+353-1-416-8900REST OF WORLD
+44-20-3973-8888REST OF WORLD
1-917-300-0470EAST COAST U.S
1-800-526-8630U.S. (TOLL FREE)

LAMEA 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

  • PDF Icon

    Report

  • 125 Pages
  • December 2023
  • Region: Africa, Middle East
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5922555
The Latin America, Middle East and Africa Virtual Sports Market would witness market growth of 17.5% CAGR during the forecast period (2023-2030).

The exponential growth of technology, graphics advancements, Virtual Reality (VR), and Artificial Intelligence (AI) have enabled programmers to produce for the market experiences that are exceptionally lifelike and immersive. This development has resulted in an improved gameplay experience and an increased selection of sports that can be simulated efficiently. The convergence of traditional and virtual sports has introduced opportunities for spectator participation. Professional sports leagues and teams have acknowledged the potential of virtual sports as a means to engage with younger demographics and broaden their international supporter communities.

Additionally, the market's monetization models have evolved, resulting in various revenue sources. Subscription services, in-app purchases, advertising, and sponsorship agreements are the principal revenue streams developers and content creators utilize. Moreover, the proliferation of customized virtual goods and skins, which augment the functionalities or aesthetic appeal of in-game characters or equipment, has fostered the development of a thriving virtual item marketplace, thereby significantly contributing to the economic ecology encompassing virtual sports.

Moreover, as per the Ministry of Economy of the United Arab Emirates, in 2021, about 10 million people in the UAE made up 73% of the gaming population, of which 41% were paid players, and the gaming industry was estimated to be worth $0.4 billion. The gaming business in the United Arab Emirates brought in $344 million in revenue in 2020; $200 million came from mobile games and $143 million from PC and console games. Due to these factors, the market is expected to grow throughout the forecast period.

The Brazil market dominated the LAMEA Virtual Sports Market by Country in 2022, and would continue to be a dominant market till 2030; thereby, achieving a market value of $991.8 million by 2030. The Argentina market is exhibiting a CAGR of 18.2% during (2023 - 2030). Additionally, The UAE market would experience a CAGR of 17.2% 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 Brazil, Argentina, UAE, Saudi Arabia, South Africa, Nigeria, and Rest of LAMEA.

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

  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA

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

Loading
LOADING...