List of Contents

Virtual Sports Market Size, Share, and Trends 2024 to 2034

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.

  • Last Updated : August 2024
  • Report Code : 3838
  • Category : ICT

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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