The phygital sports market size is expected to see exponential growth in the next few years. It will grow to $7.02 billion in 2030 at a compound annual growth rate (CAGR) of 26.9%. The growth in the forecast period can be attributed to start of mainstream phygital sports leagues, growing adoption of mixed reality sports training, expansion of smart sports venues, rising participation in virtual competitions, increasing convergence of gaming and traditional sports. Major trends in the forecast period include increasing adoption of immersive sports experiences, rising use of wearable and motion tracking technologies, growing popularity of hybrid physical-digital competitions, expansion of gamified fitness and sports platforms, enhanced focus on audience engagement and interactivity.
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 players and leading companies in the phygital sports market are concentrating on the development of innovative offerings, such as dedicated over-the-top (OTT) streaming platforms that integrate live coverage, replays, highlights, and exclusive content for hybrid digital-physical competitions, to improve global accessibility, enhance fan engagement, and ensure year-round content availability across devices and regions. A dedicated OTT streaming platform is a digital broadcast service that delivers live and on-demand event coverage, curated programming, and interactive features through internet-based distribution, allowing fans worldwide to view content across mobile, web, and connected TV environments. For example, in December 2025, Phygital International FZCO, a UAE-based promoter of phygital sports and organizer of the Games of the Future global competition, launched the GOTF OTT Platform, the official streaming destination for the Games of the Future Abu Dhabi 2025 powered by ADNOC. The platform launched with the opening broadcasts of the MOBA PC Dota 2 competitions, providing live matches, complete replays, highlight packages, and behind-the-scenes content at tv.gofuture.games. It incorporates advanced cloud-based broadcasting infrastructure and real-time highlight generation tools supported by technology partner Asport, enabling smooth navigation and immersive storytelling for a global audience. Designed for global reach, the platform also features curated short-form content optimized for social media and mobile viewing, creating a foundation for year-round engagement with phygital sporting events and extending the reach of hybrid sports formats beyond conventional broadcast channels.
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 companies operating 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., VR Esports.
North America was the largest region in the phygital sports market in 2025. The regions covered in the phygital sports market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the phygital sports market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
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 that 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.
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Table of Contents
Executive Summary
Phygital Sports Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses 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, including technological disruption, regulatory shifts, and changing consumer preferences? 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, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, 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. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
- The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
- The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
- The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
- 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 technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
- The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
- The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
- 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.
- Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
- 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 company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.
Report Scope
Markets Covered:
1) By Sport Type: Football; Basketball; Hockey; Dancing; Racing; Cycling2) 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: Augmented Reality (AR) Training Tools; Gamified Match Simulations2) By Basketball: Virtual Coaching Systems; Motion-Tracking Training Apps
3) By Hockey: AR/VR Training Equipment; Phygital Hockey Simulators
4) By Dancing: Dance Fitness Gamification Apps; VR Dance Classes; Interactive Dance Competitions
5) By Racing: AR Racing Simulators; Phygital Motorsport Experiences
6) By Cycling: Virtual Cycling Races; Smart Training Apps; AR Cycling Tours
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.
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain.
Regions: Asia-Pacific; South East Asia; 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: Word, PDF or Interactive Report + Excel Dashboard
Added Benefits:
- Bi-Annual Data Update
- Customisation
- Expert Consultant Support
Companies Mentioned
The companies featured in this Phygital Sports market report include:- 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.
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 250 |
| Published | January 2026 |
| Forecast Period | 2026 - 2030 |
| Estimated Market Value ( USD | $ 2.7 Billion |
| Forecasted Market Value ( USD | $ 7.02 Billion |
| Compound Annual Growth Rate | 26.9% |
| Regions Covered | Global |
| No. of Companies Mentioned | 21 |


