Online Racing Games Market Size and Share

Online Racing Games Market (2025 - 2030)
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Online Racing Games Market Analysis by Mordor Intelligence

The global online racing games market size stood at USD 12.97 billion in 2025 and is projected to reach USD 17.26 billion by 2030, registering a 5.86% CAGR during the forecast period. Rising 5G penetration, cloud-native delivery, and AI-driven content generation continue to redraw competitive boundaries, shifting growth from console-centric ecosystems to cross-platform experiences optimized for smartphones and low-latency networks. Edge computing nodes hosted by more than 500 metropolitan points of presence shorten round-trip times to single-digit milliseconds, enabling console-grade visuals on mobile devices and widening the addressable base for the online racing games market.[1]Phil Spencer, “Expanding Cloud and Edge for Xbox Gaming,” Microsoft Blog, microsoft.com Esports tie-ins, premium hardware partnerships, and procedural track generation further diversify revenue streams and extend content lifecycles without proportionate development costs, while privacy-driven user-acquisition headwinds and escalating AAA budgets temper margins for mid-tier studios.

Key Report Takeaways

  • By platform, mobile commanded 52.62% of the online racing games market share in 2024, whereas cloud-streaming clients are expanding at a 7.03% CAGR to 2030. 
  • By game type, simulation racing led with 38.62% revenue share in 2024 in the online racing games market; open-world street racing is forecast to grow at a 6.43% CAGR through 2030. 
  • By revenue model, in-app purchases accounted for 46.73% share of the online racing games market size in 2024, while subscriptions and season passes are advancing at a 6.98% CAGR to 2030. 
  • By player engagement level, mid-core competitive users held 42.73% share in 2024 in the online racing games market, whereas cloud-based engagement is rising at a 6.55% CAGR to 2030. 
  • By geography, North America retained 37.83% share in 2024 in the online racing games market; Asia-Pacific is on track to post a 6.43% CAGR through 2030 on the back of mobile-first gaming cultures and urban 5G rollouts 

Segment Analysis

By Revenue Model: Subscriptions Reshape Monetization Strategies

In 2024, in-app purchases held 46.73% share of the online racing games market size, driven by cosmetic skins and performance parts that preserve competitive balance while generating dependable microtransaction revenue. Subscriptions and season passes are rising 6.98% annually, supporting predictable cash flows that sustain live-ops content teams and analytics functions. Advertising-supported formats remain viable in regions with low card penetration, yet privacy limits dampen CPMs, nudging publishers toward brand partnerships and sponsored challenges. 

Segment evolution shows how value shifts from one-off sales to recurrent access. Minecraft’s Marketplace Pass illustrates subscription value hinges on a steady cadence of user-generated tracks and vehicles. For simulation die-hards, premium outright purchases coexist with optional telemetry modules and coaching subscriptions, reflecting a hybrid stack of mon¬etization tailored to engagement depth. As churn sensitivities mount, studios invest in sentiment analysis bots monitoring Discord and Reddit for early churn predictors, refining content drops that stabilize recurring revenue within the online racing games market.

Online Racing Games Market: Market Share by Revenue Model
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By Platform: Mobile Dominance Faces Cloud Disruption

Mobile accounted for 52.62% of 2024 revenue, cementing its primacy in the online racing games market. Improved SoC efficiency lets 120 fps arcade racers run on USD 200 handsets, while gyroscope steering eases onboarding for casual audiences. Concurrently, cloud-streaming clients are projected to grow at 7.03% CAGR, vaulting them from experimentation to mainstream by 2030. PC rigs preserve simulation loyalty because triple-screen cockpits and load-cell pedals remain unmatched in fidelity. 

Console vendors counter attrition with cross-gen entitlements and 120 hz performance modes, yet increasingly pivot toward cloud APIs that extend their storefronts to smart TVs. VR and AR headsets add a premium strata; although volumes are nascent, attach-rate for high-ticket DLC doubles that of flatscreen cohorts. The cross-pollination of local rendering for UI and streamed physics calculations optimizes battery life on mobile, making performance parity credible and enlarging subscriber funnels for the online racing games market.

By Game Type: Open-World Racing Gains Momentum

Simulation titles captured 38.62% of 2024 revenue as esports endorsements and tactile wheel ecosystems deepened user investment. Open-world street racers, however, are forecast to rise 6.43% CAGR through 2030 on the back of procedural cityscapes, social hubs, and photo modes conducive to influencer sharing. Arcade racers hold mass appeal but rely on ad-monetization, a model hurt by ATT privacy shifts. 

Content pipelines now rotate seasonal events synced with real-world motorsport calendars, galvanizing re-engagement like FIFA’s Team-of-the-Week drops. MILE-scale multiplayer events leverage cloud servers to field 500-car endurance races, producing viral clips that push organic installs. Kart subgenres use crossover IP to court family audiences and diversify the portfolio mix, whereas rally sims command passionate micro-communities who pay for laser-scanned stages and historical car packs, collectively sustaining revenue diversity inside the online racing games market.

Online Racing Games Market: Market Share by Game Type
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By Player Engagement Level: Mid-Core Competitive Dominates

Mid-core competitors comprised 42.73% of user hours in 2024, blending accessible controls with ranked ladders that encourage skill progression and drive retention. AI tutors analyze corner-exit speeds and gift ghost replays, shortening the learning curve and boosting conversion to paying tiers. Hardcore sim racers invest in USD 1,000 pedal sets and telemetry dashboards, delivering ARPPU multiples of casual cohorts. 

Meanwhile, cloud-based engagement is scaling 6.55% CAGR as device-agnostic accounts let players resume races on subway commutes and living-room TVs alike. Casual audiences still enter via ad-supported hyper-short sessions but face competition from culturally localized games, pushing racing studios to integrate regional festivals and vehicle skins. Cohort funnels increasingly merge; arcade newcomers migrate toward sim-lite playlists as skill grows, expanding lifetime value and fortifying the online racing games market against genre fatigue.

Geography Analysis

North America retained 37.83% share in 2024, buoyed by entrenched console culture and early 5G rollouts that underpin low-latency cross-play. Publishers leverage favorable ARPPU and live-service adoption as 83% of Electronic Arts’ USD 1.67 billion Q1 FY26 revenue flowed from recurring content. Canada’s e-hockey fandom overlaps with racing through cross-promotions, and Mexico’s mobile uptake accelerates through prepaid 5G bundles. 

Asia-Pacific is the fastest-growing region at 6.43% CAGR to 2030, with China’s mobile games reaching USD 86.6 billion in 2024 and racing showing resilience amid overall download softness. Japan’s USD 21 ARPU motivates premium haptic-enabled releases, while South Korea’s PC-bang culture hosts licensed simulation leagues. India leads in volume with 8.45 billion downloads yet lags in monetization, spurring studios to add regionalized storylines and low-SKU cosmetic tiers tailored to local payment norms. 

Europe balances privacy rigor with premium spending, as GDPR compliance bolsters user trust that supports subscription uptake. Automotive OEM density in Germany, Italy, and the U.K. fuels branded content alliances, while pan-EU esports circuits add broadcast value. The Middle East and Africa witness rapid mobile adoption; youth bulges and improving fintech rails unlock new payer cohorts, albeit with localization demands on livery design and event timing to respect cultural norms. These dynamics collectively shape regional revenue trajectories for the online racing games market.

Online Racing Games Market CAGR (%), Growth Rate by Region
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Competitive Landscape

The online racing games market reflects moderate concentration. Electronic Arts leverages Need for Speed and the officially licensed F1 series to anchor cross-media partnerships, including 2025’s F1 movie integration that bundles exclusive story modes. Tencent exploits mobile platform dominance and robust backend tech to syndicate racing titles into super-apps like WeChat. Codemasters’ specialized physics engine remains a moat, and its EA ownership secures marketing reach. 

Cloud-native challengers such as Velocima Games build server-side renderers that scale on Kubernetes, halving content deployment time versus traditional console pipelines. These start-ups benefit from lower capital intensity yet face hurdles in brand awareness and licensing access. Vertical integration is intensifying: Corsair’s USD 110 million Fanatec purchase merges hardware and software ecosystems, aiming to lock enthusiasts into proprietary peripherals that synergize with premium DLC. 

M&A tallied USD 6.6 billion in Q1 2025, signaling ongoing consolidation as infrastructure demands and UA costs favor well-capitalized actors. Patent portfolios around adaptive AI and haptic telemetry further fortify incumbents; newcomers must navigate licensing minefields or embrace open-source stacks. Regulatory scrutiny focuses on loot-box mechanics, compelling publishers to pivot toward transparent season passes, but market leaders adapt swiftly, maintaining their advantage inside the online racing games market.

Online Racing Games Industry Leaders

  1. Electronic Arts Inc.

  2. Microsoft Corporation

  3. Gameloft SE

  4. Aquiris Game Studio SA

  5. THQ Nordic GmbH

  6. *Disclaimer: Major Players sorted in no particular order
Ubisoft, Microsoft, and Nintendo
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Recent Industry Developments

  • May 2025: Electronic Arts launched F1 25 with integrated movie tie-in content and enhanced My Team 2.0 features, demonstrating cross-media marketing strategies that expand audience reach beyond traditional gaming demographics while generating additional revenue through premium content packages.
  • March 2025: NVIDIA demonstrated GeForce Now capabilities for game AI inference, enabling cloud-based machine learning that supports advanced opponent behavior and personalized racing experiences without requiring local high-end hardware investments.
  • January 2025: Electronic Arts pre-announced preliminary Q3 FY25 results indicating continued strength in live-service revenue streams that support ongoing investment in racing franchise development and community features.
  • October 2024: NVIDIA launched GDN (GeForce Developer Network) to advance cloud gaming and graphics rendering, providing developers with tools to optimize racing games for streaming environments while maintaining visual fidelity and reducing latency.

Table of Contents for Online Racing Games Industry Report

1. INTRODUCTION

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

2. RESEARCH METHODOLOGY

3. EXECUTIVE SUMMARY

4. MARKET LANDSCAPE

  • 4.1 Market Overview
  • 4.2 Market Drivers
    • 4.2.1 Smartphone and 5G penetration expands low-latency play
    • 4.2.2 Cloud-gaming lowers hardware barriers
    • 4.2.3 Esports integration boosts engagement and spend
    • 4.2.4 AI-generated tracks cut content costs and refresh cycles
    • 4.2.5 VR haptics create premium immersion spend
    • 4.2.6 In-game OEM brand placements add revenue streams
  • 4.3 Market Restraints
    • 4.3.1 UA costs surge post-privacy changes
    • 4.3.2 AAA racing development budgets escalate
    • 4.3.3 Latency-sensitive gameplay raises regional server costs
    • 4.3.4 Fragmented IP/licensing for cars and tracks
  • 4.4 Regulatory Landscape
  • 4.5 Technological Outlook
  • 4.6 Porter’s Five Forces Analysis
    • 4.6.1 Threat of New Entrants
    • 4.6.2 Bargaining Power of Buyers
    • 4.6.3 Bargaining Power of Suppliers
    • 4.6.4 Threat of Substitutes
    • 4.6.5 Intensity of Competitive Rivalry
  • 4.7 Impact of Macroeconomic Factors on the Market

5. MARKET SIZE AND GROWTH FORECASTS (VALUE)

  • 5.1 By Revenue Model
    • 5.1.1 Advertising-supported
    • 5.1.2 In-App Purchase (Micro-transactions)
    • 5.1.3 Premium Purchase (Paid App / Full Game)
    • 5.1.4 Subscription / Season Pass
  • 5.2 By Platform
    • 5.2.1 Mobile Smartphones and Tablets
    • 5.2.2 PCs
    • 5.2.3 Game Consoles
    • 5.2.4 Cloud-Streaming Clients
    • 5.2.5 VR / AR Headsets
  • 5.3 By Game Type
    • 5.3.1 Arcade Racing
    • 5.3.2 Simulation Racing
    • 5.3.3 Kart and Party Racing
    • 5.3.4 Open-World / Street Racing
    • 5.3.5 MILE-style Mass Events
  • 5.4 By Player Engagement Level
    • 5.4.1 Casual / Hyper-casual
    • 5.4.2 Mid-core Competitive
    • 5.4.3 Hardcore Simulation / Esports
  • 5.5 By Geography
    • 5.5.1 North America
    • 5.5.1.1 United States
    • 5.5.1.2 Canada
    • 5.5.2 South America
    • 5.5.2.1 Brazil
    • 5.5.2.2 Argentina
    • 5.5.2.3 Rest of South America
    • 5.5.3 Europe
    • 5.5.3.1 Germany
    • 5.5.3.2 United Kingdom
    • 5.5.3.3 France
    • 5.5.3.4 Spain
    • 5.5.3.5 Russia
    • 5.5.3.6 Rest of Europe
    • 5.5.4 Asia Pacific
    • 5.5.4.1 China
    • 5.5.4.2 Japan
    • 5.5.4.3 India
    • 5.5.4.4 South Korea
    • 5.5.4.5 Rest of Asia Pacific
    • 5.5.5 Middle East and Africa
    • 5.5.5.1 Middle East
    • 5.5.5.1.1 Saudi Arabia
    • 5.5.5.1.2 United Arab Emirates
    • 5.5.5.1.3 Rest of Middle East
    • 5.5.5.2 Africa
    • 5.5.5.2.1 South Africa
    • 5.5.5.2.2 Nigeria
    • 5.5.5.2.3 Rest of Africa

6. COMPETITIVE LANDSCAPE

  • 6.1 Market Concentration
  • 6.2 Strategic Moves
  • 6.3 Market Share Analysis
  • 6.4 Company Profiles (includes Global level Overview, Market level overview, Core Segments, Financials as available, Strategic Information, Market Rank/Share for key companies, Products and Services, and Recent Developments)
    • 6.4.1 Electronic Arts Inc.
    • 6.4.2 Codemasters Software Company Ltd.
    • 6.4.3 Tencent Holdings Ltd.
    • 6.4.4 Microsoft Corporation
    • 6.4.5 Sony Interactive Entertainment LLC
    • 6.4.6 Ubisoft Entertainment SA
    • 6.4.7 Nintendo Co. Ltd.
    • 6.4.8 Nexon Co. Ltd.
    • 6.4.9 NetEase Inc.
    • 6.4.10 Take-Two Interactive Software Inc.
    • 6.4.11 Motorsport Games Inc.
    • 6.4.12 Polyphony Digital Inc.
    • 6.4.13 Playground Games Ltd.
    • 6.4.14 THQ Nordic GmbH
    • 6.4.15 Sumo Digital Ltd.
    • 6.4.16 Gameloft SE
    • 6.4.17 Fingersoft Oy
    • 6.4.18 Boss Alien Ltd.
    • 6.4.19 NaturalMotion Ltd.
    • 6.4.20 Slightly Mad Studios Ltd.
    • 6.4.21 Vector Unit Inc.
    • 6.4.22 Aquiris Game Studio SA
    • 6.4.23 Bongfish GmbH
    • 6.4.24 iRacing.com Motorsport Simulations LLC

7. MARKET OPPORTUNITIES AND FUTURE OUTLOOK

  • 7.1 White-space and Unmet-need Assessment
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Global Online Racing Games Market Report Scope

The growing trend in the online racing games market, men playing racing games will create more growth for the racing games market. Advanced skills of game developers to offer real-like video games are creating a positive impact on the market. The adoption of advanced visual effects in these games is attracting many customers to the online racing games market. Racing game apps require players to drive their vehicles, usually against other drivers, along racetracks.

The Global Online Racing Games Market is segmented by Type (Advertising, In-App Purchase, Paid App) and Geography.

By Revenue Model
Advertising-supported
In-App Purchase (Micro-transactions)
Premium Purchase (Paid App / Full Game)
Subscription / Season Pass
By Platform
Mobile Smartphones and Tablets
PCs
Game Consoles
Cloud-Streaming Clients
VR / AR Headsets
By Game Type
Arcade Racing
Simulation Racing
Kart and Party Racing
Open-World / Street Racing
MILE-style Mass Events
By Player Engagement Level
Casual / Hyper-casual
Mid-core Competitive
Hardcore Simulation / Esports
By Geography
North America United States
Canada
South America Brazil
Argentina
Rest of South America
Europe Germany
United Kingdom
France
Spain
Russia
Rest of Europe
Asia Pacific China
Japan
India
South Korea
Rest of Asia Pacific
Middle East and Africa Middle East Saudi Arabia
United Arab Emirates
Rest of Middle East
Africa South Africa
Nigeria
Rest of Africa
By Revenue Model Advertising-supported
In-App Purchase (Micro-transactions)
Premium Purchase (Paid App / Full Game)
Subscription / Season Pass
By Platform Mobile Smartphones and Tablets
PCs
Game Consoles
Cloud-Streaming Clients
VR / AR Headsets
By Game Type Arcade Racing
Simulation Racing
Kart and Party Racing
Open-World / Street Racing
MILE-style Mass Events
By Player Engagement Level Casual / Hyper-casual
Mid-core Competitive
Hardcore Simulation / Esports
By Geography North America United States
Canada
South America Brazil
Argentina
Rest of South America
Europe Germany
United Kingdom
France
Spain
Russia
Rest of Europe
Asia Pacific China
Japan
India
South Korea
Rest of Asia Pacific
Middle East and Africa Middle East Saudi Arabia
United Arab Emirates
Rest of Middle East
Africa South Africa
Nigeria
Rest of Africa
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Key Questions Answered in the Report

What is the projected size of the global online racing games market by 2030?

The global market is forecast to hit USD 17.26 billion by 2030, growing at a 5.86% CAGR.

How fast is the cloud-streaming client segment expanding?

Cloud-streaming clients are on track for a 7.03% CAGR through 2030, the fastest among delivery platforms.

Which revenue model is gaining the most momentum?

Subscriptions and season passes are rising at a 6.98% CAGR as publishers pivot toward predictable, recurring income.

Why is Asia-Pacific considered the fastest-growing region?

Mobile-first gaming cultures and rapid 5G rollouts are pushing Asia-Pacific to a 6.43% CAGR through 2030.

What share do mobile platforms hold in online racing games?

Smartphones and tablets commanded 52.62% of global revenue in 2024, making them the dominant access point.

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