Simulation Game Comprehensive Study by Type (Online, Offline), End User (Juvenile (7-17), Youth (18-40), Middle Aged (41-65), Elderly (>66)) Players and Region - Global Market Outlook to 2026

Simulation Game Market by XX Submarkets | Forecast Years 2022-2027  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
Industry Background:
The simulation game is described as a subcategory of the videogame. It is generally designed to closely simulate real-world activities. Simulation game attempt to replicate various activities from real life in the form of a game for various purpose that includes analysis, training or prediction. This allows the player to experience situation and realities which are often removed from real life. It inspires creativity throughout the scenario they present, they fail to capture the nuance of the situation, which makes the player think about the reality of the situation they work to recreate.This growth is primarily driven by Growing Popularity of Simulation Game among Millennials, Advantage Associated with Simulation Game As It Provides Emotional & Intuitive Experience and Liberty to Learn from Mistake and Educate Holistic Thinkers and Business Decision Makers.

Globally, a noticeable market trend is evident Growing Adoption of Mobile Gaming . Major Players, such as Electronic Arts (United States), Colossal Order (Finland), SCS Software (Czechia), Nintendo Entertainment Analysis & Development (Japan), Acclaim Entertainment (United States), Babaroga (United States), CCP Games (Iceland) and Atari (United States) etc have either set up their manufacturing facilities or are planning to start new provision in the dominated region in the upcoming years.

Recently, Gamelearn, which develops video games to deliver corporate training, has scored 5 million USD in Series A funding. Participating in the new financing round is previous backer Kibo Ventures, along with Oak3Capital, All Iron Ventures, UL Invest, and Inveready. The transaction is expected to develop video games for corporate training.

Regulatory Insights:
The Entertainment Software Ratings Board (ESRB) applied for approval of proposed modifications to its COPPA safe harbor program. The FTC’s COPPA Rule requires, among other things, that operators of commercial websites and online services directed to children under the age of 13, or general audience websites and online services that knowingly collect personal information from children under 13, must obtain parental consent before collecting, using, or disclosing any personal information from children under the age of 13

Market Drivers
  • Growing Popularity of Simulation Game among Millennials
  • Advantage Associated with Simulation Game As It Provides Emotional & Intuitive Experience and Liberty to Learn from Mistake
  • Educate Holistic Thinkers and Business Decision Makers

Market Trend
  • Growing Adoption of Mobile Gaming
  • Increasing R&D Activities in the field of Simulation Game

Restraints
  • High initial Cost Associated With Simulation Games

Opportunities
Potential Growth in Developing Region
Challenges
Complexity While Designing Simulation Games, Lack of Skilled Technical Expertise and Lack of Interoperability

AMA Research follow a focused and realistic research framework that provides the ability to study the crucial market dynamics in several regions across the world. Moreover, an in-depth assessment is mostly conducted by our analysts on geographical regions to provide clients and businesses the opportunity to dominate in niche markets and expand in emerging markets across the globe. This market research study also showcase the spontaneously changing Players landscape impacting the growth of the market. Furthermore, our market researchers extensively analyse the products and services offered by multiple players competing to increase their market share and presence.

Customization in the Report
AMA Research features not only specific market forecasts, but also include significant value-added commentary on:
- Market Trends
- Technological Trends and Innovations
- Market Maturity Indicators
- Growth Drivers and Constraints
- New Entrants into the Market & Entry/Exit Barriers
- To Seize Powerful Market Opportunities
- Identify Key Business Segments, Market Proposition & Gap Analysis

Against this Challenging Backdrop, Simulation Game Study Sheds Light on
— The Simulation Game Market status quo and key characteristics. To end this, Analyst at AMA organize and took survey of the Simulation Game industry Players. The resultant snapshot serves as a basis for understanding why and how the industry can be expected to change.
— Where Simulation Game industry is heading and what are the top priorities. Insights are drawn from financial analysis, the survey and interviews with key executives and industry experts.
— How every company in this diverse set of Players can best navigate the emerging competition landscape and follow a strategy that helps them position to hold value they currently claim, or capture the new addressable opportunity.

Report Objectives / Segmentation Covered

By Type
  • Online
  • Offline
By End User
  • Juvenile (7-17)
  • Youth (18-40)
  • Middle Aged (41-65)
  • Elderly (>66)

By Regions
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Taiwan
    • Australia
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • France
    • Italy
    • United Kingdom
    • Netherlands
    • Rest of Europe
  • MEA
    • Middle East
    • Africa
  • North America
    • United States
    • Canada
    • Mexico
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. Growing Popularity of Simulation Game among Millennials
      • 3.2.2. Advantage Associated with Simulation Game As It Provides Emotional & Intuitive Experience and Liberty to Learn from Mistake
      • 3.2.3. Educate Holistic Thinkers and Business Decision Makers
    • 3.3. Market Challenges
      • 3.3.1. Complexity While Designing Simulation Games
      • 3.3.2. Lack of Skilled Technical Expertise
      • 3.3.3. Lack of Interoperability
    • 3.4. Market Trends
      • 3.4.1. Growing Adoption of Mobile Gaming
      • 3.4.2. Increasing R&D Activities in the field of Simulation Game
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global Simulation Game, by Type, End User and Region (value and price ) (2015-2020)
    • 5.1. Introduction
    • 5.2. Global Simulation Game (Value)
      • 5.2.1. Global Simulation Game by: Type (Value)
        • 5.2.1.1. Online
        • 5.2.1.2. Offline
      • 5.2.2. Global Simulation Game by: End User (Value)
        • 5.2.2.1. Juvenile (7-17)
        • 5.2.2.2. Youth (18-40)
        • 5.2.2.3. Middle Aged (41-65)
        • 5.2.2.4. Elderly (>66)
      • 5.2.3. Global Simulation Game Region
        • 5.2.3.1. South America
          • 5.2.3.1.1. Brazil
          • 5.2.3.1.2. Argentina
          • 5.2.3.1.3. Rest of South America
        • 5.2.3.2. Asia Pacific
          • 5.2.3.2.1. China
          • 5.2.3.2.2. Japan
          • 5.2.3.2.3. India
          • 5.2.3.2.4. South Korea
          • 5.2.3.2.5. Taiwan
          • 5.2.3.2.6. Australia
          • 5.2.3.2.7. Rest of Asia-Pacific
        • 5.2.3.3. Europe
          • 5.2.3.3.1. Germany
          • 5.2.3.3.2. France
          • 5.2.3.3.3. Italy
          • 5.2.3.3.4. United Kingdom
          • 5.2.3.3.5. Netherlands
          • 5.2.3.3.6. Rest of Europe
        • 5.2.3.4. MEA
          • 5.2.3.4.1. Middle East
          • 5.2.3.4.2. Africa
        • 5.2.3.5. North America
          • 5.2.3.5.1. United States
          • 5.2.3.5.2. Canada
          • 5.2.3.5.3. Mexico
    • 5.3. Global Simulation Game (Price)
      • 5.3.1. Global Simulation Game by: Type (Price)
  • 6. Simulation Game: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
        • 6.1.1.2. Top 5
    • 6.2. Peer Group Analysis (2020)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. Electronic Arts (United States)
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. Colossal Order (Finland)
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. SCS Software (Czechia)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. Nintendo Entertainment Analysis & Development (Japan)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. Acclaim Entertainment (United States)
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. Babaroga (United States)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. CCP Games (Iceland)
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
      • 6.4.8. Atari (United States)
        • 6.4.8.1. Business Overview
        • 6.4.8.2. Products/Services Offerings
        • 6.4.8.3. Financial Analysis
        • 6.4.8.4. SWOT Analysis
  • 7. Global Simulation Game Sale, by Type, End User and Region (value and price ) (2021-2026)
    • 7.1. Introduction
    • 7.2. Global Simulation Game (Value)
      • 7.2.1. Global Simulation Game by: Type (Value)
        • 7.2.1.1. Online
        • 7.2.1.2. Offline
      • 7.2.2. Global Simulation Game by: End User (Value)
        • 7.2.2.1. Juvenile (7-17)
        • 7.2.2.2. Youth (18-40)
        • 7.2.2.3. Middle Aged (41-65)
        • 7.2.2.4. Elderly (>66)
      • 7.2.3. Global Simulation Game Region
        • 7.2.3.1. South America
          • 7.2.3.1.1. Brazil
          • 7.2.3.1.2. Argentina
          • 7.2.3.1.3. Rest of South America
        • 7.2.3.2. Asia Pacific
          • 7.2.3.2.1. China
          • 7.2.3.2.2. Japan
          • 7.2.3.2.3. India
          • 7.2.3.2.4. South Korea
          • 7.2.3.2.5. Taiwan
          • 7.2.3.2.6. Australia
          • 7.2.3.2.7. Rest of Asia-Pacific
        • 7.2.3.3. Europe
          • 7.2.3.3.1. Germany
          • 7.2.3.3.2. France
          • 7.2.3.3.3. Italy
          • 7.2.3.3.4. United Kingdom
          • 7.2.3.3.5. Netherlands
          • 7.2.3.3.6. Rest of Europe
        • 7.2.3.4. MEA
          • 7.2.3.4.1. Middle East
          • 7.2.3.4.2. Africa
        • 7.2.3.5. North America
          • 7.2.3.5.1. United States
          • 7.2.3.5.2. Canada
          • 7.2.3.5.3. Mexico
    • 7.3. Global Simulation Game (Price)
      • 7.3.1. Global Simulation Game by: Type (Price)
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. Simulation Game: by Type(USD Million)
  • Table 2. Simulation Game Online , by Region USD Million (2015-2020)
  • Table 3. Simulation Game Offline , by Region USD Million (2015-2020)
  • Table 4. Simulation Game: by End User(USD Million)
  • Table 5. Simulation Game Juvenile (7-17) , by Region USD Million (2015-2020)
  • Table 6. Simulation Game Youth (18-40) , by Region USD Million (2015-2020)
  • Table 7. Simulation Game Middle Aged (41-65) , by Region USD Million (2015-2020)
  • Table 8. Simulation Game Elderly (>66) , by Region USD Million (2015-2020)
  • Table 9. South America Simulation Game, by Country USD Million (2015-2020)
  • Table 10. South America Simulation Game, by Type USD Million (2015-2020)
  • Table 11. South America Simulation Game, by End User USD Million (2015-2020)
  • Table 12. Brazil Simulation Game, by Type USD Million (2015-2020)
  • Table 13. Brazil Simulation Game, by End User USD Million (2015-2020)
  • Table 14. Argentina Simulation Game, by Type USD Million (2015-2020)
  • Table 15. Argentina Simulation Game, by End User USD Million (2015-2020)
  • Table 16. Rest of South America Simulation Game, by Type USD Million (2015-2020)
  • Table 17. Rest of South America Simulation Game, by End User USD Million (2015-2020)
  • Table 18. Asia Pacific Simulation Game, by Country USD Million (2015-2020)
  • Table 19. Asia Pacific Simulation Game, by Type USD Million (2015-2020)
  • Table 20. Asia Pacific Simulation Game, by End User USD Million (2015-2020)
  • Table 21. China Simulation Game, by Type USD Million (2015-2020)
  • Table 22. China Simulation Game, by End User USD Million (2015-2020)
  • Table 23. Japan Simulation Game, by Type USD Million (2015-2020)
  • Table 24. Japan Simulation Game, by End User USD Million (2015-2020)
  • Table 25. India Simulation Game, by Type USD Million (2015-2020)
  • Table 26. India Simulation Game, by End User USD Million (2015-2020)
  • Table 27. South Korea Simulation Game, by Type USD Million (2015-2020)
  • Table 28. South Korea Simulation Game, by End User USD Million (2015-2020)
  • Table 29. Taiwan Simulation Game, by Type USD Million (2015-2020)
  • Table 30. Taiwan Simulation Game, by End User USD Million (2015-2020)
  • Table 31. Australia Simulation Game, by Type USD Million (2015-2020)
  • Table 32. Australia Simulation Game, by End User USD Million (2015-2020)
  • Table 33. Rest of Asia-Pacific Simulation Game, by Type USD Million (2015-2020)
  • Table 34. Rest of Asia-Pacific Simulation Game, by End User USD Million (2015-2020)
  • Table 35. Europe Simulation Game, by Country USD Million (2015-2020)
  • Table 36. Europe Simulation Game, by Type USD Million (2015-2020)
  • Table 37. Europe Simulation Game, by End User USD Million (2015-2020)
  • Table 38. Germany Simulation Game, by Type USD Million (2015-2020)
  • Table 39. Germany Simulation Game, by End User USD Million (2015-2020)
  • Table 40. France Simulation Game, by Type USD Million (2015-2020)
  • Table 41. France Simulation Game, by End User USD Million (2015-2020)
  • Table 42. Italy Simulation Game, by Type USD Million (2015-2020)
  • Table 43. Italy Simulation Game, by End User USD Million (2015-2020)
  • Table 44. United Kingdom Simulation Game, by Type USD Million (2015-2020)
  • Table 45. United Kingdom Simulation Game, by End User USD Million (2015-2020)
  • Table 46. Netherlands Simulation Game, by Type USD Million (2015-2020)
  • Table 47. Netherlands Simulation Game, by End User USD Million (2015-2020)
  • Table 48. Rest of Europe Simulation Game, by Type USD Million (2015-2020)
  • Table 49. Rest of Europe Simulation Game, by End User USD Million (2015-2020)
  • Table 50. MEA Simulation Game, by Country USD Million (2015-2020)
  • Table 51. MEA Simulation Game, by Type USD Million (2015-2020)
  • Table 52. MEA Simulation Game, by End User USD Million (2015-2020)
  • Table 53. Middle East Simulation Game, by Type USD Million (2015-2020)
  • Table 54. Middle East Simulation Game, by End User USD Million (2015-2020)
  • Table 55. Africa Simulation Game, by Type USD Million (2015-2020)
  • Table 56. Africa Simulation Game, by End User USD Million (2015-2020)
  • Table 57. North America Simulation Game, by Country USD Million (2015-2020)
  • Table 58. North America Simulation Game, by Type USD Million (2015-2020)
  • Table 59. North America Simulation Game, by End User USD Million (2015-2020)
  • Table 60. United States Simulation Game, by Type USD Million (2015-2020)
  • Table 61. United States Simulation Game, by End User USD Million (2015-2020)
  • Table 62. Canada Simulation Game, by Type USD Million (2015-2020)
  • Table 63. Canada Simulation Game, by End User USD Million (2015-2020)
  • Table 64. Mexico Simulation Game, by Type USD Million (2015-2020)
  • Table 65. Mexico Simulation Game, by End User USD Million (2015-2020)
  • Table 66. Simulation Game: by Type(USD/Units)
  • Table 67. Company Basic Information, Sales Area and Its Competitors
  • Table 68. Company Basic Information, Sales Area and Its Competitors
  • Table 69. Company Basic Information, Sales Area and Its Competitors
  • Table 70. Company Basic Information, Sales Area and Its Competitors
  • Table 71. Company Basic Information, Sales Area and Its Competitors
  • Table 72. Company Basic Information, Sales Area and Its Competitors
  • Table 73. Company Basic Information, Sales Area and Its Competitors
  • Table 74. Company Basic Information, Sales Area and Its Competitors
  • Table 75. Simulation Game: by Type(USD Million)
  • Table 76. Simulation Game Online , by Region USD Million (2021-2026)
  • Table 77. Simulation Game Offline , by Region USD Million (2021-2026)
  • Table 78. Simulation Game: by End User(USD Million)
  • Table 79. Simulation Game Juvenile (7-17) , by Region USD Million (2021-2026)
  • Table 80. Simulation Game Youth (18-40) , by Region USD Million (2021-2026)
  • Table 81. Simulation Game Middle Aged (41-65) , by Region USD Million (2021-2026)
  • Table 82. Simulation Game Elderly (>66) , by Region USD Million (2021-2026)
  • Table 83. South America Simulation Game, by Country USD Million (2021-2026)
  • Table 84. South America Simulation Game, by Type USD Million (2021-2026)
  • Table 85. South America Simulation Game, by End User USD Million (2021-2026)
  • Table 86. Brazil Simulation Game, by Type USD Million (2021-2026)
  • Table 87. Brazil Simulation Game, by End User USD Million (2021-2026)
  • Table 88. Argentina Simulation Game, by Type USD Million (2021-2026)
  • Table 89. Argentina Simulation Game, by End User USD Million (2021-2026)
  • Table 90. Rest of South America Simulation Game, by Type USD Million (2021-2026)
  • Table 91. Rest of South America Simulation Game, by End User USD Million (2021-2026)
  • Table 92. Asia Pacific Simulation Game, by Country USD Million (2021-2026)
  • Table 93. Asia Pacific Simulation Game, by Type USD Million (2021-2026)
  • Table 94. Asia Pacific Simulation Game, by End User USD Million (2021-2026)
  • Table 95. China Simulation Game, by Type USD Million (2021-2026)
  • Table 96. China Simulation Game, by End User USD Million (2021-2026)
  • Table 97. Japan Simulation Game, by Type USD Million (2021-2026)
  • Table 98. Japan Simulation Game, by End User USD Million (2021-2026)
  • Table 99. India Simulation Game, by Type USD Million (2021-2026)
  • Table 100. India Simulation Game, by End User USD Million (2021-2026)
  • Table 101. South Korea Simulation Game, by Type USD Million (2021-2026)
  • Table 102. South Korea Simulation Game, by End User USD Million (2021-2026)
  • Table 103. Taiwan Simulation Game, by Type USD Million (2021-2026)
  • Table 104. Taiwan Simulation Game, by End User USD Million (2021-2026)
  • Table 105. Australia Simulation Game, by Type USD Million (2021-2026)
  • Table 106. Australia Simulation Game, by End User USD Million (2021-2026)
  • Table 107. Rest of Asia-Pacific Simulation Game, by Type USD Million (2021-2026)
  • Table 108. Rest of Asia-Pacific Simulation Game, by End User USD Million (2021-2026)
  • Table 109. Europe Simulation Game, by Country USD Million (2021-2026)
  • Table 110. Europe Simulation Game, by Type USD Million (2021-2026)
  • Table 111. Europe Simulation Game, by End User USD Million (2021-2026)
  • Table 112. Germany Simulation Game, by Type USD Million (2021-2026)
  • Table 113. Germany Simulation Game, by End User USD Million (2021-2026)
  • Table 114. France Simulation Game, by Type USD Million (2021-2026)
  • Table 115. France Simulation Game, by End User USD Million (2021-2026)
  • Table 116. Italy Simulation Game, by Type USD Million (2021-2026)
  • Table 117. Italy Simulation Game, by End User USD Million (2021-2026)
  • Table 118. United Kingdom Simulation Game, by Type USD Million (2021-2026)
  • Table 119. United Kingdom Simulation Game, by End User USD Million (2021-2026)
  • Table 120. Netherlands Simulation Game, by Type USD Million (2021-2026)
  • Table 121. Netherlands Simulation Game, by End User USD Million (2021-2026)
  • Table 122. Rest of Europe Simulation Game, by Type USD Million (2021-2026)
  • Table 123. Rest of Europe Simulation Game, by End User USD Million (2021-2026)
  • Table 124. MEA Simulation Game, by Country USD Million (2021-2026)
  • Table 125. MEA Simulation Game, by Type USD Million (2021-2026)
  • Table 126. MEA Simulation Game, by End User USD Million (2021-2026)
  • Table 127. Middle East Simulation Game, by Type USD Million (2021-2026)
  • Table 128. Middle East Simulation Game, by End User USD Million (2021-2026)
  • Table 129. Africa Simulation Game, by Type USD Million (2021-2026)
  • Table 130. Africa Simulation Game, by End User USD Million (2021-2026)
  • Table 131. North America Simulation Game, by Country USD Million (2021-2026)
  • Table 132. North America Simulation Game, by Type USD Million (2021-2026)
  • Table 133. North America Simulation Game, by End User USD Million (2021-2026)
  • Table 134. United States Simulation Game, by Type USD Million (2021-2026)
  • Table 135. United States Simulation Game, by End User USD Million (2021-2026)
  • Table 136. Canada Simulation Game, by Type USD Million (2021-2026)
  • Table 137. Canada Simulation Game, by End User USD Million (2021-2026)
  • Table 138. Mexico Simulation Game, by Type USD Million (2021-2026)
  • Table 139. Mexico Simulation Game, by End User USD Million (2021-2026)
  • Table 140. Simulation Game: by Type(USD/Units)
  • Table 141. Research Programs/Design for This Report
  • Table 142. Key Data Information from Secondary Sources
  • Table 143. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global Simulation Game: by Type USD Million (2015-2020)
  • Figure 5. Global Simulation Game: by End User USD Million (2015-2020)
  • Figure 6. South America Simulation Game Share (%), by Country
  • Figure 7. Asia Pacific Simulation Game Share (%), by Country
  • Figure 8. Europe Simulation Game Share (%), by Country
  • Figure 9. MEA Simulation Game Share (%), by Country
  • Figure 10. North America Simulation Game Share (%), by Country
  • Figure 11. Global Simulation Game: by Type USD/Units (2015-2020)
  • Figure 12. Global Simulation Game share by Players 2020 (%)
  • Figure 13. Global Simulation Game share by Players (Top 3) 2020(%)
  • Figure 14. Global Simulation Game share by Players (Top 5) 2020(%)
  • Figure 15. BCG Matrix for key Companies
  • Figure 16. Electronic Arts (United States) Revenue, Net Income and Gross profit
  • Figure 17. Electronic Arts (United States) Revenue: by Geography 2020
  • Figure 18. Colossal Order (Finland) Revenue, Net Income and Gross profit
  • Figure 19. Colossal Order (Finland) Revenue: by Geography 2020
  • Figure 20. SCS Software (Czechia) Revenue, Net Income and Gross profit
  • Figure 21. SCS Software (Czechia) Revenue: by Geography 2020
  • Figure 22. Nintendo Entertainment Analysis & Development (Japan) Revenue, Net Income and Gross profit
  • Figure 23. Nintendo Entertainment Analysis & Development (Japan) Revenue: by Geography 2020
  • Figure 24. Acclaim Entertainment (United States) Revenue, Net Income and Gross profit
  • Figure 25. Acclaim Entertainment (United States) Revenue: by Geography 2020
  • Figure 26. Babaroga (United States) Revenue, Net Income and Gross profit
  • Figure 27. Babaroga (United States) Revenue: by Geography 2020
  • Figure 28. CCP Games (Iceland) Revenue, Net Income and Gross profit
  • Figure 29. CCP Games (Iceland) Revenue: by Geography 2020
  • Figure 30. Atari (United States) Revenue, Net Income and Gross profit
  • Figure 31. Atari (United States) Revenue: by Geography 2020
  • Figure 32. Global Simulation Game: by Type USD Million (2021-2026)
  • Figure 33. Global Simulation Game: by End User USD Million (2021-2026)
  • Figure 34. South America Simulation Game Share (%), by Country
  • Figure 35. Asia Pacific Simulation Game Share (%), by Country
  • Figure 36. Europe Simulation Game Share (%), by Country
  • Figure 37. MEA Simulation Game Share (%), by Country
  • Figure 38. North America Simulation Game Share (%), by Country
  • Figure 39. Global Simulation Game: by Type USD/Units (2021-2026)
List of companies from research coverage that are profiled in the study
  • Electronic Arts (United States)
  • Colossal Order (Finland)
  • SCS Software (Czechia)
  • Nintendo Entertainment Analysis & Development (Japan)
  • Acclaim Entertainment (United States)
  • Babaroga (United States)
  • CCP Games (Iceland)
  • Atari (United States)
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Frequently Asked Questions (FAQ):

Historical year: 2016-2020; Base year: 2020; Forecast period: 2021 to 2026
Companies that are profiled in Global Simulation Game Market are Electronic Arts (United States), Colossal Order (Finland), SCS Software (Czechia), Nintendo Entertainment Analysis & Development (Japan), Acclaim Entertainment (United States), Babaroga (United States), CCP Games (Iceland) and Atari (United States) etc.
The simulation game is described as a subcategory of the videogame. It is generally designed to closely simulate real-world activities. Simulation game attempt to replicate various activities from real life in the form of a game for various purpose that includes analysis, training or prediction. This allows the player to experience situation and realities which are often removed from real life. It inspires creativity throughout the scenario they present, they fail to capture the nuance of the situation, which makes the player think about the reality of the situation they work to recreate.

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