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市場調査レポート
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1788395

バーチャルスポーツの世界市場

Virtual Sports


出版日
ページ情報
英文 176 Pages
納期
即日から翌営業日
適宜更新あり
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=148.66円
バーチャルスポーツの世界市場
出版日: 2025年08月12日
発行: Global Industry Analysts, Inc.
ページ情報: 英文 176 Pages
納期: 即日から翌営業日
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概要

バーチャルスポーツの世界市場は2030年までに549億米ドルに到達

2024年に199億米ドルと推定されるバーチャルスポーツの世界市場は、2024年から2030年にかけてCAGR 18.5%で成長し、2030年には549億米ドルに達すると予測されます。本レポートで分析したセグメントの1つであるソリューションは、CAGR 19.9%を記録し、分析期間終了時には410億米ドルに達すると予測されます。サービス分野の成長率は、分析期間中CAGR 14.7%と推定されます。

米国市場は52億米ドル、中国はCAGR17.3%で成長すると予測

米国のバーチャルスポーツ市場は、2024年に52億米ドルと推定されます。世界第2位の経済大国である中国は、2030年までに84億米ドルの市場規模に達すると予測され、分析期間2024-2030年のCAGRは17.3%です。その他の注目すべき地域別市場としては、日本とカナダがあり、分析期間中のCAGRはそれぞれ17.2%と15.8%と予測されています。欧州では、ドイツがCAGR約13.4%で成長すると予測されています。

世界のバーチャルスポーツ市場- 主要動向と促進要因のまとめ

バーチャルスポーツは競合ゲームとファンエンゲージメントをどのように再定義しているか?

バーチャルスポーツは、ゲーム技術と伝統的なスポーツを融合させ、没入感があり、インタラクティブで、競争の激しいデジタル体験を生み出す、革新的なエンターテインメントとして登場しました。従来のeスポーツのように、人間がビデオゲームの中で競い合うのではなく、バーチャルスポーツは、高度な人工知能(AI)アルゴリズム、物理ベースのモデリング、モーションキャプチャー技術を使って、現実のスポーツイベントをシミュレートします。これらのデジタルスポーツは、一般的にベッティングプラットフォーム、ファン参加型アプリケーション、トレーニングシミュレーションに使用され、ライブイベントのような予測不可能性を排除したリアルタイムのスポーツアクションを提供します。バーチャルスポーツは、スポーツベッティング業界、特にスポーツベッティングオペレーターが現実のスポーツスケジュールとは無関係に、継続的なエンゲージメントの機会を求めていることから、人気を集めています。リアルなビジュアルとAIを駆使したプレイヤーの行動により、データドリブンなスポーツイベントを瞬時に生成できるため、バーチャルスポーツはカジュアルな視聴者やゲーム愛好家の間でますます人気が高まっています。さらに、インタラクティブなファン参加型プラットフォームやデジタルスポーツエンターテインメントサービスの台頭により、バーチャルスポーツの魅力はさらに拡大し、進化するスポーツ業界の重要な構成要素として位置づけられています。

バーチャルスポーツの進化を促進するテクノロジーとは?

AI、モーションキャプチャー、リアルタイムレンダリング技術の急速な進歩は、バーチャルスポーツのリアリズムとエンゲージメントレベルを大幅に向上させました。AIを駆使したゲームエンジンは、リアルな選手の動き、インテリジェントな意思決定、ダイナミックなスポーツ戦略を可能にし、実際のスポーツイベントを忠実に再現した、非常にリアルなシミュレーションを実現しました。Unreal EngineやUnityなどのリアルタイムレンダリングエンジンによる高解像度グラフィックは、ビジュアルの忠実度を高め、バーチャルスポーツのゲームはライブ放送とほとんど見分けがつかないほどです。さらに、機械学習の進歩により予測スポーツ分析が可能になり、過去の選手データやチームのパフォーマンス指標に基づいたAI主導のゲームシナリオが可能になりました。また、バーチャルスポーツベッティングにブロックチェーン技術が統合されたことで、デジタル賭博システムの透明性と安全性が向上しました。さらに、5G接続の台頭によりリアルタイムストリーミング機能が向上し、最小限の遅延でシームレスなバーチャルスポーツ放送が可能になりました。これらの技術が進化し続けるにつれ、バーチャルスポーツはより没入的でアクセスしやすくなり、スポーツファンやデジタルエンターテイメントの消費者を惹きつけています。

バーチャルスポーツの成長を阻む課題とは?

人気の高まりにもかかわらず、バーチャルスポーツ業界は、その普及を妨げる可能性のあるいくつかの課題に直面しています。伝統的なスポーツ愛好家の中には、バーチャルスポーツが現実の競技と比較して正当であるかどうか懐疑的な人もいます。AI主導のシミュレーションはリアルなゲームプレイを提供する一方で、実際のアスリートやチームに関連する予測不可能性や感情的な関与が欠けており、視聴率や関与のレベルに影響を与える可能性があります。特にベッティング業界では、地域によってギャンブルに関する法律が異なるため、規制上の課題もハードルとなります。さらに、高品質のバーチャルスポーツシミュレーションを開発するには、AIのトレーニング、物理ベースのモデリング、モーションキャプチャー技術に多大な投資を必要とするため、ゲーム開発者やスポーツ団体にとってはコストのかかる取り組みとなります。さらに、バーチャルスポーツのエンゲージメントをデジタルプラットフォームに依存することは、高速インターネットにアクセスできる視聴者と、接続が限られている地域の視聴者との間に溝を作り、市場へのリーチを制限しています。こうした課題に対処するには、AIを活用したリアリズムのさらなる進化、規制枠組みの改善、バーチャルスポーツ体験に対する消費者の信頼を高めるための戦略的なマーケティング活動が必要です。

バーチャルスポーツ市場の成長を促進する要因とは?

バーチャルスポーツ市場の成長は、デジタル・スポーツ・エンターテインメントに対する需要の増加、AIを活用したゲーム体験に対する関心の高まり、スポーツベッティング・プラットフォームの拡大など、いくつかの要因によってもたらされます。バーチャルスポーツは24時間365日ゲームやベッティングの機会を提供できるため、特にライブスポーツイベントへのアクセスが制限されている地域では、オペレーターと消費者の両方にとって非常に魅力的なものとなっています。バーチャルスポーツがモバイルゲームやインタラクティブなファン参加型プラットフォームと統合されたことで、ユーザーはオンデマンドでスポーツアクションを体験できるようになり、市場の拡大にさらに貢献しています。さらに、メタバースやバーチャルリアリティ(VR)技術の台頭は、バーチャルスポーツの没入型体験に新たな可能性をもたらし、ファンがこれまでにない方法でデジタルスポーツイベントに参加することを可能にしています。スポーツ団体やゲーム会社がAIを活用したシミュレーションや高忠実度グラフィックスへの投資を続ける中、バーチャルスポーツ市場は急成長し、デジタルスポーツエンターテインメントとゲームの未来を再構築すると予想されます。

セグメント

コンポーネント(ソリューション、サービス);ゲーム(サッカー、レース、ゴルフ、バスケットボール、クリケット、スキー、テニス、MMA、その他);デモグラフィック(21歳以下、21~35歳、35~54歳、54歳以上)

調査対象企業の例

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

AIインテグレーション

Global Industry Analystsは、有効な専門家コンテンツとAIツールによって、市場情報と競合情報を変革します。

Global Industry Analystsは、一般的なLLMや業界別SLMのクエリに従う代わりに、ビデオ記録、ブログ、検索エンジン調査、膨大な量の企業、製品/サービス、市場データなど、世界中の専門家から収集したコンテンツのリポジトリを構築しました。

関税影響係数

Global Industry Analystsは、本社の国、製造拠点、輸出入(完成品とOEM)に基づく企業の競争力の変化を予測しています。この複雑で多面的な市場力学は、売上原価(COGS)の増加、収益性の低下、サプライチェーンの再構築など、ミクロおよびマクロの市場力学の中でも特に競合他社に影響を与える見込みです。

目次

第1章 調査手法

第2章 エグゼクティブサマリー

  • 市場概要
  • 主要企業
  • 市場動向と促進要因
  • 世界市場の見通し

第3章 市場分析

  • 米国
  • カナダ
  • 日本
  • 中国
  • 欧州
  • フランス
  • ドイツ
  • イタリア
  • 英国
  • その他欧州
  • アジア太平洋
  • その他の地域

第4章 競合

目次
Product Code: MCP33300

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

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

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

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

Global Virtual Sports Market - Key Trends & Drivers Summarized

How Are Virtual Sports Redefining Competitive Gaming and Fan Engagement?

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

What Technologies Are Driving the Evolution of Virtual Sports?

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

What Challenges Are Limiting the Growth of Virtual Sports?

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

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

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

SCOPE OF STUDY:

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

Segments:

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

Geographic Regions/Countries:

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

Select Competitors (Total 32 Featured) -

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

AI INTEGRATIONS

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

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

TARIFF IMPACT FACTOR

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

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

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

III. MARKET ANALYSIS

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

IV. COMPETITION