封面
市場調查報告書
商品編碼
1788395

全球虛擬運動市場

Virtual Sports

出版日期: | 出版商: Global Industry Analysts, Inc. | 英文 176 Pages | 商品交期: 最快1-2個工作天內

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簡介目錄

2030年全球虛擬運動市場規模將達549億美元

全球虛擬體育市場規模預計在2024年達到199億美元,預計2024年至2030年期間的複合年成長率為18.5%,到2030年將達到549億美元。本報告分析的細分市場之一——解決方案——預計將實現19.9%的複合年成長率,並在分析期結束時達到410億美元。服務細分市場在分析期間內的複合年成長率預計為14.7%。

美國市場預計將達到 52 億美元,中國市場複合年成長率將達到 17.3%

美國虛擬運動市場規模預計2024年達到52億美元。作為世界第二大經濟體,中國預計到2030年市場規模將達到84億美元,在2024-2030年的分析期間內,複合年成長率為17.3%。其他值得關注的區域市場包括日本和加拿大,預計在分析期間內,這兩個市場的複合年成長率分別為17.2%和15.8%。在歐洲,預計德國市場的複合年成長率約為13.4%。

全球虛擬運動市場-主要趨勢與促進因素摘要

虛擬運動如何重新定義競技遊戲和粉絲參與?

虛擬體育已成為一種革命性的娛樂形式,它將遊戲技術與傳統體育相融合,創造出身臨其境、互動性強且極具競爭力的數位體驗。與傳統電子競技中人類在電子遊戲中競爭不同,虛擬體育使用先進的人工智慧 (AI) 演算法、基於物理的建模和動態捕捉技術來模擬現實世界的體育賽事。這些數位體育通常用於博彩平台、球迷參與應用程式和訓練模擬,提供即時體育賽事,避免了實況活動的不可預測性。虛擬體育在體育博彩行業越來越受歡迎,尤其是在體育博彩營運商中,因為他們尋求獨立於現實世界體育賽程的持續參與機會。憑藉逼真的視覺效果和人工智慧驅動的玩家行為,虛擬體育能夠即時產生資料驅動的體育賽事,在普通觀眾和遊戲愛好者中越來越受歡迎。此外,互動式球迷參與平台和數位體育娛樂服務的興起進一步擴大了虛擬體育的吸引力,使其成為不斷發展的體育產業的重要組成部分。

哪些技術正在推動虛擬體育的發展?

人工智慧、動態捕捉和即時渲染技術的快速發展顯著提升了虛擬體育的真實感和參與度。人工智慧驅動的遊戲引擎能夠實現逼真的玩家動作、智慧決策和動態體育策略,從而實現高度逼真的模擬,忠實地複製現實世界的體育賽事。虛幻引擎和 Unity 等即時渲染引擎的高解析度圖形增強了視覺保真度,使虛擬體育遊戲幾乎與現場直播難以區分。此外,機器學習的進步實現了預測性體育分析,能夠根據歷史玩家數據和團隊表現指標實現人工智慧主導的遊戲場景。區塊鏈技術與虛擬體育博彩的融合也提高了數位投注系統的透明度和安全性。此外,5G 連接的興起提高了即時串流功能,能夠以最小的延遲實現無縫的虛擬體育廣播。隨著這些技術的不斷發展,虛擬體育將變得更加身臨其境且更容易獲得,從而吸引體育迷和數位娛樂消費者。

阻礙虛擬體育發展的挑戰有哪些?

儘管虛擬體育日益普及,但它仍面臨許多挑戰,可能阻礙其廣泛應用。一些傳統體育愛好者仍然懷疑虛擬體育與現實世界體育相比的合法性。雖然人工智慧主導的模擬遊戲提供了逼真的遊戲體驗,但它們缺乏真實運動員和球隊所帶來的不可預測性和情感投入,這可能會影響收視率和參與度。監管挑戰也構成了障礙,尤其是在博彩行業,因為不同地區的博彩法律各不相同。此外,開發高品質的虛擬體育模擬需要在人工智慧訓練、基於實體的建模和動態捕捉技術方面投入大量資金,這對遊戲開發商和體育組織來說是一項成本高昂的工作。此外,虛擬體育依賴數位平台進行互動,這在能夠使用高速網際網路的觀眾和網路連接受限地區的觀眾之間造成了隔閡,從而限制了市場覆蓋範圍。應對這些挑戰需要進一步提升人工智慧驅動的現實主義水平,完善法規結構,並採取策略性行銷措施,以增強消費者對虛擬體育體驗的信任。

哪些因素推動了虛擬運動市場的成長?

虛擬體育市場的成長受到多種因素的推動,包括對數位體育娛樂的需求不斷成長、對人工智慧遊戲體驗的興趣日益濃厚以及體育博彩平台的擴張。虛擬體育提供全天候遊戲和博彩機會,對營運商和消費者都極具吸引力,尤其是在無法觀看現場體育賽事的地區。虛擬體育與手機遊戲和互動式球迷參與平台的結合,使用戶可以按需體驗體育賽事,進一步促進了市場擴張。此外,元宇宙和虛擬實境 (VR) 技術的興起為身臨其境型體育體驗提供了新的可能性,使球迷能夠以前所未有的方式參與數位體育賽事。隨著體育組織和遊戲公司繼續投資於人工智慧模擬和高保真圖形,虛擬體育市場預計將快速成長並重塑數位體育娛樂和遊戲的未來。

部分

組成部分(解決方案、服務);遊戲(足球、賽車、高爾夫、籃球、板球、滑雪、網球、綜合格鬥、其他);人口統計(21 歲以下、21-35 歲、35-54 歲、54 歲以上)

受訪公司範例

  • Activision Blizzard, Inc.
  • BetConstruct
  • Cyanide
  • Dovetail Games
  • Electronic Arts Inc.
  • Golden Race
  • Inspired Entertainment
  • Kiron Interactive
  • Nintendo Co., Ltd.
  • NSoft

人工智慧整合

全球產業分析師利用可操作的專家內容和人工智慧工具改變市場和競爭情報。

Global Industry Analysts 沒有遵循典型的 LLM 或特定於行業的 SLM查詢,而是建立了一個從世界各地的專家收集的內容庫,其中包括影片錄像、BLOG、搜尋引擎研究以及大量的公司、產品/服務和市場數據。

關稅影響係數

全球產業分析師根據公司總部所在國家、製造地和進出口(成品和原始設備製造商)情況預測其競爭地位的變化。這種複雜而多面的市場動態預計將以多種方式影響競爭對手,包括銷貨成本(COGS) 上升、盈利下降、供應鏈重組以及其他微觀和宏觀市場動態。

目錄

第1章調查方法

第2章執行摘要

  • 市場概覽
  • 主要企業
  • 市場趨勢和促進因素
  • 全球市場展望

第3章市場分析

  • 美國
  • 加拿大
  • 日本
  • 中國
  • 歐洲
  • 法國
  • 德國
  • 義大利
  • 英國
  • 其他歐洲國家
  • 亞太地區
  • 其他地區

第4章 競賽

簡介目錄
Product Code: MCP33300

Global Virtual Sports Market to Reach US$54.9 Billion by 2030

The global market for Virtual Sports estimated at US$19.9 Billion in the year 2024, is expected to reach US$54.9 Billion by 2030, growing at a CAGR of 18.5% over the analysis period 2024-2030. Solutions, one of the segments analyzed in the report, is expected to record a 19.9% CAGR and reach US$41.0 Billion by the end of the analysis period. Growth in the Services segment is estimated at 14.7% CAGR over the analysis period.

The U.S. Market is Estimated at US$5.2 Billion While China is Forecast to Grow at 17.3% CAGR

The Virtual Sports market in the U.S. is estimated at US$5.2 Billion in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$8.4 Billion by the year 2030 trailing a CAGR of 17.3% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 17.2% and 15.8% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 13.4% CAGR.

Global Virtual Sports Market - Key Trends & Drivers Summarized

How Are Virtual Sports Redefining Competitive Gaming and Fan Engagement?

Virtual sports have emerged as a revolutionary form of entertainment, blending gaming technology with traditional sports to create immersive, interactive, and highly competitive digital experiences. Unlike traditional eSports, which involve human players competing in video games, virtual sports simulate real-life sporting events using advanced artificial intelligence (AI) algorithms, physics-based modeling, and motion capture technology. These digital sports are commonly used in betting platforms, fan engagement applications, and training simulations, offering real-time sports action without the unpredictability of live events. Virtual sports are gaining traction in the betting industry, particularly as sports betting operators seek continuous engagement opportunities, independent of real-world sports schedules. The ability to generate instant, data-driven sporting events with realistic visuals and AI-driven player behaviors has made virtual sports increasingly popular among both casual viewers and gaming enthusiasts. Additionally, the rise of interactive fan engagement platforms and digital sports entertainment services has further expanded the appeal of virtual sports, positioning them as a key component of the evolving sports industry.

What Technologies Are Driving the Evolution of Virtual Sports?

The rapid advancement of AI, motion capture, and real-time rendering technology has significantly improved the realism and engagement levels of virtual sports. AI-driven game engines now allow for lifelike player movements, intelligent decision-making, and dynamic sports strategies, creating highly realistic simulations that closely mimic actual sporting events. High-definition graphics powered by real-time rendering engines such as Unreal Engine and Unity have enhanced visual fidelity, making virtual sports games nearly indistinguishable from live broadcasts. Additionally, advancements in machine learning have enabled predictive sports analytics, allowing for AI-driven game scenarios based on historical player data and team performance metrics. The integration of blockchain technology in virtual sports betting has also introduced greater transparency and security in digital wagering systems. Furthermore, the rise of 5G connectivity has improved real-time streaming capabilities, enabling seamless virtual sports broadcasts with minimal latency. As these technologies continue to evolve, virtual sports are becoming more immersive and accessible, attracting a growing audience of sports fans and digital entertainment consumers.

What Challenges Are Limiting the Growth of Virtual Sports?

Despite its growing popularity, the virtual sports industry faces several challenges that could hinder its widespread adoption. One of the primary concerns is authenticity and fan perception, as some traditional sports enthusiasts remain skeptical about virtual sports' legitimacy compared to real-life competitions. While AI-driven simulations offer realistic gameplay, they lack the unpredictability and emotional engagement associated with real athletes and teams, which can impact viewership and engagement levels. Regulatory challenges also pose a hurdle, particularly in the betting industry, where different regions have varying laws regarding virtual sports gambling. Additionally, the complexity of developing high-quality virtual sports simulations requires significant investment in AI training, physics-based modeling, and motion capture technology, making it a costly endeavor for game developers and sports organizations. Moreover, the reliance on digital platforms for virtual sports engagement creates a divide between audiences with high-speed internet access and those in regions with limited connectivity, restricting market reach. Addressing these challenges will require further advancements in AI-driven realism, improved regulatory frameworks, and strategic marketing efforts to increase consumer trust in virtual sports experiences.

What Factors Are Driving the Growth of the Virtual Sports Market?

The growth in the virtual sports market is driven by several factors, including increasing demand for digital sports entertainment, rising interest in AI-driven gaming experiences, and the expansion of sports betting platforms. The ability of virtual sports to provide 24/7 gaming and betting opportunities has made them highly attractive to both operators and consumers, particularly in regions where access to live sports events is limited. The integration of virtual sports with mobile gaming and interactive fan engagement platforms has further contributed to market expansion, allowing users to experience sports action on-demand. Additionally, the rise of the metaverse and virtual reality (VR) technology has opened new possibilities for immersive virtual sports experiences, enabling fans to engage with digital sporting events in unprecedented ways. As sports organizations and gaming companies continue to invest in AI-powered simulations and high-fidelity graphics, the virtual sports market is expected to grow rapidly, reshaping the future of digital sports entertainment and gaming.

SCOPE OF STUDY:

The report analyzes the Virtual Sports market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:

Component (Solutions, Services); Game (Football, Racing, Golf, Basketball, Cricket, Skiing, Tennis, MMA, Others); Demographic (Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs, Above 54 yrs)

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; and Rest of Europe); Asia-Pacific; Rest of World.

Select Competitors (Total 32 Featured) -

  • Activision Blizzard, Inc.
  • BetConstruct
  • Cyanide
  • Dovetail Games
  • Electronic Arts Inc.
  • Golden Race
  • Inspired Entertainment
  • Kiron Interactive
  • Nintendo Co., Ltd.
  • NSoft

AI INTEGRATIONS

We're transforming market and competitive intelligence with validated expert content and AI tools.

Instead of following the general norm of querying LLMs and Industry-specific SLMs, we built repositories of content curated from domain experts worldwide including video transcripts, blogs, search engines research, and massive amounts of enterprise, product/service, and market data.

TARIFF IMPACT FACTOR

Our new release incorporates impact of tariffs on geographical markets as we predict a shift in competitiveness of companies based on HQ country, manufacturing base, exports and imports (finished goods and OEM). This intricate and multifaceted market reality will impact competitors by increasing the Cost of Goods Sold (COGS), reducing profitability, reconfiguring supply chains, amongst other micro and macro market dynamics.

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • Tariff Impact on Global Supply Chain Patterns
    • Virtual Sports - Global Key Competitors Percentage Market Share in 2025 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2025 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Rising Popularity of Immersive Esports Platforms Drives Adoption of Virtual Sports Experiences
    • Integration of AI-Powered Simulation Engines Strengthens Business Case for Real-Time Sports Interactions
    • Expansion of 5G and Edge Computing Infrastructure Propels Growth in High-Fidelity Virtual Sports Streaming
    • Proliferation of Virtual Reality Headsets Expands Addressable Market Opportunity Across Gaming Enthusiasts
    • Convergence of Blockchain and NFTs in Virtual Sports Ecosystems Generates New Revenue Streams
    • Adoption of Cloud Gaming Architectures Enhances Scalability of Multiplayer Virtual Sports Platforms
    • Increased Sponsorship and Advertising Investment in Digital Sports Events Drives Market Commercialization
    • Development of Hyper-Realistic Player Avatars and Environments Throws the Spotlight on Simulation Accuracy
    • Growing Integration of Biometric Sensors into Wearables Spurs Demand for Personalized Sports Interactions
    • Expansion of Sports Betting Regulations Unlocks Growth for Virtual Sports Wagering Applications
    • Rising Demand for Training and Performance Analytics in Professional Sports Drives Adoption of Virtual Simulators
    • Strategic Collaborations Between Sports Leagues and Tech Companies Strengthen Cross-Sector Innovation
    • Introduction of AI-Based Match Predictions Enhances Fan Engagement and Participation in Virtual Competitions
    • Launch of Mixed Reality Stadiums and VR Arenas Generates Momentum for Location-Based Virtual Sports Events
    • Increasing Use of Gamification in Fitness and Exercise Applications Drives Adoption of Virtual Sports Modules
    • Virtual Sports as a Tool for Fan Engagement and Digital Community Building Expands Monetization Opportunities
    • Advances in Gesture Recognition and Motion Tracking Technologies Enhance Interactive Gameplay
    • Integration with Smart TVs and Connected Devices Drives Access and Mass Adoption of Virtual Sports Experiences
    • Regulatory Clarifications on Virtual Sports Gaming and Betting Sustain Growth in Emerging Markets
    • Emergence of Educational Use-Cases for Virtual Sports in Sports Science and Coaching Curricula Accelerates Demand
    • Development of Digital Twins of Real-World Athletes for Competitive Simulations Spurs Industry Innovation
    • Surge in Demand for Multi-Sensory and Haptic Feedback Solutions Enhances Realism in Virtual Sports Platforms
    • Rising Participation in Virtual Marathons and Fitness Challenges Drives Consumer-Centric Innovation Trajectories
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Virtual Sports Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Virtual Sports by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 3: World 6-Year Perspective for Virtual Sports by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2025 & 2030
    • TABLE 4: World Recent Past, Current & Future Analysis for Solutions by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 5: World 6-Year Perspective for Solutions by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 6: World Recent Past, Current & Future Analysis for Services by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 7: World 6-Year Perspective for Services by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for MMA by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 9: World 6-Year Perspective for MMA by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 10: World Recent Past, Current & Future Analysis for Others by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 11: World 6-Year Perspective for Others by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 12: World Recent Past, Current & Future Analysis for Football by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 13: World 6-Year Perspective for Football by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for Racing by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 15: World 6-Year Perspective for Racing by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 16: World Recent Past, Current & Future Analysis for Golf by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 17: World 6-Year Perspective for Golf by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 18: World Recent Past, Current & Future Analysis for Basketball by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 19: World 6-Year Perspective for Basketball by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 20: World Recent Past, Current & Future Analysis for Cricket by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 21: World 6-Year Perspective for Cricket by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 22: World Recent Past, Current & Future Analysis for Skiing by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 23: World 6-Year Perspective for Skiing by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 24: World Recent Past, Current & Future Analysis for Tennis by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 25: World 6-Year Perspective for Tennis by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 26: World Recent Past, Current & Future Analysis for Below 21 yrs by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 27: World 6-Year Perspective for Below 21 yrs by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 28: World Recent Past, Current & Future Analysis for 21 - 35 yrs by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 29: World 6-Year Perspective for 21 - 35 yrs by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 30: World Recent Past, Current & Future Analysis for 35 - 54 yrs by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 31: World 6-Year Perspective for 35 - 54 yrs by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
    • TABLE 32: World Recent Past, Current & Future Analysis for Above 54 yrs by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 33: World 6-Year Perspective for Above 54 yrs by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Virtual Sports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 34: USA Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 35: USA 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
    • TABLE 36: USA Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 37: USA 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
    • TABLE 38: USA Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 39: USA 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
  • CANADA
    • TABLE 40: Canada Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 41: Canada 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
    • TABLE 42: Canada Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 43: Canada 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
    • TABLE 44: Canada Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 45: Canada 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
  • JAPAN
    • Virtual Sports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 46: Japan Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 47: Japan 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
    • TABLE 48: Japan Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 49: Japan 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
    • TABLE 50: Japan Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 51: Japan 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
  • CHINA
    • Virtual Sports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 52: China Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 53: China 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
    • TABLE 54: China Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 55: China 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
    • TABLE 56: China Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 57: China 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
  • EUROPE
    • Virtual Sports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 58: Europe Recent Past, Current & Future Analysis for Virtual Sports by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 59: Europe 6-Year Perspective for Virtual Sports by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030
    • TABLE 60: Europe Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 61: Europe 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
    • TABLE 62: Europe Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 63: Europe 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
    • TABLE 64: Europe Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 65: Europe 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
  • FRANCE
    • Virtual Sports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 66: France Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 67: France 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
    • TABLE 68: France Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 69: France 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
    • TABLE 70: France Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 71: France 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
  • GERMANY
    • Virtual Sports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 72: Germany Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 73: Germany 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
    • TABLE 74: Germany Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 75: Germany 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
    • TABLE 76: Germany Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 77: Germany 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
  • ITALY
    • TABLE 78: Italy Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 79: Italy 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
    • TABLE 80: Italy Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 81: Italy 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
    • TABLE 82: Italy Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 83: Italy 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
  • UNITED KINGDOM
    • Virtual Sports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 84: UK Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 85: UK 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
    • TABLE 86: UK Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 87: UK 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
    • TABLE 88: UK Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 89: UK 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
  • REST OF EUROPE
    • TABLE 90: Rest of Europe Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 91: Rest of Europe 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
    • TABLE 92: Rest of Europe Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 93: Rest of Europe 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
    • TABLE 94: Rest of Europe Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 95: Rest of Europe 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
  • ASIA-PACIFIC
    • Virtual Sports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 96: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 97: Asia-Pacific 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
    • TABLE 98: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 99: Asia-Pacific 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
    • TABLE 100: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 101: Asia-Pacific 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
  • REST OF WORLD
    • TABLE 102: Rest of World Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 103: Rest of World 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
    • TABLE 104: Rest of World Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 105: Rest of World 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
    • TABLE 106: Rest of World Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 107: Rest of World 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030

IV. COMPETITION