The global Virtual Sports Market size was USD 16.38 billion in 2023, calculated at USD 19.16 billion in 2024 and is expected to reach around USD 92.12 billion by 2034. The market is expanding at a solid CAGR of 17% over the forecast period 2024 to 2034.
Chapter 1. Introduction
1.1. Research Objective
1.2. Scope of the Study
1.3. Definition
Chapter 2. Research Methodology (Premium Insights)
2.1. Research Approach
2.2. Data Sources
2.3. Assumptions & Limitations
Chapter 3. Executive Summary
3.1. Market Snapshot
Chapter 4. Market Variables and Scope
4.1. Introduction
4.2. Market Classification and Scope
4.3. Industry Value Chain Analysis
4.3.1. Raw Material Procurement Analysis
4.3.2. Sales and Distribution Channel Analysis
4.3.3. Downstream Buyer Analysis
Chapter 5. COVID 19 Impact on Virtual Sports Market
5.1. COVID-19 Landscape: Virtual Sports Industry Impact
5.2. COVID 19 - Impact Assessment for the Industry
5.3. COVID 19 Impact: Global Major Government Policy
5.4. Market Trends and Opportunities in the COVID-19 Landscape
Chapter 6. Market Dynamics Analysis and Trends
6.1. Market Dynamics
6.1.1. Market Drivers
6.1.2. Market Restraints
6.1.3. Market Opportunities
6.2. Porter’s Five Forces Analysis
6.2.1. Bargaining power of suppliers
6.2.2. Bargaining power of buyers
6.2.3. Threat of substitute
6.2.4. Threat of new entrants
6.2.5. Degree of competition
Chapter 7. Competitive Landscape
7.1.1. Company Market Share/Positioning Analysis
7.1.2. Key Strategies Adopted by Players
7.1.3. Vendor Landscape
7.1.3.1. List of Suppliers
7.1.3.2. List of Buyers
Chapter 8. Global Virtual Sports Market, By Component
8.1. Virtual Sports Market, by Component, 2024-2034
8.1.1 Solutions
8.1.1.1. Market Revenue and Forecast (2021-2034)
8.1.2. Services
8.1.2.1. Market Revenue and Forecast (2021-2034)
Chapter 9. Global Virtual Sports Market, By Game
9.1. Virtual Sports Market, by Game, 2024-2034
9.1.1. Football
9.1.1.1. Market Revenue and Forecast (2021-2034)
9.1.2. Racing
9.1.2.1. Market Revenue and Forecast (2021-2034)
9.1.3. Golf
9.1.3.1. Market Revenue and Forecast (2021-2034)
9.1.4. Basketball
9.1.4.1. Market Revenue and Forecast (2021-2034)
9.1.5. Cricket
9.1.5.1. Market Revenue and Forecast (2021-2034)
9.1.6. Skiing
9.1.6.1. Market Revenue and Forecast (2021-2034)
9.1.7. Tennis
9.1.7.1. Market Revenue and Forecast (2021-2034)
9.1.8. MMA
9.1.8.1. Market Revenue and Forecast (2021-2034)
9.1.9. Others
9.1.9.1. Market Revenue and Forecast (2021-2034)
Chapter 10. Global Virtual Sports Market, By Demographic
10.1. Virtual Sports Market, by Demographic, 2024-2034
10.1.1. Below 21 Years
10.1.1.1. Market Revenue and Forecast (2021-2034)
10.1.2. 21 to 35 Years
10.1.2.1. Market Revenue and Forecast (2021-2034)
10.1.3. 35 to 54 Year
10.1.3.1. Market Revenue and Forecast (2021-2034)
10.1.4. 54 Years and Above
10.1.4.1. Market Revenue and Forecast (2021-2034)
Chapter 11. Global Virtual Sports Market, Regional Estimates and Trend Forecast
11.1. North America
11.1.1. Market Revenue and Forecast, by Component (2021-2034)
11.1.2. Market Revenue and Forecast, by Game (2021-2034)
11.1.3. Market Revenue and Forecast, by Demographic (2021-2034)
11.1.4. U.S.
11.1.4.1. Market Revenue and Forecast, by Component (2021-2034)
11.1.4.2. Market Revenue and Forecast, by Game (2021-2034)
11.1.4.3. Market Revenue and Forecast, by Demographic (2021-2034)
11.1.5. Rest of North America
11.1.5.1. Market Revenue and Forecast, by Component (2021-2034)
11.1.5.2. Market Revenue and Forecast, by Game (2021-2034)
11.1.5.3. Market Revenue and Forecast, by Demographic (2021-2034)
11.2. Europe
11.2.1. Market Revenue and Forecast, by Component (2021-2034)
11.2.2. Market Revenue and Forecast, by Game (2021-2034)
11.2.3. Market Revenue and Forecast, by Demographic (2021-2034)
11.2.4. UK
11.2.4.1. Market Revenue and Forecast, by Component (2021-2034)
11.2.4.2. Market Revenue and Forecast, by Game (2021-2034)
11.2.4.3. Market Revenue and Forecast, by Demographic (2021-2034)
11.2.5. Germany
11.2.5.1. Market Revenue and Forecast, by Component (2021-2034)
11.2.5.2. Market Revenue and Forecast, by Game (2021-2034)
11.2.5.3. Market Revenue and Forecast, by Demographic (2021-2034)
11.2.6. France
11.2.6.1. Market Revenue and Forecast, by Component (2021-2034)
11.2.6.2. Market Revenue and Forecast, by Game (2021-2034)
11.2.6.3. Market Revenue and Forecast, by Demographic (2021-2034)
11.2.7. Rest of Europe
11.2.7.1. Market Revenue and Forecast, by Component (2021-2034)
11.2.7.2. Market Revenue and Forecast, by Game (2021-2034)
11.2.7.3. Market Revenue and Forecast, by Demographic (2021-2034)
11.3. APAC
11.3.1. Market Revenue and Forecast, by Component (2021-2034)
11.3.2. Market Revenue and Forecast, by Game (2021-2034)
11.3.3. Market Revenue and Forecast, by Demographic (2021-2034)
11.3.4. India
11.3.4.1. Market Revenue and Forecast, by Component (2021-2034)
11.3.4.2. Market Revenue and Forecast, by Game (2021-2034)
11.3.4.3. Market Revenue and Forecast, by Demographic (2021-2034)
11.3.5. China
11.3.5.1. Market Revenue and Forecast, by Component (2021-2034)
11.3.5.2. Market Revenue and Forecast, by Game (2021-2034)
11.3.5.3. Market Revenue and Forecast, by Demographic (2021-2034)
11.3.6. Japan
11.3.6.1. Market Revenue and Forecast, by Component (2021-2034)
11.3.6.2. Market Revenue and Forecast, by Game (2021-2034)
11.3.6.3. Market Revenue and Forecast, by Demographic (2021-2034)
11.3.7. Rest of APAC
11.3.7.1. Market Revenue and Forecast, by Component (2021-2034)
11.3.7.2. Market Revenue and Forecast, by Game (2021-2034)
11.3.7.3. Market Revenue and Forecast, by Demographic (2021-2034)
11.4. MEA
11.4.1. Market Revenue and Forecast, by Component (2021-2034)
11.4.2. Market Revenue and Forecast, by Game (2021-2034)
11.4.3. Market Revenue and Forecast, by Demographic (2021-2034)
11.4.4. GCC
11.4.4.1. Market Revenue and Forecast, by Component (2021-2034)
11.4.4.2. Market Revenue and Forecast, by Game (2021-2034)
11.4.4.3. Market Revenue and Forecast, by Demographic (2021-2034)
11.4.5. North Africa
11.4.5.1. Market Revenue and Forecast, by Component (2021-2034)
11.4.5.2. Market Revenue and Forecast, by Game (2021-2034)
11.4.5.3. Market Revenue and Forecast, by Demographic (2021-2034)
11.4.6. South Africa
11.4.6.1. Market Revenue and Forecast, by Component (2021-2034)
11.4.6.2. Market Revenue and Forecast, by Game (2021-2034)
11.4.6.3. Market Revenue and Forecast, by Demographic (2021-2034)
11.4.7. Rest of MEA
11.4.7.1. Market Revenue and Forecast, by Component (2021-2034)
11.4.7.2. Market Revenue and Forecast, by Game (2021-2034)
11.4.7.3. Market Revenue and Forecast, by Demographic (2021-2034)
11.5. Latin America
11.5.1. Market Revenue and Forecast, by Component (2021-2034)
11.5.2. Market Revenue and Forecast, by Game (2021-2034)
11.5.3. Market Revenue and Forecast, by Demographic (2021-2034)
11.5.4. Brazil
11.5.4.1. Market Revenue and Forecast, by Component (2021-2034)
11.5.4.2. Market Revenue and Forecast, by Game (2021-2034)
11.5.4.3. Market Revenue and Forecast, by Demographic (2021-2034)
11.5.5. Rest of LATAM
11.5.5.1. Market Revenue and Forecast, by Component (2021-2034)
11.5.5.2. Market Revenue and Forecast, by Game (2021-2034)
11.5.5.3. Market Revenue and Forecast, by Demographic (2021-2034)
Chapter 12. Company Profiles
12.1. 2K Sports
12.1.1. Company Overview
12.1.2. Product Offerings
12.1.3. Financial Performance
12.1.4. Recent Initiatives
12.2. Activision Blizzard
12.2.1. Company Overview
12.2.2. Product Offerings
12.2.3. Financial Performance
12.2.4. Recent Initiatives
12.3. Big Ant Studios
12.3.1. Company Overview
12.3.2. Product Offerings
12.3.3. Financial Performance
12.3.4. Recent Initiatives
12.4. Codemasters
12.4.1. Company Overview
12.4.2. Product Offerings
12.4.3. Financial Performance
12.4.4. Recent Initiatives
12.5. Cyanide Studio
12.5.1. Company Overview
12.5.2. Product Offerings
12.5.3. Financial Performance
12.5.4. Recent Initiatives
12.6. Dovetail Games
12.6.1. Company Overview
12.6.2. Product Offerings
12.6.3. Financial Performance
12.6.4. Recent Initiatives
12.7. EA Sports
12.7.1. Company Overview
12.7.2. Product Offerings
12.7.3. Financial Performance
12.7.4. Recent Initiatives
12.8. HB Studios
12.8.1. Company Overview
12.8.2. Product Offerings
12.8.3. Financial Performance
12.8.4. Recent Initiatives
12.9. Konami
12.9.1. Company Overview
12.9.2. Product Offerings
12.9.3. Financial Performance
12.9.4. Recent Initiatives
12.10. Milestone S.r.l.
12.10.1. Company Overview
12.10.2. Product Offerings
12.10.3. Financial Performance
12.10.4. Recent Initiatives
Chapter 13. Research Methodology
13.1. Primary Research
13.2. Secondary Research
13.3. Assumptions
Chapter 14. Appendix
14.1. About Us
14.2. Glossary of Terms
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