封面
市场调查报告书
商品编码
1423929

虚拟运动市场、份额、规模、趋势、产业分析报告:按组件、按游戏类型、按人口统计、按地区、按细分市场、预测,2024-2032年

Virtual Sports Market Share, Size, Trends, Industry 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, 2024 - 2032

出版日期: | 出版商: Polaris Market Research | 英文 116 Pages | 商品交期: 最快1-2个工作天内

价格

根据Polaris Market Research的最新研究,到2032年,全球虚拟运动市场预计将达到627.7亿美元。 该研究报告提供了对当前市场动态的详细洞察,并对未来市场成长进行了分析。

先进动作捕捉系统的引入在提高市场真实感方面发挥着重要作用。 这些系统利用多个感测器来捕捉运动员的动作并将其转化为虚拟空间。 此外,人工智慧和机器学习对于塑造市场至关重要。 这些进步使我们能够创造高度现实和虚拟的对手。 这些基于人工智慧的演算法可以分析玩家行为、调整策略,甚至模拟真实玩家的决策过程。 这使得用户能够与不同专业水平的对手对战并提高他们的技能,从而提供有益的体验。

技术的快速进步,结合了扩增实境 (AR)、虚拟实境 (VR) 和高级图形,使游戏体验更加身临其境。 这项进步使得创造与现实生活中的体育赛事非常相似的真实虚拟环境变得更加容易,从而吸引了世界各地的观众。 它也超越了地理限制,让世界各地的球迷保持活跃并参与他们喜爱的运动,无论他们身在何处。 这种包容性是有助于发展更多元化和广泛的粉丝群的关键因素。

触觉回馈技术的集成为产业带来了战术维度。 透过使用专用控制器或穿戴式设备,使用者可以感受到他们的行为在其环境中的效果。 这种回馈超越了视觉和听觉线索,提供了与实际游戏感觉非常相似的多感官体验。

与传统体育转播相比,虚拟体育提高了与球迷的互动水平。 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。 这种参与感的增强为观众创造了更动态和身临其境的体验。 虚拟体育运动提供了传统体育运动以外的独特和创新元素。 例如,球迷可以个性化他们的头像,虚拟地参观体育场,并访问即时统计数据和分析。 这些功能增强了球迷的体验,并提供了体育运动无法实现的个人化水平。

虚拟体育市场报告摘要

由于数位化趋势、消费者对高品质游戏的需求以及互动游戏的成长趋势,解决方案部门将占据最大份额。

篮球运动已在新兴经济体中普及,预计将大幅成长。

随着年轻一代积极参与虚拟电子竞技,21 岁以下人口预计将快速成长。

由于亚太地区年轻人口众多,预计将出现成长趋势。

目录

第 1 章简介

第 2 章执行摘要

第 3 章研究方法

第 4 章全球虚拟运动市场洞察

  • 虚拟体育市场 - 人口统计概况
  • 虚拟运动市场动态
    • 促进因素和机会
      • 获利机会
      • 技术进步
    • 抑制因素和挑战
      • 缺乏体力活动
  • PESTEL 分析
  • 虚拟运动市场的人口趋势
  • 价值链分析
  • COVID-19 感染的影响分析

第 5 章全球虚拟运动市场(依游戏类型)

  • 主要发现
  • 简介
  • 足球
  • 赛车
  • 高尔夫
  • 篮球
  • 板球
  • 滑雪
  • 网球
  • 综合武术
  • 其他

第 6 章全球虚拟运动市场(按组成部分)

  • 主要发现
  • 简介
  • 解决方案
  • 服务

第 7 章全球虚拟运动市场(依人口统计)

  • 主要发现
  • 简介
  • 21岁以下
  • 21-35岁
  • 35-54岁
  • 54岁以上

第 8 章全球虚拟运动市场(按地区)

  • 主要发现
  • 简介
    • 2019-2032 年虚拟运动市场评估(按地区)
  • 虚拟运动市场 - 北美
    • 北美:虚拟运动市场,按游戏类型,2019-2032 年
    • 北美:虚拟运动市场,依人口统计,2019-2032 年
    • 北美:虚拟运动市场,按组成部分,2019-2032 年
    • 虚拟运动市场 - 美国
    • 虚拟运动市场 - 加拿大
  • 虚拟运动市场 - 欧洲
    • 欧洲:虚拟运动市场,依游戏类型,2019-2032 年
    • 欧洲:虚拟运动市场,依人口统计,2019-2032 年
    • 欧洲:虚拟运动市场,按组成部分,2019-2032 年
    • 虚拟运动市场 - 英国
    • 虚拟运动市场 - 法国
    • 虚拟运动市场 - 德国
    • 虚拟运动市场 - 义大利
    • 虚拟运动市场 - 西班牙
    • 虚拟运动市场 - 荷兰
    • 虚拟运动市场 - 俄罗斯
  • 虚拟运动市场 - 亚太地区
    • 亚太地区:虚拟运动市场,依游戏类型划分,2019-2032 年
    • 亚太地区:虚拟运动市场,依人口统计,2019-2032 年
    • 亚太地区:虚拟运动市场,按组成部分,2019-2032 年
    • 虚拟运动市场 - 中国
    • 虚拟运动市场 - 印度
    • 马来西亚虚拟运动市场
    • 日本虚拟运动市场
    • 印尼虚拟运动市场
    • 韩国虚拟运动市场
  • 虚拟运动市场 - 中东和非洲
    • 中东和非洲:虚拟运动市场,按游戏类型,2019-2032 年
    • 中东和非洲:虚拟运动市场,按人口统计,2019-2032 年
    • 中东和非洲:虚拟运动市场,按组成部分,2019-2032 年
    • 虚拟体育市场 - 沙乌地阿拉伯
    • 虚拟体育市场 - 阿拉伯联合大公国
    • 虚拟运动市场 - 以色列
    • 虚拟运动市场 - 南非
  • 虚拟运动市场 - 拉丁美洲
    • 拉丁美洲:虚拟运动市场,按游戏类型,2019-2032 年
    • 拉丁美洲:虚拟运动市场,按人口统计,2019-2032 年
    • 拉丁美洲:2019-2032 年虚拟运动市场,按组成部分
    • 虚拟运动市场 - 墨西哥
    • 虚拟运动市场 - 巴西
    • 虚拟运动市场 - 阿根廷

第 9 章竞争态势

  • 扩张与收购分析
    • 放大
    • 收购
  • 伙伴关係/协作/协议/揭露

第 10 章公司简介

  • 2K Sports
  • Activision Blizzard
  • Big Ant Studios
  • Codemasters
  • Cyanide Studio
  • Dovetail Games
  • EA Sports
  • HB Studios
  • Konami
  • Milestone S.r.l.
  • Netmarble
  • Nintendo
  • Square Enix
  • SEGA
  • Sports Interactive
  • Red Entertainment
  • Ubisoft
  • Visual Concepts
Product Code: PM4161

The global virtual sports market size is expected to reach USD 62.77 billion by 2032, according to a new study by Polaris Market Research. The report "Virtual Sports Market Share, Size, Trends, Industry 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, 2024 - 2032" gives a detailed insight into current market dynamics and provides analysis on future market growth.

The incorporation of advanced motion-capture systems has played a crucial role in elevating the realism within the market. These systems utilize several sensors to capture the movements of athletes, translating it into virtual space. Additionally, AI & ML have been pivotal in shaping the market. These advancements to create highly realistic & virtual opponents. These AI based algorithms analyze player behavior, adapt strategies, and even emulate the decision-making processes of the real athletes. This provides a challenging experience, allowing users to enhance their skills against opponents of varying expertise levels.

The rapid progress in technology, incorporating Augmented Reality (AR), Virtual Reality (VR), and sophisticated graphics, has notably elevated the immersive quality of the gaming experience. This advancement facilitates the creation of lifelike virtual environments closely resembling real-world sporting events, captivating a global audience. It also transcends geographical limitations, enabling fans from around the world to actively participate and engage with their favorite sports, irrespective of their physical location. This inclusivity stands as a pivotal factor, contributing to the development of a more diverse and extensive fan base.

The integration of the haptic feedback technology has brought a tactical dimension to the industry. By using specialized controllers & wearable devices, where users can feel the impact of its actions within that environment. This feedback transcends visual & auditory cues, providing a multi-sensory experience that closely mimics the sensations of the actual gameplay.

Virtual sports provide a heightened level of fan interaction compared to traditional sports broadcasts. Fans can actively engage through virtual platforms, exerting influence on the outcome of the game or event. This increased participation fosters a more dynamic and immersive experience for viewers. Virtual sports offer unique and innovative elements that go beyond traditional sports. For instance, fans can personalize avatars, virtually attend stadiums, and access real-time statistics and analysis. These features enhance the fan experience, introducing a level of personalization that goes beyond what is achievable in physical sports.

Virtual Sports Market Report Highlights

Solution segment held the largest share, owing to digitization trends, consumer's demand for the high-quality games, and rising trend for interactive gaming

Basket ball segment expected to grow at substantial pace, owing to the wide-spread appeal of the game in developed economies

Below 21 years will grow rapidly, as younger generation is more actively involved in the virtual e-sports

Asia Pacific expected to experience growth trend, due to presence of huge young population in the region

The global players include 2K Sports, Big Ant Studios, Cyanide Studio, Dovetail Games, HB Studios, & Konami

Polaris Market Research has segmented the virtual sports market report based on component, game type, demographic, and region:

Virtual Sports, Component Outlook (Revenue - USD Billion, 2019 - 2032)

  • Solutions
  • Services

Virtual Sports, Game Type Outlook (Revenue - USD Billion, 2019 - 2032)

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

Virtual Sports, Demographic Outlook (Revenue - USD Billion, 2019 - 2032)

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

Virtual Sports, Regional Outlook (Revenue - USD Billion, 2019 - 2032)

  • North America
  • U.S.
  • Canada
  • Europe
  • Germany
  • UK
  • France
  • Italy
  • Spain
  • Russia
  • Netherlands
  • Asia Pacific
  • China
  • India
  • Japan
  • South Korea
  • Indonesia
  • Malaysia
  • Latin America
  • Argentina
  • Brazil
  • Mexico
  • Middle East & Africa
  • UAE
  • Saudi Arabia
  • Israel
  • South Africa

Table of Contents

1. Introduction

  • 1.1. Report Description
    • 1.1.1. Objectives of the Study
    • 1.1.2. Market Scope
    • 1.1.3. Assumptions
  • 1.2. Stakeholders

2. Executive Summary

  • 2.1. Market Highlights

3. Research Methodology

  • 3.1. Overview
    • 3.1.1. Data Mining
  • 3.2. Data Sources
    • 3.2.1. Primary Sources
    • 3.2.2. Secondary Sources

4. Global Virtual Sports Market Insights

  • 4.1. Virtual Sports Market - Demographic Snapshot
  • 4.2. Virtual Sports Market Dynamics
    • 4.2.1. Drivers and Opportunities
      • 4.2.1.1. Monetization Opportunities
      • 4.2.1.2. Technological Advancements
    • 4.2.2. Restraints and Challenges
      • 4.2.2.1. Lack of Physical Activity
  • 4.3. Porter's Five Forces Analysis
    • 4.3.1. Bargaining Power of Suppliers (Moderate)
    • 4.3.2. Threats of New Entrants: (Low)
    • 4.3.3. Bargaining Power of Buyers (Moderate)
    • 4.3.4. Threat of Substitute (Moderate)
    • 4.3.5. Rivalry among existing firms (High)
  • 4.4. PESTEL Analysis
  • 4.5. Virtual Sports Market Demographic Trends
  • 4.6. Value Chain Analysis
  • 4.7. COVID-19 Impact Analysis

5. Global Virtual Sports Market, by Game Type

  • 5.1. Key Findings
  • 5.2. Introduction
    • 5.2.1. Global Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • 5.3. Football
    • 5.3.1. Global Virtual Sports Market, by Football, by Region, 2019-2032 (USD Billion)
  • 5.4. Racing
    • 5.4.1. Global Virtual Sports Market, by Racing, by Region, 2019-2032 (USD Billion)
  • 5.5. Golf
    • 5.5.1. Global Virtual Sports Market, by Golf, by Region, 2019-2032 (USD Billion)
  • 5.6. Basketball
    • 5.6.1. Global Virtual Sports Market, by Basketball, by Region, 2019-2032 (USD Billion)
  • 5.7. Cricket
    • 5.7.1. Global Virtual Sports Market, by Cricket, by Region, 2019-2032 (USD Billion)
  • 5.8. Skiing
    • 5.8.1. Global Virtual Sports Market, by Skiing, by Region, 2019-2032 (USD Billion)
  • 5.9. Tennis
    • 5.9.1. Global Virtual Sports Market, by Tennis, by Region, 2019-2032 (USD Billion)
  • 5.10. MMA
    • 5.10.1. Global Virtual Sports Market, by MMA, by Region, 2019-2032 (USD Billion)
  • 5.11. Others
    • 5.11.1. Global Virtual Sports Market, by Others, by Region, 2019-2032 (USD Billion)

6. Global Virtual Sports Market, by Component

  • 6.1. Key Findings
  • 6.2. Introduction
    • 6.2.1. Global Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • 6.3. Solutions
    • 6.3.1. Global Virtual Sports Market, by Solutions, by Region, 2019-2032 (USD Billion)
  • 6.4. Services
    • 6.4.1. Global Virtual Sports Market, by Services, by Region, 2019-2032 (USD Billion)

7. Global Virtual Sports Market, by Demographic

  • 7.1. Key Findings
  • 7.2. Introduction
    • 7.2.1. Global Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • 7.3. Below 21 Years
    • 7.3.1. Global Virtual Sports Market, by Below 21 Years, By Region, 2019-2032 (USD Billion)
  • 7.4. 21 to 35 Years
    • 7.4.1. Global Virtual Sports Market, by 21 to 35 Years, By Region, 2019-2032 (USD Billion)
  • 7.5. 35 to 54 Years
    • 7.5.1. Global Virtual Sports Market, by 35 to 54 Years, By Region, 2019-2032 (USD Billion)
  • 7.6. 54 Years and Above
    • 7.6.1. Global Virtual Sports Market, by 54 Years and Above, By Region, 2019-2032 (USD Billion)

8. Global Virtual Sports Market, by Geography

  • 8.1. Key findings
  • 8.2. Introduction
    • 8.2.1. Virtual Sports Market Assessment, By Geography, 2019-2032 (USD Billion)
  • 8.3. Virtual Sports Market - North America
    • 8.3.1. North America: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
    • 8.3.2. North America: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
    • 8.3.3. North America: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.3.4. Virtual Sports Market - U.S.
      • 8.3.4.1. U.S.: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.3.4.2. U.S.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.3.4.3. U.S.: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.3.5. Virtual Sports Market - Canada
      • 8.3.5.1. Canada: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.3.5.2. Canada.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.3.5.3. Canada: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • 8.4. Virtual Sports Market - Europe
    • 8.4.1. Europe: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
    • 8.4.2. Europe.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
    • 8.4.3. Europe: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.4.4. Virtual Sports Market - UK
      • 8.4.4.1. UK: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.4.4.2. UK.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.4.4.3. UK: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.4.5. Virtual Sports Market - France
      • 8.4.5.1. France: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.4.5.2. France.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.4.5.3. France: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.4.6. Virtual Sports Market - Germany
      • 8.4.6.1. Germany: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.4.6.2. Germany.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.4.6.3. Germany: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.4.7. Virtual Sports Market - Italy
      • 8.4.7.1. Italy: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.4.7.2. Italy.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.4.7.3. Italy: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.4.8. Virtual Sports Market - Spain
      • 8.4.8.1. Spain: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.4.8.2. Spain.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.4.8.3. Spain: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.4.9. Virtual Sports Market - Netherlands
      • 8.4.9.1. Netherlands: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.4.9.2. Netherlands.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.4.9.3. Netherlands: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.4.10. Virtual Sports Market - Russia
      • 8.4.10.1. Russia: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.4.10.2. Russia.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.4.10.3. Russia: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • 8.5. Virtual Sports Market - Asia Pacific
    • 8.5.1. Asia Pacific: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
    • 8.5.2. Asia Pacific.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
    • 8.5.3. Asia Pacific: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.5.4. Virtual Sports Market - China
      • 8.5.4.1. China: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.5.4.2. China.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.5.4.3. China: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.5.5. Virtual Sports Market - India
      • 8.5.5.1. India: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.5.5.2. India.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.5.5.3. India: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.5.6. Virtual Sports Market - Malaysia
      • 8.5.6.1. Malaysia: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.5.6.2. Malaysia.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.5.6.3. Malaysia: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.5.7. Virtual Sports Market - Japan
      • 8.5.7.1. Japan: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.5.7.2. Japan.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.5.7.3. Japan: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.5.8. Virtual Sports Market - Indonesia
      • 8.5.8.1. Indonesia: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.5.8.2. Indonesia.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.5.8.3. Indonesia: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.5.9. Virtual Sports Market - South Korea
      • 8.5.9.1. South Korea: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.5.9.2. South Korea.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.5.9.3. South Korea: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • 8.6. Virtual Sports Market - Middle East & Africa
    • 8.6.1. Middle East & Africa: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
    • 8.6.2. Middle East & Africa.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
    • 8.6.3. Middle East & Africa: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.6.4. Virtual Sports Market - Saudi Arabia
      • 8.6.4.1. Saudi Arabia: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.6.4.2. Saudi Arabia.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.6.4.3. Saudi Arabia: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.6.5. Virtual Sports Market - UAE
      • 8.6.5.1. UAE: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.6.5.2. UAE.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.6.5.3. UAE: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.6.6. Virtual Sports Market - Israel
      • 8.6.6.1. Israel: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.6.6.2. Israel.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.6.6.3. Israel: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.6.7. Virtual Sports Market - South Africa
      • 8.6.7.1. South Africa: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.6.7.2. South Africa.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.6.7.3. South Africa: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • 8.7. Virtual Sports Market - Latin America
    • 8.7.1. Latin America: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
    • 8.7.2. Latin America.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
    • 8.7.3. Latin America: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.7.4. Virtual Sports Market - Mexico
      • 8.7.4.1. Mexico: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.7.4.2. Mexico.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.7.4.3. Mexico: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.7.5. Virtual Sports Market - Brazil
      • 8.7.5.1. Brazil: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.7.5.2. Brazil.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.7.5.3. Brazil: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
    • 8.7.6. Virtual Sports Market - Argentina
      • 8.7.6.1. Argentina: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
      • 8.7.6.2. Argentina.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
      • 8.7.6.3. Argentina: Virtual Sports Market, by Component, 2019-2032 (USD Billion)

9. Competitive Landscape

  • 9.1. Expansion and Acquisition Analysis
    • 9.1.1. Expansion
    • 9.1.2. Acquisitions
  • 9.2. Partnerships/Collaborations/Agreements/Exhibitions

10. Company Profiles

  • 10.1. 2K Sports
    • 10.1.1. Company Overview
    • 10.1.2. Financial Performance
    • 10.1.3. Product Benchmarking
    • 10.1.4. Recent Development
  • 10.2. Activision Blizzard
    • 10.2.1. Company Overview
    • 10.2.2. Financial Performance
    • 10.2.3. Product Benchmarking
    • 10.2.4. Recent Development
  • 10.3. Big Ant Studios
    • 10.3.1. Company Overview
    • 10.3.2. Financial Performance
    • 10.3.3. Product Benchmarking
    • 10.3.4. Recent Development
  • 10.4. Codemasters
    • 10.4.1. Company Overview
    • 10.4.2. Financial Performance
    • 10.4.3. Product Benchmarking
    • 10.4.4. Recent Development
  • 10.5. Cyanide Studio
    • 10.5.1. Company Overview
    • 10.5.2. Financial Performance
    • 10.5.3. Product Benchmarking
    • 10.5.4. Recent Development
  • 10.6. Dovetail Games
    • 10.6.1. Company Overview
    • 10.6.2. Financial Performance
    • 10.6.3. Product Benchmarking
    • 10.6.4. Recent Development
  • 10.7. EA Sports
    • 10.7.1. Company Overview
    • 10.7.2. Financial Performance
    • 10.7.3. Product Benchmarking
    • 10.7.4. Recent Development
  • 10.8. HB Studios
    • 10.8.1. Company Overview
    • 10.8.2. Financial Performance
    • 10.8.3. Product Benchmarking
    • 10.8.4. Recent Development
  • 10.9. Konami
    • 10.9.1. Company Overview
    • 10.9.2. Financial Performance
    • 10.9.3. Product Benchmarking
    • 10.9.4. Recent Development
  • 10.10. Milestone S.r.l.
    • 10.10.1. Company Overview
    • 10.10.2. Financial Performance
    • 10.10.3. Product Benchmarking
    • 10.10.4. Recent Development
  • 10.11. Netmarble
    • 10.11.1. Company Overview
    • 10.11.2. Financial Performance
    • 10.11.3. Product Benchmarking
    • 10.11.4. Recent Development
  • 10.12. Nintendo
    • 10.12.1. Company Overview
    • 10.12.2. Financial Performance
    • 10.12.3. Product Benchmarking
    • 10.12.4. Recent Development
  • 10.13. Square Enix
    • 10.13.1. Company Overview
    • 10.13.2. Financial Performance
    • 10.13.3. Product Benchmarking
    • 10.13.4. Recent Development
  • 10.14. SEGA
    • 10.14.1. Company Overview
    • 10.14.2. Financial Performance
    • 10.14.3. Product Benchmarking
    • 10.14.4. Recent Development
  • 10.15. Sports Interactive
    • 10.15.1. Company Overview
    • 10.15.2. Financial Performance
    • 10.15.3. Product Benchmarking
    • 10.15.4. Recent Development
  • 10.16. Red Entertainment
    • 10.16.1. Company Overview
    • 10.16.2. Financial Performance
    • 10.16.3. Product Benchmarking
    • 10.16.4. Recent Development
  • 10.17. Ubisoft
    • 10.17.1. Company Overview
    • 10.17.2. Financial Performance
    • 10.17.3. Product Benchmarking
    • 10.17.4. Recent Development
  • 10.18. Visual Concepts
    • 10.18.1. Company Overview
    • 10.18.2. Financial Performance
    • 10.18.3. Product Benchmarking
    • 10.18.4. Recent Development

List of Tables

  • Table 1 Global Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 2 Global Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 3 Global Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 4 Virtual Sports Market Assessment, By Geography, 2019-2032 (USD Billion)
  • Table 5 North America: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 6 North America: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 7 North America: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 8 U.S.: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 9 U.S.: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 10 U.S.: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 11 Canada: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 12 Canada: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 13 Canada: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 14 Europe: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 15 Europe: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 16 Europe: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 17 UK: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 18 UK: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 19 UK: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 20 France: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 21 France: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 22 France: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 23 Germany: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 24 Germany: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 25 Germany: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 26 Italy: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 27 Italy: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 28 Italy: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 29 Spain: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 30 Spain: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 31 Spain: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 32 Netherlands: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 33 Netherlands: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 34 Netherlands: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 35 Russia: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 36 Russia: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 37 Russia: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 38 Asia Pacific: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 39 Asia Pacific: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 40 Asia Pacific: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 41 China: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 42 China: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 43 China: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 44 India: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 45 India: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 46 India: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 47 Malaysia: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 48 Malaysia: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 49 Malaysia: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 50 Japan: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 51 Japan: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 52 Japan: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 53 Indonesia: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 54 Indonesia: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 55 Indonesia: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 56 South Korea: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 57 South Korea: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 58 South Korea: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 59 Middle East & Africa: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 60 Middle East & Africa: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 61 Middle East & Africa: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 62 Saudi Arabia: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 63 Saudi Arabia: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 64 Saudi Arabia: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 65 UAE: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 66 UAE: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 67 UAE: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 68 Israel: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 69 Israel: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 70 Israel: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 71 South Africa: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 72 South Africa: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 73 South Africa: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 74 Latin America: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 75 Latin America: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 76 Latin America: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 77 Mexico: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 78 Mexico: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 79 Mexico: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 80 Brazil: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 81 Brazil: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 82 Brazil: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)
  • Table 83 Argentina: Virtual Sports Market, by Game Type, 2019-2032 (USD Billion)
  • Table 84 Argentina: Virtual Sports Market, by Component, 2019-2032 (USD Billion)
  • Table 85 Argentina: Virtual Sports Market, by Demographic, 2019-2032 (USD Billion)

List of Figures

  • Figure 1. Global Virtual Sports Market, 2019-2032 (USD Billion)
  • Figure 2. Integrated Ecosystem
  • Figure 3. Research Methodology: Top-Down & Bottom-Up Approach
  • Figure 4. Market by Geography
  • Figure 5. Porter's Five Forces
  • Figure 6. Market by Component
  • Figure 7. Global Virtual Sports Market, by Component, 2022 & 2032 (USD Billion)
  • Figure 8. Market by Game Type
  • Figure 9. Global Virtual Sports Market, by Game Type, 2022 & 2032 (USD Billion)
  • Figure 10. Market by Demographic
  • Figure 11. Global Virtual Sports Market, by Demographic, 2022 & 2032 (USD Billion)
  • Figure 12. Virtual Sports Market Assessment, By Geography, 2019-2032 (USD Billion)
  • Figure 13. Strategic Analysis - Virtual Sports Market