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Europe Virtual Sports Market Size, Share & Industry Trends Analysis Report By Game, By Component (Solutions, and Services), By Demographic (21 to 35 Years, Below 21 Years, 35 to 54 Years, and 54 Years and Above), By Country and Growth Forecast, 2023 - 2030

Published Date : 27-Dec-2023

Pages: 124

Formats: PDF

The Europe Virtual Sports Market would witness market growth of 14.8% CAGR during the forecast period (2023-2030).

Virtual sports are distinctive in that a participant's success is not contingent on their stature, strength, weight, or velocity. While valuable insights may exist regarding the correlation between good physical health and improved gaming performance, the precise height of the gamer (e.g., 5'2 or 6'8) is ultimately inconsequential. Both are capable of extraordinary performance in any sport. Virtual sports have the potential to enhance inclusiveness by compensating for geographical, cultural, and gender disparities.

In addition, new technological developments, such as the Metaverse, are being implemented in virtual sports to improve the gaming experience and provide a unique perspective on sports. By leveraging the Metaverse, virtual athletes can engage in more substantial competitions, gaining access to a broader audience and a more interconnected experience. Additionally, players will be able to partake in more extensive virtual sports competitions, including the Virtual Olympics, which will showcase the pinnacle of virtual sports excellence.

As per the International Trade Administration, approximately six in ten Germans used video games in 2022. The mean age of a gambler in Germany is 37.9 years. 48% of enthusiasts were female, 78% were aged 18 or older, and 58% of individuals aged 6 to 69 engaged in video game playing. Therefore, factors such as advancements in technology and the growing population of gamers are driving the growth of the market in this region.

The Germany market dominated the Europe Virtual Sports Market by Country in 2022, and would continue to be a dominant market till 2030; thereby, achieving a market value of $2,483.3 million by 2030. The UK market is showcasing a CAGR of 13.9% during (2023 - 2030). Additionally, The France market would register a CAGR of 15.7% during (2023 - 2030).

Based on Game, the market is segmented into Football, Racing, Golf, Basketball, Cricket, Skiing, Tennis, MMA, and Others. Based on Component, the market is segmented into Solutions, and Services. Based on Demographic, the market is segmented into 21 to 35 Years, Below 21 Years, 35 to 54 Years, and 54 Years and Above. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.

Free Valuable Insights: The Global Virtual Sports Market will Hit $40.2 Billion by 2030, at a CAGR of 15.3%

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Activision Blizzard, Inc. (Microsoft Corporation), Electronic Arts, Inc., Konami Holdings Corporation, Nintendo Co., Ltd. (Nintendo), NACON (BIGBEN group), Dovetail Games (Focus Entertainment), Take-Two Interactive Software, Inc., Milestone S.r.L. (Plaion), Netmarble Corp, and Square Enix Holdings Co., Ltd.

Scope of the Study

Market Segments Covered in the Report:

By Game

  • Football
  • Racing
  • Golf
  • Basketball
  • Cricket
  • Skiing
  • Tennis
  • MMA
  • Others

By Component

  • Solutions
  • Services

By Demographic

  • 21 to 35 Years
  • Below 21 Years
  • 35 to 54 Years
  • 54 Years and Above

By Country

  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe

Key Market Players

List of Companies Profiled in the Report:

  • Activision Blizzard, Inc. (Microsoft Corporation)
  • Electronic Arts, Inc.
  • Konami Holdings Corporation
  • Nintendo Co., Ltd. (Nintendo)
  • NACON (BIGBEN group)
  • Dovetail Games (Focus Entertainment)
  • Take-Two Interactive Software, Inc.
  • Milestone S.r.L. (Plaion)
  • Netmarble Corp
  • Square Enix Holdings Co., Ltd.
Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Europe Virtual Sports Market, by Game
1.4.2 Europe Virtual Sports Market, by Component
1.4.3 Europe Virtual Sports Market, by Demographic
1.4.4 Europe Virtual Sports Market, by Country
1.5 Methodology for the research

Chapter 2. Market at a Glance
2.1 Key Highlights

Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.3 Porter’s Five Force Analysis

Chapter 4. Strategies Deployed in Virtual Sports Market

Chapter 5. Europe Virtual Sports Market by Game
5.1 Europe Football Market by Country
5.2 Europe Racing Market by Country
5.3 Europe Golf Market by Country
5.4 Europe Basketball Market by Country
5.5 Europe Cricket Market by Country
5.6 Europe Skiing Market by Country
5.7 Europe Tennis Market by Country
5.8 Europe MMA Market by Country
5.9 Europe Others Market by Country

Chapter 6. Europe Virtual Sports Market by Component
6.1 Europe Solutions Market by Country
6.2 Europe Services Market by Country

Chapter 7. Europe Virtual Sports Market by Demographic
7.1 Europe 21 to 35 Years Market by Country
7.2 Europe Below 21 Years Market by Country
7.3 Europe 35 to 54 Years Market by Country
7.4 Europe 54 Years and Above Market by Country

Chapter 8. Europe Virtual Sports Market by Country
8.1 Germany Virtual Sports Market
8.1.1 Germany Virtual Sports Market by Game
8.1.2 Germany Virtual Sports Market by Component
8.1.3 Germany Virtual Sports Market by Demographic
8.2 UK Virtual Sports Market
8.2.1 UK Virtual Sports Market by Game
8.2.2 UK Virtual Sports Market by Component
8.2.3 UK Virtual Sports Market by Demographic
8.3 France Virtual Sports Market
8.3.1 France Virtual Sports Market by Game
8.3.2 France Virtual Sports Market by Component
8.3.3 France Virtual Sports Market by Demographic
8.4 Russia Virtual Sports Market
8.4.1 Russia Virtual Sports Market by Game
8.4.2 Russia Virtual Sports Market by Component
8.4.3 Russia Virtual Sports Market by Demographic
8.5 Spain Virtual Sports Market
8.5.1 Spain Virtual Sports Market by Game
8.5.2 Spain Virtual Sports Market by Component
8.5.3 Spain Virtual Sports Market by Demographic
8.6 Italy Virtual Sports Market
8.6.1 Italy Virtual Sports Market by Game
8.6.2 Italy Virtual Sports Market by Component
8.6.3 Italy Virtual Sports Market by Demographic
8.7 Rest of Europe Virtual Sports Market
8.7.1 Rest of Europe Virtual Sports Market by Game
8.7.2 Rest of Europe Virtual Sports Market by Component
8.7.3 Rest of Europe Virtual Sports Market by Demographic

Chapter 9. Company Profiles
9.1 Activision Blizzard, Inc. (Microsoft Corporation)
9.1.1 Company Overview
9.1.2 Financial Analysis
9.1.3 Segmental and Regional Analysis
9.1.4 Research & Development Expenses
9.1.5 Recent strategies and developments:
9.1.5.1 Product Launches and Product Expansions:
9.1.6 SWOT Analysis
9.2 Electronic Arts, Inc.
9.2.1 Company Overview
9.2.2 Financial Analysis
9.2.3 Research & Development Expenses
9.2.4 Recent strategies and developments:
9.2.4.1 Partnerships, Collaborations, and Agreements:
9.2.5 SWOT Analysis
9.3 Konami Holdings Corporation
9.3.1 Company Overview
9.3.2 Financial Analysis
9.3.3 Segmental Analysis
9.3.4 SWOT Analysis
9.4 Nintendo Co., Ltd. (Nintendo)
9.4.1 Company Overview
9.4.2 Financial Analysis
9.4.3 Segmental and Regional Analysis
9.4.4 Research & Development Expenses
9.4.5 Recent strategies and developments:
9.4.5.1 Partnerships, Collaborations, and Agreements:
9.4.5.2 Product Launches and Product Expansions:
9.4.6 SWOT Analysis
9.5 NACON (BIGBEN group)
9.5.1 Company Overview
9.5.2 SWOT Analysis
9.6 Dovetail Games (Focus Entertainment)
9.6.1 Company Overview
9.6.2 Financial Analysis
9.6.3 Regional Analysis
9.6.4 SWOT Analysis
9.7 Take-Two Interactive Software, Inc.
9.7.1 Company Overview
9.7.2 Financial Analysis
9.7.3 Regional Analysis
9.7.4 Research & Development Expenses
9.7.5 Recent strategies and developments:
9.7.5.1 Partnerships, Collaborations, and Agreements:
9.7.5.2 Acquisition and Mergers:
9.7.6 SWOT Analysis
9.8 Milestone S.r.L. (Plaion)
9.8.1 Company Overview
9.8.2 Recent strategies and developments:
9.8.2.1 Acquisition and Mergers:
9.8.3 SWOT Analysis
9.9 Netmarble Corp
9.9.1 Company Overview
9.9.2 Financial Analysis
9.9.3 Regional Analysis
9.9.4 Recent strategies and developments:
9.9.4.1 Partnerships, Collaborations, and Agreements:
9.9.4.2 Product Launches and Product Expansions:
9.9.5 SWOT Analysis
9.10. Square Enix Holdings Co., Ltd. (Square Enix)
9.10.1 Company Overview
9.10.2 Financial Analysis
9.10.3 Recent strategies and developments:
9.10.3.1 Partnerships, Collaborations, and Agreements:
9.10.4 SWOT Analysis
TABLE 1 Europe Virtual Sports Market, 2019 - 2022, USD Million
TABLE 2 Europe Virtual Sports Market, 2023 - 2030, USD Million
TABLE 3 Europe Virtual Sports Market by Game, 2019 - 2022, USD Million
TABLE 4 Europe Virtual Sports Market by Game, 2023 - 2030, USD Million
TABLE 5 Europe Football Market by Country, 2019 - 2022, USD Million
TABLE 6 Europe Football Market by Country, 2023 - 2030, USD Million
TABLE 7 Europe Racing Market by Country, 2019 - 2022, USD Million
TABLE 8 Europe Racing Market by Country, 2023 - 2030, USD Million
TABLE 9 Europe Golf Market by Country, 2019 - 2022, USD Million
TABLE 10 Europe Golf Market by Country, 2023 - 2030, USD Million
TABLE 11 Europe Basketball Market by Country, 2019 - 2022, USD Million
TABLE 12 Europe Basketball Market by Country, 2023 - 2030, USD Million
TABLE 13 Europe Cricket Market by Country, 2019 - 2022, USD Million
TABLE 14 Europe Cricket Market by Country, 2023 - 2030, USD Million
TABLE 15 Europe Skiing Market by Country, 2019 - 2022, USD Million
TABLE 16 Europe Skiing Market by Country, 2023 - 2030, USD Million
TABLE 17 Europe Tennis Market by Country, 2019 - 2022, USD Million
TABLE 18 Europe Tennis Market by Country, 2023 - 2030, USD Million
TABLE 19 Europe MMA Market by Country, 2019 - 2022, USD Million
TABLE 20 Europe MMA Market by Country, 2023 - 2030, USD Million
TABLE 21 Europe Others Market by Country, 2019 - 2022, USD Million
TABLE 22 Europe Others Market by Country, 2023 - 2030, USD Million
TABLE 23 Europe Virtual Sports Market by Component, 2019 - 2022, USD Million
TABLE 24 Europe Virtual Sports Market by Component, 2023 - 2030, USD Million
TABLE 25 Europe Solutions Market by Country, 2019 - 2022, USD Million
TABLE 26 Europe Solutions Market by Country, 2023 - 2030, USD Million
TABLE 27 Europe Services Market by Country, 2019 - 2022, USD Million
TABLE 28 Europe Services Market by Country, 2023 - 2030, USD Million
TABLE 29 Europe Virtual Sports Market by Demographic, 2019 - 2022, USD Million
TABLE 30 Europe Virtual Sports Market by Demographic, 2023 - 2030, USD Million
TABLE 31 Europe 21 to 35 Years Market by Country, 2019 - 2022, USD Million
TABLE 32 Europe 21 to 35 Years Market by Country, 2023 - 2030, USD Million
TABLE 33 Europe Below 21 Years Market by Country, 2019 - 2022, USD Million
TABLE 34 Europe Below 21 Years Market by Country, 2023 - 2030, USD Million
TABLE 35 Europe 35 to 54 Years Market by Country, 2019 - 2022, USD Million
TABLE 36 Europe 35 to 54 Years Market by Country, 2023 - 2030, USD Million
TABLE 37 Europe 54 Years and Above Market by Country, 2019 - 2022, USD Million
TABLE 38 Europe 54 Years and Above Market by Country, 2023 - 2030, USD Million
TABLE 39 Europe Virtual Sports Market by Country, 2019 - 2022, USD Million
TABLE 40 Europe Virtual Sports Market by Country, 2023 - 2030, USD Million
TABLE 41 Germany Virtual Sports Market, 2019 - 2022, USD Million
TABLE 42 Germany Virtual Sports Market, 2023 - 2030, USD Million
TABLE 43 Germany Virtual Sports Market by Game, 2019 - 2022, USD Million
TABLE 44 Germany Virtual Sports Market by Game, 2023 - 2030, USD Million
TABLE 45 Germany Virtual Sports Market by Component, 2019 - 2022, USD Million
TABLE 46 Germany Virtual Sports Market by Component, 2023 - 2030, USD Million
TABLE 47 Germany Virtual Sports Market by Demographic, 2019 - 2022, USD Million
TABLE 48 Germany Virtual Sports Market by Demographic, 2023 - 2030, USD Million
TABLE 49 UK Virtual Sports Market, 2019 - 2022, USD Million
TABLE 50 UK Virtual Sports Market, 2023 - 2030, USD Million
TABLE 51 UK Virtual Sports Market by Game, 2019 - 2022, USD Million
TABLE 52 UK Virtual Sports Market by Game, 2023 - 2030, USD Million
TABLE 53 UK Virtual Sports Market by Component, 2019 - 2022, USD Million
TABLE 54 UK Virtual Sports Market by Component, 2023 - 2030, USD Million
TABLE 55 UK Virtual Sports Market by Demographic, 2019 - 2022, USD Million
TABLE 56 UK Virtual Sports Market by Demographic, 2023 - 2030, USD Million
TABLE 57 France Virtual Sports Market, 2019 - 2022, USD Million
TABLE 58 France Virtual Sports Market, 2023 - 2030, USD Million
TABLE 59 France Virtual Sports Market by Game, 2019 - 2022, USD Million
TABLE 60 France Virtual Sports Market by Game, 2023 - 2030, USD Million
TABLE 61 France Virtual Sports Market by Component, 2019 - 2022, USD Million
TABLE 62 France Virtual Sports Market by Component, 2023 - 2030, USD Million
TABLE 63 France Virtual Sports Market by Demographic, 2019 - 2022, USD Million
TABLE 64 France Virtual Sports Market by Demographic, 2023 - 2030, USD Million
TABLE 65 Russia Virtual Sports Market, 2019 - 2022, USD Million
TABLE 66 Russia Virtual Sports Market, 2023 - 2030, USD Million
TABLE 67 Russia Virtual Sports Market by Game, 2019 - 2022, USD Million
TABLE 68 Russia Virtual Sports Market by Game, 2023 - 2030, USD Million
TABLE 69 Russia Virtual Sports Market by Component, 2019 - 2022, USD Million
TABLE 70 Russia Virtual Sports Market by Component, 2023 - 2030, USD Million
TABLE 71 Russia Virtual Sports Market by Demographic, 2019 - 2022, USD Million
TABLE 72 Russia Virtual Sports Market by Demographic, 2023 - 2030, USD Million
TABLE 73 Spain Virtual Sports Market, 2019 - 2022, USD Million
TABLE 74 Spain Virtual Sports Market, 2023 - 2030, USD Million
TABLE 75 Spain Virtual Sports Market by Game, 2019 - 2022, USD Million
TABLE 76 Spain Virtual Sports Market by Game, 2023 - 2030, USD Million
TABLE 77 Spain Virtual Sports Market by Component, 2019 - 2022, USD Million
TABLE 78 Spain Virtual Sports Market by Component, 2023 - 2030, USD Million
TABLE 79 Spain Virtual Sports Market by Demographic, 2019 - 2022, USD Million
TABLE 80 Spain Virtual Sports Market by Demographic, 2023 - 2030, USD Million
TABLE 81 Italy Virtual Sports Market, 2019 - 2022, USD Million
TABLE 82 Italy Virtual Sports Market, 2023 - 2030, USD Million
TABLE 83 Italy Virtual Sports Market by Game, 2019 - 2022, USD Million
TABLE 84 Italy Virtual Sports Market by Game, 2023 - 2030, USD Million
TABLE 85 Italy Virtual Sports Market by Component, 2019 - 2022, USD Million
TABLE 86 Italy Virtual Sports Market by Component, 2023 - 2030, USD Million
TABLE 87 Italy Virtual Sports Market by Demographic, 2019 - 2022, USD Million
TABLE 88 Italy Virtual Sports Market by Demographic, 2023 - 2030, USD Million
TABLE 89 Rest of Europe Virtual Sports Market, 2019 - 2022, USD Million
TABLE 90 Rest of Europe Virtual Sports Market, 2023 - 2030, USD Million
TABLE 91 Rest of Europe Virtual Sports Market by Game, 2019 - 2022, USD Million
TABLE 92 Rest of Europe Virtual Sports Market by Game, 2023 - 2030, USD Million
TABLE 93 Rest of Europe Virtual Sports Market by Component, 2019 - 2022, USD Million
TABLE 94 Rest of Europe Virtual Sports Market by Component, 2023 - 2030, USD Million
TABLE 95 Rest of Europe Virtual Sports Market by Demographic, 2019 - 2022, USD Million
TABLE 96 Rest of Europe Virtual Sports Market by Demographic, 2023 - 2030, USD Million
TABLE 97 Key Information – Activision Blizzard, Inc.
TABLE 98 Key information – Electronic Arts, Inc.
TABLE 99 Key information – Konami Holdings Corporation
TABLE 100 key information – Nintendo Co., Ltd.
TABLE 101 Key Information – NACON
TABLE 102 Key Information – Dovetail Games
TABLE 103 Key Information – Take-Two Interactive Software, Inc.
TABLE 104 Key Information – Milestone S.r.L.
TABLE 105 Key Information – Netmarble Corp
TABLE 106 Key Information – Square Enix Holdings Co., Ltd.

List of Figures
FIG 1 Methodology for the research
FIG 2 Europe Virtual Sports Market, 2019 - 2030, USD Million
FIG 3 Key Factors Impacting the Virtual Sports Market
FIG 4 Porter’s Five Force Analysis: Virtual Sports Market
FIG 5 Europe Virtual Sports Market share by Game, 2022
FIG 6 Europe Virtual Sports Market share by Game, 2030
FIG 7 Europe Virtual Sports Market by Game, 2019 - 2030, USD Million
FIG 8 Europe Virtual Sports Market share by Component, 2022
FIG 9 Europe Virtual Sports Market share by Component, 2030
FIG 10 Europe Virtual Sports Market by Component, 2019 - 2030, USD Million
FIG 11 Europe Virtual Sports Market share by Demographic, 2022
FIG 12 Europe Virtual Sports Market share by Demographic, 2030
FIG 13 Europe Virtual Sports Market by Demographic, 2019 - 2030, USD Million
FIG 14 Europe Virtual Sports Market share by Country, 2022
FIG 15 Europe Virtual Sports Market share by Country, 2030
FIG 16 Europe Virtual Sports Market by Country, 2019 - 2030, USD Million
FIG 17 SWOT Analysis: Activision Blizzard, Inc.
FIG 18 SWOT Analysis: Electronic Arts, Inc.
FIG 19 SWOT Analysis: Konami Holdings Corporation
FIG 20 Recent strategies and developments: Nintendo Co., Ltd.
FIG 21 SWOT Analysis: Nintendo Co., Ltd.
FIG 22 SWOT Analysis: NACON
FIG 23 SWOT Analysis: Dovetail Games
FIG 24 Recent strategies and developments: Take-Two Interactive Software, Inc.
FIG 25 SWOT Analysis: Take-Two Interactive Software, Inc.
FIG 26 SWOT Analysis: Milestone S.r.L.
FIG 27 Recent strategies and developments: Netmarble Corp
FIG 28 SWOT Analysis: Netmarble Corp
FIG 29 SWOT Analysis: Square Enix Holdings Co., Ltd.

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