Virtual Sports Market Size, Share, Opportunities, And Trends By Component (Solution, Services), By Game Type (Football, Racing, Golf, Basketball, Cricket, Skiing, Tennis, MMA, Others), By Age Type (Below 21 Years, 21 To 35 Years, 36 Years And Above), And By Geography - Forecasts From 2023 To 2028

  • Published : Dec 2023
  • Report Code : KSI061616293
  • Pages : 144

The virtual sports market is projected to show steady growth during the forecast period.

Virtual sports have emerged as a captivating realm of computer-generated simulations that mirror the thrill and excitement of real-life sports. These immersive experiences allow players to engage in a diverse array of athletic pursuits, including football, basketball, racing, and many more. Powered by advanced graphics and physics engines, virtual sports meticulously recreate the movements and actions of real-life athletes, fostering a sense of realism that draws players into the virtual arena. Whether venturing solo or teaming up with fellow players, virtual sports offer a captivating escape into the world of competitive athletics. Participants can pit their skills against each other or confront computer-generated opponents, testing their reflexes and strategic prowess.

The rise of virtual sports platforms has propelled their popularity, providing a vast array of games and tournaments catering to diverse preferences. Beyond entertainment, virtual sports have also gained traction as a valuable tool for training and practice among professional athletes and teams. These simulations provide a controlled environment to hone skills, experiment with tactics, and analyze performance metrics. The ability to manipulate game conditions and replay scenarios further enhances the learning process, allowing athletes to refine their techniques and strategies.

Introduction:

The virtual sports market is an expanding realm that offers computer-generated simulations of real-world sporting events. These simulations deliver an immersive experience for players, utilizing advanced graphics and physics engines to replicate the movements and actions of actual athletes. The market has unlocked novel avenues for fan engagement, competitive gaming, and esports, allowing players to hone their skills and engage in global competitions. Virtual sports have also fostered the emergence of online communities where individuals can connect with fellow gaming and sports enthusiasts. The market has experienced substantial growth in recent years, with numerous online platforms offering a diverse range of virtual sports games and tournaments.

The proliferation of customizable virtual goods and skins that augment the appearance or capabilities of in-game characters or equipment has given rise to a vibrant marketplace for virtual items, further enriching the economic ecosystem surrounding virtual sports. The market is anticipated to witness remarkable growth in the years to come, primarily fueled by the surging demand for virtual sports betting, which is gaining traction among younger generations seeking novel and engaging forms of sports and entertainment.

Drivers:

  • Growing demand for virtual sports betting: The virtual sports market is expected to witness significant growth in the coming years, primarily driven by the growing demand for virtual sports betting. This trend is fueled by the increasing interest in online betting and the availability of virtual sports simulations for a wide range of sports, including football, horse racing, and motorsports.
  • Increasing popularity of esports: The rising popularity of esports has also contributed to the growth of the virtual sports market. Esports, which involve competitive gaming in virtual environments, have gained a large and dedicated fan base, driving the demand for virtual sports simulations and tournaments.
  • Rise of online communities and fan engagement: Virtual sports have facilitated the creation of online communities where people can connect with others who share the same passion for gaming and sports. This has led to increased fan engagement and participation in virtual sports events and activities, driving the growth of the market.
  • Development of advanced technology: The development of advanced technology, including graphics and physics engines that simulate the movements and actions of real-life athletes, has enhanced the realism and immersive experience of virtual sports simulations. This has attracted more players and fans to the virtual sports market.
  • Expansion of the virtual goods marketplace: The burgeoning popularity of customizable virtual goods and skins has revolutionized the virtual sports realm, giving rise to a thriving marketplace for these digital assets. This trend has significantly impacted the virtual sports ecosystem, fostering growth and generating novel revenue streams for both virtual sports platforms and developers.

Products offered by key companies:

  • Activision Blizzard is a major video game publisher known for developing and publishing popular game franchises. Some of the key products offered by activision blizzard include call of duty series, world of warcraft, overwatch, diablo series, starcraft series, etc.   
  • 2K is a well-known video game publisher, and they typically offer a variety of games across different genres and platforms. This may include popular franchises such as NBA 2K, WWE 2K, Borderlands, and others.

Prominent growth in the football segment within the virtual sports market:

The football segment is a driving force behind the growth of the virtual sports market, with virtual football games leading the charge. These games offer virtual representations of popular football leagues and teams, allowing players to engage in simulated matches. This trend is expected to continue its upward trajectory as more individuals discover the immersive and accessible nature of virtual football games. The rise of esports has also played a role in propelling the growth of virtual football games, with competitive virtual gaming attracting a large and passionate following.

Personalization features have further fueled the popularity of virtual football games, enabling players to customize their in-game characters and equipment to enhance their gaming experience. Additionally, the growing interest in online betting and the widespread availability of virtual football simulations for various sports, including football, horse racing, and motor sports, are contributing to the expansion of virtual football games.

The North American region is expected to hold a significant share of the virtual sports market:

North America is poised to maintain its dominance in the virtual sports market, driven by a combination of factors. The region's strong demand for virtual sports betting, coupled with the increasing popularity of esports and the proliferation of online fan communities, has created a fertile ground for the virtual sports industry to flourish. Additionally, the availability of cutting-edge technology and high-quality graphics engines in North America has further fueled the growth of this immersive entertainment segment.

The surge in interest in virtual football games, a key growth area within the virtual sports landscape, has also played a significant role in propelling the market's expansion in North America. With its realistic gameplay, captivating storylines, and engaging betting options, virtual football has captivated a growing audience of sports enthusiasts, further solidifying the region's position as a leading market for virtual sports. Looking ahead, the region is expected to continue its reign as the epicenter of the virtual sports industry, driven by the aforementioned factors and the region's unwavering passion for sports and entertainment.

Market development:    

  • In May 2023, SEGA Corporation acquired Rovio Entertainment Oyj, marking a significant step towards solidifying its position as a global gaming powerhouse. This strategic move is driven by a vision to accelerate growth in the dynamic gaming market and enhance corporate value. The acquisition seeks to leverage the synergistic potential between SEGA's established businesses and Rovio's unparalleled strengths in mobile game development and global IP management.
  • In June 2023, Big Ant Studios and NACON have unveiled the highly anticipated release date of Cricket 24, the ultimate cricket simulation game, set to grace PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, and PC. Cricket 24 promises an immersive cricket experience, encompassing teams and nations from across the globe, redefining the cricketing world within the realm of gaming.

Segmentation:

  • By Component
    • Solution
    • Services
  • By Game Type
    • Football
    • Racing
    • Golf
    • Basketball
    • Cricket
    • Skiing
    • Tennis
    • MMA
    • Others
  • By Age Type
    • Below 21 Years
    • 21 to 35 Years
    • 36 Years and Above
  • By Geography
    • North America
      • United States
      • Canada
      • Mexico
    • South America
      • Brazil
      • Argentina
      • Others
    • Europe
      • United Kingdom
      • Germany
      • France
      • Spain
      • Others
    • Middle East and Africa
      • Saudi Arabia
      • UAE
      • Israel
      • Others
    • Asia Pacific
      • Japan
      • China
      • India
      • South Korea
      • Indonesia
      • Thailand
      • Others

1.  INTRODUCTION

1.1. Market Overview

1.2. Market Definition

1.3. Scope of the Study

1.4. Market Segmentation

1.5. Currency

1.6. Assumptions

1.7. Base, and Forecast Years Timeline

2. RESEARCH METHODOLOGY  

2.1. Research Data

2.2. Research Processes

3. EXECUTIVE SUMMARY

3.1. Research Highlights

4. MARKET DYNAMICS

4.1. Market Drivers

4.2. Market Restraints

4.3. Porter’s Five Force Analysis

4.3.1. Bargaining Power of Suppliers

4.3.2. Bargaining Power of Buyers

4.3.3. Threat of New Entrants

4.3.4. Threat of Substitutes

4.3.5. Competitive Rivalry in the Industry

4.4. Industry Value Chain Analysis

5. VIRTUAL SPORTS MARKET BY COMPONENT

5.1. Introduction

5.2. Solution

5.3. Services

6. VIRTUAL SPORTS MARKET BY GAME TYPE

6.1. Introduction

6.2. Football

6.3. Racing

6.4. Golf

6.5. Basketball

6.6. Cricket

6.7. Skiing

6.8. Tennis

6.9. MMA

6.10. Others

7. VIRTUAL SPORTS MARKET BY AGE TYPE

7.1. Introduction

7.2. Below 21 Years

7.3. 21 to 35 Years

7.4. 36 Years and Above

8. VIRTUAL SPORTS MARKET BY GEOGRAPHY

8.1. Introduction

8.2. North America

8.2.1. United States

8.2.2. Canada

8.2.3. Mexico

8.3. South America

8.3.1. Brazil

8.3.2. Argentina

8.3.3. Others

8.4. Europe

8.4.1. United Kingdom

8.4.2. Germany

8.4.3. France

8.4.4. Spain

8.4.5. Others

8.5. The Middle East and Africa

8.5.1. Saudi Arabia

8.5.2. UAE

8.5.3. Israel

8.5.4. Others

8.6. Asia Pacific

8.6.1. Japan

8.6.2. China

8.6.3. India

8.6.4. South Korea

8.6.5. Indonesia

8.6.6. Thailand

8.6.7. Others

9. COMPETITIVE ENVIRONMENT AND ANALYSIS

9.1. Major Players and Strategy Analysis

9.2. Market Share Analysis

9.3. Mergers, Acquisitions, Agreements, and Collaborations

10. COMPANY PROFILES

10.1. 2K Sports

10.2. Activision Blizzard

10.3. Big Ant Studios

10.4. Codemasters

10.5. Cyanide Studio

10.6. Dovetail Games

10.7. EA Sports

10.8. Konami


2K Sports

Activision Blizzard

Big Ant Studios

Codemasters

Cyanide Studio

Dovetail Games

EA Sports

Konami