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Virtual Sports Market Size, Share & Industry Trends Analysis Report By Game, By Component (Solutions, and Services), By Demographic (21 to 35 Years, Below 21 Years, 35 to 54 Years, and 54 Years and Above), By Regional Outlook and Forecast, 2023 - 2030

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    Report

  • 266 Pages
  • December 2023
  • Region: Global
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5922317
The Global Virtual Sports Market size is expected to reach $40.2 billion by 2030, rising at a market growth of 15.3% CAGR during the forecast period.

The gaming sector is experiencing substantial expansion in emerging markets, particularly in Africa, Latin America, and the Middle East. Therefore, LAMEA segment generated $969.7 million revenue in the market in 2022. These regions, distinguished by a youthful populace and a swiftly expanding integration of mobile technology, present game developers with novel and stimulating prospects. According to the GSMA Mobile Economy 2023 report, the quantity of distinct mobile subscribers was anticipated to exceed 5 billion by 2025, with these regions contributing significantly to that expansion. Some of the factors impacting the market are technological improvements in virtual sports, growing preference for online gaming and increasing usage of social media and regulatory and legal restrictions.

Technological advances are a significant factor propelling the market, as they facilitate the development of more immersive and captivating client experiences. Virtual reality technology promotes the development of immersive and authentic virtual sports experiences. Virtual reality enables users to virtually experience sporting events as in an actual arena or stadium. The importance of superior-quality 3D graphics is growing in the marketplace. By allowing the creation of more realistic characters and environments, 3D graphics can increase user engagement and contentment. Additionally, the convergence of online gaming platforms, social media usage, and the interactive nature of virtual sports has created an ecosystem that fosters engagement, exposure, and interest in simulated sports events. As online gaming and social media continue to evolve, their impact on the demand for virtual sports is likely to persist and grow. Therefore, rising technological improvements in virtual sports development are significantly aiding in the expansion of the market and the increasing preference for online gaming and social media is supporting the growth of the market.

However, Possible prerequisites consist of licensing, safeguarding of data, and implementation of consumer protection protocols. Virtual sports operators may find it time-consuming and costly to comply with these regulations, restricting the number of operators that can enter the market. Additionally, this may limit the range of offerings and solutions accessible to consumers, potentially impeding the market's expansion. Moreover, the ever-changing regulatory environment governing virtual sports can generate uncertainty and restrict market investment. Therefore, regulatory or legal framework modifications may affect the expansion and progress of the market.

Component Outlook

Based on component, the market is bifurcated into solutions and services. In 2022, the services segment garnered a significant revenue share in the market. Virtual sports software manufacturers provide white-label and specialized services to create virtual sports betting applications. Services may be utilized to assist in the creation of a visually spectacular and interactive virtual sports application that commands the user's interest. Numerous service providers additionally provide cost-effective services, entirely customized virtual sports development services, round-the-clock customer support, integration of cutting-edge technologies, punctual delivery, and customized solutions.

Demographic Outlook

Based on demographic, the market is categorized into below 21 years, 21 to 35 years, 35 to 54 years, and 54 years to above. The 21 to 35 years segment garnered the largest revenue share in the market in 2022. This age group comprises digital natives who are highly familiar with technology and online entertainment. They are more inclined to explore and engage with virtual sports, easily accessible through online platforms, mobile devices, and gaming consoles. Virtual sports offer convenience by being available on-demand and accessible via various digital platforms. The flexibility to engage in simulated sports events at any time aligns with the lifestyle of this age group, which values convenience and flexibility.

Game Outlook

On the basis of the game, the market is categorized into football, cricket, racing, golf, basketball, skiing, tennis, MMA, and others. The football segment recorded the largest revenue share in the market in 2022. As esports gain prominence, increasing numbers of individuals opt for virtual sports as an innovative and thrilling method to participate in their preferred sports. Football games are at the vanguard of this phenomenon, allowing players to engage in virtual competitions against renowned football leagues and teams. It is anticipated that this expansion will persist in the years to come as an increasing number of individuals become aware of the thrill and ease connected to virtual sports.

Regional Outlook

Region-wise, the market is analyzed across North America, Europe, Asia Pacific, and LAMEA. In 2022, the Asia Pacific region generated the maximum revenue share in the market. Rapid expansion is aided by the region's widespread adoption of cutting-edge technologies. Prominent nations such as South Korea, Japan, and China have spearheaded this technological revolution due to their formidable infrastructures, facilitating the market's expansion. The emergence of robust gaming consoles, high-performance personal computers, and the pervasive integration of virtual reality (VR) and augmented reality (AR) devices have established a strong groundwork for the advancement and extensive acceptance of virtual sports.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Activision Blizzard, Inc. (Microsoft Corporation), Electronic Arts, Inc., Konami Holdings Corporation, Nintendo Co., Ltd. (Nintendo), NACON (BIGBEN group), Dovetail Games (Focus Entertainment), Take-Two Interactive Software, Inc., Milestone S.r.L. (Plaion), Netmarble Corp, and Square Enix Holdings Co., Ltd.

Strategies deployed in the Market

  • Oct-2023: Activision Blizzard, Inc. launched Warcraft Rumble, the new mobile action strategy game. The launched product would enable players to build and command miniature armies composed of famous heroes, villains, and creatures from the Warcraft universe.
  • Jun-2023: Electronic Arts, Inc. came into partnership with Nike Virtual Studios, the digital-focused arm of the sportswear giant. This partnership aimed to select virtual creations created by members of the.Swoosh community would be made available in future EA Sports titles for fans to purchase and use in-game.
  • Apr-2023: Netmarble launched Meta World: My City, a new metaverse board game featuring virtual real estate and building collections. The launched product would feature board game mechanics and the chance to have virtual land and buildings in the metaverse.
  • Apr-2023: Netmarble partnered with Sandbox, an online gaming platform that offers a unique and immersive gaming experience. This partnership aimed to improve gaming content and offer various experiences to players.
  • Apr-2023: Square Enix partnered with Elixir Games, the leading web3 gaming distribution platform. This partnership aimed to enable millions of gamers to explore quality web3 games through a platform that hides web3 technology under the hood and provides a simple seamless experience to the traditional gamer.
  • Feb-2023: Nintendo Co., Ltd. signed an agreement with Microsoft Corp., an American multinational technology corporation. This agreement aimed to bring Call of Duty to Nintendo platforms for a decade, a move created to allay fears about the blockbuster game becoming an Xbox exclusive.
  • Jun-2022: Milestone S.r.L. took over Victoria Distillers Inc., one of the oldest artisan distilleries in Canada. This acquisition aimed to empower Milestone's strategic Position.
  • May-2022: Take Two Interactive, Inc. acquired Zynga, the mobile games giant. This acquisition aimed to bring Zynga’s popular games including Farmville and Words With Friends under Take-Two ownership.
  • Feb-2022: Nintendo Co., Ltd. unveiled Nintendo Switch Sports, a game mirroring the activities. The launched product would be a sports simulation video game.
  • Jun-2021: Take-Two Interactive Software, Inc. took over Nordeus, a Serbian mobile game developer. This acquisition aimed to empower further Take-Two's mobile game business, which would be highly complementary to Social Point and Playdots and widen our sports portfolio with first-ever soccer offerings.
  • Nov-2020: Take-Two Interactive Software, Inc. signed an agreement with the Board of Codemasters, the UK-based game publisher and developer. Through this agreement, Codemaster's portfolio would be highly complementary to Take-Two Interactive Software, Inc.'s sports portfolio and improve further their organization's long-term growth.

Scope of the Study

Market Segments Covered in the Report:

By Game
  • Football
  • Racing
  • Golf
  • Basketball
  • Cricket
  • Skiing
  • Tennis
  • MMA
  • Others
By Component
  • Solutions
  • Services
By Demographic
  • 21 to 35 Years
  • Below 21 Years
  • 35 to 54 Years
  • 54 Years and Above
By Geography
  • North America
  • US
  • Canada
  • Mexico
  • Rest of North America
  • Europe
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific
  • LAMEA
  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA

Key Market Players

List of Companies Profiled in the Report:

  • Activision Blizzard, Inc. (Microsoft Corporation)
  • Electronic Arts, Inc.
  • Konami Holdings Corporation
  • Nintendo Co., Ltd. (Nintendo)
  • NACON (BIGBEN group)
  • Dovetail Games (Focus Entertainment)
  • Take-Two Interactive Software, Inc.
  • Milestone S.r.L. (Plaion)
  • Netmarble Corp
  • Square Enix Holdings Co., Ltd.

Unique Offerings

  • Exhaustive coverage
  • The highest number of Market tables and figures
  • Subscription-based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Global Virtual Sports Market, by Game
1.4.2 Global Virtual Sports Market, by Component
1.4.3 Global Virtual Sports Market, by Demographic
1.4.4 Global Virtual Sports Market, by Geography
1.5 Methodology for the research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.3 Porter’s Five Force Analysis
Chapter 4. Strategies Deployed in Virtual Sports Market
Chapter 5. Global Virtual Sports Market by Game
5.1 Global Football Market by Region
5.2 Global Racing Market by Region
5.3 Global Golf Market by Region
5.4 Global Basketball Market by Region
5.5 Global Cricket Market by Region
5.6 Global Skiing Market by Region
5.7 Global Tennis Market by Region
5.8 Global MMA Market by Region
5.9 Global Others Market by Region
Chapter 6. Global Virtual Sports Market by Component
6.1 Global Solutions Market by Region
6.2 Global Services Market by Region
Chapter 7. Global Virtual Sports Market by Demographic
7.1 Global 21 to 35 Years Market by Region
7.2 Global Below 21 Years Market by Region
7.3 Global 35 to 54 Years Market by Region
7.4 Global 54 Years and Above Market by Region
Chapter 8. Global Virtual Sports Market by Region
8.1 North America Virtual Sports Market
8.1.1 North America Virtual Sports Market by Game
8.1.1.1 North America Football Market by Country
8.1.1.2 North America Racing Market by Country
8.1.1.3 North America Golf Market by Country
8.1.1.4 North America Basketball Market by Country
8.1.1.5 North America Cricket Market by Country
8.1.1.6 North America Skiing Market by Country
8.1.1.7 North America Tennis Market by Country
8.1.1.8 North America MMA Market by Country
8.1.1.9 North America Others Market by Country
8.1.2 North America Virtual Sports Market by Component
8.1.2.1 North America Solutions Market by Country
8.1.2.2 North America Services Market by Country
8.1.3 North America Virtual Sports Market by Demographic
8.1.3.1 North America 21 to 35 Years Market by Country
8.1.3.2 North America Below 21 Years Market by Country
8.1.3.3 North America 35 to 54 Years Market by Country
8.1.3.4 North America 54 Years and Above Market by Country
8.1.4 North America Virtual Sports Market by Country
8.1.4.1 US Virtual Sports Market
8.1.4.1.1 US Virtual Sports Market by Game
8.1.4.1.2 US Virtual Sports Market by Component
8.1.4.1.3 US Virtual Sports Market by Demographic
8.1.4.2 Canada Virtual Sports Market
8.1.4.2.1 Canada Virtual Sports Market by Game
8.1.4.2.2 Canada Virtual Sports Market by Component
8.1.4.2.3 Canada Virtual Sports Market by Demographic
8.1.4.3 Mexico Virtual Sports Market
8.1.4.3.1 Mexico Virtual Sports Market by Game
8.1.4.3.2 Mexico Virtual Sports Market by Component
8.1.4.3.3 Mexico Virtual Sports Market by Demographic
8.1.4.4 Rest of North America Virtual Sports Market
8.1.4.4.1 Rest of North America Virtual Sports Market by Game
8.1.4.4.2 Rest of North America Virtual Sports Market by Component
8.1.4.4.3 Rest of North America Virtual Sports Market by Demographic
8.2 Europe Virtual Sports Market
8.2.1 Europe Virtual Sports Market by Game
8.2.1.1 Europe Football Market by Country
8.2.1.2 Europe Racing Market by Country
8.2.1.3 Europe Golf Market by Country
8.2.1.4 Europe Basketball Market by Country
8.2.1.5 Europe Cricket Market by Country
8.2.1.6 Europe Skiing Market by Country
8.2.1.7 Europe Tennis Market by Country
8.2.1.8 Europe MMA Market by Country
8.2.1.9 Europe Others Market by Country
8.2.2 Europe Virtual Sports Market by Component
8.2.2.1 Europe Solutions Market by Country
8.2.2.2 Europe Services Market by Country
8.2.3 Europe Virtual Sports Market by Demographic
8.2.3.1 Europe 21 to 35 Years Market by Country
8.2.3.2 Europe Below 21 Years Market by Country
8.2.3.3 Europe 35 to 54 Years Market by Country
8.2.3.4 Europe 54 Years and Above Market by Country
8.2.4 Europe Virtual Sports Market by Country
8.2.4.1 Germany Virtual Sports Market
8.2.4.1.1 Germany Virtual Sports Market by Game
8.2.4.1.2 Germany Virtual Sports Market by Component
8.2.4.1.3 Germany Virtual Sports Market by Demographic
8.2.4.2 UK Virtual Sports Market
8.2.4.2.1 UK Virtual Sports Market by Game
8.2.4.2.2 UK Virtual Sports Market by Component
8.2.4.2.3 UK Virtual Sports Market by Demographic
8.2.4.3 France Virtual Sports Market
8.2.4.3.1 France Virtual Sports Market by Game
8.2.4.3.2 France Virtual Sports Market by Component
8.2.4.3.3 France Virtual Sports Market by Demographic
8.2.4.4 Russia Virtual Sports Market
8.2.4.4.1 Russia Virtual Sports Market by Game
8.2.4.4.2 Russia Virtual Sports Market by Component
8.2.4.4.3 Russia Virtual Sports Market by Demographic
8.2.4.5 Spain Virtual Sports Market
8.2.4.5.1 Spain Virtual Sports Market by Game
8.2.4.5.2 Spain Virtual Sports Market by Component
8.2.4.5.3 Spain Virtual Sports Market by Demographic
8.2.4.6 Italy Virtual Sports Market
8.2.4.6.1 Italy Virtual Sports Market by Game
8.2.4.6.2 Italy Virtual Sports Market by Component
8.2.4.6.3 Italy Virtual Sports Market by Demographic
8.2.4.7 Rest of Europe Virtual Sports Market
8.2.4.7.1 Rest of Europe Virtual Sports Market by Game
8.2.4.7.2 Rest of Europe Virtual Sports Market by Component
8.2.4.7.3 Rest of Europe Virtual Sports Market by Demographic
8.3 Asia Pacific Virtual Sports Market
8.3.1 Asia Pacific Virtual Sports Market by Game
8.3.1.1 Asia Pacific Football Market by Country
8.3.1.2 Asia Pacific Racing Market by Country
8.3.1.3 Asia Pacific Golf Market by Country
8.3.1.4 Asia Pacific Basketball Market by Country
8.3.1.5 Asia Pacific Cricket Market by Country
8.3.1.6 Asia Pacific Skiing Market by Country
8.3.1.7 Asia Pacific Tennis Market by Country
8.3.1.8 Asia Pacific MMA Market by Country
8.3.1.9 Asia Pacific Others Market by Country
8.3.2 Asia Pacific Virtual Sports Market by Component
8.3.2.1 Asia Pacific Solutions Market by Country
8.3.2.2 Asia Pacific Services Market by Country
8.3.3 Asia Pacific Virtual Sports Market by Demographic
8.3.3.1 Asia Pacific 21 to 35 Years Market by Country
8.3.3.2 Asia Pacific Below 21 Years Market by Country
8.3.3.3 Asia Pacific 35 to 54 Years Market by Country
8.3.3.4 Asia Pacific 54 Years and Above Market by Country
8.3.4 Asia Pacific Virtual Sports Market by Country
8.3.4.1 China Virtual Sports Market
8.3.4.1.1 China Virtual Sports Market by Game
8.3.4.1.2 China Virtual Sports Market by Component
8.3.4.1.3 China Virtual Sports Market by Demographic
8.3.4.2 Japan Virtual Sports Market
8.3.4.2.1 Japan Virtual Sports Market by Game
8.3.4.2.2 Japan Virtual Sports Market by Component
8.3.4.2.3 Japan Virtual Sports Market by Demographic
8.3.4.3 India Virtual Sports Market
8.3.4.3.1 India Virtual Sports Market by Game
8.3.4.3.2 India Virtual Sports Market by Component
8.3.4.3.3 India Virtual Sports Market by Demographic
8.3.4.4 South Korea Virtual Sports Market
8.3.4.4.1 South Korea Virtual Sports Market by Game
8.3.4.4.2 South Korea Virtual Sports Market by Component
8.3.4.4.3 South Korea Virtual Sports Market by Demographic
8.3.4.5 Singapore Virtual Sports Market
8.3.4.5.1 Singapore Virtual Sports Market by Game
8.3.4.5.2 Singapore Virtual Sports Market by Component
8.3.4.5.3 Singapore Virtual Sports Market by Demographic
8.3.4.6 Malaysia Virtual Sports Market
8.3.4.6.1 Malaysia Virtual Sports Market by Game
8.3.4.6.2 Malaysia Virtual Sports Market by Component
8.3.4.6.3 Malaysia Virtual Sports Market by Demographic
8.3.4.7 Rest of Asia Pacific Virtual Sports Market
8.3.4.7.1 Rest of Asia Pacific Virtual Sports Market by Game
8.3.4.7.2 Rest of Asia Pacific Virtual Sports Market by Component
8.3.4.7.3 Rest of Asia Pacific Virtual Sports Market by Demographic
8.4 LAMEA Virtual Sports Market
8.4.1 LAMEA Virtual Sports Market by Game
8.4.1.1 LAMEA Football Market by Country
8.4.1.2 LAMEA Racing Market by Country
8.4.1.3 LAMEA Golf Market by Country
8.4.1.4 LAMEA Basketball Market by Country
8.4.1.5 LAMEA Cricket Market by Country
8.4.1.6 LAMEA Skiing Market by Country
8.4.1.7 LAMEA Tennis Market by Country
8.4.1.8 LAMEA MMA Market by Country
8.4.1.9 LAMEA Others Market by Country
8.4.2 LAMEA Virtual Sports Market by Component
8.4.2.1 LAMEA Solutions Market by Country
8.4.2.2 LAMEA Services Market by Country
8.4.3 LAMEA Virtual Sports Market by Demographic
8.4.3.1 LAMEA 21 to 35 Years Market by Country
8.4.3.2 LAMEA Below 21 Years Market by Country
8.4.3.3 LAMEA 35 to 54 Years Market by Country
8.4.3.4 LAMEA 54 Years and Above Market by Country
8.4.4 LAMEA Virtual Sports Market by Country
8.4.4.1 Brazil Virtual Sports Market
8.4.4.1.1 Brazil Virtual Sports Market by Game
8.4.4.1.2 Brazil Virtual Sports Market by Component
8.4.4.1.3 Brazil Virtual Sports Market by Demographic
8.4.4.2 Argentina Virtual Sports Market
8.4.4.2.1 Argentina Virtual Sports Market by Game
8.4.4.2.2 Argentina Virtual Sports Market by Component
8.4.4.2.3 Argentina Virtual Sports Market by Demographic
8.4.4.3 UAE Virtual Sports Market
8.4.4.3.1 UAE Virtual Sports Market by Game
8.4.4.3.2 UAE Virtual Sports Market by Component
8.4.4.3.3 UAE Virtual Sports Market by Demographic
8.4.4.4 Saudi Arabia Virtual Sports Market
8.4.4.4.1 Saudi Arabia Virtual Sports Market by Game
8.4.4.4.2 Saudi Arabia Virtual Sports Market by Component
8.4.4.4.3 Saudi Arabia Virtual Sports Market by Demographic
8.4.4.5 South Africa Virtual Sports Market
8.4.4.5.1 South Africa Virtual Sports Market by Game
8.4.4.5.2 South Africa Virtual Sports Market by Component
8.4.4.5.3 South Africa Virtual Sports Market by Demographic
8.4.4.6 Nigeria Virtual Sports Market
8.4.4.6.1 Nigeria Virtual Sports Market by Game
8.4.4.6.2 Nigeria Virtual Sports Market by Component
8.4.4.6.3 Nigeria Virtual Sports Market by Demographic
8.4.4.7 Rest of LAMEA Virtual Sports Market
8.4.4.7.1 Rest of LAMEA Virtual Sports Market by Game
8.4.4.7.2 Rest of LAMEA Virtual Sports Market by Component
8.4.4.7.3 Rest of LAMEA Virtual Sports Market by Demographic
Chapter 9. Company Profiles
9.1 Activision Blizzard, Inc. (Microsoft Corporation)
9.1.1 Company Overview
9.1.2 Financial Analysis
9.1.3 Segmental and Regional Analysis
9.1.4 Research & Development Expenses
9.1.5 Recent strategies and developments:
9.1.5.1 Product Launches and Product Expansions:
9.1.6 SWOT Analysis
9.2 Electronic Arts, Inc.
9.2.1 Company Overview
9.2.2 Financial Analysis
9.2.3 Research & Development Expenses
9.2.4 Recent strategies and developments:
9.2.4.1 Partnerships, Collaborations, and Agreements:
9.2.5 SWOT Analysis
9.3 Konami Holdings Corporation
9.3.1 Company Overview
9.3.2 Financial Analysis
9.3.3 Segmental Analysis
9.3.4 SWOT Analysis
9.4 Nintendo Co., Ltd. (Nintendo)
9.4.1 Company Overview
9.4.2 Financial Analysis
9.4.3 Segmental and Regional Analysis
9.4.4 Research & Development Expenses
9.4.5 Recent strategies and developments:
9.4.5.1 Partnerships, Collaborations, and Agreements:
9.4.5.2 Product Launches and Product Expansions:
9.4.6 SWOT Analysis
9.5 NACON (BIGBEN group)
9.5.1 Company Overview
9.5.2 SWOT Analysis
9.6 Dovetail Games (Focus Entertainment)
9.6.1 Company Overview
9.6.2 Financial Analysis
9.6.3 Regional Analysis
9.6.4 SWOT Analysis
9.7 Take-Two Interactive Software, Inc.
9.7.1 Company Overview
9.7.2 Financial Analysis
9.7.3 Regional Analysis
9.7.4 Research & Development Expenses
9.7.5 Recent strategies and developments:
9.7.5.1 Partnerships, Collaborations, and Agreements:
9.7.5.2 Acquisition and Mergers:
9.7.6 SWOT Analysis
9.8 Milestone S.r.L. (Plaion)
9.8.1 Company Overview
9.8.2 Recent strategies and developments:
9.8.2.1 Acquisition and Mergers:
9.8.3 SWOT Analysis
9.9 Netmarble Corp
9.9.1 Company Overview
9.9.2 Financial Analysis
9.9.3 Regional Analysis
9.9.4 Recent strategies and developments:
9.9.4.1 Partnerships, Collaborations, and Agreements:
9.9.4.2 Product Launches and Product Expansions:
9.9.5 SWOT Analysis
9.10. Square Enix Holdings Co., Ltd. (Square Enix)
9.10.1 Company Overview
9.10.2 Financial Analysis
9.10.3 Recent strategies and developments:
9.10.3.1 Partnerships, Collaborations, and Agreements:
9.10.4 SWOT Analysis
Chapter 10. Winning imperative of Virtual Sports Market

Companies Mentioned

  • Activision Blizzard, Inc. (Microsoft Corporation)
  • Electronic Arts, Inc.
  • Konami Holdings Corporation
  • Nintendo Co., Ltd. (Nintendo)
  • NACON (BIGBEN group)
  • Dovetail Games (Focus Entertainment)
  • Take-Two Interactive Software, Inc.
  • Milestone S.r.L. (Plaion)
  • Netmarble Corp
  • Square Enix Holdings Co., Ltd.

Methodology

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