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Phygital Sports Market Report 2026

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    Report

  • 250 Pages
  • January 2026
  • Region: Global
  • The Business Research Company
  • ID: 6103803
The phygital sports market size has grown exponentially in recent years. It will grow from $2.12 billion in 2025 to $2.7 billion in 2026 at a compound annual growth rate (CAGR) of 27.3%. The growth in the historic period can be attributed to expansion of esports and digital gaming culture, growing interest in interactive fitness experiences, improvements in vr and ar technologies, rising consumer demand for experiential entertainment, increasing investment in sports technology.

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.

This product will be delivered within 1-3 business days.

Table of Contents

1. Executive Summary
1.1. Key Market Insights (2020-2035)
1.2. Visual Dashboard: Market Size, Growth Rate, Hotspots
1.3. Major Factors Driving the Market
1.4. Top Three Trends Shaping the Market
2. Phygital Sports Market Characteristics
2.1. Market Definition & Scope
2.2. Market Segmentations
2.3. Overview of Key Products and Services
2.4. Global Phygital Sports Market Attractiveness Scoring and Analysis
2.4.1. Overview of Market Attractiveness Framework
2.4.2. Quantitative Scoring Methodology
2.4.3. Factor-Wise Evaluation
Growth Potential Analysis, Competitive Dynamics Assessment, Strategic Fit Assessment and Risk Profile Evaluation
2.4.4. Market Attractiveness Scoring and Interpretation
2.4.5. Strategic Implications and Recommendations
3. Phygital Sports Market Supply Chain Analysis
3.1. Overview of the Supply Chain and Ecosystem
3.2. List of Key Raw Materials, Resources & Suppliers
3.3. List of Major Distributors and Channel Partners
3.4. List of Major End Users
4. Global Phygital Sports Market Trends and Strategies
4.1. Key Technologies & Future Trends
4.1.1 Immersive Technologies (Ar/Vr/Xr) & Digital Experiences
4.1.2 Artificial Intelligence & Autonomous Intelligence
4.1.3 Internet of Things (Iot), Smart Infrastructure & Connected Ecosystems
4.1.4 Digitalization, Cloud, Big Data & Cybersecurity
4.1.5 Autonomous Systems, Robotics & Smart Mobility
4.2. Major Trends
4.2.1 Increasing Adoption of Immersive Sports Experiences
4.2.2 Rising Use of Wearable and Motion Tracking Technologies
4.2.3 Growing Popularity of Hybrid Physical-Digital Competitions
4.2.4 Expansion of Gamified Fitness and Sports Platforms
4.2.5 Enhanced Focus on Audience Engagement and Interactivity
5. Phygital Sports Market Analysis of End Use Industries
5.1 Individual Consumers
5.2 Sports Teams and Clubs
5.3 Event Organizers
5.4 Fitness Technology Companies
5.5 Entertainment and Media Companies
6. Phygital Sports Market - Macro Economic Scenario Including the Impact of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, Supply Chain Impact from Tariff War & Trade Protectionism, and Covid and Recovery on the Market
7. Global Phygital Sports Strategic Analysis Framework, Current Market Size, Market Comparisons and Growth Rate Analysis
7.1. Global Phygital Sports PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
7.2. Global Phygital Sports Market Size, Comparisons and Growth Rate Analysis
7.3. Global Phygital Sports Historic Market Size and Growth, 2020-2025, Value ($ Billion)
7.4. Global Phygital Sports Forecast Market Size and Growth, 2025-2030, 2035F, Value ($ Billion)
8. Global Phygital Sports Total Addressable Market (TAM) Analysis for the Market
8.1. Definition and Scope of Total Addressable Market (TAM)
8.2. Methodology and Assumptions
8.3. Global Total Addressable Market (TAM) Estimation
8.4. TAM vs. Current Market Size Analysis
8.5. Strategic Insights and Growth Opportunities from TAM Analysis
9. Phygital Sports Market Segmentation
9.1. Global Phygital Sports Market, Segmentation by Sport Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Football, Basketball, Hockey, Dancing, Racing, Cycling
9.2. Global Phygital Sports Market, Segmentation by Technology, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Virtual Reality, Mixed Reality, Augmented Reality, Internet of Things, Artificial Intelligence
9.3. Global Phygital Sports Market, Segmentation by End-User, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Individual Consumers, Sports Teams and Clubs, Enterprises and Event Organizers
9.4. Global Phygital Sports Market, Sub-Segmentation of Football, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Augmented Reality (AR) Training Tools, Gamified Match Simulations
9.5. Global Phygital Sports Market, Sub-Segmentation of Basketball, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Virtual Coaching Systems, Motion-Tracking Training Apps
9.6. Global Phygital Sports Market, Sub-Segmentation of Hockey, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
AR/VR Training Equipment, Phygital Hockey Simulators
9.7. Global Phygital Sports Market, Sub-Segmentation of Dancing, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Dance Fitness Gamification Apps, VR Dance Classes, Interactive Dance Competitions
9.8. Global Phygital Sports Market, Sub-Segmentation of Racing, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
AR Racing Simulators, Phygital Motorsport Experiences
9.9. Global Phygital Sports Market, Sub-Segmentation of Cycling, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Virtual Cycling Races, Smart Training Apps, AR Cycling Tours
10. Phygital Sports Market Regional and Country Analysis
10.1. Global Phygital Sports Market, Split by Region, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
10.2. Global Phygital Sports Market, Split by Country, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
11. Asia-Pacific Phygital Sports Market
11.1. Asia-Pacific Phygital Sports Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
11.2. Asia-Pacific Phygital Sports Market, Segmentation by Sport Type, Segmentation by Technology, Segmentation by End-User, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
12. China Phygital Sports Market
12.1. China Phygital Sports Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
12.2. China Phygital Sports Market, Segmentation by Sport Type, Segmentation by Technology, Segmentation by End-User, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
13. India Phygital Sports Market
13.1. India Phygital Sports Market, Segmentation by Sport Type, Segmentation by Technology, Segmentation by End-User, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
14. Japan Phygital Sports Market
14.1. Japan Phygital Sports Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
14.2. Japan Phygital Sports Market, Segmentation by Sport Type, Segmentation by Technology, Segmentation by End-User, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
15. Australia Phygital Sports Market
15.1. Australia Phygital Sports Market, Segmentation by Sport Type, Segmentation by Technology, Segmentation by End-User, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
16. Indonesia Phygital Sports Market
16.1. Indonesia Phygital Sports Market, Segmentation by Sport Type, Segmentation by Technology, Segmentation by End-User, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
17. South Korea Phygital Sports Market
17.1. South Korea Phygital Sports Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
17.2. South Korea Phygital Sports Market, Segmentation by Sport Type, Segmentation by Technology, Segmentation by End-User, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
18. Taiwan Phygital Sports Market
18.1. Taiwan Phygital Sports Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
18.2. Taiwan Phygital Sports Market, Segmentation by Sport Type, Segmentation by Technology, Segmentation by End-User, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
19. South East Asia Phygital Sports Market
19.1. South East Asia Phygital Sports Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
19.2. South East Asia Phygital Sports Market, Segmentation by Sport Type, Segmentation by Technology, Segmentation by End-User, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
20. Western Europe Phygital Sports Market
20.1. Western Europe Phygital Sports Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
20.2. Western Europe Phygital Sports Market, Segmentation by Sport Type, Segmentation by Technology, Segmentation by End-User, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
21. UK Phygital Sports Market
21.1. UK Phygital Sports Market, Segmentation by Sport Type, Segmentation by Technology, Segmentation by End-User, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
22. Germany Phygital Sports Market
22.1. Germany Phygital Sports Market, Segmentation by Sport Type, Segmentation by Technology, Segmentation by End-User, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
23. France Phygital Sports Market
23.1. France Phygital Sports Market, Segmentation by Sport Type, Segmentation by Technology, Segmentation by End-User, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
24. Italy Phygital Sports Market
24.1. Italy Phygital Sports Market, Segmentation by Sport Type, Segmentation by Technology, Segmentation by End-User, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
25. Spain Phygital Sports Market
25.1. Spain Phygital Sports Market, Segmentation by Sport Type, Segmentation by Technology, Segmentation by End-User, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
26. Eastern Europe Phygital Sports Market
26.1. Eastern Europe Phygital Sports Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
26.2. Eastern Europe Phygital Sports Market, Segmentation by Sport Type, Segmentation by Technology, Segmentation by End-User, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
27. Russia Phygital Sports Market
27.1. Russia Phygital Sports Market, Segmentation by Sport Type, Segmentation by Technology, Segmentation by End-User, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
28. North America Phygital Sports Market
28.1. North America Phygital Sports Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
28.2. North America Phygital Sports Market, Segmentation by Sport Type, Segmentation by Technology, Segmentation by End-User, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
29. USA Phygital Sports Market
29.1. USA Phygital Sports Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
29.2. USA Phygital Sports Market, Segmentation by Sport Type, Segmentation by Technology, Segmentation by End-User, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
30. Canada Phygital Sports Market
30.1. Canada Phygital Sports Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
30.2. Canada Phygital Sports Market, Segmentation by Sport Type, Segmentation by Technology, Segmentation by End-User, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
31. South America Phygital Sports Market
31.1. South America Phygital Sports Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
31.2. South America Phygital Sports Market, Segmentation by Sport Type, Segmentation by Technology, Segmentation by End-User, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
32. Brazil Phygital Sports Market
32.1. Brazil Phygital Sports Market, Segmentation by Sport Type, Segmentation by Technology, Segmentation by End-User, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
33. Middle East Phygital Sports Market
33.1. Middle East Phygital Sports Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
33.2. Middle East Phygital Sports Market, Segmentation by Sport Type, Segmentation by Technology, Segmentation by End-User, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
34. Africa Phygital Sports Market
34.1. Africa Phygital Sports Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
34.2. Africa Phygital Sports Market, Segmentation by Sport Type, Segmentation by Technology, Segmentation by End-User, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
35. Phygital Sports Market Regulatory and Investment Landscape
36. Phygital Sports Market Competitive Landscape and Company Profiles
36.1. Phygital Sports Market Competitive Landscape and Market Share 2024
36.1.1. Top 10 Companies (Ranked by revenue/share)
36.2. Phygital Sports Market - Company Scoring Matrix
36.2.1. Market Revenues
36.2.2. Product Innovation Score
36.2.3. Brand Recognition
36.3. Phygital Sports Market Company Profiles
36.3.1. Samsung Group Overview, Products and Services, Strategy and Financial Analysis
36.3.2. Meta Platforms Inc. Overview, Products and Services, Strategy and Financial Analysis
36.3.3. Sony Corporation Overview, Products and Services, Strategy and Financial Analysis
36.3.4. EON Reality Inc. Overview, Products and Services, Strategy and Financial Analysis
36.3.5. PICO Immersive Pte.ltd. Overview, Products and Services, Strategy and Financial Analysis
37. Phygital Sports Market Other Major and Innovative Companies
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
38. Global Phygital Sports Market Competitive Benchmarking and Dashboard39. Key Mergers and Acquisitions in the Phygital Sports Market
40. Phygital Sports Market High Potential Countries, Segments and Strategies
40.1 Phygital Sports Market in 2030 - Countries Offering Most New Opportunities
40.2 Phygital Sports Market in 2030 - Segments Offering Most New Opportunities
40.3 Phygital Sports Market in 2030 - Growth Strategies
40.3.1 Market Trend Based Strategies
40.3.2 Competitor Strategies
41. Appendix
41.1. Abbreviations
41.2. Currencies
41.3. Historic and Forecast Inflation Rates
41.4. Research Inquiries
41.5. About the Analyst
41.6. Copyright and Disclaimer

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.

Reasons to Purchase::

  • Gain a truly global perspective with the most comprehensive report available on this market covering 16 geographies.
  • Assess the impact of key macro factors such as geopolitical conflicts, trade policies and tariffs, inflation and interest rate fluctuations, and evolving regulatory landscapes.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on end user analysis.
  • Benchmark performance against key competitors based on market share, innovation, and brand strength.
  • Evaluate the total addressable market (TAM) and market attractiveness scoring to measure market potential.
  • Suitable for supporting your internal and external presentations with reliable high-quality data and analysis
  • Report will be updated with the latest data and delivered to you along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

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; Cycling
2) 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 Simulations
2) 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