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LAMEA 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: 125

Formats: PDF

The Latin America, Middle East and Africa Virtual Sports Market would witness market growth of 17.5% CAGR during the forecast period (2023-2030).

The exponential growth of technology, graphics advancements, Virtual Reality (VR), and Artificial Intelligence (AI) have enabled programmers to produce for the market experiences that are exceptionally lifelike and immersive. This development has resulted in an improved gameplay experience and an increased selection of sports that can be simulated efficiently. The convergence of traditional and virtual sports has introduced opportunities for spectator participation. Professional sports leagues and teams have acknowledged the potential of virtual sports as a means to engage with younger demographics and broaden their international supporter communities.

Additionally, the market's monetization models have evolved, resulting in various revenue sources. Subscription services, in-app purchases, advertising, and sponsorship agreements are the principal revenue streams developers and content creators utilize. Moreover, the proliferation of customized virtual goods and skins, which augment the functionalities or aesthetic appeal of in-game characters or equipment, has fostered the development of a thriving virtual item marketplace, thereby significantly contributing to the economic ecology encompassing virtual sports.

Moreover, as per the Ministry of Economy of the United Arab Emirates, in 2021, about 10 million people in the UAE made up 73% of the gaming population, of which 41% were paid players, and the gaming industry was estimated to be worth $0.4 billion. The gaming business in the United Arab Emirates brought in $344 million in revenue in 2020; $200 million came from mobile games and $143 million from PC and console games. Due to these factors, the market is expected to grow throughout the forecast period.

The Brazil market dominated the LAMEA Virtual Sports Market by Country in 2022, and would continue to be a dominant market till 2030; thereby, achieving a market value of $991.8 million by 2030. The Argentina market is exhibiting a CAGR of 18.2% during (2023 - 2030). Additionally, The UAE market would experience a CAGR of 17.2% 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 Brazil, Argentina, UAE, Saudi Arabia, South Africa, Nigeria, and Rest of LAMEA.

Free Valuable Insights: The Worldwide Virtual Sports Market is Projected to reach USD 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

  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA

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 LAMEA Virtual Sports Market, by Game
1.4.2 LAMEA Virtual Sports Market, by Component
1.4.3 LAMEA Virtual Sports Market, by Demographic
1.4.4 LAMEA 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. LAMEA Virtual Sports Market by Game
5.1 LAMEA Football Market by Country
5.2 LAMEA Racing Market by Country
5.3 LAMEA Golf Market by Country
5.4 LAMEA Basketball Market by Country
5.5 LAMEA Cricket Market by Country
5.6 LAMEA Skiing Market by Country
5.7 LAMEA Tennis Market by Country
5.8 LAMEA MMA Market by Country
5.9 LAMEA Others Market by Country

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

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

Chapter 8. LAMEA Virtual Sports Market by Country
8.1 Brazil Virtual Sports Market
8.1.1 Brazil Virtual Sports Market by Game
8.1.2 Brazil Virtual Sports Market by Component
8.1.3 Brazil Virtual Sports Market by Demographic
8.2 Argentina Virtual Sports Market
8.2.1 Argentina Virtual Sports Market by Game
8.2.2 Argentina Virtual Sports Market by Component
8.2.3 Argentina Virtual Sports Market by Demographic
8.3 UAE Virtual Sports Market
8.3.1 UAE Virtual Sports Market by Game
8.3.2 UAE Virtual Sports Market by Component
8.3.3 UAE Virtual Sports Market by Demographic
8.4 Saudi Arabia Virtual Sports Market
8.4.1 Saudi Arabia Virtual Sports Market by Game
8.4.2 Saudi Arabia Virtual Sports Market by Component
8.4.3 Saudi Arabia Virtual Sports Market by Demographic
8.5 South Africa Virtual Sports Market
8.5.1 South Africa Virtual Sports Market by Game
8.5.2 South Africa Virtual Sports Market by Component
8.5.3 South Africa Virtual Sports Market by Demographic
8.6 Nigeria Virtual Sports Market
8.6.1 Nigeria Virtual Sports Market by Game
8.6.2 Nigeria Virtual Sports Market by Component
8.6.3 Nigeria Virtual Sports Market by Demographic
8.7 Rest of LAMEA Virtual Sports Market
8.7.1 Rest of LAMEA Virtual Sports Market by Game
8.7.2 Rest of LAMEA Virtual Sports Market by Component
8.7.3 Rest of LAMEA 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 LAMEA Virtual Sports Market, 2019 - 2022, USD Million
TABLE 2 LAMEA Virtual Sports Market, 2023 - 2030, USD Million
TABLE 3 LAMEA Virtual Sports Market by Game, 2019 - 2022, USD Million
TABLE 4 LAMEA Virtual Sports Market by Game, 2023 - 2030, USD Million
TABLE 5 LAMEA Football Market by Country, 2019 - 2022, USD Million
TABLE 6 LAMEA Football Market by Country, 2023 - 2030, USD Million
TABLE 7 LAMEA Racing Market by Country, 2019 - 2022, USD Million
TABLE 8 LAMEA Racing Market by Country, 2023 - 2030, USD Million
TABLE 9 LAMEA Golf Market by Country, 2019 - 2022, USD Million
TABLE 10 LAMEA Golf Market by Country, 2023 - 2030, USD Million
TABLE 11 LAMEA Basketball Market by Country, 2019 - 2022, USD Million
TABLE 12 LAMEA Basketball Market by Country, 2023 - 2030, USD Million
TABLE 13 LAMEA Cricket Market by Country, 2019 - 2022, USD Million
TABLE 14 LAMEA Cricket Market by Country, 2023 - 2030, USD Million
TABLE 15 LAMEA Skiing Market by Country, 2019 - 2022, USD Million
TABLE 16 LAMEA Skiing Market by Country, 2023 - 2030, USD Million
TABLE 17 LAMEA Tennis Market by Country, 2019 - 2022, USD Million
TABLE 18 LAMEA Tennis Market by Country, 2023 - 2030, USD Million
TABLE 19 LAMEA MMA Market by Country, 2019 - 2022, USD Million
TABLE 20 LAMEA MMA Market by Country, 2023 - 2030, USD Million
TABLE 21 LAMEA Others Market by Country, 2019 - 2022, USD Million
TABLE 22 LAMEA Others Market by Country, 2023 - 2030, USD Million
TABLE 23 LAMEA Virtual Sports Market by Component, 2019 - 2022, USD Million
TABLE 24 LAMEA Virtual Sports Market by Component, 2023 - 2030, USD Million
TABLE 25 LAMEA Solutions Market by Country, 2019 - 2022, USD Million
TABLE 26 LAMEA Solutions Market by Country, 2023 - 2030, USD Million
TABLE 27 LAMEA Services Market by Country, 2019 - 2022, USD Million
TABLE 28 LAMEA Services Market by Country, 2023 - 2030, USD Million
TABLE 29 LAMEA Virtual Sports Market by Demographic, 2019 - 2022, USD Million
TABLE 30 LAMEA Virtual Sports Market by Demographic, 2023 - 2030, USD Million
TABLE 31 LAMEA 21 to 35 Years Market by Country, 2019 - 2022, USD Million
TABLE 32 LAMEA 21 to 35 Years Market by Country, 2023 - 2030, USD Million
TABLE 33 LAMEA Below 21 Years Market by Country, 2019 - 2022, USD Million
TABLE 34 LAMEA Below 21 Years Market by Country, 2023 - 2030, USD Million
TABLE 35 LAMEA 35 to 54 Years Market by Country, 2019 - 2022, USD Million
TABLE 36 LAMEA 35 to 54 Years Market by Country, 2023 - 2030, USD Million
TABLE 37 LAMEA 54 Years and Above Market by Country, 2019 - 2022, USD Million
TABLE 38 LAMEA 54 Years and Above Market by Country, 2023 - 2030, USD Million
TABLE 39 LAMEA Virtual Sports Market by Country, 2019 - 2022, USD Million
TABLE 40 LAMEA Virtual Sports Market by Country, 2023 - 2030, USD Million
TABLE 41 Brazil Virtual Sports Market, 2019 - 2022, USD Million
TABLE 42 Brazil Virtual Sports Market, 2023 - 2030, USD Million
TABLE 43 Brazil Virtual Sports Market by Game, 2019 - 2022, USD Million
TABLE 44 Brazil Virtual Sports Market by Game, 2023 - 2030, USD Million
TABLE 45 Brazil Virtual Sports Market by Component, 2019 - 2022, USD Million
TABLE 46 Brazil Virtual Sports Market by Component, 2023 - 2030, USD Million
TABLE 47 Brazil Virtual Sports Market by Demographic, 2019 - 2022, USD Million
TABLE 48 Brazil Virtual Sports Market by Demographic, 2023 - 2030, USD Million
TABLE 49 Argentina Virtual Sports Market, 2019 - 2022, USD Million
TABLE 50 Argentina Virtual Sports Market, 2023 - 2030, USD Million
TABLE 51 Argentina Virtual Sports Market by Game, 2019 - 2022, USD Million
TABLE 52 Argentina Virtual Sports Market by Game, 2023 - 2030, USD Million
TABLE 53 Argentina Virtual Sports Market by Component, 2019 - 2022, USD Million
TABLE 54 Argentina Virtual Sports Market by Component, 2023 - 2030, USD Million
TABLE 55 Argentina Virtual Sports Market by Demographic, 2019 - 2022, USD Million
TABLE 56 Argentina Virtual Sports Market by Demographic, 2023 - 2030, USD Million
TABLE 57 UAE Virtual Sports Market, 2019 - 2022, USD Million
TABLE 58 UAE Virtual Sports Market, 2023 - 2030, USD Million
TABLE 59 UAE Virtual Sports Market by Game, 2019 - 2022, USD Million
TABLE 60 UAE Virtual Sports Market by Game, 2023 - 2030, USD Million
TABLE 61 UAE Virtual Sports Market by Component, 2019 - 2022, USD Million
TABLE 62 UAE Virtual Sports Market by Component, 2023 - 2030, USD Million
TABLE 63 UAE Virtual Sports Market by Demographic, 2019 - 2022, USD Million
TABLE 64 UAE Virtual Sports Market by Demographic, 2023 - 2030, USD Million
TABLE 65 Saudi Arabia Virtual Sports Market, 2019 - 2022, USD Million
TABLE 66 Saudi Arabia Virtual Sports Market, 2023 - 2030, USD Million
TABLE 67 Saudi Arabia Virtual Sports Market by Game, 2019 - 2022, USD Million
TABLE 68 Saudi Arabia Virtual Sports Market by Game, 2023 - 2030, USD Million
TABLE 69 Saudi Arabia Virtual Sports Market by Component, 2019 - 2022, USD Million
TABLE 70 Saudi Arabia Virtual Sports Market by Component, 2023 - 2030, USD Million
TABLE 71 Saudi Arabia Virtual Sports Market by Demographic, 2019 - 2022, USD Million
TABLE 72 Saudi Arabia Virtual Sports Market by Demographic, 2023 - 2030, USD Million
TABLE 73 South Africa Virtual Sports Market, 2019 - 2022, USD Million
TABLE 74 South Africa Virtual Sports Market, 2023 - 2030, USD Million
TABLE 75 South Africa Virtual Sports Market by Game, 2019 - 2022, USD Million
TABLE 76 South Africa Virtual Sports Market by Game, 2023 - 2030, USD Million
TABLE 77 South Africa Virtual Sports Market by Component, 2019 - 2022, USD Million
TABLE 78 South Africa Virtual Sports Market by Component, 2023 - 2030, USD Million
TABLE 79 South Africa Virtual Sports Market by Demographic, 2019 - 2022, USD Million
TABLE 80 South Africa Virtual Sports Market by Demographic, 2023 - 2030, USD Million
TABLE 81 Nigeria Virtual Sports Market, 2019 - 2022, USD Million
TABLE 82 Nigeria Virtual Sports Market, 2023 - 2030, USD Million
TABLE 83 Nigeria Virtual Sports Market by Game, 2019 - 2022, USD Million
TABLE 84 Nigeria Virtual Sports Market by Game, 2023 - 2030, USD Million
TABLE 85 Nigeria Virtual Sports Market by Component, 2019 - 2022, USD Million
TABLE 86 Nigeria Virtual Sports Market by Component, 2023 - 2030, USD Million
TABLE 87 Nigeria Virtual Sports Market by Demographic, 2019 - 2022, USD Million
TABLE 88 Nigeria Virtual Sports Market by Demographic, 2023 - 2030, USD Million
TABLE 89 Rest of LAMEA Virtual Sports Market, 2019 - 2022, USD Million
TABLE 90 Rest of LAMEA Virtual Sports Market, 2023 - 2030, USD Million
TABLE 91 Rest of LAMEA Virtual Sports Market by Game, 2019 - 2022, USD Million
TABLE 92 Rest of LAMEA Virtual Sports Market by Game, 2023 - 2030, USD Million
TABLE 93 Rest of LAMEA Virtual Sports Market by Component, 2019 - 2022, USD Million
TABLE 94 Rest of LAMEA Virtual Sports Market by Component, 2023 - 2030, USD Million
TABLE 95 Rest of LAMEA Virtual Sports Market by Demographic, 2019 - 2022, USD Million
TABLE 96 Rest of LAMEA 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 LAMEA 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 LAMEA Virtual Sports Market share by Game, 2022
FIG 6 LAMEA Virtual Sports Market share by Game, 2030
FIG 7 LAMEA Virtual Sports Market by Game, 2019 - 2030, USD Million
FIG 8 LAMEA Virtual Sports Market share by Component, 2022
FIG 9 LAMEA Virtual Sports Market share by Component, 2030
FIG 10 LAMEA Virtual Sports Market by Component, 2019 - 2030, USD Million
FIG 11 LAMEA Virtual Sports Market share by Demographic, 2022
FIG 12 LAMEA Virtual Sports Market share by Demographic, 2030
FIG 13 LAMEA Virtual Sports Market by Demographic, 2019 - 2030, USD Million
FIG 14 LAMEA Virtual Sports Market share by Country, 2022
FIG 15 LAMEA Virtual Sports Market share by Country, 2030
FIG 16 LAMEA 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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