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Virtual Sports - Global Strategic Business Report

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    Report

  • 62 Pages
  • April 2025
  • Region: Global
  • Global Industry Analysts, Inc
  • ID: 6071826
This comprehensive report provides an in-depth analysis of market trends, drivers, and forecasts, helping you make informed business decisions. The report includes the most recent global tariff developments and how they impact the Virtual Sports market.

Global Virtual Sports Market - Key Trends & Drivers Summarized

How Are Virtual Sports Redefining Competitive Gaming and Fan Engagement?

Virtual sports have emerged as a revolutionary form of entertainment, blending gaming technology with traditional sports to create immersive, interactive, and highly competitive digital experiences. Unlike traditional eSports, which involve human players competing in video games, virtual sports simulate real-life sporting events using advanced artificial intelligence (AI) algorithms, physics-based modeling, and motion capture technology. These digital sports are commonly used in betting platforms, fan engagement applications, and training simulations, offering real-time sports action without the unpredictability of live events. Virtual sports are gaining traction in the betting industry, particularly as sports betting operators seek continuous engagement opportunities, independent of real-world sports schedules. The ability to generate instant, data-driven sporting events with realistic visuals and AI-driven player behaviors has made virtual sports increasingly popular among both casual viewers and gaming enthusiasts. Additionally, the rise of interactive fan engagement platforms and digital sports entertainment services has further expanded the appeal of virtual sports, positioning them as a key component of the evolving sports industry.

What Technologies Are Driving the Evolution of Virtual Sports?

The rapid advancement of AI, motion capture, and real-time rendering technology has significantly improved the realism and engagement levels of virtual sports. AI-driven game engines now allow for lifelike player movements, intelligent decision-making, and dynamic sports strategies, creating highly realistic simulations that closely mimic actual sporting events. High-definition graphics powered by real-time rendering engines such as Unreal Engine and Unity have enhanced visual fidelity, making virtual sports games nearly indistinguishable from live broadcasts. Additionally, advancements in machine learning have enabled predictive sports analytics, allowing for AI-driven game scenarios based on historical player data and team performance metrics. The integration of blockchain technology in virtual sports betting has also introduced greater transparency and security in digital wagering systems. Furthermore, the rise of 5G connectivity has improved real-time streaming capabilities, enabling seamless virtual sports broadcasts with minimal latency. As these technologies continue to evolve, virtual sports are becoming more immersive and accessible, attracting a growing audience of sports fans and digital entertainment consumers.

What Challenges Are Limiting the Growth of Virtual Sports?

Despite its growing popularity, the virtual sports industry faces several challenges that could hinder its widespread adoption. One of the primary concerns is authenticity and fan perception, as some traditional sports enthusiasts remain skeptical about virtual sports` legitimacy compared to real-life competitions. While AI-driven simulations offer realistic gameplay, they lack the unpredictability and emotional engagement associated with real athletes and teams, which can impact viewership and engagement levels. Regulatory challenges also pose a hurdle, particularly in the betting industry, where different regions have varying laws regarding virtual sports gambling. Additionally, the complexity of developing high-quality virtual sports simulations requires significant investment in AI training, physics-based modeling, and motion capture technology, making it a costly endeavor for game developers and sports organizations. Moreover, the reliance on digital platforms for virtual sports engagement creates a divide between audiences with high-speed internet access and those in regions with limited connectivity, restricting market reach. Addressing these challenges will require further advancements in AI-driven realism, improved regulatory frameworks, and strategic marketing efforts to increase consumer trust in virtual sports experiences.

What Factors Are Driving the Growth of the Virtual Sports Market?

The growth in the virtual sports market is driven by several factors, including increasing demand for digital sports entertainment, rising interest in AI-driven gaming experiences, and the expansion of sports betting platforms. The ability of virtual sports to provide 24/7 gaming and betting opportunities has made them highly attractive to both operators and consumers, particularly in regions where access to live sports events is limited. The integration of virtual sports with mobile gaming and interactive fan engagement platforms has further contributed to market expansion, allowing users to experience sports action on-demand. Additionally, the rise of the metaverse and virtual reality (VR) technology has opened new possibilities for immersive virtual sports experiences, enabling fans to engage with digital sporting events in unprecedented ways. As sports organizations and gaming companies continue to invest in AI-powered simulations and high-fidelity graphics, the virtual sports market is expected to grow rapidly, reshaping the future of digital sports entertainment and gaming.

Report Scope

The report analyzes the Virtual Sports market, presented in terms of market value (US$ Thousand). The analysis covers the key segments and geographic regions outlined below.

Segments: Component (Solutions, Services); Game (Football, Racing, Golf, Basketball, Cricket, Skiing, Tennis, MMA, Others); Demographic (Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs, Above 54 yrs)

Geographic Regions/Countries: World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; and Rest of Europe); Asia-Pacific; Rest of World.

Why You Should Buy This Report:

  • Detailed Market Analysis: Access a thorough analysis of the Global Virtual Sports Market, covering all major geographic regions and market segments.
  • Competitive Insights: Get an overview of the competitive landscape, including the market presence of major players across different geographies.
  • Future Trends and Drivers: Understand the key trends and drivers shaping the future of the Global Virtual Sports Market.
  • Actionable Insights: Benefit from actionable insights that can help you identify new revenue opportunities and make strategic business decisions.

Key Questions Answered:

  • How is the Global Virtual Sports Market expected to evolve by 2030?
  • What are the main drivers and restraints affecting the market?
  • Which market segments will grow the most over the forecast period?
  • How will market shares for different regions and segments change by 2030?
  • Who are the leading players in the market, and what are their prospects?

Report Features:

  • Comprehensive Market Data: Independent analysis of annual sales and market forecasts in US$ Million from 2024 to 2030.
  • In-Depth Regional Analysis: Detailed insights into key markets, including the U.S., China, Japan, Canada, Europe, Asia-Pacific, Latin America, Middle East, and Africa.
  • Company Profiles: Coverage of players such as 2K Sports (Take-Two Interactive), Activision Blizzard, BetConstruct, Big Ant Studios, Codemasters (Electronic Arts) and more.
  • Complimentary Updates: Receive free report updates for one year to keep you informed of the latest market developments.

Select Competitors (Total 32 Featured):

  • 2K Sports (Take-Two Interactive)
  • Activision Blizzard
  • BetConstruct
  • Big Ant Studios
  • Codemasters (Electronic Arts)
  • Cyanide Studio
  • Dovetail Games
  • Electronic Arts Inc. (EA Sports)
  • Golden Race
  • Inspired Entertainment
  • Kiron Interactive
  • Konami Holdings Corporation
  • Milestone S.r.l.
  • Netmarble Corporation
  • Nintendo Co., Ltd.
  • NSoft
  • Sega Corporation
  • Sportradar
  • Square Enix Holdings Co., Ltd.
  • Ubisoft Entertainment

Tariff Impact Analysis: Key Insights for 2025

Global tariff negotiations across 180+ countries are reshaping supply chains, costs, and competitiveness. This report reflects the latest developments as of April 2025 and incorporates forward-looking insights into the market outlook.

The analysts continuously track trade developments worldwide, drawing insights from leading global economists and over 200 industry and policy institutions, including think tanks, trade organizations, and national economic advisory bodies. This intelligence is integrated into forecasting models to provide timely, data-driven analysis of emerging risks and opportunities.

What’s Included in This Edition:

  • Tariff-adjusted market forecasts by region and segment
  • Analysis of cost and supply chain implications by sourcing and trade exposure
  • Strategic insights into geographic shifts

Buyers receive a free July 2025 update with:

  • Finalized tariff impacts and new trade agreement effects
  • Updated projections reflecting global sourcing and cost shifts
  • Expanded country-specific coverage across the industry

Table of Contents

I. METHODOLOGYII. EXECUTIVE SUMMARY
1. MARKET OVERVIEW
  • Influencer Market Insights
  • Tariff Impact on Global Supply Chain Patterns
  • Virtual Sports - Global Key Competitors Percentage Market Share in 2024 (E)
  • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (E)
2. FOCUS ON SELECT PLAYERS
3. MARKET TRENDS & DRIVERS
  • Rising Popularity of Immersive Esports Platforms Drives Adoption of Virtual Sports Experiences
  • Integration of AI-Powered Simulation Engines Strengthens Business Case for Real-Time Sports Interactions
  • Expansion of 5G and Edge Computing Infrastructure Propels Growth in High-Fidelity Virtual Sports Streaming
  • Proliferation of Virtual Reality Headsets Expands Addressable Market Opportunity Across Gaming Enthusiasts
  • Convergence of Blockchain and NFTs in Virtual Sports Ecosystems Generates New Revenue Streams
  • Adoption of Cloud Gaming Architectures Enhances Scalability of Multiplayer Virtual Sports Platforms
  • Increased Sponsorship and Advertising Investment in Digital Sports Events Drives Market Commercialization
  • Development of Hyper-Realistic Player Avatars and Environments Throws the Spotlight on Simulation Accuracy
  • Growing Integration of Biometric Sensors into Wearables Spurs Demand for Personalized Sports Interactions
  • Expansion of Sports Betting Regulations Unlocks Growth for Virtual Sports Wagering Applications
  • Rising Demand for Training and Performance Analytics in Professional Sports Drives Adoption of Virtual Simulators
  • Strategic Collaborations Between Sports Leagues and Tech Companies Strengthen Cross-Sector Innovation
  • Introduction of AI-Based Match Predictions Enhances Fan Engagement and Participation in Virtual Competitions
  • Launch of Mixed Reality Stadiums and VR Arenas Generates Momentum for Location-Based Virtual Sports Events
  • Increasing Use of Gamification in Fitness and Exercise Applications Drives Adoption of Virtual Sports Modules
  • Virtual Sports as a Tool for Fan Engagement and Digital Community Building Expands Monetization Opportunities
  • Advances in Gesture Recognition and Motion Tracking Technologies Enhance Interactive Gameplay
  • Integration with Smart TVs and Connected Devices Drives Access and Mass Adoption of Virtual Sports Experiences
  • Regulatory Clarifications on Virtual Sports Gaming and Betting Sustain Growth in Emerging Markets
  • Emergence of Educational Use-Cases for Virtual Sports in Sports Science and Coaching Curricula Accelerates Demand
  • Development of Digital Twins of Real-World Athletes for Competitive Simulations Spurs Industry Innovation
  • Surge in Demand for Multi-Sensory and Haptic Feedback Solutions Enhances Realism in Virtual Sports Platforms
  • Rising Participation in Virtual Marathons and Fitness Challenges Drives Consumer-Centric Innovation Trajectories
4. GLOBAL MARKET PERSPECTIVE
  • TABLE 1: World Virtual Sports Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
  • TABLE 2: World Recent Past, Current & Future Analysis for Virtual Sports by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 3: World 6-Year Perspective for Virtual Sports by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2025 & 2030
  • TABLE 4: World Recent Past, Current & Future Analysis for Solutions by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 5: World 6-Year Perspective for Solutions by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • TABLE 6: World Recent Past, Current & Future Analysis for Services by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 7: World 6-Year Perspective for Services by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • TABLE 8: World Recent Past, Current & Future Analysis for MMA by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 9: World 6-Year Perspective for MMA by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • TABLE 10: World Recent Past, Current & Future Analysis for Others by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 11: World 6-Year Perspective for Others by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • TABLE 12: World Recent Past, Current & Future Analysis for Football by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 13: World 6-Year Perspective for Football by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • TABLE 14: World Recent Past, Current & Future Analysis for Racing by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 15: World 6-Year Perspective for Racing by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • TABLE 16: World Recent Past, Current & Future Analysis for Golf by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 17: World 6-Year Perspective for Golf by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • TABLE 18: World Recent Past, Current & Future Analysis for Basketball by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 19: World 6-Year Perspective for Basketball by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • TABLE 20: World Recent Past, Current & Future Analysis for Cricket by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 21: World 6-Year Perspective for Cricket by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • TABLE 22: World Recent Past, Current & Future Analysis for Skiing by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 23: World 6-Year Perspective for Skiing by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • TABLE 24: World Recent Past, Current & Future Analysis for Tennis by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 25: World 6-Year Perspective for Tennis by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • TABLE 26: World Recent Past, Current & Future Analysis for Below 21 yrs by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 27: World 6-Year Perspective for Below 21 yrs by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • TABLE 28: World Recent Past, Current & Future Analysis for 21 - 35 yrs by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 29: World 6-Year Perspective for 21 - 35 yrs by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • TABLE 30: World Recent Past, Current & Future Analysis for 35 - 54 yrs by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 31: World 6-Year Perspective for 35 - 54 yrs by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
  • TABLE 32: World Recent Past, Current & Future Analysis for Above 54 yrs by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 33: World 6-Year Perspective for Above 54 yrs by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
III. MARKET ANALYSIS
  • UNITED STATES
  • Virtual Sports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
  • TABLE 34: USA Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 35: USA 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
  • TABLE 36: USA Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 37: USA 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
  • TABLE 38: USA Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 39: USA 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
  • CANADA
  • TABLE 40: Canada Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 41: Canada 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
  • TABLE 42: Canada Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 43: Canada 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
  • TABLE 44: Canada Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 45: Canada 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
  • JAPAN
  • Virtual Sports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
  • TABLE 46: Japan Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 47: Japan 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
  • TABLE 48: Japan Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 49: Japan 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
  • TABLE 50: Japan Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 51: Japan 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
  • CHINA
  • Virtual Sports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
  • TABLE 52: China Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 53: China 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
  • TABLE 54: China Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 55: China 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
  • TABLE 56: China Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 57: China 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
  • EUROPE
  • Virtual Sports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
  • TABLE 58: Europe Recent Past, Current & Future Analysis for Virtual Sports by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • TABLE 59: Europe 6-Year Perspective for Virtual Sports by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030
  • TABLE 60: Europe Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 61: Europe 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
  • TABLE 62: Europe Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 63: Europe 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
  • TABLE 64: Europe Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 65: Europe 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
  • FRANCE
  • Virtual Sports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
  • TABLE 66: France Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 67: France 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
  • TABLE 68: France Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 69: France 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
  • TABLE 70: France Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 71: France 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
  • GERMANY
  • Virtual Sports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
  • TABLE 72: Germany Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 73: Germany 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
  • TABLE 74: Germany Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 75: Germany 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
  • TABLE 76: Germany Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 77: Germany 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
  • ITALY
  • TABLE 78: Italy Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 79: Italy 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
  • TABLE 80: Italy Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 81: Italy 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
  • TABLE 82: Italy Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 83: Italy 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
  • UNITED KINGDOM
  • Virtual Sports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
  • TABLE 84: UK Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 85: UK 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
  • TABLE 86: UK Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 87: UK 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
  • TABLE 88: UK Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 89: UK 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
  • REST OF EUROPE
  • TABLE 90: Rest of Europe Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 91: Rest of Europe 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
  • TABLE 92: Rest of Europe Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 93: Rest of Europe 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
  • TABLE 94: Rest of Europe Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 95: Rest of Europe 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
  • ASIA-PACIFIC
  • Virtual Sports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
  • TABLE 96: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 97: Asia-Pacific 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
  • TABLE 98: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 99: Asia-Pacific 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
  • TABLE 100: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 101: Asia-Pacific 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
  • REST OF WORLD
  • TABLE 102: Rest of World Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 103: Rest of World 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
  • TABLE 104: Rest of World Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 105: Rest of World 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
  • TABLE 106: Rest of World Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • TABLE 107: Rest of World 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
IV. COMPETITION

Companies Mentioned (Partial List)

A selection of companies mentioned in this report includes, but is not limited to:

  • 2K Sports (Take-Two Interactive)
  • Activision Blizzard
  • BetConstruct
  • Big Ant Studios
  • Codemasters (Electronic Arts)
  • Cyanide Studio
  • Dovetail Games
  • Electronic Arts Inc. (EA Sports)
  • Golden Race
  • Inspired Entertainment
  • Kiron Interactive
  • Konami Holdings Corporation
  • Milestone S.r.l.
  • Netmarble Corporation
  • Nintendo Co., Ltd.
  • NSoft
  • Sega Corporation
  • Sportradar
  • Square Enix Holdings Co., Ltd.
  • Ubisoft Entertainment