Selected research
Industry Research
Sport and Racing Games Industry Research Report 2026
Market perspective
The global Sport and Racing Games market was valued at US$ million in 2025 and is projected to reach US$ million by 2032, implying a CAGR of % over 2026–2032.
North America: the Sport and Racing Games market is projected to increase from US$ million in 2026 to US$ million by 2032, reflecting a CAGR of % over 2026–2032. Europe: the Sport and Racing Games market is projected to rise from US$ million in 2026 to US$ million by 2032, registering a CAGR of % over 2026–2032. Asia Pacific: the Sport and Racing Games market is expected to grow from US$ million in 2026 to US$ million by 2032, at a CAGR of % over 2026–2032. Leading global service providers of Sport and Racing Games include Turn 10 Studios (Microsoft), Codemasters, Electronic Arts Inc., Ubisoft, THQ Nordic, Gameloft, Milestone, Criterion and NaturalMotion, among others; in 2025, the top three vendors together accounted for approximately % of global revenue.
Report Scope
Read the full market overview
This report quantifies the global Sport and Racing Games market in terms of revenue (US$ million) and, where applicable, service volume (k units), using 2024 as the base year and providing annual historical and forecast data for 2021–2032.
It standardizes definitions of service Types and end-use Applications, harmonizes provider attribution, and delivers comparable time series by company, Type, Application, and region or country, including indicative price bands (US$/k units) and concentration ratios (CR5/CR10). Outputs are intended to support service design, budgeting, capacity planning, and benchmarking for providers, platforms, channel partners, and investors; the report also reviews technology shifts and notable service innovations relevant to Sport and Racing Games.
Key Companies & Market Share Insights
This section profiles leading service providers with 2021–2025 results and a 2026–2032 outlook—covering revenue, market share, price bands, service portfolio and client mix, regional and channel mix, and key developments (M&A, network expansion, certifications). It also provides global revenue, average price, and—where applicable—volume metrics by provider, and calculates CR5/CR10 and rank changes to support comparative benchmarking.
Sport and Racing Games Market by Company
Turn 10 Studios (Microsoft)
Codemasters
Electronic Arts Inc.
Ubisoft
THQ Nordic
Gameloft
Milestone
Criterion
NaturalMotion
Slightly Mad Studios
iRacing
Creative Mobile
Bongfish
Fingersoft
Aquiris Game Studio
Vector Unit
Sport and Racing Games Segment by Type
Sport Games
Racing Games
Sport and Racing Games Segment by Application
PC
Mobile
Console
Sport and Racing Games Segment by Region
North America
United States
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Spain
Russia
Netherlands
Nordic Countries
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Southeast Asia
South America
Brazil
Argentina
Chile
Middle East & Africa
Saudi Arabia
Israel
United Arab Emirates
Turkey
Iran
Egypt
Key Drivers & Barriers
High-impact rendering factors and drivers have been studied in this report to aid the readers to understand the general development. Moreover, the report includes restraints and challenges that may act as stumbling blocks on the way of the players. This will assist the users to be attentive and make informed decisions related to business. Specialists have also laid their focus on the upcoming business prospects.
Reasons to Buy This Report
1. This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global Sport and Racing Games market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market.
2. This report will help stakeholders to understand the global industry status and trends of Sport and Racing Games and provides them with information on key market drivers, restraints, challenges, and opportunities.
3. This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in volume and value), competitor ecosystem, new product development, expansion, and acquisition.
4. This report stays updated with novel technology integration, features, and the latest developments in the market
5. This report helps stakeholders to gain insights into which regions to target globally
6. This report helps stakeholders to gain insights into the end-user perception concerning the adoption of Sport and Racing Games.
7. This report helps stakeholders to identify some of the key players in the market and understand their valuable contribution.
Chapter Outline
Chapter 1: Research objectives, research methods, data sources, data cross-validation;
Chapter 2: Introduces the report scope of the report, executive summary of different market segments (product type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 3: Provides the analysis of various market segments product types, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 4: Provides the analysis of various market segments application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 5: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 6: Detailed analysis of Sport and Racing Games companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 7, 8, 9, 10, 11: North America, Europe, Asia Pacific, South America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 12: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including revenue, gross margin, product introduction, recent development, etc.
Chapter 13: The main points and conclusions of the report.
More report detail
Tables and figures
Scope & coverage.
Types
- Sport Games
- Racing Games
Applications
- PC
- Mobile
- Console
Companies covered
- Turn 10 Studios (Microsoft)
- Codemasters
- Electronic Arts Inc.
- Ubisoft
- THQ Nordic
- Gameloft
- Milestone
- Criterion
- NaturalMotion
- Slightly Mad Studios
- iRacing
- Creative Mobile
- Bongfish
- Fingersoft
- Aquiris Game Studio
- Vector Unit
Inside the report.
1 Preface
- 1.1 Scope of Report
- 1.2 Reasons for Doing This Study
- 1.3 Research Methodology
- 1.4 Research Process
- 1.5 Data Source
- 1.5.1 Secondary Sources
- 1.5.2 Primary Sources
2 Market Overview
- 2.1 Product Definition
- 2.2 Sport and Racing Games by Type
- 2.2.1 Market Value Comparison by Type (2021 VS 2025 VS 2032)
- 2.2.2 Sport Games
- 2.2.3 Racing Games
- 2.3 Sport and Racing Games by Application
- 2.3.1 Market Value Comparison by Application (2021 VS 2025 VS 2032)
- 2.3.2 PC
- 2.3.3 Mobile
- 2.3.4 Console
- 2.4 Assumptions and Limitations
3 Sport and Racing Games Breakdown Data by Type
- 3.1 Global Sport and Racing Games Historic Market Size by Type (2021-2026)
- 3.2 Global Sport and Racing Games Forecasted Market Size by Type (2027-2032)
4 Sport and Racing Games Breakdown Data by Application
- 4.1 Global Sport and Racing Games Historic Market Size by Application (2021-2026)
- 4.2 Global Sport and Racing Games Forecasted Market Size by Application (2027-2032)
5 Global Growth Trends
- 5.1 Global Sport and Racing Games Market Perspective (2021-2032)
- 5.2 Global Sport and Racing Games Growth Trends by Region
- 5.2.1 Global Sport and Racing Games Market Size by Region: 2021 VS 2025 VS 2032
- 5.2.2 Sport and Racing Games Historic Market Size by Region (2021-2026)
- 5.2.3 Sport and Racing Games Forecasted Market Size by Region (2027-2032)
- 5.3 Sport and Racing Games Market Dynamics
- 5.3.1 Sport and Racing Games Industry Trends
- 5.3.2 Sport and Racing Games Market Drivers
- 5.3.3 Sport and Racing Games Market Challenges
- 5.3.4 Sport and Racing Games Market Restraints
6 Market Competitive Landscape by Players
- 6.1 Global Top Sport and Racing Games Players by Revenue
- 6.1.1 Global Top Sport and Racing Games Players by Revenue (2021-2026)
- 6.1.2 Global Sport and Racing Games Revenue Market Share by Players (2021-2026)
- 6.2 Global Sport and Racing Games Industry Players Ranking, 2023 VS 2024 VS 2025
- 6.3 Global Key Players of Sport and Racing Games Head Office and Area Served
- 6.4 Global Sport and Racing Games Players, Product Type & Application
- 6.5 Global Sport and Racing Games Manufacturers Established Date
- 6.6 Global Sport and Racing Games Market CR5 and HHI
- 6.7 Global Players Mergers & Acquisition
7 North America
- 7.1 North America Sport and Racing Games Market Size (2021-2032)
- 7.2 North America Sport and Racing Games Market Growth Rate by Country: 2021 VS 2025 VS 2032
- 7.3 North America Sport and Racing Games Market Size by Country (2021-2026)
- 7.4 North America Sport and Racing Games Market Size by Country (2027-2032)
- 7.5 United States
- 7.5 United States
- 7.6 Canada
- 7.7 Mexico
8 Europe
- 8.1 Europe Sport and Racing Games Market Size (2021-2032)
- 8.2 Europe Sport and Racing Games Market Growth Rate by Country: 2021 VS 2025 VS 2032
- 8.3 Europe Sport and Racing Games Market Size by Country (2021-2026)
- 8.4 Europe Sport and Racing Games Market Size by Country (2027-2032)
- 8.5 Germany
- 8.6 France
- 8.7 U.K.
- 8.8 Italy
- 8.9 Spain
- 8.10 Russia
- 8.11 Netherlands
- 8.12 Nordic Countries
9 Asia-Pacific
- 9.1 Asia-Pacific Sport and Racing Games Market Size (2021-2032)
- 9.2 Asia-Pacific Sport and Racing Games Market Growth Rate by Country: 2021 VS 2025 VS 2032
- 9.3 Asia-Pacific Sport and Racing Games Market Size by Country (2021-2026)
- 9.4 Asia-Pacific Sport and Racing Games Market Size by Country (2027-2032)
- 9.5 China
- 9.6 Japan
- 9.7 South Korea
- 9.8 India
- 9.9 Australia
- 9.10 China Taiwan
- 9.11 Southeast Asia
10 South America
- 10.1 South America Sport and Racing Games Market Size (2021-2032)
- 10.2 South America Sport and Racing Games Market Growth Rate by Country: 2021 VS 2025 VS 2032
- 10.3 South America Sport and Racing Games Market Size by Country (2021-2026)
- 10.4 South America Sport and Racing Games Market Size by Country (2027-2032)
- 10.5 Brazil
- 10.6 Argentina
- 10.7 Chile
- 10.8 Colombia
- 10.9 Peru
11 Middle East & Africa
- 11.1 Middle East & Africa Sport and Racing Games Market Size (2021-2032)
- 11.2 Middle East & Africa Sport and Racing Games Market Growth Rate by Country: 2021 VS 2025 VS 2032
- 11.3 Middle East & Africa Sport and Racing Games Market Size by Country (2021-2026)
- 11.4 Middle East & Africa Sport and Racing Games Market Size by Country (2027-2032)
- 11.5 Saudi Arabia
- 11.6 Israel
- 11.7 United Arab Emirates
- 11.8 Turkey
- 11.9 Iran
- 11.10 Egypt
12 Players Profiled
- 12.1 Turn 10 Studios (Microsoft)
- 12.1.1 Turn 10 Studios (Microsoft) Company Information
- 12.1.2 Turn 10 Studios (Microsoft) Business Overview
- 12.1.3 Turn 10 Studios (Microsoft) Revenue in Sport and Racing Games Business (2021-2026)
- 12.1.4 Turn 10 Studios (Microsoft) Sport and Racing Games Product Portfolio
- 12.1.5 Turn 10 Studios (Microsoft) Recent Developments
- 12.2 Codemasters
- 12.2.1 Codemasters Company Information
- 12.2.2 Codemasters Business Overview
- 12.2.3 Codemasters Revenue in Sport and Racing Games Business (2021-2026)
- 12.2.4 Codemasters Sport and Racing Games Product Portfolio
- 12.2.5 Codemasters Recent Developments
- 12.3 Electronic Arts Inc.
- 12.3.1 Electronic Arts Inc. Company Information
- 12.3.2 Electronic Arts Inc. Business Overview
- 12.3.3 Electronic Arts Inc. Revenue in Sport and Racing Games Business (2021-2026)
- 12.3.4 Electronic Arts Inc. Sport and Racing Games Product Portfolio
- 12.3.5 Electronic Arts Inc. Recent Developments
- 12.4 Ubisoft
- 12.4.1 Ubisoft Company Information
- 12.4.2 Ubisoft Business Overview
- 12.4.3 Ubisoft Revenue in Sport and Racing Games Business (2021-2026)
- 12.4.4 Ubisoft Sport and Racing Games Product Portfolio
- 12.4.5 Ubisoft Recent Developments
- 12.5 THQ Nordic
- 12.5.1 THQ Nordic Company Information
- 12.5.2 THQ Nordic Business Overview
- 12.5.3 THQ Nordic Revenue in Sport and Racing Games Business (2021-2026)
- 12.5.4 THQ Nordic Sport and Racing Games Product Portfolio
- 12.5.5 THQ Nordic Recent Developments
- 12.6 Gameloft
- 12.6.1 Gameloft Company Information
- 12.6.2 Gameloft Business Overview
- 12.6.3 Gameloft Revenue in Sport and Racing Games Business (2021-2026)
- 12.6.4 Gameloft Sport and Racing Games Product Portfolio
- 12.6.5 Gameloft Recent Developments
- 12.7 Milestone
- 12.7.1 Milestone Company Information
- 12.7.2 Milestone Business Overview
- 12.7.3 Milestone Revenue in Sport and Racing Games Business (2021-2026)
- 12.7.4 Milestone Sport and Racing Games Product Portfolio
- 12.7.5 Milestone Recent Developments
- 12.8 Criterion
- 12.8.1 Criterion Company Information
- 12.8.2 Criterion Business Overview
- 12.8.3 Criterion Revenue in Sport and Racing Games Business (2021-2026)
- 12.8.4 Criterion Sport and Racing Games Product Portfolio
- 12.8.5 Criterion Recent Developments
- 12.9 NaturalMotion
- 12.9.1 NaturalMotion Company Information
- 12.9.2 NaturalMotion Business Overview
- 12.9.3 NaturalMotion Revenue in Sport and Racing Games Business (2021-2026)
- 12.9.4 NaturalMotion Sport and Racing Games Product Portfolio
- 12.9.5 NaturalMotion Recent Developments
- 12.10 Slightly Mad Studios
- 12.10.1 Slightly Mad Studios Company Information
- 12.10.2 Slightly Mad Studios Business Overview
- 12.10.3 Slightly Mad Studios Revenue in Sport and Racing Games Business (2021-2026)
- 12.10.4 Slightly Mad Studios Sport and Racing Games Product Portfolio
- 12.10.5 Slightly Mad Studios Recent Developments
- 12.11 iRacing
- 12.11.1 iRacing Company Information
- 12.11.2 iRacing Business Overview
- 12.11.3 iRacing Revenue in Sport and Racing Games Business (2021-2026)
- 12.11.4 iRacing Sport and Racing Games Product Portfolio
- 12.11.5 iRacing Recent Developments
- 12.12 Creative Mobile
- 12.12.1 Creative Mobile Company Information
- 12.12.2 Creative Mobile Business Overview
- 12.12.3 Creative Mobile Revenue in Sport and Racing Games Business (2021-2026)
- 12.12.4 Creative Mobile Sport and Racing Games Product Portfolio
- 12.12.5 Creative Mobile Recent Developments
- 12.13 Bongfish
- 12.13.1 Bongfish Company Information
- 12.13.2 Bongfish Business Overview
- 12.13.3 Bongfish Revenue in Sport and Racing Games Business (2021-2026)
- 12.13.4 Bongfish Sport and Racing Games Product Portfolio
- 12.13.5 Bongfish Recent Developments
- 12.14 Fingersoft
- 12.14.1 Fingersoft Company Information
- 12.14.2 Fingersoft Business Overview
- 12.14.3 Fingersoft Revenue in Sport and Racing Games Business (2021-2026)
- 12.14.4 Fingersoft Sport and Racing Games Product Portfolio
- 12.14.5 Fingersoft Recent Developments
- 12.15 Aquiris Game Studio
- 12.15.1 Aquiris Game Studio Company Information
- 12.15.2 Aquiris Game Studio Business Overview
- 12.15.3 Aquiris Game Studio Revenue in Sport and Racing Games Business (2021-2026)
- 12.15.4 Aquiris Game Studio Sport and Racing Games Product Portfolio
- 12.15.5 Aquiris Game Studio Recent Developments
- 12.16 Vector Unit
- 12.16.1 Vector Unit Company Information
- 12.16.2 Vector Unit Business Overview
- 12.16.3 Vector Unit Revenue in Sport and Racing Games Business (2021-2026)
- 12.16.4 Vector Unit Sport and Racing Games Product Portfolio
- 12.16.5 Vector Unit Recent Developments
13 Report Conclusion
14 Disclaimer
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