GVR Report cover Virtual Sports Market Size, Share & Trends Report

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

  • Report ID: GVR-4-68040-155-9
  • Number of Report Pages: 150
  • Format: PDF, Horizon Databook
  • Historical Range: 2018 - 2021
  • Forecast Period: 2023 - 2030 
  • Industry: Technology

Virtual Sports Market Trends

The global virtual sports market size was estimated at USD 13.52 billion in 2022 and is expected to grow at a compound annual growth rate (CAGR) of 16.7% from 2023 to 2030. The rapid progression of technology, advancements in graphics, Artificial Intelligence (AI), and Virtual Reality (VR) have enabled developers to create highly realistic and immersive experiences for the market. This has enhanced the quality of gameplay and expanded the range of sports that can be effectively simulated. In September 2023, 2K launched NBA 24, the top-rated NBA video game simulation series. NBA 2K24 Seasons will feature new Season Pass options, and unified Seasonal progressions track that combines MyCAREER and MyTEAM into one linear rewards system.

U.S. Virtual Sports Market size and growth rate, 2023 - 2030

The monetization models within the market have also evolved, creating diverse revenue streams. In-app purchases, subscription services, advertising, and sponsorship deals are primary avenues for developers and content creators to generate revenues. Additionally, the rise of customizable virtual goods and skins that enhance the appearance or capabilities of in-game characters or equipment has created a vibrant marketplace for virtual items, contributing to the economic ecosystem surrounding virtual sports. The convergence of virtual and traditional sports has created new opportunities for fan engagement. Professional sports teams and leagues have recognized the potential of virtual sports to connect with younger audiences and expand their global fan base. Many have established virtual sports divisions, allowing fans to interact with their favorite teams and players in virtual environments.

The pivotal advancement in virtual sports technology has been in graphics and rendering capabilities. High-definition graphics and sophisticated rendering techniques have enabled developers to create virtual environments and characters that closely mirror their real-world counterparts. This level of visual fidelity is crucial for providing players with a realistic and engaging experience. Furthermore, the advancement in computer graphics has paved the way for integrating the progressive physics behavior of objects, enabling realistic interactions within the virtual environment. For instance, in virtual soccer games, the ball's trajectory and collision dynamics are computer-based on real-world physics principles, adding a layer of authenticity to the gameplay.

Blockchain and Non-Fungible Tokens (NFTs) have emerged as game-changing innovations within the market, revolutionizing how virtual assets are created, owned, and traded. The integration of blockchain and NFTs has also addressed longstanding issues of authenticity and provenance in the market; with every transaction recorded on the blockchain, the entire ownership history of an NFT can be easily traced. This ensures that players and collectors can verify the authenticity and legitimacy of their virtual assets, mitigating the risk of fraud or counterfeit items.

Component Insights

The solution segment dominated the global market with a revenue share of more than 85% in 2022. With the rise of advanced technologies like AI and VR, consumers demand more immersive and engaging virtual sports experiences. In response, companies in the market are developing innovative solutions that offer a range of features and functionalities. The key area of growth in solution components is player customization. Virtual sports games now offer players various options for customizing their avatars, from changing their appearance to selecting different abilities and skills. This level of personalization helps players feel more connected to the game and creates a more engaging experience.

Game Insights

Football held the dominant revenue share of more than 28% in 2022. With the rise of esports, more and more people are turning to virtual sports to engage in their favorite sports in a new and exciting way. Football games are at the forefront of this trend, with virtual versions of popular football leagues and teams available for players to compete in. This growth is expected to continue in the coming years as more people discover the excitement and accessibility of virtual sports. This trend allows people to engage with their favorite sports in a new and exciting way. Players can compete in virtual versions of popular football leagues and teams, making it a highly accessible and entertaining experience. The market is expected to continue growing in the coming years, making virtual football games an excellent way for both football fans and those looking for a fun and engaging way to experience the sport.

Basketball is expected to account for a significant CAGR of around 16% during the forecast period. The growth of virtual basketball games is increasing interest in the sport globally. Basketball is a highly popular sport in many countries, and virtual basketball games allow fans to engage with the sport even if they don't have access to live games. Additionally, virtual basketball games offer a unique way for players to compete and connect with others worldwide.

Demographic Insights

The 21 to 35 years segment held the largest revenue share of more than 41% in 2022. The market has also opened up new opportunities for competitive gaming and esports, enabling players to showcase their skills and compete with others worldwide. In addition, virtual sports have facilitated the creation of online communities where people can connect with others who share the same passion for gaming and sports.

Global Virtual Sports Market share and size, 2022

The below 21 years segment is expected to grow at a significant CAGR of around 17% during the forecast period. With the rise of technology and the internet, younger generations can participate in virtual sports, such as online gaming, in a more immersive and engaging way. The players in the market have created new opportunities for education and career development for the younger demographic. Online courses and certifications in game design, programming, and esports management have become more widely available, providing a pathway to success in the industry.

Regional Insights

North America seized a significant revenue share of over 28% in 2022, with the U.S. at the forefront. The key driver for the growth is the rapid evolution of gaming technology. The advent of powerful graphics engines, sophisticated physics simulation, and virtual reality technologies has enabled sports experiences. This has elevated the quality of gameplay and expanded the potential audience, attracting casual gamers and dedicated enthusiasts.

Virtual Sports Market Trends, by Region, 2023 - 2030

The proliferation of online streaming platforms has played a pivotal role in the market's growth. Platforms like Twitch, YouTube Gaming, and Facebook Gaming have become primary hubs for content creators and viewers, allowing gamers to showcase their skills and personalities to a global audience. In April 2023, SEGA Corporation acquired Rovio Entertainment Oyj. This acquisition aims to accelerate the growth in the global gaming market and increase its corporate value by generating synergies between SEGA’s existing businesses and Rovio’s strengths, including its global IPs and live-operated mobile game development capabilities.

Asia Pacific is expected to register the highest CAGR of around 19% during the forecast period from 2023 to 2030. The region's extensive adoption of prominent technologies contributes to the rapid growth. Countries like South Korea, Japan, and China have been at the forefront of this technological revolution, boasting robust infrastructures that have paved the way for the proliferation of the market. The advent of powerful gaming consoles, high-performance PCs, and the mainstreaming of VR and AR devices have provided a solid foundation for developing and widespread adoption of virtual sports.

Key Companies & Market Share Insights

Key players focus on developing engaging games and providing exclusive deals to have a competitive edge. Companies are focusing on integrating technology, developing more interactive games, and incorporating AR and VR in gaming. In addition, the market players are collaborating for product enhancements and creating new revenue streams.

In June 2023, Big Ant Studios and NACON announced the launch date of Cricket 24 for PS5, PS4, Xbox Series X|S, Xbox One, and PC. Cricket 24 will include teams and nations from around the globe, creating the most complete video game simulation of cricket. Cricket 24 will feature the biggest rivalry in cricket—The Ashes. Detailed cut scenes put the user into the moment as gamers get the chance to play out their very own Ashes journey.

Key Virtual Sports Companies:

  • 2K Sports
  • Activision Blizzard
  • Big Ant Studios
  • Codemasters
  • Cyanide Studio
  • Dovetail Games
  • EA Sports
  • HB Studios
  • Konami
  • Milestone S.r.l.
  • Netmarble
  • Nintendo
  • Square Enix
  • SEGA
  • Sports Interactive
  • Red Entertainment
  • Ubisoft
  • Visual Concepts

Virtual Sports Market Report Scope

Report Attribute

Details

Market size value in 2023

USD 15.92 billion

Revenue forecast in 2030

USD 47.07 billion

Growth rate

CAGR of 16.7% from 2023 to 2030

Base year for estimation

2022

Historical data

2018 - 2021

Forecast period

2023 - 2030

Quantitative units

Revenue in USD billion and CAGR from 2023 to 2030

Report coverage

Revenue forecast, company ranking, consumer behavior analysis, leading regional games, competitive landscape, growth factors, and trends

Segments covered

Component, game, demographic, region

Regional scope

North America; Europe; Asia Pacific; Latin America; MEA

Country scope

U.S.; Canada; Germany; UK; France; Italy; Spain; China; Japan; India; South Korea; Brazil; Mexico; UAE; Saudi Arabia; South Africa

Key companies profiled

2K Sports; Activision Blizzard; Big Ant Studios; Codemasters; Cyanide Studio; Dovetail Games; EA Sports; HB Studios; Konami; Milestone S.r.l.; Netmarble; Nintendo; Square Enix; SEGA; Sports Interactive; Red Entertainment; Ubisoft; Visual Concepts

Customization scope

Free report customization (equivalent up to 8 analysts working days) with purchase. Addition or alteration to country, regional & segment scope.

Pricing and purchase options

Avail customized purchase options to meet your exact research needs. Explore purchase options

 

Global Virtual Sports Market Report Segmentation

This report forecasts revenue growth at the global, regional, and country levels and provides an analysis of the latest industry trends in each of the sub-segments from 2018 to 2030. For this study, Grand View Research has segmented the global virtual sports market report based on component, game, demographic, and region:

Global Virtual Sports Market Report Segmentation

  • Component Outlook (Revenue, USD Billion, 2018 - 2030)

    • Solutions

    • Services

  • Game Outlook (Revenue, USD Billion, 2018 - 2030)

    • Football

    • Racing

    • Golf

    • Basketball

    • Cricket

    • Skiing

    • Tennis

    • MMA

    • Others

  • Demographic Outlook (Revenue, USD Billion, 2018 - 2030)

    • Below 21 Years

    • 21 to 35 Years

    • 35 to 54 Years

    • 54 Years and Above

  • Regional Outlook (Revenue, USD Billion, 2018 - 2030)

    • North America

      • U.S.

      • Canada

    • Europe

      • Germany

      • UK

      • France

      • Italy

      • Spain

    • Asia Pacific

      • China

      • Japan

      • India

      • South Korea

    • Latin America

      • Brazil 

      • Mexico

    • Middle East and Africa

      • UAE

      • Saudi Arabia

      • South Africa

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