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North America 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

  • 115 Pages
  • December 2023
  • Region: North America
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5922479
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.

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
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 North America Virtual Sports Market, by Game
1.4.2 North America Virtual Sports Market, by Component
1.4.3 North America Virtual Sports Market, by Demographic
1.4.4 North America 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. North America Virtual Sports Market by Game
5.1 North America Football Market by Country
5.2 North America Racing Market by Country
5.3 North America Golf Market by Country
5.4 North America Basketball Market by Country
5.5 North America Cricket Market by Country
5.6 North America Skiing Market by Country
5.7 North America Tennis Market by Country
5.8 North America MMA Market by Country
5.9 North America Others Market by Country
Chapter 6. North America Virtual Sports Market by Component
6.1 North America Solutions Market by Country
6.2 North America Services Market by Country
Chapter 7. North America Virtual Sports Market by Demographic
7.1 North America 21 to 35 Years Market by Country
7.2 North America Below 21 Years Market by Country
7.3 North America 35 to 54 Years Market by Country
7.4 North America 54 Years and Above Market by Country
Chapter 8. North America Virtual Sports Market by Country
8.1 US Virtual Sports Market
8.1.1 US Virtual Sports Market by Game
8.1.2 US Virtual Sports Market by Component
8.1.3 US Virtual Sports Market by Demographic
8.2 Canada Virtual Sports Market
8.2.1 Canada Virtual Sports Market by Game
8.2.2 Canada Virtual Sports Market by Component
8.2.3 Canada Virtual Sports Market by Demographic
8.3 Mexico Virtual Sports Market
8.3.1 Mexico Virtual Sports Market by Game
8.3.2 Mexico Virtual Sports Market by Component
8.3.3 Mexico Virtual Sports Market by Demographic
8.4 Rest of North America Virtual Sports Market
8.4.1 Rest of North America Virtual Sports Market by Game
8.4.2 Rest of North America Virtual Sports Market by Component
8.4.3 Rest of North America 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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