시장보고서
상품코드
1401280

세계의 가상 스포츠 시장 규모, 점유율 및 산업 동향 분석 보고서 : 게임별, 구성요소별, 인구통계학적, 지역별 전망 및 예측(2023-2030년)

Global Virtual Sports Market Size, Share & Industry Trends Analysis Report By Game, By Component, By Demographic, By Regional Outlook and Forecast, 2023 - 2030

발행일: | 리서치사: KBV Research | 페이지 정보: 영문 266 Pages | 배송안내 : 즉시배송

    
    
    



※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

가상 스포츠 시장 규모는 2030년까지 402억 달러에 달할 것으로 예상되며, 예측 기간 동안 연평균 복합 성장률(CAGR)은 15.3%를 나타낼 것으로 예상됩니다.

그러나 라이선스, 데이터 보호, 소비자 보호 프로토콜의 시행 등이 전제조건이 될 수 있습니다. 가상 스포츠 사업자는 이러한 규제를 준수하는 데 많은 시간과 비용이 소요될 수 있으며, 이는 시장 진입을 제한할 수 있습니다. 또한, 소비자들이 이용할 수 있는 서비스 및 솔루션의 폭이 좁아져 시장 확대가 저해될 수 있습니다. 또한, 가상 스포츠를 관리하는 규제 환경은 시시각각 변하기 때문에 불확실성이 존재하며, 이는 시장 투자를 제한할 수 있습니다. 따라서 규제 및 법적 프레임워크의 변화는 시장 확대와 발전에 영향을 미칠 수 있습니다.

게임의 전망

게임은 축구, 크리켓, 레이싱, 골프, 농구, 스키, 테니스, MMA, 기타로 분류됩니다. 축구 분야는 2022년 시장에서 가장 큰 매출 점유율을 기록했으며, e스포츠가 각광을 받으면서 점점 더 많은 사람들이 자신이 좋아하는 스포츠에 참여할 수 있는 혁신적이고 스릴 넘치는 방법으로 가상 스포츠를 선택하고 있습니다. 축구 게임은 이러한 현상의 선봉에 서 있으며, 기업은 유명 축구 리그 및 팀과 가상 대결을 펼칠 수 있습니다. 가상 스포츠의 스릴과 간편함을 알게 되는 사람들이 늘어남에 따라 이 같은 추세는 앞으로도 계속될 것으로 보입니다.

컴포넌트 전망

구성 요소에 따라 시장은 솔루션과 서비스로 양분되며, 2022년에는 서비스 부문이 시장에서 큰 수익 점유율을 차지했습니다. 가상 스포츠 소프트웨어 제조업체는 가상 스포츠 베팅 용도를 만들기 위해 화이트 라벨 서비스 및 전문 서비스를 제공합니다. 이 서비스는 사용자의 관심을 끌 수 있는 시각적으로 화려하고 인터랙티브한 가상 스포츠 용도를 제작하는 데 도움을 줄 수 있습니다. 많은 서비스 제공업체는 비용 효율적인 서비스, 완전 맞춤형 가상 스포츠 개발 서비스, 24시간 고객 지원, 최첨단 기술 통합, 정시 납품, 맞춤형 솔루션 등을 제공합니다.

인구통계학

인구 통계는 21세 이하, 21-35세, 35-54세, 54세 이상으로 분류되며, 21-35세 부문이 2022년 시장에서 가장 큰 매출 점유율을 차지했습니다. 이 연령대는 기술과 온라인 엔터테인먼트에 정통한 디지털 네이티브입니다. 이들은 온라인 플랫폼, 모바일 기기, 게임 콘솔을 통해 쉽게 접근할 수 있는 가상 스포츠에 관심을 갖고 몰입하는 경향이 있습니다. 가상 스포츠는 온디맨드 방식으로 제공되고 다양한 디지털 플랫폼을 통해 접근이 가능하기 때문에 편리합니다. 언제든 시뮬레이션 스포츠 이벤트에 참여할 수 있는 유연성은 편리함과 유연성을 중시하는 이 연령대의 라이프스타일에 부합합니다.

지역별 전망

지역별로 보면, 시장은 북미, 유럽, 아시아태평양, LAMEA로 분석되며, 2022년에는 아시아태평양이 시장에서 가장 큰 매출 점유율을 차지했습니다. 이 지역의 급속한 확장은 이 지역이 최첨단 기술을 광범위하게 채택하고 있기 때문입니다. 한국, 일본, 중국 등 주요 국가들은 강력한 인프라를 바탕으로 이 기술 혁명을 주도하고 있으며, 이는 시장 확대를 촉진하고 있습니다. 강력한 게임기, 고성능 개인용 컴퓨터의 등장, 가상현실(VR) 및 증강현실(AR) 기기의 대중적인 통합은 가상 스포츠의 발전과 폭넓은 수용을 위한 강력한 토대를 마련했습니다.

목차

제1장 시장 범위와 조사 방법

  • 시장의 정의
  • 목적
  • 시장 범위
  • 세분화
  • 조사 방법

제2장 시장 요람

  • 주요 하이라이트

제3장 시장 개요

  • 서론
    • 개요
      • 시장 구성과 시나리오
  • 시장에 영향을 미치는 주요 요인
    • 시장 성장 촉진요인
    • 시장 성장 억제요인
  • Porter의 Five Forces 분석

제4장 가상 스포츠 시장에서 전개되는 전략

제5장 세계 시장 : 게임별

  • 세계의 축구 시장 : 지역별
  • 세계의 레이싱 시장 : 지역별
  • 세계의 골프 시장 : 지역별
  • 세계의 농구 시장 : 지역별
  • 세계의 크리켓 시장 : 지역별
  • 세계의 스키 시장 : 지역별
  • 세계의 테니스 시장 : 지역별
  • 세계의 MMA 시장 : 지역별
  • 세계의 기타 시장 : 지역별

제6장 세계 시장 : 컴포넌트별

  • 세계의 솔루션 시장 : 지역별
  • 세계의 서비스 시장 : 지역별

제7장 세계 시장 : 인구 동태별

  • 세계의 21-35세 시장 : 지역별
  • 세계의 21세 미만 시장 : 지역별
  • 세계의 35-54세 시장 : 지역별
  • 세계의 54세 이상 시장 : 지역별

제8장 세계 시장 : 지역별

  • 북미
    • 북미 시장 : 국가별
      • 미국
      • 캐나다
      • 멕시코
      • 기타 북미
  • 유럽
    • 유럽 시장 : 국가별
      • 독일
      • 영국
      • 프랑스
      • 러시아
      • 스페인
      • 이탈리아
      • 기타 유럽
  • 아시아태평양
    • 아시아태평양 시장 : 국가별
      • 중국
      • 일본
      • 인도
      • 한국
      • 싱가포르
      • 말레이시아
      • 기타 아시아태평양
  • 라틴아메리카/중동 및 아프리카
    • 라틴아메리카/중동 및 아프리카 시장 : 국가별
      • 브라질
      • 아르헨티나
      • 아랍에미리트(UAE)
      • 사우디아라비아
      • 남아프리카공화국
      • 나이지리아
      • 기타 라틴아메리카/중동 및 아프리카

제9장 기업 개요

  • Activision Blizzard, Inc(Microsoft Corporation)
  • Electronic Arts, Inc
  • Konami Holdings Corporation
  • Nintendo Co, Ltd.(Nintendo)
  • NACON(BIGBEN group)
  • Dovetail Games(Focus Entertainment)
  • Take-Two Interactive Software, Inc
  • Milestone Sr.L.(Plaion)
  • Netmarble Corp
  • Square Enix Holdings Co, Ltd.(Square Enix)

제10장 시장을 위한 성공 필수 조건

LSH 24.01.12

The Global Virtual Sports Market size is expected to reach $40.2 billion by 2030, rising at a market growth of 15.3% CAGR during the forecast period.

The gaming sector is experiencing substantial expansion in emerging markets, particularly in Africa, Latin America, and the Middle East. Therefore, LAMEA segment generated $969.7 million revenue in the market in 2022. These regions, distinguished by a youthful populace and a swiftly expanding integration of mobile technology, present game developers with novel and stimulating prospects. According to the GSMA Mobile Economy 2023 report, the quantity of distinct mobile subscribers was anticipated to exceed 5 billion by 2025, with these regions contributing significantly to that expansion. Some of the factors impacting the market are technological improvements in virtual sports, growing preference for online gaming and increasing usage of social media and regulatory and legal restrictions.

Technological advances are a significant factor propelling the market, as they facilitate the development of more immersive and captivating client experiences. Virtual reality technology promotes the development of immersive and authentic virtual sports experiences. Virtual reality enables users to virtually experience sporting events as in an actual arena or stadium. The importance of superior-quality 3D graphics is growing in the marketplace. By allowing the creation of more realistic characters and environments, 3D graphics can increase user engagement and contentment. Additionally, the convergence of online gaming platforms, social media usage, and the interactive nature of virtual sports has created an ecosystem that fosters engagement, exposure, and interest in simulated sports events. As online gaming and social media continue to evolve, their impact on the demand for virtual sports is likely to persist and grow. Therefore, rising technological improvements in virtual sports development are significantly aiding in the expansion of the market and the increasing preference for online gaming and social media is supporting the growth of the market.

However, Possible prerequisites consist of licensing, safeguarding of data, and implementation of consumer protection protocols. Virtual sports operators may find it time-consuming and costly to comply with these regulations, restricting the number of operators that can enter the market. Additionally, this may limit the range of offerings and solutions accessible to consumers, potentially impeding the market's expansion. Moreover, the ever-changing regulatory environment governing virtual sports can generate uncertainty and restrict market investment. Therefore, regulatory or legal framework modifications may affect the expansion and progress of the market.

Game Outlook

On the basis of the game, the market is categorized into football, cricket, racing, golf, basketball, skiing, tennis, MMA, and others. The football segment recorded the largest revenue share in the market in 2022. As esports gain prominence, increasing numbers of individuals opt for virtual sports as an innovative and thrilling method to participate in their preferred sports. Football games are at the vanguard of this phenomenon, allowing players to engage in virtual competitions against renowned football leagues and teams. It is anticipated that this expansion will persist in the years to come as an increasing number of individuals become aware of the thrill and ease connected to virtual sports.

Component Outlook

Based on component, the market is bifurcated into solutions and services. In 2022, the services segment garnered a significant revenue share in the market. Virtual sports software manufacturers provide white-label and specialized services to create virtual sports betting applications. Services may be utilized to assist in the creation of a visually spectacular and interactive virtual sports application that commands the user's interest. Numerous service providers additionally provide cost-effective services, entirely customized virtual sports development services, round-the-clock customer support, integration of cutting-edge technologies, punctual delivery, and customized solutions.

Demographic Outlook

Based on demographic, the market is categorized into below 21 years, 21 to 35 years, 35 to 54 years, and 54 years to above. The 21 to 35 years segment garnered the largest revenue share in the market in 2022. This age group comprises digital natives who are highly familiar with technology and online entertainment. They are more inclined to explore and engage with virtual sports, easily accessible through online platforms, mobile devices, and gaming consoles. Virtual sports offer convenience by being available on-demand and accessible via various digital platforms. The flexibility to engage in simulated sports events at any time aligns with the lifestyle of this age group, which values convenience and flexibility.

Regional Outlook

Region-wise, the market is analyzed across North America, Europe, Asia Pacific, and LAMEA. In 2022, the Asia Pacific region generated the maximum revenue share in the market. Rapid expansion is aided by the region's widespread adoption of cutting-edge technologies. Prominent nations such as South Korea, Japan, and China have spearheaded this technological revolution due to their formidable infrastructures, facilitating the market's expansion. The emergence of robust gaming consoles, high-performance personal computers, and the pervasive integration of virtual reality (VR) and augmented reality (AR) devices have established a strong groundwork for the advancement and extensive acceptance of virtual sports.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Activision Blizzard, Inc. (Microsoft Corporation), Electronic Arts, Inc., Konami Holdings Corporation, Nintendo Co., Ltd. (Nintendo), NACON (BIGBEN group), Dovetail Games (Focus Entertainment), Take-Two Interactive Software, Inc., Milestone S.r.L. (Plaion), Netmarble Corp, and Square Enix Holdings Co., Ltd.

Strategies Deployed in Virtual Sports Market

Oct-2023: Activision Blizzard, Inc. launched Warcraft Rumble, the new mobile action strategy game. The launched product would enable players to build and command miniature armies composed of famous heroes, villains, and creatures from the Warcraft universe.

Jun-2023: Electronic Arts, Inc. came into partnership with Nike Virtual Studios, the digital-focused arm of the sportswear giant. This partnership aimed to select virtual creations created by members of the.Swoosh community would be made available in future EA Sports titles for fans to purchase and use in-game.

Apr-2023: Netmarble launched Meta World: My City, a new metaverse board game featuring virtual real estate and building collections. The launched product would feature board game mechanics and the chance to have virtual land and buildings in the metaverse.

Apr-2023: Netmarble partnered with Sandbox, an online gaming platform that offers a unique and immersive gaming experience. This partnership aimed to improve gaming content and offer various experiences to players.

Apr-2023: Square Enix partnered with Elixir Games, the leading web3 gaming distribution platform. This partnership aimed to enable millions of gamers to explore quality web3 games through a platform that hides web3 technology under the hood and provides a simple seamless experience to the traditional gamer.

Feb-2023: Nintendo Co., Ltd. signed an agreement with Microsoft Corp., an American multinational technology corporation. This agreement aimed to bring Call of Duty to Nintendo platforms for a decade, a move created to allay fears about the blockbuster game becoming an Xbox exclusive.

Jun-2022: Milestone S.r.L. took over Victoria Distillers Inc., one of the oldest artisan distilleries in Canada. This acquisition aimed to empower Milestone's strategic Position.

May-2022: Take Two Interactive, Inc. acquired Zynga, the mobile games giant. This acquisition aimed to bring Zynga's popular games including Farmville and Words With Friends under Take-Two ownership.

Feb-2022: Nintendo Co., Ltd. unveiled Nintendo Switch Sports, a game mirroring the activities. The launched product would be a sports simulation video game.

Jun-2021: Take-Two Interactive Software, Inc. took over Nordeus, a Serbian mobile game developer. This acquisition aimed to empower further Take-Two's mobile game business, which would be highly complementary to Social Point and Playdots and widen our sports portfolio with first-ever soccer offerings.

Nov-2020: Take-Two Interactive Software, Inc. signed an agreement with the Board of Codemasters, the UK-based game publisher and developer. Through this agreement, Codemaster's portfolio would be highly complementary to Take-Two Interactive Software, Inc.'s sports portfolio and improve further their organization's long-term growth.

Scope of the Study

Market Segments covered in the Report:

By Game

  • Football
  • Racing
  • Golf
  • Basketball
  • Cricket
  • Skiing
  • Tennis
  • MMA
  • Others

By Component

  • Solutions
  • Services

By Demographic

  • 21 to 35 Years
  • Below 21 Years
  • 35 to 54 Years
  • 54 Years and Above

By Geography

  • North America
    • US
    • Canada
    • Mexico
    • Rest of North America
  • Europe
    • Germany
    • UK
    • France
    • Russia
    • Spain
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Singapore
    • Malaysia
    • Rest of Asia Pacific
  • LAMEA
    • Brazil
    • Argentina
    • UAE
    • Saudi Arabia
    • South Africa
    • Nigeria
    • Rest of LAMEA

Companies Profiled

  • Activision Blizzard, Inc. (Microsoft Corporation)
  • Electronic Arts, Inc.
  • Konami Holdings Corporation
  • Nintendo Co., Ltd. (Nintendo)
  • NACON (BIGBEN group)
  • Dovetail Games (Focus Entertainment)
  • Take-Two Interactive Software, Inc.
  • Milestone S.r.L. (Plaion)
  • Netmarble Corp
  • Square Enix Holdings Co., Ltd.

Unique Offerings from KBV Research

  • Exhaustive coverage
  • Highest number of market tables and figures
  • Subscription based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology

  • 1.1 Market Definition
  • 1.2 Objectives
  • 1.3 Market Scope
  • 1.4 Segmentation
    • 1.4.1 Global Virtual Sports Market, by Game
    • 1.4.2 Global Virtual Sports Market, by Component
    • 1.4.3 Global Virtual Sports Market, by Demographic
    • 1.4.4 Global Virtual Sports Market, by Geography
  • 1.5 Methodology for the research

Chapter 2. Market at a Glance

  • 2.1 Key Highlights

Chapter 3. Market Overview

  • 3.1 Introduction
    • 3.1.1 Overview
      • 3.1.1.1 Market Composition and Scenario
  • 3.2 Key Factors Impacting the Market
    • 3.2.1 Market Drivers
    • 3.2.2 Market Restraints
  • 3.3 Porter's Five Force Analysis

Chapter 4. Strategies Deployed in Virtual Sports Market

Chapter 5. Global Virtual Sports Market by Game

  • 5.1 Global Football Market by Region
  • 5.2 Global Racing Market by Region
  • 5.3 Global Golf Market by Region
  • 5.4 Global Basketball Market by Region
  • 5.5 Global Cricket Market by Region
  • 5.6 Global Skiing Market by Region
  • 5.7 Global Tennis Market by Region
  • 5.8 Global MMA Market by Region
  • 5.9 Global Others Market by Region

Chapter 6. Global Virtual Sports Market by Component

  • 6.1 Global Solutions Market by Region
  • 6.2 Global Services Market by Region

Chapter 7. Global Virtual Sports Market by Demographic

  • 7.1 Global 21 to 35 Years Market by Region
  • 7.2 Global Below 21 Years Market by Region
  • 7.3 Global 35 to 54 Years Market by Region
  • 7.4 Global 54 Years and Above Market by Region

Chapter 8. Global Virtual Sports Market by Region

  • 8.1 North America Virtual Sports Market
    • 8.1.1 North America Virtual Sports Market by Game
      • 8.1.1.1 North America Football Market by Country
      • 8.1.1.2 North America Racing Market by Country
      • 8.1.1.3 North America Golf Market by Country
      • 8.1.1.4 North America Basketball Market by Country
      • 8.1.1.5 North America Cricket Market by Country
      • 8.1.1.6 North America Skiing Market by Country
      • 8.1.1.7 North America Tennis Market by Country
      • 8.1.1.8 North America MMA Market by Country
      • 8.1.1.9 North America Others Market by Country
    • 8.1.2 North America Virtual Sports Market by Component
      • 8.1.2.1 North America Solutions Market by Country
      • 8.1.2.2 North America Services Market by Country
    • 8.1.3 North America Virtual Sports Market by Demographic
      • 8.1.3.1 North America 21 to 35 Years Market by Country
      • 8.1.3.2 North America Below 21 Years Market by Country
      • 8.1.3.3 North America 35 to 54 Years Market by Country
      • 8.1.3.4 North America 54 Years and Above Market by Country
    • 8.1.4 North America Virtual Sports Market by Country
      • 8.1.4.1 US Virtual Sports Market
        • 8.1.4.1.1 US Virtual Sports Market by Game
        • 8.1.4.1.2 US Virtual Sports Market by Component
        • 8.1.4.1.3 US Virtual Sports Market by Demographic
      • 8.1.4.2 Canada Virtual Sports Market
        • 8.1.4.2.1 Canada Virtual Sports Market by Game
        • 8.1.4.2.2 Canada Virtual Sports Market by Component
        • 8.1.4.2.3 Canada Virtual Sports Market by Demographic
      • 8.1.4.3 Mexico Virtual Sports Market
        • 8.1.4.3.1 Mexico Virtual Sports Market by Game
        • 8.1.4.3.2 Mexico Virtual Sports Market by Component
        • 8.1.4.3.3 Mexico Virtual Sports Market by Demographic
      • 8.1.4.4 Rest of North America Virtual Sports Market
        • 8.1.4.4.1 Rest of North America Virtual Sports Market by Game
        • 8.1.4.4.2 Rest of North America Virtual Sports Market by Component
        • 8.1.4.4.3 Rest of North America Virtual Sports Market by Demographic
  • 8.2 Europe Virtual Sports Market
    • 8.2.1 Europe Virtual Sports Market by Game
      • 8.2.1.1 Europe Football Market by Country
      • 8.2.1.2 Europe Racing Market by Country
      • 8.2.1.3 Europe Golf Market by Country
      • 8.2.1.4 Europe Basketball Market by Country
      • 8.2.1.5 Europe Cricket Market by Country
      • 8.2.1.6 Europe Skiing Market by Country
      • 8.2.1.7 Europe Tennis Market by Country
      • 8.2.1.8 Europe MMA Market by Country
      • 8.2.1.9 Europe Others Market by Country
    • 8.2.2 Europe Virtual Sports Market by Component
      • 8.2.2.1 Europe Solutions Market by Country
      • 8.2.2.2 Europe Services Market by Country
    • 8.2.3 Europe Virtual Sports Market by Demographic
      • 8.2.3.1 Europe 21 to 35 Years Market by Country
      • 8.2.3.2 Europe Below 21 Years Market by Country
      • 8.2.3.3 Europe 35 to 54 Years Market by Country
      • 8.2.3.4 Europe 54 Years and Above Market by Country
    • 8.2.4 Europe Virtual Sports Market by Country
      • 8.2.4.1 Germany Virtual Sports Market
        • 8.2.4.1.1 Germany Virtual Sports Market by Game
        • 8.2.4.1.2 Germany Virtual Sports Market by Component
        • 8.2.4.1.3 Germany Virtual Sports Market by Demographic
      • 8.2.4.2 UK Virtual Sports Market
        • 8.2.4.2.1 UK Virtual Sports Market by Game
        • 8.2.4.2.2 UK Virtual Sports Market by Component
        • 8.2.4.2.3 UK Virtual Sports Market by Demographic
      • 8.2.4.3 France Virtual Sports Market
        • 8.2.4.3.1 France Virtual Sports Market by Game
        • 8.2.4.3.2 France Virtual Sports Market by Component
        • 8.2.4.3.3 France Virtual Sports Market by Demographic
      • 8.2.4.4 Russia Virtual Sports Market
        • 8.2.4.4.1 Russia Virtual Sports Market by Game
        • 8.2.4.4.2 Russia Virtual Sports Market by Component
        • 8.2.4.4.3 Russia Virtual Sports Market by Demographic
      • 8.2.4.5 Spain Virtual Sports Market
        • 8.2.4.5.1 Spain Virtual Sports Market by Game
        • 8.2.4.5.2 Spain Virtual Sports Market by Component
        • 8.2.4.5.3 Spain Virtual Sports Market by Demographic
      • 8.2.4.6 Italy Virtual Sports Market
        • 8.2.4.6.1 Italy Virtual Sports Market by Game
        • 8.2.4.6.2 Italy Virtual Sports Market by Component
        • 8.2.4.6.3 Italy Virtual Sports Market by Demographic
      • 8.2.4.7 Rest of Europe Virtual Sports Market
        • 8.2.4.7.1 Rest of Europe Virtual Sports Market by Game
        • 8.2.4.7.2 Rest of Europe Virtual Sports Market by Component
        • 8.2.4.7.3 Rest of Europe Virtual Sports Market by Demographic
  • 8.3 Asia Pacific Virtual Sports Market
    • 8.3.1 Asia Pacific Virtual Sports Market by Game
      • 8.3.1.1 Asia Pacific Football Market by Country
      • 8.3.1.2 Asia Pacific Racing Market by Country
      • 8.3.1.3 Asia Pacific Golf Market by Country
      • 8.3.1.4 Asia Pacific Basketball Market by Country
      • 8.3.1.5 Asia Pacific Cricket Market by Country
      • 8.3.1.6 Asia Pacific Skiing Market by Country
      • 8.3.1.7 Asia Pacific Tennis Market by Country
      • 8.3.1.8 Asia Pacific MMA Market by Country
      • 8.3.1.9 Asia Pacific Others Market by Country
    • 8.3.2 Asia Pacific Virtual Sports Market by Component
      • 8.3.2.1 Asia Pacific Solutions Market by Country
      • 8.3.2.2 Asia Pacific Services Market by Country
    • 8.3.3 Asia Pacific Virtual Sports Market by Demographic
      • 8.3.3.1 Asia Pacific 21 to 35 Years Market by Country
      • 8.3.3.2 Asia Pacific Below 21 Years Market by Country
      • 8.3.3.3 Asia Pacific 35 to 54 Years Market by Country
      • 8.3.3.4 Asia Pacific 54 Years and Above Market by Country
    • 8.3.4 Asia Pacific Virtual Sports Market by Country
      • 8.3.4.1 China Virtual Sports Market
        • 8.3.4.1.1 China Virtual Sports Market by Game
        • 8.3.4.1.2 China Virtual Sports Market by Component
        • 8.3.4.1.3 China Virtual Sports Market by Demographic
      • 8.3.4.2 Japan Virtual Sports Market
        • 8.3.4.2.1 Japan Virtual Sports Market by Game
        • 8.3.4.2.2 Japan Virtual Sports Market by Component
        • 8.3.4.2.3 Japan Virtual Sports Market by Demographic
      • 8.3.4.3 India Virtual Sports Market
        • 8.3.4.3.1 India Virtual Sports Market by Game
        • 8.3.4.3.2 India Virtual Sports Market by Component
        • 8.3.4.3.3 India Virtual Sports Market by Demographic
      • 8.3.4.4 South Korea Virtual Sports Market
        • 8.3.4.4.1 South Korea Virtual Sports Market by Game
        • 8.3.4.4.2 South Korea Virtual Sports Market by Component
        • 8.3.4.4.3 South Korea Virtual Sports Market by Demographic
      • 8.3.4.5 Singapore Virtual Sports Market
        • 8.3.4.5.1 Singapore Virtual Sports Market by Game
        • 8.3.4.5.2 Singapore Virtual Sports Market by Component
        • 8.3.4.5.3 Singapore Virtual Sports Market by Demographic
      • 8.3.4.6 Malaysia Virtual Sports Market
        • 8.3.4.6.1 Malaysia Virtual Sports Market by Game
        • 8.3.4.6.2 Malaysia Virtual Sports Market by Component
        • 8.3.4.6.3 Malaysia Virtual Sports Market by Demographic
      • 8.3.4.7 Rest of Asia Pacific Virtual Sports Market
        • 8.3.4.7.1 Rest of Asia Pacific Virtual Sports Market by Game
        • 8.3.4.7.2 Rest of Asia Pacific Virtual Sports Market by Component
        • 8.3.4.7.3 Rest of Asia Pacific Virtual Sports Market by Demographic
  • 8.4 LAMEA Virtual Sports Market
    • 8.4.1 LAMEA Virtual Sports Market by Game
      • 8.4.1.1 LAMEA Football Market by Country
      • 8.4.1.2 LAMEA Racing Market by Country
      • 8.4.1.3 LAMEA Golf Market by Country
      • 8.4.1.4 LAMEA Basketball Market by Country
      • 8.4.1.5 LAMEA Cricket Market by Country
      • 8.4.1.6 LAMEA Skiing Market by Country
      • 8.4.1.7 LAMEA Tennis Market by Country
      • 8.4.1.8 LAMEA MMA Market by Country
      • 8.4.1.9 LAMEA Others Market by Country
    • 8.4.2 LAMEA Virtual Sports Market by Component
      • 8.4.2.1 LAMEA Solutions Market by Country
      • 8.4.2.2 LAMEA Services Market by Country
    • 8.4.3 LAMEA Virtual Sports Market by Demographic
      • 8.4.3.1 LAMEA 21 to 35 Years Market by Country
      • 8.4.3.2 LAMEA Below 21 Years Market by Country
      • 8.4.3.3 LAMEA 35 to 54 Years Market by Country
      • 8.4.3.4 LAMEA 54 Years and Above Market by Country
    • 8.4.4 LAMEA Virtual Sports Market by Country
      • 8.4.4.1 Brazil Virtual Sports Market
        • 8.4.4.1.1 Brazil Virtual Sports Market by Game
        • 8.4.4.1.2 Brazil Virtual Sports Market by Component
        • 8.4.4.1.3 Brazil Virtual Sports Market by Demographic
      • 8.4.4.2 Argentina Virtual Sports Market
        • 8.4.4.2.1 Argentina Virtual Sports Market by Game
        • 8.4.4.2.2 Argentina Virtual Sports Market by Component
        • 8.4.4.2.3 Argentina Virtual Sports Market by Demographic
      • 8.4.4.3 UAE Virtual Sports Market
        • 8.4.4.3.1 UAE Virtual Sports Market by Game
        • 8.4.4.3.2 UAE Virtual Sports Market by Component
        • 8.4.4.3.3 UAE Virtual Sports Market by Demographic
      • 8.4.4.4 Saudi Arabia Virtual Sports Market
        • 8.4.4.4.1 Saudi Arabia Virtual Sports Market by Game
        • 8.4.4.4.2 Saudi Arabia Virtual Sports Market by Component
        • 8.4.4.4.3 Saudi Arabia Virtual Sports Market by Demographic
      • 8.4.4.5 South Africa Virtual Sports Market
        • 8.4.4.5.1 South Africa Virtual Sports Market by Game
        • 8.4.4.5.2 South Africa Virtual Sports Market by Component
        • 8.4.4.5.3 South Africa Virtual Sports Market by Demographic
      • 8.4.4.6 Nigeria Virtual Sports Market
        • 8.4.4.6.1 Nigeria Virtual Sports Market by Game
        • 8.4.4.6.2 Nigeria Virtual Sports Market by Component
        • 8.4.4.6.3 Nigeria Virtual Sports Market by Demographic
      • 8.4.4.7 Rest of LAMEA Virtual Sports Market
        • 8.4.4.7.1 Rest of LAMEA Virtual Sports Market by Game
        • 8.4.4.7.2 Rest of LAMEA Virtual Sports Market by Component
        • 8.4.4.7.3 Rest of LAMEA Virtual Sports Market by Demographic

Chapter 9. Company Profiles

  • 9.1 Activision Blizzard, Inc. (Microsoft Corporation)
    • 9.1.1 Company Overview
    • 9.1.2 Financial Analysis
    • 9.1.3 Segmental and Regional Analysis
    • 9.1.4 Research & Development Expenses
    • 9.1.5 Recent strategies and developments:
      • 9.1.5.1 Product Launches and Product Expansions:
    • 9.1.6 SWOT Analysis
  • 9.2 Electronic Arts, Inc.
    • 9.2.1 Company Overview
    • 9.2.2 Financial Analysis
    • 9.2.3 Research & Development Expenses
    • 9.2.4 Recent strategies and developments:
      • 9.2.4.1 Partnerships, Collaborations, and Agreements:
    • 9.2.5 SWOT Analysis
  • 9.3 Konami Holdings Corporation
    • 9.3.1 Company Overview
    • 9.3.2 Financial Analysis
    • 9.3.3 Segmental Analysis
    • 9.3.4 SWOT Analysis
  • 9.4 Nintendo Co., Ltd. (Nintendo)
    • 9.4.1 Company Overview
    • 9.4.2 Financial Analysis
    • 9.4.3 Segmental and Regional Analysis
    • 9.4.4 Research & Development Expenses
    • 9.4.5 Recent strategies and developments:
      • 9.4.5.1 Partnerships, Collaborations, and Agreements:
      • 9.4.5.2 Product Launches and Product Expansions:
    • 9.4.6 SWOT Analysis
  • 9.5 NACON (BIGBEN group)
    • 9.5.1 Company Overview
    • 9.5.2 SWOT Analysis
  • 9.6 Dovetail Games (Focus Entertainment)
    • 9.6.1 Company Overview
    • 9.6.2 Financial Analysis
    • 9.6.3 Regional Analysis
    • 9.6.4 SWOT Analysis
  • 9.7 Take-Two Interactive Software, Inc.
    • 9.7.1 Company Overview
    • 9.7.2 Financial Analysis
    • 9.7.3 Regional Analysis
    • 9.7.4 Research & Development Expenses
    • 9.7.5 Recent strategies and developments:
      • 9.7.5.1 Partnerships, Collaborations, and Agreements:
      • 9.7.5.2 Acquisition and Mergers:
    • 9.7.6 SWOT Analysis
  • 9.8 Milestone S.r.L. (Plaion)
    • 9.8.1 Company Overview
    • 9.8.2 Recent strategies and developments:
      • 9.8.2.1 Acquisition and Mergers:
    • 9.8.3 SWOT Analysis
  • 9.9 Netmarble Corp
    • 9.9.1 Company Overview
    • 9.9.2 Financial Analysis
    • 9.9.3 Regional Analysis
    • 9.9.4 Recent strategies and developments:
      • 9.9.4.1 Partnerships, Collaborations, and Agreements:
      • 9.9.4.2 Product Launches and Product Expansions:
    • 9.9.5 SWOT Analysis
  • 9.10. Square Enix Holdings Co., Ltd. (Square Enix)
    • 9.10.1 Company Overview
    • 9.10.2 Financial Analysis
    • 9.10.3 Recent strategies and developments:
      • 9.10.3.1 Partnerships, Collaborations, and Agreements:
    • 9.10.4 SWOT Analysis

Chapter 10. Winning imperative of Virtual Sports Market

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