Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Sports Video Gaming Market by Type (Racing Car, Fighting, Other), By Application (Desktop, Notebook, Console, Others) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Sports Video Gaming Market by Type (Racing Car, Fighting, Other), By Application (Desktop, Notebook, Console, Others) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 356750 4200 Service & Software 377 197 Pages 4.8 (39)
                                          

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 .


Global Sports Video Gaming Industry Outlook


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:

  1. ElectronicArts
  2. Activision Blizzard
  3. K Games
  4. NINTENDO
  5. SONY
  6. Ubisoft
  7. KONAMI
  8. CAPCOM
  9. SQUARE ENIX
  10. SEGA

Global Sports Video Gaming Market Overview


Highlights of The Sports Video Gaming Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Racing Car
    2. Fighting
    3. Other
  1. By Application:

    1. Desktop
    2. Notebook
    3. Console
    4. Others
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. 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
  • Business Expansion Strategies
  • Consumer Insights
  • Understanding Competition Scenario
  • Product & Brand Management
  • Channel & Customer Management
  • Identifying Appropriate Advertising Appeals

Global Sports Video Gaming Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. 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

Our Trusted Clients

Contact Us