The North America Virtual Sports Market would witness market growth of 14.3% CAGR during the forecast period (2023-2030).
Computer-generated estimates of real sporting events constitute virtual sports. These simulations are produced by employing sophisticated algorithms and software that generate authentic-looking visuals and physical phenomena. The result of virtual sports events is determined by a computer algorithm, as opposed to the actions of actual athletes or creatures. The algorithm considers many factors, including the squads or players in action, their respective statistics and forms, and elements determined by random chance.
Pre-recorded sound effects and commentary improve the experience during the events, which typically last only a few minutes and are lightning-quick. Participants can observe the events in real-time or use an online sport wagering platform to discuss the results. Various sports may be incorporated into virtual sports, including horse racing, football, basketball, and greyhound racing. Sport betting options provide a convenient and accessible means for sports enthusiasts to experience their preferred sports, especially in situations where access to or availability of real-world events is limited.
The market is experiencing significant growth due to several factors, including expanding infrastructure for major competitions, heightened live streaming of events, substantial investments, and expanding audience reach and engagement. As a result of the increasing professionalism of virtual sports, influencers, enthusiasts, game developers, and event organizers now have more opportunities. Moreover, millennials have begun to pursue esports professionally because of the growing demand for gaming competitions, one-to-one sponsorships, substantial global rewards, and streaming earnings. Therefore, the region presents lucrative growth prospects for the market.
The US market dominated the North America Virtual Sports Market by Country in 2022, and would continue to be a dominant market till 2030; thereby, achieving a market value of $7,978.9 million by 2030. The Canada market is experiencing a CAGR of 16.9% during (2023 - 2030). Additionally, The Mexico market would exhibit a CAGR of 15.9% 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 U.S., Mexico, Canada, and Rest of North America.
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.
Computer-generated estimates of real sporting events constitute virtual sports. These simulations are produced by employing sophisticated algorithms and software that generate authentic-looking visuals and physical phenomena. The result of virtual sports events is determined by a computer algorithm, as opposed to the actions of actual athletes or creatures. The algorithm considers many factors, including the squads or players in action, their respective statistics and forms, and elements determined by random chance.
Pre-recorded sound effects and commentary improve the experience during the events, which typically last only a few minutes and are lightning-quick. Participants can observe the events in real-time or use an online sport wagering platform to discuss the results. Various sports may be incorporated into virtual sports, including horse racing, football, basketball, and greyhound racing. Sport betting options provide a convenient and accessible means for sports enthusiasts to experience their preferred sports, especially in situations where access to or availability of real-world events is limited.
The market is experiencing significant growth due to several factors, including expanding infrastructure for major competitions, heightened live streaming of events, substantial investments, and expanding audience reach and engagement. As a result of the increasing professionalism of virtual sports, influencers, enthusiasts, game developers, and event organizers now have more opportunities. Moreover, millennials have begun to pursue esports professionally because of the growing demand for gaming competitions, one-to-one sponsorships, substantial global rewards, and streaming earnings. Therefore, the region presents lucrative growth prospects for the market.
The US market dominated the North America Virtual Sports Market by Country in 2022, and would continue to be a dominant market till 2030; thereby, achieving a market value of $7,978.9 million by 2030. The Canada market is experiencing a CAGR of 16.9% during (2023 - 2030). Additionally, The Mexico market would exhibit a CAGR of 15.9% 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 U.S., Mexico, Canada, and Rest of North America.
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
- US
- Canada
- Mexico
- Rest of North America
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
Chapter 2. Market at a Glance
Chapter 3. Market Overview
Chapter 5. North America Virtual Sports Market by Game
Chapter 6. North America Virtual Sports Market by Component
Chapter 7. North America Virtual Sports Market by Demographic
Chapter 8. North America 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
LOADING...