The phygital sports market size has grown exponentially in recent years. It will grow from$1.67 billion in 2024 to $2.14 billion in 2025 at a compound annual growth rate (CAGR) of 27.6%. The growth during the historic period can be attributed to the increasing adoption of augmented reality and virtual reality for immersive fan experiences, a rising demand for interactive and hybrid sports engagement, the growing use of AI-driven performance analytics and coaching, the expanding popularity of connected fitness and smart wearables, and the growing investments in blockchain and NFTs for sports assets.
The phygital sports market size is expected to see exponential growth in the next few years. It will grow to$5.62 billion in 2029 at a compound annual growth rate (CAGR) of 27.4%. The growth during the forecast period can be attributed to increased funding and innovation in sports technology startups, growing consumer demand for personalized sports experiences, the rising adoption of gamification in sports and fitness, the increasing use of biometric data for optimizing athlete performance, and the development of smart stadiums with digital enhancements. Key trends in the forecast period include immersive fan engagement, smart stadiums, wearable technology and biometric analytics, AI-powered training and coaching, esports, and the integration of traditional sports with digital advancements.
The growing popularity of e-sports is expected to accelerate the expansion of the phygital sports market. E-sports refers to competitive video gaming, where players and teams participate in organized digital tournaments. The rise of e-sports is fueled by rapid technological advancements and the global increase in digital connectivity, which has fostered a passionate and competitive gaming community. Phygital sports further enhance e-sports by blending real-world athletic elements with digital gaming, creating a more immersive experience. For example, in December 2023, Fusion CPA, a US-based consulting firm, reported that 530 million viewers engaged with eSports through platforms such as Twitch, with this number projected to increase to 577 million by 2024. As a result, the growing popularity of e-sports is driving the growth of the phygital sports market.
Key companies in the phygital sports market are focusing on advancing fan engagement platforms, such as phygital sports non-fungible tokens (NFTs), to enhance fan interaction, create digital collectibles, and generate new revenue streams. A phygital sports NFT is a blockchain-based digital asset linked to a physical sports collectible, providing enhanced fan engagement and ownership. For instance, in May 2022, Sportzchain, an India-based sports fan engagement platform, introduced India's first phygital sports NFT, a framed matchday memorabilia commemorating a significant sporting achievement. This innovative NFT merged physical keepsakes with blockchain-backed digital ownership, ushering in a new era of fan interaction. To mark the occasion, Sportzchain personally delivered the exclusive NFT to the recipient, highlighting their commitment to creating meaningful and immersive fan experiences. This initiative illustrates the potential of phygital assets to transform traditional sports engagement.
In September 2024, Skyview Innovations, a US-based software company, acquired OMM for an undisclosed amount. This acquisition aims to strengthen phygital augmented experiences through immersive technologies such as AR, VR, and MR in sports, entertainment, and retail. OMM Technology is a UK-based digital technology company specializing in providing phygital sports services.
Major players in the phygital sports market are Samsung Group, Meta Platforms Inc., Sony Corporation, EON Reality Inc., PICO Immersive Pte.ltd., Vection Technologies Ltd, ArborXR, Sense Arena, Rezzil Co, Xtadium, Simbott, VR Sport Tv, Visualise Creative Ltd, HQSoftware, Nsocial Enriched Experimental Agency, BrandXR, SPORTZCHAIN, ProYuga, Phygital Sports USA Inc., and VR Esports.
North America was the largest region in the phygital sports market in 2024. The regions covered in phygital sports report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.
The countries covered in the phygital sports market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
Phygital sports merge physical and digital elements to create an immersive and interactive sporting experience. They combine real-world athletic activity with virtual environments through advanced technologies, offering an enhanced experience that increases engagement and expands accessibility for both participants and audiences.
The main types of phygital sports include football, basketball, hockey, dancing, racing, cycling, and shooter games. Football, in particular, blends digital technologies with traditional gameplay, enriching the experience through virtual training, performance analytics, and immersive fan engagement. The key technologies driving phygital sports include virtual reality, mixed reality, augmented reality, the Internet of Things (IoT), and artificial intelligence (AI), serving a wide range of users such as individual consumers, sports teams and clubs, as well as enterprises and event organizers.
The phygital sports market research report is one of a series of new reports that provides phygital sports market statistics, including the phygital sports industry global market size, regional shares, competitors with the phygital sports market share, detailed phygital sports market segments, market trends, and opportunities, and any further data you may need to thrive in the phygital sports industry. This phygital sports market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.
The phygital sports market consists of revenues earned by entities by providing services such as virtual training programs, immersive fan experiences, AI-driven performance analytics, smart stadium management, and blockchain-based sports assets. The market value includes the value of related goods sold by the service provider or included within the service offering. The phygital sports market also includes sales of smart glasses, smart wearables, biometric sensors, AI-powered training equipment, and blockchain-based sports collectibles. Values in this market are ‘factory gate’ values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values and are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
The phygital sports market size is expected to see exponential growth in the next few years. It will grow to$5.62 billion in 2029 at a compound annual growth rate (CAGR) of 27.4%. The growth during the forecast period can be attributed to increased funding and innovation in sports technology startups, growing consumer demand for personalized sports experiences, the rising adoption of gamification in sports and fitness, the increasing use of biometric data for optimizing athlete performance, and the development of smart stadiums with digital enhancements. Key trends in the forecast period include immersive fan engagement, smart stadiums, wearable technology and biometric analytics, AI-powered training and coaching, esports, and the integration of traditional sports with digital advancements.
The growing popularity of e-sports is expected to accelerate the expansion of the phygital sports market. E-sports refers to competitive video gaming, where players and teams participate in organized digital tournaments. The rise of e-sports is fueled by rapid technological advancements and the global increase in digital connectivity, which has fostered a passionate and competitive gaming community. Phygital sports further enhance e-sports by blending real-world athletic elements with digital gaming, creating a more immersive experience. For example, in December 2023, Fusion CPA, a US-based consulting firm, reported that 530 million viewers engaged with eSports through platforms such as Twitch, with this number projected to increase to 577 million by 2024. As a result, the growing popularity of e-sports is driving the growth of the phygital sports market.
Key companies in the phygital sports market are focusing on advancing fan engagement platforms, such as phygital sports non-fungible tokens (NFTs), to enhance fan interaction, create digital collectibles, and generate new revenue streams. A phygital sports NFT is a blockchain-based digital asset linked to a physical sports collectible, providing enhanced fan engagement and ownership. For instance, in May 2022, Sportzchain, an India-based sports fan engagement platform, introduced India's first phygital sports NFT, a framed matchday memorabilia commemorating a significant sporting achievement. This innovative NFT merged physical keepsakes with blockchain-backed digital ownership, ushering in a new era of fan interaction. To mark the occasion, Sportzchain personally delivered the exclusive NFT to the recipient, highlighting their commitment to creating meaningful and immersive fan experiences. This initiative illustrates the potential of phygital assets to transform traditional sports engagement.
In September 2024, Skyview Innovations, a US-based software company, acquired OMM for an undisclosed amount. This acquisition aims to strengthen phygital augmented experiences through immersive technologies such as AR, VR, and MR in sports, entertainment, and retail. OMM Technology is a UK-based digital technology company specializing in providing phygital sports services.
Major players in the phygital sports market are Samsung Group, Meta Platforms Inc., Sony Corporation, EON Reality Inc., PICO Immersive Pte.ltd., Vection Technologies Ltd, ArborXR, Sense Arena, Rezzil Co, Xtadium, Simbott, VR Sport Tv, Visualise Creative Ltd, HQSoftware, Nsocial Enriched Experimental Agency, BrandXR, SPORTZCHAIN, ProYuga, Phygital Sports USA Inc., and VR Esports.
North America was the largest region in the phygital sports market in 2024. The regions covered in phygital sports report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.
The countries covered in the phygital sports market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
Phygital sports merge physical and digital elements to create an immersive and interactive sporting experience. They combine real-world athletic activity with virtual environments through advanced technologies, offering an enhanced experience that increases engagement and expands accessibility for both participants and audiences.
The main types of phygital sports include football, basketball, hockey, dancing, racing, cycling, and shooter games. Football, in particular, blends digital technologies with traditional gameplay, enriching the experience through virtual training, performance analytics, and immersive fan engagement. The key technologies driving phygital sports include virtual reality, mixed reality, augmented reality, the Internet of Things (IoT), and artificial intelligence (AI), serving a wide range of users such as individual consumers, sports teams and clubs, as well as enterprises and event organizers.
The phygital sports market research report is one of a series of new reports that provides phygital sports market statistics, including the phygital sports industry global market size, regional shares, competitors with the phygital sports market share, detailed phygital sports market segments, market trends, and opportunities, and any further data you may need to thrive in the phygital sports industry. This phygital sports market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.
The phygital sports market consists of revenues earned by entities by providing services such as virtual training programs, immersive fan experiences, AI-driven performance analytics, smart stadium management, and blockchain-based sports assets. The market value includes the value of related goods sold by the service provider or included within the service offering. The phygital sports market also includes sales of smart glasses, smart wearables, biometric sensors, AI-powered training equipment, and blockchain-based sports collectibles. Values in this market are ‘factory gate’ values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values and are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
Table of Contents
1. Executive Summary2. Phygital Sports Market Characteristics3. Phygital Sports Market Trends And Strategies4. Phygital Sports Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market32. Global Phygital Sports Market Competitive Benchmarking And Dashboard33. Key Mergers And Acquisitions In The Phygital Sports Market34. Recent Developments In The Phygital Sports Market
5. Global Phygital Sports Growth Analysis And Strategic Analysis Framework
6. Phygital Sports Market Segmentation
7. Phygital Sports Market Regional And Country Analysis
8. Asia-Pacific Phygital Sports Market
9. China Phygital Sports Market
10. India Phygital Sports Market
11. Japan Phygital Sports Market
12. Australia Phygital Sports Market
13. Indonesia Phygital Sports Market
14. South Korea Phygital Sports Market
15. Western Europe Phygital Sports Market
16. UK Phygital Sports Market
17. Germany Phygital Sports Market
18. France Phygital Sports Market
19. Italy Phygital Sports Market
20. Spain Phygital Sports Market
21. Eastern Europe Phygital Sports Market
22. Russia Phygital Sports Market
23. North America Phygital Sports Market
24. USA Phygital Sports Market
25. Canada Phygital Sports Market
26. South America Phygital Sports Market
27. Brazil Phygital Sports Market
28. Middle East Phygital Sports Market
29. Africa Phygital Sports Market
30. Phygital Sports Market Competitive Landscape And Company Profiles
31. Phygital Sports Market Other Major And Innovative Companies
35. Phygital Sports Market High Potential Countries, Segments and Strategies
36. Appendix
Executive Summary
Phygital Sports Global Market Report 2025 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on phygital sports market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for phygital sports ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The phygital sports market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include:
- The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Scope
Markets Covered:
1) By Sport Type: Football; Basketball; Hockey; Dancing; Racing; Cycling; Shooter2) By Technology: Virtual Reality; Mixed Reality; Augmented Reality; Internet Of Things; Artificial Intelligence
3) By End-User: Individual Consumers; Sports Teams And Clubs; Enterprises And Event Organizers
Subsegments:
1) By Football: Fantasy Football Platforms; Augmented Reality (AR) Training Tools; Gamified Match Simulations2) By Basketball: Virtual Coaching Systems; Motion-Tracking Training Apps; eSports Basketball Tournaments
3) By Hockey: AR/VR Training Equipment; Virtual Team Management Platforms; Phygital Hockey Simulators
4) By Dancing: Dance Fitness Gamification Apps; VR Dance Classes; Interactive Dance Competitions
5) By Racing: eRacing Tournaments; AR Racing Simulators; Phygital Motorsport Experiences
6) By Cycling: Virtual Cycling Races; Smart Training Apps; AR Cycling Tours
7) By Shooter: AR Shooter Games; Virtual Target Practice Tools; Shooter eSports Platforms
Key Companies Profiled: Samsung Group; Meta Platforms Inc.; Sony Corporation; EON Reality Inc.; PICO Immersive Pte.ltd.
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: PDF, Word and Excel Data Dashboard.
Companies Mentioned
- Samsung Group
- Meta Platforms Inc.
- Sony Corporation
- EON Reality Inc.
- PICO Immersive Pte.ltd.
- Vection Technologies Ltd
- ArborXR
- Sense Arena
- Rezzil Co
- Xtadium
- Simbott
- VR Sport Tv
- Visualise Creative Ltd
- HQSoftware
- Nsocial Enriched Experimental Agency
- BrandXR
- SPORTZCHAIN
- ProYuga
- Phygital Sports USA Inc.
- VR Esports.