This report contains market size and forecasts of Sports Video Gaming in Global, including the following market information:
Global Sports Video Gaming Market Revenue, 2016-2021, 2022-2027, ($ millions)
Global top five companies in 2020 (%)
The global Sports Video Gaming market was valued at xx million in 2020 and is projected to reach US$ xx million by 2027, at a CAGR of xx% during the forecast period.
MARKET MONITOR GLOBAL, INC (MMG) has surveyed the Sports Video Gaming companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global Sports Video Gaming Market, By Type, 2016-2021, 2022-2027 ($ millions)
Global Sports Video Gaming Market Segment Percentages, By Type, 2020 (%)
Racing Car
Fighting
Other
China Sports Video Gaming Market, By Application, 2016-2021, 2022-2027 ($ millions)
China Sports Video Gaming Market Segment Percentages, By Application, 2020 (%)
Desktop
Notebook
Console
Others
Global Sports Video Gaming Market, By Region and Country, 2016-2021, 2022-2027 ($ Millions)
Global Sports Video Gaming Market Segment Percentages, By Region and Country, 2020 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Total Sports Video Gaming Market Competitors Revenues in Global, by Players 2016-2021 (Estimated), ($ millions)
Total Sports Video Gaming Market Competitors Revenues Share in Global, by Players 2020 (%)
Further, the report presents profiles of competitors in the market, including the following:
ElectronicArts
Activision Blizzard
2K Games
NINTENDO
SONY
Ubisoft
KONAMI
CAPCOM
SQUARE ENIX
SEGA
Table of Contents
1 Introduction to Research & Analysis Reports
1.1 Sports Video Gaming Market Definition
1.2 Market Segments
1.2.1 Market by Type
1.2.2 Market by Application
1.3 Global Sports Video Gaming Market Overview
1.4 Features & Benefits of This Report
1.5 Methodology & Sources of Information
1.5.1 Research Methodology
1.5.2 Research Process
1.5.3 Base Year
1.5.4 Report Assumptions & Caveats
2 Global Sports Video Gaming Overall Market Size
2.1 Global Sports Video Gaming Market Size: 2021 VS 2027
2.2 Global Sports Video Gaming Market Size, Prospects & Forecasts: 2016-2027
2.3 Key Market Trends, Opportunity, Drivers and Restraints
2.3.1 Market Opportunities & Trends
2.3.2 Market Drivers
2.3.3 Market Restraints
3 Company Landscape
3.1 Top Sports Video Gaming Players in Global Market
3.2 Top Global Sports Video Gaming Companies Ranked by Revenue
3.3 Global Sports Video Gaming Revenue by Companies
3.4 Top 3 and Top 5 Sports Video Gaming Companies in Global Market, by Revenue in 2020
3.5 Global Companies Sports Video Gaming Product Type
3.6 Tier 1, Tier 2 and Tier 3 Sports Video Gaming Players in Global Market
3.6.1 List of Global Tier 1 Sports Video Gaming Companies
3.6.2 List of Global Tier 2 and Tier 3 Sports Video Gaming Companies
4 Market Sights by Product
4.1 Overview
4.1.1 By Type - Global Sports Video Gaming Market Size Markets, 2021 & 2027
4.1.2 Racing Car
4.1.3 Fighting
4.1.4 Other
4.2 By Type - Global Sports Video Gaming Revenue & Forecasts
4.2.1 By Type - Global Sports Video Gaming Revenue, 2016-2021
4.2.2 By Type - Global Sports Video Gaming Revenue, 2022-2027
4.2.3 By Type - Global Sports Video Gaming Revenue Market Share, 2016-2027
5 Sights by Application
5.1 Overview
5.1.1 By Application - Global Sports Video Gaming Market Size, 2021 & 2027
5.1.2 Desktop
5.1.3 Notebook
5.1.4 Console
5.1.5 Others
5.2 By Application - Global Sports Video Gaming Revenue & Forecasts
5.2.1 By Application - Global Sports Video Gaming Revenue, 2016-2021
5.2.2 By Application - Global Sports Video Gaming Revenue, 2022-2027
5.2.3 By Application - Global Sports Video Gaming Revenue Market Share, 2016-2027
6 Sights by Region
6.1 By Region - Global Sports Video Gaming Market Size, 2021 & 2027
6.2 By Region - Global Sports Video Gaming Revenue & Forecasts
6.2.1 By Region - Global Sports Video Gaming Revenue, 2016-2021
6.2.2 By Region - Global Sports Video Gaming Revenue, 2022-2027
6.2.3 By Region - Global Sports Video Gaming Revenue Market Share, 2016-2027
6.3 North America
6.3.1 By Country - North America Sports Video Gaming Revenue, 2016-2027
6.3.2 US Sports Video Gaming Market Size, 2016-2027
6.3.3 Canada Sports Video Gaming Market Size, 2016-2027
6.3.4 Mexico Sports Video Gaming Market Size, 2016-2027
6.4 Europe
6.4.1 By Country - Europe Sports Video Gaming Revenue, 2016-2027
6.4.2 Germany Sports Video Gaming Market Size, 2016-2027
6.4.3 France Sports Video Gaming Market Size, 2016-2027
6.4.4 U.K. Sports Video Gaming Market Size, 2016-2027
6.4.5 Italy Sports Video Gaming Market Size, 2016-2027
6.4.6 Russia Sports Video Gaming Market Size, 2016-2027
6.4.7 Nordic Countries Sports Video Gaming Market Size, 2016-2027
6.4.8 Benelux Sports Video Gaming Market Size, 2016-2027
6.5 Asia
6.5.1 By Region - Asia Sports Video Gaming Revenue, 2016-2027
6.5.2 China Sports Video Gaming Market Size, 2016-2027
6.5.3 Japan Sports Video Gaming Market Size, 2016-2027
6.5.4 South Korea Sports Video Gaming Market Size, 2016-2027
6.5.5 Southeast Asia Sports Video Gaming Market Size, 2016-2027
6.5.6 India Sports Video Gaming Market Size, 2016-2027
6.6 South America
6.6.1 By Country - South America Sports Video Gaming Revenue, 2016-2027
6.6.2 Brazil Sports Video Gaming Market Size, 2016-2027
6.6.3 Argentina Sports Video Gaming Market Size, 2016-2027
6.7 Middle East & Africa
6.7.1 By Country - Middle East & Africa Sports Video Gaming Revenue, 2016-2027
6.7.2 Turkey Sports Video Gaming Market Size, 2016-2027
6.7.3 Israel Sports Video Gaming Market Size, 2016-2027
6.7.4 Saudi Arabia Sports Video Gaming Market Size, 2016-2027
6.7.5 UAE Sports Video Gaming Market Size, 2016-2027
7 Players Profiles
7.1 ElectronicArts
7.1.1 ElectronicArts Corporate Summary
7.1.2 ElectronicArts Business Overview
7.1.3 ElectronicArts Sports Video Gaming Major Product Offerings
7.1.4 ElectronicArts Sports Video Gaming Revenue in Global (2016-2021)
7.1.5 ElectronicArts Key News
7.2 Activision Blizzard
7.2.1 Activision Blizzard Corporate Summary
7.2.2 Activision Blizzard Business Overview
7.2.3 Activision Blizzard Sports Video Gaming Major Product Offerings
7.2.4 Activision Blizzard Sports Video Gaming Revenue in Global (2016-2021)
7.2.5 Activision Blizzard Key News
7.3 2K Games
7.3.1 2K Games Corporate Summary
7.3.2 2K Games Business Overview
7.3.3 2K Games Sports Video Gaming Major Product Offerings
7.3.4 2K Games Sports Video Gaming Revenue in Global (2016-2021)
7.3.5 2K Games Key News
7.4 NINTENDO
7.4.1 NINTENDO Corporate Summary
7.4.2 NINTENDO Business Overview
7.4.3 NINTENDO Sports Video Gaming Major Product Offerings
7.4.4 NINTENDO Sports Video Gaming Revenue in Global (2016-2021)
7.4.5 NINTENDO Key News
7.5 SONY
7.5.1 SONY Corporate Summary
7.5.2 SONY Business Overview
7.5.3 SONY Sports Video Gaming Major Product Offerings
7.5.4 SONY Sports Video Gaming Revenue in Global (2016-2021)
7.5.5 SONY Key News
7.6 Ubisoft
7.6.1 Ubisoft Corporate Summary
7.6.2 Ubisoft Business Overview
7.6.3 Ubisoft Sports Video Gaming Major Product Offerings
7.6.4 Ubisoft Sports Video Gaming Revenue in Global (2016-2021)
7.6.5 Ubisoft Key News
7.7 KONAMI
7.7.1 KONAMI Corporate Summary
7.7.2 KONAMI Business Overview
7.7.3 KONAMI Sports Video Gaming Major Product Offerings
7.4.4 KONAMI Sports Video Gaming Revenue in Global (2016-2021)
7.7.5 KONAMI Key News
7.8 CAPCOM
7.8.1 CAPCOM Corporate Summary
7.8.2 CAPCOM Business Overview
7.8.3 CAPCOM Sports Video Gaming Major Product Offerings
7.8.4 CAPCOM Sports Video Gaming Revenue in Global (2016-2021)
7.8.5 CAPCOM Key News
7.9 SQUARE ENIX
7.9.1 SQUARE ENIX Corporate Summary
7.9.2 SQUARE ENIX Business Overview
7.9.3 SQUARE ENIX Sports Video Gaming Major Product Offerings
7.9.4 SQUARE ENIX Sports Video Gaming Revenue in Global (2016-2021)
7.9.5 SQUARE ENIX Key News
7.10 SEGA
7.10.1 SEGA Corporate Summary
7.10.2 SEGA Business Overview
7.10.3 SEGA Sports Video Gaming Major Product Offerings
7.10.4 SEGA Sports Video Gaming Revenue in Global (2016-2021)
7.10.5 SEGA Key News
8 Conclusion
9 Appendix
9.1 Note
9.2 Examples of Clients
9.3 Disclaimer
List of Tables
Table 1. Sports Video Gaming Market Opportunities & Trends in Global Market
Table 2. Sports Video Gaming Market Drivers in Global Market
Table 3. Sports Video Gaming Market Restraints in Global Market
Table 4. Key Players of Sports Video Gaming in Global Market
Table 5. Top Sports Video Gaming Players in Global Market, Ranking by Revenue (2019)
Table 6. Global Sports Video Gaming Revenue by Companies, (US$, Mn), 2016-2021
Table 7. Global Sports Video Gaming Revenue Share by Companies, 2016-2021
Table 8. Global Companies Sports Video Gaming Product Type
Table 9. List of Global Tier 1 Sports Video Gaming Companies, Revenue (US$, Mn) in 2020 and Market Share
Table 10. List of Global Tier 2 and Tier 3 Sports Video Gaming Companies, Revenue (US$, Mn) in 2020 and Market Share
Table 11. By Type
ElectronicArts
Activision Blizzard
2K Games
NINTENDO
SONY
Ubisoft
KONAMI
CAPCOM
SQUARE ENIX
SEGA