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市场调查报告书
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1788395

全球虚拟运动市场

Virtual Sports

出版日期: | 出版商: Global Industry Analysts, Inc. | 英文 176 Pages | 商品交期: 最快1-2个工作天内

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简介目录

2030年全球虚拟运动市场规模将达549亿美元

全球虚拟体育市场规模预计在2024年达到199亿美元,预计2024年至2030年期间的复合年增长率为18.5%,到2030年将达到549亿美元。本报告分析的细分市场之一——解决方案——预计将实现19.9%的复合年增长率,并在分析期结束时达到410亿美元。服务细分市场在分析期间内的复合年增长率预计为14.7%。

美国市场预计将达到 52 亿美元,中国市场复合年增长率将达到 17.3%

美国虚拟运动市场规模预计2024年达到52亿美元。作为世界第二大经济体,中国预计到2030年市场规模将达到84亿美元,在2024-2030年的分析期间内,复合年增长率为17.3%。其他值得关注的区域市场包括日本和加拿大,预计在分析期间内,这两个市场的复合年增长率分别为17.2%和15.8%。在欧洲,预计德国市场的复合年增长率约为13.4%。

全球虚拟运动市场-主要趋势与驱动因素摘要

虚拟运动如何重新定义竞技游戏和粉丝参与?

虚拟体育已成为一种革命性的娱乐形式,它将游戏技术与传统体育相融合,创造出身临其境、互动性强且极具竞争力的数位体验。与传统电子竞技中人类在电子游戏中竞争不同,虚拟体育使用先进的人工智慧 (AI) 演算法、基于物理的建模和动态捕捉技术来模拟现实世界的体育赛事。这些数位体育通常用于博彩平台、球迷参与应用程式和训练模拟,提供即时体育赛事,避免了实况活动的不可预测性。虚拟体育在体育博彩行业越来越受欢迎,尤其是在体育博彩运营商中,因为他们寻求独立于现实世界体育赛程的持续参与机会。凭藉逼真的视觉效果和人工智慧驱动的玩家行为,虚拟体育能够即时产生资料驱动的体育赛事,在普通观众和游戏爱好者中越来越受欢迎。此外,互动式球迷参与平台和数位体育娱乐服务的兴起进一步扩大了虚拟体育的吸引力,使其成为不断发展的体育产业的重要组成部分。

哪些技术正在推动虚拟体育的发展?

人工智慧、动态捕捉和即时渲染技术的快速发展显着提升了虚拟体育的真实感和参与度。人工智慧驱动的游戏引擎能够实现逼真的玩家动作、智慧决策和动态体育策略,从而实现高度逼真的模拟,忠实地复製现实世界的体育赛事。虚幻引擎和 Unity 等即时渲染引擎的高解析度图形增强了视觉保真度,使虚拟体育游戏几乎与现场直播难以区分。此外,机器学习的进步实现了预测性体育分析,能够根据历史玩家数据和团队表现指标实现人工智慧主导的游戏场景。区块链技术与虚拟体育博彩的融合也提高了数位投注系统的透明度和安全性。此外,5G 连接的兴起提高了即时串流功能,能够以最小的延迟实现无缝的虚拟体育广播。随着这些技术的不断发展,虚拟体育将变得更加身临其境且更容易获得,从而吸引体育迷和数位娱乐消费者。

阻碍虚拟体育发展的挑战有哪些?

儘管虚拟体育日益普及,但它仍面临许多挑战,可能阻碍其广泛应用。一些传统体育爱好者仍然怀疑虚拟体育与现实世界体育相比的合法性。虽然人工智慧主导的模拟游戏提供了逼真的游戏体验,但它们缺乏真实运动员和球队所带来的不可预测性和情感投入,这可能会影响收视率和参与度。监管挑战也构成了障碍,尤其是在博彩行业,因为不同地区的博彩法律各不相同。此外,开发高品质的虚拟体育模拟需要在人工智慧训练、基于实体的建模和动态捕捉技术方面投入大量资金,这对游戏开发商和体育组织来说是一项成本高昂的工作。此外,虚拟体育依赖数位平台进行互动,这在能够使用高速互联网的观众和网路连接受限地区的观众之间造成了隔阂,从而限制了市场覆盖范围。应对这些挑战需要进一步提升人工智慧驱动的现实主义水平,完善法规结构,并采取策略性行销措施,以增强消费者对虚拟体育体验的信任。

哪些因素推动了虚拟运动市场的成长?

虚拟体育市场的成长受到多种因素的推动,包括对数位体育娱乐的需求不断增长、对人工智慧游戏体验的兴趣日益浓厚以及体育博彩平台的扩张。虚拟体育提供全天候游戏和博彩机会,对营运商和消费者都极具吸引力,尤其是在无法观看现场体育赛事的地区。虚拟体育与手机游戏和互动式球迷参与平台的结合,使用户可以按需体验体育赛事,进一步促进了市场扩张。此外,元宇宙和虚拟实境 (VR) 技术的兴起为身临其境型体育体验提供了新的可能性,使球迷能够以前所未有的方式参与数位体育赛事。随着体育组织和游戏公司继续投资于人工智慧模拟和高保真图形,虚拟体育市场预计将快速成长并重塑数位体育娱乐和游戏的未来。

部分

组成部分(解决方案、服务);游戏(足球、赛车、高尔夫、篮球、板球、滑雪、网球、综合格斗、其他);人口统计(21 岁以下、21-35 岁、35-54 岁、54 岁以上)

受访公司范例

  • Activision Blizzard, Inc.
  • BetConstruct
  • Cyanide
  • Dovetail Games
  • Electronic Arts Inc.
  • Golden Race
  • Inspired Entertainment
  • Kiron Interactive
  • Nintendo Co., Ltd.
  • NSoft

人工智慧集成

全球产业分析师利用可操作的专家内容和人工智慧工具改变市场和竞争情报。

Global Industry Analysts 没有遵循典型的 LLM 或特定于行业的 SLM查询,而是建立了一个从世界各地的专家收集的内容库,其中包括视频录像、博客、搜寻引擎研究以及大量的公司、产品/服务和市场数据。

关税影响係数

全球产业分析师根据公司总部所在国家、製造地和进出口(成品和原始设备製造商)情况预测其竞争地位的变化。这种复杂而多面的市场动态预计将以多种方式影响竞争对手,包括销货成本(COGS) 上升、盈利下降、供应链重组以及其他微观和宏观市场动态。

目录

第一章调查方法

第二章执行摘要

  • 市场概览
  • 主要企业
  • 市场趋势和驱动因素
  • 全球市场展望

第三章市场分析

  • 美国
  • 加拿大
  • 日本
  • 中国
  • 欧洲
  • 法国
  • 德国
  • 义大利
  • 英国
  • 其他欧洲国家
  • 亚太地区
  • 其他地区

第四章 竞赛

简介目录
Product Code: MCP33300

Global Virtual Sports Market to Reach US$54.9 Billion by 2030

The global market for Virtual Sports estimated at US$19.9 Billion in the year 2024, is expected to reach US$54.9 Billion by 2030, growing at a CAGR of 18.5% over the analysis period 2024-2030. Solutions, one of the segments analyzed in the report, is expected to record a 19.9% CAGR and reach US$41.0 Billion by the end of the analysis period. Growth in the Services segment is estimated at 14.7% CAGR over the analysis period.

The U.S. Market is Estimated at US$5.2 Billion While China is Forecast to Grow at 17.3% CAGR

The Virtual Sports market in the U.S. is estimated at US$5.2 Billion in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$8.4 Billion by the year 2030 trailing a CAGR of 17.3% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 17.2% and 15.8% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 13.4% CAGR.

Global Virtual Sports Market - Key Trends & Drivers Summarized

How Are Virtual Sports Redefining Competitive Gaming and Fan Engagement?

Virtual sports have emerged as a revolutionary form of entertainment, blending gaming technology with traditional sports to create immersive, interactive, and highly competitive digital experiences. Unlike traditional eSports, which involve human players competing in video games, virtual sports simulate real-life sporting events using advanced artificial intelligence (AI) algorithms, physics-based modeling, and motion capture technology. These digital sports are commonly used in betting platforms, fan engagement applications, and training simulations, offering real-time sports action without the unpredictability of live events. Virtual sports are gaining traction in the betting industry, particularly as sports betting operators seek continuous engagement opportunities, independent of real-world sports schedules. The ability to generate instant, data-driven sporting events with realistic visuals and AI-driven player behaviors has made virtual sports increasingly popular among both casual viewers and gaming enthusiasts. Additionally, the rise of interactive fan engagement platforms and digital sports entertainment services has further expanded the appeal of virtual sports, positioning them as a key component of the evolving sports industry.

What Technologies Are Driving the Evolution of Virtual Sports?

The rapid advancement of AI, motion capture, and real-time rendering technology has significantly improved the realism and engagement levels of virtual sports. AI-driven game engines now allow for lifelike player movements, intelligent decision-making, and dynamic sports strategies, creating highly realistic simulations that closely mimic actual sporting events. High-definition graphics powered by real-time rendering engines such as Unreal Engine and Unity have enhanced visual fidelity, making virtual sports games nearly indistinguishable from live broadcasts. Additionally, advancements in machine learning have enabled predictive sports analytics, allowing for AI-driven game scenarios based on historical player data and team performance metrics. The integration of blockchain technology in virtual sports betting has also introduced greater transparency and security in digital wagering systems. Furthermore, the rise of 5G connectivity has improved real-time streaming capabilities, enabling seamless virtual sports broadcasts with minimal latency. As these technologies continue to evolve, virtual sports are becoming more immersive and accessible, attracting a growing audience of sports fans and digital entertainment consumers.

What Challenges Are Limiting the Growth of Virtual Sports?

Despite its growing popularity, the virtual sports industry faces several challenges that could hinder its widespread adoption. One of the primary concerns is authenticity and fan perception, as some traditional sports enthusiasts remain skeptical about virtual sports' legitimacy compared to real-life competitions. While AI-driven simulations offer realistic gameplay, they lack the unpredictability and emotional engagement associated with real athletes and teams, which can impact viewership and engagement levels. Regulatory challenges also pose a hurdle, particularly in the betting industry, where different regions have varying laws regarding virtual sports gambling. Additionally, the complexity of developing high-quality virtual sports simulations requires significant investment in AI training, physics-based modeling, and motion capture technology, making it a costly endeavor for game developers and sports organizations. Moreover, the reliance on digital platforms for virtual sports engagement creates a divide between audiences with high-speed internet access and those in regions with limited connectivity, restricting market reach. Addressing these challenges will require further advancements in AI-driven realism, improved regulatory frameworks, and strategic marketing efforts to increase consumer trust in virtual sports experiences.

What Factors Are Driving the Growth of the Virtual Sports Market?

The growth in the virtual sports market is driven by several factors, including increasing demand for digital sports entertainment, rising interest in AI-driven gaming experiences, and the expansion of sports betting platforms. The ability of virtual sports to provide 24/7 gaming and betting opportunities has made them highly attractive to both operators and consumers, particularly in regions where access to live sports events is limited. The integration of virtual sports with mobile gaming and interactive fan engagement platforms has further contributed to market expansion, allowing users to experience sports action on-demand. Additionally, the rise of the metaverse and virtual reality (VR) technology has opened new possibilities for immersive virtual sports experiences, enabling fans to engage with digital sporting events in unprecedented ways. As sports organizations and gaming companies continue to invest in AI-powered simulations and high-fidelity graphics, the virtual sports market is expected to grow rapidly, reshaping the future of digital sports entertainment and gaming.

SCOPE OF STUDY:

The report analyzes the Virtual Sports market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:

Component (Solutions, Services); Game (Football, Racing, Golf, Basketball, Cricket, Skiing, Tennis, MMA, Others); Demographic (Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs, Above 54 yrs)

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; and Rest of Europe); Asia-Pacific; Rest of World.

Select Competitors (Total 32 Featured) -

  • Activision Blizzard, Inc.
  • BetConstruct
  • Cyanide
  • Dovetail Games
  • Electronic Arts Inc.
  • Golden Race
  • Inspired Entertainment
  • Kiron Interactive
  • Nintendo Co., Ltd.
  • NSoft

AI INTEGRATIONS

We're transforming market and competitive intelligence with validated expert content and AI tools.

Instead of following the general norm of querying LLMs and Industry-specific SLMs, we built repositories of content curated from domain experts worldwide including video transcripts, blogs, search engines research, and massive amounts of enterprise, product/service, and market data.

TARIFF IMPACT FACTOR

Our new release incorporates impact of tariffs on geographical markets as we predict a shift in competitiveness of companies based on HQ country, manufacturing base, exports and imports (finished goods and OEM). This intricate and multifaceted market reality will impact competitors by increasing the Cost of Goods Sold (COGS), reducing profitability, reconfiguring supply chains, amongst other micro and macro market dynamics.

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • Tariff Impact on Global Supply Chain Patterns
    • Virtual Sports - Global Key Competitors Percentage Market Share in 2025 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2025 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Rising Popularity of Immersive Esports Platforms Drives Adoption of Virtual Sports Experiences
    • Integration of AI-Powered Simulation Engines Strengthens Business Case for Real-Time Sports Interactions
    • Expansion of 5G and Edge Computing Infrastructure Propels Growth in High-Fidelity Virtual Sports Streaming
    • Proliferation of Virtual Reality Headsets Expands Addressable Market Opportunity Across Gaming Enthusiasts
    • Convergence of Blockchain and NFTs in Virtual Sports Ecosystems Generates New Revenue Streams
    • Adoption of Cloud Gaming Architectures Enhances Scalability of Multiplayer Virtual Sports Platforms
    • Increased Sponsorship and Advertising Investment in Digital Sports Events Drives Market Commercialization
    • Development of Hyper-Realistic Player Avatars and Environments Throws the Spotlight on Simulation Accuracy
    • Growing Integration of Biometric Sensors into Wearables Spurs Demand for Personalized Sports Interactions
    • Expansion of Sports Betting Regulations Unlocks Growth for Virtual Sports Wagering Applications
    • Rising Demand for Training and Performance Analytics in Professional Sports Drives Adoption of Virtual Simulators
    • Strategic Collaborations Between Sports Leagues and Tech Companies Strengthen Cross-Sector Innovation
    • Introduction of AI-Based Match Predictions Enhances Fan Engagement and Participation in Virtual Competitions
    • Launch of Mixed Reality Stadiums and VR Arenas Generates Momentum for Location-Based Virtual Sports Events
    • Increasing Use of Gamification in Fitness and Exercise Applications Drives Adoption of Virtual Sports Modules
    • Virtual Sports as a Tool for Fan Engagement and Digital Community Building Expands Monetization Opportunities
    • Advances in Gesture Recognition and Motion Tracking Technologies Enhance Interactive Gameplay
    • Integration with Smart TVs and Connected Devices Drives Access and Mass Adoption of Virtual Sports Experiences
    • Regulatory Clarifications on Virtual Sports Gaming and Betting Sustain Growth in Emerging Markets
    • Emergence of Educational Use-Cases for Virtual Sports in Sports Science and Coaching Curricula Accelerates Demand
    • Development of Digital Twins of Real-World Athletes for Competitive Simulations Spurs Industry Innovation
    • Surge in Demand for Multi-Sensory and Haptic Feedback Solutions Enhances Realism in Virtual Sports Platforms
    • Rising Participation in Virtual Marathons and Fitness Challenges Drives Consumer-Centric Innovation Trajectories
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Virtual Sports Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Virtual Sports by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 3: World 6-Year Perspective for Virtual Sports by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2025 & 2030
    • TABLE 4: World Recent Past, Current & Future Analysis for Solutions by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 5: World 6-Year Perspective for Solutions by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 6: World Recent Past, Current & Future Analysis for Services by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 7: World 6-Year Perspective for Services by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for MMA by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 9: World 6-Year Perspective for MMA by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 10: World Recent Past, Current & Future Analysis for Others by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 11: World 6-Year Perspective for Others by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 12: World Recent Past, Current & Future Analysis for Football by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 13: World 6-Year Perspective for Football by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for Racing by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 15: World 6-Year Perspective for Racing by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 16: World Recent Past, Current & Future Analysis for Golf by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 17: World 6-Year Perspective for Golf by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 18: World Recent Past, Current & Future Analysis for Basketball by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 19: World 6-Year Perspective for Basketball by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 20: World Recent Past, Current & Future Analysis for Cricket by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 21: World 6-Year Perspective for Cricket by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 22: World Recent Past, Current & Future Analysis for Skiing by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 23: World 6-Year Perspective for Skiing by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 24: World Recent Past, Current & Future Analysis for Tennis by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 25: World 6-Year Perspective for Tennis by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 26: World Recent Past, Current & Future Analysis for Below 21 yrs by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 27: World 6-Year Perspective for Below 21 yrs by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 28: World Recent Past, Current & Future Analysis for 21 - 35 yrs by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 29: World 6-Year Perspective for 21 - 35 yrs by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 30: World Recent Past, Current & Future Analysis for 35 - 54 yrs by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 31: World 6-Year Perspective for 35 - 54 yrs by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 32: World Recent Past, Current & Future Analysis for Above 54 yrs by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 33: World 6-Year Perspective for Above 54 yrs by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Virtual Sports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 34: USA Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 35: USA 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
    • TABLE 36: USA Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 37: USA 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
    • TABLE 38: USA Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 39: USA 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
  • CANADA
    • TABLE 40: Canada Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 41: Canada 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
    • TABLE 42: Canada Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 43: Canada 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
    • TABLE 44: Canada Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 45: Canada 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
  • JAPAN
    • Virtual Sports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 46: Japan Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 47: Japan 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
    • TABLE 48: Japan Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 49: Japan 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
    • TABLE 50: Japan Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 51: Japan 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
  • CHINA
    • Virtual Sports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 52: China Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 53: China 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
    • TABLE 54: China Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 55: China 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
    • TABLE 56: China Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 57: China 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
  • EUROPE
    • Virtual Sports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 58: Europe Recent Past, Current & Future Analysis for Virtual Sports by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 59: Europe 6-Year Perspective for Virtual Sports by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030
    • TABLE 60: Europe Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 61: Europe 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
    • TABLE 62: Europe Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 63: Europe 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
    • TABLE 64: Europe Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 65: Europe 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
  • FRANCE
    • Virtual Sports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 66: France Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 67: France 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
    • TABLE 68: France Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 69: France 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
    • TABLE 70: France Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 71: France 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
  • GERMANY
    • Virtual Sports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 72: Germany Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 73: Germany 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
    • TABLE 74: Germany Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 75: Germany 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
    • TABLE 76: Germany Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 77: Germany 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
  • ITALY
    • TABLE 78: Italy Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 79: Italy 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
    • TABLE 80: Italy Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 81: Italy 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
    • TABLE 82: Italy Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 83: Italy 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
  • UNITED KINGDOM
    • Virtual Sports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 84: UK Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 85: UK 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
    • TABLE 86: UK Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 87: UK 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
    • TABLE 88: UK Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 89: UK 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
  • REST OF EUROPE
    • TABLE 90: Rest of Europe Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 91: Rest of Europe 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
    • TABLE 92: Rest of Europe Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 93: Rest of Europe 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
    • TABLE 94: Rest of Europe Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 95: Rest of Europe 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
  • ASIA-PACIFIC
    • Virtual Sports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 96: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 97: Asia-Pacific 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
    • TABLE 98: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 99: Asia-Pacific 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
    • TABLE 100: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 101: Asia-Pacific 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
  • REST OF WORLD
    • TABLE 102: Rest of World Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 103: Rest of World 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
    • TABLE 104: Rest of World Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 105: Rest of World 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
    • TABLE 106: Rest of World Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 107: Rest of World 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030

IV. COMPETITION