虚拟体育全球市场规模、占有率、产业趋势分析报告:按游戏、按组成部分、按人口统计、按地区分類的前景和预测,2023-2030 年
市场调查报告书
商品编码
1401280

虚拟体育全球市场规模、占有率、产业趋势分析报告:按游戏、按组成部分、按人口统计、按地区分類的前景和预测,2023-2030 年

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

出版日期: | 出版商: KBV Research | 英文 266 Pages | 订单完成后即时交付

价格

2030年,虚拟体育市场规模预计将达到402亿美元,预测期内市场成长率为15.3%。

然而,先决条件可能包括许可、资料保护和消费者保护协议的实施。对于虚拟体育运营商来说,遵守这些规定可能既耗时又昂贵,这可能会限制可以进入市场的运营商数量。此外,消费者可用的服务和解决方案的范围可能会减少,从而可能抑制市场扩张。此外,管理虚拟体育的法规环境不断变化,带来不确定性并可能限制市场投资。因此,监管和法律体制的变化可能会影响市场的扩大和发展。

游戏展望

游戏分为足球、板球、赛车、高尔夫、篮球、滑雪、网球、综合格斗等。 2022 年,足球细分市场收益占有率最大。随着电子竞技成为人们关注的焦点,越来越多的人选择虚拟体育作为一种创新且刺激的方式来参与他们最喜欢的运动。足球游戏处于这一现象的最前沿,它允许玩家与着名的足球联盟和球队进行虚拟比赛。随着越来越多的人发现虚拟运动的刺激和轻鬆,这种扩张预计将继续下去。

组件展望

根据组件,市场分为解决方案和服务。 2022年,服务业在市场中获得了可观的收益占有率。虚拟体育软体製造商提供白标和专业服务来创建虚拟体育博彩应用程式。这些服务可用于协助创建吸引用户的视觉华丽且互动的虚拟体育应用程式。众多服务供应商进一步提供高性价比的服务、完全客製化的虚拟体育开发服务、24小时客户支援、最尖端科技整合、准时交货和客製化解决方案。

人口统计

人口统计分为 21 岁或以下、21-35 岁、35-54 岁和 54 岁或以上。 2022 年,21-35 岁细分市场占据了市场上最大的收益占有率。这个年龄层是熟悉科技和线上娱乐的数位原生。他们更有可能探索并沉迷于可透过线上平台、行动装置和游戏机轻鬆存取的虚拟运动。虚拟体育很方便,因为它们可以按需提供,并且可以从各种数位平台存取。随时弹性参与模拟体育赛事,符合这个年龄层看重便利性和弹性的生活方式。

区域展望

从区域来看,我们对北美、欧洲、亚太地区和拉丁美洲地区的市场进行了分析。 2022年,亚太地区占据市场最大收益占有率。该地区广泛采用最尖端科技推动了快速扩张。韩国、日本和中国等重要国家以其强大的基础设施处于这场技术革命的最前沿,促进了市场的扩张。坚固耐用的游戏机、高效能个人电脑的出现,以及虚拟实境 (VR) 和扩增实境(AR) 设备的普及集成,为虚拟运动的进步和广泛接受奠定了坚实的基础。

目录

第一章 市场范围与调查方法

  • 市场定义
  • 目的
  • 市场范围
  • 分割
  • 调查方法

第二章 市集名录

  • 主要亮点

第三章市场概况

  • 介绍
    • 概述
      • 市场构成和情景
  • 影响市场的主要因素
    • 市场驱动因素
    • 市场抑制因素
  • 波特五力分析

第四章 虚拟体育市场发展策略

第五章世界市场:依游戏划分

  • 全球足球市场:按地区划分
  • 全球赛车市场:按地区
  • 全球高尔夫市场:按地区划分
  • 全球篮球市场:按地区
  • 全球板球市场:按地区
  • 全球滑雪市场:按地区划分
  • 全球网球市场:按地区
  • 全球 MMA 市场:按地区
  • 世界其他市场:按地区

第六章世界市场:按组成部分

  • 全球解决方案市场:按地区
  • 全球服务市场:按地区

第七章 全球市场:依人口统计

  • 全球21-35岁市场:按地区
  • 全球 21 岁以下市场:按地区划分
  • 全球 35-54 岁市场:按地区
  • 全球 54 岁以上市场:按地区划分

第八章世界市场:按地区

  • 北美洲
    • 北美市场:按国家划分
      • 美国
      • 加拿大
      • 墨西哥
      • 其他北美地区
  • 欧洲
    • 欧洲市场:依国家分类
      • 德国
      • 英国
      • 法国
      • 俄罗斯
      • 西班牙
      • 义大利
      • 其他欧洲国家地区
  • 亚太地区
    • 亚太市场:依国家分类
      • 中国
      • 日本
      • 印度
      • 韩国
      • 新加坡
      • 马来西亚
      • 其他亚太地区
  • 拉丁美洲/中东/非洲
    • 拉丁美洲/中东/非洲市场:依国家分类
      • 巴西
      • 阿根廷
      • 阿拉伯聯合大公国
      • 沙乌地阿拉伯
      • 南非
      • 奈及利亚
      • 其他拉丁美洲/中东/非洲地区

第九章 公司简介

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

第 10 章:市场成功的要求

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

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

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

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

Game Outlook

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

Component Outlook

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

Demographic Outlook

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

Regional Outlook

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

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

Strategies Deployed in Virtual Sports Market

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

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

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

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

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

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

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

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

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

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

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

Scope of the Study

Market Segments covered in the Report:

By Game

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

By Component

  • Solutions
  • Services

By Demographic

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

By Geography

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

Companies Profiled

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

Unique Offerings from KBV Research

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

Table of Contents

Chapter 1. Market Scope & Methodology

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

Chapter 2. Market at a Glance

  • 2.1 Key Highlights

Chapter 3. Market Overview

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

Chapter 4. Strategies Deployed in Virtual Sports Market

Chapter 5. Global Virtual Sports Market by Game

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

Chapter 6. Global Virtual Sports Market by Component

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

Chapter 7. Global Virtual Sports Market by Demographic

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

Chapter 8. Global Virtual Sports Market by Region

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

Chapter 9. Company Profiles

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

Chapter 10. Winning imperative of Virtual Sports Market

LIST OF TABLES

  • TABLE 1 Global Virtual Sports Market, 2019 - 2022, USD Million
  • TABLE 2 Global Virtual Sports Market, 2023 - 2030, USD Million
  • TABLE 3 Global Virtual Sports Market by Game, 2019 - 2022, USD Million
  • TABLE 4 Global Virtual Sports Market by Game, 2023 - 2030, USD Million
  • TABLE 5 Global Football Market by Region, 2019 - 2022, USD Million
  • TABLE 6 Global Football Market by Region, 2023 - 2030, USD Million
  • TABLE 7 Global Racing Market by Region, 2019 - 2022, USD Million
  • TABLE 8 Global Racing Market by Region, 2023 - 2030, USD Million
  • TABLE 9 Global Golf Market by Region, 2019 - 2022, USD Million
  • TABLE 10 Global Golf Market by Region, 2023 - 2030, USD Million
  • TABLE 11 Global Basketball Market by Region, 2019 - 2022, USD Million
  • TABLE 12 Global Basketball Market by Region, 2023 - 2030, USD Million
  • TABLE 13 Global Cricket Market by Region, 2019 - 2022, USD Million
  • TABLE 14 Global Cricket Market by Region, 2023 - 2030, USD Million
  • TABLE 15 Global Skiing Market by Region, 2019 - 2022, USD Million
  • TABLE 16 Global Skiing Market by Region, 2023 - 2030, USD Million
  • TABLE 17 Global Tennis Market by Region, 2019 - 2022, USD Million
  • TABLE 18 Global Tennis Market by Region, 2023 - 2030, USD Million
  • TABLE 19 Global MMA Market by Region, 2019 - 2022, USD Million
  • TABLE 20 Global MMA Market by Region, 2023 - 2030, USD Million
  • TABLE 21 Global Others Market by Region, 2019 - 2022, USD Million
  • TABLE 22 Global Others Market by Region, 2023 - 2030, USD Million
  • TABLE 23 Global Virtual Sports Market by Component, 2019 - 2022, USD Million
  • TABLE 24 Global Virtual Sports Market by Component, 2023 - 2030, USD Million
  • TABLE 25 Global Solutions Market by Region, 2019 - 2022, USD Million
  • TABLE 26 Global Solutions Market by Region, 2023 - 2030, USD Million
  • TABLE 27 Global Services Market by Region, 2019 - 2022, USD Million
  • TABLE 28 Global Services Market by Region, 2023 - 2030, USD Million
  • TABLE 29 Global Virtual Sports Market by Demographic, 2019 - 2022, USD Million
  • TABLE 30 Global Virtual Sports Market by Demographic, 2023 - 2030, USD Million
  • TABLE 31 Global 21 to 35 Years Market by Region, 2019 - 2022, USD Million
  • TABLE 32 Global 21 to 35 Years Market by Region, 2023 - 2030, USD Million
  • TABLE 33 Global Below 21 Years Market by Region, 2019 - 2022, USD Million
  • TABLE 34 Global Below 21 Years Market by Region, 2023 - 2030, USD Million
  • TABLE 35 Global 35 to 54 Years Market by Region, 2019 - 2022, USD Million
  • TABLE 36 Global 35 to 54 Years Market by Region, 2023 - 2030, USD Million
  • TABLE 37 Global 54 Years and Above Market by Region, 2019 - 2022, USD Million
  • TABLE 38 Global 54 Years and Above Market by Region, 2023 - 2030, USD Million
  • TABLE 39 Global Virtual Sports Market by Region, 2019 - 2022, USD Million
  • TABLE 40 Global Virtual Sports Market by Region, 2023 - 2030, USD Million
  • TABLE 41 North America Virtual Sports Market, 2019 - 2022, USD Million
  • TABLE 42 North America Virtual Sports Market, 2023 - 2030, USD Million
  • TABLE 43 North America Virtual Sports Market by Game, 2019 - 2022, USD Million
  • TABLE 44 North America Virtual Sports Market by Game, 2023 - 2030, USD Million
  • TABLE 45 North America Football Market by Country, 2019 - 2022, USD Million
  • TABLE 46 North America Football Market by Country, 2023 - 2030, USD Million
  • TABLE 47 North America Racing Market by Country, 2019 - 2022, USD Million
  • TABLE 48 North America Racing Market by Country, 2023 - 2030, USD Million
  • TABLE 49 North America Golf Market by Country, 2019 - 2022, USD Million
  • TABLE 50 North America Golf Market by Country, 2023 - 2030, USD Million
  • TABLE 51 North America Basketball Market by Country, 2019 - 2022, USD Million
  • TABLE 52 North America Basketball Market by Country, 2023 - 2030, USD Million
  • TABLE 53 North America Cricket Market by Country, 2019 - 2022, USD Million
  • TABLE 54 North America Cricket Market by Country, 2023 - 2030, USD Million
  • TABLE 55 North America Skiing Market by Country, 2019 - 2022, USD Million
  • TABLE 56 North America Skiing Market by Country, 2023 - 2030, USD Million
  • TABLE 57 North America Tennis Market by Country, 2019 - 2022, USD Million
  • TABLE 58 North America Tennis Market by Country, 2023 - 2030, USD Million
  • TABLE 59 North America MMA Market by Country, 2019 - 2022, USD Million
  • TABLE 60 North America MMA Market by Country, 2023 - 2030, USD Million
  • TABLE 61 North America Others Market by Country, 2019 - 2022, USD Million
  • TABLE 62 North America Others Market by Country, 2023 - 2030, USD Million
  • TABLE 63 North America Virtual Sports Market by Component, 2019 - 2022, USD Million
  • TABLE 64 North America Virtual Sports Market by Component, 2023 - 2030, USD Million
  • TABLE 65 North America Solutions Market by Country, 2019 - 2022, USD Million
  • TABLE 66 North America Solutions Market by Country, 2023 - 2030, USD Million
  • TABLE 67 North America Services Market by Country, 2019 - 2022, USD Million
  • TABLE 68 North America Services Market by Country, 2023 - 2030, USD Million
  • TABLE 69 North America Virtual Sports Market by Demographic, 2019 - 2022, USD Million
  • TABLE 70 North America Virtual Sports Market by Demographic, 2023 - 2030, USD Million
  • TABLE 71 North America 21 to 35 Years Market by Country, 2019 - 2022, USD Million
  • TABLE 72 North America 21 to 35 Years Market by Country, 2023 - 2030, USD Million
  • TABLE 73 North America Below 21 Years Market by Country, 2019 - 2022, USD Million
  • TABLE 74 North America Below 21 Years Market by Country, 2023 - 2030, USD Million
  • TABLE 75 North America 35 to 54 Years Market by Country, 2019 - 2022, USD Million
  • TABLE 76 North America 35 to 54 Years Market by Country, 2023 - 2030, USD Million
  • TABLE 77 North America 54 Years and Above Market by Country, 2019 - 2022, USD Million
  • TABLE 78 North America 54 Years and Above Market by Country, 2023 - 2030, USD Million
  • TABLE 79 North America Virtual Sports Market by Country, 2019 - 2022, USD Million
  • TABLE 80 North America Virtual Sports Market by Country, 2023 - 2030, USD Million
  • TABLE 81 US Virtual Sports Market, 2019 - 2022, USD Million
  • TABLE 82 US Virtual Sports Market, 2023 - 2030, USD Million
  • TABLE 83 US Virtual Sports Market by Game, 2019 - 2022, USD Million
  • TABLE 84 US Virtual Sports Market by Game, 2023 - 2030, USD Million
  • TABLE 85 US Virtual Sports Market by Component, 2019 - 2022, USD Million
  • TABLE 86 US Virtual Sports Market by Component, 2023 - 2030, USD Million
  • TABLE 87 US Virtual Sports Market by Demographic, 2019 - 2022, USD Million
  • TABLE 88 US Virtual Sports Market by Demographic, 2023 - 2030, USD Million
  • TABLE 89 Canada Virtual Sports Market, 2019 - 2022, USD Million
  • TABLE 90 Canada Virtual Sports Market, 2023 - 2030, USD Million
  • TABLE 91 Canada Virtual Sports Market by Game, 2019 - 2022, USD Million
  • TABLE 92 Canada Virtual Sports Market by Game, 2023 - 2030, USD Million
  • TABLE 93 Canada Virtual Sports Market by Component, 2019 - 2022, USD Million
  • TABLE 94 Canada Virtual Sports Market by Component, 2023 - 2030, USD Million
  • TABLE 95 Canada Virtual Sports Market by Demographic, 2019 - 2022, USD Million
  • TABLE 96 Canada Virtual Sports Market by Demographic, 2023 - 2030, USD Million
  • TABLE 97 Mexico Virtual Sports Market, 2019 - 2022, USD Million
  • TABLE 98 Mexico Virtual Sports Market, 2023 - 2030, USD Million
  • TABLE 99 Mexico Virtual Sports Market by Game, 2019 - 2022, USD Million
  • TABLE 100 Mexico Virtual Sports Market by Game, 2023 - 2030, USD Million
  • TABLE 101 Mexico Virtual Sports Market by Component, 2019 - 2022, USD Million
  • TABLE 102 Mexico Virtual Sports Market by Component, 2023 - 2030, USD Million
  • TABLE 103 Mexico Virtual Sports Market by Demographic, 2019 - 2022, USD Million
  • TABLE 104 Mexico Virtual Sports Market by Demographic, 2023 - 2030, USD Million
  • TABLE 105 Rest of North America Virtual Sports Market, 2019 - 2022, USD Million
  • TABLE 106 Rest of North America Virtual Sports Market, 2023 - 2030, USD Million
  • TABLE 107 Rest of North America Virtual Sports Market by Game, 2019 - 2022, USD Million
  • TABLE 108 Rest of North America Virtual Sports Market by Game, 2023 - 2030, USD Million
  • TABLE 109 Rest of North America Virtual Sports Market by Component, 2019 - 2022, USD Million
  • TABLE 110 Rest of North America Virtual Sports Market by Component, 2023 - 2030, USD Million
  • TABLE 111 Rest of North America Virtual Sports Market by Demographic, 2019 - 2022, USD Million
  • TABLE 112 Rest of North America Virtual Sports Market by Demographic, 2023 - 2030, USD Million
  • TABLE 113 Europe Virtual Sports Market, 2019 - 2022, USD Million
  • TABLE 114 Europe Virtual Sports Market, 2023 - 2030, USD Million
  • TABLE 115 Europe Virtual Sports Market by Game, 2019 - 2022, USD Million
  • TABLE 116 Europe Virtual Sports Market by Game, 2023 - 2030, USD Million
  • TABLE 117 Europe Football Market by Country, 2019 - 2022, USD Million
  • TABLE 118 Europe Football Market by Country, 2023 - 2030, USD Million
  • TABLE 119 Europe Racing Market by Country, 2019 - 2022, USD Million
  • TABLE 120 Europe Racing Market by Country, 2023 - 2030, USD Million
  • TABLE 121 Europe Golf Market by Country, 2019 - 2022, USD Million
  • TABLE 122 Europe Golf Market by Country, 2023 - 2030, USD Million
  • TABLE 123 Europe Basketball Market by Country, 2019 - 2022, USD Million
  • TABLE 124 Europe Basketball Market by Country, 2023 - 2030, USD Million
  • TABLE 125 Europe Cricket Market by Country, 2019 - 2022, USD Million
  • TABLE 126 Europe Cricket Market by Country, 2023 - 2030, USD Million
  • TABLE 127 Europe Skiing Market by Country, 2019 - 2022, USD Million
  • TABLE 128 Europe Skiing Market by Country, 2023 - 2030, USD Million
  • TABLE 129 Europe Tennis Market by Country, 2019 - 2022, USD Million
  • TABLE 130 Europe Tennis Market by Country, 2023 - 2030, USD Million
  • TABLE 131 Europe MMA Market by Country, 2019 - 2022, USD Million
  • TABLE 132 Europe MMA Market by Country, 2023 - 2030, USD Million
  • TABLE 133 Europe Others Market by Country, 2019 - 2022, USD Million
  • TABLE 134 Europe Others Market by Country, 2023 - 2030, USD Million
  • TABLE 135 Europe Virtual Sports Market by Component, 2019 - 2022, USD Million
  • TABLE 136 Europe Virtual Sports Market by Component, 2023 - 2030, USD Million
  • TABLE 137 Europe Solutions Market by Country, 2019 - 2022, USD Million
  • TABLE 138 Europe Solutions Market by Country, 2023 - 2030, USD Million
  • TABLE 139 Europe Services Market by Country, 2019 - 2022, USD Million
  • TABLE 140 Europe Services Market by Country, 2023 - 2030, USD Million
  • TABLE 141 Europe Virtual Sports Market by Demographic, 2019 - 2022, USD Million
  • TABLE 142 Europe Virtual Sports Market by Demographic, 2023 - 2030, USD Million
  • TABLE 143 Europe 21 to 35 Years Market by Country, 2019 - 2022, USD Million
  • TABLE 144 Europe 21 to 35 Years Market by Country, 2023 - 2030, USD Million
  • TABLE 145 Europe Below 21 Years Market by Country, 2019 - 2022, USD Million
  • TABLE 146 Europe Below 21 Years Market by Country, 2023 - 2030, USD Million
  • TABLE 147 Europe 35 to 54 Years Market by Country, 2019 - 2022, USD Million
  • TABLE 148 Europe 35 to 54 Years Market by Country, 2023 - 2030, USD Million
  • TABLE 149 Europe 54 Years and Above Market by Country, 2019 - 2022, USD Million
  • TABLE 150 Europe 54 Years and Above Market by Country, 2023 - 2030, USD Million
  • TABLE 151 Europe Virtual Sports Market by Country, 2019 - 2022, USD Million
  • TABLE 152 Europe Virtual Sports Market by Country, 2023 - 2030, USD Million
  • TABLE 153 Germany Virtual Sports Market, 2019 - 2022, USD Million
  • TABLE 154 Germany Virtual Sports Market, 2023 - 2030, USD Million
  • TABLE 155 Germany Virtual Sports Market by Game, 2019 - 2022, USD Million
  • TABLE 156 Germany Virtual Sports Market by Game, 2023 - 2030, USD Million
  • TABLE 157 Germany Virtual Sports Market by Component, 2019 - 2022, USD Million
  • TABLE 158 Germany Virtual Sports Market by Component, 2023 - 2030, USD Million
  • TABLE 159 Germany Virtual Sports Market by Demographic, 2019 - 2022, USD Million
  • TABLE 160 Germany Virtual Sports Market by Demographic, 2023 - 2030, USD Million
  • TABLE 161 UK Virtual Sports Market, 2019 - 2022, USD Million
  • TABLE 162 UK Virtual Sports Market, 2023 - 2030, USD Million
  • TABLE 163 UK Virtual Sports Market by Game, 2019 - 2022, USD Million
  • TABLE 164 UK Virtual Sports Market by Game, 2023 - 2030, USD Million
  • TABLE 165 UK Virtual Sports Market by Component, 2019 - 2022, USD Million
  • TABLE 166 UK Virtual Sports Market by Component, 2023 - 2030, USD Million
  • TABLE 167 UK Virtual Sports Market by Demographic, 2019 - 2022, USD Million
  • TABLE 168 UK Virtual Sports Market by Demographic, 2023 - 2030, USD Million
  • TABLE 169 France Virtual Sports Market, 2019 - 2022, USD Million
  • TABLE 170 France Virtual Sports Market, 2023 - 2030, USD Million
  • TABLE 171 France Virtual Sports Market by Game, 2019 - 2022, USD Million
  • TABLE 172 France Virtual Sports Market by Game, 2023 - 2030, USD Million
  • TABLE 173 France Virtual Sports Market by Component, 2019 - 2022, USD Million
  • TABLE 174 France Virtual Sports Market by Component, 2023 - 2030, USD Million
  • TABLE 175 France Virtual Sports Market by Demographic, 2019 - 2022, USD Million
  • TABLE 176 France Virtual Sports Market by Demographic, 2023 - 2030, USD Million
  • TABLE 177 Russia Virtual Sports Market, 2019 - 2022, USD Million
  • TABLE 178 Russia Virtual Sports Market, 2023 - 2030, USD Million
  • TABLE 179 Russia Virtual Sports Market by Game, 2019 - 2022, USD Million
  • TABLE 180 Russia Virtual Sports Market by Game, 2023 - 2030, USD Million
  • TABLE 181 Russia Virtual Sports Market by Component, 2019 - 2022, USD Million
  • TABLE 182 Russia Virtual Sports Market by Component, 2023 - 2030, USD Million
  • TABLE 183 Russia Virtual Sports Market by Demographic, 2019 - 2022, USD Million
  • TABLE 184 Russia Virtual Sports Market by Demographic, 2023 - 2030, USD Million
  • TABLE 185 Spain Virtual Sports Market, 2019 - 2022, USD Million
  • TABLE 186 Spain Virtual Sports Market, 2023 - 2030, USD Million
  • TABLE 187 Spain Virtual Sports Market by Game, 2019 - 2022, USD Million
  • TABLE 188 Spain Virtual Sports Market by Game, 2023 - 2030, USD Million
  • TABLE 189 Spain Virtual Sports Market by Component, 2019 - 2022, USD Million
  • TABLE 190 Spain Virtual Sports Market by Component, 2023 - 2030, USD Million
  • TABLE 191 Spain Virtual Sports Market by Demographic, 2019 - 2022, USD Million
  • TABLE 192 Spain Virtual Sports Market by Demographic, 2023 - 2030, USD Million
  • TABLE 193 Italy Virtual Sports Market, 2019 - 2022, USD Million
  • TABLE 194 Italy Virtual Sports Market, 2023 - 2030, USD Million
  • TABLE 195 Italy Virtual Sports Market by Game, 2019 - 2022, USD Million
  • TABLE 196 Italy Virtual Sports Market by Game, 2023 - 2030, USD Million
  • TABLE 197 Italy Virtual Sports Market by Component, 2019 - 2022, USD Million
  • TABLE 198 Italy Virtual Sports Market by Component, 2023 - 2030, USD Million
  • TABLE 199 Italy Virtual Sports Market by Demographic, 2019 - 2022, USD Million
  • TABLE 200 Italy Virtual Sports Market by Demographic, 2023 - 2030, USD Million
  • TABLE 201 Rest of Europe Virtual Sports Market, 2019 - 2022, USD Million
  • TABLE 202 Rest of Europe Virtual Sports Market, 2023 - 2030, USD Million
  • TABLE 203 Rest of Europe Virtual Sports Market by Game, 2019 - 2022, USD Million
  • TABLE 204 Rest of Europe Virtual Sports Market by Game, 2023 - 2030, USD Million
  • TABLE 205 Rest of Europe Virtual Sports Market by Component, 2019 - 2022, USD Million
  • TABLE 206 Rest of Europe Virtual Sports Market by Component, 2023 - 2030, USD Million
  • TABLE 207 Rest of Europe Virtual Sports Market by Demographic, 2019 - 2022, USD Million
  • TABLE 208 Rest of Europe Virtual Sports Market by Demographic, 2023 - 2030, USD Million
  • TABLE 209 Asia Pacific Virtual Sports Market, 2019 - 2022, USD Million
  • TABLE 210 Asia Pacific Virtual Sports Market, 2023 - 2030, USD Million
  • TABLE 211 Asia Pacific Virtual Sports Market by Game, 2019 - 2022, USD Million
  • TABLE 212 Asia Pacific Virtual Sports Market by Game, 2023 - 2030, USD Million
  • TABLE 213 Asia Pacific Football Market by Country, 2019 - 2022, USD Million
  • TABLE 214 Asia Pacific Football Market by Country, 2023 - 2030, USD Million
  • TABLE 215 Asia Pacific Racing Market by Country, 2019 - 2022, USD Million
  • TABLE 216 Asia Pacific Racing Market by Country, 2023 - 2030, USD Million
  • TABLE 217 Asia Pacific Golf Market by Country, 2019 - 2022, USD Million
  • TABLE 218 Asia Pacific Golf Market by Country, 2023 - 2030, USD Million
  • TABLE 219 Asia Pacific Basketball Market by Country, 2019 - 2022, USD Million
  • TABLE 220 Asia Pacific Basketball Market by Country, 2023 - 2030, USD Million
  • TABLE 221 Asia Pacific Cricket Market by Country, 2019 - 2022, USD Million
  • TABLE 222 Asia Pacific Cricket Market by Country, 2023 - 2030, USD Million
  • TABLE 223 Asia Pacific Skiing Market by Country, 2019 - 2022, USD Million
  • TABLE 224 Asia Pacific Skiing Market by Country, 2023 - 2030, USD Million
  • TABLE 225 Asia Pacific Tennis Market by Country, 2019 - 2022, USD Million
  • TABLE 226 Asia Pacific Tennis Market by Country, 2023 - 2030, USD Million
  • TABLE 227 Asia Pacific MMA Market by Country, 2019 - 2022, USD Million
  • TABLE 228 Asia Pacific MMA Market by Country, 2023 - 2030, USD Million
  • TABLE 229 Asia Pacific Others Market by Country, 2019 - 2022, USD Million
  • TABLE 230 Asia Pacific Others Market by Country, 2023 - 2030, USD Million
  • TABLE 231 Asia Pacific Virtual Sports Market by Component, 2019 - 2022, USD Million
  • TABLE 232 Asia Pacific Virtual Sports Market by Component, 2023 - 2030, USD Million
  • TABLE 233 Asia Pacific Solutions Market by Country, 2019 - 2022, USD Million
  • TABLE 234 Asia Pacific Solutions Market by Country, 2023 - 2030, USD Million
  • TABLE 235 Asia Pacific Services Market by Country, 2019 - 2022, USD Million
  • TABLE 236 Asia Pacific Services Market by Country, 2023 - 2030, USD Million
  • TABLE 237 Asia Pacific Virtual Sports Market by Demographic, 2019 - 2022, USD Million
  • TABLE 238 Asia Pacific Virtual Sports Market by Demographic, 2023 - 2030, USD Million
  • TABLE 239 Asia Pacific 21 to 35 Years Market by Country, 2019 - 2022, USD Million
  • TABLE 240 Asia Pacific 21 to 35 Years Market by Country, 2023 - 2030, USD Million
  • TABLE 241 Asia Pacific Below 21 Years Market by Country, 2019 - 2022, USD Million
  • TABLE 242 Asia Pacific Below 21 Years Market by Country, 2023 - 2030, USD Million
  • TABLE 243 Asia Pacific 35 to 54 Years Market by Country, 2019 - 2022, USD Million
  • TABLE 244 Asia Pacific 35 to 54 Years Market by Country, 2023 - 2030, USD Million
  • TABLE 245 Asia Pacific 54 Years and Above Market by Country, 2019 - 2022, USD Million
  • TABLE 246 Asia Pacific 54 Years and Above Market by Country, 2023 - 2030, USD Million
  • TABLE 247 Asia Pacific Virtual Sports Market by Country, 2019 - 2022, USD Million
  • TABLE 248 Asia Pacific Virtual Sports Market by Country, 2023 - 2030, USD Million
  • TABLE 249 China Virtual Sports Market, 2019 - 2022, USD Million
  • TABLE 250 China Virtual Sports Market, 2023 - 2030, USD Million
  • TABLE 251 China Virtual Sports Market by Game, 2019 - 2022, USD Million
  • TABLE 252 China Virtual Sports Market by Game, 2023 - 2030, USD Million
  • TABLE 253 China Virtual Sports Market by Component, 2019 - 2022, USD Million
  • TABLE 254 China Virtual Sports Market by Component, 2023 - 2030, USD Million
  • TABLE 255 China Virtual Sports Market by Demographic, 2019 - 2022, USD Million
  • TABLE 256 China Virtual Sports Market by Demographic, 2023 - 2030, USD Million
  • TABLE 257 Japan Virtual Sports Market, 2019 - 2022, USD Million
  • TABLE 258 Japan Virtual Sports Market, 2023 - 2030, USD Million
  • TABLE 259 Japan Virtual Sports Market by Game, 2019 - 2022, USD Million
  • TABLE 260 Japan Virtual Sports Market by Game, 2023 - 2030, USD Million
  • TABLE 261 Japan Virtual Sports Market by Component, 2019 - 2022, USD Million
  • TABLE 262 Japan Virtual Sports Market by Component, 2023 - 2030, USD Million
  • TABLE 263 Japan Virtual Sports Market by Demographic, 2019 - 2022, USD Million
  • TABLE 264 Japan Virtual Sports Market by Demographic, 2023 - 2030, USD Million
  • TABLE 265 India Virtual Sports Market, 2019 - 2022, USD Million
  • TABLE 266 India Virtual Sports Market, 2023 - 2030, USD Million
  • TABLE 267 India Virtual Sports Market by Game, 2019 - 2022, USD Million
  • TABLE 268 India Virtual Sports Market by Game, 2023 - 2030, USD Million
  • TABLE 269 India Virtual Sports Market by Component, 2019 - 2022, USD Million
  • TABLE 270 India Virtual Sports Market by Component, 2023 - 2030, USD Million
  • TABLE 271 India Virtual Sports Market by Demographic, 2019 - 2022, USD Million
  • TABLE 272 India Virtual Sports Market by Demographic, 2023 - 2030, USD Million
  • TABLE 273 South Korea Virtual Sports Market, 2019 - 2022, USD Million
  • TABLE 274 South Korea Virtual Sports Market, 2023 - 2030, USD Million
  • TABLE 275 South Korea Virtual Sports Market by Game, 2019 - 2022, USD Million
  • TABLE 276 South Korea Virtual Sports Market by Game, 2023 - 2030, USD Million
  • TABLE 277 South Korea Virtual Sports Market by Component, 2019 - 2022, USD Million
  • TABLE 278 South Korea Virtual Sports Market by Component, 2023 - 2030, USD Million
  • TABLE 279 South Korea Virtual Sports Market by Demographic, 2019 - 2022, USD Million
  • TABLE 280 South Korea Virtual Sports Market by Demographic, 2023 - 2030, USD Million
  • TABLE 281 Singapore Virtual Sports Market, 2019 - 2022, USD Million
  • TABLE 282 Singapore Virtual Sports Market, 2023 - 2030, USD Million
  • TABLE 283 Singapore Virtual Sports Market by Game, 2019 - 2022, USD Million
  • TABLE 284 Singapore Virtual Sports Market by Game, 2023 - 2030, USD Million
  • TABLE 285 Singapore Virtual Sports Market by Component, 2019 - 2022, USD Million
  • TABLE 286 Singapore Virtual Sports Market by Component, 2023 - 2030, USD Million
  • TABLE 287 Singapore Virtual Sports Market by Demographic, 2019 - 2022, USD Million
  • TABLE 288 Singapore Virtual Sports Market by Demographic, 2023 - 2030, USD Million
  • TABLE 289 Malaysia Virtual Sports Market, 2019 - 2022, USD Million
  • TABLE 290 Malaysia Virtual Sports Market, 2023 - 2030, USD Million
  • TABLE 291 Malaysia Virtual Sports Market by Game, 2019 - 2022, USD Million
  • TABLE 292 Malaysia Virtual Sports Market by Game, 2023 - 2030, USD Million
  • TABLE 293 Malaysia Virtual Sports Market by Component, 2019 - 2022, USD Million
  • TABLE 294 Malaysia Virtual Sports Market by Component, 2023 - 2030, USD Million
  • TABLE 295 Malaysia Virtual Sports Market by Demographic, 2019 - 2022, USD Million
  • TABLE 296 Malaysia Virtual Sports Market by Demographic, 2023 - 2030, USD Million
  • TABLE 297 Rest of Asia Pacific Virtual Sports Market, 2019 - 2022, USD Million
  • TABLE 298 Rest of Asia Pacific Virtual Sports Market, 2023 - 2030, USD Million
  • TABLE 299 Rest of Asia Pacific Virtual Sports Market by Game, 2019 - 2022, USD Million
  • TABLE 300 Rest of Asia Pacific Virtual Sports Market by Game, 2023 - 2030, USD Million
  • TABLE 301 Rest of Asia Pacific Virtual Sports Market by Component, 2019 - 2022, USD Million
  • TABLE 302 Rest of Asia Pacific Virtual Sports Market by Component, 2023 - 2030, USD Million
  • TABLE 303 Rest of Asia Pacific Virtual Sports Market by Demographic, 2019 - 2022, USD Million
  • TABLE 304 Rest of Asia Pacific Virtual Sports Market by Demographic, 2023 - 2030, USD Million