デフォルト表紙
市場調査レポート
商品コード
1423929

バーチャルスポーツ市場、シェア、規模、動向、産業分析レポート:コンポーネント別、ゲームタイプ別、人口統計別、地域別、セグメント別予測、2024年~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: | 発行: Polaris Market Research | ページ情報: 英文 116 Pages | 納期: 即日から翌営業日

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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=156.76円
バーチャルスポーツ市場、シェア、規模、動向、産業分析レポート:コンポーネント別、ゲームタイプ別、人口統計別、地域別、セグメント別予測、2024年~2032年
出版日: 2024年01月24日
発行: Polaris Market Research
ページ情報: 英文 116 Pages
納期: 即日から翌営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

Polaris Market Research社の最新調査によると、世界のバーチャルスポーツ市場規模は2032年までに627億7,000万米ドルに達する見込みです。この調査レポートは、現在の市場力学を詳細に洞察し、将来の市場成長に関する分析を提供しています。

先進的なモーションキャプチャーシステムの導入は、市場のリアリズムを高める上で重要な役割を果たしています。これらのシステムは、複数のセンサーを利用してアスリートの動きをキャプチャし、仮想空間に変換します。さらに、AIとMLは市場を形成する上で極めて重要です。これらの進歩により、非常にリアルでバーチャルな対戦相手を作り出すことができます。これらのAIベースのアルゴリズムは、選手の行動を分析し、戦略を適応させ、さらには実際の選手の意思決定プロセスをエミュレートします。これにより、ユーザーは様々な専門知識レベルの対戦相手と対戦し、スキルを向上させることができ、やりがいのある体験を提供することができます。

拡張現実(AR)、仮想現実(VR)、高度なグラフィックスを取り入れた技術の急速な進歩は、ゲーム体験の没入感を著しく高めています。この進歩により、現実のスポーツイベントに酷似したリアルなバーチャル環境の構築が容易になり、世界中の観衆を魅了しています。また、地理的な制約を超え、世界中のファンが物理的な場所に関係なく、好きなスポーツに積極的に参加し、夢中になれます。この包括性は、より多様で広範なファン層の開拓に貢献する極めて重要な要素です。

触覚フィードバック技術の統合は、業界に戦術的な次元をもたらしています。専用のコントローラーやウェアラブルデバイスを使用することで、ユーザーはその環境内でのアクションの影響を感じることができます。このフィードバックは、視覚的・聴覚的な手がかりを超越し、実際のゲームプレイの感覚に近い多感覚的な体験を提供します。

バーチャルスポーツは、従来のスポーツ中継と比較して、ファンとのインタラクションのレベルを高めます。ファンはバーチャルプラットフォームを通じて積極的に参加し、試合やイベントの結果に影響を及ぼすことができます。このような参加意識の高まりは、視聴者によりダイナミックで没入感のある体験をもたらします。バーチャルスポーツは、従来のスポーツを超えたユニークで革新的な要素を提供します。例えば、ファンはアバターをパーソナライズしたり、スタジアムにバーチャルで参加したり、リアルタイムの統計や分析にアクセスしたりすることができます。このような機能はファン体験を向上させ、物理的なスポーツでは実現不可能なレベルのパーソナライゼーションをもたらします。

バーチャルスポーツ市場レポートハイライト

デジタル化の動向、高品質なゲームに対する消費者の需要、インタラクティブゲームのトレンドの高まりにより、ソリューション部門が最大のシェアを占めます。

バスケットボールは新興経済諸国に広く普及し、大幅な成長が見込まれます。

21歳未満の若い世代がバーチャルeスポーツに積極的に参加するため、21歳未満は急成長が見込まれます。

アジア太平洋は若年人口が多いため、成長傾向が見込まれます。

目次

第1章 イントロダクション

第2章 エグゼクティブサマリー

第3章 調査手法

第4章 世界のバーチャルスポーツ市場に関する洞察

  • バーチャルスポーツ市場- 人口統計のスナップショット
  • バーチャルスポーツ市場力学
    • 促進要因と機会
      • 収益化の機会
      • 技術の進歩
    • 抑制要因と課題
      • 身体活動の不足
  • PESTEL分析
  • バーチャルスポーツ市場の人口動向
  • バリューチェーン分析
  • COVID-19感染症の影響分析

第5章 世界のバーチャルスポーツ市場、ゲームタイプ別

  • 主な調査結果
  • イントロダクション
  • フットボール
  • レーシング
  • ゴルフ
  • バスケットボール
  • クリケット
  • スキー
  • テニス
  • 総合格闘技
  • その他

第6章 世界のバーチャルスポーツ市場、コンポーネント別

  • 主な調査結果
  • イントロダクション
  • ソリューション
  • サービス

第7章 世界のバーチャルスポーツ市場、人口統計別

  • 主な調査結果
  • イントロダクション
  • 21歳未満
  • 21~35歳
  • 35~54歳
  • 54歳以上

第8章 世界のバーチャルスポーツ市場、地域別

  • 主な調査結果
  • イントロダクション
    • バーチャルスポーツ市場の評価、地域別、2019~2032年
  • バーチャルスポーツ市場-北米
    • 北米:バーチャルスポーツ市場、ゲームタイプ別、2019~2032年
    • 北米:バーチャルスポーツ市場、人口統計別、2019-2032
    • 北米:バーチャルスポーツ市場、コンポーネント別、2019~2032年
    • バーチャルスポーツ市場-米国
    • バーチャルスポーツ市場-カナダ
  • バーチャルスポーツ市場- 欧州
    • 欧州:バーチャルスポーツ市場、ゲームタイプ別、2019~2032年
    • 欧州:バーチャルスポーツ市場、人口統計別、2019~2032年
    • 欧州:バーチャルスポーツ市場、コンポーネント別、2019~2032年
    • バーチャルスポーツ市場-英国
    • バーチャルスポーツ市場-フランス
    • バーチャルスポーツ市場-ドイツ
    • バーチャルスポーツ市場-イタリア
    • バーチャルスポーツ市場-スペイン
    • バーチャルスポーツ市場-オランダ
    • バーチャルスポーツ市場-ロシア
  • バーチャルスポーツ市場- アジア太平洋
    • アジア太平洋:バーチャルスポーツ市場、ゲームタイプ別、2019~2032年
    • アジア太平洋:バーチャルスポーツ市場、人口統計別、2019~2032年
    • アジア太平洋:バーチャルスポーツ市場、コンポーネント別、2019~2032年
    • バーチャルスポーツ市場- 中国
    • バーチャルスポーツ市場-インド
    • バーチャルスポーツ市場-マレーシア
    • バーチャルスポーツ市場-日本
    • バーチャルスポーツ市場-インドネシア
    • バーチャルスポーツ市場-韓国
  • バーチャルスポーツ市場-中東およびアフリカ
    • 中東およびアフリカ:バーチャルスポーツ市場、ゲームタイプ別、2019~2032年
    • 中東およびアフリカ:バーチャルスポーツ市場、人口統計別、2019~2032年
    • 中東およびアフリカ:バーチャルスポーツ市場、コンポーネント別、2019~2032年
    • バーチャルスポーツ市場-サウジアラビア
    • バーチャルスポーツ市場-アラブ首長国連邦
    • バーチャルスポーツ市場-イスラエル
    • バーチャルスポーツ市場-南アフリカ
  • バーチャルスポーツ市場-ラテンアメリカ
    • ラテンアメリカ:バーチャルスポーツ市場、ゲームタイプ別、2019~2032年
    • ラテンアメリカ:バーチャルスポーツ市場、人口統計別、2019-2032
    • ラテンアメリカ:バーチャルスポーツ市場、コンポーネント別、2019~2032年
    • バーチャルスポーツ市場-メキシコ
    • バーチャルスポーツ市場-ブラジル
    • バーチャルスポーツ市場-アルゼンチン

第9章 競合情勢

  • 拡張と買収の分析
    • 拡大
    • 買収
  • 提携/協業/合意/公開

第10章 企業プロファイル

  • 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
図表

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
目次
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