Global Virtual Sports Market to Reach US$54.9 Billion by 2030
The global market for Virtual Sports estimated at US$19.9 Billion in the year 2024, is expected to reach US$54.9 Billion by 2030, growing at a CAGR of 18.5% over the analysis period 2024-2030. Solutions, one of the segments analyzed in the report, is expected to record a 19.9% CAGR and reach US$41.0 Billion by the end of the analysis period. Growth in the Services segment is estimated at 14.7% CAGR over the analysis period.
The U.S. Market is Estimated at US$5.2 Billion While China is Forecast to Grow at 17.3% CAGR
The Virtual Sports market in the U.S. is estimated at US$5.2 Billion in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$8.4 Billion by the year 2030 trailing a CAGR of 17.3% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 17.2% and 15.8% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 13.4% CAGR.
Global Virtual Sports Market - Key Trends & Drivers Summarized
How Are Virtual Sports Redefining Competitive Gaming and Fan Engagement?
Virtual sports have emerged as a revolutionary form of entertainment, blending gaming technology with traditional sports to create immersive, interactive, and highly competitive digital experiences. Unlike traditional eSports, which involve human players competing in video games, virtual sports simulate real-life sporting events using advanced artificial intelligence (AI) algorithms, physics-based modeling, and motion capture technology. These digital sports are commonly used in betting platforms, fan engagement applications, and training simulations, offering real-time sports action without the unpredictability of live events. Virtual sports are gaining traction in the betting industry, particularly as sports betting operators seek continuous engagement opportunities, independent of real-world sports schedules. The ability to generate instant, data-driven sporting events with realistic visuals and AI-driven player behaviors has made virtual sports increasingly popular among both casual viewers and gaming enthusiasts. Additionally, the rise of interactive fan engagement platforms and digital sports entertainment services has further expanded the appeal of virtual sports, positioning them as a key component of the evolving sports industry.
What Technologies Are Driving the Evolution of Virtual Sports?
The rapid advancement of AI, motion capture, and real-time rendering technology has significantly improved the realism and engagement levels of virtual sports. AI-driven game engines now allow for lifelike player movements, intelligent decision-making, and dynamic sports strategies, creating highly realistic simulations that closely mimic actual sporting events. High-definition graphics powered by real-time rendering engines such as Unreal Engine and Unity have enhanced visual fidelity, making virtual sports games nearly indistinguishable from live broadcasts. Additionally, advancements in machine learning have enabled predictive sports analytics, allowing for AI-driven game scenarios based on historical player data and team performance metrics. The integration of blockchain technology in virtual sports betting has also introduced greater transparency and security in digital wagering systems. Furthermore, the rise of 5G connectivity has improved real-time streaming capabilities, enabling seamless virtual sports broadcasts with minimal latency. As these technologies continue to evolve, virtual sports are becoming more immersive and accessible, attracting a growing audience of sports fans and digital entertainment consumers.
What Challenges Are Limiting the Growth of Virtual Sports?
Despite its growing popularity, the virtual sports industry faces several challenges that could hinder its widespread adoption. One of the primary concerns is authenticity and fan perception, as some traditional sports enthusiasts remain skeptical about virtual sports' legitimacy compared to real-life competitions. While AI-driven simulations offer realistic gameplay, they lack the unpredictability and emotional engagement associated with real athletes and teams, which can impact viewership and engagement levels. Regulatory challenges also pose a hurdle, particularly in the betting industry, where different regions have varying laws regarding virtual sports gambling. Additionally, the complexity of developing high-quality virtual sports simulations requires significant investment in AI training, physics-based modeling, and motion capture technology, making it a costly endeavor for game developers and sports organizations. Moreover, the reliance on digital platforms for virtual sports engagement creates a divide between audiences with high-speed internet access and those in regions with limited connectivity, restricting market reach. Addressing these challenges will require further advancements in AI-driven realism, improved regulatory frameworks, and strategic marketing efforts to increase consumer trust in virtual sports experiences.
What Factors Are Driving the Growth of the Virtual Sports Market?
The growth in the virtual sports market is driven by several factors, including increasing demand for digital sports entertainment, rising interest in AI-driven gaming experiences, and the expansion of sports betting platforms. The ability of virtual sports to provide 24/7 gaming and betting opportunities has made them highly attractive to both operators and consumers, particularly in regions where access to live sports events is limited. The integration of virtual sports with mobile gaming and interactive fan engagement platforms has further contributed to market expansion, allowing users to experience sports action on-demand. Additionally, the rise of the metaverse and virtual reality (VR) technology has opened new possibilities for immersive virtual sports experiences, enabling fans to engage with digital sporting events in unprecedented ways. As sports organizations and gaming companies continue to invest in AI-powered simulations and high-fidelity graphics, the virtual sports market is expected to grow rapidly, reshaping the future of digital sports entertainment and gaming.
SCOPE OF STUDY:
The report analyzes the Virtual Sports market in terms of units by the following Segments, and Geographic Regions/Countries:
World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; and Rest of Europe); Asia-Pacific; Rest of World.
Select Competitors (Total 32 Featured) -
Activision Blizzard, Inc.
BetConstruct
Cyanide
Dovetail Games
Electronic Arts Inc.
Golden Race
Inspired Entertainment
Kiron Interactive
Nintendo Co., Ltd.
NSoft
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TABLE OF CONTENTS
I. METHODOLOGY
II. EXECUTIVE SUMMARY
1. MARKET OVERVIEW
Influencer Market Insights
Tariff Impact on Global Supply Chain Patterns
Virtual Sports - Global Key Competitors Percentage Market Share in 2025 (E)
Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2025 (E)
2. FOCUS ON SELECT PLAYERS
3. MARKET TRENDS & DRIVERS
Rising Popularity of Immersive Esports Platforms Drives Adoption of Virtual Sports Experiences
Integration of AI-Powered Simulation Engines Strengthens Business Case for Real-Time Sports Interactions
Expansion of 5G and Edge Computing Infrastructure Propels Growth in High-Fidelity Virtual Sports Streaming
Proliferation of Virtual Reality Headsets Expands Addressable Market Opportunity Across Gaming Enthusiasts
Convergence of Blockchain and NFTs in Virtual Sports Ecosystems Generates New Revenue Streams
Adoption of Cloud Gaming Architectures Enhances Scalability of Multiplayer Virtual Sports Platforms
Increased Sponsorship and Advertising Investment in Digital Sports Events Drives Market Commercialization
Development of Hyper-Realistic Player Avatars and Environments Throws the Spotlight on Simulation Accuracy
Growing Integration of Biometric Sensors into Wearables Spurs Demand for Personalized Sports Interactions
Expansion of Sports Betting Regulations Unlocks Growth for Virtual Sports Wagering Applications
Rising Demand for Training and Performance Analytics in Professional Sports Drives Adoption of Virtual Simulators
Strategic Collaborations Between Sports Leagues and Tech Companies Strengthen Cross-Sector Innovation
Introduction of AI-Based Match Predictions Enhances Fan Engagement and Participation in Virtual Competitions
Launch of Mixed Reality Stadiums and VR Arenas Generates Momentum for Location-Based Virtual Sports Events
Increasing Use of Gamification in Fitness and Exercise Applications Drives Adoption of Virtual Sports Modules
Virtual Sports as a Tool for Fan Engagement and Digital Community Building Expands Monetization Opportunities
Advances in Gesture Recognition and Motion Tracking Technologies Enhance Interactive Gameplay
Integration with Smart TVs and Connected Devices Drives Access and Mass Adoption of Virtual Sports Experiences
Regulatory Clarifications on Virtual Sports Gaming and Betting Sustain Growth in Emerging Markets
Emergence of Educational Use-Cases for Virtual Sports in Sports Science and Coaching Curricula Accelerates Demand
Development of Digital Twins of Real-World Athletes for Competitive Simulations Spurs Industry Innovation
Surge in Demand for Multi-Sensory and Haptic Feedback Solutions Enhances Realism in Virtual Sports Platforms
Rising Participation in Virtual Marathons and Fitness Challenges Drives Consumer-Centric Innovation Trajectories
4. GLOBAL MARKET PERSPECTIVE
TABLE 1: World Virtual Sports Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
TABLE 2: World Recent Past, Current & Future Analysis for Virtual Sports by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 3: World 6-Year Perspective for Virtual Sports by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets for Years 2025 & 2030
TABLE 4: World Recent Past, Current & Future Analysis for Solutions by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 5: World 6-Year Perspective for Solutions by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 6: World Recent Past, Current & Future Analysis for Services by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 7: World 6-Year Perspective for Services by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 8: World Recent Past, Current & Future Analysis for MMA by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 9: World 6-Year Perspective for MMA by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 10: World Recent Past, Current & Future Analysis for Others by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 11: World 6-Year Perspective for Others by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 12: World Recent Past, Current & Future Analysis for Football by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 13: World 6-Year Perspective for Football by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 14: World Recent Past, Current & Future Analysis for Racing by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 15: World 6-Year Perspective for Racing by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 16: World Recent Past, Current & Future Analysis for Golf by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 17: World 6-Year Perspective for Golf by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 18: World Recent Past, Current & Future Analysis for Basketball by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 19: World 6-Year Perspective for Basketball by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 20: World Recent Past, Current & Future Analysis for Cricket by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 21: World 6-Year Perspective for Cricket by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 22: World Recent Past, Current & Future Analysis for Skiing by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 23: World 6-Year Perspective for Skiing by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 24: World Recent Past, Current & Future Analysis for Tennis by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 25: World 6-Year Perspective for Tennis by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 26: World Recent Past, Current & Future Analysis for Below 21 yrs by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 27: World 6-Year Perspective for Below 21 yrs by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 28: World Recent Past, Current & Future Analysis for 21 - 35 yrs by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 29: World 6-Year Perspective for 21 - 35 yrs by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 30: World Recent Past, Current & Future Analysis for 35 - 54 yrs by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 31: World 6-Year Perspective for 35 - 54 yrs by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
TABLE 32: World Recent Past, Current & Future Analysis for Above 54 yrs by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 33: World 6-Year Perspective for Above 54 yrs by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific and Rest of World for Years 2025 & 2030
III. MARKET ANALYSIS
UNITED STATES
Virtual Sports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
TABLE 34: USA Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 35: USA 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
TABLE 36: USA Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 37: USA 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
TABLE 38: USA Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 39: USA 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
CANADA
TABLE 40: Canada Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 41: Canada 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
TABLE 42: Canada Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 43: Canada 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
TABLE 44: Canada Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 45: Canada 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
JAPAN
Virtual Sports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
TABLE 46: Japan Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 47: Japan 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
TABLE 48: Japan Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 49: Japan 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
TABLE 50: Japan Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 51: Japan 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
CHINA
Virtual Sports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
TABLE 52: China Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 53: China 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
TABLE 54: China Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 55: China 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
TABLE 56: China Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 57: China 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
EUROPE
Virtual Sports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
TABLE 58: Europe Recent Past, Current & Future Analysis for Virtual Sports by Geographic Region - France, Germany, Italy, UK and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
TABLE 59: Europe 6-Year Perspective for Virtual Sports by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK and Rest of Europe Markets for Years 2025 & 2030
TABLE 60: Europe Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 61: Europe 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
TABLE 62: Europe Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 63: Europe 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
TABLE 64: Europe Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 65: Europe 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
FRANCE
Virtual Sports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
TABLE 66: France Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 67: France 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
TABLE 68: France Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 69: France 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
TABLE 70: France Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 71: France 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
GERMANY
Virtual Sports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
TABLE 72: Germany Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 73: Germany 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
TABLE 74: Germany Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 75: Germany 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
TABLE 76: Germany Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 77: Germany 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
ITALY
TABLE 78: Italy Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 79: Italy 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
TABLE 80: Italy Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 81: Italy 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
TABLE 82: Italy Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 83: Italy 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
UNITED KINGDOM
Virtual Sports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
TABLE 84: UK Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 85: UK 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
TABLE 86: UK Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 87: UK 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
TABLE 88: UK Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 89: UK 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
REST OF EUROPE
TABLE 90: Rest of Europe Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 91: Rest of Europe 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
TABLE 92: Rest of Europe Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 93: Rest of Europe 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
TABLE 94: Rest of Europe Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 95: Rest of Europe 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
ASIA-PACIFIC
Virtual Sports Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
TABLE 96: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 97: Asia-Pacific 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
TABLE 98: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 99: Asia-Pacific 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
TABLE 100: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 101: Asia-Pacific 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030
REST OF WORLD
TABLE 102: Rest of World Recent Past, Current & Future Analysis for Virtual Sports by Component - Solutions and Services - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 103: Rest of World 6-Year Perspective for Virtual Sports by Component - Percentage Breakdown of Value Sales for Solutions and Services for the Years 2025 & 2030
TABLE 104: Rest of World Recent Past, Current & Future Analysis for Virtual Sports by Game - MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 105: Rest of World 6-Year Perspective for Virtual Sports by Game - Percentage Breakdown of Value Sales for MMA, Others, Football, Racing, Golf, Basketball, Cricket, Skiing and Tennis for the Years 2025 & 2030
TABLE 106: Rest of World Recent Past, Current & Future Analysis for Virtual Sports by Demographic - Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
TABLE 107: Rest of World 6-Year Perspective for Virtual Sports by Demographic - Percentage Breakdown of Value Sales for Below 21 yrs, 21 - 35 yrs, 35 - 54 yrs and Above 54 yrs for the Years 2025 & 2030