Global Sports Video Gaming Supply, Demand and Key Producers, 2024-2030

Global Sports Video Gaming Supply, Demand and Key Producers, 2024-2030

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Published Date: 09 Feb 2024

Category: Service & Software

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  • sp_icon1 sp_icon1_b Description
  • sp_icon2 sp_icon2_b Table of Contents
  • sp_icon3 sp_icon3_b Table of Figures
  • sp_icon4 sp_icon4_b Research Methodology
  • sp_icon1 sp_icon1_b Companies Mentioned
  • sp_icon1 sp_icon1_b Related Reports
  • sp_icon1 sp_icon1_b Product Tags
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Description

The global Sports Video Gaming market size is expected to reach $ 2545.2 million by 2030, rising at a market growth of 5.6% CAGR during the forecast period (2024-2030).

A sports video game is a video game that simulates the practice of sports. Most sports have been recreated with video games.

This report studies the global Sports Video Gaming demand, key companies, and key regions.

This report is a detailed and comprehensive analysis of the world market for Sports Video Gaming, and provides market size (US$ million) and Year-over-Year (YoY) growth, considering 2023 as the base year. This report explores demand trends and competition, as well as details the characteristics of Sports Video Gaming that contribute to its increasing demand across many markets.

Highlights and key features of the study
Global Sports Video Gaming total market, 2019-2030, (USD Million)
Global Sports Video Gaming total market by region & country, CAGR, 2019-2030, (USD Million)
U.S. VS China: Sports Video Gaming total market, key domestic companies and share, (USD Million)
Global Sports Video Gaming revenue by player and market share 2019-2024, (USD Million)
Global Sports Video Gaming total market by Type, CAGR, 2019-2030, (USD Million)
Global Sports Video Gaming total market by Application, CAGR, 2019-2030, (USD Million).

This reports profiles major players in the global Sports Video Gaming market based on the following parameters – company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include ElectronicArts, Activision Blizzard, 2K Games, NINTENDO, SONY, Ubisoft, KONAMI, CAPCOM and SQUARE ENIX, etc.

This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.

Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the World Sports Video Gaming market.

Detailed Segmentation:
Each section contains quantitative market data including market by value (US$ Millions), by player, by regions, by Type, and by Application. Data is given for the years 2019-2030 by year with 2023 as the base year, 2024 as the estimate year, and 2025-2030 as the forecast year.

Global Sports Video Gaming Market, By Region:
United States
China
Europe
Japan
South Korea
ASEAN
India
Rest of World

Global Sports Video Gaming Market, Segmentation by Type
Racing Car
Fighting
Other

Global Sports Video Gaming Market, Segmentation by Application
Desktop
Notebook
Console
Others

Companies Profiled:
ElectronicArts
Activision Blizzard
2K Games
NINTENDO
SONY
Ubisoft
KONAMI
CAPCOM
SQUARE ENIX
SEGA

Key Questions Answered
1. How big is the global Sports Video Gaming market?
2. What is the demand of the global Sports Video Gaming market?
3. What is the year over year growth of the global Sports Video Gaming market?
4. What is the total value of the global Sports Video Gaming market?
5. Who are the major players in the global Sports Video Gaming market?
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Table of Contents

1 Supply Summary
1.1 Sports Video Gaming Introduction
1.2 World Sports Video Gaming Market Size & Forecast (2019 & 2023 & 2030)
1.3 World Sports Video Gaming Total Market by Region (by Headquarter Location)
1.3.1 World Sports Video Gaming Market Size by Region (2019-2030), (by Headquarter Location)
1.3.2 United States Sports Video Gaming Market Size (2019-2030)
1.3.3 China Sports Video Gaming Market Size (2019-2030)
1.3.4 Europe Sports Video Gaming Market Size (2019-2030)
1.3.5 Japan Sports Video Gaming Market Size (2019-2030)
1.3.6 South Korea Sports Video Gaming Market Size (2019-2030)
1.3.7 ASEAN Sports Video Gaming Market Size (2019-2030)
1.3.8 India Sports Video Gaming Market Size (2019-2030)
1.4 Market Drivers, Restraints and Trends
1.4.1 Sports Video Gaming Market Drivers
1.4.2 Factors Affecting Demand
1.4.3 Sports Video Gaming Major Market Trends

2 Demand Summary
2.1 World Sports Video Gaming Consumption Value (2019-2030)
2.2 World Sports Video Gaming Consumption Value by Region
2.2.1 World Sports Video Gaming Consumption Value by Region (2019-2024)
2.2.2 World Sports Video Gaming Consumption Value Forecast by Region (2025-2030)
2.3 United States Sports Video Gaming Consumption Value (2019-2030)
2.4 China Sports Video Gaming Consumption Value (2019-2030)
2.5 Europe Sports Video Gaming Consumption Value (2019-2030)
2.6 Japan Sports Video Gaming Consumption Value (2019-2030)
2.7 South Korea Sports Video Gaming Consumption Value (2019-2030)
2.8 ASEAN Sports Video Gaming Consumption Value (2019-2030)
2.9 India Sports Video Gaming Consumption Value (2019-2030)

3 World Sports Video Gaming Companies Competitive Analysis
3.1 World Sports Video Gaming Revenue by Player (2019-2024)
3.2 Industry Rank and Concentration Rate (CR)
3.2.1 Global Sports Video Gaming Industry Rank of Major Players
3.2.2 Global Concentration Ratios (CR4) for Sports Video Gaming in 2023
3.2.3 Global Concentration Ratios (CR8) for Sports Video Gaming in 2023
3.3 Sports Video Gaming Company Evaluation Quadrant
3.4 Sports Video Gaming Market: Overall Company Footprint Analysis
3.4.1 Sports Video Gaming Market: Region Footprint
3.4.2 Sports Video Gaming Market: Company Product Type Footprint
3.4.3 Sports Video Gaming Market: Company Product Application Footprint
3.5 Competitive Environment
3.5.1 Historical Structure of the Industry
3.5.2 Barriers of Market Entry
3.5.3 Factors of Competition
3.6 Mergers, Acquisitions Activity

4 United States VS China VS Rest of the World (by Headquarter Location)
4.1 United States VS China: Sports Video Gaming Revenue Comparison (by Headquarter Location)
4.1.1 United States VS China: Sports Video Gaming Market Size Comparison (2019 & 2023 & 2030) (by Headquarter Location)
4.1.2 United States VS China: Sports Video Gaming Revenue Market Share Comparison (2019 & 2023 & 2030)
4.2 United States Based Companies VS China Based Companies: Sports Video Gaming Consumption Value Comparison
4.2.1 United States VS China: Sports Video Gaming Consumption Value Comparison (2019 & 2023 & 2030)
4.2.2 United States VS China: Sports Video Gaming Consumption Value Market Share Comparison (2019 & 2023 & 2030)
4.3 United States Based Sports Video Gaming Companies and Market Share, 2019-2024
4.3.1 United States Based Sports Video Gaming Companies, Headquarters (States, Country)
4.3.2 United States Based Companies Sports Video Gaming Revenue, (2019-2024)
4.4 China Based Companies Sports Video Gaming Revenue and Market Share, 2019-2024
4.4.1 China Based Sports Video Gaming Companies, Company Headquarters (Province, Country)
4.4.2 China Based Companies Sports Video Gaming Revenue, (2019-2024)
4.5 Rest of World Based Sports Video Gaming Companies and Market Share, 2019-2024
4.5.1 Rest of World Based Sports Video Gaming Companies, Headquarters (States, Country)
4.5.2 Rest of World Based Companies Sports Video Gaming Revenue, (2019-2024)

5 Market Analysis by Type
5.1 World Sports Video Gaming Market Size Overview by Type: 2019 VS 2023 VS 2030
5.2 Segment Introduction by Type
5.2.1 Racing Car
5.2.2 Fighting
5.2.3 Other
5.3 Market Segment by Type
5.3.1 World Sports Video Gaming Market Size by Type (2019-2024)
5.3.2 World Sports Video Gaming Market Size by Type (2025-2030)
5.3.3 World Sports Video Gaming Market Size Market Share by Type (2019-2030)

6 Market Analysis by Application
6.1 World Sports Video Gaming Market Size Overview by Application: 2019 VS 2023 VS 2030
6.2 Segment Introduction by Application
6.2.1 Desktop
6.2.2 Notebook
6.2.3 Console
6.2.4 Others
6.2.5 Others
6.3 Market Segment by Application
6.3.1 World Sports Video Gaming Market Size by Application (2019-2024)
6.3.2 World Sports Video Gaming Market Size by Application (2025-2030)
6.3.3 World Sports Video Gaming Market Size by Application (2019-2030)

7 Company Profiles
7.1 ElectronicArts
7.1.1 ElectronicArts Details
7.1.2 ElectronicArts Major Business
7.1.3 ElectronicArts Sports Video Gaming Product and Services
7.1.4 ElectronicArts Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.1.5 ElectronicArts Recent Developments/Updates
7.1.6 ElectronicArts Competitive Strengths & Weaknesses
7.2 Activision Blizzard
7.2.1 Activision Blizzard Details
7.2.2 Activision Blizzard Major Business
7.2.3 Activision Blizzard Sports Video Gaming Product and Services
7.2.4 Activision Blizzard Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.2.5 Activision Blizzard Recent Developments/Updates
7.2.6 Activision Blizzard Competitive Strengths & Weaknesses
7.3 2K Games
7.3.1 2K Games Details
7.3.2 2K Games Major Business
7.3.3 2K Games Sports Video Gaming Product and Services
7.3.4 2K Games Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.3.5 2K Games Recent Developments/Updates
7.3.6 2K Games Competitive Strengths & Weaknesses
7.4 NINTENDO
7.4.1 NINTENDO Details
7.4.2 NINTENDO Major Business
7.4.3 NINTENDO Sports Video Gaming Product and Services
7.4.4 NINTENDO Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.4.5 NINTENDO Recent Developments/Updates
7.4.6 NINTENDO Competitive Strengths & Weaknesses
7.5 SONY
7.5.1 SONY Details
7.5.2 SONY Major Business
7.5.3 SONY Sports Video Gaming Product and Services
7.5.4 SONY Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.5.5 SONY Recent Developments/Updates
7.5.6 SONY Competitive Strengths & Weaknesses
7.6 Ubisoft
7.6.1 Ubisoft Details
7.6.2 Ubisoft Major Business
7.6.3 Ubisoft Sports Video Gaming Product and Services
7.6.4 Ubisoft Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.6.5 Ubisoft Recent Developments/Updates
7.6.6 Ubisoft Competitive Strengths & Weaknesses
7.7 KONAMI
7.7.1 KONAMI Details
7.7.2 KONAMI Major Business
7.7.3 KONAMI Sports Video Gaming Product and Services
7.7.4 KONAMI Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.7.5 KONAMI Recent Developments/Updates
7.7.6 KONAMI Competitive Strengths & Weaknesses
7.8 CAPCOM
7.8.1 CAPCOM Details
7.8.2 CAPCOM Major Business
7.8.3 CAPCOM Sports Video Gaming Product and Services
7.8.4 CAPCOM Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.8.5 CAPCOM Recent Developments/Updates
7.8.6 CAPCOM Competitive Strengths & Weaknesses
7.9 SQUARE ENIX
7.9.1 SQUARE ENIX Details
7.9.2 SQUARE ENIX Major Business
7.9.3 SQUARE ENIX Sports Video Gaming Product and Services
7.9.4 SQUARE ENIX Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.9.5 SQUARE ENIX Recent Developments/Updates
7.9.6 SQUARE ENIX Competitive Strengths & Weaknesses
7.10 SEGA
7.10.1 SEGA Details
7.10.2 SEGA Major Business
7.10.3 SEGA Sports Video Gaming Product and Services
7.10.4 SEGA Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.10.5 SEGA Recent Developments/Updates
7.10.6 SEGA Competitive Strengths & Weaknesses

8 Industry Chain Analysis
8.1 Sports Video Gaming Industry Chain
8.2 Sports Video Gaming Upstream Analysis
8.3 Sports Video Gaming Midstream Analysis
8.4 Sports Video Gaming Downstream Analysis

9 Research Findings and Conclusion

10 Appendix
10.1 Methodology
10.2 Research Process and Data Source
10.3 Disclaimer
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Table of Figures

List of Tables
Table 1. World Sports Video Gaming Revenue by Region (2019, 2023 and 2030) & (USD Million), (by Headquarter Location)
Table 2. World Sports Video Gaming Revenue by Region (2019-2024) & (USD Million), (by Headquarter Location)
Table 3. World Sports Video Gaming Revenue by Region (2025-2030) & (USD Million), (by Headquarter Location)
Table 4. World Sports Video Gaming Revenue Market Share by Region (2019-2024), (by Headquarter Location)
Table 5. World Sports Video Gaming Revenue Market Share by Region (2025-2030), (by Headquarter Location)
Table 6. Major Market Trends
Table 7. World Sports Video Gaming Consumption Value Growth Rate Forecast by Region (2019 & 2023 & 2030) & (USD Million)
Table 8. World Sports Video Gaming Consumption Value by Region (2019-2024) & (USD Million)
Table 9. World Sports Video Gaming Consumption Value Forecast by Region (2025-2030) & (USD Million)
Table 10. World Sports Video Gaming Revenue by Player (2019-2024) & (USD Million)
Table 11. Revenue Market Share of Key Sports Video Gaming Players in 2023
Table 12. World Sports Video Gaming Industry Rank of Major Player, Based on Revenue in 2023
Table 13. Global Sports Video Gaming Company Evaluation Quadrant
Table 14. Head Office of Key Sports Video Gaming Player
Table 15. Sports Video Gaming Market: Company Product Type Footprint
Table 16. Sports Video Gaming Market: Company Product Application Footprint
Table 17. Sports Video Gaming Mergers & Acquisitions Activity
Table 18. United States VS China Sports Video Gaming Market Size Comparison, (2019 & 2023 & 2030) & (USD Million)
Table 19. United States VS China Sports Video Gaming Consumption Value Comparison, (2019 & 2023 & 2030) & (USD Million)
Table 20. United States Based Sports Video Gaming Companies, Headquarters (States, Country)
Table 21. United States Based Companies Sports Video Gaming Revenue, (2019-2024) & (USD Million)
Table 22. United States Based Companies Sports Video Gaming Revenue Market Share (2019-2024)
Table 23. China Based Sports Video Gaming Companies, Headquarters (Province, Country)
Table 24. China Based Companies Sports Video Gaming Revenue, (2019-2024) & (USD Million)
Table 25. China Based Companies Sports Video Gaming Revenue Market Share (2019-2024)
Table 26. Rest of World Based Sports Video Gaming Companies, Headquarters (States, Country)
Table 27. Rest of World Based Companies Sports Video Gaming Revenue, (2019-2024) & (USD Million)
Table 28. Rest of World Based Companies Sports Video Gaming Revenue Market Share (2019-2024)
Table 29. World Sports Video Gaming Market Size by Type, (USD Million), 2019 & 2023 & 2030
Table 30. World Sports Video Gaming Market Size by Type (2019-2024) & (USD Million)
Table 31. World Sports Video Gaming Market Size by Type (2025-2030) & (USD Million)
Table 32. World Sports Video Gaming Market Size by Application, (USD Million), 2019 & 2023 & 2030
Table 33. World Sports Video Gaming Market Size by Application (2019-2024) & (USD Million)
Table 34. World Sports Video Gaming Market Size by Application (2025-2030) & (USD Million)
Table 35. ElectronicArts Basic Information, Area Served and Competitors
Table 36. ElectronicArts Major Business
Table 37. ElectronicArts Sports Video Gaming Product and Services
Table 38. ElectronicArts Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 39. ElectronicArts Recent Developments/Updates
Table 40. ElectronicArts Competitive Strengths & Weaknesses
Table 41. Activision Blizzard Basic Information, Area Served and Competitors
Table 42. Activision Blizzard Major Business
Table 43. Activision Blizzard Sports Video Gaming Product and Services
Table 44. Activision Blizzard Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 45. Activision Blizzard Recent Developments/Updates
Table 46. Activision Blizzard Competitive Strengths & Weaknesses
Table 47. 2K Games Basic Information, Area Served and Competitors
Table 48. 2K Games Major Business
Table 49. 2K Games Sports Video Gaming Product and Services
Table 50. 2K Games Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 51. 2K Games Recent Developments/Updates
Table 52. 2K Games Competitive Strengths & Weaknesses
Table 53. NINTENDO Basic Information, Area Served and Competitors
Table 54. NINTENDO Major Business
Table 55. NINTENDO Sports Video Gaming Product and Services
Table 56. NINTENDO Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 57. NINTENDO Recent Developments/Updates
Table 58. NINTENDO Competitive Strengths & Weaknesses
Table 59. SONY Basic Information, Area Served and Competitors
Table 60. SONY Major Business
Table 61. SONY Sports Video Gaming Product and Services
Table 62. SONY Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 63. SONY Recent Developments/Updates
Table 64. SONY Competitive Strengths & Weaknesses
Table 65. Ubisoft Basic Information, Area Served and Competitors
Table 66. Ubisoft Major Business
Table 67. Ubisoft Sports Video Gaming Product and Services
Table 68. Ubisoft Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 69. Ubisoft Recent Developments/Updates
Table 70. Ubisoft Competitive Strengths & Weaknesses
Table 71. KONAMI Basic Information, Area Served and Competitors
Table 72. KONAMI Major Business
Table 73. KONAMI Sports Video Gaming Product and Services
Table 74. KONAMI Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 75. KONAMI Recent Developments/Updates
Table 76. KONAMI Competitive Strengths & Weaknesses
Table 77. CAPCOM Basic Information, Area Served and Competitors
Table 78. CAPCOM Major Business
Table 79. CAPCOM Sports Video Gaming Product and Services
Table 80. CAPCOM Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 81. CAPCOM Recent Developments/Updates
Table 82. CAPCOM Competitive Strengths & Weaknesses
Table 83. SQUARE ENIX Basic Information, Area Served and Competitors
Table 84. SQUARE ENIX Major Business
Table 85. SQUARE ENIX Sports Video Gaming Product and Services
Table 86. SQUARE ENIX Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 87. SQUARE ENIX Recent Developments/Updates
Table 88. SEGA Basic Information, Area Served and Competitors
Table 89. SEGA Major Business
Table 90. SEGA Sports Video Gaming Product and Services
Table 91. SEGA Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 92. Global Key Players of Sports Video Gaming Upstream (Raw Materials)
Table 93. Sports Video Gaming Typical Customers
List of Figure
Figure 1. Sports Video Gaming Picture
Figure 2. World Sports Video Gaming Total Market Size: 2019 & 2023 & 2030, (USD Million)
Figure 3. World Sports Video Gaming Total Market Size (2019-2030) & (USD Million)
Figure 4. World Sports Video Gaming Revenue Market Share by Region (2019, 2023 and 2030) & (USD Million) , (by Headquarter Location)
Figure 5. World Sports Video Gaming Revenue Market Share by Region (2019-2030), (by Headquarter Location)
Figure 6. United States Based Company Sports Video Gaming Revenue (2019-2030) & (USD Million)
Figure 7. China Based Company Sports Video Gaming Revenue (2019-2030) & (USD Million)
Figure 8. Europe Based Company Sports Video Gaming Revenue (2019-2030) & (USD Million)
Figure 9. Japan Based Company Sports Video Gaming Revenue (2019-2030) & (USD Million)
Figure 10. South Korea Based Company Sports Video Gaming Revenue (2019-2030) & (USD Million)
Figure 11. ASEAN Based Company Sports Video Gaming Revenue (2019-2030) & (USD Million)
Figure 12. India Based Company Sports Video Gaming Revenue (2019-2030) & (USD Million)
Figure 13. Sports Video Gaming Market Drivers
Figure 14. Factors Affecting Demand
Figure 15. World Sports Video Gaming Consumption Value (2019-2030) & (USD Million)
Figure 16. World Sports Video Gaming Consumption Value Market Share by Region (2019-2030)
Figure 17. United States Sports Video Gaming Consumption Value (2019-2030) & (USD Million)
Figure 18. China Sports Video Gaming Consumption Value (2019-2030) & (USD Million)
Figure 19. Europe Sports Video Gaming Consumption Value (2019-2030) & (USD Million)
Figure 20. Japan Sports Video Gaming Consumption Value (2019-2030) & (USD Million)
Figure 21. South Korea Sports Video Gaming Consumption Value (2019-2030) & (USD Million)
Figure 22. ASEAN Sports Video Gaming Consumption Value (2019-2030) & (USD Million)
Figure 23. India Sports Video Gaming Consumption Value (2019-2030) & (USD Million)
Figure 24. Producer Shipments of Sports Video Gaming by Player Revenue ($MM) and Market Share (%): 2023
Figure 25. Global Four-firm Concentration Ratios (CR4) for Sports Video Gaming Markets in 2023
Figure 26. Global Four-firm Concentration Ratios (CR8) for Sports Video Gaming Markets in 2023
Figure 27. United States VS China: Sports Video Gaming Revenue Market Share Comparison (2019 & 2023 & 2030)
Figure 28. United States VS China: Sports Video Gaming Consumption Value Market Share Comparison (2019 & 2023 & 2030)
Figure 29. World Sports Video Gaming Market Size by Type, (USD Million), 2019 & 2023 & 2030
Figure 30. World Sports Video Gaming Market Size Market Share by Type in 2023
Figure 31. Racing Car
Figure 32. Fighting
Figure 33. Other
Figure 34. World Sports Video Gaming Market Size Market Share by Type (2019-2030)
Figure 35. World Sports Video Gaming Market Size by Application, (USD Million), 2019 & 2023 & 2030
Figure 36. World Sports Video Gaming Market Size Market Share by Application in 2023
Figure 37. Desktop
Figure 38. Notebook
Figure 39. Console
Figure 40. Others
Figure 41. Sports Video Gaming Industrial Chain
Figure 42. Methodology
Figure 43. Research Process and Data Source
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Research Methodology

Client Requirements

yuan2

Review and analyze client requirements

yuan2

Discussion of all the project requirements and queries

Flexibility Check

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Project Feasibility Analysis

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Finalizing tentative research programme

yuan2

Structuring project proposal with scope, timeline, and costs

Analyzing Market Dynamics

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Determination of key drivers, restraints, challenge, and opportunity

yuan2

Identifies market needs and trends

Market Size Estimation & Forecast

yuan2

Estimation of historical data based on secondary and primary data

yuan2

Anticipating market recast by assigning weightage to market forces (drivers, restraints, opportunities)

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Freezing historical and forecast market size estimations based on evolution, trends, outlook, and strategies

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Consideration of geography, region-specific product/service demand for region segments

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Consideration of product utilization rates, product demand outlook for segments by application or end-user.

tuBiao1

Data Source

yuan2

Secondary Source
Data collections from annual reports, presentations,associations, journals, analyst reports, paid database, press releases, blogs, newsletters,and GIR repositories.

yuan2

Primary Source
Research discussion with manufacturers, distributors, suppliers, end user, industry experts to verify insights.

Validation and
triangulation of
secondary and primary source.

yuan2

Collection of data

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Cumulating and collating the essential qualitative and quantitative data

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Generation of report in client requested format by research analysts

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Reviews by expert analysts

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Final quality check

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Clarifying queries

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Receiving feedback

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Ensuring satisfaction

  • yuan01
    liuCheng01

    01 Identification of data

    This step involves identification of several primary and secondary data research sources, including Global Info Research's internal data sources. The primary sources consist of in-depth discussions and interviews with policy makers, industry experts, and data evaluators, whereas secondary sources include a thorough study of market journals, press releases, annual reports, and government and non-government agencies websites.

  • yuan01
    liuCheng01

    02 Evaluation of Market Dynamic

    This phase includes a detailed evaluation of several factors that are likely to affect the market dynamics. It involves a comprehensive assessment of major market pain points, drivers, and trends. It also comprises a detailed study of research plans and methodology.

  • yuan01
    liuCheng01

    03 Collection of Data

    This process consists of gathering data, accessing proprietary databases, and reaching out to key industry participants that operate in the market across the value chain. It also involves studying several patterns in the historical data and comparing it with the current scenario.

  • yuan01
    liuCheng01

    04 Collaboration of Data

    This stage involves the validation of data and arrival at actual statistics, and evolution of the market over the years. It entails the study and analyzes various segments and verticals of the market. An impact analysis is also performed to observe which factors will affect the market in the next few years.

  • yuan01
    liuCheng01

    05 Verification and Analysis

    This is the final stage, which involves both quantity and quality checks. Although the process of data verification is an integral part of the research process, all data points and statistics and figures are re-checked to uphold their authenticity and validity.

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Companies Mentioned

ElectronicArts
Activision Blizzard
2K Games
NINTENDO
SONY
Ubisoft
KONAMI
CAPCOM
SQUARE ENIX
SEGA
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Global Sports Video Gaming Supply, Demand and Key Producers, 2024-2030

Global Sports Video Gaming Supply, Demand and Key Producers, 2024-2030

Page: 130

Published Date: 09 Feb 2024

Category: Service & Software

PDF Download

Get FREE Sample

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Description

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Description

The global Sports Video Gaming market size is expected to reach $ 2545.2 million by 2030, rising at a market growth of 5.6% CAGR during the forecast period (2024-2030).

A sports video game is a video game that simulates the practice of sports. Most sports have been recreated with video games.

This report studies the global Sports Video Gaming demand, key companies, and key regions.

This report is a detailed and comprehensive analysis of the world market for Sports Video Gaming, and provides market size (US$ million) and Year-over-Year (YoY) growth, considering 2023 as the base year. This report explores demand trends and competition, as well as details the characteristics of Sports Video Gaming that contribute to its increasing demand across many markets.

Highlights and key features of the study
Global Sports Video Gaming total market, 2019-2030, (USD Million)
Global Sports Video Gaming total market by region & country, CAGR, 2019-2030, (USD Million)
U.S. VS China: Sports Video Gaming total market, key domestic companies and share, (USD Million)
Global Sports Video Gaming revenue by player and market share 2019-2024, (USD Million)
Global Sports Video Gaming total market by Type, CAGR, 2019-2030, (USD Million)
Global Sports Video Gaming total market by Application, CAGR, 2019-2030, (USD Million).

This reports profiles major players in the global Sports Video Gaming market based on the following parameters – company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include ElectronicArts, Activision Blizzard, 2K Games, NINTENDO, SONY, Ubisoft, KONAMI, CAPCOM and SQUARE ENIX, etc.

This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.

Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the World Sports Video Gaming market.

Detailed Segmentation:
Each section contains quantitative market data including market by value (US$ Millions), by player, by regions, by Type, and by Application. Data is given for the years 2019-2030 by year with 2023 as the base year, 2024 as the estimate year, and 2025-2030 as the forecast year.

Global Sports Video Gaming Market, By Region:
United States
China
Europe
Japan
South Korea
ASEAN
India
Rest of World

Global Sports Video Gaming Market, Segmentation by Type
Racing Car
Fighting
Other

Global Sports Video Gaming Market, Segmentation by Application
Desktop
Notebook
Console
Others

Companies Profiled:
ElectronicArts
Activision Blizzard
2K Games
NINTENDO
SONY
Ubisoft
KONAMI
CAPCOM
SQUARE ENIX
SEGA

Key Questions Answered
1. How big is the global Sports Video Gaming market?
2. What is the demand of the global Sports Video Gaming market?
3. What is the year over year growth of the global Sports Video Gaming market?
4. What is the total value of the global Sports Video Gaming market?
5. Who are the major players in the global Sports Video Gaming market?
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Table of Contents

1 Supply Summary
1.1 Sports Video Gaming Introduction
1.2 World Sports Video Gaming Market Size & Forecast (2019 & 2023 & 2030)
1.3 World Sports Video Gaming Total Market by Region (by Headquarter Location)
1.3.1 World Sports Video Gaming Market Size by Region (2019-2030), (by Headquarter Location)
1.3.2 United States Sports Video Gaming Market Size (2019-2030)
1.3.3 China Sports Video Gaming Market Size (2019-2030)
1.3.4 Europe Sports Video Gaming Market Size (2019-2030)
1.3.5 Japan Sports Video Gaming Market Size (2019-2030)
1.3.6 South Korea Sports Video Gaming Market Size (2019-2030)
1.3.7 ASEAN Sports Video Gaming Market Size (2019-2030)
1.3.8 India Sports Video Gaming Market Size (2019-2030)
1.4 Market Drivers, Restraints and Trends
1.4.1 Sports Video Gaming Market Drivers
1.4.2 Factors Affecting Demand
1.4.3 Sports Video Gaming Major Market Trends

2 Demand Summary
2.1 World Sports Video Gaming Consumption Value (2019-2030)
2.2 World Sports Video Gaming Consumption Value by Region
2.2.1 World Sports Video Gaming Consumption Value by Region (2019-2024)
2.2.2 World Sports Video Gaming Consumption Value Forecast by Region (2025-2030)
2.3 United States Sports Video Gaming Consumption Value (2019-2030)
2.4 China Sports Video Gaming Consumption Value (2019-2030)
2.5 Europe Sports Video Gaming Consumption Value (2019-2030)
2.6 Japan Sports Video Gaming Consumption Value (2019-2030)
2.7 South Korea Sports Video Gaming Consumption Value (2019-2030)
2.8 ASEAN Sports Video Gaming Consumption Value (2019-2030)
2.9 India Sports Video Gaming Consumption Value (2019-2030)

3 World Sports Video Gaming Companies Competitive Analysis
3.1 World Sports Video Gaming Revenue by Player (2019-2024)
3.2 Industry Rank and Concentration Rate (CR)
3.2.1 Global Sports Video Gaming Industry Rank of Major Players
3.2.2 Global Concentration Ratios (CR4) for Sports Video Gaming in 2023
3.2.3 Global Concentration Ratios (CR8) for Sports Video Gaming in 2023
3.3 Sports Video Gaming Company Evaluation Quadrant
3.4 Sports Video Gaming Market: Overall Company Footprint Analysis
3.4.1 Sports Video Gaming Market: Region Footprint
3.4.2 Sports Video Gaming Market: Company Product Type Footprint
3.4.3 Sports Video Gaming Market: Company Product Application Footprint
3.5 Competitive Environment
3.5.1 Historical Structure of the Industry
3.5.2 Barriers of Market Entry
3.5.3 Factors of Competition
3.6 Mergers, Acquisitions Activity

4 United States VS China VS Rest of the World (by Headquarter Location)
4.1 United States VS China: Sports Video Gaming Revenue Comparison (by Headquarter Location)
4.1.1 United States VS China: Sports Video Gaming Market Size Comparison (2019 & 2023 & 2030) (by Headquarter Location)
4.1.2 United States VS China: Sports Video Gaming Revenue Market Share Comparison (2019 & 2023 & 2030)
4.2 United States Based Companies VS China Based Companies: Sports Video Gaming Consumption Value Comparison
4.2.1 United States VS China: Sports Video Gaming Consumption Value Comparison (2019 & 2023 & 2030)
4.2.2 United States VS China: Sports Video Gaming Consumption Value Market Share Comparison (2019 & 2023 & 2030)
4.3 United States Based Sports Video Gaming Companies and Market Share, 2019-2024
4.3.1 United States Based Sports Video Gaming Companies, Headquarters (States, Country)
4.3.2 United States Based Companies Sports Video Gaming Revenue, (2019-2024)
4.4 China Based Companies Sports Video Gaming Revenue and Market Share, 2019-2024
4.4.1 China Based Sports Video Gaming Companies, Company Headquarters (Province, Country)
4.4.2 China Based Companies Sports Video Gaming Revenue, (2019-2024)
4.5 Rest of World Based Sports Video Gaming Companies and Market Share, 2019-2024
4.5.1 Rest of World Based Sports Video Gaming Companies, Headquarters (States, Country)
4.5.2 Rest of World Based Companies Sports Video Gaming Revenue, (2019-2024)

5 Market Analysis by Type
5.1 World Sports Video Gaming Market Size Overview by Type: 2019 VS 2023 VS 2030
5.2 Segment Introduction by Type
5.2.1 Racing Car
5.2.2 Fighting
5.2.3 Other
5.3 Market Segment by Type
5.3.1 World Sports Video Gaming Market Size by Type (2019-2024)
5.3.2 World Sports Video Gaming Market Size by Type (2025-2030)
5.3.3 World Sports Video Gaming Market Size Market Share by Type (2019-2030)

6 Market Analysis by Application
6.1 World Sports Video Gaming Market Size Overview by Application: 2019 VS 2023 VS 2030
6.2 Segment Introduction by Application
6.2.1 Desktop
6.2.2 Notebook
6.2.3 Console
6.2.4 Others
6.2.5 Others
6.3 Market Segment by Application
6.3.1 World Sports Video Gaming Market Size by Application (2019-2024)
6.3.2 World Sports Video Gaming Market Size by Application (2025-2030)
6.3.3 World Sports Video Gaming Market Size by Application (2019-2030)

7 Company Profiles
7.1 ElectronicArts
7.1.1 ElectronicArts Details
7.1.2 ElectronicArts Major Business
7.1.3 ElectronicArts Sports Video Gaming Product and Services
7.1.4 ElectronicArts Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.1.5 ElectronicArts Recent Developments/Updates
7.1.6 ElectronicArts Competitive Strengths & Weaknesses
7.2 Activision Blizzard
7.2.1 Activision Blizzard Details
7.2.2 Activision Blizzard Major Business
7.2.3 Activision Blizzard Sports Video Gaming Product and Services
7.2.4 Activision Blizzard Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.2.5 Activision Blizzard Recent Developments/Updates
7.2.6 Activision Blizzard Competitive Strengths & Weaknesses
7.3 2K Games
7.3.1 2K Games Details
7.3.2 2K Games Major Business
7.3.3 2K Games Sports Video Gaming Product and Services
7.3.4 2K Games Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.3.5 2K Games Recent Developments/Updates
7.3.6 2K Games Competitive Strengths & Weaknesses
7.4 NINTENDO
7.4.1 NINTENDO Details
7.4.2 NINTENDO Major Business
7.4.3 NINTENDO Sports Video Gaming Product and Services
7.4.4 NINTENDO Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.4.5 NINTENDO Recent Developments/Updates
7.4.6 NINTENDO Competitive Strengths & Weaknesses
7.5 SONY
7.5.1 SONY Details
7.5.2 SONY Major Business
7.5.3 SONY Sports Video Gaming Product and Services
7.5.4 SONY Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.5.5 SONY Recent Developments/Updates
7.5.6 SONY Competitive Strengths & Weaknesses
7.6 Ubisoft
7.6.1 Ubisoft Details
7.6.2 Ubisoft Major Business
7.6.3 Ubisoft Sports Video Gaming Product and Services
7.6.4 Ubisoft Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.6.5 Ubisoft Recent Developments/Updates
7.6.6 Ubisoft Competitive Strengths & Weaknesses
7.7 KONAMI
7.7.1 KONAMI Details
7.7.2 KONAMI Major Business
7.7.3 KONAMI Sports Video Gaming Product and Services
7.7.4 KONAMI Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.7.5 KONAMI Recent Developments/Updates
7.7.6 KONAMI Competitive Strengths & Weaknesses
7.8 CAPCOM
7.8.1 CAPCOM Details
7.8.2 CAPCOM Major Business
7.8.3 CAPCOM Sports Video Gaming Product and Services
7.8.4 CAPCOM Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.8.5 CAPCOM Recent Developments/Updates
7.8.6 CAPCOM Competitive Strengths & Weaknesses
7.9 SQUARE ENIX
7.9.1 SQUARE ENIX Details
7.9.2 SQUARE ENIX Major Business
7.9.3 SQUARE ENIX Sports Video Gaming Product and Services
7.9.4 SQUARE ENIX Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.9.5 SQUARE ENIX Recent Developments/Updates
7.9.6 SQUARE ENIX Competitive Strengths & Weaknesses
7.10 SEGA
7.10.1 SEGA Details
7.10.2 SEGA Major Business
7.10.3 SEGA Sports Video Gaming Product and Services
7.10.4 SEGA Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024)
7.10.5 SEGA Recent Developments/Updates
7.10.6 SEGA Competitive Strengths & Weaknesses

8 Industry Chain Analysis
8.1 Sports Video Gaming Industry Chain
8.2 Sports Video Gaming Upstream Analysis
8.3 Sports Video Gaming Midstream Analysis
8.4 Sports Video Gaming Downstream Analysis

9 Research Findings and Conclusion

10 Appendix
10.1 Methodology
10.2 Research Process and Data Source
10.3 Disclaimer
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Table of Figures

List of Tables
Table 1. World Sports Video Gaming Revenue by Region (2019, 2023 and 2030) & (USD Million), (by Headquarter Location)
Table 2. World Sports Video Gaming Revenue by Region (2019-2024) & (USD Million), (by Headquarter Location)
Table 3. World Sports Video Gaming Revenue by Region (2025-2030) & (USD Million), (by Headquarter Location)
Table 4. World Sports Video Gaming Revenue Market Share by Region (2019-2024), (by Headquarter Location)
Table 5. World Sports Video Gaming Revenue Market Share by Region (2025-2030), (by Headquarter Location)
Table 6. Major Market Trends
Table 7. World Sports Video Gaming Consumption Value Growth Rate Forecast by Region (2019 & 2023 & 2030) & (USD Million)
Table 8. World Sports Video Gaming Consumption Value by Region (2019-2024) & (USD Million)
Table 9. World Sports Video Gaming Consumption Value Forecast by Region (2025-2030) & (USD Million)
Table 10. World Sports Video Gaming Revenue by Player (2019-2024) & (USD Million)
Table 11. Revenue Market Share of Key Sports Video Gaming Players in 2023
Table 12. World Sports Video Gaming Industry Rank of Major Player, Based on Revenue in 2023
Table 13. Global Sports Video Gaming Company Evaluation Quadrant
Table 14. Head Office of Key Sports Video Gaming Player
Table 15. Sports Video Gaming Market: Company Product Type Footprint
Table 16. Sports Video Gaming Market: Company Product Application Footprint
Table 17. Sports Video Gaming Mergers & Acquisitions Activity
Table 18. United States VS China Sports Video Gaming Market Size Comparison, (2019 & 2023 & 2030) & (USD Million)
Table 19. United States VS China Sports Video Gaming Consumption Value Comparison, (2019 & 2023 & 2030) & (USD Million)
Table 20. United States Based Sports Video Gaming Companies, Headquarters (States, Country)
Table 21. United States Based Companies Sports Video Gaming Revenue, (2019-2024) & (USD Million)
Table 22. United States Based Companies Sports Video Gaming Revenue Market Share (2019-2024)
Table 23. China Based Sports Video Gaming Companies, Headquarters (Province, Country)
Table 24. China Based Companies Sports Video Gaming Revenue, (2019-2024) & (USD Million)
Table 25. China Based Companies Sports Video Gaming Revenue Market Share (2019-2024)
Table 26. Rest of World Based Sports Video Gaming Companies, Headquarters (States, Country)
Table 27. Rest of World Based Companies Sports Video Gaming Revenue, (2019-2024) & (USD Million)
Table 28. Rest of World Based Companies Sports Video Gaming Revenue Market Share (2019-2024)
Table 29. World Sports Video Gaming Market Size by Type, (USD Million), 2019 & 2023 & 2030
Table 30. World Sports Video Gaming Market Size by Type (2019-2024) & (USD Million)
Table 31. World Sports Video Gaming Market Size by Type (2025-2030) & (USD Million)
Table 32. World Sports Video Gaming Market Size by Application, (USD Million), 2019 & 2023 & 2030
Table 33. World Sports Video Gaming Market Size by Application (2019-2024) & (USD Million)
Table 34. World Sports Video Gaming Market Size by Application (2025-2030) & (USD Million)
Table 35. ElectronicArts Basic Information, Area Served and Competitors
Table 36. ElectronicArts Major Business
Table 37. ElectronicArts Sports Video Gaming Product and Services
Table 38. ElectronicArts Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 39. ElectronicArts Recent Developments/Updates
Table 40. ElectronicArts Competitive Strengths & Weaknesses
Table 41. Activision Blizzard Basic Information, Area Served and Competitors
Table 42. Activision Blizzard Major Business
Table 43. Activision Blizzard Sports Video Gaming Product and Services
Table 44. Activision Blizzard Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 45. Activision Blizzard Recent Developments/Updates
Table 46. Activision Blizzard Competitive Strengths & Weaknesses
Table 47. 2K Games Basic Information, Area Served and Competitors
Table 48. 2K Games Major Business
Table 49. 2K Games Sports Video Gaming Product and Services
Table 50. 2K Games Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 51. 2K Games Recent Developments/Updates
Table 52. 2K Games Competitive Strengths & Weaknesses
Table 53. NINTENDO Basic Information, Area Served and Competitors
Table 54. NINTENDO Major Business
Table 55. NINTENDO Sports Video Gaming Product and Services
Table 56. NINTENDO Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 57. NINTENDO Recent Developments/Updates
Table 58. NINTENDO Competitive Strengths & Weaknesses
Table 59. SONY Basic Information, Area Served and Competitors
Table 60. SONY Major Business
Table 61. SONY Sports Video Gaming Product and Services
Table 62. SONY Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 63. SONY Recent Developments/Updates
Table 64. SONY Competitive Strengths & Weaknesses
Table 65. Ubisoft Basic Information, Area Served and Competitors
Table 66. Ubisoft Major Business
Table 67. Ubisoft Sports Video Gaming Product and Services
Table 68. Ubisoft Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 69. Ubisoft Recent Developments/Updates
Table 70. Ubisoft Competitive Strengths & Weaknesses
Table 71. KONAMI Basic Information, Area Served and Competitors
Table 72. KONAMI Major Business
Table 73. KONAMI Sports Video Gaming Product and Services
Table 74. KONAMI Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 75. KONAMI Recent Developments/Updates
Table 76. KONAMI Competitive Strengths & Weaknesses
Table 77. CAPCOM Basic Information, Area Served and Competitors
Table 78. CAPCOM Major Business
Table 79. CAPCOM Sports Video Gaming Product and Services
Table 80. CAPCOM Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 81. CAPCOM Recent Developments/Updates
Table 82. CAPCOM Competitive Strengths & Weaknesses
Table 83. SQUARE ENIX Basic Information, Area Served and Competitors
Table 84. SQUARE ENIX Major Business
Table 85. SQUARE ENIX Sports Video Gaming Product and Services
Table 86. SQUARE ENIX Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 87. SQUARE ENIX Recent Developments/Updates
Table 88. SEGA Basic Information, Area Served and Competitors
Table 89. SEGA Major Business
Table 90. SEGA Sports Video Gaming Product and Services
Table 91. SEGA Sports Video Gaming Revenue, Gross Margin and Market Share (2019-2024) & (USD Million)
Table 92. Global Key Players of Sports Video Gaming Upstream (Raw Materials)
Table 93. Sports Video Gaming Typical Customers
List of Figure
Figure 1. Sports Video Gaming Picture
Figure 2. World Sports Video Gaming Total Market Size: 2019 & 2023 & 2030, (USD Million)
Figure 3. World Sports Video Gaming Total Market Size (2019-2030) & (USD Million)
Figure 4. World Sports Video Gaming Revenue Market Share by Region (2019, 2023 and 2030) & (USD Million) , (by Headquarter Location)
Figure 5. World Sports Video Gaming Revenue Market Share by Region (2019-2030), (by Headquarter Location)
Figure 6. United States Based Company Sports Video Gaming Revenue (2019-2030) & (USD Million)
Figure 7. China Based Company Sports Video Gaming Revenue (2019-2030) & (USD Million)
Figure 8. Europe Based Company Sports Video Gaming Revenue (2019-2030) & (USD Million)
Figure 9. Japan Based Company Sports Video Gaming Revenue (2019-2030) & (USD Million)
Figure 10. South Korea Based Company Sports Video Gaming Revenue (2019-2030) & (USD Million)
Figure 11. ASEAN Based Company Sports Video Gaming Revenue (2019-2030) & (USD Million)
Figure 12. India Based Company Sports Video Gaming Revenue (2019-2030) & (USD Million)
Figure 13. Sports Video Gaming Market Drivers
Figure 14. Factors Affecting Demand
Figure 15. World Sports Video Gaming Consumption Value (2019-2030) & (USD Million)
Figure 16. World Sports Video Gaming Consumption Value Market Share by Region (2019-2030)
Figure 17. United States Sports Video Gaming Consumption Value (2019-2030) & (USD Million)
Figure 18. China Sports Video Gaming Consumption Value (2019-2030) & (USD Million)
Figure 19. Europe Sports Video Gaming Consumption Value (2019-2030) & (USD Million)
Figure 20. Japan Sports Video Gaming Consumption Value (2019-2030) & (USD Million)
Figure 21. South Korea Sports Video Gaming Consumption Value (2019-2030) & (USD Million)
Figure 22. ASEAN Sports Video Gaming Consumption Value (2019-2030) & (USD Million)
Figure 23. India Sports Video Gaming Consumption Value (2019-2030) & (USD Million)
Figure 24. Producer Shipments of Sports Video Gaming by Player Revenue ($MM) and Market Share (%): 2023
Figure 25. Global Four-firm Concentration Ratios (CR4) for Sports Video Gaming Markets in 2023
Figure 26. Global Four-firm Concentration Ratios (CR8) for Sports Video Gaming Markets in 2023
Figure 27. United States VS China: Sports Video Gaming Revenue Market Share Comparison (2019 & 2023 & 2030)
Figure 28. United States VS China: Sports Video Gaming Consumption Value Market Share Comparison (2019 & 2023 & 2030)
Figure 29. World Sports Video Gaming Market Size by Type, (USD Million), 2019 & 2023 & 2030
Figure 30. World Sports Video Gaming Market Size Market Share by Type in 2023
Figure 31. Racing Car
Figure 32. Fighting
Figure 33. Other
Figure 34. World Sports Video Gaming Market Size Market Share by Type (2019-2030)
Figure 35. World Sports Video Gaming Market Size by Application, (USD Million), 2019 & 2023 & 2030
Figure 36. World Sports Video Gaming Market Size Market Share by Application in 2023
Figure 37. Desktop
Figure 38. Notebook
Figure 39. Console
Figure 40. Others
Figure 41. Sports Video Gaming Industrial Chain
Figure 42. Methodology
Figure 43. Research Process and Data Source
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Research Methodology

Client Requirements

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Review and analyze client requirements

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Discussion of all the project requirements and queries

Flexibility Check

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Project Feasibility Analysis

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Finalizing tentative research programme

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Structuring project proposal with scope, timeline, and costs

Analyzing Market Dynamics

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Determination of key drivers, restraints, challenge, and opportunity

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Identifies market needs and trends

Market Size Estimation & Forecast

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Estimation of historical data based on secondary and primary data

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Anticipating market recast by assigning weightage to market forces (drivers, restraints, opportunities)

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Freezing historical and forecast market size estimations based on evolution, trends, outlook, and strategies

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Consideration of geography, region-specific product/service demand for region segments

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Consideration of product utilization rates, product demand outlook for segments by application or end-user.

tuBiao1

Data Source

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Secondary Source
Data collections from annual reports, presentations,associations, journals, analyst reports, paid database, press releases, blogs, newsletters,and GIR repositories.

yuan2

Discussion of all the project requirements and queries

Validation and triangulation of secondary and primary source.

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Collection of data

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Cumulating and collating the essential qualitative and quantitative data

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Generation of report in client requested format by research analysts

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Reviews by expert analysts

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Final quality check

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Clarifying queries

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Receiving feedback

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Ensuring satisfaction

  • yuan01
    liuCheng01

    01 Identification of data

    This step involves identification of several primary and secondary data research sources, including Global Info Research's internal data sources. The primary sources consist of in-depth discussions and interviews with policy makers, industry experts, and data evaluators, whereas secondary sources include a thorough study of market journals, press releases, annual reports, and government and non-government agencies websites.

  • yuan01
    liuCheng01

    02 Evaluation of Market Dynamic

    This phase includes a detailed evaluation of several factors that are likely to affect the market dynamics. It involves a comprehensive assessment of major market pain points, drivers, and trends. It also comprises a detailed study of research plans and methodology.

  • yuan01
    liuCheng01

    03 Collection of Data

    This process consists of gathering data, accessing proprietary databases, and reaching out to key industry participants that operate in the market across the value chain. It also involves studying several patterns in the historical data and comparing it with the current scenario.

  • yuan01
    liuCheng01

    04 Collaboration of Data

    This stage involves the validation of data and arrival at actual statistics, and evolution of the market over the years. It entails the study and analyzes various segments and verticals of the market. An impact analysis is also performed to observe which factors will affect the market in the next few years.

  • yuan01
    liuCheng01

    05 Verification and Analysis

    This is the final stage, which involves both quantity and quality checks. Although the process of data verification is an integral part of the research process, all data points and statistics and figures are re-checked to uphold their authenticity and validity.

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Companies Mentioned

ElectronicArts
Activision Blizzard
2K Games
NINTENDO
SONY
Ubisoft
KONAMI
CAPCOM
SQUARE ENIX
SEGA
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