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市場調查報告書
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1813315

虛擬體育場會員市場預測至 2032 年:按構成、會員類型、技術、應用、最終用戶和地區進行的全球分析

Virtual Stadium Membership Market Forecasts to 2032 - Global Analysis By Component (Hardware, Software & Platforms and Service), Membership Type, Technology, Application, End User and By Geography

出版日期: | 出版商: Stratistics Market Research Consulting | 英文 200+ Pages | 商品交期: 2-3個工作天內

價格

根據 Stratistics MRC 的數據,全球虛擬體育場會員市場預計在 2025 年達到 14 億美元,到 2032 年將達到 53 億美元,預測期內的複合年成長率為 20.5%。

虛擬體育場會員是一種數位訂閱服務,讓球迷無需親臨現場即可享受沉浸式互動式體育賽事和娛樂活動直播體驗。借助 3D 串流媒體、虛擬實境 (VR) 和擴增實境(AR) 等先進技術,會員可以在世界各地即時觀看比賽、音樂會和演出。這些會員資格通常包含獨家內容,例如幕後影像、球員互動、聊天論壇、商品折扣和個人化觀看選項。虛擬球場會員旨在提升球迷參與度,它彌合了現場觀賽和線上觀賽之間的差距,使活動更易於參與、更具吸引力,並更具社區主導。

行動裝置和穿戴式裝置的普及

粉絲可以透過智慧型手機、智慧型手錶和VR頭戴裝置參與直播內容和專屬功能。與身臨其境型平台的整合增強了即時參與度和個人化體驗。體育組織正在利用設備連接,將粉絲參與度擴展到實體場館之外。基於應用程式的體驗支援持續的互動和收益。這些發展將虛擬會員定位為數位粉絲生態系統的核心要素。

高昂的初始投資和持續的維護成本

創建身臨其境型環境並管理安全的串流媒體基礎設施需要大量投資。內容更新、分析和用戶支援的營運成本增加了複雜性。規模較小的組織如果沒有穩定的用戶成長,可能難以擴展規模。與舊有系統的兼容性也增加了整合挑戰。這些財務限制正在減緩市場滲透。

用於收益最佳化的高階數據分析和人工智慧

預測工具可實現個人化內容傳送和精準推廣。動態定價和遊戲化體驗可提升留存率和消費。 CRM 整合可改善細分市場和宣傳活動成效。體育營業單位利用數據來最佳化商品行銷和贊助策略。這些創新正在推動虛擬粉絲生態系統的可擴展收益。

基礎設施可近性和使用者疲勞

高速網路對於身臨其境型內容至關重要,但在服務不足的地區,網路存取受限。重複的數位格式會降低使用者的長期參與度。設備不相容和輔助功能不足阻礙了整體性。碎片化的生態系統阻礙了無縫的使用者體驗。這些因素威脅著平台的持續成長和忠誠度。

COVID-19的影響:

由於實體體育賽事的觀眾人數受到限制,新冠疫情顯著加速了虛擬體育場館會員市場的成長。球迷們轉向數位平台體驗賽事直播、互動功能和獨家內容,推動了虛擬會員的普及。體育組織和俱樂部正在利用這些平台來保持球迷的參與並創造新的收益來源。疫情期間,對VR和AR互動等身臨其境型體驗的需求進一步激發了市場興趣,並再形成了球迷的參與方式。

預計硬體部分將成為預測期內最大的部分

預計硬體領域將在預測期內佔據最大的市場佔有率,這得益於其在實現觸覺和視覺球迷體驗方面發揮的作用。 VRVR頭戴裝置和智慧顯示器等裝置支援即時互動和內容沉浸感。設計和效能方面的創新正在提升可用性和滿意度。製造商正專注於價格承受能力和生態系統整合。串流媒體相容性正在提升體育平台的整體相關性。隨著身臨其境型互動成為常態,預計該領域將繼續保持領先地位。

廣播公司和串流平台部門預計在預測期內以最高的複合年成長率成長

預計廣播公司和串流平台細分市場將在預測期內實現最高成長率,這得益於市場對靈活豐富的體育內容需求的不斷成長。對自我調整交付、多角度視圖和互動式功能的投資正在提升用戶體驗。與虛擬會員的整合支援獨家訪問和個人化體驗。與體育組織的合作正在擴大內容供應和用戶覆蓋範圍。人工智慧驅動的互動工具正在提高用戶留存率和收益。隨著數位體育消費的加速發展,這個細分市場將經歷快速成長。

比最大的地區

預計北美將在預測期內佔據最大的市場佔有率,這得益於顯著的技術進步和消費者的高參與度。該地區擁有強大的基礎設施,並廣泛採用VR和AR等身臨其境型技術來提升球迷體驗。各大運動聯盟和娛樂場所正積極推廣提供獨家內容和互動功能的虛擬會員制。這一趨勢反映了體育和娛樂產業向數位轉型的廣泛轉變,旨在為球迷提供個人化且便利的觀賽選擇。

複合年成長率最高的地區:

在預測期內,由於網路普及率的提高和技術熟練人口的成長,亞太地區預計將呈現最高的複合年成長率。日本、韓國和印度等國家處於領先地位,整合先進技術,提供身臨其境型觀看體驗。區域運動聯盟和娛樂提供者正在採用虛擬會員制,以覆蓋更廣泛的受眾,尤其是在服務不足的地區。這一成長得益於政府推動數位基礎設施建設的舉措,以及電子競技和虛擬賽事日益普及。

免費客製化服務:

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  • 公司簡介
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    • 根據產品系列、地理分佈和策略聯盟對主要企業基準化分析

目錄

第1章執行摘要

第2章 前言

  • 概述
  • 相關利益者
  • 調查範圍
  • 調查方法
    • 資料探勘
    • 數據分析
    • 數據檢驗
    • 研究途徑
  • 研究材料
    • 主要研究資料
    • 次級研究資訊來源
    • 先決條件

第3章市場走勢分析

  • 驅動程式
  • 抑制因素
  • 機會
  • 威脅
  • 技術分析
  • 應用分析
  • 最終用戶分析
  • 新興市場
  • COVID-19的影響

第4章 波特五力分析

  • 供應商的議價能力
  • 買方的議價能力
  • 替代品的威脅
  • 新進入者的威脅
  • 競爭對手之間的競爭

5. 全球虛擬體育場會員市場構成

  • 硬體
    • VR頭戴裝置
    • AR裝置
  • 軟體和平台
    • 虛擬體育場應用
    • 粉絲互動平台
  • 服務
    • 訂閱服務
    • 支援和維護

6. 全球虛擬體育場會員市集(依會員類型)

  • 普通會員
  • 高級會員
  • 有限會員資格
  • 按次付費觀看

7. 全球虛擬體育場會員市場(按技術)

  • 虛擬實境(VR)
  • 擴增實境(AR)
  • 混合實境(MR)
  • 人工智慧與區塊鏈整合
  • 其他技術

8. 全球虛擬體育場會員市集(按應用)

  • 運動的
  • 電子競技和遊戲
  • 音樂會和現場娛樂
  • 其他用途

9. 全球虛擬體育場會員市場(按最終用戶分類)

  • 個人消費者
  • 活動主辦者
  • 廣播公司與串流媒體平台
  • 企業/飯店
  • 其他最終用戶

第 10 章:全球虛擬體育場會員市集(按地區)

  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 英國
    • 義大利
    • 法國
    • 西班牙
    • 其他歐洲國家
  • 亞太地區
    • 日本
    • 中國
    • 印度
    • 澳洲
    • 紐西蘭
    • 韓國
    • 其他亞太地區
  • 南美洲
    • 阿根廷
    • 巴西
    • 智利
    • 其他南美
  • 中東和非洲
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 卡達
    • 南非
    • 其他中東和非洲地區

第11章 重大進展

  • 協議、夥伴關係、合作和合資企業
  • 收購與合併
  • 新產品發布
  • 業務擴展
  • 其他關鍵策略

第 12 章:公司概況

  • Meta Platforms Inc.
  • Microsoft Corporation
  • Apple Inc.
  • Google LLC
  • Sony Group Corporation
  • HTC Corporation
  • Samsung Electronics Co., Ltd.
  • Cisco Systems Inc.
  • IBM Corporation
  • Ericsson AB
  • Schneider Electric SE
  • Johnson Controls International
  • Virtually Live
  • LiveLike Inc.
  • GreenPark Sports
Product Code: SMRC30777

According to Stratistics MRC, the Global Virtual Stadium Membership Market is accounted for $1.4 billion in 2025 and is expected to reach $5.3 billion by 2032 growing at a CAGR of 20.5% during the forecast period. A Virtual Stadium Membership is a digital subscription that provides fans with an immersive, interactive experience of live sports or entertainment events without physically attending the venue. Through advanced technologies like 3D streaming, virtual reality (VR), and augmented reality (AR), members can enjoy real-time access to matches, concerts, or performances from anywhere in the world. These memberships often include exclusive content such as behind-the-scenes footage, player interactions, chat forums, merchandise discounts, and personalized viewing options. Designed to enhance fan engagement, Virtual Stadium Memberships bridge the gap between in-person attendance and digital access, making events more accessible, engaging, and community-driven.

Market Dynamics:

Driver:

Ubiquity of mobile & wearable devices

Fans engage with live content and exclusive features through smartphones, smartwatches, and VR headsets. Integration with immersive platforms enhances real-time participation and personalization. Sports organizations are leveraging device connectivity to extend fan engagement beyond physical venues. App-based experiences are supporting continuous interaction and monetization. These developments are positioning virtual memberships as a core component of digital fan ecosystems.

Restraint:

High initial investment & ongoing maintenance costs

Building immersive environments and managing secure streaming infrastructure demands significant investment. Operational expenses for content updates, analytics, and user support add to complexity. Smaller organizations may struggle to scale without robust subscriber growth. Compatibility with legacy systems increases integration challenges. These financial constraints are slowing market penetration.

Opportunity:

Advanced data analytics and Ai for revenue optimization

Predictive tools enable personalized content delivery and targeted promotions. Dynamic pricing and gamified experiences are boosting retention and spend. CRM integration improves segmentation and campaign performance. Sports entities are using data to refine merchandising and sponsorship strategies. These innovations are driving scalable monetization in virtual fan ecosystems.

Threat:

Infrastructure accessibility & user fatigue

High-speed internet is essential for immersive content, limiting access in underserved regions. Repetitive digital formats may reduce long-term engagement. Device incompatibility and lack of accessibility features hinder inclusivity. Fragmented ecosystems disrupt seamless user experiences. These factors threaten sustained growth and platform loyalty.

Covid-19 Impact:

The Covid-19 pandemic significantly accelerated the growth of the Virtual Stadium Membership Market as physical attendance at sports events was restricted. Fans turned to digital platforms to experience live matches, interactive features, and exclusive content, driving higher adoption of virtual memberships. Sports organizations and clubs leveraged these platforms to maintain fan engagement and generate alternative revenue streams. The demand for immersive experiences, such as VR and AR-enabled interactions, further boosted market interest, reshaping fan participation during the pandemic.

The hardware segment is expected to be the largest during the forecast period

The hardware segment is expected to account for the largest market share during the forecast period due to its role in enabling tactile and visual fan experiences. Devices like VR headsets and smart displays support real-time interaction and content immersion. Innovations in design and performance are improving usability and satisfaction. Manufacturers are focusing on affordability and ecosystem integration. Streaming compatibility is enhancing relevance across sports platforms. This segment will continue to lead as immersive engagement becomes standard.

The broadcasters & streaming platforms segment is expected to have the highest CAGR during the forecast period

Over the forecast period, the broadcasters & streaming platforms segment is predicted to witness the highest growth rate owing to rising demand for flexible and enriched sports content. Investments in adaptive delivery, multi-angle views, and interactive features are enhancing user experience. Integration with virtual memberships supports exclusive access and personalization. Collaborations with sports entities are expanding content offerings and subscriber reach. AI-driven engagement tools are improving retention and monetization. This segment is poised for rapid growth as digital sports consumption accelerates.

Region with largest share:

During the forecast period, the North America region is expected to hold the largest market share by significant technological advancements and high consumer engagement. The region benefits from robust infrastructure and widespread adoption of immersive technologies, such as VR and AR, enhancing the fan experience. Major sports leagues and entertainment venues actively promote virtual memberships, offering exclusive content and interactive features. This trend reflects a broader shift towards digital transformation in the sports and entertainment industries, aiming to provide fans with personalized and accessible viewing options.

Region with highest CAGR:

Over the forecast period, the Asia Pacific region is anticipated to exhibit the highest CAGR due to increasing internet penetration and a tech-savvy population. Countries like Japan, South Korea, and India are at the forefront, integrating advanced technologies to offer immersive viewing experiences. Local sports leagues and entertainment providers are adopting virtual memberships to reach a broader audience, especially in underserved areas. This growth is supported by government initiatives promoting digital infrastructure and the rising popularity of esports and virtual events.

Key players in the market

Some of the key players in Virtual Stadium Membership Market include Meta Platforms Inc., Microsoft Corporation, Apple Inc., Google LLC, Sony Group Corporation, HTC Corporation, Samsung Electronics Co., Ltd., Cisco Systems Inc., IBM Corporation, Ericsson AB, Schneider Electric SE, Johnson Controls International, Virtually Live, LiveLike Inc. and GreenPark Sports.

Key Developments:

In August 2025, Microsoft expanded its multi-year partnership with the NFL to integrate Copilot AI into stadium operations, scouting, and fan engagement platforms. This includes enhanced Sideline Viewing Systems and virtual dashboards, enabling immersive fan experiences and personalized stadium memberships across all 32 NFL teams.

In July 2025, Meta-Stadiums Corp-an immersive entertainment partner of Meta-expanded its strategic collaboration with Super League to launch the MetaStars TikTok Creator Network. This initiative supports branded fan access passes to virtual stadium concerts and sports events, enhancing monetization and creator engagement across immersive commerce platforms.

Components Covered:

  • Hardware
  • Software & Platforms
  • Service

Membership Types Covered:

  • General Membership
  • Premium Membership
  • Exclusive Membership
  • Pay-Per-View Access

Technologies Covered:

  • Virtual Reality (VR)
  • Augmented Reality (AR)
  • Mixed Reality (MR)
  • AI & Blockchain Integration
  • Other Technologies

Applications Covered:

  • Sports
  • Esports & Gaming
  • Concerts & Live Entertainment
  • Other Applications

End Users Covered:

  • Individual Consumers
  • Event Organizers
  • Broadcasters & Streaming Platforms
  • Corporate & Hospitality
  • Other End Users

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2024, 2025, 2026, 2028, and 2032
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking
    • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Technology Analysis
  • 3.7 Application Analysis
  • 3.8 End User Analysis
  • 3.9 Emerging Markets
  • 3.10 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global Virtual Stadium Membership Market, By Component

  • 5.1 Introduction
  • 5.2 Hardware
    • 5.2.1 VR Headsets
    • 5.2.2 AR Devices
  • 5.3 Software & Platforms
    • 5.3.1 Virtual Stadium Applications
    • 5.3.2 Fan Engagement Platforms
  • 5.4 Service
    • 5.4.1 Subscription Services
    • 5.4.2 Support & Maintenance

6 Global Virtual Stadium Membership Market, By Membership Type

  • 6.1 Introduction
  • 6.2 General Membership
  • 6.3 Premium Membership
  • 6.4 Exclusive Membership
  • 6.5 Pay-Per-View Access

7 Global Virtual Stadium Membership Market, By Technology

  • 7.1 Introduction
  • 7.2 Virtual Reality (VR)
  • 7.3 Augmented Reality (AR)
  • 7.4 Mixed Reality (MR)
  • 7.5 AI & Blockchain Integration
  • 7.6 Other Technologies

8 Global Virtual Stadium Membership Market, By Application

  • 8.1 Introduction
  • 8.2 Sports
  • 8.3 Esports & Gaming
  • 8.4 Concerts & Live Entertainment
  • 8.5 Other Applications

9 Global Virtual Stadium Membership Market, By End User

  • 9.1 Introduction
  • 9.2 Individual Consumers
  • 9.3 Event Organizers
  • 9.4 Broadcasters & Streaming Platforms
  • 9.5 Corporate & Hospitality
  • 9.6 Other End Users

10 Global Virtual Stadium Membership Market, By Geography

  • 10.1 Introduction
  • 10.2 North America
    • 10.2.1 US
    • 10.2.2 Canada
    • 10.2.3 Mexico
  • 10.3 Europe
    • 10.3.1 Germany
    • 10.3.2 UK
    • 10.3.3 Italy
    • 10.3.4 France
    • 10.3.5 Spain
    • 10.3.6 Rest of Europe
  • 10.4 Asia Pacific
    • 10.4.1 Japan
    • 10.4.2 China
    • 10.4.3 India
    • 10.4.4 Australia
    • 10.4.5 New Zealand
    • 10.4.6 South Korea
    • 10.4.7 Rest of Asia Pacific
  • 10.5 South America
    • 10.5.1 Argentina
    • 10.5.2 Brazil
    • 10.5.3 Chile
    • 10.5.4 Rest of South America
  • 10.6 Middle East & Africa
    • 10.6.1 Saudi Arabia
    • 10.6.2 UAE
    • 10.6.3 Qatar
    • 10.6.4 South Africa
    • 10.6.5 Rest of Middle East & Africa

11 Key Developments

  • 11.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 11.2 Acquisitions & Mergers
  • 11.3 New Product Launch
  • 11.4 Expansions
  • 11.5 Other Key Strategies

12 Company Profiling

  • 12.1 Meta Platforms Inc.
  • 12.2 Microsoft Corporation
  • 12.3 Apple Inc.
  • 12.4 Google LLC
  • 12.5 Sony Group Corporation
  • 12.6 HTC Corporation
  • 12.7 Samsung Electronics Co., Ltd.
  • 12.8 Cisco Systems Inc.
  • 12.9 IBM Corporation
  • 12.10 Ericsson AB
  • 12.11 Schneider Electric SE
  • 12.12 Johnson Controls International
  • 12.13 Virtually Live
  • 12.14 LiveLike Inc.
  • 12.15 GreenPark Sports

List of Tables

  • Table 1 Global Virtual Stadium Membership Market Outlook, By Region (2024-2032) ($MN)
  • Table 2 Global Virtual Stadium Membership Market Outlook, By Component (2024-2032) ($MN)
  • Table 3 Global Virtual Stadium Membership Market Outlook, By Hardware (2024-2032) ($MN)
  • Table 4 Global Virtual Stadium Membership Market Outlook, By VR Headsets (2024-2032) ($MN)
  • Table 5 Global Virtual Stadium Membership Market Outlook, By AR Devices (2024-2032) ($MN)
  • Table 6 Global Virtual Stadium Membership Market Outlook, By Software & Platforms (2024-2032) ($MN)
  • Table 7 Global Virtual Stadium Membership Market Outlook, By Virtual Stadium Applications (2024-2032) ($MN)
  • Table 8 Global Virtual Stadium Membership Market Outlook, By Fan Engagement Platforms (2024-2032) ($MN)
  • Table 9 Global Virtual Stadium Membership Market Outlook, By Service (2024-2032) ($MN)
  • Table 10 Global Virtual Stadium Membership Market Outlook, By Subscription Services (2024-2032) ($MN)
  • Table 11 Global Virtual Stadium Membership Market Outlook, By Support & Maintenance (2024-2032) ($MN)
  • Table 12 Global Virtual Stadium Membership Market Outlook, By Membership Type (2024-2032) ($MN)
  • Table 13 Global Virtual Stadium Membership Market Outlook, By General Membership (2024-2032) ($MN)
  • Table 14 Global Virtual Stadium Membership Market Outlook, By Premium Membership (2024-2032) ($MN)
  • Table 15 Global Virtual Stadium Membership Market Outlook, By Exclusive Membership (2024-2032) ($MN)
  • Table 16 Global Virtual Stadium Membership Market Outlook, By Pay-Per-View Access (2024-2032) ($MN)
  • Table 17 Global Virtual Stadium Membership Market Outlook, By Technology (2024-2032) ($MN)
  • Table 18 Global Virtual Stadium Membership Market Outlook, By Virtual Reality (VR) (2024-2032) ($MN)
  • Table 19 Global Virtual Stadium Membership Market Outlook, By Augmented Reality (AR) (2024-2032) ($MN)
  • Table 20 Global Virtual Stadium Membership Market Outlook, By Mixed Reality (MR) (2024-2032) ($MN)
  • Table 21 Global Virtual Stadium Membership Market Outlook, By AI & Blockchain Integration (2024-2032) ($MN)
  • Table 22 Global Virtual Stadium Membership Market Outlook, By Other Technologies (2024-2032) ($MN)
  • Table 23 Global Virtual Stadium Membership Market Outlook, By Application (2024-2032) ($MN)
  • Table 24 Global Virtual Stadium Membership Market Outlook, By Sports (2024-2032) ($MN)
  • Table 25 Global Virtual Stadium Membership Market Outlook, By Esports & Gaming (2024-2032) ($MN)
  • Table 26 Global Virtual Stadium Membership Market Outlook, By Concerts & Live Entertainment (2024-2032) ($MN)
  • Table 27 Global Virtual Stadium Membership Market Outlook, By Other Applications (2024-2032) ($MN)
  • Table 28 Global Virtual Stadium Membership Market Outlook, By End User (2024-2032) ($MN)
  • Table 29 Global Virtual Stadium Membership Market Outlook, By Individual Consumers (2024-2032) ($MN)
  • Table 30 Global Virtual Stadium Membership Market Outlook, By Event Organizers (2024-2032) ($MN)
  • Table 31 Global Virtual Stadium Membership Market Outlook, By Broadcasters & Streaming Platforms (2024-2032) ($MN)
  • Table 32 Global Virtual Stadium Membership Market Outlook, By Corporate & Hospitality (2024-2032) ($MN)
  • Table 33 Global Virtual Stadium Membership Market Outlook, By Other End Users (2024-2032) ($MN)

Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.