Global VR in Sports Market Growth (Status and Outlook) 2022-2028
1 Scope of the Report
- 1.1 Market Introduction
- 1.2 Years Considered
- 1.3 Research Objectives
- 1.4 Market Research Methodology
- 1.5 Research Process and Data Source
- 1.6 Economic Indicators
- 1.7 Currency Considered
2 Executive Summary
- 2.1 World Market Overview
- 2.1.1 Global VR in Sports Market Size 2022-2028
- 2.1.2 VR in Sports Market Size CAGR by Region
- 2.2 VR in Sports Segment by Component
- 2.2.1 Hardware
- 2.2.2 Software
- 2.2.3 Services
- 2.3 VR in Sports Market Size by Component
- 2.3.1 Global VR in Sports Market Size Market Share by Component (2022-2028)
- 2.3.2 Global VR in Sports Market Size Growth Rate by Component (2022-2028)
- 2.4 VR in Sports Segment by Application
- 2.4.1 Physical Training
- 2.4.2 Sports Decision Making
- 2.4.3 Live Sports
- 2.5 VR in Sports Market Size by Application
- 2.5.1 Global VR in Sports Market Size Market Share by Application (2022-2028)
- 2.5.2 Global VR in Sports Market Size Growth Rate by Application (2022-2028)
3 VR in Sports Key Players
- 3.1 Date of Key Players Enter into VR in Sports
- 3.2 Key Players VR in Sports Product Offered
- 3.3 Key Players VR in Sports Funding/Investment Analysis
- 3.4 Funding/Investment
- 3.4.1 Funding/Investment by Regions
- 3.4.2 Funding/Investment by End-Industry
- 3.5 Key Players VR in Sports Valuation & Market Capitalization
- 3.6 Key Players Mergers & Acquisitions, Expansion Plans
- 3.7 Market Ranking
- 3.8 New Product/Technology Launches
- 3.9 Partnerships, Agreements, and Collaborations
- 3.10 Mergers and Acquisitions
4 VR in Sports by Regions
- 4.1 VR in Sports Market Size by Regions (2022-2028)
- 4.2 United States VR in Sports Market Size Growth (2022-2028)
- 4.3 China VR in Sports Market Size Growth (2022-2028)
- 4.4 Europe VR in Sports Market Size Growth (2022-2028)
- 4.5 Rest of World VR in Sports Market Size Growth (2022-2028)
5 United States
- 5.1 United States VR in Sports Market Size by Component (2022-2028)
- 5.2 United States VR in Sports Market Size by Application (2022-2028)
6 China
- 6.1 China VR in Sports Market Size by Component (2022-2028)
- 6.2 China VR in Sports Market Size by Application (2022-2028)
7 Europe
- 7.1 Europe VR in Sports Market Size by Component (2022-2028)
- 7.2 Europe VR in Sports Market Size by Application (2022-2028)
8 Rest of World
- 8.1 Rest of World VR in Sports Market Size by Component (2022-2028)
- 8.2 Rest of World VR in Sports Market Size by Application (2022-2028)
- 8.3 Japan
- 8.4 South Korea
- 8.5 Southeast Asia
9 Market Drivers, Challenges and Trends
- 9.1 Market Drivers & Growth Opportunities
- 9.2 Market Challenges & Risks
- 9.3 Industry Trends
10 Key Investors in VR in Sports
- 10.1 Company A
- 10.1.1 Company A Company Details
- 10.1.2 Company Description
- 10.1.3 Companies Invested by Company A
- 10.1.4 Company A Key Development and Market Layout
- 10.2 Company B
- 10.2.1 Company B Company Details
- 10.2.2 Company Description
- 10.2.3 Companies Invested by Company B
- 10.2.4 Company B Key Development and Market Layout
- 10.3 Company C
- 10.3.1 Company C Company Details
- 10.3.2 Company Description
- 10.3.3 Companies Invested by Company C
- 10.3.4 Company C Key Development and Market Layout
- 10.4 Company D
- 10.5 ……
11 Key Players Analysis
- 11.1 Oculus VR
- 11.1.1 Oculus VR Company Details
- 11.1.2 Oculus VR VR in Sports Product Offered
- 11.1.3 Oculus VR VR in Sports Market Size (2022 VS 2027)
- 11.1.4 Oculus VR Main Business Overview
- 11.1.5 Oculus VR News
- 11.2 Google
- 11.2.1 Google Company Details
- 11.2.2 Google VR in Sports Product Offered
- 11.2.3 Google VR in Sports Market Size (2022 VS 2027)
- 11.2.4 Google Main Business Overview
- 11.2.5 Google News
- 11.3 HTC Vive
- 11.3.1 HTC Vive Company Details
- 11.3.2 HTC Vive VR in Sports Product Offered
- 11.3.3 HTC Vive VR in Sports Market Size (2022 VS 2027)
- 11.3.4 HTC Vive Main Business Overview
- 11.3.5 HTC Vive News
- 11.4 Microsoft
- 11.4.1 Microsoft Company Details
- 11.4.2 Microsoft VR in Sports Product Offered
- 11.4.3 Microsoft VR in Sports Market Size (2022 VS 2027)
- 11.4.4 Microsoft Main Business Overview
- 11.4.5 Microsoft News
- 11.5 Samsung
- 11.5.1 Samsung Company Details
- 11.5.2 Samsung VR in Sports Product Offered
- 11.5.3 Samsung VR in Sports Market Size (2022 VS 2027)
- 11.5.4 Samsung Main Business Overview
- 11.5.5 Samsung News
- 11.6 Apple
- 11.6.1 Apple Company Details
- 11.6.2 Apple VR in Sports Product Offered
- 11.6.3 Apple VR in Sports Market Size (2022 VS 2027)
- 11.6.4 Apple Main Business Overview
- 11.6.5 Apple News
- 11.7 Strivr
- 11.7.1 Strivr Company Details
- 11.7.2 Strivr VR in Sports Product Offered
- 11.7.3 Strivr VR in Sports Market Size (2022 VS 2027)
- 11.7.4 Strivr Main Business Overview
- 11.7.5 Strivr News
- 11.8 GameAnax Studio Pvt. Ltd
- 11.8.1 GameAnax Studio Pvt. Ltd Company Details
- 11.8.2 GameAnax Studio Pvt. Ltd VR in Sports Product Offered
- 11.8.3 GameAnax Studio Pvt. Ltd VR in Sports Market Size (2022 VS 2027)
- 11.8.4 GameAnax Studio Pvt. Ltd Main Business Overview
- 11.8.5 GameAnax Studio Pvt. Ltd News
- 11.9 Meraki Studio
- 11.9.1 Meraki Studio Company Details
- 11.9.2 Meraki Studio VR in Sports Product Offered
- 11.9.3 Meraki Studio VR in Sports Market Size (2022 VS 2027)
- 11.9.4 Meraki Studio Main Business Overview
- 11.9.5 Meraki Studio News
- 11.10 TrinityVR
- 11.10.1 TrinityVR Company Details
- 11.10.2 TrinityVR VR in Sports Product Offered
- 11.10.3 TrinityVR VR in Sports Market Size (2022 VS 2027)
- 11.10.4 TrinityVR Main Business Overview
- 11.10.5 TrinityVR News
- 11.11 Austech Connect
- 11.12 GreyCroft
12 Research Findings and Conclusion
According to this study, the global VR in Sports market size will reach US$ million by 2028.
This report presents a comprehensive overview, market shares, and growth opportunities of VR in Sports market by product type, application, key players and key regions and countries.
Segmentation by product type:
Hardware
Software
Services
Segmentation by Application:
Physical Training
Sports Decision Making
Live Sports
This report also splits the market by region:
United States
China
Europe
Other regions:
Japan
South Korea
Southeast Asia
Rest of world
The report also presents the market competition landscape and a corresponding detailed analysis of the major players in the market. The key players covered in this report:
Oculus VR
Google
HTC Vive
Microsoft
Samsung
Apple
Strivr
GameAnax Studio Pvt. Ltd
Meraki Studio
TrinityVR
Austech Connect
GreyCroft