封面
市场调查报告书
商品编码
1404966

虚拟运动市场规模、份额、趋势分析报告:按组成部分、按游戏、按人口、按地区、细分市场预测,2023-2030 年

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

出版日期: | 出版商: Grand View Research | 英文 150 Pages | 商品交期: 2-10个工作天内

价格

虚拟体育市场的成长与趋势:

Grand View Research, Inc.最新报告显示,预计到2030年,全球虚拟体育市场规模将达到470.7亿美元,2023年至2030年复合年增长率为16.7%。

这一增长归因于虚拟运动在运动爱好者中的日益普及以及线上游戏的兴起。最受欢迎的虚拟运动包括足球、篮球、赛马和板球。线上游戏的日益普及也促进了市场的成长。随着网路游戏的兴起,越来越多的人开始对虚拟体育作为娱乐感兴趣。

扩增实境(AR)、虚拟实境(VR)和高清图形等技术的快速进步极大地提高了游戏体验的沉浸感。这使得创建逼真的虚拟环境成为可能,该环境密切模仿现实生活中的体育赛事,吸引世界各地的观众。它也打破了地理障碍,让世界各地的球迷无论身在何处都可以参与并热衷于自己喜爱的运动。这种整体性是培养更多元化和昂贵的粉丝群的关键驱动力。

与传统体育赛事直播相比,虚拟体育赛事提供了更高水准的球迷互动。球迷可以透过虚拟平台积极参与并影响比赛和赛事的结果。这种增加的参与度为观众创造了更动态和身临其境的体验。超越传统运动的独特创新体验。例如,球迷可以自订他们的头像、参与虚拟体育场以及访问即时统计和分析。这些功能丰富了球迷的体验,并提供了体育运动无法实现的个人化程度。

先进动作捕捉系统的整合有助于提高市场的真实感。这些系统采用感测器来追踪运动员和运动员的动作,并将其转化为虚拟空间。这种精度水平确保了准确的表示,并允许用户透过针对其表现的客製化回馈来磨练他们的技术。人工智慧和机器学习在塑造市场方面也发挥关键作用。这些技术进步创造了高度真实且适应性强的虚拟对手和队友。人工智慧主导的演算法可以分析运动员的行为、调整策略,甚至模仿真实运动员的决策流程。这允许用户与不同级别的对手对战并磨练他们的技能。

触觉回馈技术的集成为市场增添了战术性维度。使用专用控制器和可穿戴设备,使用者可以在虚拟环境中感受到他们的动作的效果。这种回馈超越了视觉和听觉提示,提供了与实际游戏感觉非常相似的多感官体验。 2023 年 6 月,EA Sports 与 Nike Virtual Studio 合作,为世界各地的粉丝增强和个人化虚拟运动体验。游戏製造商和运动服装/装备製造商之间的合作和经验为 SWOOSH 会员带来了各种新的方式。

虚拟运动市场报告亮点

  • 消费者需要符合动态娱乐产业的高品质、互动游戏内容。娱乐和游戏的融合将影响整个体育产业的成长,包括大大小小的线上串流媒体和游戏开发商。
  • 在智慧型手机和博彩软体领域技术进步的支持下,数位化趋势使体育博彩营运商能够简化其平台并为用户提供愉快的博彩体验。
  • Big Ant Studios、Codemasters、EA Sports、Konami、Square Enix 和 Red Entertainment 等公司正在整合应用程式介面 (API) 等技术,以提供增强的功能和简化的使用者介面。我正在专注于这样做。
  • 在技​​术进步、蓬勃发展的电子竞技生态系统和根深蒂固的游戏文化的共同推动下,亚太地区正在经历指数级增长。

目录

第一章调查方法和范围

第 2 章执行摘要

第三章 虚拟体育市场概述

  • 市场体系展望
  • 价值链分析
  • 市场动态
    • 市场驱动因素分析
    • 市场抑制因素分析
    • 市场机会分析
    • 市场问题分析
  • 产业分析工具
    • 波特的分析
    • 宏观经济分析
  • 虚拟运动市场的技术趋势
    • 沉浸式技术
    • 高级模拟和图形
    • 直播与电竞融合
    • 人工智慧和机器学习
    • 区块链和 NFT
    • 行动整合
  • 法律规范
  • 虚拟运动的影响
    • 经济影响
    • 对基础核心运动的影响
    • 为未来创造就业机会
  • 虚拟运动市场 – COVID-19 影响分析

第四章 虚拟运动市场:成分估计与趋势分析

  • 2022年和2030年零件变化分析和市场占有率
  • 按成分
    • 解决方案
    • 服务

第五章 虚拟运动市场:比赛预估与趋势分析

  • 2022年和2030年游戏波动分析和市场占有率
  • 按游戏
    • 足球
    • 赛车
    • 高尔夫球
    • 篮球
    • 蟋蟀
    • 滑雪
    • 网球
    • 混合武术
    • 其他的

第六章 虚拟运动市场:人口统计估计与趋势分析

  • 2022年及2030年人口变化分析及市场占有率
  • 按人口统计
    • 21岁以下
    • 21-35岁
    • 34-54岁
    • 54岁以上

第 7 章 区域估计/趋势分析

  • 虚拟体育市场:区域展望
  • 北美洲
    • 2018-2030 年北美虚拟运动市场估计与预测
    • 美国
    • 加拿大
  • 欧洲
    • 2018-2030 年欧洲虚拟体育市场估计与预测
    • 英国
    • 德国
    • 法国
    • 义大利
    • 西班牙
  • 亚太地区
    • 2018-2030 年亚太地区虚拟运动市场估计与预测
    • 中国
    • 日本
    • 印度
    • 韩国
  • 拉丁美洲
    • 2018-2030 年拉丁美洲虚拟体育市场估计与预测
    • 巴西
    • 墨西哥
  • 中东和非洲
    • 2018-2030 年中东和非洲虚拟运动市场估计和预测
    • 阿拉伯聯合大公国
    • 沙乌地阿拉伯
    • 南非

第八章虚拟体育市场-竞争形势

  • 主要市场参与企业的最新趋势和影响分析
    • 2K Sports
    • Activision Blizzard
    • Big Ant Studios
    • Codemasters
    • Cyanide Studio
    • Dovetail Games
    • EA Sports
    • HB Studios
    • Konami
    • Milestone SRL
    • Netmarble
    • Nintendo
    • Square Enix
    • SEGA
    • Sports Interactive
    • Red Entertainment
    • Ubisoft
    • Visual Concepts
  • 公司分类
  • 参与企业概况
  • 财务绩效
  • 产品基准评效
  • 公司市场定位
  • 2022 年公司市场占有率分析
  • 企业热力图分析
  • 策略规划
    • 扩张/出售
    • 併购
    • 协作/伙伴关係
    • 新产品发布
    • 投资
Product Code: GVR-4-68040-155-9

Virtual Sports Market Growth & Trends:

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

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

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

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

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

Virtual Sports Market Report Highlights:

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

Table of Contents

Chapter 1 Methodology and Scope

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

Chapter 2 Executive Summary

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

Chapter 3 Virtual Sports Market Overview

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

Chapter 4 Virtual Sports Market: Component Estimates & Trend Analysis

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

Chapter 5 Virtual Sports Market: Games Estimates & Trend Analysis

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

Chapter 6 Virtual Sports Market: Demographics Estimates & Trend Analysis

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

Chapter 7 Regional Estimates & Trend Analysis

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

Chapter 8 Virtual Sports Market - Competitive Landscape

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

List of Tables

  • Table 1 Virtual sports market - Key market driver impact
  • Table 2 Key market restraint/challenges impact
  • Table 3 Key market opportunity impact
  • Table 4 Global Virtual Sports Market Revenue Estimates and Forecast, By Component, 2018 - 2030 (USD Billion)
  • Table 5 Global Virtual Sports Market Revenue Estimates and Forecast, By Games, 2018 - 2030 (USD Billion)
  • Table 6 Global Virtual Sports Market Revenue Estimates and Forecast, By Demographics, 2018 - 2030 (USD Billion)
  • Table 7 Recent Developments & Impact Analysis, By Key Market Participants
  • Table 8 Company Heat Map Analysis
  • Table 9 Key Companies undergoing expansions/divestitures.
  • Table 10 Key Companies involved in M&As
  • Table 11 Key Companies undergoing collaborations.
  • Table 12 Key Companies launching new products.
  • Table 13 Key Companies adopting investment.

List of Figures

  • Fig. 1 Virtual Sports Market Segmentation
  • Fig. 2 Information Procurement
  • Fig. 3 Data Analysis Models
  • Fig. 4 Market Formulation and Validation
  • Fig. 5 Data Validating & Publishing
  • Fig. 6 Market Snapshot
  • Fig. 7 Segment Snapshot (1/3)
  • Fig. 8 Segment Snapshot (2/3)
  • Fig. 9 Segment Snapshot (3/3)
  • Fig. 10 Competitive Landscape Snapshot
  • Fig. 11 Virtual Sports - Industry Value Chain Analysis
  • Fig. 12 Market Dynamics
  • Fig. 13 Virtua Sports Market: PORTER's Analysis
  • Fig. 14 Virtual Sports Market: PESTEL Analysis
  • Fig. 15 Virtual Sports Market, by Component: Key Takeaways
  • Fig. 16 Virtual Sports Market, by Component: Market Share, 2022 & 2030
  • Fig. 17 Virtual Sports Market, by Games: Key Takeaways
  • Fig. 18 Virtual Sports Market, by Games: Market Share, 2022 & 2030
  • Fig. 19 Virtual Sports Market, by Demographics: Key Takeaways
  • Fig. 20 Virtual Sports Market, by Demographics: Market Share, 2022 & 2030
  • Fig. 21 Virtual Sports Market Revenue by Region, 2022 & 2030 (USD Billion)
  • Fig. 22 Regional marketplace: Key takeaways
  • Fig. 23 North America Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 24 U.S. Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 25 Canada Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 26 Europe Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 27 UK Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 28 Germany Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 29 France Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 30 Italy Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 31 Spain Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 32 Asia Pacific Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 33 China Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 34 Japan Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 35 South Korea Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 36 India Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 37 Latin America Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 38 Brazil Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 39 Mexico Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 40 Middle East and Africa Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 41 Saudi Arabia Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 42 UAE Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 43 South Africa Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 44 Key Company Categorization
  • Fig. 45 Company Market Positioning
  • Fig. 46 Company Market Share Analysis, 2022
  • Fig. 47 Strategic Framework