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Europe 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

  • 124 Pages
  • December 2023
  • Region: Europe
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5922446
The Europe Virtual Sports Market would witness market growth of 14.8% CAGR during the forecast period (2023-2030).

Virtual sports are distinctive in that a participant's success is not contingent on their stature, strength, weight, or velocity. While valuable insights may exist regarding the correlation between good physical health and improved gaming performance, the precise height of the gamer (e.g., 5'2 or 6'8) is ultimately inconsequential. Both are capable of extraordinary performance in any sport. Virtual sports have the potential to enhance inclusiveness by compensating for geographical, cultural, and gender disparities.

In addition, new technological developments, such as the Metaverse, are being implemented in virtual sports to improve the gaming experience and provide a unique perspective on sports. By leveraging the Metaverse, virtual athletes can engage in more substantial competitions, gaining access to a broader audience and a more interconnected experience. Additionally, players will be able to partake in more extensive virtual sports competitions, including the Virtual Olympics, which will showcase the pinnacle of virtual sports excellence.

As per the International Trade Administration, approximately six in ten Germans used video games in 2022. The mean age of a gambler in Germany is 37.9 years. 48% of enthusiasts were female, 78% were aged 18 or older, and 58% of individuals aged 6 to 69 engaged in video game playing. Therefore, factors such as advancements in technology and the growing population of gamers are driving the growth of the market in this region.

The Germany market dominated the Europe Virtual Sports Market by Country in 2022, and would continue to be a dominant market till 2030; thereby, achieving a market value of $2,483.3 million by 2030. The UK market is showcasing a CAGR of 13.9% during (2023 - 2030). Additionally, The France market would register a CAGR of 15.7% 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 Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.

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

  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe

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