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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

Published Date : 27-Dec-2023

Pages: 115

Formats: PDF

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.
Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 North America Virtual Sports Market, by Game
1.4.2 North America Virtual Sports Market, by Component
1.4.3 North America Virtual Sports Market, by Demographic
1.4.4 North America 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. North America Virtual Sports Market by Game
5.1 North America Football Market by Country
5.2 North America Racing Market by Country
5.3 North America Golf Market by Country
5.4 North America Basketball Market by Country
5.5 North America Cricket Market by Country
5.6 North America Skiing Market by Country
5.7 North America Tennis Market by Country
5.8 North America MMA Market by Country
5.9 North America Others Market by Country

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

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

Chapter 8. North America Virtual Sports Market by Country
8.1 US Virtual Sports Market
8.1.1 US Virtual Sports Market by Game
8.1.2 US Virtual Sports Market by Component
8.1.3 US Virtual Sports Market by Demographic
8.2 Canada Virtual Sports Market
8.2.1 Canada Virtual Sports Market by Game
8.2.2 Canada Virtual Sports Market by Component
8.2.3 Canada Virtual Sports Market by Demographic
8.3 Mexico Virtual Sports Market
8.3.1 Mexico Virtual Sports Market by Game
8.3.2 Mexico Virtual Sports Market by Component
8.3.3 Mexico Virtual Sports Market by Demographic
8.4 Rest of North America Virtual Sports Market
8.4.1 Rest of North America Virtual Sports Market by Game
8.4.2 Rest of North America Virtual Sports Market by Component
8.4.3 Rest of North America 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 North America Virtual Sports Market, 2019 - 2022, USD Million
TABLE 2 North America Virtual Sports Market, 2023 - 2030, USD Million
TABLE 3 North America Virtual Sports Market by Game, 2019 - 2022, USD Million
TABLE 4 North America Virtual Sports Market by Game, 2023 - 2030, USD Million
TABLE 5 North America Football Market by Country, 2019 - 2022, USD Million
TABLE 6 North America Football Market by Country, 2023 - 2030, USD Million
TABLE 7 North America Racing Market by Country, 2019 - 2022, USD Million
TABLE 8 North America Racing Market by Country, 2023 - 2030, USD Million
TABLE 9 North America Golf Market by Country, 2019 - 2022, USD Million
TABLE 10 North America Golf Market by Country, 2023 - 2030, USD Million
TABLE 11 North America Basketball Market by Country, 2019 - 2022, USD Million
TABLE 12 North America Basketball Market by Country, 2023 - 2030, USD Million
TABLE 13 North America Cricket Market by Country, 2019 - 2022, USD Million
TABLE 14 North America Cricket Market by Country, 2023 - 2030, USD Million
TABLE 15 North America Skiing Market by Country, 2019 - 2022, USD Million
TABLE 16 North America Skiing Market by Country, 2023 - 2030, USD Million
TABLE 17 North America Tennis Market by Country, 2019 - 2022, USD Million
TABLE 18 North America Tennis Market by Country, 2023 - 2030, USD Million
TABLE 19 North America MMA Market by Country, 2019 - 2022, USD Million
TABLE 20 North America MMA Market by Country, 2023 - 2030, USD Million
TABLE 21 North America Others Market by Country, 2019 - 2022, USD Million
TABLE 22 North America Others Market by Country, 2023 - 2030, USD Million
TABLE 23 North America Virtual Sports Market by Component, 2019 - 2022, USD Million
TABLE 24 North America Virtual Sports Market by Component, 2023 - 2030, USD Million
TABLE 25 North America Solutions Market by Country, 2019 - 2022, USD Million
TABLE 26 North America Solutions Market by Country, 2023 - 2030, USD Million
TABLE 27 North America Services Market by Country, 2019 - 2022, USD Million
TABLE 28 North America Services Market by Country, 2023 - 2030, USD Million
TABLE 29 North America Virtual Sports Market by Demographic, 2019 - 2022, USD Million
TABLE 30 North America Virtual Sports Market by Demographic, 2023 - 2030, USD Million
TABLE 31 North America 21 to 35 Years Market by Country, 2019 - 2022, USD Million
TABLE 32 North America 21 to 35 Years Market by Country, 2023 - 2030, USD Million
TABLE 33 North America Below 21 Years Market by Country, 2019 - 2022, USD Million
TABLE 34 North America Below 21 Years Market by Country, 2023 - 2030, USD Million
TABLE 35 North America 35 to 54 Years Market by Country, 2019 - 2022, USD Million
TABLE 36 North America 35 to 54 Years Market by Country, 2023 - 2030, USD Million
TABLE 37 North America 54 Years and Above Market by Country, 2019 - 2022, USD Million
TABLE 38 North America 54 Years and Above Market by Country, 2023 - 2030, USD Million
TABLE 39 North America Virtual Sports Market by Country, 2019 - 2022, USD Million
TABLE 40 North America Virtual Sports Market by Country, 2023 - 2030, USD Million
TABLE 41 US Virtual Sports Market, 2019 - 2022, USD Million
TABLE 42 US Virtual Sports Market, 2023 - 2030, USD Million
TABLE 43 US Virtual Sports Market by Game, 2019 - 2022, USD Million
TABLE 44 US Virtual Sports Market by Game, 2023 - 2030, USD Million
TABLE 45 US Virtual Sports Market by Component, 2019 - 2022, USD Million
TABLE 46 US Virtual Sports Market by Component, 2023 - 2030, USD Million
TABLE 47 US Virtual Sports Market by Demographic, 2019 - 2022, USD Million
TABLE 48 US Virtual Sports Market by Demographic, 2023 - 2030, USD Million
TABLE 49 Canada Virtual Sports Market, 2019 - 2022, USD Million
TABLE 50 Canada Virtual Sports Market, 2023 - 2030, USD Million
TABLE 51 Canada Virtual Sports Market by Game, 2019 - 2022, USD Million
TABLE 52 Canada Virtual Sports Market by Game, 2023 - 2030, USD Million
TABLE 53 Canada Virtual Sports Market by Component, 2019 - 2022, USD Million
TABLE 54 Canada Virtual Sports Market by Component, 2023 - 2030, USD Million
TABLE 55 Canada Virtual Sports Market by Demographic, 2019 - 2022, USD Million
TABLE 56 Canada Virtual Sports Market by Demographic, 2023 - 2030, USD Million
TABLE 57 Mexico Virtual Sports Market, 2019 - 2022, USD Million
TABLE 58 Mexico Virtual Sports Market, 2023 - 2030, USD Million
TABLE 59 Mexico Virtual Sports Market by Game, 2019 - 2022, USD Million
TABLE 60 Mexico Virtual Sports Market by Game, 2023 - 2030, USD Million
TABLE 61 Mexico Virtual Sports Market by Component, 2019 - 2022, USD Million
TABLE 62 Mexico Virtual Sports Market by Component, 2023 - 2030, USD Million
TABLE 63 Mexico Virtual Sports Market by Demographic, 2019 - 2022, USD Million
TABLE 64 Mexico Virtual Sports Market by Demographic, 2023 - 2030, USD Million
TABLE 65 Rest of North America Virtual Sports Market, 2019 - 2022, USD Million
TABLE 66 Rest of North America Virtual Sports Market, 2023 - 2030, USD Million
TABLE 67 Rest of North America Virtual Sports Market by Game, 2019 - 2022, USD Million
TABLE 68 Rest of North America Virtual Sports Market by Game, 2023 - 2030, USD Million
TABLE 69 Rest of North America Virtual Sports Market by Component, 2019 - 2022, USD Million
TABLE 70 Rest of North America Virtual Sports Market by Component, 2023 - 2030, USD Million
TABLE 71 Rest of North America Virtual Sports Market by Demographic, 2019 - 2022, USD Million
TABLE 72 Rest of North America Virtual Sports Market by Demographic, 2023 - 2030, USD Million
TABLE 73 Key Information – Activision Blizzard, Inc.
TABLE 74 Key information – Electronic Arts, Inc.
TABLE 75 Key information – Konami Holdings Corporation
TABLE 76 key information – Nintendo Co., Ltd.
TABLE 77 Key Information – NACON
TABLE 78 Key Information – Dovetail Games
TABLE 79 Key Information – Take-Two Interactive Software, Inc.
TABLE 80 Key Information – Milestone S.r.L.
TABLE 81 Key Information – Netmarble Corp
TABLE 82 Key Information – Square Enix Holdings Co., Ltd.

List of Figures
FIG 1 Methodology for the research
FIG 2 North America 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 North America Virtual Sports Market share by Game, 2022
FIG 6 North America Virtual Sports Market share by Game, 2030
FIG 7 North America Virtual Sports Market by Game, 2019 - 2030, USD Million
FIG 8 North America Virtual Sports Market share by Component, 2022
FIG 9 North America Virtual Sports Market share by Component, 2030
FIG 10 North America Virtual Sports Market by Component, 2019 - 2030, USD Million
FIG 11 North America Virtual Sports Market share by Demographic, 2022
FIG 12 North America Virtual Sports Market share by Demographic, 2030
FIG 13 North America Virtual Sports Market by Demographic, 2019 - 2030, USD Million
FIG 14 North America Virtual Sports Market share by Country, 2022
FIG 15 North America Virtual Sports Market share by Country, 2030
FIG 16 North America 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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