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市場調査レポート
商品コード
1401280
バーチャルスポーツの世界市場規模、シェア、産業動向分析レポート:ゲーム別、コンポーネント別、デモグラフィック別、地域別展望と予測、2023年~2030年Global Virtual Sports Market Size, Share & Industry Trends Analysis Report By Game, By Component, By Demographic, By Regional Outlook and Forecast, 2023 - 2030 |
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バーチャルスポーツの世界市場規模、シェア、産業動向分析レポート:ゲーム別、コンポーネント別、デモグラフィック別、地域別展望と予測、2023年~2030年 |
出版日: 2023年12月21日
発行: KBV Research
ページ情報: 英文 266 Pages
納期: 即納可能
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バーチャルスポーツの市場規模は、2030年までに402億米ドルに達すると予測され、予測期間中のCAGRは15.3%の市場成長率で上昇します。
しかし、ライセンシング、データ保護、消費者保護プロトコルの実施などが前提条件となる可能性があります。バーチャルスポーツ事業者は、これらの規制を遵守するために時間とコストがかかり、市場に参入できる事業者の数が制限される可能性があります。さらに、消費者が利用できるサービスやソリューションの幅が狭まり、市場の拡大が阻害される可能性もあります。さらに、バーチャル・スポーツを管理する規制環境は刻々と変化するため、不確実性が生じ、市場投資が制限される可能性があります。そのため、規制や法的枠組みの変更は、市場の拡大や進展に影響を与える可能性があります。
ゲームの展望
ゲームは、サッカー、クリケット、レース、ゴルフ、バスケットボール、スキー、テニス、MMA、その他に分類されます。サッカー分野は2022年に市場で最大の収益シェアを記録しました。esportsが脚光を浴びるにつれ、好みのスポーツに参加する革新的でスリリングな方法としてバーチャルスポーツを選ぶ個人が増加しています。サッカーゲームはこの現象の先陣を切っており、プレイヤーは有名なサッカーリーグやチームと仮想対戦を行うことができます。バーチャル・スポーツのスリルと手軽さを知る人が増えるにつれ、この拡大は今後も続くと予想されます。
コンポーネントの展望
コンポーネントに基づき、市場はソリューションとサービスに二分されます。2022年には、サービス分野が市場で大きな収益シェアを獲得しました。バーチャル・スポーツ・ソフトウェア・メーカーは、バーチャル・スポーツ・ベッティング・アプリケーションを作成するためのホワイトラベル・サービスや専門サービスを提供しています。サービスは、ユーザーの興味を引く、視覚的に華やかでインタラクティブなバーチャル・スポーツ・アプリケーションの作成を支援するために利用することができます。数多くのサービスプロバイダーはさらに、費用対効果の高いサービス、完全にカスタマイズされたバーチャルスポーツ開発サービス、24時間体制のカスタマーサポート、最先端技術の統合、時間厳守の納品、カスタマイズされたソリューションを提供しています。
デモグラフィック
デモグラフィックは21歳以下、21~35歳、35~54歳、54歳以上に分類されます。21~35歳のセグメントは、2022年の市場で最大の収益シェアを獲得しました。この年齢層は、テクノロジーやオンライン・エンターテインメントに精通したデジタル・ネイティブです。彼らは、オンライン・プラットフォーム、モバイル・デバイス、ゲーム機から簡単にアクセスできるバーチャル・スポーツを探求し、夢中になる傾向が強いです。バーチャル・スポーツは、オンデマンドで利用でき、さまざまなデジタル・プラットフォームからアクセスできるため、利便性が高いです。いつでもシミュレーション・スポーツ・イベントに参加できる柔軟性は、利便性と柔軟性を重視するこの年齢層のライフスタイルに合致しています。
地域別展望
地域別に見ると、市場は北米、欧州、アジア太平洋、LAMEAで分析されます。2022年には、アジア太平洋地域が市場で最大の収益シェアを獲得しました。急速な拡大は、この地域が最先端技術を広く採用していることが寄与しています。韓国、日本、中国などの著名な国々が、その強力なインフラによってこの技術革命の先陣を切っており、市場の拡大を促進しています。堅牢なゲーム機、高性能パーソナル・コンピューターの出現、バーチャル・リアリティ(VR)および拡張現実(AR)デバイスの普及的な統合が、バーチャル・スポーツの進歩と広範な受容のための強力な基盤を確立しました。
The Global Virtual Sports Market size is expected to reach $40.2 billion by 2030, rising at a market growth of 15.3% CAGR during the forecast period.
The gaming sector is experiencing substantial expansion in emerging markets, particularly in Africa, Latin America, and the Middle East. Therefore, LAMEA segment generated $969.7 million revenue in the market in 2022. These regions, distinguished by a youthful populace and a swiftly expanding integration of mobile technology, present game developers with novel and stimulating prospects. According to the GSMA Mobile Economy 2023 report, the quantity of distinct mobile subscribers was anticipated to exceed 5 billion by 2025, with these regions contributing significantly to that expansion. Some of the factors impacting the market are technological improvements in virtual sports, growing preference for online gaming and increasing usage of social media and regulatory and legal restrictions.
Technological advances are a significant factor propelling the market, as they facilitate the development of more immersive and captivating client experiences. Virtual reality technology promotes the development of immersive and authentic virtual sports experiences. Virtual reality enables users to virtually experience sporting events as in an actual arena or stadium. The importance of superior-quality 3D graphics is growing in the marketplace. By allowing the creation of more realistic characters and environments, 3D graphics can increase user engagement and contentment. Additionally, the convergence of online gaming platforms, social media usage, and the interactive nature of virtual sports has created an ecosystem that fosters engagement, exposure, and interest in simulated sports events. As online gaming and social media continue to evolve, their impact on the demand for virtual sports is likely to persist and grow. Therefore, rising technological improvements in virtual sports development are significantly aiding in the expansion of the market and the increasing preference for online gaming and social media is supporting the growth of the market.
However, Possible prerequisites consist of licensing, safeguarding of data, and implementation of consumer protection protocols. Virtual sports operators may find it time-consuming and costly to comply with these regulations, restricting the number of operators that can enter the market. Additionally, this may limit the range of offerings and solutions accessible to consumers, potentially impeding the market's expansion. Moreover, the ever-changing regulatory environment governing virtual sports can generate uncertainty and restrict market investment. Therefore, regulatory or legal framework modifications may affect the expansion and progress of the market.
Game Outlook
On the basis of the game, the market is categorized into football, cricket, racing, golf, basketball, skiing, tennis, MMA, and others. The football segment recorded the largest revenue share in the market in 2022. As esports gain prominence, increasing numbers of individuals opt for virtual sports as an innovative and thrilling method to participate in their preferred sports. Football games are at the vanguard of this phenomenon, allowing players to engage in virtual competitions against renowned football leagues and teams. It is anticipated that this expansion will persist in the years to come as an increasing number of individuals become aware of the thrill and ease connected to virtual sports.
Component Outlook
Based on component, the market is bifurcated into solutions and services. In 2022, the services segment garnered a significant revenue share in the market. Virtual sports software manufacturers provide white-label and specialized services to create virtual sports betting applications. Services may be utilized to assist in the creation of a visually spectacular and interactive virtual sports application that commands the user's interest. Numerous service providers additionally provide cost-effective services, entirely customized virtual sports development services, round-the-clock customer support, integration of cutting-edge technologies, punctual delivery, and customized solutions.
Demographic Outlook
Based on demographic, the market is categorized into below 21 years, 21 to 35 years, 35 to 54 years, and 54 years to above. The 21 to 35 years segment garnered the largest revenue share in the market in 2022. This age group comprises digital natives who are highly familiar with technology and online entertainment. They are more inclined to explore and engage with virtual sports, easily accessible through online platforms, mobile devices, and gaming consoles. Virtual sports offer convenience by being available on-demand and accessible via various digital platforms. The flexibility to engage in simulated sports events at any time aligns with the lifestyle of this age group, which values convenience and flexibility.
Regional Outlook
Region-wise, the market is analyzed across North America, Europe, Asia Pacific, and LAMEA. In 2022, the Asia Pacific region generated the maximum revenue share in the market. Rapid expansion is aided by the region's widespread adoption of cutting-edge technologies. Prominent nations such as South Korea, Japan, and China have spearheaded this technological revolution due to their formidable infrastructures, facilitating the market's expansion. The emergence of robust gaming consoles, high-performance personal computers, and the pervasive integration of virtual reality (VR) and augmented reality (AR) devices have established a strong groundwork for the advancement and extensive acceptance of virtual sports.
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Activision Blizzard, Inc. (Microsoft Corporation), Electronic Arts, Inc., Konami Holdings Corporation, Nintendo Co., Ltd. (Nintendo), NACON (BIGBEN group), Dovetail Games (Focus Entertainment), Take-Two Interactive Software, Inc., Milestone S.r.L. (Plaion), Netmarble Corp, and Square Enix Holdings Co., Ltd.
Strategies Deployed in Virtual Sports Market
Oct-2023: Activision Blizzard, Inc. launched Warcraft Rumble, the new mobile action strategy game. The launched product would enable players to build and command miniature armies composed of famous heroes, villains, and creatures from the Warcraft universe.
Jun-2023: Electronic Arts, Inc. came into partnership with Nike Virtual Studios, the digital-focused arm of the sportswear giant. This partnership aimed to select virtual creations created by members of the.Swoosh community would be made available in future EA Sports titles for fans to purchase and use in-game.
Apr-2023: Netmarble launched Meta World: My City, a new metaverse board game featuring virtual real estate and building collections. The launched product would feature board game mechanics and the chance to have virtual land and buildings in the metaverse.
Apr-2023: Netmarble partnered with Sandbox, an online gaming platform that offers a unique and immersive gaming experience. This partnership aimed to improve gaming content and offer various experiences to players.
Apr-2023: Square Enix partnered with Elixir Games, the leading web3 gaming distribution platform. This partnership aimed to enable millions of gamers to explore quality web3 games through a platform that hides web3 technology under the hood and provides a simple seamless experience to the traditional gamer.
Feb-2023: Nintendo Co., Ltd. signed an agreement with Microsoft Corp., an American multinational technology corporation. This agreement aimed to bring Call of Duty to Nintendo platforms for a decade, a move created to allay fears about the blockbuster game becoming an Xbox exclusive.
Jun-2022: Milestone S.r.L. took over Victoria Distillers Inc., one of the oldest artisan distilleries in Canada. This acquisition aimed to empower Milestone's strategic Position.
May-2022: Take Two Interactive, Inc. acquired Zynga, the mobile games giant. This acquisition aimed to bring Zynga's popular games including Farmville and Words With Friends under Take-Two ownership.
Feb-2022: Nintendo Co., Ltd. unveiled Nintendo Switch Sports, a game mirroring the activities. The launched product would be a sports simulation video game.
Jun-2021: Take-Two Interactive Software, Inc. took over Nordeus, a Serbian mobile game developer. This acquisition aimed to empower further Take-Two's mobile game business, which would be highly complementary to Social Point and Playdots and widen our sports portfolio with first-ever soccer offerings.
Nov-2020: Take-Two Interactive Software, Inc. signed an agreement with the Board of Codemasters, the UK-based game publisher and developer. Through this agreement, Codemaster's portfolio would be highly complementary to Take-Two Interactive Software, Inc.'s sports portfolio and improve further their organization's long-term growth.
Market Segments covered in the Report:
By Game
By Component
By Demographic
By Geography
Companies Profiled
Unique Offerings from KBV Research