封面
市場調查報告書
商品編碼
1404966

虛擬運動市場規模、佔有率、趨勢分析報告:按組成部分、按遊戲、按人口、按地區、細分市場預測,2023-2030 年

Virtual Sports Market Size, Share & Trends Analysis Report By Component (Solutions, Services), By Game, By Demographic (Below 21 Years, 21 To 35 Years, 35 To 54 Years, 54 Years And Above), By Region, And Segment Forecasts, 2023 - 2030

出版日期: | 出版商: Grand View Research | 英文 150 Pages | 商品交期: 2-10個工作天內

價格

虛擬體育市場的成長與趨勢:

Grand View Research, Inc.最新報告顯示,預計到2030年,全球虛擬體育市場規模將達到470.7億美元,2023年至2030年複合年成長率為16.7%。

這一成長歸因於虛擬運動在運動愛好者中的日益普及以及線上遊戲的興起。最受歡迎的虛擬運動包括足球、籃球、賽馬和板球。線上遊戲的日益普及也促進了市場的成長。隨著網路遊戲的興起,越來越多的人開始對虛擬體育作為娛樂感興趣。

擴增實境(AR)、虛擬實境(VR)和高畫質圖形等技術的快速進步極大地提高了遊戲體驗的沉浸感。這使得創建逼真的虛擬環境成為可能,該環境密切模仿現實生活中的體育賽事,吸引世界各地的觀眾。它也打破了地理障礙,讓世界各地的球迷無論身在何處都可以參與並熱衷於自己喜愛的運動。這種整體性是培養更多元化和昂貴的粉絲群的關鍵驅動力。

與傳統體育賽事直播相比,虛擬體育賽事提供了更高水準的球迷互動。球迷可以透過虛擬平台積極參與並影響比賽和賽事的結果。這種增加的參與度為觀眾創造了更動態和身臨其境的體驗。超越傳統運動的獨特創新體驗。例如,球迷可以自訂他們的頭像、參與虛擬體育場以及訪問即時統計和分析。這些功能豐富了球迷的體驗,並提供了體育運動無法實現的個人化程度。

先進動作捕捉系統的整合有助於提高市場的真實感。這些系統採用感測器來追蹤運動員和運動員的動作,並將其轉化為虛擬空間。這種精度水平確保了準確的表示,並允許用戶透過針對其表現的客製化回饋來磨練他們的技術。人工智慧和機器學習在塑造市場方面也發揮關鍵作用。這些技術進步創造了高度真實且適應性強的虛擬對手和隊友。人工智慧主導的演算法可以分析運動員的行為、調整策略,甚至模仿真實運動員的決策流程。這允許用戶與不同級別的對手對戰並磨練他們的技能。

觸覺回饋技術的整合為市場增添了戰術性維度。使用專用控制器和穿戴式設備,使用者可以在虛擬環境中感受到他們的動作的效果。這種回饋超越了視覺和聽覺提示,提供了與實際遊戲感覺非常相似的多感官體驗。 2023 年 6 月,EA Sports 與 Nike Virtual Studio 合作,為世界各地的粉絲增強和個人化虛擬運動體驗。遊戲製造商和運動服裝/裝備製造商之間的合作和經驗為 SWOOSH 會員帶來了各種新的方式。

虛擬運動市場報告亮點

  • 消費者需要符合動態娛樂產業的高品質、互動遊戲內容。娛樂和遊戲的融合將影響整個體育產業的成長,包括大大小小的線上串流媒體和遊戲開發商。
  • 在智慧型手機和博彩軟體領域技術進步的支持下,數位化趨勢使體育博彩營運商能夠簡化其平台並為用戶提供愉快的博彩體驗。
  • Big Ant Studios、Codemasters、EA Sports、Konami、Square Enix 和 Red Entertainment 等公司正在整合應用程式介面 (API) 等技術,以提供增強的功能和簡化的使用者介面。我正在專注於這樣做。
  • 在技​​術進步、蓬勃發展的電子競技生態系統和根深蒂固的遊戲文化的共同推動下,亞太地區正在經歷指數級成長。

目錄

第1章調查方法和範圍

第 2 章執行摘要

第3章 虛擬體育市場概述

  • 市場體系展望
  • 價值鏈分析
  • 市場動態
    • 市場促進因素分析
    • 市場抑制因素分析
    • 市場機會分析
    • 市場問題分析
  • 產業分析工具
    • 波特的分析
    • 宏觀經濟分析
  • 虛擬運動市場的技術趨勢
    • 沉浸式技術
    • 高級模擬和圖形
    • 直播與電競融合
    • 人工智慧和機器學習
    • 區塊鏈和 NFT
    • 行動整合
  • 法律規範
  • 虛擬運動的影響
    • 經濟影響
    • 對基礎核心運動的影響
    • 為未來創造就業機會
  • 虛擬運動市場 – COVID-19 影響分析

第4章 虛擬運動市場:成分估計與趨勢分析

  • 2022年和2030年零件變化分析和市場佔有率
  • 按成分
    • 解決方案
    • 服務

第5章 虛擬運動市場:比賽預估與趨勢分析

  • 2022年和2030年遊戲波動分析和市場佔有率
  • 按遊戲
    • 足球
    • 賽車
    • 高爾夫球
    • 籃球
    • 蟋蟀
    • 滑雪
    • 網球
    • 混合武術
    • 其他

第6章 虛擬運動市場:人口統計估計與趨勢分析

  • 2022年及2030年人口變化分析及市場佔有率
  • 按人口統計
    • 21歲以下
    • 21-35歲
    • 34-54歲
    • 54歲以上

第 7 章 區域估計/趨勢分析

  • 虛擬體育市場:區域展望
  • 北美洲
    • 2018-2030 年北美虛擬運動市場估計與預測
    • 美國
    • 加拿大
  • 歐洲
    • 2018-2030 年歐洲虛擬體育市場估計與預測
    • 英國
    • 德國
    • 法國
    • 義大利
    • 西班牙
  • 亞太地區
    • 2018-2030 年亞太地區虛擬運動市場估計與預測
    • 中國
    • 日本
    • 印度
    • 韓國
  • 拉丁美洲
    • 2018-2030 年拉丁美洲虛擬體育市場估計與預測
    • 巴西
    • 墨西哥
  • 中東和非洲
    • 2018-2030 年中東和非洲虛擬運動市場估計和預測
    • 阿拉伯聯合大公國
    • 沙烏地阿拉伯
    • 南非

第8章虛擬體育市場-競爭形勢

  • 主要市場參與企業的最新趨勢和影響分析
    • 2K Sports
    • Activision Blizzard
    • Big Ant Studios
    • Codemasters
    • Cyanide Studio
    • Dovetail Games
    • EA Sports
    • HB Studios
    • Konami
    • Milestone SRL
    • Netmarble
    • Nintendo
    • Square Enix
    • SEGA
    • Sports Interactive
    • Red Entertainment
    • Ubisoft
    • Visual Concepts
  • 公司分類
  • 參與企業概況
  • 財務績效
  • 產品基準評效
  • 公司市場定位
  • 2022 年公司市場佔有率分析
  • 企業熱力圖分析
  • 策略規劃
    • 擴張/出售
    • 併購
    • 協作/夥伴關係
    • 新產品發布
    • 投資
Product Code: GVR-4-68040-155-9

Virtual Sports Market Growth & Trends:

The global virtual sports market size is estimated to reach USD 47.07 billion by 2030, growing at a CAGR of 16.7% from 2023 to 2030, according to a new report by Grand View Research, Inc. This growth is due to the increasing popularity of virtual sports among sports enthusiasts and the rise of online gaming. The most popular virtual sports include football, basketball, horse racing, and cricket. The increasing popularity of online gaming has contributed to the market's growth. With the rise of online gaming, more people are becoming interested in virtual sports as entertainment.

Rapid advancements in technology, including Augmented Reality (AR), Virtual Reality (VR), and high-quality graphics, have significantly enhanced the immersive nature of the gaming experience. This has allowed for creating realistic virtual environments that closely mimic real-world sporting events, captivating audiences worldwide. It also breaks down geographical barriers, enabling fans worldwide to participate and engage with their favorite sports regardless of physical location. This inclusivity is a key driver, fostering a more diverse and expensive fan base.

Virtual sports offer a higher fan interaction level than traditional sports broadcasts. Fans can actively participate through virtual platforms, influencing the outcome of the game or event. This heightened engagement creates a more dynamic and immersive experience for viewers. It offers unique and innovative experiences that extend beyond traditional sports. For example, fans can customize avatars, attend virtual stadiums, and access real-time statistics and analysis. These features enrich the fan experience and provide a level of personalization that is not achievable in physical sports.

The integration of advanced motion-capture systems has been instrumental in enhancing the realism of the market. These systems employ an array of sensors to track the movements of athletes or players, translating them into virtual space. This level of precision ensures accurate representation and enables users to refine their techniques with feedback tailored to their performance. AI and machine learning have also played a pivotal role in shaping the market. These technological advancements create highly realistic, adaptive virtual opponents or teammates. AI-driven algorithms can analyze player behavior, adapt strategies, and even mimic the decision-making processes of real athletes. This offers a challenging experience and allows users to sharpen their skills against opponents of varying levels of expertise.

The integration of haptic feedback technology has added a tactical dimension to the market; with specialized controllers and wearable devices, users can feel the impact of their actions within the virtual environment. This feedback extends beyond visual and auditory cues, providing a multisensory experience that closely mirrors the sensations of actual gameplay. In June 2023, EA Sports partnered with Nike Virtual Studios, which enhanced and personalized the virtual sports experience for fans around the world. This collaboration and experience of a game manufacturer and sports apparel/equipment manufacturer led to all new ways for members of SWOOSH.

Virtual Sports Market Report Highlights:

  • Consumers demand high-quality and interactive gaming content aligned with the dynamic entertainment industry. The alignment of entertainment and gaming will influence the growth of the entire sports industry, including online streamers and small and big-budget game developers
  • Digitalization trends backed up by technological developments in terms of smartphones and betting software globally have enabled sports betting operators to simplify their platforms and provide an enjoyable betting experience to users
  • Companies such as Big Ant Studios, Codemasters, EA Sports, Konami, Square Enix, and Red Entertainment are focusing on integrating technology like application programming interfaces (APIs) to enhance functionalities and provide a simplified user interface
  • Asia Pacific has experienced exponential growth fueled by a convergence of technological advancement, a thriving e-sports ecosystem, and a deeply ingrained gaming culture

Table of Contents

Chapter 1 Methodology and Scope

  • 1.1 Market Segmentation & Scope
  • 1.2 Market Definitions
  • 1.3 Information Procurement
    • 1.3.1 Information Analysis
    • 1.3.2 Market Formulation & Data Visualization
    • 1.3.3 Data Validation & Publishing
  • 1.4 Research Scope and Assumptions
    • 1.4.1 List Of Data Sources

Chapter 2 Executive Summary

  • 2.1 Virtual Sports Market Snapshot
  • 2.2 Virtual Sports - Segment Snapshot (1/2)
  • 2.3 Virtual Sports - Segment Snapshot (2/2)
  • 2.4 Virtual Sports - Competitive Landscape Snapshot

Chapter 3 Virtual Sports Market Overview

  • 3.1 Market Lineage Outlook
  • 3.2 Value Chain Analysis
  • 3.3 Market Dynamics
    • 3.3.1 Market Driver Analysis
    • 3.3.2 Market Restraint Analysis
    • 3.3.3 Market Opportunity Analysis
    • 3.3.4 Market Challenges Analysis
  • 3.4 Industry Analysis Tools
    • 3.4.1 Porter's Analysis
    • 3.4.2 Macroeconomic Analysis
  • 3.5 Virtual Sports Market Technology Trends
    • 3.5.1 Immersive Technology
    • 3.5.2 Advanced Simulation And Graphics
    • 3.5.3 Live Streaming And Esports Integration
    • 3.5.4 Ai And Machine Learning
    • 3.5.5 Blockchain And Nfts
    • 3.5.6 Mobile Integration
  • 3.6 Regulatory Framework
  • 3.7 Impact of Virtual Sports
    • 3.7.1 Economic Impact
    • 3.7.2 Impact On Core Underlying Sports
    • 3.7.3 Create Future-Ready Jobs
  • 3.8 Virtual Sports Market - COVID-19 Impact Analysis

Chapter 4 Virtual Sports Market: Component Estimates & Trend Analysis

  • 4.1 Component Movement Analysis & Market Share, 2022 & 2030
  • 4.2 Virtual Sports Market Estimates & Forecast, By Component (USD Billion)
    • 4.2.1 Solutions
    • 4.2.2 Services

Chapter 5 Virtual Sports Market: Games Estimates & Trend Analysis

  • 5.1 Games Movement Analysis & Market Share, 2022 & 2030
  • 5.2 Virtual Sports Market Estimates & Forecast, By Games (USD Billion)
    • 5.2.1 Football
    • 5.2.2 Racing
    • 5.2.3 Glof
    • 5.2.4 Basketball
    • 5.2.5 Cricket
    • 5.2.6 Skiing
    • 5.2.7 Tennis
    • 5.2.8 Mma
    • 5.2.9 Others

Chapter 6 Virtual Sports Market: Demographics Estimates & Trend Analysis

  • 6.1 Demographics Movement Analysis & Market Share, 2022 & 2030
  • 6.2 Virtual Sports Market Estimates & Forecast, By Demographics (USD Billion)
    • 6.2.1 Below 21 Years
    • 6.2.2 21 To 35 Years
    • 6.2.3 34 To 54 Years
    • 6.2.4 54 Years And Above

Chapter 7 Regional Estimates & Trend Analysis

  • 7.1 Virtual Sports Market: Regional Outlook
  • 7.2 North America
    • 7.2.1 North America Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
    • 7.2.2 U.S.
      • 7.2.2.1 U.S. Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
    • 7.2.3 Canada
      • 7.2.3.1 Canada Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
  • 7.3 Europe
    • 7.3.1 Europe Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
    • 7.3.2 UK
      • 7.3.2.1 UK Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
    • 7.3.3 Germany
      • 7.3.3.1 Germany Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
    • 7.3.4 France
      • 7.3.4.1 France Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
    • 7.3.5 Italy
      • 7.3.5.1 Italy Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
    • 7.3.6 Spain
      • 7.3.6.1 Spain Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
  • 7.4 Asia Pacific
    • 7.4.1 Asia Pacific Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
    • 7.4.2 China
      • 7.4.2.1 China Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
    • 7.4.3 Japan
      • 7.4.3.1 Japan Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
    • 7.4.4 India
      • 7.4.4.1 India Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
    • 7.4.5 South Korea
      • 7.4.5.1 South Korea Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
  • 7.5 Latin America
    • 7.5.1 Latin America Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
    • 7.5.2 Brazil
      • 7.5.2.1 BRAZIL VIRTUAL Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
    • 7.5.3 Mexico
      • 7.5.3.1 Mexico Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
  • 7.6 Middle East And Africa
    • 7.6.1 Middle East And Africa Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
    • 7.6.2 UAE
      • 7.6.2.1 UAE Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
    • 7.6.3 Saudi Arabia
      • 7.6.3.1 Saudi Arabia Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)
    • 7.6.4 South Africa
      • 7.6.4.1 South Africa Virtual Sports Market Estimates & Forecasts, 2018 - 2030 (USD Billion)

Chapter 8 Virtual Sports Market - Competitive Landscape

  • 8.1 Recent Developments & Impact Analysis, By Key Market Participants
    • 8.1.1 2K Sports
    • 8.1.2 Activision Blizzard
    • 8.1.3 Big Ant Studios
    • 8.1.4 Codemasters
    • 8.1.5 Cyanide Studio
    • 8.1.6 Dovetail Games
    • 8.1.7 EA Sports
    • 8.1.8 HB Studios
    • 8.1.9 Konami
    • 8.1.10 Milestone S.R.L.
    • 8.1.11 Netmarble
    • 8.1.12 Nintendo
    • 8.1.13 Square Enix
    • 8.1.14 SEGA
    • 8.1.15 Sports Interactive
    • 8.1.16 Red Entertainment
    • 8.1.17 Ubisoft
    • 8.1.18 Visual Concepts
  • 8.2 Company Categorization
  • 8.3 Participant's Overview
  • 8.4 Financial Performance
  • 8.5 Product Benchmarking
  • 8.6 Company Market Positioning
  • 8.7 Company Market Share Analysis, 2022
  • 8.8 Company Heat Map Analysis
  • 8.9 Strategy Mapping
    • 8.9.1 Expansion/Divestiture
    • 8.9.2 Mergers & Acquisition
    • 8.9.3 Collaborations/Partnerships
    • 8.9.4 New Product Launches
    • 8.9.5 Investments

List of Tables

  • Table 1 Virtual sports market - Key market driver impact
  • Table 2 Key market restraint/challenges impact
  • Table 3 Key market opportunity impact
  • Table 4 Global Virtual Sports Market Revenue Estimates and Forecast, By Component, 2018 - 2030 (USD Billion)
  • Table 5 Global Virtual Sports Market Revenue Estimates and Forecast, By Games, 2018 - 2030 (USD Billion)
  • Table 6 Global Virtual Sports Market Revenue Estimates and Forecast, By Demographics, 2018 - 2030 (USD Billion)
  • Table 7 Recent Developments & Impact Analysis, By Key Market Participants
  • Table 8 Company Heat Map Analysis
  • Table 9 Key Companies undergoing expansions/divestitures.
  • Table 10 Key Companies involved in M&As
  • Table 11 Key Companies undergoing collaborations.
  • Table 12 Key Companies launching new products.
  • Table 13 Key Companies adopting investment.

List of Figures

  • Fig. 1 Virtual Sports Market Segmentation
  • Fig. 2 Information Procurement
  • Fig. 3 Data Analysis Models
  • Fig. 4 Market Formulation and Validation
  • Fig. 5 Data Validating & Publishing
  • Fig. 6 Market Snapshot
  • Fig. 7 Segment Snapshot (1/3)
  • Fig. 8 Segment Snapshot (2/3)
  • Fig. 9 Segment Snapshot (3/3)
  • Fig. 10 Competitive Landscape Snapshot
  • Fig. 11 Virtual Sports - Industry Value Chain Analysis
  • Fig. 12 Market Dynamics
  • Fig. 13 Virtua Sports Market: PORTER's Analysis
  • Fig. 14 Virtual Sports Market: PESTEL Analysis
  • Fig. 15 Virtual Sports Market, by Component: Key Takeaways
  • Fig. 16 Virtual Sports Market, by Component: Market Share, 2022 & 2030
  • Fig. 17 Virtual Sports Market, by Games: Key Takeaways
  • Fig. 18 Virtual Sports Market, by Games: Market Share, 2022 & 2030
  • Fig. 19 Virtual Sports Market, by Demographics: Key Takeaways
  • Fig. 20 Virtual Sports Market, by Demographics: Market Share, 2022 & 2030
  • Fig. 21 Virtual Sports Market Revenue by Region, 2022 & 2030 (USD Billion)
  • Fig. 22 Regional marketplace: Key takeaways
  • Fig. 23 North America Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 24 U.S. Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 25 Canada Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 26 Europe Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 27 UK Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 28 Germany Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 29 France Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 30 Italy Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 31 Spain Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 32 Asia Pacific Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 33 China Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 34 Japan Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 35 South Korea Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 36 India Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 37 Latin America Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 38 Brazil Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 39 Mexico Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 40 Middle East and Africa Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 41 Saudi Arabia Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 42 UAE Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 43 South Africa Virtual Sports market estimates & forecasts, 2018 - 2030 (USD Billion)
  • Fig. 44 Key Company Categorization
  • Fig. 45 Company Market Positioning
  • Fig. 46 Company Market Share Analysis, 2022
  • Fig. 47 Strategic Framework