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Global VR in Sports Market Growth (Status and Outlook) 2022-2028

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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

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