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Asia Pacific 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 Country and Growth Forecast, 2023 - 2030

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    Report

  • 128 Pages
  • December 2023
  • Region: Asia Pacific
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5922322
The Asia Pacific Virtual Sports Market would witness market growth of 15.9% CAGR during the forecast period (2023-2030).

The critical breakthrough in virtual sports technology has been the development of capabilities for graphics and rendering. The utilization of advanced rendering techniques and high-definition graphics has empowered programmers to fashion virtual environments and characters that are remarkably lifelike in appearance. Achieving this level of visual accuracy is essential to give users an immersive and realistic experience. In addition, the progress made in computer graphics has facilitated the incorporation of progressive physics characteristics into objects, allowing lifelike interactions to occur within the virtual setting.

In the context of virtual football games, for instance, the trajectory of the ball and the dynamics of collisions are computed using real-world physics principles, thereby enhancing the gameplay's realism. Blockchain technology and non-fungible tokens, or NFTs, have emerged as transformative advancements in the market, fundamentally altering the processes of virtual asset creation, ownership, and trading. Incorporating blockchain technology and non-fungible tokens has also resolved enduring concerns regarding authenticity and provenance within the market.

Additionally, according to the State Council of the People's Republic of China, the number of internet users in China reached 1.079 billion by June 2023, reflecting a constant growth in internet applications and an increase of 11.09 million since December 2022. China's internet penetration has attained 76.4%, according to the China Internet Network Information Center's statistical summary on the country's Internet development. Thus, the rapidly expanding gaming industry and Internet penetration are primarily responsible for driving the growth of the market.

The China market dominated the Asia Pacific Virtual Sports Market by Country in 2022, and would continue to be a dominant market till 2030; thereby, achieving a market value of $3,991.6 million by 2030. The Japan market is registering a CAGR of 15.2% during (2023 - 2030). Additionally, The India market would showcase a CAGR of 16.6% during (2023 - 2030).

Based on Game, the market is segmented into Football, Racing, Golf, Basketball, Cricket, Skiing, Tennis, MMA, and Others. Based on Component, the market is segmented into Solutions, and Services. Based on Demographic, the market is segmented into 21 to 35 Years, Below 21 Years, 35 to 54 Years, and 54 Years and Above. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.

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.

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 Country

  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific

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 Asia Pacific Virtual Sports Market, by Game
1.4.2 Asia Pacific Virtual Sports Market, by Component
1.4.3 Asia Pacific Virtual Sports Market, by Demographic
1.4.4 Asia Pacific Virtual Sports Market, by Country
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. Asia Pacific Virtual Sports Market by Game
5.1 Asia Pacific Football Market by Country
5.2 Asia Pacific Racing Market by Country
5.3 Asia Pacific Golf Market by Country
5.4 Asia Pacific Basketball Market by Country
5.5 Asia Pacific Cricket Market by Country
5.6 Asia Pacific Skiing Market by Country
5.7 Asia Pacific Tennis Market by Country
5.8 Asia Pacific MMA Market by Country
5.9 Asia Pacific Others Market by Country
Chapter 6. Asia Pacific Virtual Sports Market by Component
6.1 Asia Pacific Solutions Market by Country
6.2 Asia Pacific Services Market by Country
Chapter 7. Asia Pacific Virtual Sports Market by Demographic
7.1 Asia Pacific 21 to 35 Years Market by Country
7.2 Asia Pacific Below 21 Years Market by Country
7.3 Asia Pacific 35 to 54 Years Market by Country
7.4 Asia Pacific 54 Years and Above Market by Country
Chapter 8. Asia Pacific Virtual Sports Market by Country
8.1 China Virtual Sports Market
8.1.1 China Virtual Sports Market by Game
8.1.2 China Virtual Sports Market by Component
8.1.3 China Virtual Sports Market by Demographic
8.2 Japan Virtual Sports Market
8.2.1 Japan Virtual Sports Market by Game
8.2.2 Japan Virtual Sports Market by Component
8.2.3 Japan Virtual Sports Market by Demographic
8.3 India Virtual Sports Market
8.3.1 India Virtual Sports Market by Game
8.3.2 India Virtual Sports Market by Component
8.3.3 India Virtual Sports Market by Demographic
8.4 South Korea Virtual Sports Market
8.4.1 South Korea Virtual Sports Market by Game
8.4.2 South Korea Virtual Sports Market by Component
8.4.3 South Korea Virtual Sports Market by Demographic
8.5 Singapore Virtual Sports Market
8.5.1 Singapore Virtual Sports Market by Game
8.5.2 Singapore Virtual Sports Market by Component
8.5.3 Singapore Virtual Sports Market by Demographic
8.6 Malaysia Virtual Sports Market
8.6.1 Malaysia Virtual Sports Market by Game
8.6.2 Malaysia Virtual Sports Market by Component
8.6.3 Malaysia Virtual Sports Market by Demographic
8.7 Rest of Asia Pacific Virtual Sports Market
8.7.1 Rest of Asia Pacific Virtual Sports Market by Game
8.7.2 Rest of Asia Pacific Virtual Sports Market by Component
8.7.3 Rest of Asia Pacific 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

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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