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Virtual Reality (VR) Sports Games - Global Market Share and Ranking, Overall Sales and Demand Forecast 2024-2030
Published Date: November 2024
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Report Code: QYRE-Auto-33H5610
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Global Virtual Reality VR Sports Games Market Size Status and Forecast 2021 2027
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Virtual Reality (VR) Sports Games - Global Market Share and Ranking, Overall Sales and Demand Forecast 2024-2030

Code: QYRE-Auto-33H5610
Report
November 2024
Pages:84
QYResearch
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DESCRIPTION
TABLE OF CONTENT
TABLES & FIGURES

Virtual Reality (VR) Sports Games - Market Size

The global market for Virtual Reality (VR) Sports Games was estimated to be worth US$ 113.4 million in 2023 and is forecast to a readjusted size of US$ 314.1 million by 2030 with a CAGR of 15.3% during the forecast period 2024-2030

Virtual Reality (VR) Sports Games - Market

Virtual Reality (VR) Sports Games - Market

The VR game is the term used to describe a new generation of computer games with virtual reality (VR) technology that gives players a truly immersive, first-person perspective of game action. VR fitness games are transforming the entire fitness industry by encouraging previously sedentary gamers to get moving and play in ways that absolutely boost their health and fitness.
Global key players of VR fitness game include Meta Platforms (Meta Oculu), FitXR, Resolution Games, Survios, etc. Global top five manufacturers hold a share over 73%. In terms of product, music rhythm game is the largest segment, with a share over 41%. And in terms of application, the largest application is multiplayer fitness , with a share over 51%.

Report Scope

This report aims to provide a comprehensive presentation of the global market for Virtual Reality (VR) Sports Games, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of Virtual Reality (VR) Sports Games by region & country, by Type, and by Application.
The Virtual Reality (VR) Sports Games market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. With both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Virtual Reality (VR) Sports Games.
Market Segmentation

Scope of Virtual Reality (VR) Sports Games - Market Report

Report Metric Details
Report Name Virtual Reality (VR) Sports Games - Market
Forecasted market size in 2030 US$ 314.1 million
CAGR 15.3%
Forecasted years 2024 - 2030
Segment by Type:
  • Individual Virtual Reality Games
  • Multi-player Online Virtual Reality Games
Segment by Application
  • Smartphones
  • Computer
  • Console
By Region
  • North America (United States, Canada)
  • Europe (Germany, France, UK, Italy, Russia) Rest of Europe
  • Nordic Countries
  • Asia-Pacific (China, Japan, South Korea)
  • Southeast Asia (India, Australia)
  • Rest of Asia
  • Latin America (Mexico, Brazil)
  • Rest of Latin America
  • Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of MEA)
By Company SIE Japan Studio, Beat Games, Neat Corporation, Impulse Gear, Zoink, Valve, Schell Games, Owlchemy Labs, Steel Crate Games
Forecast units USD million in value
Report coverage Revenue and volume forecast, company share, competitive landscape, growth factors and trends

Chapter Outline

  • Chapter 1: Introduces the report scope of the report, global total market size. This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
  • Chapter 2: Detailed analysis of Virtual Reality (VR) Sports Games manufacturers competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
  • Chapter 3: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
  • Chapter 4: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
  • Chapter 5: Revenue of Virtual Reality (VR) Sports Games in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
  • Chapter 6: Revenue of Virtual Reality (VR) Sports Games in country level. It provides sigmate data by Type, and by Application for each country/region.
  • Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
  • Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
  • Chapter 9: Conclusion.

FAQ for this report

What is the Virtual Reality (VR) Sports Games - Market size in 2030?

Ans: The Virtual Reality (VR) Sports Games - Market size in 2030 will be US$ 314.1 million.

What is the market share of major companies in Virtual Reality (VR) Sports Games - Market?

Ans: Global top five manufacturers hold a share over 73%.

Who are the main players in the Virtual Reality (VR) Sports Games - Market report?

Ans: The main players in the Virtual Reality (VR) Sports Games - Market are SIE Japan Studio, Beat Games, Neat Corporation, Impulse Gear, Zoink, Valve, Schell Games, Owlchemy Labs, Steel Crate Games

What are the Application segmentation covered in the Virtual Reality (VR) Sports Games - Market report?

Ans: The Applications covered in the Virtual Reality (VR) Sports Games - Market report are Smartphones, Computer, Console

What are the Type segmentation covered in the Virtual Reality (VR) Sports Games - Market report?

Ans: The Types covered in the Virtual Reality (VR) Sports Games - Market report are Individual Virtual Reality Games, Multi-player Online Virtual Reality Games

1 Market Overview
1.1 Virtual Reality (VR) Sports Games Product Introduction
1.2 Global Virtual Reality (VR) Sports Games Market Size Forecast
1.3 Virtual Reality (VR) Sports Games Market Trends & Drivers
1.3.1 Virtual Reality (VR) Sports Games Industry Trends
1.3.2 Virtual Reality (VR) Sports Games Market Drivers & Opportunity
1.3.3 Virtual Reality (VR) Sports Games Market Challenges
1.3.4 Virtual Reality (VR) Sports Games Market Restraints
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Competitive Analysis by Company
2.1 Global Virtual Reality (VR) Sports Games Players Revenue Ranking (2023)
2.2 Global Virtual Reality (VR) Sports Games Revenue by Company (2019-2024)
2.3 Key Companies Virtual Reality (VR) Sports Games Manufacturing Base Distribution and Headquarters
2.4 Key Companies Virtual Reality (VR) Sports Games Product Offered
2.5 Key Companies Time to Begin Mass Production of Virtual Reality (VR) Sports Games
2.6 Virtual Reality (VR) Sports Games Market Competitive Analysis
2.6.1 Virtual Reality (VR) Sports Games Market Concentration Rate (2019-2024)
2.6.2 Global 5 and 10 Largest Companies by Virtual Reality (VR) Sports Games Revenue in 2023
2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Virtual Reality (VR) Sports Games as of 2023)
2.7 Mergers & Acquisitions, Expansion
3 Segmentation by Type
3.1 Introduction by Type
3.1.1 Individual Virtual Reality Games
3.1.2 Multi-player Online Virtual Reality Games
3.2 Global Virtual Reality (VR) Sports Games Sales Value by Type
3.2.1 Global Virtual Reality (VR) Sports Games Sales Value by Type (2019 VS 2023 VS 2030)
3.2.2 Global Virtual Reality (VR) Sports Games Sales Value, by Type (2019-2030)
3.2.3 Global Virtual Reality (VR) Sports Games Sales Value, by Type (%) (2019-2030)
4 Segmentation by Application
4.1 Introduction by Application
4.1.1 Smartphones
4.1.2 Computer
4.1.3 Console
4.2 Global Virtual Reality (VR) Sports Games Sales Value by Application
4.2.1 Global Virtual Reality (VR) Sports Games Sales Value by Application (2019 VS 2023 VS 2030)
4.2.2 Global Virtual Reality (VR) Sports Games Sales Value, by Application (2019-2030)
4.2.3 Global Virtual Reality (VR) Sports Games Sales Value, by Application (%) (2019-2030)
5 Segmentation by Region
5.1 Global Virtual Reality (VR) Sports Games Sales Value by Region
5.1.1 Global Virtual Reality (VR) Sports Games Sales Value by Region: 2019 VS 2023 VS 2030
5.1.2 Global Virtual Reality (VR) Sports Games Sales Value by Region (2019-2024)
5.1.3 Global Virtual Reality (VR) Sports Games Sales Value by Region (2025-2030)
5.1.4 Global Virtual Reality (VR) Sports Games Sales Value by Region (%), (2019-2030)
5.2 North America
5.2.1 North America Virtual Reality (VR) Sports Games Sales Value, 2019-2030
5.2.2 North America Virtual Reality (VR) Sports Games Sales Value by Country (%), 2023 VS 2030
5.3 Europe
5.3.1 Europe Virtual Reality (VR) Sports Games Sales Value, 2019-2030
5.3.2 Europe Virtual Reality (VR) Sports Games Sales Value by Country (%), 2023 VS 2030
5.4 Asia Pacific
5.4.1 Asia Pacific Virtual Reality (VR) Sports Games Sales Value, 2019-2030
5.4.2 Asia Pacific Virtual Reality (VR) Sports Games Sales Value by Country (%), 2023 VS 2030
5.5 South America
5.5.1 South America Virtual Reality (VR) Sports Games Sales Value, 2019-2030
5.5.2 South America Virtual Reality (VR) Sports Games Sales Value by Country (%), 2023 VS 2030
5.6 Middle East & Africa
5.6.1 Middle East & Africa Virtual Reality (VR) Sports Games Sales Value, 2019-2030
5.6.2 Middle East & Africa Virtual Reality (VR) Sports Games Sales Value by Country (%), 2023 VS 2030
6 Segmentation by Key Countries/Regions
6.1 Key Countries/Regions Virtual Reality (VR) Sports Games Sales Value Growth Trends, 2019 VS 2023 VS 2030
6.2 Key Countries/Regions Virtual Reality (VR) Sports Games Sales Value
6.3 United States
6.3.1 United States Virtual Reality (VR) Sports Games Sales Value, 2019-2030
6.3.2 United States Virtual Reality (VR) Sports Games Sales Value by Type (%), 2023 VS 2030
6.3.3 United States Virtual Reality (VR) Sports Games Sales Value by Application, 2023 VS 2030
6.4 Europe
6.4.1 Europe Virtual Reality (VR) Sports Games Sales Value, 2019-2030
6.4.2 Europe Virtual Reality (VR) Sports Games Sales Value by Type (%), 2023 VS 2030
6.4.3 Europe Virtual Reality (VR) Sports Games Sales Value by Application, 2023 VS 2030
6.5 China
6.5.1 China Virtual Reality (VR) Sports Games Sales Value, 2019-2030
6.5.2 China Virtual Reality (VR) Sports Games Sales Value by Type (%), 2023 VS 2030
6.5.3 China Virtual Reality (VR) Sports Games Sales Value by Application, 2023 VS 2030
6.6 Japan
6.6.1 Japan Virtual Reality (VR) Sports Games Sales Value, 2019-2030
6.6.2 Japan Virtual Reality (VR) Sports Games Sales Value by Type (%), 2023 VS 2030
6.6.3 Japan Virtual Reality (VR) Sports Games Sales Value by Application, 2023 VS 2030
6.7 South Korea
6.7.1 South Korea Virtual Reality (VR) Sports Games Sales Value, 2019-2030
6.7.2 South Korea Virtual Reality (VR) Sports Games Sales Value by Type (%), 2023 VS 2030
6.7.3 South Korea Virtual Reality (VR) Sports Games Sales Value by Application, 2023 VS 2030
6.8 Southeast Asia
6.8.1 Southeast Asia Virtual Reality (VR) Sports Games Sales Value, 2019-2030
6.8.2 Southeast Asia Virtual Reality (VR) Sports Games Sales Value by Type (%), 2023 VS 2030
6.8.3 Southeast Asia Virtual Reality (VR) Sports Games Sales Value by Application, 2023 VS 2030
6.9 India
6.9.1 India Virtual Reality (VR) Sports Games Sales Value, 2019-2030
6.9.2 India Virtual Reality (VR) Sports Games Sales Value by Type (%), 2023 VS 2030
6.9.3 India Virtual Reality (VR) Sports Games Sales Value by Application, 2023 VS 2030
7 Company Profiles
7.1 SIE Japan Studio
7.1.1 SIE Japan Studio Profile
7.1.2 SIE Japan Studio Main Business
7.1.3 SIE Japan Studio Virtual Reality (VR) Sports Games Products, Services and Solutions
7.1.4 SIE Japan Studio Virtual Reality (VR) Sports Games Revenue (US$ Million) & (2019-2024)
7.1.5 SIE Japan Studio Recent Developments
7.2 Beat Games
7.2.1 Beat Games Profile
7.2.2 Beat Games Main Business
7.2.3 Beat Games Virtual Reality (VR) Sports Games Products, Services and Solutions
7.2.4 Beat Games Virtual Reality (VR) Sports Games Revenue (US$ Million) & (2019-2024)
7.2.5 Beat Games Recent Developments
7.3 Neat Corporation
7.3.1 Neat Corporation Profile
7.3.2 Neat Corporation Main Business
7.3.3 Neat Corporation Virtual Reality (VR) Sports Games Products, Services and Solutions
7.3.4 Neat Corporation Virtual Reality (VR) Sports Games Revenue (US$ Million) & (2019-2024)
7.3.5 Impulse Gear Recent Developments
7.4 Impulse Gear
7.4.1 Impulse Gear Profile
7.4.2 Impulse Gear Main Business
7.4.3 Impulse Gear Virtual Reality (VR) Sports Games Products, Services and Solutions
7.4.4 Impulse Gear Virtual Reality (VR) Sports Games Revenue (US$ Million) & (2019-2024)
7.4.5 Impulse Gear Recent Developments
7.5 Zoink
7.5.1 Zoink Profile
7.5.2 Zoink Main Business
7.5.3 Zoink Virtual Reality (VR) Sports Games Products, Services and Solutions
7.5.4 Zoink Virtual Reality (VR) Sports Games Revenue (US$ Million) & (2019-2024)
7.5.5 Zoink Recent Developments
7.6 Valve
7.6.1 Valve Profile
7.6.2 Valve Main Business
7.6.3 Valve Virtual Reality (VR) Sports Games Products, Services and Solutions
7.6.4 Valve Virtual Reality (VR) Sports Games Revenue (US$ Million) & (2019-2024)
7.6.5 Valve Recent Developments
7.7 Schell Games
7.7.1 Schell Games Profile
7.7.2 Schell Games Main Business
7.7.3 Schell Games Virtual Reality (VR) Sports Games Products, Services and Solutions
7.7.4 Schell Games Virtual Reality (VR) Sports Games Revenue (US$ Million) & (2019-2024)
7.7.5 Schell Games Recent Developments
7.8 Owlchemy Labs
7.8.1 Owlchemy Labs Profile
7.8.2 Owlchemy Labs Main Business
7.8.3 Owlchemy Labs Virtual Reality (VR) Sports Games Products, Services and Solutions
7.8.4 Owlchemy Labs Virtual Reality (VR) Sports Games Revenue (US$ Million) & (2019-2024)
7.8.5 Owlchemy Labs Recent Developments
7.9 Steel Crate Games
7.9.1 Steel Crate Games Profile
7.9.2 Steel Crate Games Main Business
7.9.3 Steel Crate Games Virtual Reality (VR) Sports Games Products, Services and Solutions
7.9.4 Steel Crate Games Virtual Reality (VR) Sports Games Revenue (US$ Million) & (2019-2024)
7.9.5 Steel Crate Games Recent Developments
8 Industry Chain Analysis
8.1 Virtual Reality (VR) Sports Games Industrial Chain
8.2 Virtual Reality (VR) Sports Games Upstream Analysis
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.2.3 Manufacturing Cost Structure
8.3 Midstream Analysis
8.4 Downstream Analysis (Customers Analysis)
8.5 Sales Model and Sales Channels
8.5.1 Virtual Reality (VR) Sports Games Sales Model
8.5.2 Sales Channel
8.5.3 Virtual Reality (VR) Sports Games Distributors
9 Research Findings and Conclusion
10 Appendix
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.2 Data Source
10.2 Author Details
10.3 Disclaimer
List of Tables
    Table 1. Virtual Reality (VR) Sports Games Market Trends
    Table 2. Virtual Reality (VR) Sports Games Market Drivers & Opportunity
    Table 3. Virtual Reality (VR) Sports Games Market Challenges
    Table 4. Virtual Reality (VR) Sports Games Market Restraints
    Table 5. Global Virtual Reality (VR) Sports Games Revenue by Company (2019-2024) & (US$ Million)
    Table 6. Global Virtual Reality (VR) Sports Games Revenue Market Share by Company (2019-2024)
    Table 7. Key Companies Virtual Reality (VR) Sports Games Manufacturing Base Distribution and Headquarters
    Table 8. Key Companies Virtual Reality (VR) Sports Games Product Type
    Table 9. Key Companies Time to Begin Mass Production of Virtual Reality (VR) Sports Games
    Table 10. Global Virtual Reality (VR) Sports Games Companies Market Concentration Ratio (CR5 and HHI)
    Table 11. Global Top Companies Market Share by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Virtual Reality (VR) Sports Games as of 2023)
    Table 12. Mergers & Acquisitions, Expansion Plans
    Table 13. Global Virtual Reality (VR) Sports Games Sales Value by Type: 2019 VS 2023 VS 2030 (US$ Million)
    Table 14. Global Virtual Reality (VR) Sports Games Sales Value by Type (2019-2024) & (US$ Million)
    Table 15. Global Virtual Reality (VR) Sports Games Sales Value by Type (2025-2030) & (US$ Million)
    Table 16. Global Virtual Reality (VR) Sports Games Sales Market Share in Value by Type (2019-2024) & (%)
    Table 17. Global Virtual Reality (VR) Sports Games Sales Market Share in Value by Type (2025-2030) & (%)
    Table 18. Global Virtual Reality (VR) Sports Games Sales Value by Application: 2019 VS 2023 VS 2030 (US$ Million)
    Table 19. Global Virtual Reality (VR) Sports Games Sales Value by Application (2019-2024) & (US$ Million)
    Table 20. Global Virtual Reality (VR) Sports Games Sales Value by Application (2025-2030) & (US$ Million)
    Table 21. Global Virtual Reality (VR) Sports Games Sales Market Share in Value by Application (2019-2024) & (%)
    Table 22. Global Virtual Reality (VR) Sports Games Sales Market Share in Value by Application (2025-2030) & (%)
    Table 23. Global Virtual Reality (VR) Sports Games Sales Value by Region: 2019 VS 2023 VS 2030 (US$ Million)
    Table 24. Global Virtual Reality (VR) Sports Games Sales Value by Region (2019-2024) & (US$ Million)
    Table 25. Global Virtual Reality (VR) Sports Games Sales Value by Region (2025-2030) & (US$ Million)
    Table 26. Global Virtual Reality (VR) Sports Games Sales Value by Region (2019-2024) & (%)
    Table 27. Global Virtual Reality (VR) Sports Games Sales Value by Region (2025-2030) & (%)
    Table 28. Key Countries/Regions Virtual Reality (VR) Sports Games Sales Value Growth Trends, (US$ Million): 2019 VS 2023 VS 2030
    Table 29. Key Countries/Regions Virtual Reality (VR) Sports Games Sales Value, (2019-2024) & (US$ Million)
    Table 30. Key Countries/Regions Virtual Reality (VR) Sports Games Sales Value, (2025-2030) & (US$ Million)
    Table 31. SIE Japan Studio Basic Information List
    Table 32. SIE Japan Studio Description and Business Overview
    Table 33. SIE Japan Studio Virtual Reality (VR) Sports Games Products, Services and Solutions
    Table 34. Revenue (US$ Million) in Virtual Reality (VR) Sports Games Business of SIE Japan Studio (2019-2024)
    Table 35. SIE Japan Studio Recent Developments
    Table 36. Beat Games Basic Information List
    Table 37. Beat Games Description and Business Overview
    Table 38. Beat Games Virtual Reality (VR) Sports Games Products, Services and Solutions
    Table 39. Revenue (US$ Million) in Virtual Reality (VR) Sports Games Business of Beat Games (2019-2024)
    Table 40. Beat Games Recent Developments
    Table 41. Neat Corporation Basic Information List
    Table 42. Neat Corporation Description and Business Overview
    Table 43. Neat Corporation Virtual Reality (VR) Sports Games Products, Services and Solutions
    Table 44. Revenue (US$ Million) in Virtual Reality (VR) Sports Games Business of Neat Corporation (2019-2024)
    Table 45. Neat Corporation Recent Developments
    Table 46. Impulse Gear Basic Information List
    Table 47. Impulse Gear Description and Business Overview
    Table 48. Impulse Gear Virtual Reality (VR) Sports Games Products, Services and Solutions
    Table 49. Revenue (US$ Million) in Virtual Reality (VR) Sports Games Business of Impulse Gear (2019-2024)
    Table 50. Impulse Gear Recent Developments
    Table 51. Zoink Basic Information List
    Table 52. Zoink Description and Business Overview
    Table 53. Zoink Virtual Reality (VR) Sports Games Products, Services and Solutions
    Table 54. Revenue (US$ Million) in Virtual Reality (VR) Sports Games Business of Zoink (2019-2024)
    Table 55. Zoink Recent Developments
    Table 56. Valve Basic Information List
    Table 57. Valve Description and Business Overview
    Table 58. Valve Virtual Reality (VR) Sports Games Products, Services and Solutions
    Table 59. Revenue (US$ Million) in Virtual Reality (VR) Sports Games Business of Valve (2019-2024)
    Table 60. Valve Recent Developments
    Table 61. Schell Games Basic Information List
    Table 62. Schell Games Description and Business Overview
    Table 63. Schell Games Virtual Reality (VR) Sports Games Products, Services and Solutions
    Table 64. Revenue (US$ Million) in Virtual Reality (VR) Sports Games Business of Schell Games (2019-2024)
    Table 65. Schell Games Recent Developments
    Table 66. Owlchemy Labs Basic Information List
    Table 67. Owlchemy Labs Description and Business Overview
    Table 68. Owlchemy Labs Virtual Reality (VR) Sports Games Products, Services and Solutions
    Table 69. Revenue (US$ Million) in Virtual Reality (VR) Sports Games Business of Owlchemy Labs (2019-2024)
    Table 70. Owlchemy Labs Recent Developments
    Table 71. Steel Crate Games Basic Information List
    Table 72. Steel Crate Games Description and Business Overview
    Table 73. Steel Crate Games Virtual Reality (VR) Sports Games Products, Services and Solutions
    Table 74. Revenue (US$ Million) in Virtual Reality (VR) Sports Games Business of Steel Crate Games (2019-2024)
    Table 75. Steel Crate Games Recent Developments
    Table 76. Key Raw Materials Lists
    Table 77. Raw Materials Key Suppliers Lists
    Table 78. Virtual Reality (VR) Sports Games Downstream Customers
    Table 79. Virtual Reality (VR) Sports Games Distributors List
    Table 80. Research Programs/Design for This Report
    Table 81. Key Data Information from Secondary Sources
    Table 82. Key Data Information from Primary Sources
    Table 83. Business Unit and Senior & Team Lead Analysts
List of Figures
    Figure 1. Virtual Reality (VR) Sports Games Product Picture
    Figure 2. Global Virtual Reality (VR) Sports Games Sales Value, 2019 VS 2023 VS 2030 (US$ Million)
    Figure 3. Global Virtual Reality (VR) Sports Games Sales Value (2019-2030) & (US$ Million)
    Figure 4. Virtual Reality (VR) Sports Games Report Years Considered
    Figure 5. Global Virtual Reality (VR) Sports Games Players Revenue Ranking (2023) & (US$ Million)
    Figure 6. The 5 and 10 Largest Manufacturers in the World: Market Share by Virtual Reality (VR) Sports Games Revenue in 2023
    Figure 7. Virtual Reality (VR) Sports Games Market Share by Company Type (Tier 1, Tier 2, and Tier 3): 2019 VS 2023
    Figure 8. Individual Virtual Reality Games Picture
    Figure 9. Multi-player Online Virtual Reality Games Picture
    Figure 10. Global Virtual Reality (VR) Sports Games Sales Value by Type (2019 VS 2023 VS 2030) & (US$ Million)
    Figure 11. Global Virtual Reality (VR) Sports Games Sales Value Market Share by Type, 2023 & 2030
    Figure 12. Product Picture of Smartphones
    Figure 13. Product Picture of Computer
    Figure 14. Product Picture of Console
    Figure 15. Global Virtual Reality (VR) Sports Games Sales Value by Application (2019 VS 2023 VS 2030) & (US$ Million)
    Figure 16. Global Virtual Reality (VR) Sports Games Sales Value Market Share by Application, 2023 & 2030
    Figure 17. North America Virtual Reality (VR) Sports Games Sales Value (2019-2030) & (US$ Million)
    Figure 18. North America Virtual Reality (VR) Sports Games Sales Value by Country (%), 2023 VS 2030
    Figure 19. Europe Virtual Reality (VR) Sports Games Sales Value (2019-2030) & (US$ Million)
    Figure 20. Europe Virtual Reality (VR) Sports Games Sales Value by Country (%), 2023 VS 2030
    Figure 21. Asia Pacific Virtual Reality (VR) Sports Games Sales Value (2019-2030) & (US$ Million)
    Figure 22. Asia Pacific Virtual Reality (VR) Sports Games Sales Value by Country (%), 2023 VS 2030
    Figure 23. South America Virtual Reality (VR) Sports Games Sales Value (2019-2030) & (US$ Million)
    Figure 24. South America Virtual Reality (VR) Sports Games Sales Value by Country (%), 2023 VS 2030
    Figure 25. Middle East & Africa Virtual Reality (VR) Sports Games Sales Value (2019-2030) & (US$ Million)
    Figure 26. Middle East & Africa Virtual Reality (VR) Sports Games Sales Value by Country (%), 2023 VS 2030
    Figure 27. Key Countries/Regions Virtual Reality (VR) Sports Games Sales Value (%), (2019-2030)
    Figure 28. United States Virtual Reality (VR) Sports Games Sales Value, (2019-2030) & (US$ Million)
    Figure 29. United States Virtual Reality (VR) Sports Games Sales Value by Type (%), 2023 VS 2030
    Figure 30. United States Virtual Reality (VR) Sports Games Sales Value by Application (%), 2023 VS 2030
    Figure 31. Europe Virtual Reality (VR) Sports Games Sales Value, (2019-2030) & (US$ Million)
    Figure 32. Europe Virtual Reality (VR) Sports Games Sales Value by Type (%), 2023 VS 2030
    Figure 33. Europe Virtual Reality (VR) Sports Games Sales Value by Application (%), 2023 VS 2030
    Figure 34. China Virtual Reality (VR) Sports Games Sales Value, (2019-2030) & (US$ Million)
    Figure 35. China Virtual Reality (VR) Sports Games Sales Value by Type (%), 2023 VS 2030
    Figure 36. China Virtual Reality (VR) Sports Games Sales Value by Application (%), 2023 VS 2030
    Figure 37. Japan Virtual Reality (VR) Sports Games Sales Value, (2019-2030) & (US$ Million)
    Figure 38. Japan Virtual Reality (VR) Sports Games Sales Value by Type (%), 2023 VS 2030
    Figure 39. Japan Virtual Reality (VR) Sports Games Sales Value by Application (%), 2023 VS 2030
    Figure 40. South Korea Virtual Reality (VR) Sports Games Sales Value, (2019-2030) & (US$ Million)
    Figure 41. South Korea Virtual Reality (VR) Sports Games Sales Value by Type (%), 2023 VS 2030
    Figure 42. South Korea Virtual Reality (VR) Sports Games Sales Value by Application (%), 2023 VS 2030
    Figure 43. Southeast Asia Virtual Reality (VR) Sports Games Sales Value, (2019-2030) & (US$ Million)
    Figure 44. Southeast Asia Virtual Reality (VR) Sports Games Sales Value by Type (%), 2023 VS 2030
    Figure 45. Southeast Asia Virtual Reality (VR) Sports Games Sales Value by Application (%), 2023 VS 2030
    Figure 46. India Virtual Reality (VR) Sports Games Sales Value, (2019-2030) & (US$ Million)
    Figure 47. India Virtual Reality (VR) Sports Games Sales Value by Type (%), 2023 VS 2030
    Figure 48. India Virtual Reality (VR) Sports Games Sales Value by Application (%), 2023 VS 2030
    Figure 49. Virtual Reality (VR) Sports Games Industrial Chain
    Figure 50. Virtual Reality (VR) Sports Games Manufacturing Cost Structure
    Figure 51. Channels of Distribution (Direct Sales, and Distribution)
    Figure 52. Bottom-up and Top-down Approaches for This Report
    Figure 53. Data Triangulation
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