½ÃÀ庸°í¼­
»óǰÄÚµå
1404966

°¡»ó ½ºÆ÷Ã÷ ½ÃÀå ±Ô¸ð, Á¡À¯À², µ¿Ç⠺м® ¸®Æ÷Æ® : ÄÄÆ÷³ÍÆ®º°, °ÔÀÓº°, Àα¸ µ¿Åº°, Áö¿ªº°, ºÎ¹®º° ¿¹Ãø(2023-2030³â)

Virtual Sports Market Size, Share & Trends Analysis Report By Component (Solutions, Services), By Game, By Demographic (Below 21 Years, 21 To 35 Years, 35 To 54 Years, 54 Years And Above), By Region, And Segment Forecasts, 2023 - 2030

¹ßÇàÀÏ: | ¸®¼­Ä¡»ç: Grand View Research | ÆäÀÌÁö Á¤º¸: ¿µ¹® 150 Pages | ¹è¼Û¾È³» : 2-10ÀÏ (¿µ¾÷ÀÏ ±âÁØ)

    
    
    




¡Ø º» »óǰÀº ¿µ¹® ÀÚ·á·Î Çѱ۰ú ¿µ¹® ¸ñÂ÷¿¡ ºÒÀÏÄ¡ÇÏ´Â ³»¿ëÀÌ ÀÖÀ» °æ¿ì ¿µ¹®À» ¿ì¼±ÇÕ´Ï´Ù. Á¤È®ÇÑ °ËÅ並 À§ÇØ ¿µ¹® ¸ñÂ÷¸¦ Âü°íÇØÁֽñ⠹ٶø´Ï´Ù.

°¡»ó ½ºÆ÷Ã÷ ½ÃÀåÀÇ ¼ºÀå°ú µ¿Çâ :

Grand View Research, Inc.ÀÇ ÃֽЏ®Æ÷Æ®¿¡ µû¸£¸é ¼¼°èÀÇ °¡»ó ½ºÆ÷Ã÷ ½ÃÀå ±Ô¸ð´Â 2030³â±îÁö 470¾ï 7,000¸¸ ´Þ·¯¿¡ ´ÞÇϸç, 2023-2030³âÀÇ CAGRÀº 16.7%·Î ¼ºÀåÇÒ °ÍÀ¸·Î ÃßÁ¤µÇ°í ÀÖ½À´Ï´Ù.

ÀÌ·¯ÇÑ ¼ºÀåÀº ½ºÆ÷Ã÷ ¾ÖÈ£°¡µé »çÀÌ¿¡¼­ °¡»ó ½ºÆ÷Ã÷ÀÇ ÀαⰡ ³ô¾ÆÁö°í ¿Â¶óÀÎ °ÔÀÓÀÌ ºÎ»óÇϰí Àֱ⠶§¹®ÀÔ´Ï´Ù. °¡Àå Àαâ ÀÖ´Â °¡»ó ½ºÆ÷Ã÷´Â Ã౸, ³ó±¸, °æ¸¶, Å©¸®ÄÏ µîÀÔ´Ï´Ù. ¿Â¶óÀÎ °ÔÀÓÀÇ Àα⠻ó½Âµµ ½ÃÀå ¼ºÀå¿¡ ±â¿©Çϰí ÀÖ½À´Ï´Ù. ¿Â¶óÀÎ °ÔÀÓÀÇ ºÎ»óÀ¸·Î ÀÎÇØ ¿£ÅÍÅ×ÀÎ¸ÕÆ®ÀÇ ÀÏȯÀ¸·Î °¡»ó ½ºÆ÷Ã÷¿¡ °ü½ÉÀ» °®´Â »ç¶÷µéÀÌ ´Ã¾î³ª°í ÀÖ½À´Ï´Ù.

Áõ°­Çö½Ç(AR), °¡»óÇö½Ç(VR), °íÈ­Áú ±×·¡ÇÈ µî ±â¼úÀÇ ±Þ¼ÓÇÑ ¹ßÀüÀ¸·Î °ÔÀÓ °æÇèÀÇ ¸ôÀÔ°¨ÀÌ Å©°Ô Çâ»óµÇ¾ú½À´Ï´Ù. À̸¦ ÅëÇØ ½ÇÁ¦ ½ºÆ÷Ã÷ °æ±â¸¦ Ãæ½ÇÇÏ°Ô ¸ð¹æÇÑ Çö½Ç°¨ ³ÑÄ¡´Â °¡»ó ȯ°æÀ» ¸¸µé¾î Àü ¼¼°è °ü°´µéÀ» ¸Å·á½Ã۰í ÀÖ½À´Ï´Ù. ¶ÇÇÑ Áö¿ªÀû À庮À» ¾ø¾Ö°í Àü ¼¼°è ÆÒµéÀÌ ¹°¸®Àû À§Ä¡¿¡ °ü°è¾øÀÌ ÀÚ½ÅÀÌ ÁÁ¾ÆÇÏ´Â ½ºÆ÷Ã÷¿¡ Âü¿©ÇÏ°í ¿­±¤ÇÒ ¼ö ÀÖ°Ô µÇ¾ú½À´Ï´Ù. ÀÌ·¯ÇÑ Æ÷¿ë¼ºÀº º¸´Ù ´Ù¾çÇÏ°í °í°¡ÀÇ ÆÒÃþÀ» À°¼ºÇÏ´Â Áß¿äÇÑ ¿øµ¿·ÂÀÌ µÇ°í ÀÖ½À´Ï´Ù.

°¡»ó ½ºÆ÷Ã÷´Â ±âÁ¸ ½ºÆ÷Ã÷ Á߰躸´Ù ´õ ³ôÀº ¼öÁØÀÇ ÆÒ ±³·ù ¼öÁØÀ» Á¦°øÇÕ´Ï´Ù. ÆÒµéÀº °¡»ó Ç÷§ÆûÀ» ÅëÇØ Àû±ØÀûÀ¸·Î Âü¿©ÇÏ°í °æ±â¿Í À̺¥Æ®ÀÇ °á°ú¿¡ ¿µÇâÀ» ¹ÌÄ¥ ¼ö ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ Âü¿© Áõ°¡´Â ½ÃûÀÚ¿¡°Ô º¸´Ù ¿ªµ¿ÀûÀÌ°í ¸ôÀÔ°¨ ÀÖ´Â °æÇèÀ» Á¦°øÇÕ´Ï´Ù. ±âÁ¸ ½ºÆ÷Ã÷ÀÇ Æ²À» ¹þ¾î³­ µ¶Æ¯Çϰí Çõ½ÅÀûÀÎ °æÇèÀ» Á¦°øÇÕ´Ï´Ù. ¿¹¸¦ µé¾î ÆÒµéÀº ¾Æ¹ÙŸ¸¦ Ä¿½ºÅ͸¶ÀÌ¡Çϰí, °¡»ó °æ±âÀå¿¡ Âü¿©Çϰí, ½Ç½Ã°£ Åë°è¿Í ºÐ¼®¿¡ Á¢±ÙÇÒ ¼ö ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ ±â´ÉÀº ÆÒ °æÇèÀ» dzºÎÇÏ°Ô Çϰí, ½ÇÁ¦ ½ºÆ÷Ã÷¿¡¼­´Â ½ÇÇöÇÒ ¼ö ¾ø´Â ¼öÁØÀÇ °³ÀÎÈ­ ¼öÁØÀ» Á¦°øÇÕ´Ï´Ù.

°í±Þ ¸ð¼Ç ĸó ½Ã½ºÅÛÀÇ ÅëÇÕÀº ½ÃÀåÀÇ Çö½Ç°¨À» ³ôÀÌ´Â µ¥ µµ¿òÀÌ µÇ°í ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ ½Ã½ºÅÛÀº ¼±¼ö¿Í ¿îµ¿¼±¼öÀÇ ¿òÁ÷ÀÓÀ» ÃßÀûÇÏ°í °¡»ó °ø°£À¸·Î º¯È¯Çϱâ À§ÇØ ¼¾¼­¸¦ »ç¿ëÇÕ´Ï´Ù. ÀÌ·¯ÇÑ ³ôÀº Á¤È®µµ´Â Á¤È®ÇÑ Ç¥ÇöÀ» º¸ÀåÇÏ°í »ç¿ëÀÚ´Â ÀÚ½ÅÀÇ ÆÛÆ÷¸Õ½º¿¡ ´ëÇÑ Çǵå¹éÀ» ÅëÇØ ±â¼úÀ» ¿¬¸¶ÇÒ ¼ö ÀÖÀ¸¸ç, AI¿Í ¸Ó½Å·¯´×µµ ½ÃÀå Çü¼º¿¡ ¸Å¿ì Áß¿äÇÑ ¿ªÇÒÀ» Çϰí ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ ±â¼úÀÇ ¹ßÀüÀº ¸Å¿ì Çö½ÇÀûÀ̰í ÀûÀÀ·ÂÀÌ ¶Ù¾î³­ °¡»ó »ó´ë¿Í ÆÀ¿øµéÀ» ¸¸µé¾î³»°í, AI ±â¹Ý ¾Ë°í¸®ÁòÀº ¼±¼öÀÇ ÇൿÀ» ºÐ¼®Çϰí Àü·«À» Á¶Á¤Çϸç, ½ÇÁ¦ ¼±¼öÀÇ ÀÇ»ç°áÁ¤ °úÁ¤À» ¸ð¹æÇÒ ¼ö ÀÖ½À´Ï´Ù. À̸¦ ÅëÇØ »ç¿ëÀÚ´Â ´Ù¾çÇÑ ·¹º§ÀÇ »ó´ë¿Í ´ë°áÇϸç ÀÚ½ÅÀÇ ±â¼úÀ» ¿¬¸¶ÇÒ ¼ö ÀÖ½À´Ï´Ù.

Ã˰¢ Çǵå¹é ±â¼úÀÇ ÅëÇÕÀº ½ÃÀå¿¡ Àü¼úÀû Â÷¿øÀ» ´õÇß½À´Ï´Ù. Àü¿ë ÄÁÆ®·Ñ·¯¿Í ¿þ¾î·¯ºí ±â±â¸¦ ÅëÇØ »ç¿ëÀÚ´Â °¡»ó ȯ°æ¿¡¼­ ÀÚ½ÅÀÇ ÇൿÀÌ ¹ÌÄ¡´Â ¿µÇâÀ» ´À³¥ ¼ö ÀÖ½À´Ï´Ù. ÀÌ Çǵå¹éÀº ½Ã°¢Àû, û°¢Àû ½ÅÈ£¿¡ ±×Ä¡Áö ¾Ê°í ½ÇÁ¦ °ÔÀÓ Ç÷¹ÀÌ °¨°¢¿¡ °¡±î¿î ´Ù°¨°¢Àû °æÇèÀ» Á¦°øÇÕ´Ï´Ù.2023³â 6¿ù, EA½ºÆ÷Ã÷´Â ³ªÀÌŰ ¹öÃß¾ó ½ºÆ©µð¿À¿Í Çù·ÂÇÏ¿© Àü ¼¼°è ÆÒµéÀ» À§ÇØ °¡»ó ½ºÆ÷Ã÷ °æÇèÀ» Çâ»ó½ÃŰ°í °³ÀÎÈ­Çß½À´Ï´Ù. °ÔÀÓ¾÷ü¿Í ½ºÆ÷Ã÷ ÀÇ·ù/Àåºñ Á¦Á¶¾÷üÀÇ ÀÌ·¯ÇÑ Çù¾÷°ú °æÇèÀº SWOOSH ȸ¿øµé¿¡°Ô ¸ðµç »õ·Î¿î ¹æ½ÄÀ¸·Î ¿¬°áµÇ¾ú½À´Ï´Ù.

°¡»ó ½ºÆ÷Ã÷ ½ÃÀå º¸°í¼­ÀÇ ÇÏÀ̶óÀÌÆ®

  • ¼ÒºñÀÚµéÀº ¿ªµ¿ÀûÀÎ ¿£ÅÍÅ×ÀÎ¸ÕÆ® »ê¾÷°ú ¿¬°èµÈ °íǰÁúÀÇ ÀÎÅÍ·¢Æ¼ºêÇÑ °ÔÀÓ ÄÁÅÙÃ÷¸¦ ¿øÇϰí ÀÖ½À´Ï´Ù. ¿£ÅÍÅ×ÀÎ¸ÕÆ®¿Í °ÔÀÓÀÇ À¶ÇÕÀº ¿Â¶óÀÎ ½ºÆ®¸®¸Ó¿Í Å©°í ÀÛÀº °ÔÀÓ °³¹ßÀÚ¸¦ Æ÷ÇÔÇÑ ½ºÆ÷Ã÷ »ê¾÷ Àü¹ÝÀÇ ¼ºÀå¿¡ ¿µÇâÀ» ¹ÌĨ´Ï´Ù.
  • ½º¸¶Æ®Æù°ú º£ÆÃ ¼ÒÇÁÆ®¿þ¾îÀÇ ¼¼°è ±â¼ú ¹ßÀü¿¡ µû¸¥ µðÁöÅÐÈ­ Ãß¼¼·Î ÀÎÇØ ½ºÆ÷Ã÷ º£ÆÃ »ç¾÷ÀÚµéÀº Ç÷§ÆûÀ» ´Ü¼øÈ­ÇÏ°í »ç¿ëÀÚ¿¡°Ô Áñ°Å¿î º£ÆÃ °æÇèÀ» Á¦°øÇÒ ¼ö ÀÖ°Ô µÇ¾ú½À´Ï´Ù.
  • Big Ant Studios, Codemasters, EA Sports, Konami, Square Enix, Red Entertainment¿Í °°Àº ±â¾÷Àº ¿ëµµ ÇÁ·Î±×·¡¹Ö ÀÎÅÍÆäÀ̽º(API)¿Í °°Àº ±â¼úÀ» ÅëÇÕÇϰí, ±â´ÉÀ» °­È­Çϸç, °£¼ÒÈ­µÈ »ç¿ëÀÚ ÀÎÅÍÆäÀ̽º¸¦ Á¦°øÇÏ´Â µ¥ ÁÖ·ÂÇϰí ÀÖ½À´Ï´Ù. ´Ü¼øÈ­µÈ »ç¿ëÀÚ ÀÎÅÍÆäÀ̽º¸¦ Á¦°øÇÏ´Â µ¥ ÁÖ·ÂÇϰí ÀÖ½À´Ï´Ù.
  • ¾Æ½Ã¾ÆÅÂÆò¾çÀº ±â¼ú ¹ßÀü, Ȱ¹ßÇÑ Esports »ýŰè, »Ñ¸® ±íÀº °ÔÀÓ ¹®È­ÀÇ À¶ÇÕÀ» ÅëÇØ ºñ¾àÀûÀÎ ¼ºÀåÀ» ´Þ¼ºÇϰí ÀÖ½À´Ï´Ù.

¸ñÂ÷

Á¦1Àå Á¶»ç ¹æ¹ý°ú ¹üÀ§

Á¦2Àå ÁÖ¿ä ¿ä¾à

Á¦3Àå °¡»ó ½ºÆ÷Ã÷ ½ÃÀå °³¿ä

  • ½ÃÀå °èÅë Àü¸Á
  • ¹ë·ùüÀÎ ºÐ¼®
  • ½ÃÀå ¿ªÇÐ
    • ½ÃÀå ÃËÁø¿äÀÎ ºÐ¼®
    • ½ÃÀå ¾ïÁ¦¿äÀÎ ºÐ¼®
    • ½ÃÀå ±âȸ ºÐ¼®
    • ½ÃÀåÀÌ ÇØ°áÇØ¾ß ÇÒ °úÁ¦ÀÇ ºÐ¼®
  • ¾÷°è ºÐ¼® Åø
    • PorterÀÇ »ê¾÷ ºÐ¼®
    • °Å½Ã°æÁ¦ ºÐ¼®
  • °¡»ó ½ºÆ÷Ã÷ ½ÃÀå ±â¼ú µ¿Çâ
    • ¸ôÀÔ±â¼ú
    • ÷´Ü ½Ã¹Ä·¹À̼ǰú ±×·¡ÇȽº
    • ¶óÀÌºê ½ºÆ®¸®¹Ö°ú EsportsÀÇ ÅëÇÕ
    • AI¿Í ±â°èÇнÀ
    • ºí·ÏüÀΰú NFT
    • ¸ð¹ÙÀÏ ÅëÇÕ
  • ±ÔÁ¦ ÇÁ·¹ÀÓ¿öÅ©
  • °¡»ó ½ºÆ÷Ã÷ÀÇ ¿µÇâ
    • °æÁ¦Àû ¿µÇâ
    • ±âÃʰ¡ µÇ´Â ÄÚ¾î ½ºÆ÷Ã÷¿¡ ´ëÇÑ ¿µÇâ
    • ¹Ì·¡ ´ëºñÇü ÀÏÀÚ¸® âÃâ
  • °¡»ó ½ºÆ÷Ã÷ ½ÃÀå - COVID-19ÀÇ ¿µÇ⠺м®

Á¦4Àå °¡»ó ½ºÆ÷Ã÷ ½ÃÀå : ÄÄÆ÷³ÍÆ® ÃßÁ¤¡¤µ¿Ç⠺м®

  • ÄÄÆ÷³ÍÆ®ÀÇ º¯µ¿ ºÐ¼®°ú ½ÃÀå Á¡À¯À², 2022³â°ú 2030³â
  • ÄÄÆ÷³ÍÆ®º°
    • ¼Ö·ç¼Ç
    • ¼­ºñ½º

Á¦5Àå °¡»ó ½ºÆ÷Ã÷ ½ÃÀå : °ÔÀÓ ÃßÁ¤¡¤µ¿Ç⠺м®

  • °ÔÀÓÀÇ º¯µ¿ ºÐ¼®°ú ½ÃÀå Á¡À¯À², 2022³â°ú 2030³â
  • °ÔÀÓº°
    • Dzº¼
    • ·¹À̽Ì
    • °ñÇÁ
    • ³ó±¸
    • Å©¸®ÄÏ
    • ½ºÅ°
    • Å״Ͻº
    • Á¾ÇÕ°ÝÅõ±â
    • ±âŸ

Á¦6Àå °¡»ó ½ºÆ÷Ã÷ ½ÃÀå : Àα¸ µ¿Å ÃßÁ¤¡¤µ¿Ç⠺м®

  • Àα¸ µ¿ÅÂÀÇ º¯µ¿ ºÐ¼®°ú ½ÃÀå Á¡À¯À², 2022³â°ú 2030³â
  • Àα¸ µ¿Åº°
    • 21¼¼ ¹Ì¸¸
    • 21-35¼¼
    • 34-54¼¼
    • 54¼¼ ÀÌ»ó

Á¦7Àå Áö¿ªÀÇ ÃßÁ¤¡¤µ¿Ç⠺м®

  • °¡»ó ½ºÆ÷Ã÷ ½ÃÀå : Áö¿ªº° Àü¸Á
  • ºÏ¹Ì
    • ºÏ¹ÌÀÇ °¡»ó ½ºÆ÷Ã÷ ½ÃÀå ÃßÁ¤°ú ¿¹Ãø, 2018-2030³â
    • ¹Ì±¹
    • ij³ª´Ù
  • À¯·´
    • À¯·´ÀÇ °¡»ó ½ºÆ÷Ã÷ ½ÃÀå ÃßÁ¤°ú ¿¹Ãø, 2018-2030³â
    • ¿µ±¹
    • µ¶ÀÏ
    • ÇÁ¶û½º
    • ÀÌÅ»¸®¾Æ
    • ½ºÆäÀÎ
  • ¾Æ½Ã¾ÆÅÂÆò¾ç
    • ¾Æ½Ã¾ÆÅÂÆò¾çÀÇ °¡»ó ½ºÆ÷Ã÷ ½ÃÀå ÃßÁ¤°ú ¿¹Ãø, 2018-2030³â
    • Áß±¹
    • ÀϺ»
    • Àεµ
    • Çѱ¹
  • ¶óƾ¾Æ¸Þ¸®Ä«
    • ¶óƾ¾Æ¸Þ¸®Ä«ÀÇ °¡»ó ½ºÆ÷Ã÷ ½ÃÀå ÃßÁ¤°ú ¿¹Ãø, 2018-2030³â
    • ºê¶óÁú
    • ¸ß½ÃÄÚ
  • Áßµ¿ ¹× ¾ÆÇÁ¸®Ä«
    • Áßµ¿ ¹× ¾ÆÇÁ¸®Ä«ÀÇ °¡»ó ½ºÆ÷Ã÷ ½ÃÀå ÃßÁ¤°ú ¿¹Ãø, 2018-2030³â
    • ¾Æ¶ø¿¡¹Ì¸®Æ®
    • »ç¿ìµð¾Æ¶óºñ¾Æ
    • ³²¾ÆÇÁ¸®Ä«°øÈ­±¹

Á¦8Àå °¡»ó ½ºÆ÷Ã÷ ½ÃÀå - °æÀï ±¸µµ

  • ÁÖ¿ä ½ÃÀå Âü¿© ±â¾÷¿¡ ÀÇÇÑ ÃÖ±Ù µ¿Çâ°ú ¿µÇ⠺м®
    • 2K Sports
    • Activision Blizzard
    • Big Ant Studios
    • Codemasters
    • Cyanide Studio
    • Dovetail Games
    • EA Sports
    • HB Studios
    • Konami
    • Milestone SRL
    • Netmarble
    • Nintendo
    • Square Enix
    • SEGA
    • Sports Interactive
    • Red Entertainment
    • Ubisoft
    • Visual Concepts
  • ±â¾÷ ºÐ·ù
  • Âü¿© ±â¾÷ÀÇ °³¿ä
  • À繫 ½ÇÀû
  • Á¦Ç° º¥Ä¡¸¶Å·
  • ±â¾÷ÀÇ ½ÃÀå Æ÷Áö¼Å´×
  • ±â¾÷ÀÇ ½ÃÀå Á¡À¯À² ºÐ¼®, 2022³â
  • ±â¾÷ È÷Æ®¸Ê ºÐ¼®
  • Àü·« ¸ÅÇÎ
    • È®Àå/¸Å°¢
    • ÇÕº´°ú Àμö
    • Çù¾÷/ÆÄÆ®³Ê½Ê
    • ½ÅÁ¦Ç° ¹ß¸Å
    • ÅõÀÚ
KSA 24.01.23

Virtual Sports Market Growth & Trends:

The global virtual sports market size is estimated to reach USD 47.07 billion by 2030, growing at a CAGR of 16.7% from 2023 to 2030, according to a new report by Grand View Research, Inc. This growth is due to the increasing popularity of virtual sports among sports enthusiasts and the rise of online gaming. The most popular virtual sports include football, basketball, horse racing, and cricket. The increasing popularity of online gaming has contributed to the market's growth. With the rise of online gaming, more people are becoming interested in virtual sports as entertainment.

Rapid advancements in technology, including Augmented Reality (AR), Virtual Reality (VR), and high-quality graphics, have significantly enhanced the immersive nature of the gaming experience. This has allowed for creating realistic virtual environments that closely mimic real-world sporting events, captivating audiences worldwide. It also breaks down geographical barriers, enabling fans worldwide to participate and engage with their favorite sports regardless of physical location. This inclusivity is a key driver, fostering a more diverse and expensive fan base.

Virtual sports offer a higher fan interaction level than traditional sports broadcasts. Fans can actively participate through virtual platforms, influencing the outcome of the game or event. This heightened engagement creates a more dynamic and immersive experience for viewers. It offers unique and innovative experiences that extend beyond traditional sports. For example, fans can customize avatars, attend virtual stadiums, and access real-time statistics and analysis. These features enrich the fan experience and provide a level of personalization that is not achievable in physical sports.

The integration of advanced motion-capture systems has been instrumental in enhancing the realism of the market. These systems employ an array of sensors to track the movements of athletes or players, translating them into virtual space. This level of precision ensures accurate representation and enables users to refine their techniques with feedback tailored to their performance. AI and machine learning have also played a pivotal role in shaping the market. These technological advancements create highly realistic, adaptive virtual opponents or teammates. AI-driven algorithms can analyze player behavior, adapt strategies, and even mimic the decision-making processes of real athletes. This offers a challenging experience and allows users to sharpen their skills against opponents of varying levels of expertise.

The integration of haptic feedback technology has added a tactical dimension to the market; with specialized controllers and wearable devices, users can feel the impact of their actions within the virtual environment. This feedback extends beyond visual and auditory cues, providing a multisensory experience that closely mirrors the sensations of actual gameplay. In June 2023, EA Sports partnered with Nike Virtual Studios, which enhanced and personalized the virtual sports experience for fans around the world. This collaboration and experience of a game manufacturer and sports apparel/equipment manufacturer led to all new ways for members of SWOOSH.

Virtual Sports Market Report Highlights:

  • Consumers demand high-quality and interactive gaming content aligned with the dynamic entertainment industry. The alignment of entertainment and gaming will influence the growth of the entire sports industry, including online streamers and small and big-budget game developers
  • Digitalization trends backed up by technological developments in terms of smartphones and betting software globally have enabled sports betting operators to simplify their platforms and provide an enjoyable betting experience to users
  • Companies such as Big Ant Studios, Codemasters, EA Sports, Konami, Square Enix, and Red Entertainment are focusing on integrating technology like application programming interfaces (APIs) to enhance functionalities and provide a simplified user interface
  • Asia Pacific has experienced exponential growth fueled by a convergence of technological advancement, a thriving e-sports ecosystem, and a deeply ingrained gaming culture

Table of Contents

Chapter 1 Methodology and Scope

  • 1.1 Market Segmentation & Scope
  • 1.2 Market Definitions
  • 1.3 Information Procurement
    • 1.3.1 Information Analysis
    • 1.3.2 Market Formulation & Data Visualization
    • 1.3.3 Data Validation & Publishing
  • 1.4 Research Scope and Assumptions
    • 1.4.1 List Of Data Sources

Chapter 2 Executive Summary

  • 2.1 Virtual Sports Market Snapshot
  • 2.2 Virtual Sports - Segment Snapshot (1/2)
  • 2.3 Virtual Sports - Segment Snapshot (2/2)
  • 2.4 Virtual Sports - Competitive Landscape Snapshot

Chapter 3 Virtual Sports Market Overview

  • 3.1 Market Lineage Outlook
  • 3.2 Value Chain Analysis
  • 3.3 Market Dynamics
    • 3.3.1 Market Driver Analysis
    • 3.3.2 Market Restraint Analysis
    • 3.3.3 Market Opportunity Analysis
    • 3.3.4 Market Challenges Analysis
  • 3.4 Industry Analysis Tools
    • 3.4.1 Porter's Analysis
    • 3.4.2 Macroeconomic Analysis
  • 3.5 Virtual Sports Market Technology Trends
    • 3.5.1 Immersive Technology
    • 3.5.2 Advanced Simulation And Graphics
    • 3.5.3 Live Streaming And Esports Integration
    • 3.5.4 Ai And Machine Learning
    • 3.5.5 Blockchain And Nfts
    • 3.5.6 Mobile Integration
  • 3.6 Regulatory Framework
  • 3.7 Impact of Virtual Sports
    • 3.7.1 Economic Impact
    • 3.7.2 Impact On Core Underlying Sports
    • 3.7.3 Create Future-Ready Jobs
  • 3.8 Virtual Sports Market - COVID-19 Impact Analysis

Chapter 4 Virtual Sports Market: Component Estimates & Trend Analysis

  • 4.1 Component Movement Analysis & Market Share, 2022 & 2030
  • 4.2 Virtual Sports Market Estimates & Forecast, By Component (USD Billion)
    • 4.2.1 Solutions
    • 4.2.2 Services

Chapter 5 Virtual Sports Market: Games Estimates & Trend Analysis

  • 5.1 Games Movement Analysis & Market Share, 2022 & 2030
  • 5.2 Virtual Sports Market Estimates & Forecast, By Games (USD Billion)
    • 5.2.1 Football
    • 5.2.2 Racing
    • 5.2.3 Glof
    • 5.2.4 Basketball
    • 5.2.5 Cricket
    • 5.2.6 Skiing
    • 5.2.7 Tennis
    • 5.2.8 Mma
    • 5.2.9 Others

Chapter 6 Virtual Sports Market: Demographics Estimates & Trend Analysis

  • 6.1 Demographics Movement Analysis & Market Share, 2022 & 2030
  • 6.2 Virtual Sports Market Estimates & Forecast, By Demographics (USD Billion)
    • 6.2.1 Below 21 Years
    • 6.2.2 21 To 35 Years
    • 6.2.3 34 To 54 Years
    • 6.2.4 54 Years And Above

Chapter 7 Regional Estimates & Trend Analysis

  • 7.1 Virtual Sports Market: Regional Outlook
  • 7.2 North America
    • 7.2.1 North America Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
    • 7.2.2 U.S.
      • 7.2.2.1 U.S. Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
    • 7.2.3 Canada
      • 7.2.3.1 Canada Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
  • 7.3 Europe
    • 7.3.1 Europe Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
    • 7.3.2 UK
      • 7.3.2.1 UK Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
    • 7.3.3 Germany
      • 7.3.3.1 Germany Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
    • 7.3.4 France
      • 7.3.4.1 France Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
    • 7.3.5 Italy
      • 7.3.5.1 Italy Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
    • 7.3.6 Spain
      • 7.3.6.1 Spain Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
  • 7.4 Asia Pacific
    • 7.4.1 Asia Pacific Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
    • 7.4.2 China
      • 7.4.2.1 China Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
    • 7.4.3 Japan
      • 7.4.3.1 Japan Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
    • 7.4.4 India
      • 7.4.4.1 India Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
    • 7.4.5 South Korea
      • 7.4.5.1 South Korea Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
  • 7.5 Latin America
    • 7.5.1 Latin America Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
    • 7.5.2 Brazil
      • 7.5.2.1 BRAZIL VIRTUAL Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
    • 7.5.3 Mexico
      • 7.5.3.1 Mexico Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
  • 7.6 Middle East And Africa
    • 7.6.1 Middle East And Africa Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
    • 7.6.2 UAE
      • 7.6.2.1 UAE Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
    • 7.6.3 Saudi Arabia
      • 7.6.3.1 Saudi Arabia Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
    • 7.6.4 South Africa
      • 7.6.4.1 South Africa Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)

Chapter 8 Virtual Sports Market - Competitive Landscape

  • 8.1 Recent Developments & Impact Analysis, By Key Market Participants
    • 8.1.1 2K Sports
    • 8.1.2 Activision Blizzard
    • 8.1.3 Big Ant Studios
    • 8.1.4 Codemasters
    • 8.1.5 Cyanide Studio
    • 8.1.6 Dovetail Games
    • 8.1.7 EA Sports
    • 8.1.8 HB Studios
    • 8.1.9 Konami
    • 8.1.10 Milestone S.R.L.
    • 8.1.11 Netmarble
    • 8.1.12 Nintendo
    • 8.1.13 Square Enix
    • 8.1.14 SEGA
    • 8.1.15 Sports Interactive
    • 8.1.16 Red Entertainment
    • 8.1.17 Ubisoft
    • 8.1.18 Visual Concepts
  • 8.2 Company Categorization
  • 8.3 Participant's Overview
  • 8.4 Financial Performance
  • 8.5 Product Benchmarking
  • 8.6 Company Market Positioning
  • 8.7 Company Market Share Analysis, 2022
  • 8.8 Company Heat Map Analysis
  • 8.9 Strategy Mapping
    • 8.9.1 Expansion/Divestiture
    • 8.9.2 Mergers & Acquisition
    • 8.9.3 Collaborations/Partnerships
    • 8.9.4 New Product Launches
    • 8.9.5 Investments
ºñ±³¸®½ºÆ®
0 °ÇÀÇ »óǰÀ» ¼±Åà Áß
»óǰ ºñ±³Çϱâ
Àüü»èÁ¦