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市场调查报告书
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1760213

2025年Phygital Sports全球市场报告

Phygital Sports Global Market Report 2025

出版日期: | 出版商: The Business Research Company | 英文 175 Pages | 商品交期: 2-10个工作天内

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简介目录

预计未来几年,实体数位体育市场规模将呈指数级增长。到 2029 年,该市场规模将成长到 56.2 亿美元,年复合成长率(CAGR)为 27.4%。预测期内的成长归因于体育科技新兴企业的资金筹措、消费者对个人化体育体验的需求不断增长、体育和健身领域游戏化的日益普及、越来越多地使用生物特征数据来优化运动员的表现,以及具有数位增强功能的智慧体育场的开发。预测期内的主要趋势包括身临其境型球迷参与、智慧体育场、穿戴式科技和生物特征分析、人工智慧训练和指导、电子竞技以及传统运动与数位技术的融合。

电子竞技日益普及,预计将加速实体数位运动市场的扩张。电子竞技是指竞技性电子游戏,玩家和队伍参加有组织的数位锦标赛。电子竞技的兴起得益于科技的快速进步和日益数位化的世界,培育了一个充满热情和竞争性的游戏社群。实体数位运动进一步增强了电子竞技,将现实世界的竞技元素与数位游戏融合,创造出更身临其境的体验。例如,2023 年 12 月,美国顾问公司 Fusion CPA 报告称,有 5.3 亿观众透过 Twitch 等平台参与电子竞技,预计到 2024 年这一数字将增至 5.77 亿。因此,电子竞技日益普及正在推动实体数位运动市场的成长。

实体数位运动市场的主要企业正专注于不断发展粉丝参与平台,例如实体数位运动非同质化代币(NFT),以增强粉丝互动、创造数位收藏品并创造新的收益来源。实体数位运动 NFT 是基于区块链的数位资产,与实体体育收藏品挂钩,可增强粉丝参与度和所有权。例如,2022 年 5 月,印度运动迷参与平台 Sportzchain 推出了印度首个实体数位运动 NFT。这项创新的 NFT 将实体纪念品与区块链支援的数位所有权相结合,开创了粉丝互动的新时代。为了纪念这一机会,Sportzchain 将这一特殊的 NFT 直接交给接收者,突显了公司致力于创造有意义的沉浸式粉丝体验的承诺。这项倡议展示了实体数位资产改变传统体育参与方式的潜力。

目录

第一章执行摘要

第二章 市场特征

第三章 市场趋势与策略

第四章 市场 - 宏观经济情景,包括利率、通膨、地缘政治、贸易战和关税,以及新冠疫情和復苏对市场的影响

第五章 全球成长分析与策略分析框架

  • 全球实体数位体育PESTEL分析(政治、社会、科技、环境、法律因素、驱动因素与限制因素)
  • 最终用途产业分析
  • 全球实体数位体育市场:成长率分析
  • 全球实体数位体育市场表现:规模与成长,2019-2024 年
  • 全球实体数位体育市场预测:2024-2029 年及 2034 年规模与成长
  • 全球实体数位体育总目标市场(TAM)

第六章市场区隔

  • 全球实体数位运动市场(按运动类型、表现和预测),2019-2024 年、2024-2029 年、2034 年
  • 足球
  • 篮球
  • 曲棍球
  • 跳舞
  • 种族
  • 骑自行车
  • 射手
  • 全球实体数位体育市场(按技术、性能和预测),2019-2024 年、2024-2029 年、2034 年
  • 虚拟实境
  • 混合实境
  • 扩增实境
  • 物联网
  • 人工智慧
  • 全球实体数位运动市场(依最终用户、绩效及预测)2019-2024、2024-2029、2034
  • 个人消费者
  • 运动队伍和俱乐部
  • 企业和活动组织者
  • 全球实体数位运动市场、足球细分市场、类型、表现及预测(2019-2024、2024-2029、2034)
  • 梦幻足球平台
  • 扩增实境(AR)培训工具
  • 游戏化的比赛模拟
  • 全球实体数位运动市场、篮球细分、类型、表现及预测,2019-2024 年、2024-2029 年、2034 年
  • 虚拟辅导系统
  • 运动追踪训练应用程式
  • 电竞篮球锦标赛
  • 全球实体数位运动市场、曲棍球细分市场、按类型、表现和预测,2019-2024 年、2024-2029 年、2034 年
  • AR/VR训练设备
  • 虚拟团队管理平台
  • 实体数位曲棍球模拟器
  • 全球实体数位运动市场、舞蹈细分、类型、表现和预测,2019-2024 年、2024-2029 年、2034 年
  • 舞蹈健身游戏化应用程式
  • VR舞蹈课
  • 互动舞蹈比赛
  • 全球实体数位运动市场、赛事细分、类型、表现及预测,2019-2024 年、2024-2029 年、2034 年
  • 电子赛车锦标赛
  • AR赛车模拟器
  • 实体数位化赛车运动体验
  • 全球实体数位运动市场、自行车细分市场、类型、表现及预测(2019-2024 年、2024-2029 年、2034 年)
  • 虚拟自行车赛
  • 智慧训练应用程式
  • AR自行车之旅
  • 全球实体数位运动市场、射击游戏细分、类型、性能和预测,2019-2024 年、2024-2029 年、2034 年
  • AR射击游戏
  • 虚拟射击练习工具
  • 射击类电竞平台

第七章 区域和国家分析

  • 全球实体数位体育市场:按地区、表现和预测,2019-2024 年、2024-2029 年、2034 年
  • 全球实体数位体育市场:按国家/地区、表现和预测,2019-2024 年、2024-2029 年、2034 年

第八章 亚太市场

第九章:中国市场

第十章 印度市场

第十一章 日本市场

第十二章 澳洲市场

第十三章 印尼市场

第十四章 韩国市场

第十五章 西欧市场

第十六章英国市场

第十七章 德国市场

第十八章 法国市场

第十九章:义大利市场

第20章:西班牙市场

第21章 东欧市场

第22章 俄罗斯市场

第23章 北美市场

第24章美国市场

第25章:加拿大市场

第26章 南美洲市场

第27章:巴西市场

第28章 中东市场

第29章:非洲市场

第30章竞争格局与公司概况

  • 实体数位体育市场:竞争格局
  • 实体数位体育市场:公司简介
    • Samsung Group
    • Meta Platforms Inc.
    • Sony Corporation
    • EON Reality Inc.
    • PICO Immersive Pte.ltd.

第31章 其他大型创新企业

  • Vection Technologies Ltd
  • ArborXR
  • Sense Arena
  • Rezzil Co
  • Xtadium
  • Simbott
  • VR Sport Tv
  • Visualise Creative Ltd
  • HQSoftware
  • Nsocial Enriched Experimental Agency
  • BrandXR
  • SPORTZCHAIN
  • ProYuga
  • Phygital Sports USA Inc.
  • VR电竞

第 32 章全球市场竞争基准化分析与仪表板

第33章 重大併购

第34章近期市场趋势

第35章:市场潜力大的国家与策略

  • 2029年实体数位体育市场:一个提供新机会的国家
  • 2029 年实体数位运动市场:细分领域带来新机会
  • 2029 年实体数位运动市场:成长策略
    • 基于市场趋势的策略
    • 竞争对手的策略

第36章 附录

简介目录
Product Code: r35237

Phygital sports merge physical and digital elements to create an immersive and interactive sporting experience. They combine real-world athletic activity with virtual environments through advanced technologies, offering an enhanced experience that increases engagement and expands accessibility for both participants and audiences.

The main types of phygital sports include football, basketball, hockey, dancing, racing, cycling, and shooter games. Football, in particular, blends digital technologies with traditional gameplay, enriching the experience through virtual training, performance analytics, and immersive fan engagement. The key technologies driving phygital sports include virtual reality, mixed reality, augmented reality, the Internet of Things (IoT), and artificial intelligence (AI), serving a wide range of users such as individual consumers, sports teams and clubs, as well as enterprises and event organizers.

The phygital sports market research report is one of a series of new reports from The Business Research Company that provides phygital sports market statistics, including the phygital sports industry global market size, regional shares, competitors with the phygital sports market share, detailed phygital sports market segments, market trends, and opportunities, and any further data you may need to thrive in the phygital sports industry. This phygital sports market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

The phygital sports market size has grown exponentially in recent years. It will grow from$1.67 billion in 2024 to $2.14 billion in 2025 at a compound annual growth rate (CAGR) of 27.6%. The growth during the historic period can be attributed to the increasing adoption of augmented reality and virtual reality for immersive fan experiences, a rising demand for interactive and hybrid sports engagement, the growing use of AI-driven performance analytics and coaching, the expanding popularity of connected fitness and smart wearables, and the growing investments in blockchain and NFTs for sports assets.

The phygital sports market size is expected to see exponential growth in the next few years. It will grow to$5.62 billion in 2029 at a compound annual growth rate (CAGR) of 27.4%. The growth during the forecast period can be attributed to increased funding and innovation in sports technology startups, growing consumer demand for personalized sports experiences, the rising adoption of gamification in sports and fitness, the increasing use of biometric data for optimizing athlete performance, and the development of smart stadiums with digital enhancements. Key trends in the forecast period include immersive fan engagement, smart stadiums, wearable technology and biometric analytics, AI-powered training and coaching, esports, and the integration of traditional sports with digital advancements.

The growing popularity of e-sports is expected to accelerate the expansion of the phygital sports market. E-sports refers to competitive video gaming, where players and teams participate in organized digital tournaments. The rise of e-sports is fueled by rapid technological advancements and the global increase in digital connectivity, which has fostered a passionate and competitive gaming community. Phygital sports further enhance e-sports by blending real-world athletic elements with digital gaming, creating a more immersive experience. For example, in December 2023, Fusion CPA, a US-based consulting firm, reported that 530 million viewers engaged with eSports through platforms such as Twitch, with this number projected to increase to 577 million by 2024. As a result, the growing popularity of e-sports is driving the growth of the phygital sports market.

Key companies in the phygital sports market are focusing on advancing fan engagement platforms, such as phygital sports non-fungible tokens (NFTs), to enhance fan interaction, create digital collectibles, and generate new revenue streams. A phygital sports NFT is a blockchain-based digital asset linked to a physical sports collectible, providing enhanced fan engagement and ownership. For instance, in May 2022, Sportzchain, an India-based sports fan engagement platform, introduced India's first phygital sports NFT, a framed matchday memorabilia commemorating a significant sporting achievement. This innovative NFT merged physical keepsakes with blockchain-backed digital ownership, ushering in a new era of fan interaction. To mark the occasion, Sportzchain personally delivered the exclusive NFT to the recipient, highlighting their commitment to creating meaningful and immersive fan experiences. This initiative illustrates the potential of phygital assets to transform traditional sports engagement.

In September 2024, Skyview Innovations, a US-based software company, acquired OMM for an undisclosed amount. This acquisition aims to strengthen phygital augmented experiences through immersive technologies such as AR, VR, and MR in sports, entertainment, and retail. OMM Technology is a UK-based digital technology company specializing in providing phygital sports services.

Major players in the phygital sports market are Samsung Group, Meta Platforms Inc., Sony Corporation, EON Reality Inc., PICO Immersive Pte.ltd., Vection Technologies Ltd, ArborXR, Sense Arena, Rezzil Co, Xtadium, Simbott, VR Sport Tv, Visualise Creative Ltd, HQSoftware, Nsocial Enriched Experimental Agency, BrandXR, SPORTZCHAIN, ProYuga, Phygital Sports USA Inc., and VR Esports.

North America was the largest region in the phygital sports market in 2024. The regions covered in phygital sports report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The countries covered in the phygital sports market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The phygital sports market consists of revenues earned by entities by providing services such as virtual training programs, immersive fan experiences, AI-driven performance analytics, smart stadium management, and blockchain-based sports assets. The market value includes the value of related goods sold by the service provider or included within the service offering. The phygital sports market also includes sales of smart glasses, smart wearables, biometric sensors, AI-powered training equipment, and blockchain-based sports collectibles. Values in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values and are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Phygital Sports Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on phygital sports market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for phygital sports ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The phygital sports market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Sport Type: Football; Basketball; Hockey; Dancing; Racing; Cycling; Shooter
  • 2) By Technology: Virtual Reality; Mixed Reality; Augmented Reality; Internet Of Things; Artificial Intelligence
  • 3) By End-User: Individual Consumers; Sports Teams And Clubs; Enterprises And Event Organizers
  • Subsegments:
  • 1) By Football: Fantasy Football Platforms; Augmented Reality (AR) Training Tools; Gamified Match Simulations
  • 2) By Basketball: Virtual Coaching Systems; Motion-Tracking Training Apps; eSports Basketball Tournaments
  • 3) By Hockey: AR/VR Training Equipment; Virtual Team Management Platforms; Phygital Hockey Simulators
  • 4) By Dancing: Dance Fitness Gamification Apps; VR Dance Classes; Interactive Dance Competitions
  • 5) By Racing: eRacing Tournaments; AR Racing Simulators; Phygital Motorsport Experiences
  • 6) By Cycling: Virtual Cycling Races; Smart Training Apps; AR Cycling Tours
  • 7) By Shooter: AR Shooter Games; Virtual Target Practice Tools; Shooter eSports Platforms
  • Companies Mentioned: Samsung Group; Meta Platforms Inc.; Sony Corporation; EON Reality Inc.; PICO Immersive Pte.ltd.
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Phygital Sports Market Characteristics

3. Phygital Sports Market Trends And Strategies

4. Phygital Sports Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

5. Global Phygital Sports Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Phygital Sports PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Phygital Sports Market Growth Rate Analysis
  • 5.4. Global Phygital Sports Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Phygital Sports Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Phygital Sports Total Addressable Market (TAM)

6. Phygital Sports Market Segmentation

  • 6.1. Global Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Football
  • Basketball
  • Hockey
  • Dancing
  • Racing
  • Cycling
  • Shooter
  • 6.2. Global Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Virtual Reality
  • Mixed Reality
  • Augmented Reality
  • Internet Of Things
  • Artificial Intelligence
  • 6.3. Global Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Individual Consumers
  • Sports Teams And Clubs
  • Enterprises And Event Organizers
  • 6.4. Global Phygital Sports Market, Sub-Segmentation Of Football, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Fantasy Football Platforms
  • Augmented Reality (AR) Training Tools
  • Gamified Match Simulations
  • 6.5. Global Phygital Sports Market, Sub-Segmentation Of Basketball, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Virtual Coaching Systems
  • Motion-Tracking Training Apps
  • eSports Basketball Tournaments
  • 6.6. Global Phygital Sports Market, Sub-Segmentation Of Hockey, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • AR/VR Training Equipment
  • Virtual Team Management Platforms
  • Phygital Hockey Simulators
  • 6.7. Global Phygital Sports Market, Sub-Segmentation Of Dancing, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Dance Fitness Gamification Apps
  • VR Dance Classes
  • Interactive Dance Competitions
  • 6.8. Global Phygital Sports Market, Sub-Segmentation Of Racing, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • eRacing Tournaments
  • AR Racing Simulators
  • Phygital Motorsport Experiences
  • 6.9. Global Phygital Sports Market, Sub-Segmentation Of Cycling, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Virtual Cycling Races
  • Smart Training Apps
  • AR Cycling Tours
  • 6.10. Global Phygital Sports Market, Sub-Segmentation Of Shooter, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • AR Shooter Games
  • Virtual Target Practice Tools
  • Shooter eSports Platforms

7. Phygital Sports Market Regional And Country Analysis

  • 7.1. Global Phygital Sports Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Phygital Sports Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Phygital Sports Market

  • 8.1. Asia-Pacific Phygital Sports Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Phygital Sports Market

  • 9.1. China Phygital Sports Market Overview
  • 9.2. China Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Phygital Sports Market

  • 10.1. India Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Phygital Sports Market

  • 11.1. Japan Phygital Sports Market Overview
  • 11.2. Japan Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Phygital Sports Market

  • 12.1. Australia Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Phygital Sports Market

  • 13.1. Indonesia Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Phygital Sports Market

  • 14.1. South Korea Phygital Sports Market Overview
  • 14.2. South Korea Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Phygital Sports Market

  • 15.1. Western Europe Phygital Sports Market Overview
  • 15.2. Western Europe Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Phygital Sports Market

  • 16.1. UK Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Phygital Sports Market

  • 17.1. Germany Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Phygital Sports Market

  • 18.1. France Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Phygital Sports Market

  • 19.1. Italy Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Phygital Sports Market

  • 20.1. Spain Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Phygital Sports Market

  • 21.1. Eastern Europe Phygital Sports Market Overview
  • 21.2. Eastern Europe Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Phygital Sports Market

  • 22.1. Russia Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Phygital Sports Market

  • 23.1. North America Phygital Sports Market Overview
  • 23.2. North America Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Phygital Sports Market

  • 24.1. USA Phygital Sports Market Overview
  • 24.2. USA Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Phygital Sports Market

  • 25.1. Canada Phygital Sports Market Overview
  • 25.2. Canada Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Phygital Sports Market

  • 26.1. South America Phygital Sports Market Overview
  • 26.2. South America Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Phygital Sports Market

  • 27.1. Brazil Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Phygital Sports Market

  • 28.1. Middle East Phygital Sports Market Overview
  • 28.2. Middle East Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Phygital Sports Market

  • 29.1. Africa Phygital Sports Market Overview
  • 29.2. Africa Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Phygital Sports Market Competitive Landscape And Company Profiles

  • 30.1. Phygital Sports Market Competitive Landscape
  • 30.2. Phygital Sports Market Company Profiles
    • 30.2.1. Samsung Group Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Meta Platforms Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Sony Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. EON Reality Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. PICO Immersive Pte.ltd. Overview, Products and Services, Strategy and Financial Analysis

31. Phygital Sports Market Other Major And Innovative Companies

  • 31.1. Vection Technologies Ltd
  • 31.2. ArborXR
  • 31.3. Sense Arena
  • 31.4. Rezzil Co
  • 31.5. Xtadium
  • 31.6. Simbott
  • 31.7. VR Sport Tv
  • 31.8. Visualise Creative Ltd
  • 31.9. HQSoftware
  • 31.10. Nsocial Enriched Experimental Agency
  • 31.11. BrandXR
  • 31.12. SPORTZCHAIN
  • 31.13. ProYuga
  • 31.14. Phygital Sports USA Inc.
  • 31.15. VR Esports

32. Global Phygital Sports Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Phygital Sports Market

34. Recent Developments In The Phygital Sports Market

35. Phygital Sports Market High Potential Countries, Segments and Strategies

  • 35.1 Phygital Sports Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Phygital Sports Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Phygital Sports Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer