North America Virtual Sports Market

North America 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

Report Id: KBV-19264 Publication Date: December-2023 Number of Pages: 115
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Market Report Description

The North America Virtual Sports Market would witness market growth of 14.3% CAGR during the forecast period (2023-2030).

Computer-generated estimates of real sporting events constitute virtual sports. These simulations are produced by employing sophisticated algorithms and software that generate authentic-looking visuals and physical phenomena. The result of virtual sports events is determined by a computer algorithm, as opposed to the actions of actual athletes or creatures. The algorithm considers many factors, including the squads or players in action, their respective statistics and forms, and elements determined by random chance.

Pre-recorded sound effects and commentary improve the experience during the events, which typically last only a few minutes and are lightning-quick. Participants can observe the events in real-time or use an online sport wagering platform to discuss the results. Various sports may be incorporated into virtual sports, including horse racing, football, basketball, and greyhound racing. Sport betting options provide a convenient and accessible means for sports enthusiasts to experience their preferred sports, especially in situations where access to or availability of real-world events is limited.

The market is experiencing significant growth due to several factors, including expanding infrastructure for major competitions, heightened live streaming of events, substantial investments, and expanding audience reach and engagement. As a result of the increasing professionalism of virtual sports, influencers, enthusiasts, game developers, and event organizers now have more opportunities. Moreover, millennials have begun to pursue esports professionally because of the growing demand for gaming competitions, one-to-one sponsorships, substantial global rewards, and streaming earnings. Therefore, the region presents lucrative growth prospects for the market.

The US market dominated the North America Virtual Sports Market by Country in 2022, and would continue to be a dominant market till 2030; thereby, achieving a market value of $7,978.9 million by 2030. The Canada market is experiencing a CAGR of 16.9% during (2023 - 2030). Additionally, The Mexico market would exhibit a CAGR of 15.9% 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 U.S., Mexico, Canada, and Rest of North America.

Free Valuable Insights: The Virtual Sports Market is Predict to reach $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

  • US
  • Canada
  • Mexico
  • Rest of North America

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.
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