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市場調查報告書
商品編碼
1760213

2025年Phygital Sports全球市場報告

Phygital Sports Global Market Report 2025

出版日期: | 出版商: The Business Research Company | 英文 175 Pages | 商品交期: 2-10個工作天內

價格
簡介目錄

預計未來幾年,實體數位體育市場規模將呈指數級成長。到 2029 年,該市場規模將成長到 56.2 億美元,年複合成長率(CAGR)為 27.4%。預測期內的成長歸因於體育科技新興企業的資金籌措、消費者對個人化體育體驗的需求不斷成長、體育和健身領域遊戲化的日益普及、擴大使用生物特徵數據來最佳化運動員的表現,以及具有數位增強功能的智慧體育場的開發。預測期內的主要趨勢包括身臨其境型球迷參與、智慧體育場、穿戴式科技和生物特徵分析、人工智慧訓練和指導、電子競技以及傳統運動與數位技術的融合。

電子競技日益普及,預計將加速實體數位運動市場的擴張。電子競技是指競技性電子遊戲,玩家和隊伍參加有組織的數位錦標賽。電子競技的興起得益於科技的快速進步和日益數位化的世界,培育了一個充滿熱情和競爭性的遊戲社群。實體數位運動進一步增強了電子競技,將現實世界的競技元素與數位遊戲融合,創造出更身臨其境的體驗。例如,2023 年 12 月,美國顧問公司 Fusion CPA 報告稱,有 5.3 億觀眾透過 Twitch 等平台參與電子競技,預計到 2024 年這一數字將增至 5.77 億。因此,電子競技日益普及正在推動實體數位運動市場的成長。

實體數位運動市場的主要企業正專注於不斷發展粉絲參與平台,例如實體數位運動非同質化代幣(NFT),以增強粉絲互動、創造數位收藏品並創造新的收益來源。實體數位運動 NFT 是基於區塊鏈的數位資產,與實體體育收藏品掛鉤,可增強粉絲參與度和所有權。例如,2022 年 5 月,印度運動迷參與平台 Sportzchain 推出了印度首個實體數位運動 NFT。這項創新的 NFT 將實體紀念品與區塊鏈支援的數位所有權相結合,開創了粉絲互動的新時代。為了紀念這一機會,Sportzchain 將這一特殊的 NFT 直接交給接收者,突顯了公司致力於創造有意義的沉浸式粉絲體驗的承諾。這項舉措展示了實體數位資產改變傳統體育參與方式的潛力。

目錄

第1章執行摘要

第2章 市場特徵

第3章 市場趨勢與策略

第4章 市場 - 宏觀經濟情景,包括利率、通膨、地緣政治、貿易戰和關稅,以及新冠疫情和復甦對市場的影響

第5章 全球成長分析與策略分析框架

  • 全球實體數位體育PESTEL分析(政治、社會、科技、環境、法律因素、促進因素與限制因素)
  • 最終用途產業分析
  • 全球實體數位體育市場:成長率分析
  • 全球實體數位體育市場表現:規模與成長,2019-2024 年
  • 全球實體數位體育市場預測:2024-2029 年及 2034 年規模與成長
  • 全球實體數位體育總目標市場(TAM)

第6章市場區隔

  • 全球實體數位運動市場(按運動類型、表現和預測),2019-2024 年、2024-2029 年、2034 年
  • 足球
  • 籃球
  • 曲棍球
  • 跳舞
  • 種族
  • 騎自行車
  • 射手
  • 全球實體數位體育市場(按技術、性能和預測),2019-2024 年、2024-2029 年、2034 年
  • 虛擬實境
  • 混合實境
  • 擴增實境
  • 物聯網
  • 人工智慧
  • 全球實體數位運動市場(依最終用戶、績效及預測)2019-2024、2024-2029、2034
  • 個人消費者
  • 運動隊伍和俱樂部
  • 企業和活動組織者
  • 全球實體數位運動市場、足球細分市場、類型、表現及預測(2019-2024、2024-2029、2034)
  • 夢幻足球平台
  • 擴增實境(AR)培訓工具
  • 遊戲化的比賽模擬
  • 全球實體數位運動市場、籃球細分、類型、表現及預測,2019-2024 年、2024-2029 年、2034 年
  • 虛擬輔導系統
  • 運動追蹤訓練應用程式
  • 電競籃球錦標賽
  • 全球實體數位運動市場、曲棍球細分市場、按類型、表現和預測,2019-2024 年、2024-2029 年、2034 年
  • AR/VR訓練設備
  • 虛擬團隊管理平台
  • 實體數位曲棍球模擬器
  • 全球實體數位運動市場、舞蹈細分、類型、表現和預測,2019-2024 年、2024-2029 年、2034 年
  • 舞蹈健身遊戲化應用程式
  • VR舞蹈課
  • 互動舞蹈比賽
  • 全球實體數位運動市場、賽事細分、類型、表現及預測,2019-2024 年、2024-2029 年、2034 年
  • 電子賽車錦標賽
  • AR賽車模擬器
  • 實體數位化賽車運動體驗
  • 全球實體數位運動市場、自行車細分市場、類型、表現及預測(2019-2024 年、2024-2029 年、2034 年)
  • 虛擬自行車賽
  • 智慧訓練應用程式
  • AR自行車之旅
  • 全球實體數位運動市場、射擊遊戲細分、類型、性能和預測,2019-2024 年、2024-2029 年、2034 年
  • AR射擊遊戲
  • 虛擬射擊練習工具
  • 射擊類電競平台

第7章 區域和國家分析

  • 全球實體數位體育市場:按地區、表現和預測,2019-2024 年、2024-2029 年、2034 年
  • 全球實體數位體育市場:按國家/地區、表現和預測,2019-2024 年、2024-2029 年、2034 年

第8章 亞太市場

第9章:中國市場

第10章 印度市場

第11章 日本市場

第12章 澳洲市場

第13章 印尼市場

第14章 韓國市場

第15章 西歐市場

第16章英國市場

第17章 德國市場

第18章 法國市場

第19章:義大利市場

第20章:西班牙市場

第21章 東歐市場

第22章 俄羅斯市場

第23章 北美市場

第24章美國市場

第25章:加拿大市場

第26章 南美洲市場

第27章:巴西市場

第28章 中東市場

第29章:非洲市場

第30章競爭格局與公司概況

  • 實體數位體育市場:競爭格局
  • 實體數位體育市場:公司簡介
    • Samsung Group
    • Meta Platforms Inc.
    • Sony Corporation
    • EON Reality Inc.
    • PICO Immersive Pte.ltd.

第31章 其他大型創新企業

  • Vection Technologies Ltd
  • ArborXR
  • Sense Arena
  • Rezzil Co
  • Xtadium
  • Simbott
  • VR Sport Tv
  • Visualise Creative Ltd
  • HQSoftware
  • Nsocial Enriched Experimental Agency
  • BrandXR
  • SPORTZCHAIN
  • ProYuga
  • Phygital Sports USA Inc.
  • VR電競

第 32 章全球市場競爭基準化分析與儀表板

第33章 重大併購

第34章近期市場趨勢

第35章:市場潛力大的國家與策略

  • 2029年實體數位體育市場:一個提供新機會的國家
  • 2029 年實體數位運動市場:細分領域帶來新機會
  • 2029 年實體數位運動市場:成長策略
    • 基於市場趨勢的策略
    • 競爭對手的策略

第36章 附錄

簡介目錄
Product Code: r35237

Phygital sports merge physical and digital elements to create an immersive and interactive sporting experience. They combine real-world athletic activity with virtual environments through advanced technologies, offering an enhanced experience that increases engagement and expands accessibility for both participants and audiences.

The main types of phygital sports include football, basketball, hockey, dancing, racing, cycling, and shooter games. Football, in particular, blends digital technologies with traditional gameplay, enriching the experience through virtual training, performance analytics, and immersive fan engagement. The key technologies driving phygital sports include virtual reality, mixed reality, augmented reality, the Internet of Things (IoT), and artificial intelligence (AI), serving a wide range of users such as individual consumers, sports teams and clubs, as well as enterprises and event organizers.

The phygital sports market research report is one of a series of new reports from The Business Research Company that provides phygital sports market statistics, including the phygital sports industry global market size, regional shares, competitors with the phygital sports market share, detailed phygital sports market segments, market trends, and opportunities, and any further data you may need to thrive in the phygital sports industry. This phygital sports market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

The phygital sports market size has grown exponentially in recent years. It will grow from$1.67 billion in 2024 to $2.14 billion in 2025 at a compound annual growth rate (CAGR) of 27.6%. The growth during the historic period can be attributed to the increasing adoption of augmented reality and virtual reality for immersive fan experiences, a rising demand for interactive and hybrid sports engagement, the growing use of AI-driven performance analytics and coaching, the expanding popularity of connected fitness and smart wearables, and the growing investments in blockchain and NFTs for sports assets.

The phygital sports market size is expected to see exponential growth in the next few years. It will grow to$5.62 billion in 2029 at a compound annual growth rate (CAGR) of 27.4%. The growth during the forecast period can be attributed to increased funding and innovation in sports technology startups, growing consumer demand for personalized sports experiences, the rising adoption of gamification in sports and fitness, the increasing use of biometric data for optimizing athlete performance, and the development of smart stadiums with digital enhancements. Key trends in the forecast period include immersive fan engagement, smart stadiums, wearable technology and biometric analytics, AI-powered training and coaching, esports, and the integration of traditional sports with digital advancements.

The growing popularity of e-sports is expected to accelerate the expansion of the phygital sports market. E-sports refers to competitive video gaming, where players and teams participate in organized digital tournaments. The rise of e-sports is fueled by rapid technological advancements and the global increase in digital connectivity, which has fostered a passionate and competitive gaming community. Phygital sports further enhance e-sports by blending real-world athletic elements with digital gaming, creating a more immersive experience. For example, in December 2023, Fusion CPA, a US-based consulting firm, reported that 530 million viewers engaged with eSports through platforms such as Twitch, with this number projected to increase to 577 million by 2024. As a result, the growing popularity of e-sports is driving the growth of the phygital sports market.

Key companies in the phygital sports market are focusing on advancing fan engagement platforms, such as phygital sports non-fungible tokens (NFTs), to enhance fan interaction, create digital collectibles, and generate new revenue streams. A phygital sports NFT is a blockchain-based digital asset linked to a physical sports collectible, providing enhanced fan engagement and ownership. For instance, in May 2022, Sportzchain, an India-based sports fan engagement platform, introduced India's first phygital sports NFT, a framed matchday memorabilia commemorating a significant sporting achievement. This innovative NFT merged physical keepsakes with blockchain-backed digital ownership, ushering in a new era of fan interaction. To mark the occasion, Sportzchain personally delivered the exclusive NFT to the recipient, highlighting their commitment to creating meaningful and immersive fan experiences. This initiative illustrates the potential of phygital assets to transform traditional sports engagement.

In September 2024, Skyview Innovations, a US-based software company, acquired OMM for an undisclosed amount. This acquisition aims to strengthen phygital augmented experiences through immersive technologies such as AR, VR, and MR in sports, entertainment, and retail. OMM Technology is a UK-based digital technology company specializing in providing phygital sports services.

Major players in the phygital sports market are Samsung Group, Meta Platforms Inc., Sony Corporation, EON Reality Inc., PICO Immersive Pte.ltd., Vection Technologies Ltd, ArborXR, Sense Arena, Rezzil Co, Xtadium, Simbott, VR Sport Tv, Visualise Creative Ltd, HQSoftware, Nsocial Enriched Experimental Agency, BrandXR, SPORTZCHAIN, ProYuga, Phygital Sports USA Inc., and VR Esports.

North America was the largest region in the phygital sports market in 2024. The regions covered in phygital sports report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The countries covered in the phygital sports market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The phygital sports market consists of revenues earned by entities by providing services such as virtual training programs, immersive fan experiences, AI-driven performance analytics, smart stadium management, and blockchain-based sports assets. The market value includes the value of related goods sold by the service provider or included within the service offering. The phygital sports market also includes sales of smart glasses, smart wearables, biometric sensors, AI-powered training equipment, and blockchain-based sports collectibles. Values in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values and are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Phygital Sports Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on phygital sports market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for phygital sports ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The phygital sports market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Sport Type: Football; Basketball; Hockey; Dancing; Racing; Cycling; Shooter
  • 2) By Technology: Virtual Reality; Mixed Reality; Augmented Reality; Internet Of Things; Artificial Intelligence
  • 3) By End-User: Individual Consumers; Sports Teams And Clubs; Enterprises And Event Organizers
  • Subsegments:
  • 1) By Football: Fantasy Football Platforms; Augmented Reality (AR) Training Tools; Gamified Match Simulations
  • 2) By Basketball: Virtual Coaching Systems; Motion-Tracking Training Apps; eSports Basketball Tournaments
  • 3) By Hockey: AR/VR Training Equipment; Virtual Team Management Platforms; Phygital Hockey Simulators
  • 4) By Dancing: Dance Fitness Gamification Apps; VR Dance Classes; Interactive Dance Competitions
  • 5) By Racing: eRacing Tournaments; AR Racing Simulators; Phygital Motorsport Experiences
  • 6) By Cycling: Virtual Cycling Races; Smart Training Apps; AR Cycling Tours
  • 7) By Shooter: AR Shooter Games; Virtual Target Practice Tools; Shooter eSports Platforms
  • Companies Mentioned: Samsung Group; Meta Platforms Inc.; Sony Corporation; EON Reality Inc.; PICO Immersive Pte.ltd.
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Phygital Sports Market Characteristics

3. Phygital Sports Market Trends And Strategies

4. Phygital Sports Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

5. Global Phygital Sports Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Phygital Sports PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Phygital Sports Market Growth Rate Analysis
  • 5.4. Global Phygital Sports Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Phygital Sports Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Phygital Sports Total Addressable Market (TAM)

6. Phygital Sports Market Segmentation

  • 6.1. Global Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Football
  • Basketball
  • Hockey
  • Dancing
  • Racing
  • Cycling
  • Shooter
  • 6.2. Global Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Virtual Reality
  • Mixed Reality
  • Augmented Reality
  • Internet Of Things
  • Artificial Intelligence
  • 6.3. Global Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Individual Consumers
  • Sports Teams And Clubs
  • Enterprises And Event Organizers
  • 6.4. Global Phygital Sports Market, Sub-Segmentation Of Football, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Fantasy Football Platforms
  • Augmented Reality (AR) Training Tools
  • Gamified Match Simulations
  • 6.5. Global Phygital Sports Market, Sub-Segmentation Of Basketball, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Virtual Coaching Systems
  • Motion-Tracking Training Apps
  • eSports Basketball Tournaments
  • 6.6. Global Phygital Sports Market, Sub-Segmentation Of Hockey, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • AR/VR Training Equipment
  • Virtual Team Management Platforms
  • Phygital Hockey Simulators
  • 6.7. Global Phygital Sports Market, Sub-Segmentation Of Dancing, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Dance Fitness Gamification Apps
  • VR Dance Classes
  • Interactive Dance Competitions
  • 6.8. Global Phygital Sports Market, Sub-Segmentation Of Racing, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • eRacing Tournaments
  • AR Racing Simulators
  • Phygital Motorsport Experiences
  • 6.9. Global Phygital Sports Market, Sub-Segmentation Of Cycling, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Virtual Cycling Races
  • Smart Training Apps
  • AR Cycling Tours
  • 6.10. Global Phygital Sports Market, Sub-Segmentation Of Shooter, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • AR Shooter Games
  • Virtual Target Practice Tools
  • Shooter eSports Platforms

7. Phygital Sports Market Regional And Country Analysis

  • 7.1. Global Phygital Sports Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Phygital Sports Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Phygital Sports Market

  • 8.1. Asia-Pacific Phygital Sports Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Phygital Sports Market

  • 9.1. China Phygital Sports Market Overview
  • 9.2. China Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Phygital Sports Market

  • 10.1. India Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Phygital Sports Market

  • 11.1. Japan Phygital Sports Market Overview
  • 11.2. Japan Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Phygital Sports Market

  • 12.1. Australia Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Phygital Sports Market

  • 13.1. Indonesia Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Phygital Sports Market

  • 14.1. South Korea Phygital Sports Market Overview
  • 14.2. South Korea Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Phygital Sports Market

  • 15.1. Western Europe Phygital Sports Market Overview
  • 15.2. Western Europe Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Phygital Sports Market

  • 16.1. UK Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Phygital Sports Market

  • 17.1. Germany Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Phygital Sports Market

  • 18.1. France Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Phygital Sports Market

  • 19.1. Italy Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Phygital Sports Market

  • 20.1. Spain Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Phygital Sports Market

  • 21.1. Eastern Europe Phygital Sports Market Overview
  • 21.2. Eastern Europe Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Phygital Sports Market

  • 22.1. Russia Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Phygital Sports Market

  • 23.1. North America Phygital Sports Market Overview
  • 23.2. North America Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Phygital Sports Market

  • 24.1. USA Phygital Sports Market Overview
  • 24.2. USA Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Phygital Sports Market

  • 25.1. Canada Phygital Sports Market Overview
  • 25.2. Canada Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Phygital Sports Market

  • 26.1. South America Phygital Sports Market Overview
  • 26.2. South America Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Phygital Sports Market

  • 27.1. Brazil Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Phygital Sports Market

  • 28.1. Middle East Phygital Sports Market Overview
  • 28.2. Middle East Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Phygital Sports Market

  • 29.1. Africa Phygital Sports Market Overview
  • 29.2. Africa Phygital Sports Market, Segmentation By Sport Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Phygital Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Phygital Sports Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Phygital Sports Market Competitive Landscape And Company Profiles

  • 30.1. Phygital Sports Market Competitive Landscape
  • 30.2. Phygital Sports Market Company Profiles
    • 30.2.1. Samsung Group Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Meta Platforms Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Sony Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. EON Reality Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. PICO Immersive Pte.ltd. Overview, Products and Services, Strategy and Financial Analysis

31. Phygital Sports Market Other Major And Innovative Companies

  • 31.1. Vection Technologies Ltd
  • 31.2. ArborXR
  • 31.3. Sense Arena
  • 31.4. Rezzil Co
  • 31.5. Xtadium
  • 31.6. Simbott
  • 31.7. VR Sport Tv
  • 31.8. Visualise Creative Ltd
  • 31.9. HQSoftware
  • 31.10. Nsocial Enriched Experimental Agency
  • 31.11. BrandXR
  • 31.12. SPORTZCHAIN
  • 31.13. ProYuga
  • 31.14. Phygital Sports USA Inc.
  • 31.15. VR Esports

32. Global Phygital Sports Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Phygital Sports Market

34. Recent Developments In The Phygital Sports Market

35. Phygital Sports Market High Potential Countries, Segments and Strategies

  • 35.1 Phygital Sports Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Phygital Sports Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Phygital Sports Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer