The research time span covered by the report is from 2019 to 2030; it provides an overview of the Global Virtual Sports Market and also provides a deeper in-depth segmentation of the market by regions, product type and downstream industries.
The global Virtual Sports market size in 2023 is 14989.0 million US dollars, and it is expected to be 40604.8 million US dollars by 2030, with a compound annual growth rate of 15.3% expected in 2024-2030.
MARKET COMPETITIVE LANDSCAPE:
The main players in the Virtual Sports market include Activision Blizzard, Inc. (Microsoft Corporation), Electronic Arts, Inc., Konami Holdings Corporation, Nintendo Co., Ltd. (Nintendo), and NACON (BIGBEN group). The share of the top 3 players in the Virtual Sports market is XX%.
REGION SHARE:
The report covers the market size information of North America, Europe, Asia Pacific, Latin America, Middle East and Africa, and North America accounted for XX%, Europe accounted for XX% of Virtual Sports market, and Asia Pacific accounted for XX%.
SEGMENT OVERVIEW:
The report segments the market by Type and Application. Solutions accounted for XX% of Virtual Sports market in 2023. Services share of XX%.
21 to 35 Years accounted for XX% of the Virtual Sports market in 2023. Below 21 Years accounts for XX%.
For competitive landscape, prominent players with considerable market shares are comprehensively analyzed in this report. With information regarding the concentration ratio and detailed data reflecting the market performance of each player shared, the readers can acquire a holistic view of the competitive situation and a better understanding of their competitors.
As the COVID-19 takes over the world, we are continuously tracking the changes in the markets. We analyzed the impact of the pandemic in detail, along with other key factors, such as macro-economy, regional conflicts, industry related news and policies. Meanwhile, market investment scenario, technology status and developments, supply chain challenges, among other essential research elements are all covered.
Key Factors Considered:
COVID-19
The report describes the market scenario during and post the pandemic in the vision of upstream, major market participants, downstream major customers, etc. Other aspects, such as changes in consumer behavior, demand, transport capacity, trade flow under COVID-19, have also been taken into consideration during the process of the research.
Regional Conflict / Russia-Ukraine War
The report also presents the impact of regional conflict on this market in an effort to aid the readers to understand how the market has been adversely influenced and how it”s going to evolve in the years to come.
Challenges & Opportunities
Factors that may help create opportunities and boost profits for market players, as well as challenges that may restrain or even pose a threat to the development of the players, are revealed in the report, which can shed a light on strategic decisions and implementation.
Chapter Outline
Chapter 1: Introduces the product overview, market scope, product classification, application, and regional division, and then includes inflation analysis, the impact of the Russo-Ukrainian war on the market, and the global impact of the coronavirus disease (COVID-19).
Chapter 2: Analysis of the competitive environment of Virtual Sports market participants. This mainly includes the revenue and market share of the top players, along with the players” M&A and expansion in recent years.
Chapter 3: Analyzes the main companies in the Virtual Sports industry, including their main businesses, products/services, revenue, gross margin, and the latest developments.
Chapters 4-6: Segmented the global Virtual Sports market by type, application and region. Analyze the revenue of market segments from different perspectives.
Chapters 7-10: Provide Americas, Europe, Asia Pacific and Middle East and Africa Virtual Sports market type, application and country market segmentation data.
Chapter 11: Introduces the market dynamics, the trends factors and drivers factors of the market, and the challenges and restraints faced by manufacturers in the industry.
Chapters 12-14: Provide detailed Virtual Sports market forecast data, broken down by type, application, and region to help understand future growth trends.
Chapter 15: The main points and conclusions of the report.
Chapter 16: Concludes with an explanation of the data sources and research methods.
Highlights-Regions
Americas
United States
Canada
Brazil
Argentina
Mexico
Europe
Germany
France
UK
Italy
Russia
Asia Pacific
China
Japan
South Korea
India
Southeast Asia
Australia
MEA
Saudi Arabia
UAE
Turkey
Player list
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
Square Enix Holdings Co., Ltd.
Types list
Solutions
Services
Application list
21 to 35 Years
Below 21 Years
35 to 54 Years
54 Years and Above
Table of Content
1 Study Coverage
1.1 Virtual Sports Product Introduction
1.2 Market by Type
1.2.1 Global Virtual Sports Market Size Growth Rate by Type, 2019 VS 2024 VS 2030
1.3 Market by Application
1.3.1 Global Virtual Sports Market Size Growth Rate by Application, 2019 VS 2024 VS 2030
1.4 Global Virtual Sports Market by Region
1.4.1 Global Virtual Sports Market by Region: 2019 VS 2024 VS 2030
1.4.2 Global Virtual Sports Revenue Market
1.5 Study Objectives
1.6 Years Considered
1.7 Inflation Analysis
1.8 The Impact of the Russian-Ukrainian War on the Market
1.9 Coronavirus Disease (COVID-19) Impact on Global
2 Competition by Players
2.1 Global Virtual Sports Revenue by Players
2.1.1 Global Virtual Sports Revenue by Players (2019-2024)
2.1.2 Global Virtual Sports Revenue Market Share by Players (2019-2024)
2.1.3 Global Top 5 and Top 10 Companies by Virtual Sports Revenue in 2024
2.2 Global Virtual Sports Gross Margin by Players
2.3 Analysis of Competitive Landscape
2.3.1 Players Market Concentration Ratio (CR5)
2.3.2 Global Virtual Sports Players Geographical Distribution
2.4 Mergers & Acquisitions, Expansion Plans
3 Company Overview
3.1 Activision Blizzard, Inc. (Microsoft Corporation)
3.1.1 Activision Blizzard, Inc. (Microsoft Corporation) Information
3.1.2 Activision Blizzard, Inc. (Microsoft Corporation) Overview
3.1.3 Activision Blizzard, Inc. (Microsoft Corporation) Virtual Sports Revenue and Gross Margin (2019-2024)
3.1.4 Activision Blizzard, Inc. (Microsoft Corporation) Related Developments
3.2 Electronic Arts, Inc.
3.2.1 Electronic Arts, Inc. Information
3.2.2 Electronic Arts, Inc. Overview
3.2.3 Electronic Arts, Inc. Virtual Sports Revenue and Gross Margin (2019-2024)
3.2.4 Electronic Arts, Inc. Related Developments
3.3 Konami Holdings Corporation
3.3.1 Konami Holdings Corporation Information
3.3.2 Konami Holdings Corporation Overview
3.3.3 Konami Holdings Corporation Virtual Sports Revenue and Gross Margin (2019-2024)
3.3.4 Konami Holdings Corporation Related Developments
3.4 Nintendo Co., Ltd. (Nintendo)
3.4.1 Nintendo Co., Ltd. (Nintendo) Information
3.4.2 Nintendo Co., Ltd. (Nintendo) Overview
3.4.3 Nintendo Co., Ltd. (Nintendo) Virtual Sports Revenue and Gross Margin (2019-2024)
3.4.4 Nintendo Co., Ltd. (Nintendo) Related Developments
3.5 NACON (BIGBEN group)
3.5.1 NACON (BIGBEN group) Information
3.5.2 NACON (BIGBEN group) Overview
3.5.3 NACON (BIGBEN group) Virtual Sports Revenue and Gross Margin (2019-2024)
3.5.4 NACON (BIGBEN group) Related Developments
3.6 Dovetail Games (Focus Entertainment)
3.6.1 Dovetail Games (Focus Entertainment) Information
3.6.2 Dovetail Games (Focus Entertainment) Overview
3.6.3 Dovetail Games (Focus Entertainment) Virtual Sports Revenue and Gross Margin (2019-2024)
3.6.4 Dovetail Games (Focus Entertainment) Related Developments
3.7 Take-Two Interactive Software, Inc.
3.7.1 Take-Two Interactive Software, Inc. Information
3.7.2 Take-Two Interactive Software, Inc. Overview
3.7.3 Take-Two Interactive Software, Inc. Virtual Sports Revenue and Gross Margin (2019-2024)
3.7.4 Take-Two Interactive Software, Inc. Related Developments
3.8 Milestone S.r.L. (Plaion)
3.8.1 Milestone S.r.L. (Plaion) Information
3.8.2 Milestone S.r.L. (Plaion) Overview
3.8.3 Milestone S.r.L. (Plaion) Virtual Sports Revenue and Gross Margin (2019-2024)
3.8.4 Milestone S.r.L. (Plaion) Related Developments
3.9 Netmarble Corp
3.9.1 Netmarble Corp Information
3.9.2 Netmarble Corp Overview
3.9.3 Netmarble Corp Virtual Sports Revenue and Gross Margin (2019-2024)
3.9.4 Netmarble Corp Related Developments
3.10 Square Enix Holdings Co., Ltd.
3.10.1 Square Enix Holdings Co., Ltd. Information
3.10.2 Square Enix Holdings Co., Ltd. Overview
3.10.3 Square Enix Holdings Co., Ltd. Virtual Sports Revenue and Gross Margin (2019-2024)
3.10.4 Square Enix Holdings Co., Ltd. Related Developments
4 Global Virtual Sports Market Insights
4.1 Global Virtual Sports Market Revenue 2019-2024
4.2 Global Virtual Sports Revenue by Region
4.3 Americas
4.4 Europe
4.5 Asia-Pacific
4.6 Middle East & Africa
5 Market Size by Type
5.1 Global Virtual Sports Revenue by Type
5.2 Global Virtual Sports Market Size Growth by Type 2019-2024
6 Market Size by Application
6.1 Global Virtual Sports Revenue by Application
6.2 Global Virtual Sports Market Size Growth by Application 2019-2024
7 Americas
7.1 Americas Virtual Sports Market Size by Type
7.1.1 Americas Virtual Sports Revenue by Type (2019-2024)
7.1.2 Americas Virtual Sports Revenue Share by Type (2019-2024)
7.2 Americas Virtual Sports Market Size by Application
7.2.1 Americas Virtual Sports Revenue by Application (2019-2024)
7.2.2 Americas Virtual Sports Revenue Share by Application (2019-2024)
7.3 Americas Virtual Sports Market Size by Country
7.3.1 Americas Virtual Sports Revenue by Country (2019-2024)
7.3.2 U.S.
7.3.3 Canada
7.3.4 Mexico
7.3.5 Brazil
7.3.6 Argentina
8 Europe
8.1 Europe Virtual Sports Market Size by Type
8.1.1 Europe Virtual Sports Revenue by Type (2019-2024)
8.1.2 Europe Virtual Sports Revenue Share by Type (2019-2024)
8.2 Europe Virtual Sports Market Size by Application
8.2.1 Europe Virtual Sports Revenue by Application (2019-2024)
8.2.2 Europe Virtual Sports Revenue Share by Application (2019-2024)
8.3 Europe Virtual Sports Market Size by Country
8.3.1 Europe Virtual Sports Revenue by Country (2019-2024)
8.3.2 Germany
8.3.3 France
8.3.4 U.K.
8.3.5 Italy
8.3.6 Russia
9 Asia Pacific
9.1 Asia Pacific Virtual Sports Market Size by Type
9.1.1 Asia Pacific Virtual Sports Revenue by Type (2019-2024)
9.1.2 Asia Pacific Virtual Sports Revenue Share by Type (2019-2024)
9.2 Asia Pacific Virtual Sports Market Size by Application
9.2.1 Asia Pacific Virtual Sports Revenue by Application (2019-2024)
9.2.2 Asia Pacific Virtual Sports Revenue Share by Application (2019-2024)
9.3 Asia Pacific Virtual Sports Market Size by Region
9.3.1 Asia Pacific Virtual Sports Revenue by Region (2019-2024)
9.3.2 China
9.3.3 Japan
9.3.4 South Korea
9.3.5 India
9.3.6 Southeast Asia
9.3.7 Australia
10 Middle East and Africa
10.1 Middle East and Africa Virtual Sports Market Size by Type
10.1.1 Middle East and Africa Virtual Sports Revenue by Type (2019-2024)
10.1.2 Middle East and Africa Virtual Sports Revenue Share by Type (2019-2024)
10.2 Middle East and Africa Virtual Sports Market Size by Application
10.2.1 Middle East and Africa Virtual Sports Revenue by Application (2019-2024)
10.2.2 Middle East and Africa Virtual Sports Revenue Share by Application (2019-2024)
10.3 Middle East and Africa Virtual Sports Market Size by Country
10.3.1 Middle East and Africa Virtual Sports Revenue by Country (2019-2024)
10.3.2 Turkey
10.3.3 Saudi Arabia
10.3.4 U.A.E
11 Market Drivers, Opportunities, Challenges and Risks Factors Analysis
11.1 Virtual Sports Industry Trends
11.2 Virtual Sports Market Drivers
11.3 Virtual Sports Market Challenges
11.4 Virtual Sports Market Restraints
12 Virtual Sports Forecasted Market Size by Type
12.1 Global Virtual Sports Forecasted Revenue by Type
12.2 Global Virtual Sports Forecasted Market Size Growth by Type 2024-2030
13 Virtual Sports Forecasted Market Size by Application
13.1 Global Virtual Sports Forecasted Revenue by Application
13.2 Global Virtual Sports Forecasted Market Size Growth by Application 2024-2030
14 Global Virtual Sports Market Forecasts
14.1 Global Virtual Sports Market Revenue Forecasts 2024-2030
14.2 Global Virtual Sports Forecasts Revenue by Region
14.3 Americas
14.4 Europe
14.5 Asia-Pacific
14.6 Middle East & Africa
15 Research Findings and Conclusion
16 Methodology and Data Source
16.1 Methodology
16.1.1 Research Process
16.1.2 Market Size Estimation
16.1.3 Market Breakdown and Data Triangulation
16.2 Data Source
16.2.1 Legal Disclaimer
List of Tables and Figures
Figure Virtual Sports Picture
Table Product Definition of Virtual Sports
Table Global Virtual Sports Market Size Growth Rate by Type, 2019 VS 2024 VS 2030
Table Global Virtual Sports Market Size Growth Rate by Application, 2019 VS 2024 VS 2030
Table Global Virtual Sports Market by Region: 2019 VS 2024 VS 2030
Figure Global Virtual Sports Revenue Market Size & Forecasts 2019-2030
Figure Years Considered
Table Inflation Analysis
Table The Impact of the Russian-Ukrainian War on the Market
Figure (COVID-19) Impact on Global Economic Growth 2019, 2020, 2021
Figure Population infected by the Covid-19 of Major Countries
Table Global Virtual Sports Revenue by Players (2019-2024)
Table Global Virtual Sports Revenue Market Share by Players (2019-2024)
Figure Top 5 Largest Players of Virtual Sports in 2024
Figure Top 10 Largest Players of Virtual Sports in 2024
Table Global Virtual Sports Gross Margin by Players
Table Players Market Concentration Ratio (CR5)
Table Global Virtual Sports Players Geographical Distribution
Table Mergers & Acquisitions, Expansion Plans
Table Company Profiles
Table Activision Blizzard, Inc. (Microsoft Corporation) Overview
Table Activision Blizzard, Inc. (Microsoft Corporation) Revenue, Gross, Gross Margin 2019-2024
Table Activision Blizzard, Inc. (Microsoft Corporation) Related Developments
Table Company Profiles
Table Electronic Arts, Inc. Overview
Table Electronic Arts, Inc. Revenue, Gross, Gross Margin 2019-2024
Table Electronic Arts, Inc. Related Developments
Table Company Profiles
Table Konami Holdings Corporation Overview
Table Konami Holdings Corporation Revenue, Gross, Gross Margin 2019-2024
Table Konami Holdings Corporation Related Developments
Table Company Profiles
Table Nintendo Co., Ltd. (Nintendo) Overview
Table Nintendo Co., Ltd. (Nintendo) Revenue, Gross, Gross Margin 2019-2024
Table Nintendo Co., Ltd. (Nintendo) Related Developments
Table Company Profiles
Table NACON (BIGBEN group) Overview
Table NACON (BIGBEN group) Revenue, Gross, Gross Margin 2019-2024
Table NACON (BIGBEN group) Related Developments
Table Company Profiles
Table Dovetail Games (Focus Entertainment) Overview
Table Dovetail Games (Focus Entertainment) Revenue, Gross, Gross Margin 2019-2024
Table Dovetail Games (Focus Entertainment) Related Developments
Table Company Profiles
Table Take-Two Interactive Software, Inc. Overview
Table Take-Two Interactive Software, Inc. Revenue, Gross, Gross Margin 2019-2024
Table Take-Two Interactive Software, Inc. Related Developments
Table Company Profiles
Table Milestone S.r.L. (Plaion) Overview
Table Milestone S.r.L. (Plaion) Revenue, Gross, Gross Margin 2019-2024
Table Milestone S.r.L. (Plaion) Related Developments
Table Company Profiles
Table Netmarble Corp Overview
Table Netmarble Corp Revenue, Gross, Gross Margin 2019-2024
Table Netmarble Corp Related Developments
Table Company Profiles
Table Square Enix Holdings Co., Ltd. Overview
Table Square Enix Holdings Co., Ltd. Revenue, Gross, Gross Margin 2019-2024
Table Square Enix Holdings Co., Ltd. Related Developments
Figure Global Virtual Sports Market Revenue 2019-2024
Table Global Virtual Sports Revenue by Region (2019-2024)
Table Global Virtual Sports Revenue Share by Region (2019-2024)
Figure Americas Virtual Sports Revenue (2019-2024)
Figure Europe Virtual Sports Revenue (2019-2024)
Figure Asia-Pacific Virtual Sports Revenue (2019-2024)
Figure Middle East & Africa Virtual Sports Revenue (2019-2024)
Table Global Virtual Sports Revenue by Type (2019-2024)
Table Global Virtual Sports Revenue Share by Type (2019-2024)
Table Global Virtual Sports Revenue by Application (2019-2024)
Table Global Virtual Sports Revenue Share by Application (2019-2024)
Table Americas Virtual Sports Revenue by Type (2019-2024)
Table Americas Virtual Sports Revenue Share by Type (2019-2024)
Table Americas Virtual Sports Revenue by Application (2019-2024)
Table Americas Virtual Sports Revenue Share by Application (2019-2024)
Table Americas Virtual Sports Revenue by Country (2019-2024)
Table Americas Virtual Sports Revenue Share by Country (2019-2024)
Figure United States Virtual Sports Revenue Market Size (2019-2024)
Figure Canada Virtual Sports Revenue Market Size (2019-2024)
Figure Mexico Virtual Sports Revenue Market Size (2019-2024)
Figure Brazil Virtual Sports Revenue Market Size (2019-2024)
Figure Argentina Virtual Sports Revenue Market Size (2019-2024)
Table Europe Virtual Sports Revenue by Type (2019-2024)
Table Europe Virtual Sports Revenue Share by Type (2019-2024)
Table Europe Virtual Sports Revenue by Application (2019-2024)
Table Europe Virtual Sports Revenue Share by Application (2019-2024)
Table Europe Virtual Sports Revenue by Country (2019-2024)
Table Europe Virtual Sports Revenue Share by Country (2019-2024)
Figure Germany Virtual Sports Revenue Market Size (2019-2024)
Figure France Virtual Sports Revenue Market Size (2019-2024)
Figure U.K. Virtual Sports Revenue Market Size (2019-2024)
Figure Italy Virtual Sports Revenue Market Size (2019-2024)
Figure Russia Virtual Sports Revenue Market Size (2019-2024)
Table Asia Pacific Virtual Sports Revenue by Type (2019-2024)
Table Asia Pacific Virtual Sports Revenue Share by Type (2019-2024)
Table Asia Pacific Virtual Sports Revenue by Application (2019-2024)
Table Asia Pacific Virtual Sports Revenue Share by Application (2019-2024)
Table Asia Pacific Virtual Sports Revenue by Region (2019-2024)
Table Asia Pacific Virtual Sports Revenue Share by Region (2019-2024)
Figure China Virtual Sports Revenue Market Size (2019-2024)
Figure Japan Virtual Sports Revenue Market Size (2019-2024)
Figure South Korea Virtual Sports Revenue Market Size (2019-2024)
Figure India Virtual Sports Revenue Market Size (2019-2024)
Figure Southeast Asia Virtual Sports Revenue Market Size (2019-2024)
Figure Australia Virtual Sports Revenue Market Size (2019-2024)
Table Middle East and Africa Virtual Sports Revenue by Type (2019-2024)
Table Middle East and Africa Virtual Sports Revenue Share by Type (2019-2024)
Table Middle East and Africa Virtual Sports Revenue by Application (2019-2024)
Table Middle East and Africa Virtual Sports Revenue Share by Application (2019-2024)
Table Middle East and Africa Virtual Sports Revenue by Country (2019-2024)
Table Middle East and Africa Virtual Sports Revenue Share by Country (2019-2024)
Figure Turkey Virtual Sports Revenue Market Size (2019-2024)
Figure Saudi Arabia Virtual Sports Revenue Market Size (2019-2024)
Figure U.A.E Virtual Sports Revenue Market Size (2019-2024)
Table Global Virtual Sports Forecasted Revenue by Type (2019-2024)
Table Global Virtual Sports Forecasted Revenue Share by Type (2019-2024)
Table Global Virtual Sports Forecasted Revenue by Application (2019-2024)
Table Global Virtual Sports Forecasted Revenue Share by Application (2019-2024)
Figure Global Virtual Sports Market Revenue Forecasts 2024-2030
Table Global Virtual Sports Forecasts Revenue by Region (2024-2030)
Table Global Virtual Sports Forecasts Revenue Share by Region (2024-2030)
Figure Americas Virtual Sports Forecasts Revenue and Growth (2024-2030)
Figure Europe Virtual Sports Forecasts Revenue and Growth (2024-2030)
Figure Asia-Pacific Virtual Sports Forecasts Revenue and Growth (2024-2030)
Figure Middle East & Africa Virtual Sports Forecasts Revenue and Growth (2024-2030)
Table Research Process
Figure Bottom-up and Top-down Approaches for This Report