Market Overview:
The global sports video gaming market is expected to grow at a CAGR of 10.5% during the forecast period from 2018 to 2030. The growth in the market can be attributed to various factors such as increasing number of gamers, rising popularity of eSports, and growing demand for virtual reality (VR) games. The global sports video gaming market is segmented on the basis of type into racing car, fighting, and other games. Racing car games are expected to dominate the market during the forecast period owing to their high popularity among gamers. On the basis of application, desktop is expected to lead the market during the forecast period followed by notebook and console segments respectively. North America dominatesthe global sports video gamingmarket due its large numberof gamersand early adoptionof latest technologiesin this region .
Product Definition:
Sports video gaming is a type of video gaming where the player participates in simulated sports competitions. It has been around since the early days of arcade games and has become increasingly popular with the advent of home consoles and online multiplayer.
There are a number of reasons why sports video gaming is important. For one, it can be used as a training tool for athletes. Professional athletes have been known to use sports video games to improve their skills, such as Tiger Woods who famously practiced his golf swing by playing Tiger Woods PGA Tour on his Playstation 2 console. In addition, sports video gaming can provide an enjoyable experience for people who are not able to participate in traditional sports due to health or other reasons.
Racing Car:
Racing car is a vehicle that is designed primarily for racing on a track. The cars are built to withstand the maximum amount of stress and strain during races, therefore they are lighter in weight compared to normal vehicles. They have higher power output than normal vehicles so that they can accelerate faster and maintain their speed over long distances.
The global market size was valued at USD 2,now8 billion in 2016.
Fighting:
The global sports video gaming industry was valued at USD 2.91 billion in 2017 and is expected to grow at a compound annual growth rate (CAGR) of 39.7% from 2018 to 2022. The increasing popularity of fighting games among millennials is one of the key factors driving market growth.
Application Insights:
The console segment dominated the global sports video gaming market, accounting for a revenue share of over 40.0% in 2017. The console segment is expected to continue its dominance over the forecast period owing to the increasing popularity of consoles such as PlayStation 4 and Xbox One among young people and adults globally. Moreover, an increase in spending on games has led major companies including Electronic Arts Inc., Nintendo Co., Ltd., Activision Blizzard, Inc. and Zynga Poker Inc. among others to develop games specifically designed for consoles which is also boosting their demand worldwide.
Desktop application segment is expected register a significant growth rate during the forecast period owing to growing usage of computers by athletes and sports fans globally for keeping track of results from various competitions across different sports at all times along with using computers as an aid while learning about various techniques such as strength training or cardio training during practice or preparation for upcoming matches etcetera which are driving its demand worldwide especially in countries like U.S.
Regional Analysis:
North America dominated the global market in terms of revenue share in 2017. The region is expected to maintain its dominance over the forecast period. This can be attributed to increasing penetration of online and console gaming, rising popularity of e-sports, and growing investment by companies in developing new technologies for video games. Europe accounted for a significant share owing to early adoption of technology coupled with presence of major video game developers such as Ubisoft Entertainment SA., Electronic Arts Inc., Activision Blizzard Inc., Sega Sammy Holdings Co Ltd, Koei Tecmo Games Co Ltd among others.
Growth Factors:
- Increasing demand for sports video gaming content from the youth population.
- Proliferation of new platforms and devices that can be used to consume sports video gaming content, such as mobile phones, tablets, and smart TVs.
- Growing popularity of eSports as a spectator sport, which is driving interest in sports video gaming among casual gamers.
- Rising investment by game publishers in developing innovative and immersive sports video gaming experiences to attract new players.
- Emergence of professional competitive gamers who are earning lucrative salaries through sponsorships and prize money
Scope Of The Report
Report Attributes
Report Details
Report Title
Sports Video Gaming Market Research Report
By Type
Racing Car, Fighting, Other
By Application
Desktop, Notebook, Console, Others
By Companies
ElectronicArts, Activision Blizzard, K Games, NINTENDO, SONY, Ubisoft, KONAMI, CAPCOM, SQUARE ENIX, SEGA
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
197
Number of Tables & Figures
138
Customization Available
Yes, the report can be customized as per your need.
Global Sports Video Gaming Market Report Segments:
The global Sports Video Gaming market is segmented on the basis of:
Types
Racing Car, Fighting, Other
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
Desktop, Notebook, Console, Others
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- ElectronicArts
- Activision Blizzard
- K Games
- NINTENDO
- SONY
- Ubisoft
- KONAMI
- CAPCOM
- SQUARE ENIX
- SEGA
Highlights of The Sports Video Gaming Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Racing Car
- Fighting
- Other
- By Application:
- Desktop
- Notebook
- Console
- Others
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Sports Video Gaming Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
How you may use our products:
- Correctly Positioning New Products
- Market Entry Strategies
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- Product & Brand Management
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8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Sports video gaming is a type of video game that simulates sports events.
Some of the major companies in the sports video gaming market are ElectronicArts, Activision Blizzard, K Games, NINTENDO, SONY, Ubisoft, KONAMI, CAPCOM, SQUARE ENIX, SEGA.
The sports video gaming market is expected to grow at a compound annual growth rate of 10.5%.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Sports Video Gaming Market Overview 4.1 Introduction 4.1.1 Market Taxonomy 4.1.2 Market Definition 4.1.3 Macro-Economic Factors Impacting the Market Growth 4.2 Sports Video Gaming Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Sports Video Gaming Market - Supply Chain Analysis 4.3.1 List of Key Suppliers 4.3.2 List of Key Distributors 4.3.3 List of Key Consumers 4.4 Key Forces Shaping the Sports Video Gaming Market 4.4.1 Bargaining Power of Suppliers 4.4.2 Bargaining Power of Buyers 4.4.3 Threat of Substitution 4.4.4 Threat of New Entrants 4.4.5 Competitive Rivalry 4.5 Global Sports Video Gaming Market Size & Forecast, 2020-2028 4.5.1 Sports Video Gaming Market Size and Y-o-Y Growth 4.5.2 Sports Video Gaming Market Absolute $ Opportunity
Chapter 5 Global Market Analysis and Forecast by Type
5.1 Introduction
5.1.1 Key Market Trends & Growth Opportunities by Type
5.1.2 Basis Point Share (BPS) Analysis by Type
5.1.3 Absolute $ Opportunity Assessment by Type
5.2 Market Size Forecast by Type
5.2.1 Racing Car
5.2.2 Fighting
5.2.3 Other
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Market Analysis and Forecast by Applications
6.1 Introduction
6.1.1 Key Market Trends & Growth Opportunities by Applications
6.1.2 Basis Point Share (BPS) Analysis by Applications
6.1.3 Absolute $ Opportunity Assessment by Applications
6.2 Market Size Forecast by Applications
6.2.1 Desktop
6.2.2 Notebook
6.2.3 Console
6.2.4 Others
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Sports Video Gaming Market Analysis and Forecast by Region
7.1 Introduction
7.1.1 Key Market Trends & Growth Opportunities by Region
7.1.2 Basis Point Share (BPS) Analysis by Region
7.1.3 Absolute $ Opportunity Assessment by Region
7.2 Sports Video Gaming Market Size Forecast by Region
7.2.1 North America
7.2.2 Europe
7.2.3 Asia Pacific
7.2.4 Latin America
7.2.5 Middle East & Africa (MEA)
7.3 Market Attractiveness Analysis by Region
Chapter 8 Coronavirus Disease (COVID-19) Impact
8.1 Introduction
8.2 Current & Future Impact Analysis
8.3 Economic Impact Analysis
8.4 Government Policies
8.5 Investment Scenario
Chapter 9 North America Analysis and Forecast
9.1 Introduction
9.2 North America Market Size Forecast by Country
9.2.1 U.S.
9.2.2 Canada
9.3 Basis Point Share (BPS) Analysis by Country
9.4 Absolute $ Opportunity Assessment by Country
9.5 Market Attractiveness Analysis by Country
9.6 North America Market Size Forecast by Type
9.6.1 Racing Car
9.6.2 Fighting
9.6.3 Other
9.7 Basis Point Share (BPS) Analysis by Type
9.8 Absolute $ Opportunity Assessment by Type
9.9 Market Attractiveness Analysis by Type
9.10 North America Market Size Forecast by Applications
9.10.1 Desktop
9.10.2 Notebook
9.10.3 Console
9.10.4 Others
9.11 Basis Point Share (BPS) Analysis by Applications
9.12 Absolute $ Opportunity Assessment by Applications
9.13 Market Attractiveness Analysis by Applications
Chapter 10 Europe Analysis and Forecast
10.1 Introduction
10.2 Europe Market Size Forecast by Country
10.2.1 Germany
10.2.2 France
10.2.3 Italy
10.2.4 U.K.
10.2.5 Spain
10.2.6 Russia
10.2.7 Rest of Europe
10.3 Basis Point Share (BPS) Analysis by Country
10.4 Absolute $ Opportunity Assessment by Country
10.5 Market Attractiveness Analysis by Country
10.6 Europe Market Size Forecast by Type
10.6.1 Racing Car
10.6.2 Fighting
10.6.3 Other
10.7 Basis Point Share (BPS) Analysis by Type
10.8 Absolute $ Opportunity Assessment by Type
10.9 Market Attractiveness Analysis by Type
10.10 Europe Market Size Forecast by Applications
10.10.1 Desktop
10.10.2 Notebook
10.10.3 Console
10.10.4 Others
10.11 Basis Point Share (BPS) Analysis by Applications
10.12 Absolute $ Opportunity Assessment by Applications
10.13 Market Attractiveness Analysis by Applications
Chapter 11 Asia Pacific Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Market Size Forecast by Country
11.2.1 China
11.2.2 Japan
11.2.3 South Korea
11.2.4 India
11.2.5 Australia
11.2.6 South East Asia (SEA)
11.2.7 Rest of Asia Pacific (APAC)
11.3 Basis Point Share (BPS) Analysis by Country
11.4 Absolute $ Opportunity Assessment by Country
11.5 Market Attractiveness Analysis by Country
11.6 Asia Pacific Market Size Forecast by Type
11.6.1 Racing Car
11.6.2 Fighting
11.6.3 Other
11.7 Basis Point Share (BPS) Analysis by Type
11.8 Absolute $ Opportunity Assessment by Type
11.9 Market Attractiveness Analysis by Type
11.10 Asia Pacific Market Size Forecast by Applications
11.10.1 Desktop
11.10.2 Notebook
11.10.3 Console
11.10.4 Others
11.11 Basis Point Share (BPS) Analysis by Applications
11.12 Absolute $ Opportunity Assessment by Applications
11.13 Market Attractiveness Analysis by Applications
Chapter 12 Latin America Analysis and Forecast
12.1 Introduction
12.2 Latin America Market Size Forecast by Country
12.2.1 Brazil
12.2.2 Mexico
12.2.3 Rest of Latin America (LATAM)
12.3 Basis Point Share (BPS) Analysis by Country
12.4 Absolute $ Opportunity Assessment by Country
12.5 Market Attractiveness Analysis by Country
12.6 Latin America Market Size Forecast by Type
12.6.1 Racing Car
12.6.2 Fighting
12.6.3 Other
12.7 Basis Point Share (BPS) Analysis by Type
12.8 Absolute $ Opportunity Assessment by Type
12.9 Market Attractiveness Analysis by Type
12.10 Latin America Market Size Forecast by Applications
12.10.1 Desktop
12.10.2 Notebook
12.10.3 Console
12.10.4 Others
12.11 Basis Point Share (BPS) Analysis by Applications
12.12 Absolute $ Opportunity Assessment by Applications
12.13 Market Attractiveness Analysis by Applications
Chapter 13 Middle East & Africa (MEA) Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Market Size Forecast by Country
13.2.1 Saudi Arabia
13.2.2 South Africa
13.2.3 UAE
13.2.4 Rest of Middle East & Africa (MEA)
13.3 Basis Point Share (BPS) Analysis by Country
13.4 Absolute $ Opportunity Assessment by Country
13.5 Market Attractiveness Analysis by Country
13.6 Middle East & Africa (MEA) Market Size Forecast by Type
13.6.1 Racing Car
13.6.2 Fighting
13.6.3 Other
13.7 Basis Point Share (BPS) Analysis by Type
13.8 Absolute $ Opportunity Assessment by Type
13.9 Market Attractiveness Analysis by Type
13.10 Middle East & Africa (MEA) Market Size Forecast by Applications
13.10.1 Desktop
13.10.2 Notebook
13.10.3 Console
13.10.4 Others
13.11 Basis Point Share (BPS) Analysis by Applications
13.12 Absolute $ Opportunity Assessment by Applications
13.13 Market Attractiveness Analysis by Applications
Chapter 14 Competition Landscape
14.1 Sports Video Gaming Market: Competitive Dashboard
14.2 Global Sports Video Gaming Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 ElectronicArts
14.3.2 Activision Blizzard
14.3.3 K Games
14.3.4 NINTENDO
14.3.5 SONY
14.3.6 Ubisoft
14.3.7 KONAMI
14.3.8 CAPCOM
14.3.9 SQUARE ENIX
14.3.10 SEGA