide simulation game industry trends.
  • For instance, Nodwin Gaming, an esports project of JetSynthesys, received a USD 22.5 million investment from Krafton. Battlegrounds Mobile India (BGMI), the company behind the battle royale game, has announced that it will spend USD 100 million of the proceeds from its initial public offering in the Indian gaming and entertainment industry in June 2022.
Online Simulation Games - Market - IMG2

North America is Expected to Hold Significant Market Share

  • North America dominated the online simulation games market with a significant share. Some of the prominent market players are based in North America, including Sony Interactive Entertainment, Microsoft, Activision Blizzard, Electronic Arts, and Take-Two Interactive.
  • The implementation of racing platforms at various theatres in North America to support motorsports and e-sports is also projected to increase demand for simulation games in the region.
  • For instance, according to reports, F1 will open fan-focused simulation experience centers in February 2022. This will give viewers a glimpse of what it would be like to be in the driver's seat of a car capable of exceeding 300 kmph. At the end of 2022, the center will be developed in the United States.
  • Various firms in the region actively participated in acquisitions to accelerate corporate development. Spin Games LLC was acquired by Bragg Gaming Group in a cash and stock deal valued at about USD 30 million, as previously stated. The purchase of Spin Games expands Bragg's North American business and gives it access to a unique and popular iGaming product line.

Online Simulation Games Industry Overview

The online simulation games market is moderately fragmented with the presence of major players like Sony Interactive, Entertainment Inc., Tencent, Nintendo, Microsoft, and NetEase, Inc. Players in the market are adopting strategies such as partnerships and acquisitions to enhance their product offerings and gain sustainable competitive advantage.

In January 2023, the Philippine Amusement and Gaming Corporation (PAGCOR) has a plan to launch its online gaming operations in 2024, as there is a huge growth potential in the country's gaming industry. Casino Filipino is ready to employ augmented and virtual reality-based technology in its online simulation games; this can simulate the sights and sounds of a physical casino. This will make the games more exciting and realistic for people who play them.

In May 2022, Jackalope Games, a company situated in Austin, Texas, was announced as the first American studio by NetEase Games, the online games branch of NetEase, Inc. As a first-party studio of NetEase Games, Jackalope Games will develop PC and console games.

Additional Benefits:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 Study Assumptions and Market Defnition
  • 1.2 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET INSIGHTS

  • 4.1 Market Overview
  • 4.2 Industry Attractiveness - Porter's Five Forces Analysis
    • 4.2.1 Bargaining Power of Suppliers
    • 4.2.2 Bargaining Power of Buyers/Consumers
    • 4.2.3 Threat of New Entrants
    • 4.2.4 Threat of Substitute Products
    • 4.2.5 Intensity of Competitive Rivalry
  • 4.3 Assessment of the Impact of COVID-19 on the Market

5 MARKET DYNAMICS

  • 5.1 Market Drivers
    • 5.1.1 Increased Adoption of Smartphones
    • 5.1.2 Increased Utilization of Gaming Simulation for Training and Analysis Across a Variety of Fields
    • 5.1.3 Growing Demand for VR Headsets
  • 5.2 Market Restraints
    • 5.2.1 Need for Expensive Graphic Cards

6 MARKET SEGMENTATION

  • 6.1 By Type
    • 6.1.1 Advertising
    • 6.1.2 In-App Purchase
    • 6.1.3 Paid App
  • 6.2 By Geography
    • 6.2.1 North America
    • 6.2.2 Europe
    • 6.2.3 Asia Pacific
    • 6.2.4 Middle East and Africa
    • 6.2.5 Rest of the World

7 COMPETITIVE LANDSCAPE

  • 7.1 Company Profiles
    • 7.1.1 Sony Interactive Entertainment Inc.
    • 7.1.2 Tencent
    • 7.1.3 Nintendo
    • 7.1.4 Microsoft
    • 7.1.5 NetEase, Inc.
    • 7.1.6 Activision Blizzard, Inc.
    • 7.1.7 Electronic Arts Inc.
    • 7.1.8 Take-Two Interactive Software, Inc.
    • 7.1.9 Bandai Namco Entertainment Inc.
    • 7.1.10 Square Enix Co., Ltd.

8 INVESTMENT ANALYSIS

9 FUTURE OF THE MARKET