One thing you have to consider is, what percentage of those games are driving games?
Then what percentage of driving games players are using a wheel?
Over what period? You might find the most committed players regularly use a wheel.
How have the stats changed? I would bet a very different stat 8 years ago, this would show a radical rise in wheel use and ownership.
Data like this can be quite misleading when quoted out of context.
The key aspect for wheel companies is understanding what prevents growth.