Global VR in sports and entertainment market is expected to grow at 14.10% CAGR between 2018 and 2025: Market insights, analysis, trends and forecast | Sheer Analytics and Insights


VR Virtual Reality in Sports and Equipment Market Analysis Model
The global VR in sports and entertainment market is estimated to grow at CAGR of 14.10% during the forecast period 2018-2025. The virtual reality device market will be witnessing high growth in the coming years with increasing adoption of VR in sports and entertainment. Get complete market report on global VR in sports and entertainment market here.

Sheer Analytics and Insights Pvt. Ltd. have published a report on the global VR in sports and entertainment market titled Global VR in sports and entertainment Market(By End-User: Residential, Sports Associations, Team Management, Sports Media and Theatres, By Application- Training & Development and Decision Making, Spectators and Broadcasting and By Regions) – Global Industry Analysis, Size, Share, Growth, Trends and Forecast, 2017 – 2025. The market will be growing at a CAGR of 14.10% during the forecast period 2018-2025. The report covers the forecast and analysis of the VR (Virtual Reality) technology in sports and entertainment on both regional as well as global level.

Download complete report here: https://www.sheeranalyticsandinsights.com/market-report-research/global-virtual-reality-vr-sports-entertainment-market-report-21

Increasing adoption of technologies in sports owing to bring improvisation in training and development of players coupled with attempt to minimize the margin of errors regarding judgements are expected to be the prime reasons for the adoption of VR technology in sports and entertainment market during the forecast period. In addition, increased spending by the spectators to achieve utmost viewer experiences coupled with the rise in demand for video games powered by VR technology are further estimated to create new necessities and augment the market of growth over the forecast period. The rising competition among the teams or clubs is driving the concerned authorities to adopt VR technologies to provide utmost training to the players which in turn is expected to be the key reason for the training& development segment to propel at the fastest CAGR during the forecast period. Moreover, sports associations or the tournament organizers of Olympics, World Cup and other leagues are expected to have significant demand to implement VR technology during the forecast period for providing better and transparent judgements and decisions to the players.

Geographically, the global VR market in sports and entertainment is divided into global regions like Europe, North America, Asia- Pacific, Middle East, LATAM, and Africa. North America region holds the largest market share owing to the massive investment towards developing a strong sports infrastructure. Furthermore, European regions are greatly involved in sports such as football, hockey, basketball and lawn tennis, where the requirement for transparent judgments and decisions are of utmost importance. Increasing demand for 360-degree video recordings is further driving the Europe VR in sports and entertainment market. Asia-Pacific region is further expected to have significant demand for VR in sports and entertainment market owing to the presence of technologically advanced nations such as China, Japan and South Korea.

In the recent market research report published by Sheer Analytics and Insights Pvt. Ltd., market is segmented based on based on application into training & development and decision making, spectators and broadcasting. Furthermore, VR (Virtual Reality) in sports and entertainment market has been segmented as end-user which is further divided into residential, sports associations, team management, sports media and theatres.

Download report sample here: https://www.sheeranalyticsandinsights.com/request-sample/2/1/218/5

FIFA has begun to relax these rules, allowing players to use wearables during matches.

NFL Players’ Association recently teamed up in a five-year partnership with WHOOP, a wearable that helps players monitor their bodies, and how much stress they’re putting themselves under in training.

On October 2018, NBA Digital and NextVR, announced that 2018-19 season of NBA, will be a different set of experiences to the fans of NBA League. In this season, NextVR has announced to expand its distribution of live NBA League Pass VR experiences to include Oculus Venues. Furthermore, NextVR will continue to feature weekly immersive stereoscopic 3D games, along with 2D streaming of all League Pass games in NextVR Screening Room and other on-demand content in the NextVR League Pass channel of the NextVR app.

According to Yariv Levski, CEO, AppReal-VR, “As one of the world leaders in software development for VR and AR, we deal with many startups and ventures that are pre-launch or not yet familiar with the space. Sports is certainly one of the most popular verticals for VR. We believe that there is a great overlap between the VR audience and sports fans. Combine that with fans’ willingness to pay a premium price for a premium experience, and sports is one of the best verticals to focus on when launching a new VR venture or product”.

Some of the key industry players in the global VR in sports and entertainment market include AppReal-VR, EON Sports, Facebook, Holodia, HTC, NextVR, Samsung, VR Sport Media, We:eX and Widerun..

Global VR in Sports and Entertainment Market: By Application

  • Training & Development
  • Decision Making
  • Spectators
  • Broadcasting

Global VR in Sports and Entertainment Market: By End-User

  • Residential
  • Sports Associations
  • Team Management
  • Sports Media
  • Theatres

Global VR in Sports and Entertainment Market: By Geography

  • North America
    • The U.S.
    • Canada
    • Mexico
  • Europe
    • U.K.
    • France
    • Germany
    • Italy
    • Rest of Europe
  • Asia Pacific
    • India
    • China
    • Japan
    • Rest of Asia Pacific
  • The Middle East and Africa
    • South Africa
    • Rest of the Middle East and Africa
  • Latin America
    • Brazil
    • Rest of Latin America

TABLE OF CONTENTS

1.         Research Methodology, Assumptions, and Acronyms

2.         Executive Summary and Market Overview

2.1.       Global VR in Sports and Entertainment Market Snapshot

3.         Global VR in Sports and Entertainment Market Overview

3.1.       Introduction

3.1.1.    Global VR in Sports and Entertainment Market Revenue Forecast and Potential Addressable Market

3.1.2.    Global VR in Sports and Entertainment Market Snapshot

4.         Global VR in Sports and Entertainment Market, by Application

4.1.       Introduction

4.1.1.    Global VR in Sports and Entertainment Market Revenue Forecast and Potential Addressable Market- By Application

4.1.1.1. Training and Development

4.1.1.2. Decision Making

4.1.1.3. Spectators

4.1.1.4. Broadcasting

5.         Global VR in Sports and Entertainment Market, by End-User

5.1.       Introduction

5.1.1.    Global VR in Sports and Entertainment Market Revenue Forecast and Potential Addressable Market- by End-User

5.1.1.1. Sports Association

5.1.1.2. Team Management

5.1.1.3. Sports Media

5.1.1.4. Residential

5.1.1.5. Theatres

6.         Global VR in Sports and Entertainment Market Revenue Forecast and Potential Addressable Market, by Region

6.1.       Introduction

6.2.       Key Takeaways

7.         North America VR in Sports and Entertainment Market Revenue Forecast and Potential Addressable Market

7.1.       Market Dynamics

7.1.1.    Drivers

7.1.2.    Restraints

7.1.3.    Opportunities

7.1.4.    Decision Support Matrix

7.2.       North America VR in Sports and Entertainment Market Analysis- by Application

7.3.       North America VR in Sports and Entertainment Market Analysis- by End-User

7.4.       U.S.

7.5.       Canada

7.6.       Mexico

8.         Europe VR in Sports and Entertainment Market Revenue Forecast and Potential Addressable Market

8.1.       Market Dynamics

8.1.1.    Drivers

8.1.2.    Restraints

8.1.3.    Opportunities

8.1.4.    Decision Support Matrix

8.2.       Europe VR in Sports and Entertainment Market Analysis- by Application

8.3.       Europe VR in Sports and Entertainment Market Analysis- by End-User

8.4.       U.K.

8.5.       France

8.6.       Germany

8.7.       Italy

8.8.       Spain

8.9.       Rest of Europe

9.         Asia Pacific VR in Sports and Entertainment Market Revenue Forecast and Potential Addressable Market

9.1.       Market Dynamics

9.1.1.    Drivers

9.1.2.    Restraints

9.1.3.    Opportunities

9.1.4.    Decision Support Matrix

9.2.       Asia Pacific VR in Sports and Entertainment Market Analysis- by Application

9.3.       Asia Pacific VR in Sports and Entertainment Market Analysis- by End-User

9.4.       India

9.5.       China

9.6.       Japan

9.7.       Rest of Asia Pacific

10.        Middle East and Africa (MEA) VR in Sports and Entertainment Market Revenue Forecast and Potential Addressable Market

10.1.     Market Dynamics

10.1.1.  Drivers

10.1.2.  Restraints

10.1.3.  Opportunities

10.1.4.  Decision Support Matrix

10.2.     MEA VR in Sports and Entertainment Market Analysis- by Application

10.3.     MEA VR in Sports and Entertainment Market Analysis- by End-User

10.4.     South Africa

10.5.     Rest of Middle East and Africa

11.        Latin America VR in Sports and Entertainment Market Revenue Forecast and Potential Addressable Market

11.1.     Market Dynamics

11.1.1.  Drivers

11.1.2.  Restraints

11.1.3.  Opportunities

11.1.4.  Decision Support Matrix

11.2.     Latin America VR in Sports and Entertainment Market Analysis- by Application

11.3.     Latin America VR in Sports and Entertainment Market Analysis- by End-User

11.4.     Brazil

11.5.     Rest of Latin America

12.        Competitive Landscape

12.1.     Global VR in Sports and Entertainment Market-Company Market Share Analysis

13.        Company Profiles: (Revenue, Product /Brand Offerings, Company Highlights)

13.1.     AppReal-VR

13.2.     EON Sports

13.3.     Facebook

13.4.     Holodia

13.5.     HTC

13.6.     NextVR

13.7.     Samsung

13.8.     VR Sport Media

13.9.     We:eX

13.10.   WideRun

Note: Similar segmentation will be provided for all companies, and data will be available as per best efforts.

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