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세계의 피지털 스포츠 시장 보고서(2025년)

Phygital Sports Global Market Report 2025

발행일: | 리서치사: The Business Research Company | 페이지 정보: 영문 175 Pages | 배송안내 : 2-10일 (영업일 기준)

    
    
    




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피지털 스포츠 시장 규모는 향후 수 년간 비약적인 성장이 전망될 예정입니다. 예측 기간 동안의 성장은 스포츠 기술 신흥 기업의 자금 조달과 혁신 증가, 개인화된 스포츠 경험에 대한 소비자 수요 증가, 스포츠 및 피트니스에서 게이미 피케이션 채택 증가하고 운동 선수의 성능을 최적화하기 위한 생체 데이터의 이용 증가, 디지털 확대 기능을 갖춘 스마트 스타디움 개발에 기인하고 있습니다.

e스포츠의 인기가 높아짐에 따라 피지털 스포츠 시장의 확대가 가속될 것으로 예측됩니다. 급속한 기술의 진보와 디지털 접속의 세계 증가에 의해 촉진되어 열정적이고 경쟁 게임 커뮤니티를 육성하고 있습니다. 2023년 12월 미국 컨설팅 회사인 퓨전 CPA는 Twitch 등의 플랫폼을 통해 e스포츠에 관여한 시각 청자는 5억 3,000만 명이며, 이 수는 2024년에 5억 7,700만 명으로 증가할 것으로 예상된다고 보고했습니다.

피지털 스포츠 시장의 주요 기업은 피지털 스포츠 비대체성 토큰(NFT) 등의 팬과의 참여 플랫폼을 진화시키고, 팬과의 교류를 강화하고, 디지털 컬렉티브를 만들고, 새로운 수익원을 창출하는 데 주력하고 있습니다. NFT는 물리적 스포츠 수집품에 연결된 블록체인 기반의 디지털 자산이며, 팬의 참여와 소유자를 강화합니다. 2022년 5월, 인도에 본사를 둔 스포츠 팬 참여 플랫폼인 Sportzchain은 중요한 스포츠 업적을 기념하는 액자형 경기 기념품인 인도 최초의 피지탈 스포츠 NFT를 출시했습니다. 이 혁신적인 NFT는 물리적 기념품과 블록 체인에 지원되는 디지털 소유자를 융합시켜 팬과의 교류의 새로운 시대를 열어 이 기회를 기념하여 Sportzchain은이 특별한 NFT를 수취인에게 직접 전달해, 의미 있고 몰입감이 있는 팬 체험을 창조한다고 하는 이 회사의 헌신을 강조했습니다.

목차

제1장 주요 요약

제2장 시장 특징

제3장 시장 동향과 전략

제4장 시장 - 금리, 인플레이션, 지정학, 무역전쟁과 관세, 코로나와 회복이 시장에 미치는 영향을 포함한 거시경제 시나리오

제5장 세계의 성장 분석과 전략 분석 프레임워크

  • 세계의 피지털 스포츠 PESTEL 분석(정치, 사회, 기술, 환경, 법적 요인, 촉진요인과 억제요인)
  • 최종 이용 산업의 분석
  • 세계의 피지털 스포츠 시장 : 성장률 분석
  • 세계의 피지털 스포츠 시장 실적: 규모와 성장, 2019-2024년
  • 세계의 피지털 스포츠 시장 예측 : 규모와 성장, 2024-2029년, 2034년
  • 세계의 피지털 스포츠 전체 시장 규모(TAM)

제6장 시장 세분화

  • 세계의 피지털 스포츠 시장 : 스포츠 유형별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
  • 축구
  • 농구
  • 하키
  • 댄싱
  • 레이스
  • 사이클링
  • 슈터
  • 세계의 피지털 스포츠 시장 : 기술별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
  • 가상현실
  • 복합현실
  • 증강현실
  • 사물의 인터넷
  • 인공지능
  • 세계의 피지털 스포츠 시장 : 최종사용자별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
  • 개인 소비자
  • 스포츠팀과 클럽
  • 기업과 이벤트 주최자
  • 세계의 피지털 스포츠 시장 : 축구별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
  • 판타지 축구 플랫폼
  • 증강현실(AR) 트레이닝 툴
  • 게임화된 경기 시뮬레이션
  • 세계의 피지털 스포츠 시장 : 농구별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
  • 가상 코칭 시스템
  • 모션 추적 교육 앱
  • e스포츠 농구 토너먼트
  • 세계의 피지털 스포츠 시장 : 하키별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
  • AR/VR 트레이닝 기기
  • 가상 팀 관리 플랫폼
  • 피지털 하키 시뮬레이터
  • 세계의 피지털 스포츠 시장 : 댄스별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
  • 댄스 피트니스 게임 미피케이션 앱
  • VR댄스 클래스
  • 인터랙티브 댄스 콘테스트
  • 세계의 피지털 스포츠 시장 : 레이스별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
  • eRacing 토너먼트
  • AR 레이싱 시뮬레이터
  • 피지털 모터 스포츠 체험
  • 세계의 피지털 스포츠 시장 : 사이클링별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
  • 가상 사이클링 레이스
  • 스마트 트레이닝 앱
  • AR 사이클링 투어
  • 세계의 피지털 스포츠 시장 : 슈터별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
  • AR 슈터 게임
  • 가상 슈터 연습 도구
  • 슈터용 e스포츠 플랫폼

제7장 지역별/국가별 분석

  • 세계의 피지털 스포츠 시장 : 지역별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년
  • 세계의 피지털 스포츠 시장 : 국가별, 분석과 예측, 2019-2024년, 2024-2029년, 2034년

제8장 아시아태평양 시장

제9장 중국 시장

제10장 인도 시장

제11장 일본 시장

제12장 호주 시장

제13장 인도네시아 시장

제14장 한국 시장

제15장 서유럽 시장

제16장 영국 시장

제17장 독일 시장

제18장 프랑스 시장

제19장 이탈리아 시장

제20장 스페인 시장

제21장 동유럽 시장

제22장 러시아 시장

제23장 북미 시장

제24장 미국 시장

제25장 캐나다 시장

제26장 남미 시장

제27장 브라질 시장

제28장 중동 시장

제29장 아프리카 시장

제30장 경쟁 구도와 기업 프로파일

  • 피지털 스포츠 시장 : 경쟁 구도
  • 피지털 스포츠 시장 : 기업 프로파일
    • Samsung Group
    • Meta Platforms Inc.
    • Sony Corporation
    • EON Reality Inc.
    • PICO Immersive Pte.ltd.

제31장 기타 주요 기업 및 혁신 기업

  • Vection Technologies Ltd
  • ArborXR
  • Sense Arena
  • Rezzil Co
  • Xtadium
  • Simbott
  • VR Sport Tv
  • Visualise Creative Ltd
  • HQSoftware
  • Nsocial Enriched Experimental Agency
  • BrandXR
  • SPORTZCHAIN
  • ProYuga
  • Phygital Sports USA Inc.
  • VR Esports

제32장 세계 시장 경쟁 벤치마킹과 대시보드

제33장 주요 인수합병(M&A)

제34장 최근 시장 동향

제35장 시장의 잠재력이 높은 국가, 전략

  • 피지털 스포츠 시장, 2029년 : 새로운 기회를 제공하는 국가
  • 피지털 스포츠 시장, 2029년 : 새로운 기회를 제공하는 부문
  • 피지털 스포츠 시장, 2029년 : 성장 전략
    • 시장 동향에 의한 전략
    • 경쟁 전략

제36장 부록

SHW 25.07.07

Phygital sports merge physical and digital elements to create an immersive and interactive sporting experience. They combine real-world athletic activity with virtual environments through advanced technologies, offering an enhanced experience that increases engagement and expands accessibility for both participants and audiences.

The main types of phygital sports include football, basketball, hockey, dancing, racing, cycling, and shooter games. Football, in particular, blends digital technologies with traditional gameplay, enriching the experience through virtual training, performance analytics, and immersive fan engagement. The key technologies driving phygital sports include virtual reality, mixed reality, augmented reality, the Internet of Things (IoT), and artificial intelligence (AI), serving a wide range of users such as individual consumers, sports teams and clubs, as well as enterprises and event organizers.

The phygital sports market research report is one of a series of new reports from The Business Research Company that provides phygital sports market statistics, including the phygital sports industry global market size, regional shares, competitors with the phygital sports market share, detailed phygital sports market segments, market trends, and opportunities, and any further data you may need to thrive in the phygital sports industry. This phygital sports market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

The phygital sports market size has grown exponentially in recent years. It will grow from$1.67 billion in 2024 to $2.14 billion in 2025 at a compound annual growth rate (CAGR) of 27.6%. The growth during the historic period can be attributed to the increasing adoption of augmented reality and virtual reality for immersive fan experiences, a rising demand for interactive and hybrid sports engagement, the growing use of AI-driven performance analytics and coaching, the expanding popularity of connected fitness and smart wearables, and the growing investments in blockchain and NFTs for sports assets.

The phygital sports market size is expected to see exponential growth in the next few years. It will grow to$5.62 billion in 2029 at a compound annual growth rate (CAGR) of 27.4%. The growth during the forecast period can be attributed to increased funding and innovation in sports technology startups, growing consumer demand for personalized sports experiences, the rising adoption of gamification in sports and fitness, the increasing use of biometric data for optimizing athlete performance, and the development of smart stadiums with digital enhancements. Key trends in the forecast period include immersive fan engagement, smart stadiums, wearable technology and biometric analytics, AI-powered training and coaching, esports, and the integration of traditional sports with digital advancements.

The growing popularity of e-sports is expected to accelerate the expansion of the phygital sports market. E-sports refers to competitive video gaming, where players and teams participate in organized digital tournaments. The rise of e-sports is fueled by rapid technological advancements and the global increase in digital connectivity, which has fostered a passionate and competitive gaming community. Phygital sports further enhance e-sports by blending real-world athletic elements with digital gaming, creating a more immersive experience. For example, in December 2023, Fusion CPA, a US-based consulting firm, reported that 530 million viewers engaged with eSports through platforms such as Twitch, with this number projected to increase to 577 million by 2024. As a result, the growing popularity of e-sports is driving the growth of the phygital sports market.

Key companies in the phygital sports market are focusing on advancing fan engagement platforms, such as phygital sports non-fungible tokens (NFTs), to enhance fan interaction, create digital collectibles, and generate new revenue streams. A phygital sports NFT is a blockchain-based digital asset linked to a physical sports collectible, providing enhanced fan engagement and ownership. For instance, in May 2022, Sportzchain, an India-based sports fan engagement platform, introduced India's first phygital sports NFT, a framed matchday memorabilia commemorating a significant sporting achievement. This innovative NFT merged physical keepsakes with blockchain-backed digital ownership, ushering in a new era of fan interaction. To mark the occasion, Sportzchain personally delivered the exclusive NFT to the recipient, highlighting their commitment to creating meaningful and immersive fan experiences. This initiative illustrates the potential of phygital assets to transform traditional sports engagement.

In September 2024, Skyview Innovations, a US-based software company, acquired OMM for an undisclosed amount. This acquisition aims to strengthen phygital augmented experiences through immersive technologies such as AR, VR, and MR in sports, entertainment, and retail. OMM Technology is a UK-based digital technology company specializing in providing phygital sports services.

Major players in the phygital sports market are Samsung Group, Meta Platforms Inc., Sony Corporation, EON Reality Inc., PICO Immersive Pte.ltd., Vection Technologies Ltd, ArborXR, Sense Arena, Rezzil Co, Xtadium, Simbott, VR Sport Tv, Visualise Creative Ltd, HQSoftware, Nsocial Enriched Experimental Agency, BrandXR, SPORTZCHAIN, ProYuga, Phygital Sports USA Inc., and VR Esports.

North America was the largest region in the phygital sports market in 2024. The regions covered in phygital sports report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The countries covered in the phygital sports market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The phygital sports market consists of revenues earned by entities by providing services such as virtual training programs, immersive fan experiences, AI-driven performance analytics, smart stadium management, and blockchain-based sports assets. The market value includes the value of related goods sold by the service provider or included within the service offering. The phygital sports market also includes sales of smart glasses, smart wearables, biometric sensors, AI-powered training equipment, and blockchain-based sports collectibles. Values in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values and are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Phygital Sports Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on phygital sports market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for phygital sports ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The phygital sports market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Sport Type: Football; Basketball; Hockey; Dancing; Racing; Cycling; Shooter
  • 2) By Technology: Virtual Reality; Mixed Reality; Augmented Reality; Internet Of Things; Artificial Intelligence
  • 3) By End-User: Individual Consumers; Sports Teams And Clubs; Enterprises And Event Organizers
  • Subsegments:
  • 1) By Football: Fantasy Football Platforms; Augmented Reality (AR) Training Tools; Gamified Match Simulations
  • 2) By Basketball: Virtual Coaching Systems; Motion-Tracking Training Apps; eSports Basketball Tournaments
  • 3) By Hockey: AR/VR Training Equipment; Virtual Team Management Platforms; Phygital Hockey Simulators
  • 4) By Dancing: Dance Fitness Gamification Apps; VR Dance Classes; Interactive Dance Competitions
  • 5) By Racing: eRacing Tournaments; AR Racing Simulators; Phygital Motorsport Experiences
  • 6) By Cycling: Virtual Cycling Races; Smart Training Apps; AR Cycling Tours
  • 7) By Shooter: AR Shooter Games; Virtual Target Practice Tools; Shooter eSports Platforms
  • Companies Mentioned: Samsung Group; Meta Platforms Inc.; Sony Corporation; EON Reality Inc.; PICO Immersive Pte.ltd.
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Phygital Sports Market Characteristics

3. Phygital Sports Market Trends And Strategies

4. Phygital Sports Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

5. Global Phygital Sports Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Phygital Sports PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Phygital Sports Market Growth Rate Analysis
  • 5.4. Global Phygital Sports Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Phygital Sports Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Phygital Sports Total Addressable Market (TAM)

6. Phygital Sports Market Segmentation

  • 6.1. Global Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Football
  • Basketball
  • Hockey
  • Dancing
  • Racing
  • Cycling
  • Shooter
  • 6.2. Global Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Virtual Reality
  • Mixed Reality
  • Augmented Reality
  • Internet Of Things
  • Artificial Intelligence
  • 6.3. Global Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Individual Consumers
  • Sports Teams And Clubs
  • Enterprises And Event Organizers
  • 6.4. Global Phygital Sports Market, Sub-Segmentation Of Football, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Fantasy Football Platforms
  • Augmented Reality (AR) Training Tools
  • Gamified Match Simulations
  • 6.5. Global Phygital Sports Market, Sub-Segmentation Of Basketball, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Virtual Coaching Systems
  • Motion-Tracking Training Apps
  • eSports Basketball Tournaments
  • 6.6. Global Phygital Sports Market, Sub-Segmentation Of Hockey, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • AR/VR Training Equipment
  • Virtual Team Management Platforms
  • Phygital Hockey Simulators
  • 6.7. Global Phygital Sports Market, Sub-Segmentation Of Dancing, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Dance Fitness Gamification Apps
  • VR Dance Classes
  • Interactive Dance Competitions
  • 6.8. Global Phygital Sports Market, Sub-Segmentation Of Racing, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • eRacing Tournaments
  • AR Racing Simulators
  • Phygital Motorsport Experiences
  • 6.9. Global Phygital Sports Market, Sub-Segmentation Of Cycling, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Virtual Cycling Races
  • Smart Training Apps
  • AR Cycling Tours
  • 6.10. Global Phygital Sports Market, Sub-Segmentation Of Shooter, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • AR Shooter Games
  • Virtual Target Practice Tools
  • Shooter eSports Platforms

7. Phygital Sports Market Regional And Country Analysis

  • 7.1. Global Phygital Sports Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Phygital Sports Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Phygital Sports Market

  • 8.1. Asia-Pacific Phygital Sports Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Phygital Sports Market

  • 9.1. China Phygital Sports Market Overview
  • 9.2. China Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Phygital Sports Market

  • 10.1. India Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Phygital Sports Market

  • 11.1. Japan Phygital Sports Market Overview
  • 11.2. Japan Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Phygital Sports Market

  • 12.1. Australia Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Phygital Sports Market

  • 13.1. Indonesia Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Phygital Sports Market

  • 14.1. South Korea Phygital Sports Market Overview
  • 14.2. South Korea Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Phygital Sports Market

  • 15.1. Western Europe Phygital Sports Market Overview
  • 15.2. Western Europe Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Phygital Sports Market

  • 16.1. UK Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Phygital Sports Market

  • 17.1. Germany Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Phygital Sports Market

  • 18.1. France Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Phygital Sports Market

  • 19.1. Italy Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Phygital Sports Market

  • 20.1. Spain Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Phygital Sports Market

  • 21.1. Eastern Europe Phygital Sports Market Overview
  • 21.2. Eastern Europe Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Phygital Sports Market

  • 22.1. Russia Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Phygital Sports Market

  • 23.1. North America Phygital Sports Market Overview
  • 23.2. North America Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Phygital Sports Market

  • 24.1. USA Phygital Sports Market Overview
  • 24.2. USA Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Phygital Sports Market

  • 25.1. Canada Phygital Sports Market Overview
  • 25.2. Canada Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Phygital Sports Market

  • 26.1. South America Phygital Sports Market Overview
  • 26.2. South America Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Phygital Sports Market

  • 27.1. Brazil Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Phygital Sports Market

  • 28.1. Middle East Phygital Sports Market Overview
  • 28.2. Middle East Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Phygital Sports Market

  • 29.1. Africa Phygital Sports Market Overview
  • 29.2. Africa Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Phygital Sports Market Competitive Landscape And Company Profiles

  • 30.1. Phygital Sports Market Competitive Landscape
  • 30.2. Phygital Sports Market Company Profiles
    • 30.2.1. Samsung Group Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Meta Platforms Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Sony Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. EON Reality Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. PICO Immersive Pte.ltd. Overview, Products and Services, Strategy and Financial Analysis

31. Phygital Sports Market Other Major And Innovative Companies

  • 31.1. Vection Technologies Ltd
  • 31.2. ArborXR
  • 31.3. Sense Arena
  • 31.4. Rezzil Co
  • 31.5. Xtadium
  • 31.6. Simbott
  • 31.7. VR Sport Tv
  • 31.8. Visualise Creative Ltd
  • 31.9. HQSoftware
  • 31.10. Nsocial Enriched Experimental Agency
  • 31.11. BrandXR
  • 31.12. SPORTZCHAIN
  • 31.13. ProYuga
  • 31.14. Phygital Sports USA Inc.
  • 31.15. VR Esports

32. Global Phygital Sports Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Phygital Sports Market

34. Recent Developments In The Phygital Sports Market

35. Phygital Sports Market High Potential Countries, Segments and Strategies

  • 35.1 Phygital Sports Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Phygital Sports Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Phygital Sports Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer
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