Europe Virtual Sports Market

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

Report Id: KBV-19260 Publication Date: December-2023 Number of Pages: 124
Special Offering:
Industry Insights | Market Trends
Highest number of Tables | 24/7 Analyst Support

Analysis of Market Size & Trends

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.
Need a report that reflects how COVID-19 has impacted this market and its growth? Download Free Sample Now
HAVE A QUESTION?

HAVE A QUESTION?

Call: +1(646) 600-5072

SPECIAL PRICING & DISCOUNTS


  • Buy Sections of This Report
  • Buy Country Level Reports
  • Request for Historical Data
  • Discounts Available for Start-Ups & Universities

Unique Offerings Unique Offerings


  • Exhaustive coverage
  • The highest number of Market tables and figures
  • Subscription-based model available
  • Guaranteed best price
  • Support with 10% customization free after sale

Trusted by over
5000+ clients

Our team of dedicated experts can provide you with attractive expansion opportunities for your business.

Client Logo