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フィジタルスポーツの世界市場レポート 2025年

Phygital Sports Global Market Report 2025


出版日
ページ情報
英文 175 Pages
納期
2~10営業日
カスタマイズ可能
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=144.64円
フィジタルスポーツの世界市場レポート 2025年
出版日: 2025年07月01日
発行: The Business Research Company
ページ情報: 英文 175 Pages
納期: 2~10営業日
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  • 概要
  • 目次
概要

フィジタルスポーツ市場規模は、今後数年間で飛躍的な成長が見込まれます。2029年の年間平均成長率(CAGR)は27.4%で、56億2,000万米ドルに成長します。予測期間中の成長は、スポーツ技術新興企業における資金調達と技術革新の増加、パーソナライズされたスポーツ体験に対する消費者需要の高まり、スポーツとフィットネスにおけるゲーミフィケーションの採用の高まり、アスリートのパフォーマンスを最適化するための生体データの利用の増加、デジタル拡大機能を備えたスマートスタジアムの開発に起因しています。予測期間における主要動向には、没入型ファンエンゲージメント、スマートスタジアム、ウェアラブル技術と生体情報分析、AIを活用したトレーニングとコーチング、eスポーツ、伝統的スポーツとデジタル技術の融合などがあります。

eスポーツの人気の高まりは、フィジタルスポーツ市場の拡大を加速させると予想されます。eスポーツは競合ビデオゲームを指し、選手やチームは組織型デジタルトーナメントに参加します。eスポーツの台頭は、急速な技術の進歩とデジタル接続の世界の増加によって促進され、情熱的で競合ゲームコミュニティを育成しています。フィジタルスポーツは、現実世界の競技要素とデジタルゲームを融合させ、より没入感のある体験を生み出すことで、eスポーツをさらに強化します。例えば、2023年12月、米国のコンサルティング会社であるフュージョンCPAは、Twitchなどのプラットフォームを通じてeスポーツに関与した視聴者は5億3,000万人であり、この数は2024年までに5億7,700万人に増加すると予測していると報告しました。その結果、eスポーツ人気の高まりがフィジタルスポーツ市場の成長を牽引しています。

フィジタルスポーツ市場の主要企業は、フィジタルスポーツ非代替性トークン(NFT)などのファンとのエンゲージメントプラットフォームを進化させ、ファンとの交流を強化し、デジタルコレクティブルを作成し、新たな収益源を生み出すことに注力しています。フィジタルスポーツ NFTは、物理的なスポーツ収集品にリンクされたブロックチェーンベースのデジタル資産であり、ファンのエンゲージメントと所有者を強化します。例えば、2022年5月、インドを拠点とするスポーツファンのエンゲージメントプラットフォームであるSportzchainは、インド初のフィジタルスポーツ NFTを導入しました。この革新的なNFTは、物理的な記念品とブロックチェーンに支えられたデジタル所有者を融合させ、ファンとの交流の新時代を切り開きました。この機会を記念して、Sportzchainはこの特別なNFTを受取人に直接届け、有意義で没入感のあるファン体験を創造するという同社のコミットメントを強調しました。このイニシアチブは、従来型スポーツエンゲージメントを変革するファイジタル資産の可能性を示しています。

目次

第1章 エグゼクティブサマリー

第2章 市場の特徴

第3章 市場動向と戦略

第4章 市場-金利、インフレ、地政学、貿易戦争と関税、コロナ禍と回復が市場に与える影響を含むマクロ経済シナリオ

第5章 世界の成長分析と戦略分析フレームワーク

  • 世界のフィジタルスポーツ PESTEL分析(政治、社会、技術、環境、法的要因、促進要因と抑制要因)
  • 最終用途産業の分析
  • 世界のフィジタルスポーツ市場:成長率分析
  • 世界のフィジタルスポーツ市場の実績:規模と成長、2019~2024年
  • 世界のフィジタルスポーツ市場の予測:規模と成長、2024~2029年、2034年
  • 世界のフィジタルスポーツ総アドレス可能市場(TAM)

第6章 市場セグメンテーション

  • 世界のフィジタルスポーツ市場スポーツのタイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • フットボール
  • バスケットボール
  • ホッケー
  • ダンシング
  • レース
  • サイクリング
  • シューター
  • 世界のフィジタルスポーツ市場:技術別、実績と予測、2019~2024年、2024~2029年、2034年
  • 仮想現実
  • 複合現実
  • 拡張現実
  • モノのインターネット
  • 人工知能
  • 世界のフィジタルスポーツ市場:エンドユーザー別、実績と予測、2019~2024年、2024~2029年、2034年
  • 個人消費者
  • スポーツチームとクラブ
  • 企業とイベント主催者
  • 世界のフィジタルスポーツ市場、サッカーのサブセグメンテーション、タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • ファンタジーフットボールプラットフォーム
  • 拡張現実(AR)トレーニングツール
  • ゲーム化された試合シミュレーション
  • 世界のフィジタルスポーツ市場、バスケットボールのサブセグメンテーション、タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • バーチャルコーチングシステム
  • モーショントラッキングトレーニングアプリ
  • eスポーツバスケットボールトーナメント
  • 世界のフィジタルスポーツ市場、ホッケーのサブセグメンテーション、タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • AR/VRトレーニング機器
  • 仮想チーム管理プラットフォーム
  • フィジタルホッケーシミュレータ
  • 世界のフィジタルスポーツ市場、ダンスのサブセグメンテーション、タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • ダンスフィットネスゲーミフィケーションアプリ
  • VRダンスクラス
  • インタラクティブダンスコンテスト
  • 世界のフィジタルスポーツ市場、レースのサブセグメンテーション、タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • eRacingトーナメント
  • ARレーシングシミュレータ
  • フィジタルモータースポーツ体験
  • 世界のフィジタルスポーツ市場、サイクリングのサブセグメンテーション、タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • バーチャルサイクリングレース
  • スマートトレーニングアプリ
  • ARサイクリングツアー
  • 世界のフィジタルスポーツ市場、シューターのサブセグメンテーション、タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • ARシューターゲーム
  • 仮想シューター練習ツール
  • シューター用eスポーツプラットフォーム

第7章 地域別・国別分析

  • 世界のフィジタルスポーツ市場:地域別、実績と予測、2019~2024年、2024~2029年、2034年
  • 世界のフィジタルスポーツ市場:国別、実績と予測、2019~2024年、2024~2029年、2034年

第8章 アジア太平洋市場

第9章 中国市場

第10章 インド市場

第11章 日本市場

第12章 オーストラリア市場

第13章 インドネシア市場

第14章 韓国市場

第15章 西欧市場

第16章 英国市場

第17章 ドイツ市場

第18章 フランス市場

第19章 イタリア市場

第20章 スペイン市場

第21章 東欧市場

第22章 ロシア市場

第23章 北米市場

第24章 米国市場

第25章 カナダ市場

第26章 南米市場

第27章 ブラジル市場

第28章 中東市場

第29章 アフリカ市場

第30章 競合情勢と企業プロファイル

  • フィジタルスポーツ市場:競合情勢
  • フィジタルスポーツ市場:企業プロファイル
    • Samsung Group
    • Meta Platforms Inc.
    • Sony Corporation
    • EON Reality Inc.
    • PICO Immersive Pte.ltd.

第31章 その他の大手企業と革新的企業

  • 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 eスポーツ

第32章 世界の市場競合ベンチマーキングとダッシュボード

第33章 主要な合併と買収

第34章 最近の市場動向

第35章 市場の潜在力が高い国、戦略

  • フィジタルスポーツ市場、2029年:新たな機会を提供する国
  • フィジタルスポーツ市場、2029年:新たな機会を提供するセグメント
  • フィジタルスポーツ市場、2029年:成長戦略
    • 市場動向による戦略
    • 競合の戦略

第36章 付録

目次
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