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.
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.
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- Exhaustive coverage
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Table of Contents
Chapter 1. Market Scope & Methodology
Chapter 2. Market at a Glance
Chapter 3. Market Overview
Chapter 5. Europe Virtual Sports Market by Game
Chapter 6. Europe Virtual Sports Market by Component
Chapter 7. Europe Virtual Sports Market by Demographic
Chapter 8. Europe Virtual Sports Market by Country
Chapter 9. Company Profiles
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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