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Global Virtual Sports Market Research Report - Industry Analysis, Size, Share, Growth, Trends and Forecast 2023 to 2030

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ksm 23.12.20

The global demand for Virtual Sports Market is presumed to reach the market size of nearly USD 51.67 BN by 2030 from USD 14.27 BN in 2022 with a CAGR of 17.45% under the study period 2023 - 2030.

Virtual sports are computer-simulated sporting events designed to mimic real sports experiences. These events are generated by software algorithms that use historical data, statistics, and random number generators to create matches or races. They can simulate various sports like football (soccer), basketball, horse racing, tennis, and more.

MARKET DYNAMICS:

The virtual sports market is thriving due to various interconnected factors. Accessibility plays a pivotal role, allowing enthusiasts to engage in simulated sporting events anytime, regardless of real sports schedules. These simulations offer constant entertainment, engaging audiences by replicating the excitement of live sports. Moreover, the betting aspect significantly fuels the market, attracting individuals looking for betting opportunities even when live sports aren't available. Technological advancements have enhanced the quality of simulations, bolstering their appeal through improved graphics and realistic experiences. The global reach of virtual sports transcends geographical boundaries, appealing to diverse audiences worldwide. The COVID-19 pandemic further accelerated the market's growth as live sports events faced cancellations or restrictions, leading people to explore virtual alternatives. Additionally, the diversity in sports offerings, encompassing various sports, caters to a wide range of preferences. Marketing strategies and partnerships between virtual sports providers, leagues, and betting platforms have played a crucial role in promoting and popularizing these simulations. Collectively, these factors contribute to the expanding and influential presence of virtual sports within the entertainment and betting industries.

The research report covers Porter's Five Forces Model, Market Attractiveness Analysis, and Value Chain analysis. These tools help to get a clear picture of the industry's structure and evaluate the competition attractiveness at a global level. Additionally, these tools also give an inclusive assessment of each segment in the global market of virtual sports. The growth and trends of virtual sports industry provide a holistic approach to this study.

MARKET SEGMENTATION:

This section of the virtual sports market report provides detailed data on the segments at country and regional level, thereby assisting the strategist in identifying the target demographics for the respective product or services with the upcoming opportunities.

By Component

  • Solutions
  • Services

By Game

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

By Demographic

  • Below 21 Years
  • 21 To 35 Years
  • 35 To 54 Years
  • 54 Years And Above

REGIONAL ANALYSIS:

This section covers the regional outlook, which accentuates current and future demand for the Virtual Sports market across North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa. Further, the report focuses on demand, estimation, and forecast for individual application segments across all the prominent regions.

The research report also covers the comprehensive profiles of the key players in the market and an in-depth view of the competitive landscape worldwide. The major players in the Virtual Sports market include 2K Sports, Activision Blizzard, Big Ant Studios, Codemasters, Cyanide Studio, Dovetail Games, EA Sports, HB Studios, Konami, Milestone S.r.l., Netmarble, Nintendo, Square Enix, SEGA, Sports Interactive, Red Entertainment, Ubisoft, Visual Concepts. This section consists of a holistic view of the competitive landscape that includes various strategic developments such as key mergers & acquisitions, future capacities, partnerships, financial overviews, collaborations, new product developments, new product launches, and other developments.

In case you have any custom requirements, do write to us. Our research team can offer a customized report as per your need.

TABLE OF CONTENTS

1 . PREFACE

  • 1.1. Report Description
    • 1.1.1. Objective
    • 1.1.2. Target Audience
    • 1.1.3. Unique Selling Proposition (USP) & offerings
  • 1.2. Research Scope
  • 1.3. Research Methodology
    • 1.3.1. Market Research Process
    • 1.3.2. Market Research Methodology

2 . EXECUTIVE SUMMARY

  • 2.1. Highlights of Market
  • 2.2. Global Market Snapshot

3 . VIRTUAL SPORTS - INDUSTRY ANALYSIS

  • 3.1. Introduction - Market Dynamics
  • 3.2. Market Drivers
  • 3.3. Market Restraints
  • 3.4. Opportunities
  • 3.5. Industry Trends
  • 3.6. Porter's Five Force Analysis
  • 3.7. Market Attractiveness Analysis
    • 3.7.1 Market Attractiveness Analysis By Component
    • 3.7.2 Market Attractiveness Analysis By Game
    • 3.7.3 Market Attractiveness Analysis By Demographic
    • 3.7.4 Market Attractiveness Analysis By Region

4 . VALUE CHAIN ANALYSIS

  • 4.1. Value Chain Analysis
  • 4.2. Raw Material Analysis
    • 4.2.1. List of Raw Materials
    • 4.2.2. Raw Material Manufactures List
    • 4.2.3. Price Trend of Key Raw Materials
  • 4.3. List of Potential Buyers
  • 4.4. Marketing Channel
    • 4.4.1. Direct Marketing
    • 4.4.2. Indirect Marketing
    • 4.4.3. Marketing Channel Development Trend

5 . GLOBAL VIRTUAL SPORTS MARKET ANALYSIS BY COMPONENT

  • 5.1 Overview by Component
  • 5.2 Historical and Forecast Data
  • 5.3 Analysis by Component
  • 5.4 Solutions Historic and Forecast Sales by Regions
  • 5.5 Services Historic and Forecast Sales by Regions

6 . GLOBAL VIRTUAL SPORTS MARKET ANALYSIS BY GAME

  • 6.1 Overview by Game
  • 6.2 Historical and Forecast Data
  • 6.3 Analysis by Game
  • 6.4 Football Historic and Forecast Sales by Regions
  • 6.5 Racing Historic and Forecast Sales by Regions
  • 6.6 Golf Historic and Forecast Sales by Regions
  • 6.7 Basketball Historic and Forecast Sales by Regions
  • 6.8 Cricket Historic and Forecast Sales by Regions
  • 6.9 Skiing Historic and Forecast Sales by Regions
  • 6.10. Tennis Historic and Forecast Sales by Regions
  • 6.11 MMA Historic and Forecast Sales by Regions
  • 6.12 Others Historic and Forecast Sales by Regions

7 . GLOBAL VIRTUAL SPORTS MARKET ANALYSIS BY DEMOGRAPHIC

  • 7.1 Overview by Demographic
  • 7.2 Historical and Forecast Data
  • 7.3 Analysis by Demographic
  • 7.4 Below 21 Years Historic and Forecast Sales by Regions
  • 7.5 21 To 35 Years Historic and Forecast Sales by Regions
  • 7.6 35 To 54 Years Historic and Forecast Sales by Regions
  • 7.7 54 Years and Above Historic and Forecast Sales by Regions

8 . GLOBAL VIRTUAL SPORTS MARKET ANALYSIS BY GEOGRAPHY

  • 8.1. Regional Outlook
  • 8.2. Introduction
  • 8.3. North America Sales Analysis
    • 8.3.1. Overview, Historic and Forecast Data Sales Analysis
    • 8.3.2. North America By Segment Sales Analysis
    • 8.3.3. North America By Country Sales Analysis
    • 8.3.4. United State Sales Analysis
    • 8.3.5. Canada Sales Analysis
    • 8.3.6. Mexico Sales Analysis
  • 8.4. Europe Sales Analysis
    • 8.4.1. Overview, Historic and Forecast Data Sales Analysis
    • 8.4.2. Europe by Segment Sales Analysis
    • 8.4.3. Europe by Country Sales Analysis
    • 8.4.4. United Kingdom Sales Analysis
    • 8.4.5. France Sales Analysis
    • 8.4.6. Germany Sales Analysis
    • 8.4.7. Italy Sales Analysis
    • 8.4.8. Russia Sales Analysis
    • 8.4.9. Rest Of Europe Sales Analysis
  • 8.5. Asia Pacific Sales Analysis
    • 8.5.1. Overview, Historic and Forecast Data Sales Analysis
    • 8.5.2. Asia Pacific by Segment Sales Analysis
    • 8.5.3. Asia Pacific by Country Sales Analysis
    • 8.5.4. China Sales Analysis
    • 8.5.5. India Sales Analysis
    • 8.5.6. Japan Sales Analysis
    • 8.5.7. South Korea Sales Analysis
    • 8.5.8. Australia Sales Analysis
    • 8.5.9. South East Asia Sales Analysis
    • 8.5.10. Rest Of Asia Pacific Sales Analysis
  • 8.6. Latin America Sales Analysis
    • 8.6.1. Overview, Historic and Forecast Data Sales Analysis
    • 8.6.2. Latin America by Segment Sales Analysis
    • 8.6.3. Latin America by Country Sales Analysis
    • 8.6.4. Brazil Sales Analysis
    • 8.6.5. Argentina Sales Analysis
    • 8.6.6. Peru Sales Analysis
    • 8.6.7. Chile Sales Analysis
    • 8.6.8. Rest of Latin America Sales Analysis
  • 8.7. Middle East & Africa Sales Analysis
    • 8.7.1. Overview, Historic and Forecast Data Sales Analysis
    • 8.7.2. Middle East & Africa by Segment Sales Analysis
    • 8.7.3. Middle East & Africa by Country Sales Analysis
    • 8.7.4. Saudi Arabia Sales Analysis
    • 8.7.5. UAE Sales Analysis
    • 8.7.6. Israel Sales Analysis
    • 8.7.7. South Africa Sales Analysis
    • 8.7.8. Rest Of Middle East And Africa Sales Analysis

9 . COMPETITIVE LANDSCAPE OF THE VIRTUAL SPORTS COMPANIES

  • 9.1. Virtual Sports Market Competition
  • 9.2. Partnership/Collaboration/Agreement
  • 9.3. Merger And Acquisitions
  • 9.4. New Product Launch
  • 9.5. Other Developments

10 . COMPANY PROFILES OF VIRTUAL SPORTS INDUSTRY

  • 10.1. Company Share Analysis
  • 10.2. Market Concentration Rate
  • 10.3. 2K Sports
    • 10.3.1. Company Overview
    • 10.3.2. Company Revenue
    • 10.3.3. Products
    • 10.3.4. Recent Developments
  • 10.4. Activision Blizzard
    • 10.4.1. Company Overview
    • 10.4.2. Company Revenue
    • 10.4.3. Products
    • 10.4.4. Recent Developments
  • 10.5. Big Ant Studios
    • 10.5.1. Company Overview
    • 10.5.2. Company Revenue
    • 10.5.3. Products
    • 10.5.4. Recent Developments
  • 10.6. Codemasters
    • 10.6.1. Company Overview
    • 10.6.2. Company Revenue
    • 10.6.3. Products
    • 10.6.4. Recent Developments
  • 10.7. Cyanide Studio
    • 10.7.1. Company Overview
    • 10.7.2. Company Revenue
    • 10.7.3. Products
    • 10.7.4. Recent Developments
  • 10.8. Dovetail Games
    • 10.8.1. Company Overview
    • 10.8.2. Company Revenue
    • 10.8.3. Products
    • 10.8.4. Recent Developments
  • 10.9. EA Sports
    • 10.9.1. Company Overview
    • 10.9.2. Company Revenue
    • 10.9.3. Products
    • 10.9.4. Recent Developments
  • 10.10. HB Studios
    • 10.10.1. Company Overview
    • 10.10.2. Company Revenue
    • 10.10.3. Products
    • 10.10.4. Recent Developments
  • 10.11. Konami
    • 10.11.1. Company Overview
    • 10.11.2. Company Revenue
    • 10.11.3. Products
    • 10.11.4. Recent Developments
  • 10.12. MilesTone S.r.l.
    • 10.12.1. Company Overview
    • 10.12.2. Company Revenue
    • 10.12.3. Products
    • 10.12.4. Recent Developments
  • 10.13. Netmarble
    • 10.13.1. Company Overview
    • 10.13.2. Company Revenue
    • 10.13.3. Products
    • 10.13.4. Recent Developments
  • 10.14. Nintendo
    • 10.14.1. Company Overview
    • 10.14.2. Company Revenue
    • 10.14.3. Products
    • 10.14.4. Recent Developments
  • 10.15. Square Enix
    • 10.15.1. Company Overview
    • 10.15.2. Company Revenue
    • 10.15.3. Products
    • 10.15.4. Recent Developments
  • 10.16. SEGA
    • 10.16.1. Company Overview
    • 10.16.2. Company Revenue
    • 10.16.3. Products
    • 10.16.4. Recent Developments
  • 10.17. Sports Interactive
    • 10.17.1. Company Overview
    • 10.17.2. Company Revenue
    • 10.17.3. Products
    • 10.17.4. Recent Developments
  • 10.18. Red Entertainment
    • 10.18.1. Company Overview
    • 10.18.2. Company Revenue
    • 10.18.3. Products
    • 10.18.4. Recent Developments
  • 10.19. Ubisoft
    • 10.19.1. Company Overview
    • 10.19.2. Company Revenue
    • 10.19.3. Products
    • 10.19.4. Recent Developments
  • 10.20. Visual Concepts
    • 10.20.1. Company Overview
    • 10.20.2. Company Revenue
    • 10.20.3. Products
    • 10.20.4. Recent Developments

Note - in company profiling, financial details and recent development are subject to availability or might not be covered in case of private companies

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