100+ datasets found
  1. Sports video gaming market worldwide 2022-2032, by region

    • statista.com
    Updated Feb 6, 2024
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    Statista (2024). Sports video gaming market worldwide 2022-2032, by region [Dataset]. https://www.statista.com/statistics/1450979/sports-video-games-revenue-worldwide-region/
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    Dataset updated
    Feb 6, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2023
    Area covered
    Worldwide
    Description

    Sports games are among the most popular video gaming genres worldwide with an annual market size of 21.32 billion U.S. dollars. In 2023, sports games generated about 10.59 billion U.S. dollars in revenues in Asia-Pacific. North America was ranked second with 6.17 billion U.S. dollars in annual revenues. One of the most popular sports gaming series is EA Sports FC, formerly known as the FIFA series, which releases a new installment every fall.

  2. m

    Sport Games Market

    • marketresearchintellect.com
    Updated Mar 11, 2025
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    Market Research Intellect (2025). Sport Games Market [Dataset]. https://www.marketresearchintellect.com/product/global-sport-games-market-size-and-forecast/
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    Dataset updated
    Mar 11, 2025
    Dataset authored and provided by
    Market Research Intellect
    License

    https://www.marketresearchintellect.com/privacy-policyhttps://www.marketresearchintellect.com/privacy-policy

    Area covered
    Global
    Description

    The size and share of the market is categorized based on Application (PC, Mobile, Tablet, Others) and Product (Client Type, Webgame Type) and geographical regions (North America, Europe, Asia-Pacific, South America, and Middle-East and Africa).

  3. Sports events market revenue worldwide by region/sport 2013

    • statista.com
    Updated Nov 1, 2014
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    Statista (2014). Sports events market revenue worldwide by region/sport 2013 [Dataset]. https://www.statista.com/statistics/370604/worldwide-sports-market-revenue-by-region-and-sport/
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    Dataset updated
    Nov 1, 2014
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2013
    Area covered
    Worldwide
    Description

    The statistic depicts the revenue generated in the global sporting events market in 2013 by region and sport. Soccer events generated over 27 billion U.S. dollars of revenue in the EMEA region in 2013.

  4. 3

    3D Ball Sports Games Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated Feb 12, 2025
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    Data Insights Market (2025). 3D Ball Sports Games Report [Dataset]. https://www.datainsightsmarket.com/reports/3d-ball-sports-games-1935431
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    pdf, doc, pptAvailable download formats
    Dataset updated
    Feb 12, 2025
    Dataset authored and provided by
    Data Insights Market
    License

    https://www.datainsightsmarket.com/privacy-policyhttps://www.datainsightsmarket.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The 3D Ball Sports Games market is projected to reach a value of $1852 million by 2033, expanding at a CAGR of 4.9% from 2025 to 2033. The rising popularity of competitive online gaming, the increasing adoption of advanced technologies such as virtual reality (VR) and augmented reality (AR), and the growing demand for immersive and engaging gaming experiences are driving the market growth. Additionally, the increasing availability of high-speed internet connectivity and the proliferation of mobile gaming platforms are further contributing to the market expansion. Console gaming is anticipated to hold a significant share of the market due to the superior graphics and gameplay capabilities offered by consoles compared to other devices. The free-to-play segment is also expected to experience notable growth, driven by the increasing preference for accessible and affordable gaming options. Key market players include Nintendo, Namco, WB Games, Sega, Capcom, Koei Tecmo, SNK Playmore, Autumn Games, Arc System Works, NetherRealm Studios, Team Ninja, SNK, Rare, Activision Blizzard, and 2K Games. North America is the largest regional market, attributed to the presence of major gaming companies and a large consumer base. Asia Pacific is expected to exhibit the highest growth rate, owing to the increasing disposable income and the growing popularity of mobile gaming in the region.

  5. Total sports market revenue worldwide 2022-2028

    • statista.com
    Updated May 22, 2024
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    Statista (2024). Total sports market revenue worldwide 2022-2028 [Dataset]. https://www.statista.com/statistics/370560/worldwide-sports-market-revenue/
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    Dataset updated
    May 22, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2022
    Area covered
    Worldwide
    Description

    The global sports industry revenue was forecast to grow in the coming years. In 2022, the industry’s revenue amounted to over 403 billion U.S. dollars and was expected to grow at a compound annual growth rate of 9.13 percent between 2022 and 2028. By 2028, the global sports market was expected to be worth over 680 billion U.S. dollars. This massive industry includes the people, activities, and organizations that are involved with producing, facilitating, or organizing sports activities.

    How big is the global sports betting and lottery market?

    In 2022, the market size of the sports betting and lottery sector worldwide was valued at around 235.46 billion U.S. dollars. This figure showed a decrease from the previous year's total of 242.82 billion and by 2023, the market was forecast to reach 242 billion. Sports betting is a type of gambling that refers to the activity of placing a wager on the outcome of a sporting event. Events on which wagers are made could be anything from more traditional activities like horse or dog racing, to sports such as soccer and American football.

    How big is the global youth sports market?

    The youth sports market is a big industry, ranging from organized sports leagues to recreational activities. In 2022, the global market for youth sports was estimated at 37.5 billion U.S. dollars. The market was forecast to increase at a compound annual growth rate of 9.2 percent and reach 69.4 billion U.S. dollars in 2030. Youth sports do not necessarily take place within the education system; however, many competitors involved with youth sports are generally at a primary or secondary level of education and participate in school-organized sport programs.

  6. Market Survey on eSports & Games Streaming Market Covering Sales Outlook,...

    • futuremarketinsights.com
    pdf
    Updated May 19, 2023
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    Future Market Insights (2023). Market Survey on eSports & Games Streaming Market Covering Sales Outlook, Up-to-date Key Trends, Market Size and Forecast, Market Statistics, Penetration Analysis, Pricing Analysis and Company Ecosystem 2023 to 2033 [Dataset]. https://www.futuremarketinsights.com/reports/e-sports-and-games-streaming-market
    Explore at:
    pdfAvailable download formats
    Dataset updated
    May 19, 2023
    Dataset authored and provided by
    Future Market Insights
    License

    https://www.futuremarketinsights.com/privacy-policyhttps://www.futuremarketinsights.com/privacy-policy

    Time period covered
    2023 - 2033
    Area covered
    Worldwide
    Description

    The eSports & games streaming market is projected to register a CAGR of 11.9% during the forecast period. The eSports & games streaming market is likely to grow from US$ 2,589.6 million in 2023 to reach a valuation of US$ 7,725.9 million by 2033.

    AttributesDetails
    Global Market CAGR (2022 to 2032)11.9%
    Global Market Size (2022)US$ 2,357.1 million
    Estimated Global Market Share (2023)US$ 2,589.6 million
    Forecasted Global Market Value (2033)US$ 7,725.9 million

    How is the eSports & Games Streaming Market Segmented?

    CategoryBy Solution
    Top SegmentWeb Based
    Market Share in Percentage67.8%
    CategoryBy Revenue Streams
    Top SegmentSubscriptions
    Market Share in Percentage23.2%

    Country-wise Insights

    Regional Markets ComparisonGlobal Market Share in Percentage
    North America37.2%
    Europe22.4%
    Regional MarketsGlobal Market Share in Percentage
    United States24.3%
    Germany8.7%
    Japan6.4%
    Australia2.7%
    Regional MarketsCAGR (2023 to 2033)
    United Kingdom8.1%
    China8.8%
    India13.8%
  7. m

    Global Sports Video Gaming Market Size, Trends and Projections

    • marketresearchintellect.com
    Updated Jul 13, 2024
    + more versions
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    Market Research Intellect (2024). Global Sports Video Gaming Market Size, Trends and Projections [Dataset]. https://www.marketresearchintellect.com/product/sports-video-gaming-market/
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    Dataset updated
    Jul 13, 2024
    Dataset authored and provided by
    Market Research Intellect
    License

    https://www.marketresearchintellect.com/privacy-policyhttps://www.marketresearchintellect.com/privacy-policy

    Area covered
    Global
    Description

    The size and share of the market is categorized based on Type (Racing Car, Fighting, Other) and Application (Desktop, Notebook, Console, Others) and geographical regions (North America, Europe, Asia-Pacific, South America, and Middle-East and Africa).

  8. Revenue of the sport events industry worldwide 2019-2028

    • statista.com
    Updated Jun 26, 2024
    + more versions
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    Revenue of the sport events industry worldwide 2019-2028 [Dataset]. https://www.statista.com/forecasts/893889/sport-events-online-revenue-by-segment-worldwide
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    Dataset updated
    Jun 26, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    The global revenue in the 'Sport Events' segment of the eservices market was forecast to continuously increase between 2024 and 2028 by in total 4.2 billion U.S. dollars (+12.35 percent). After the eighth consecutive increasing year, the indicator is estimated to reach 37.9 billion U.S. dollars and therefore a new peak in 2028. Find more information concerning the United States and the United Kingdom. The Statista Market Insights cover a broad range of additional markets.

  9. Esports Market Size & Share Report, 2035

    • rootsanalysis.com
    Updated Aug 5, 2024
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    Roots Analysis (2024). Esports Market Size & Share Report, 2035 [Dataset]. https://www.rootsanalysis.com/esports-market
    Explore at:
    Dataset updated
    Aug 5, 2024
    Dataset provided by
    Authors
    Roots Analysis
    License

    https://www.rootsanalysis.com/privacy.htmlhttps://www.rootsanalysis.com/privacy.html

    Time period covered
    2021 - 2031
    Area covered
    Global
    Description

    The esports market size is predicted to reach $2.55 billion in 2024 to $18.85 billion by 2035, growing at a CAGR of 19.95% from 2024 to 2035.

  10. U.S Alternative Sports Market Size By Type (Skating, Surfing), By End User...

    • verifiedmarketresearch.com
    Updated Jun 27, 2024
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    VERIFIED MARKET RESEARCH (2024). U.S Alternative Sports Market Size By Type (Skating, Surfing), By End User (Seasonal, Regular), By Age (10 To 20, 21 To 35), And Forecast [Dataset]. https://www.verifiedmarketresearch.com/product/us-alternative-sports-market/
    Explore at:
    Dataset updated
    Jun 27, 2024
    Dataset provided by
    Verified Market Researchhttps://www.verifiedmarketresearch.com/
    Authors
    VERIFIED MARKET RESEARCH
    License

    https://www.verifiedmarketresearch.com/privacy-policy/https://www.verifiedmarketresearch.com/privacy-policy/

    Time period covered
    2024 - 2031
    Area covered
    United States
    Description

    U.S Alternative Sports Market size will be valued at USD 9,159.85 Million in 2023 and is projected to reach USD 21,752.34 Million by 2031, growing at a CAGR of 11.75% from 2024 to 2031.

    U.S Alternative Sports Market Overview

    Alternative sports are becoming more and more popular in the US since they help expand the range of sporting options available to youth during these critical formative years. This increases the chances that youth will discover a sport they love, devote their entire lives to it, and maintain a healthy and active lifestyle. Alternative and new sports are an exciting way of broadening the offer whilst continuing to develop fundamental movements, values, and social skills. One of the best things about introducing something new in the alternative sports category is the opportunity for them to develop and apply deeper thinking. The ability to identify, and transfer skills, concepts, and strategies into new alternative games allows young people as well as adults to demonstrate a high level of learning. They can also demonstrate their capacity to create connections between several domains. Moreover, picking up, or re-engaging in another sport other than traditional sport serves not only to provide a physical and mental break but also to strengthen any developed weaknesses allowing the people to evolve as well-rounded athletes.

    The increasing media attention that alternative sports have gotten in recent years has contributed significantly to their rise in popularity. A larger audience has been introduced to extreme sports because of television coverage of events like the X Games, Red Bull competitions, and other competitions. One of the biggest markets for alternative sports is the United States. Some of the most well-liked alternative sports in the area are BMX, snowboarding, and skateboarding. Every year, a huge number of competitors and fans flock to North America for the iconic extreme sports competition known as the X Games. An important factor in the growth of the alternative sports business in the United States is sponsorship. Sponsors of athletes participating in sports like skateboarding, snowboarding, and surfing include Nike, Adidas, and Red Bull which help to promote these activities and make them more well-known.

  11. c

    Global Virtual Reality - VR Sports Games Market Report 2025 Edition, Market...

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
    Updated Jan 29, 2025
    + more versions
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    Cognitive Market Research (2025). Global Virtual Reality - VR Sports Games Market Report 2025 Edition, Market Size, Share, CAGR, Forecast, Revenue [Dataset]. https://www.cognitivemarketresearch.com/virtual-reality-%28vr%29-sports-games-market-report
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jan 29, 2025
    Dataset authored and provided by
    Cognitive Market Research
    License

    https://www.cognitivemarketresearch.com/privacy-policyhttps://www.cognitivemarketresearch.com/privacy-policy

    Time period covered
    2021 - 2033
    Area covered
    Global
    Description

    Global Virtual Reality - VR Sports Games market size 2025 was XX Million. Virtual Reality - VR Sports Games Industry compound annual growth rate (CAGR) will be XX% from 2025 till 2033.

  12. D

    Global Online Games of Skill Market by Game Type(Fantasy Sport, Card Based...

    • bisresearch.com
    csv, pdf
    Updated Mar 27, 2025
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    Global Online Games of Skill Market by Game Type(Fantasy Sport, Card Based Games, E-Sports & Strategy Games) and by Geography(North America, Europe, APAC & ROW), Analysis & Forecast, 2016-2022 [Dataset]. https://bisresearch.com/industry-report/global-online-games-of-skill-market-report-forecast.html
    Explore at:
    pdf, csvAvailable download formats
    Dataset updated
    Mar 27, 2025
    Dataset authored and provided by
    Bisresearch
    License

    https://bisresearch.com/privacy-policy-cookie-restriction-modehttps://bisresearch.com/privacy-policy-cookie-restriction-mode

    Time period covered
    2023 - 2033
    Area covered
    Worldwide
    Description

    Bisresearch undertakes detailed study report on Global Online Games of Skill Market. The report analyses key market study, size, report, players & opportunities.

  13. v

    Latin America Mobile Gaming Market By Game Type (Action and Adventure Games,...

    • verifiedmarketresearch.com
    Updated Jan 25, 2025
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    VERIFIED MARKET RESEARCH (2025). Latin America Mobile Gaming Market By Game Type (Action and Adventure Games, Sports Games), Platform (Smartphones, Tablets) & Region for 2025-2032 [Dataset]. https://www.verifiedmarketresearch.com/product/latin-america-mobile-gaming-market/
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    Dataset updated
    Jan 25, 2025
    Dataset authored and provided by
    VERIFIED MARKET RESEARCH
    License

    https://www.verifiedmarketresearch.com/privacy-policy/https://www.verifiedmarketresearch.com/privacy-policy/

    Time period covered
    2025 - 2032
    Area covered
    Latin America
    Description

    Latin America Mobile Gaming Market size was valued at USD 2.94 Billion in 2024 and is projected to reach USD 5.73 Billion by 2032, growing at a CAGR of 10.01% from 2025 to 2032.

    Latin America Mobile Gaming Market Drivers

    High Smartphone Penetration: Latin America boasts a high smartphone penetration rate, with a significant portion of the population accessing the internet primarily through mobile devices. This widespread smartphone ownership provides a massive and readily available audience for mobile games.

    Young and Tech-Savvy Population: Latin America has a young and tech-savvy population that is highly engaged with mobile devices and digital entertainment. This demographic is particularly receptive to mobile gaming and readily adopts new games and trends.

    Affordable Data Plans: The increasing availability of affordable mobile data plans has made mobile gaming more accessible and affordable for a wider segment of the population.

    Growing E-sports Scene: The burgeoning esports scene in Latin America is further fueling the growth of mobile gaming. Popular mobile games are increasingly played competitively, attracting a large audience and generating significant interest.

  14. E

    E Sports Market Report

    • promarketreports.com
    doc, pdf, ppt
    Updated Dec 31, 2024
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    Pro Market Reports (2024). E Sports Market Report [Dataset]. https://www.promarketreports.com/reports/e-sports-market-8567
    Explore at:
    pdf, doc, pptAvailable download formats
    Dataset updated
    Dec 31, 2024
    Dataset authored and provided by
    Pro Market Reports
    License

    https://www.promarketreports.com/privacy-policyhttps://www.promarketreports.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The E Sports market is segmented into different products, including games, hardware, and software. The games segment is the largest and is expected to grow at the highest CAGR over the forecast period. The hardware segment includes devices such as gaming consoles, PCs, and controllers. The software segment includes game development tools, streaming software, and anti-cheat software. Recent developments include: In January 2024, E-sports tournament organiser BLAST has expanded and renewed its partnership with Epic Games, allowing the company to continue producing the Fortnite Championship Series (FNCS) and start producing the Rocket League Championship Series (RLCS). In October 2023, Microsoft, the parent company of Xbox, has acquisition of Activision Blizzard, the developer and publisher behind video game franchises like Diablo, Overwatch, Candy Crush, and Call of Duty. In September 2023, EA Sports FC unveils new E-sports ecosystem. EA Sports FC is the new rebranded version of the FIFA video game franchise, following the termination of the long-standing partnership between EA Sports and football governing body FIFA. . Key drivers for this market are: INCREASING POPULARITY OF VIDEO GAMES 25, GROWING AWARENESS ABOUT E-SPORTS 25; INCREASING PENETRATION OF SMARTPHONES 26. Potential restraints include: THREAT FROM E-SPORTS GAMBLING BETTING 27, LACK OF PROPER COMPETITION 28; ISSUE WITH RESPECT TO MONETIZATION 28. Notable trends are: Growing demand for Retail sectors is driving the market growth.

  15. Gaming Simulators Market Analysis, Size, and Forecast 2025-2029: North...

    • technavio.com
    Updated Mar 27, 2025
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    Technavio (2025). Gaming Simulators Market Analysis, Size, and Forecast 2025-2029: North America (US and Canada), Europe (France, Germany, Italy, The Netherlands, UK), APAC (China, India, Japan), South America , and Middle East and Africa [Dataset]. https://www.technavio.com/report/gaming-simulators-market-industry-analysis
    Explore at:
    Dataset updated
    Mar 27, 2025
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Netherlands, Europe, Canada, Germany, Japan, United Kingdom, United States, Italy, France, Global
    Description

    Snapshot img

    Gaming Simulators Market Size 2025-2029

    The gaming simulators market size is forecast to increase by USD 16.51 billion at a CAGR of 17.5% between 2024 and 2029.

    The market is experiencing significant growth, driven by the integration of Virtual Reality (VR) headsets and the acceptance of 360-degree cameras as next-generation technology. These advancements provide enriching gaming experiences, replicating real-world environments with unprecedented accuracy. However, the high cost of gaming simulators remains a significant challenge for market expansion. Despite this, opportunities abound for companies that can offer affordable solutions or cater to niche markets, such as military training, aviation simulation, and professional sports training. As the technology matures and becomes more accessible, the gaming simulator market is poised to disrupt traditional industries and create new revenue streams. Companies seeking to capitalize on these opportunities must stay abreast of emerging trends and navigate the evolving regulatory landscape to ensure long-term success.
    

    What will be the Size of the Gaming Simulators Market during the forecast period?

    Request Free Sample

    The market encompasses a range of enriching experiences, including virtual reality (VR) and augmented reality (AR) simulations, next-level racing, and high-fidelity simulations. These innovative technologies offer users the opportunity to engage with various game genres, such as simulation games, in a more interactive and realistic manner. The market's growth is driven by the increasing popularity of VR and high-speed internet networks, enabling seamless gameplay and enhanced user experiences. Amusement and theme parks have also adopted simulators as a new attraction, catering to the demand for stress busters and interactive entertainment. Touch devices and popular games further expand the market's reach, making simulation games accessible to a wider audience.
    The perception of simulation games as enriching training experiences, the industry adheres to stringent safety regulations to ensure authentic and safe environments for users. The future of the simulator industry lies in continued innovation, delivering increasingly realistic and engaging experiences for users across various industries and applications.
    

    How is this Gaming Simulators Industry segmented?

    The gaming simulators industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD billion' for the period 2025-2029, as well as historical data from 2019-2023 for the following segments.

    Component
    
      Hardware
      Software
    
    
    End-user
    
      Commercial
      Residential
    
    
    Type
    
      Racing
      Shooting
      Flight
    
    
    Variant
    
      3-DOF
      6-DOF
      2-DOF
      1-DOF
    
    
    Geography
    
      North America
    
        US
        Canada
    
    
      Europe
    
        France
        Germany
        Italy
        The Netherlands
        UK
    
    
      APAC
    
        China
        India
        Japan
    
    
      South America
    
    
    
      Middle East and Africa
    

    By Component Insights

    The hardware segment is estimated to witness significant growth during the forecast period. The market has witnessed significant hardware advancements since 2010, with companies like Vertuix and Elsaco investing heavily to improve the gaming interface. Hardware investments include VR headsets, gaming cockpits, motion detectors, and haptic feedback systems. While hardware sales contribute to market revenue, their potential for enhancing the gaming experience is limited. The gaming landscape has evolved from PC gaming to mobile gaming, VR headsets, and now simulators. Virtual reality, cloud computing, and augmented reality are key trends driving market growth. Simulation games, including life sims, city-builder sims, survival simulations, agricultural sims, sports sims, and flight simulation, are popular genres.

    Get a glance at the market report of share of various segments Request Free Sample

    The hardware segment was valued at USD 5.28 billion in 2019 and showed a gradual increase during the forecast period.

    Regional Analysis

    North America is estimated to contribute 48% to the growth of the global market during the forecast period. Technavio's analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period.

    For more insights on the market size of various regions, Request Free Sample

    The North American market holds the largest share in the gaming simulators industry due to the region's high average disposable income. This economic factor, coupled with the increasing popularity of e-sports, has made gaming simulators more accessible to consumers. The proliferation of streaming platforms like Twitch and YouTube, which offer free telecasts of e-sports events, has further fueled the growth of the gaming market in North America. Additionally, the US government's issuance of visas to e-sports gamers, simil

  16. w

    Global Online Fantasy Sport Games Market Research Report: By Game Type...

    • wiseguyreports.com
    Updated Aug 6, 2024
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    wWiseguy Research Consultants Pvt Ltd (2024). Global Online Fantasy Sport Games Market Research Report: By Game Type (Daily Fantasy Sports, Season-Long Fantasy Sports), By Sport Type (Football, Cricket, Basketball, Baseball, Hockey), By Target Audience (Casual Players, Semi-Professional Players, Professional Players), By Platform (Website, Mobile, Console), By Prize Distribution (Cash Prizes, Non-Cash Prizes, Entry Fees) and By Regional (North America, Europe, South America, Asia Pacific, Middle East and Africa) - Forecast to 2032. [Dataset]. https://www.wiseguyreports.com/cn/reports/online-fantasy-sport-games-market
    Explore at:
    Dataset updated
    Aug 6, 2024
    Dataset authored and provided by
    wWiseguy Research Consultants Pvt Ltd
    License

    https://www.wiseguyreports.com/pages/privacy-policyhttps://www.wiseguyreports.com/pages/privacy-policy

    Time period covered
    Jan 8, 2024
    Area covered
    Global
    Description
    BASE YEAR2024
    HISTORICAL DATA2019 - 2024
    REPORT COVERAGERevenue Forecast, Competitive Landscape, Growth Factors, and Trends
    MARKET SIZE 202336.88(USD Billion)
    MARKET SIZE 202441.82(USD Billion)
    MARKET SIZE 2032114.4(USD Billion)
    SEGMENTS COVEREDGame Type ,Sport Type ,Target Audience ,Platform ,Prize Distribution ,Regional
    COUNTRIES COVEREDNorth America, Europe, APAC, South America, MEA
    KEY MARKET DYNAMICS1 Rising smartphone penetration 2 Growing popularity of online games 3 Increasing disposable income 4 New advertising and partnership deals 5 Adoption of advanced technology
    MARKET FORECAST UNITSUSD Billion
    KEY COMPANIES PROFILEDNBC Sports ,CBS Sports ,Whistle ,LaLiga Fantasy ,Draftster ,Paddy Power ,Yahoo! ,DraftKings ,rototo ,Sorare ,ESPN ,Underdog Fantasy ,Fantasy Premier League ,MLS Fantasy ,FanDuel
    MARKET FORECAST PERIOD2025 - 2032
    KEY MARKET OPPORTUNITIESGrowing Popularity of ESports Increasing Smartphone Penetration Rising Disposable Income Growing Interest in Sports Betting Expansion in Emerging Markets
    COMPOUND ANNUAL GROWTH RATE (CAGR) 13.4% (2025 - 2032)
  17. m

    Global Gaming and Traditional Sports Betting Market Size | Share | Scope

    • marketresearchintellect.com
    Updated Jan 31, 2024
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    Market Research Intellect (2024). Global Gaming and Traditional Sports Betting Market Size | Share | Scope [Dataset]. https://www.marketresearchintellect.com/product/global-gaming-and-traditional-sports-betting-market-size-forecast/
    Explore at:
    Dataset updated
    Jan 31, 2024
    Dataset authored and provided by
    Market Research Intellect
    License

    https://www.marketresearchintellect.com/privacy-policyhttps://www.marketresearchintellect.com/privacy-policy

    Area covered
    Global
    Description

    The size and share of the market is categorized based on Application (Offline Sports Betting, Online Sports Betting) and Product (Football, Basketball, Tennis, Hockey, Baseball, Horse Racing, Boxing, E-Sport) and geographical regions (North America, Europe, Asia-Pacific, South America, and Middle-East and Africa).

  18. m

    Global Paid Games Service Market Size | Trend and Forecast to 2031

    • marketresearchintellect.com
    Updated Mar 15, 2025
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    Market Research Intellect (2025). Global Paid Games Service Market Size | Trend and Forecast to 2031 [Dataset]. https://www.marketresearchintellect.com/product/global-paid-games-service-market-size-forecast/
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    Dataset updated
    Mar 15, 2025
    Dataset authored and provided by
    Market Research Intellect
    License

    https://www.marketresearchintellect.com/privacy-policyhttps://www.marketresearchintellect.com/privacy-policy

    Area covered
    Global
    Description

    The size and share of the market is categorized based on Type (Game Subscription Services, In-App Purchases, Game Streaming Services, Pay-to-Play Games) and Application (Gaming, Entertainment, E-Sports, Mobile Gaming) and geographical regions (North America, Europe, Asia-Pacific, South America, and Middle-East and Africa).

  19. S

    Spectator Sports Market Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated Mar 8, 2025
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    Data Insights Market (2025). Spectator Sports Market Report [Dataset]. https://www.datainsightsmarket.com/reports/spectator-sports-market-19567
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    pdf, ppt, docAvailable download formats
    Dataset updated
    Mar 8, 2025
    Dataset authored and provided by
    Data Insights Market
    License

    https://www.datainsightsmarket.com/privacy-policyhttps://www.datainsightsmarket.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global spectator sports market is experiencing robust growth, fueled by increasing disposable incomes, rising popularity of various sports, and advancements in media technology enabling wider viewership. The market, estimated at $XX million in 2025, is projected to achieve a Compound Annual Growth Rate (CAGR) exceeding 5% from 2025 to 2033. Key drivers include the expanding global middle class, increased sponsorship and media rights deals, and the growing engagement with digital platforms for live streaming and highlights. Popular sports like football (soccer), basketball, baseball, and cricket contribute significantly to the market's revenue streams, with various revenue sources like ticket sales, media rights, sponsorships, and merchandising adding to its overall value. Regional variations are significant, with North America and Europe maintaining dominant positions, while Asia-Pacific shows considerable potential for growth, driven by increasing participation and viewership in countries like India and China. However, challenges such as economic downturns, unpredictable sporting events, and competition from other entertainment options pose potential restraints to the market's growth trajectory. The market is highly segmented, encompassing various sports (badminton, baseball, basketball, cricket, cycling, hockey, and others) and revenue streams. The competitive landscape is dynamic, featuring established teams like the Dallas Cowboys and Bayern Munich, alongside media giants like Star Sports and emerging digital players like FanCode and JioCinema. The continued innovation in digital technologies and fan engagement strategies will significantly shape the future of this lucrative market. The future of the spectator sports market hinges on adapting to evolving consumer preferences and technological advancements. Strategies to enhance the fan experience, both in-stadium and through digital channels, will be crucial. This includes personalized content, interactive experiences, and improved accessibility. Furthermore, the integration of new technologies, such as virtual reality and augmented reality, offers opportunities for immersive experiences and expanded revenue streams. The increasing popularity of esports and the blurring lines between traditional and digital sports also present exciting prospects for market expansion. However, maintaining responsible growth and addressing issues like ticket pricing, fan safety, and the ethical use of data remain critical for the sustained success of the spectator sports industry. The diverse regional dynamics will require tailored strategies to cater to local preferences and market conditions. This comprehensive report provides a detailed analysis of the global spectator sports market, encompassing its historical performance (2019-2024), current status (2025), and future projections (2025-2033). The study offers valuable insights into market size, segmentation, trends, growth drivers, challenges, and key players, using data valued in millions. This report is essential for investors, stakeholders, and businesses seeking to understand and capitalize on opportunities within this dynamic sector. High-search-volume keywords like global spectator sports market, sports market size, sports industry trends, live sports streaming, and sports sponsorship are incorporated to maximize search engine visibility. Recent developments include: May 2023: FuboTV Inc., the foremost sports-oriented live TV streaming platform in the United States, announced its partnership with the Cleveland Guardians. This collaboration grants Guardians' enthusiasts the exciting opportunity to access Fubo's premier sports, news, and entertainment programming through an extended free trial. FuboTV boasts an impressive collection of over 175 live sports, news, and entertainment networks, making it the sole live TV streaming platform to feature every Nielsen-rated sports channel.February 2023: The sports streaming and e-commerce platform Fancode entered into a strategic partnership with Google Cloud. This collaboration aims to bolster its services with a data-driven approach, thereby enhancing fan engagement and optimizing the distribution of mainstream sports content. By doing so, Fancode is committed to strengthening its rapport with sports aficionados and fostering more immersive fan experiences.. Key drivers for this market are: Increase in Number of Sports Events Organized Globally, Increasing digital platforms raising sport spectators. Potential restraints include: Increase in Number of Sports Events Organized Globally, Increasing digital platforms raising sport spectators. Notable trends are: Rising In Global Sports Events.

  20. Z

    Sports Events Market By Revenue Source (Ticket Sale, Sponsorship and...

    • zionmarketresearch.com
    pdf
    Updated Mar 17, 2025
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    Zion Market Research (2025). Sports Events Market By Revenue Source (Ticket Sale, Sponsorship and Others), By Age Group (Below 20 years, 21 to 40 years and 41 years and above) and By Region - Global and Regional Industry Overview, Market Intelligence, Comprehensive Analysis, Historical Data, and Forecasts 2024 - 2032 [Dataset]. https://www.zionmarketresearch.com/report/sports-events-market
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    pdfAvailable download formats
    Dataset updated
    Mar 17, 2025
    Dataset authored and provided by
    Zion Market Research
    License

    https://www.zionmarketresearch.com/privacy-policyhttps://www.zionmarketresearch.com/privacy-policy

    Time period covered
    2022 - 2030
    Area covered
    Global
    Description

    The Global Sports Events Market Size Was Worth USD 266 Billion in 2023 and Is Expected To Reach USD 510 Billion by 2032, CAGR of 7.5%.

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Statista (2024). Sports video gaming market worldwide 2022-2032, by region [Dataset]. https://www.statista.com/statistics/1450979/sports-video-games-revenue-worldwide-region/
Organization logo

Sports video gaming market worldwide 2022-2032, by region

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Dataset updated
Feb 6, 2024
Dataset authored and provided by
Statistahttp://statista.com/
Time period covered
2023
Area covered
Worldwide
Description

Sports games are among the most popular video gaming genres worldwide with an annual market size of 21.32 billion U.S. dollars. In 2023, sports games generated about 10.59 billion U.S. dollars in revenues in Asia-Pacific. North America was ranked second with 6.17 billion U.S. dollars in annual revenues. One of the most popular sports gaming series is EA Sports FC, formerly known as the FIFA series, which releases a new installment every fall.

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