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2021
Gaming Simulation Market

Gaming Simulation Market by Component (Hardware, Software and Service), Game Type (Shooting, Fighting, Racing, and Others), and End Use (Residential and Commercial): Global Opportunity Analysis and Industry Forecast, 2021–2030

A06821
Pages: 255
Oct 2021 | 1895 Views
   
Author(s) : Pramod Borasi, Shadaab Khan , Vineet Kumar
Tables: 137
Charts: 58
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COVID-19

Pandemic disrupted the entire world and affected many industries.

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Gaming Simulation Market Statistics: 2030 

The global gaming simulation market size was valued at $4.86 billion in 2020, and is projected to reach $20.76 billion by 2030, growing at a CAGR of 15.2% from 2021 to 2030. Gaming simulation is a tool in gaming world that recreates real-world situation. It consists of components such as system entities, input variables, performance measures, and functional relationships, which all together enhance the sensation in games and provide best moving experience to users. Furthermore, various companies are adopting gaming simulations for reducing the operating cost required for training of employees, which, in turns, fuels the growth of the market. 

COVID-19 pandemic has significantly fostered the gaming simulation market growth rate owing to the increased shift toward the adoption of virtual and augmented reality based simulators across number of businesses for working remotely and providing enhanced training to their employees. For instance, in June 2020, CXC Simulations launched a Certified Pre-Owned program that provides a great opportunity to buy a Motion Pro II simulator for a greatly reduced price.

Increase in adoption of gaming simulation for training and analysis in various industries and rise in demand for virtual reality (VR) headsets boost growth of the global gaming simulation market. In addition, increase in acceptance of 360-degree camera, as next-generation technology across different developing nations positively impacts growth of the market. However, security and privacy issues associated with VR headsets and high cost of VR headsets hamper the gaming simulation market growth. On the contrary, adoption of AI and cloud computing for better experience and increase in collaboration between entertainment industry and gaming simulator companies across the globe are expected to offer remunerative opportunities for expansion of the gaming simulation industry during the forecast period.

Gaming-Simulation--Market

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By game type, the racing segment garnered the largest gaming simulation market share in 2020, and is expected to maintain its dominance in the upcoming years, owing to adoption of virtual training solutions for racing drivers to improve their driving skills is anticipated to drive the demand for racing simulators during the forecast period. However, the fighting segment is expected to witness highest growth, owing to surge in demand for fighting simulators among the young generation across the globe and rise in investment by key players of the gaming simulation market in fighting simulators.

Region wise, the gaming simulation market was dominated by North America in 2020, and is expected to retain its position during the forecast period. This is attributed to high penetration of new industries and presence of large players of gaming simulator market in this region. However, Asia-Pacific is expected to observe highest growth rate during the forecast period. Introduction of 4G technology and high-speed communication along with growing number of smartphone users has driven the adoption of gaming simulation industry in this region.

The report focuses on growth prospects, restraints, and trends of the global gaming simulation market analysis. The study provides Porter’s five forces analysis to understand impact of various factors, such as bargaining power of suppliers, competitive intensity of competitors, threat of new entrants, threat of substitutes, and bargaining power of buyers, on the global gaming simulation market share.

Segment review

The global gaming simulation market is segmented into component, game type, end user, and region. By component, the market is bifurcated into hardware, software and service. On the basis of game type, it is categorized into shooting, fighting, racing, and others. Depending on end user, it is classified into residential and commercial. Region wise, it is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

Gaming Simulation Market
By Component

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Hardware is projected as one of the most lucrative segments.

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The key players profiled in the gaming simulation market report are 3D Perception, CKAS Mechatronics Pty Ltd., CXC Simulations, D-Box Technologies Inc., Eleetus, Hammacher Schlemmer & Company, Inc., Play seat B.V., Rseat Ltd., Sony Interactive Entertainment Inc., and Vesaro. These players have adopted various strategies to increase their market penetration and strengthen their position in the industry.

COVID-19 impact analysis

The COVID-19 pandemic has led to a significant increase in the revenue of gaming simulation market due to shutdown of various outbound online games and entertainment places across globe. Rise in adoption of online gaming during this global lockdown and surge in adoption of simulators across various industries are expected to drive the growth of the market. This lockdown further led to increase in adoption of online gaming, which, in turn, propelled the demand for simulators, thus driving the growth of the market. 

Gaming Simulation Market
By Game Type

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Racing is projected as one of the most lucrative segments.

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Top impacting factors

Increase in acceptance of 360-degree camera as next-generation technology

The adoption of 360-degree cameras is increasing significantly for capturing 360° VR photography without using expensive specialist cameras. In addition, as VR headsets are becoming increasingly popular for gaming, and with the global pandemic restricting the ability to travel, this device serves as an economic and easy way to create virtual tours for tourist destinations, which, in turn, notably contributes toward the growth of the market. Furthermore, using the 360° VR photography, various industries are able to better teach the interns with real workshop environment, which is driving the growth of the market. 

Increase in collaboration between entertainment industry and gaming simulator companies

Amusement & theme parks, gaming hubs, and other places are adopting gaming simulators to provide shows and real-life gaming experience to end users at low costs, which is expected to provide lucrative opportunity for the market. For instance, New York show Sleep No More which is an Immersive theater is a performance where the audience is involved in the action, and use VR and other simulator technologies, which attracts positive responses from end users. In addition, according to recent surveys in 2020, over 66% of end users are interested in visiting such a concert. Thus, increase in number of such developments is expected to provide lucrative opportunity for the market. Furthermore, major theme park is investing in VR and gaming simulators to recover their losses suffered from the COVID-19 pandemic and to provide customer with enhanced experience. For instance, in 2020, Universal Studios announced the construction of Super Nintendo World land at Universal Studios Hollywood, and launched a dark ride that uses virtual reality technology to help visitors feel like they are riding inside a real-life Mario Kart race. This increase in adoption of VR is not only driving the gaming simulation market but also lifting business that has lost its audience due to COVID-19 lockdown. Thus, all these factors collectively are expected to offer remunerative opportunities for the expansion of the global market during the forecast period.

Gaming Simulation Market
By Region

2030
Asia-pacific 
North America
Europe
Lamea

Asia-Pacific would exhibit the highest CAGR of 16.3% during 2021-2030.

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Key Benefits For Stakeholders     

  • The study provides an in-depth analysis of the global gaming simulation market forecast along with current trends and future estimations to explain the imminent investment pockets.
  • Information about key drivers, restraints, & opportunities and their impact analysis on global gaming simulation market trends is provided in the report.
  • Porter’s five forces analysis illustrates the potency of the buyers and suppliers operating in the industry.
  • The quantitative analysis of the market from 2021 to 2030 is provided to determine the market potential.

Key Market Segments

By Component

  • Hardware 
  • Software
  • Service

By Game type

  • Shooting
  • Fighting
  • Racing
  • Others 

By End User

  • Residential 
  • Commercial
  • Defense and Security
  • Civil Aviation
  • Education
  • Entertainment
  • Others

By Region

  • North America
    • U.S.
    • Canada
  • Europe 
    • UK
    • Germany
    • France
    • Italy 
    • Spain
    • Rest of Europe
  • Asia-Pacific 
    • China
    • India
    • Japan
    • South Korea
    • Australia
    • Rest of Asia-Pacific
  • LAMEA
    • Latin America 
    • Middle East 
    • Africa

Key Market Players

  • 3D Perception
  • CKAS Mechatronics Pty Ltd.
  • CXC Simulations
  • D-Box Technologies Inc.
  • Eleetus
  • Hammacher Schlemmer & Company, Inc.
  • Play seat B.V.
  • RSEAT Ltd.
  • Sony Interactive Entertainment Inc.
  • Vesaro
 

CHAPTER 1:INTRODUCTION

1.1.Report description
1.2.Key benefits for stakeholders
1.3.Key market segments
1.4.Research methodology

1.4.1.Primary research
1.4.2.Secondary research
1.4.3.Analyst tools and models

CHAPTER 2:EXECUTIVE SUMMARY

2.1.Key findings

2.1.1.Top impacting factors
2.1.2.Top investment pockets

2.2.CXO perspective

CHAPTER 3:MARKET OVERVIEW

3.1.Market definition and scope
3.2.Key forces shaping gaming simulators industry/market
3.4.Market dynamics

3.4.1.Drivers

3.4.1.1.Growing adoption of gaming simulation for training and analysis in various industries
3.4.1.2.Rise in demand for VR headsets
3.4.1.3.Growing acceptance of 360-degree camera as next-generation technology across different developing nations

3.4.2.Restraints

3.4.2.1.Security and privacy issues associated with VR headsets and high cost of VR headsets

3.4.3.Opportunity

3.4.3.1.Adoption of AI and cloud computing for better experience
3.4.3.2.Growing collaboration between entertainment industry and gaming simulator companies

3.5.COVID-19 impact analysis on gaming simulators market

3.5.1.Impact on market size
3.5.2.Change in consumer trends, preferences, and budget impact due to COVID-19
3.5.3.Economic impact
3.5.4.Key player strategies to tackle negative impact in the industry
3.5.5.Opportunity analysis for gaming simulator providers

CHAPTER 4:GLOBAL GAMING SIMULATION MARKET, BY COMPONENT

4.1.Overview
4.2.Hardware

4.2.1.Key market trends, growth factors, and opportunities
4.2.2.Market size and forecast, by region
4.2.3.Market analysis, by country

4.3.Software

4.3.1.Key market trends, growth factors, and opportunities
4.3.2.Market size and forecast, by region
4.3.3.Market analysis, by country

4.4.Service

4.4.1.Key market trends, growth factors, and opportunities
4.4.2.Market size and forecast, by region
4.4.3.Market analysis, by country

CHAPTER 5:GLOBAL GAMING SIMULATION MARKET, BY GAME TYPE

5.1.Overview
5.2.Shooting

5.2.1.Key market trends, growth factors, and opportunities
5.2.2.Market size and forecast, by region
5.2.3.Market analysis, by country

5.3.Fighting

5.3.1.Key market trends, growth factors, and opportunities
5.3.2.Market size and forecast, by region
5.3.3.Market analysis, by country

5.4.Racing

5.4.1.Key market trends, growth factors, and opportunities
5.4.2.Market size and forecast, by region
5.4.3.Market analysis, by country

5.5.Others

5.5.1.Key market trends, growth factors, and opportunities
5.5.2.Market size and forecast, by region
5.5.3.Market analysis, by country

CHAPTER 6:GLOBAL GAMING SIMULATION MARKET, BY END USER

6.1.Overview
6.2.Residential

6.2.1.Key market trends, growth factors, and opportunities
6.2.2.Market size and forecast, by region
6.2.3.Market analysis, by country

6.3.Commercial

6.3.1.Key market trends, growth factors, and opportunities
6.3.2.Market size and forecast, by region
6.3.3.Market analysis, by country
6.3.4.Commercial gaming simulation market, by commercial type

6.3.4.1.Defense and Security

6.3.4.1.1.Market size and forecast, by region
6.3.4.1.2.Market analysis, by country

6.3.4.2.Civil Aviation

6.3.4.2.1.Market size and forecast, by region
6.3.4.2.2.Market analysis, by country

6.3.4.3.Education

6.3.4.3.1.Market size and forecast, by region
6.3.4.3.2.Market analysis, by country

6.3.4.4.Entertainment

6.3.4.4.1.Market size and forecast, by region
6.3.4.4.2.Market analysis, by country

6.3.4.5.Others

6.3.4.5.1.Market size and forecast, by region
6.3.4.5.2.Market analysis, by country

CHAPTER 7:GOBAL GAMING SIMULATION MARKET, BY REGION

7.1.Overview

7.1.1.Market size and forecast, by region

7.2.North America

7.2.2.Market size and forecast, by component
7.2.3.Market size and forecast, by game type
7.2.4.Market size and forecast, by end user
7.2.5.Market size and forecast, by commercial type
7.2.6.Market size and forecast, by country

7.2.6.1.U.S.

7.2.6.1.1.Market size and forecast, by component
7.2.6.1.2.Market size and forecast, by game type
7.2.6.1.3.Market size and forecast, by end user
7.2.6.1.4.Market size and forecast, by commercial type

7.2.6.2.Canada

7.2.6.2.1.Market size and forecast, by component
7.2.6.2.2.Market size and forecast, by game type
7.2.6.2.3.Market size and forecast, by end user
7.2.6.2.4.Market size and forecast, by commercial type

7.3.Europe

7.3.1.Key market trends, growth factors, and opportunities
7.3.2.Market size and forecast, by component
7.3.3.Market size and forecast, by game type
7.3.4.Market size and forecast, by end user
7.3.5.Market size and forecast, by commercial type
7.3.6.Market size and forecast, by country

7.3.6.1.UK

7.3.6.1.1.Market size and forecast, by component
7.3.6.1.2.Market size and forecast, by game type
7.3.6.1.3.Market size and forecast, by end user
7.3.6.1.4.Market size and forecast, by commercial type

7.3.6.2.Germany

7.3.6.2.1.Market size and forecast, by component
7.3.6.2.2.Market size and forecast, by game type
7.3.6.2.3.Market size and forecast, by end user
7.3.6.2.4.Market size and forecast, by commercial type

7.3.6.3.France

7.3.6.3.1.Market size and forecast, by component
7.3.6.3.2.Market size and forecast, by game type
7.3.6.3.3.Market size and forecast, by end user
7.3.6.3.4.Market size and forecast, by commercial type
Source: AMR Analysis

7.3.6.4.Italy

7.3.6.4.1.Market size and forecast, by component
7.3.6.4.2.Market size and forecast, by game type
7.3.6.4.3.Market size and forecast, by end user
7.3.6.4.4.Market size and forecast, by commercial type

7.3.6.5.Spain

7.3.6.5.1.Market size and forecast, by component
7.3.6.5.2.Market size and forecast, by game type
7.3.6.5.3.Market size and forecast, by end user
7.3.6.5.4.Market size and forecast, by commercial type

7.3.6.6.Rest of Europe

7.3.6.6.1.Market size and forecast, by component
7.3.6.6.2.Market size and forecast, by game type
7.3.6.6.3.Market size and forecast, by end user
7.3.6.6.4.Market size and forecast, by commercial type

7.4.Asia-Pacific

7.4.1.Key market trends, growth factors, and opportunities
7.4.2.Market size and forecast, by component
7.4.3.Market size and forecast, by game type
7.4.4.Market size and forecast, by end user
7.4.5.Market size and forecast, by commercial type
7.4.6.Market size and forecast, by country

7.4.6.1.China

7.4.6.1.1.Market size and forecast, by component
7.4.6.1.2.Market size and forecast, by game type
7.4.6.1.3.Market size and forecast, by end user
7.4.6.1.4.Market size and forecast, by commercial type

7.4.6.2.India

7.4.6.2.1.Market size and forecast, by component
7.4.6.2.2.Market size and forecast, by game type
7.4.6.2.3.Market size and forecast, by end user
7.4.6.2.4.Market size and forecast, by commercial type

7.4.6.3.Japan

7.4.6.3.1.Market size and forecast, by component
7.4.6.3.2.Market size and forecast, by game type
7.4.6.3.3.Market size and forecast, by end user
7.4.6.3.4.Market size and forecast, by commercial type

7.4.6.4.South Korea

7.4.6.4.1.Market size and forecast, by component
7.4.6.4.2.Market size and forecast, by game type
7.4.6.4.3.Market size and forecast, by end user
7.4.6.4.4.Market size and forecast, by commercial type

7.4.6.5.Australia

7.4.6.5.1.Market size and forecast, by component
7.4.6.5.2.Market size and forecast, by game type
7.4.6.5.3.Market size and forecast, by end user
7.4.6.5.4.Market size and forecast, by commercial type

7.4.6.6.Rest of Asia-Pacific

7.4.6.6.1.Market size and forecast, by component
7.4.6.6.2.Market size and forecast, by game type
7.4.6.6.3.Market size and forecast, by end user
7.4.6.6.4.Market size and forecast, by commercial type

7.5.LAMEA

7.5.1.Key market trends, growth factors, and opportunities
7.5.2.Market size and forecast, by component
7.5.3.Market size and forecast, by game type
7.5.4.Market size and forecast, by end user
7.5.5.Market size and forecast, by commercial type
7.5.6.Market size and forecast, by country

7.5.6.1.Latin America

7.5.6.1.1.Market size and forecast, by component
7.5.6.1.2.Market size and forecast, by game type
7.5.6.1.3.Market size and forecast, by end user
7.5.6.1.4.Market size and forecast, by commercial type

7.5.6.2.Middle East

7.5.6.2.1.Market size and forecast, by component
7.5.6.2.2.Market size and forecast, by game type
7.5.6.2.3.Market size and forecast, by end user
7.5.6.2.4.Market size and forecast, by commercial type

7.5.6.3.Africa

7.5.6.3.1.Market size and forecast, by component
7.5.6.3.2.Market size and forecast, by game type
7.5.6.3.3.Market size and forecast, by end user
7.5.6.3.4.Market size and forecast, by commercial type

CHAPTER 8:COMPETITIVE LANDSCAPE

8.1.Key players positioning analysis, 2020
8.2.Competitive dashboard
8.3.Top winning strategies

CHAPTER 9:COMPANY PROFILE

9.1.3D perception

9.1.1.Company overview
9.1.2.Key Executives
9.1.3.Company snapshot
9.1.4.Product portfolio
9.1.5.Key strategic moves and developments

9.2.CKAS Mechatronics Pty Ltd

9.2.1.Company overview
9.2.2.Key Executives
9.2.3.Company snapshot
9.2.4.Product portfolio
9.2.5.Key strategic moves and development

9.3.CXC Simulations

9.3.1.Company overview
9.3.2.Key Executives
9.3.3.Company snapshot
9.3.4.Product portfolio
9.3.5.Key strategic moves and development

9.4.D-BOX Technologies Inc.

9.4.1.Company overview
9.4.2.Key executives
9.4.3.Company snapshot
9.4.4.Product portfolio
9.4.5.R&D Expenditure
9.4.6.Business performance
9.4.7.Key strategic moves and developments

9.5.Eleetus, LLC.

9.5.1.Company overview
9.5.2.Key Executives
9.5.3.Company snapshot
9.5.4.Product portfolio

9.6.Hammacher Schlemmer & Company, Inc.

9.6.1.Company overview
9.6.2.Key Executives
9.6.3.Company snapshot
9.6.4.Product portfolio

9.7.Play Seat B.V.

9.7.1.Company overview
9.7.2.Key Executives
9.7.3.Company snapshot
9.7.4.Product portfolio
9.7.5.Key strategic moves and developments

9.8.RSEAT Ltd.

9.8.1.Company overview
9.8.2.Key Executives
9.8.3.Company snapshot
9.8.4.Product portfolio

9.9.Sony Interactive Entertainment Inc.

9.9.1.Company overview
9.9.2.Key Executives
9.9.3.Company snapshot
9.9.4.Product portfolio
9.9.5.R&D Expenditure
9.9.6.Business performance
9.9.7.Key strategic moves and developments

9.10.Vesaro

9.10.1.Company overview
9.10.2.Key executives
9.10.3.Company snapshot
9.10.4.Product portfolio

LIST OF TABLES

TABLE 01.GLOBAL GAMING SIMULATION MARKET REVENUE, BY COMPONENT, 2020–2030 ($MILLION)
TABLE 02.GLOBAL GAMING SIMULATION MARKET REVENUE FOR HARDWARE, BY REGION, 2020–2030 ($MILLION)
TABLE 03.GLOBAL GAMING SIMULATION MARKET REVENUE FOR SOFTWARE, BY REGION, 2020–2030 ($MILLION)
TABLE 04.GLOBAL GAMING SIMULATION MARKET REVENUE FOR SERVICE, BY REGION, 2020–2030 ($MILLION)
TABLE 05.GLOBAL GAMING SIMULATION MARKET REVENUE, BY GAME TYPE, 2020–2030 ($MILLION)
TABLE 06.GLOBAL GAMING SIMULATION MARKET REVENUE FOR SHOOTING, BY REGION, 2020–2030 ($MILLION)
TABLE 07.GLOBAL GAMING SIMULATION MARKET REVENUE FOR FIGHTING, BY REGION, 2020–2030 ($MILLION)
TABLE 08.GLOBAL GAMING SIMULATION MARKET REVENUE FOR RACING, BY REGION, 2020–2030 ($MILLION)
TABLE 09.GLOBAL GAMING SIMULATION MARKET REVENUE FOR OTHERS, BY REGION, 2020–2030 ($MILLION)
TABLE 10.GLOBAL GAMING SIMULATION MARKET REVENUE, BY PROPERTY TYPE, 2020–2030 ($MILLION)
TABLE 11.GLOBAL GAMING SIMULATION MARKET REVENUE RESIDENTIAL, BY REGION, 2020–2030 ($MILLION)
TABLE 12.GLOBAL GAMING SIMULATION MARKET REVENUE FOR COMMERCIAL, BY REGION, 2020–2030 ($MILLION)
TABLE 13.GLOBAL COMMERCIAL GAMING SIMULATION MARKET, BY COMMERCIAL TYPE, 2020–2030 ($MILLION)
TABLE 14.GLOBAL COMMERCIAL GAMING SIMULATION MARKET REVENUE FOR DEFENSE AND SECURITY, BY REGION, 2020–2030 ($MILLION)
TABLE 15.GLOBAL COMMERCIAL GAMING SIMULATION MARKET REVENUE FOR CIVIL AVIATION, BY REGION, 2020–2030 ($MILLION)
TABLE 16.GLOBAL COMMERCIAL GAMING SIMULATION MARKET REVENUE FOR EDUCATION, BY REGION, 2020–2030 ($MILLION)
TABLE 17.GLOBAL COMMERCIAL GAMING SIMULATION MARKET REVENUE FOR ENTERTAINMENT, BY REGION, 2020–2030 ($MILLION)
TABLE 18.GLOBAL COMMERCIAL GAMING SIMULATION MARKET REVENUE FOR OTHERS, BY REGION, 2020–2030 ($MILLION)
TABLE 19.GAMING SIMULATION MARKET REVENUE, BY REGION, 2020–2030 ($MILLION)
TABLE 20.NORTH AMERICA GAMING SIMULATION MARKET REVENUE, BY COMPONENT, 2020–2030 ($MILLION)
TABLE 21.NORTH AMERICA GAMING SIMULATOR SERVICE MARKET REVENUE, BY GAME TYPE, 2020–2030 ($MILLION)
TABLE 22.NORTH AMERICA WIRELESS GAMING SIMULATION MARKET REVENUE, BY END USER, 2020–2030 ($MILLION)
TABLE 23.NORTH AMERICA COMMERCIAL GAMING SIMULATION MARKET REVENUE, BY COMMERCIAL TYPE, 2020–2030 ($MILLION)
TABLE 24.NORTH AMERICA GAMING SIMULATION MARKET REVENUE, BY COUNTRY, 2020–2028 ($MILLION)
TABLE 25.U.S. GAMING SIMULATION MARKET REVENUE, BY COMPONENT, 2020–2030 ($MILLION)
TABLE 26.U.S. WIRELESS GAMING SIMULATION MARKET REVENUE, BY GAME TYPE, 2020–2030 ($MILLION)
TABLE 27.U.S. GAMING SIMULATION MARKET REVENUE, BY END USER, 2020–2030 ($MILLION)
TABLE 28.U.S. COMMERCIAL GAMING SIMULATION MARKET REVENUE, BY COMMERCIAL TYPE, 2020–2030 ($MILLION)
TABLE 29.CANADA GAMING SIMULATION MARKET REVENUE, BY COMPONENT, 2020–2030 ($MILLION)
TABLE 30.CANADA WIRELESS GAMING SIMULATION MARKET REVENUE, BY GAME TYPE, 2020–2030 ($MILLION)
TABLE 31.CANADA GAMING SIMULATION MARKET REVENUE, BY END USER, 2020–2030 ($MILLION)
TABLE 32.CANADA COMMERCIAL GAMING SIMULATION MARKET REVENUE, BY COMMERCIAL TYPE, 2020–2030 ($MILLION)
TABLE 33.EUROPE GAMING SIMULATION MARKET REVENUE, BY COMPONENT, 2020–2030 ($MILLION)
TABLE 34.EUROPE GAMING SIMULATOR SERVICE MARKET REVENUE, BY GAME TYPE, 2020–2030 ($MILLION)
TABLE 35.EUROPE WIRELESS GAMING SIMULATION MARKET REVENUE, BY END USER, 2020–2030 ($MILLION)
TABLE 36.EUROPE COMMERCIAL GAMING SIMULATION MARKET REVENUE, BY COMMERCIAL TYPE, 2020–2030 ($MILLION)
TABLE 37.EUROPE GAMING SIMULATION MARKET REVENUE, BY COUNTRY, 2020–2028 ($MILLION)
TABLE 38.UK GAMING SIMULATION MARKET REVENUE, BY COMPONENT, 2020–2030 ($MILLION)
TABLE 39.UK WIRELESS GAMING SIMULATION MARKET REVENUE, BY GAME TYPE, 2020–2030 ($MILLION)
TABLE 40.UK GAMING SIMULATION MARKET REVENUE, BY END USER, 2020–2030 ($MILLION)
TABLE 41.UK COMMERCIAL GAMING SIMULATION MARKET REVENUE, BY COMMERCIAL TYPE, 2020–2030 ($MILLION)
TABLE 42.GERMANY GAMING SIMULATION MARKET REVENUE, BY COMPONENT, 2020–2030 ($MILLION)
TABLE 43.GERMANY WIRELESS GAMING SIMULATION MARKET REVENUE, BY GAME TYPE, 2020–2030 ($MILLION)
TABLE 44.GERMANY GAMING SIMULATION MARKET REVENUE, BY END USER, 2020–2030 ($MILLION)
TABLE 45.GERMANY COMMERCIAL GAMING SIMULATION MARKET REVENUE, BY COMMERCIAL TYPE, 2020–2030 ($MILLION)
TABLE 46.FRANCE GAMING SIMULATION MARKET REVENUE, BY COMPONENT, 2020–2030 ($MILLION)
TABLE 47.FRANCE WIRELESS GAMING SIMULATION MARKET REVENUE, BY GAME TYPE, 2020–2030 ($MILLION)
TABLE 48.FRANCE GAMING SIMULATION MARKET REVENUE, BY END USER, 2020–2030 ($MILLION)
TABLE 49.FRANCE COMMERCIAL GAMING SIMULATION MARKET REVENUE, BY COMMERCIAL TYPE, 2020–2030 ($MILLION)
TABLE 50.ITALY GAMING SIMULATION MARKET REVENUE, BY COMPONENT, 2020–2030 ($MILLION)
TABLE 51.ITALY WIRELESS GAMING SIMULATION MARKET REVENUE, BY GAME TYPE, 2020–2030 ($MILLION)
TABLE 52.ITALY GAMING SIMULATION MARKET REVENUE, BY END USER, 2020–2030 ($MILLION)
TABLE 53.ITALY COMMERCIAL GAMING SIMULATION MARKET REVENUE, BY COMMERCIAL TYPE, 2020–2030 ($MILLION)
TABLE 54.SPAIN GAMING SIMULATION MARKET REVENUE, BY COMPONENT, 2020–2030 ($MILLION)
TABLE 55.SPAIN WIRELESS GAMING SIMULATION MARKET REVENUE, BY GAME TYPE, 2020–2030 ($MILLION)
TABLE 56.SPAIN GAMING SIMULATION MARKET REVENUE, BY END USER, 2020–2030 ($MILLION)
TABLE 57.SPAIN COMMERCIAL GAMING SIMULATION MARKET REVENUE, BY COMMERCIAL TYPE, 2020–2030 ($MILLION)
TABLE 58.REST OF EUROPE GAMING SIMULATION MARKET REVENUE, BY COMPONENT, 2020–2030 ($MILLION)
TABLE 59.REST OF EUROPE WIRELESS GAMING SIMULATION MARKET REVENUE, BY GAME TYPE, 2020–2030 ($MILLION)
TABLE 60.REST OF EUROPE GAMING SIMULATION MARKET REVENUE, BY END USER, 2020–2030 ($MILLION)
TABLE 61.REST OF EUROPE COMMERCIAL GAMING SIMULATION MARKET REVENUE, BY COMMERCIAL TYPE, 2020–2030 ($MILLION)
TABLE 62.ASIA-PACIFIC GAMING SIMULATION MARKET REVENUE, BY COMPONENT, 2020–2030 ($MILLION)
TABLE 63.ASIA-PACIFIC GAMING SIMULATOR SERVICE MARKET REVENUE, BY GAME TYPE, 2020–2030 ($MILLION)
TABLE 64.ASIA-PACIFIC WIRELESS GAMING SIMULATION MARKET REVENUE, BY END USER, 2020–2030 ($MILLION)
TABLE 65.ASIA-PACIFIC COMMERCIAL GAMING SIMULATION MARKET REVENUE, BY COMMERCIAL TYPE, 2020–2030 ($MILLION)
TABLE 66.ASIA-PACIFIC GAMING SIMULATION MARKET REVENUE, BY COUNTRY, 2020–2028 ($MILLION)
TABLE 67.CHINA GAMING SIMULATION MARKET REVENUE, BY COMPONENT, 2020–2030 ($MILLION)
TABLE 68.CHINA WIRELESS GAMING SIMULATION MARKET REVENUE, BY GAME TYPE, 2020–2030 ($MILLION)
TABLE 69.CHINA GAMING SIMULATION MARKET REVENUE, BY END USER, 2020–2030 ($MILLION)
TABLE 70.CHINA COMMERCIAL GAMING SIMULATION MARKET REVENUE, BY COMMERCIAL TYPE, 2020–2030 ($MILLION)
TABLE 71.INDIA GAMING SIMULATION MARKET REVENUE, BY COMPONENT, 2020–2030 ($MILLION)
TABLE 72.INDIA WIRELESS GAMING SIMULATION MARKET REVENUE, BY GAME TYPE, 2020–2030 ($MILLION)
TABLE 73.INDIA GAMING SIMULATION MARKET REVENUE, BY END USER, 2020–2030 ($MILLION)
TABLE 74.INDIA COMMERCIAL GAMING SIMULATION MARKET REVENUE, BY COMMERCIAL TYPE, 2020–2030 ($MILLION)
TABLE 75.JAPAN GAMING SIMULATION MARKET REVENUE, BY COMPONENT, 2020–2030 ($MILLION)
TABLE 76.JAPAN WIRELESS GAMING SIMULATION MARKET REVENUE, BY GAME TYPE, 2020–2030 ($MILLION)
TABLE 77.JAPAN GAMING SIMULATION MARKET REVENUE, BY END USER, 2020–2030 ($MILLION)
TABLE 78.U.S. COMMERCIAL GAMING SIMULATION MARKET REVENUE, BY COMMERCIAL TYPE, 2020–2030 ($MILLION)
TABLE 79.SOUTH KOREA GAMING SIMULATION MARKET REVENUE, BY COMPONENT, 2020–2030 ($MILLION)
TABLE 80.SOUTH KOREA WIRELESS GAMING SIMULATION MARKET REVENUE, BY GAME TYPE, 2020–2030 ($MILLION)
TABLE 81.SOUTH KOREA GAMING SIMULATION MARKET REVENUE, BY END USER, 2020–2030 ($MILLION)
TABLE 82.SOUTH KOREA COMMERCIAL GAMING SIMULATION MARKET REVENUE, BY COMMERCIAL TYPE, 2020–2030 ($MILLION)
TABLE 83.AUSTRALIA GAMING SIMULATION MARKET REVENUE, BY COMPONENT, 2020–2030 ($MILLION)
TABLE 84.AUSTRALIA WIRELESS GAMING SIMULATION MARKET REVENUE, BY GAME TYPE, 2020–2030 ($MILLION)
TABLE 85.AUSTRALIA GAMING SIMULATION MARKET REVENUE, BY END USER, 2020–2030 ($MILLION)
TABLE 86.AUSTRALIA COMMERCIAL GAMING SIMULATION MARKET REVENUE, BY COMMERCIAL TYPE, 2020–2030 ($MILLION)
TABLE 87.REST OF ASIA-PACIFIC GAMING SIMULATION MARKET REVENUE, BY COMPONENT, 2020–2030 ($MILLION)
TABLE 88.REST OF ASIA-PACIFIC WIRELESS GAMING SIMULATION MARKET REVENUE, BY GAME TYPE, 2020–2030 ($MILLION)
TABLE 89.REST OF ASIA-PACIFIC GAMING SIMULATION MARKET REVENUE, BY END USER, 2020–2030 ($MILLION)
TABLE 90.REST OF ASIA-PACIFIC COMMERCIAL GAMING SIMULATION MARKET REVENUE, BY COMMERCIAL TYPE, 2020–2030 ($MILLION)
TABLE 91.LAMEA GAMING SIMULATION MARKET REVENUE, BY COMPONENT, 2020–2030 ($MILLION)
TABLE 92.LAMEA GAMING SIMULATOR SERVICE MARKET REVENUE, BY GAME TYPE, 2020–2030 ($MILLION)
TABLE 93.LAMEA WIRELESS GAMING SIMULATION MARKET REVENUE, BY END USER, 2020–2030 ($MILLION)
TABLE 94.LAMEA COMMERCIAL GAMING SIMULATION MARKET REVENUE, BY COMMERCIAL TYPE, 2020–2030 ($MILLION)
TABLE 95.LAMEA GAMING SIMULATION MARKET REVENUE, BY COUNTRY, 2020–2028 ($MILLION)
TABLE 96.LATIN AMERICA GAMING SIMULATION MARKET REVENUE, BY COMPONENT, 2020–2030 ($MILLION)
TABLE 97.LATIN AMERICA WIRELESS GAMING SIMULATION MARKET REVENUE, BY GAME TYPE, 2020–2030 ($MILLION)
TABLE 98.LATIN AMERICA GAMING SIMULATION MARKET REVENUE, BY END USER, 2020–2030 ($MILLION)
TABLE 99.LATIN AMERICA COMMERCIAL GAMING SIMULATION MARKET REVENUE, BY COMMERCIAL TYPE, 2020–2030 ($MILLION)
TABLE 100.MIDDLE EAST GAMING SIMULATION MARKET REVENUE, BY COMPONENT, 2020–2030 ($MILLION)
TABLE 101.MIDDLE EAST WIRELESS GAMING SIMULATION MARKET REVENUE, BY GAME TYPE, 2020–2030 ($MILLION)
TABLE 102.MIDDLE EAST GAMING SIMULATION MARKET REVENUE, BY END USER, 2020–2030 ($MILLION)
TABLE 103.MIDDLE EAST COMMERCIAL GAMING SIMULATION MARKET REVENUE, BY COMMERCIAL TYPE, 2020–2030 ($MILLION)
TABLE 104.AFRICA GAMING SIMULATION MARKET REVENUE, BY COMPONENT, 2020–2030 ($MILLION)
TABLE 105.AFRICA WIRELESS GAMING SIMULATION MARKET REVENUE, BY GAME TYPE, 2020–2030 ($MILLION)
TABLE 106.AFRICA GAMING SIMULATION MARKET REVENUE, BY END USER, 2020–2030 ($MILLION)
TABLE 107.AFRICA COMMERCIAL GAMING SIMULATION MARKET REVENUE, BY COMMERCIAL TYPE, 2020–2030 ($MILLION)
TABLE 108.3D PERCEPTION: KEY EXECUTIVES
TABLE 109.3D PERCEPTION: COMPANY SNAPSHOT
TABLE 110.3D PERCEPTION: PRODUCT PORTFOLIO
TABLE 111.CKAS MECHATRONICS PTY LTD: KEY EXECUTIVES
TABLE 112.CKAS MECHATRONICS PTY LTD: COMPANY SNAPSHOT
TABLE 113.CKAS MECHATRONICS PTY LTD: PRODUCT PORTFOLIO
TABLE 114.CXC SIMULATIONS: KEY EXECUTIVES
TABLE 115.CXC SIMULATIONS: COMPANY SNAPSHOT
TABLE 116.CXC SIMULATIONS: PRODUCT PORTFOLIO
TABLE 117.D-BOX TECHNOLOGIES INC.: KEY EXECUTIVES
TABLE 118.D-BOX TECHNOLOGIES INC.: COMPANY SNAPSHOT
TABLE 119.D-BOX TECHNOLOGIES INC.: PRODUCT PORTFOLIO
TABLE 120.ELEETUS, LLC.: KEY EXECUTIVES
TABLE 121.ELEETUS, LLC.: COMPANY SNAPSHOT
TABLE 122.ELEETUS, LLC.: PRODUCT PORTFOLIO
TABLE 123.HAMMACHER SCHLEMMER & COMPANY, INC.: KEY EXECUTIVES
TABLE 124.HAMMACHER SCHLEMMER & COMPANY, INC.: COMPANY SNAPSHOT
TABLE 125.HAMMACHER SCHLEMMER & COMPANY, INC.: PRODUCT PORTFOLIO
TABLE 126.PLAY SEAT B.V.: KEY EXECUTIVES
TABLE 127.PLAY SEAT B.V.: COMPANY SNAPSHOT
TABLE 128.PLAY SEAT B.V.: PRODUCT PORTFOLIO
TABLE 129.RSEAT LTD.: KEY EXECUTIVES
TABLE 130.RSEAT LTD.: COMPANY SNAPSHOT
TABLE 131.RSEAT LTD.: PRODUCT PORTFOLIO
TABLE 132.SONY INTERACTIVE ENTERTAINMENT INC.: KEY EXECUTIVES
TABLE 133.SONY INTERACTIVE ENTERTAINMENT INC.: COMPANY SNAPSHOT
TABLE 134.SONY INTERACTIVE ENTERTAINMENT INC.: PRODUCT PORTFOLIO
TABLE 135.VERSARO: KEY EXECUTIVES
TABLE 136.VERSARO: COMPANY SNAPSHOT
TABLE 137.VERSARO: PRODUCT PORTFOLIO

LIST OF FIGURES

FIGURE 01.KEY MARKET SEGMENTS
FIGURE 02.GAMING SIMULATORS MARKET SNAPSHOT, BY SEGMENTATION
FIGURE 03.GAMING SIMULATORS MARKET SNAPSHOT, BY REGION
FIGURE 04.TOP IMPACTING FACTORS
FIGURE 05.TOP INVESTMENT POCKETS
FIGURE 06.LOW-TO-MODERATE BARGAINING POWER OF SUPPLIER
FIGURE 07.MODERATE THREAT OF NEW ENTRANTS
FIGURE 08.MODERATE THREAT OF SUBSTITUTES
FIGURE 09.MODERATE INTENSITY OF RIVALRY
FIGURE 10.MODERATE BARGAINING POWER OF BUYERS
FIGURE 11.GLOBAL GAMING SIMULATION MARKET REVENUE, BY COMPONENT, 2020–2030 ($MILLION)
FIGURE 12.COMPARATIVE SHARE ANALYSIS OF GLOBAL GAMING SIMULATION MARKET FOR HARDWARE, BY COUNTRY, 2020 & 2030(%)
FIGURE 13.COMPARATIVE SHARE ANALYSIS OF GLOBAL GAMING SIMULATION MARKET FOR SOFTWARE, BY COUNTRY, 2020 & 2030(%)
FIGURE 14.COMPARATIVE SHARE ANALYSIS OF GLOBAL GAMING SIMULATION MARKET FOR SERVICE, BY COUNTRY, 2020 & 2030(%)
FIGURE 15.GLOBAL GAMING SIMULATION MARKET REVENUE, BY END USERS, 2020–2030 ($MILLION)
FIGURE 16.COMPARATIVE SHARE ANALYSIS OF GLOBAL GAMING SIMULATION MARKET FOR SHOOTING, BY COUNTRY, 2020 & 2030(%)
FIGURE 17.COMPARATIVE SHARE ANALYSIS OF GLOBAL GAMING SIMULATION MARKET FOR FIGHTING,  BY COUNTRY, 2020 & 2030(%)
FIGURE 18.COMPARATIVE SHARE ANALYSIS OF GLOBAL GAMING SIMULATION MARKET FOR RACING,  BY COUNTRY, 2020 & 2030(%)
FIGURE 19.COMPARATIVE SHARE ANALYSIS OF GLOBAL GAMING SIMULATION MARKET FOR OTHERS,  BY COUNTRY, 2020 & 2030(%)
FIGURE 20.GLOBAL GAMING SIMULATION MARKET REVENUE, BY END USER, 2020–2030 ($MILLION)
FIGURE 21.COMPARATIVE SHARE ANALYSIS OF GLOBAL GAMING SIMULATION MARKET FOR RESIDENTIAL, BY COUNTRY,  2020 & 2030(%)
FIGURE 22.COMPARATIVE SHARE ANALYSIS OF GLOBAL GAMING SIMULATION MARKET FOR COMMERCIAL, BY COUNTRY, 2020 & 2030(%)
FIGURE 23.GLOBAL COMMERCIAL GAMING SIMULATION MARKET, BY COMMERCIAL TYPE, 2020–2030 ($MILLION)
FIGURE 24.COMPARATIVE SHARE ANALYSIS OF GLOBAL COMMERCIAL GAMING SIMULATION MARKET FOR DEFENSE AND SECURITY, BY COUNTRY, 2020 & 2030(%)
FIGURE 25.COMPARATIVE SHARE ANALYSIS OF GLOBAL COMMERCIAL GAMING SIMULATION MARKET FOR CIVIL AVIATION, BY COUNTRY, 2020 & 2030(%)
FIGURE 26.COMPARATIVE SHARE ANALYSIS OF GLOBAL COMMERCIAL GAMING SIMULATION MARKET FOR EDUCATION, BY COUNTRY, 2020 & 2030(%)
FIGURE 27.COMPARATIVE SHARE ANALYSIS OF GLOBAL COMMERCIAL GAMING SIMULATION MARKET FOR ENTERTAINMENT, BY COUNTRY, 2020 & 2030(%)
FIGURE 28.COMPARATIVE SHARE ANALYSIS OF GLOBAL COMMERCIAL GAMING SIMULATION MARKET FOR OTHERS, BY COUNTRY, 2020 & 2030(%)
FIGURE 29.U.S. GAMING SIMULATION MARKET REVENUE, 2020–2030 ($MILLION)
FIGURE 30.CANADA GAMING SIMULATION MARKET REVENUE, 2020–2030 ($MILLION)
FIGURE 31.UK GAMING SIMULATION MARKET REVENUE, 2020–2030 ($MILLION)
FIGURE 32.GERMANY GAMING SIMULATION MARKET REVENUE, 2020–2030 ($MILLION)
FIGURE 33.FRANCE GAMING SIMULATION MARKET REVENUE, 2020–2030 ($MILLION)
FIGURE 34.ITALY GAMING SIMULATION MARKET REVENUE, 2020–2030 ($MILLION)
FIGURE 35.SPAIN GAMING SIMULATION MARKET REVENUE, 2020–2030 ($MILLION)
FIGURE 36.REST OF EUROPE GAMING SIMULATION MARKET REVENUE, 2020–2030 ($MILLION)
FIGURE 37.CHINA GAMING SIMULATION MARKET REVENUE, 2020–2030 ($MILLION)
FIGURE 38.INDIA GAMING SIMULATION MARKET REVENUE, 2020–2030 ($MILLION)
FIGURE 39.JAPAN GAMING SIMULATION MARKET REVENUE, 2020–2030 ($MILLION)
FIGURE 40.SOUTH KOREA GAMING SIMULATION MARKET REVENUE, 2020–2030 ($MILLION)
FIGURE 41.AUSTRALIA GAMING SIMULATION MARKET REVENUE, 2020–2030 ($MILLION)
FIGURE 42.REST OF ASIA-PACIFIC GAMING SIMULATION MARKET REVENUE, 2020–2030 ($MILLION)
FIGURE 43.LATIN AMERICA GAMING SIMULATION MARKET REVENUE, 2020–2030 ($MILLION)
FIGURE 44.MIDDLE EAST GAMING SIMULATION MARKET REVENUE, 2020–2030 ($MILLION)
FIGURE 45.AFRICA GAMING SIMULATION MARKET REVENUE, 2020–2030 ($MILLION)
FIGURE 46.KEY PLAYER POSITIONING ANALYSIS: GLOBAL GAMMING SIMULATOR MARKET
FIGURE 47.COMPETITIVE DASHBOARD
FIGURE 48.COMPETITIVE DASHBOARD
FIGURE 49.COMPETITIVE HEATMAP OF KEY PLAYERS
FIGURE 50.TOP WINNING STRATEGIES, BY YEAR, 2020-2021
FIGURE 51.TOP WINNING STRATEGIES, BY DEVELOPMENT, 2020-2021
FIGURE 52.TOP WINNING STRATEGIES, BY COMPANY, 2019-2021
FIGURE 53.R&D EXPENDITURE, 2018–2020 ($MILLION)
FIGURE 54.D-BOX TECHNOLOGIES INC.: REVENUE, 2018–2020 ($MILLION)
FIGURE 55.D-BOX TECHNOLOGIES INC.: REVENUE SHARE BY REGION, 2020 (%)
FIGURE 56.R&D EXPENDITURE, 2018–2020 ($MILLION)
FIGURE 57.SONY INTERACTIVE ENTERTAINMENT INC.: REVENUE, 2018–2020 ($MILLION)
FIGURE 58.SONY INTERACTIVE ENTERTAINMENT INC.: REVENUE SHARE BY REGION, 2020 (%)

 
 

Adoption of gaming simulation has increased over the years, owing to surge in adoption of advanced technology enabled simulators across various industries for training employees and analyzing and predicting risks. In addition, retailers and other companies are using simulators and augmented reality technology to promote products and services, launch novel marketing campaigns, and collect unique user data which is assisting the growth of the market. Moreover, the gaming simulation market is projected to witness prominent growth, in various parts of the North America and Asia-Pacific region. This growth is attributed to increase in adoption of smartphones, rise in number of gamers, and surge in awareness among end-user industries regarding the benefits of augmented and virtual reality technology-based solutions. Prominent players operating in the gaming simulation market are inclined toward developing augmented and virtual content that can support various platforms such as mobile devices, gaming console, tablets, and personal computers.

Key providers of gaming simulation market such as Sony Interactive Entertainment Inc., D-Box Technologies Inc., CKAS Mechatronics Pty Ltd. account for a significant share in the market. For instance, in December 2020, Microsoft developed a Flight simulator. The new simulator will provide an enhanced flight experience to end users. The major purpose of this simulator is to train newly joined employees in the aviation department and to train the employees against various circumstances during a flight. In addition to this, various racing companies across the globe are introducing new simulators for racers to improve their racing on the track, which is positively impacting the growth of the market. For instance, in August 2021, Ford developed a latest ultimate gaming simulator and updated version of P1 racer. The Fordzilla P1 racer team has developed a virtual car, which transformed the racing experience by providing a virtual track for racers. North America is expected to dominate the market during the forecast period, while emerging countries in Asia-Pacific and Latin America are projected to offer significant growth opportunities.

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