Canada Virtual Sports Market

Canada Virtual Sports Market Size, Share, and COVID-19 Impact Analysis, By Component (Solutions, and Services), By Game (Football, Racing, Golf, Basketball, Cricket, Skiing, Tennis, MMA, and Others), and Canada Virtual Sports Market Insights, Industry Trend, Forecasts to 2035

Release Date
Nov 2025
Report ID
DAR3179
Pages
240
Report Format

Canada Virtual Sports Market Insights Forecasts to 2035

  • The Canada Virtual Sports Market Size was estimated at USD 675.33 Million in 2024
  • The Market Size is Expected to Grow at a CAGR of around 11.68% from 2025 to 2035
  • The Canada Virtual Sports Market Size is Expected to Reach USD 2275.33 Million by 2035

Canada Virtual Sports Market

According to a research report published by Decision Advisors, the Canada Virtual Sports Market is anticipated to reach USD 2275.33 million by 2035, growing at a CAGR of 11.68% from 2025 to 2035. The market growth is increasing due to the quick growth in technological advances; game designers have become able to produce highly realistic and engaging adventures for the market due to developments in graphics, artificial intelligence (AI), and virtual reality (VR). Key variables in the market's growth have also been the easy availability of online betting platforms and the rise in online usage across nations.

Market Overview

The subsection of the Canadian gaming industry that offers digitally simulated sports experiences, fusing computer-generated environments with actual sporting regulations, is referred to as the virtual sports market. These moments are usually accessed through gaming apps, gaming websites, or entertainment channels. Almost all virtual sports are algorithm-driven simulations of actual sporting events rather than live competitive gaming between human players; they differ from traditional eSports. A significant subset of the online gaming and digital entertainment sectors is virtual sports, which are digital replicas of different sporting activities. Football, horse racing, motorsports, and other sports are all included in the virtual sports market. Also, to enjoy the excitement of these sports without being limited by real-world schedules and locations, participants can participate through online platforms, betting shops, and casinos.

The Ontario Court of Appeal decided that the province can lawfully allow online games like daily fantasy sports and online games to aggregate participants worldwide under the Criminal Code.
The online gaming industry in Ontario anticipates that opening the market to foreign players will boost liquidity and draw more users to regulated platforms. Major operators like Flutter (PokerStars) and industry stakeholders like the Canadian Gaming Association have praised the decision as advantageous for customers and the expansion of the market.

Report Coverage

This research report categorises the market for the Canada virtual sports market based on various segments and regions, and forecasts revenue growth and analyses trends in each submarket. The report analyses the key growth drivers, opportunities, and challenges influencing the Canada virtual sports market. Recent market developments and competitive strategies, such as expansion, product launch, development, partnership, merger, and acquisition, have been included to draw the competitive landscape in the market. The report strategically identifies and profiles the key market players and analyses their core competencies in each sub-segment of the Canada virtual sports market.

Driving Factors

The market for virtual sports in Canada is expanding quickly due to a number of important factors. Virtual sports are now accessible to an array of users, from casual to devoted gamers, due to growing consumer demand and broad smartphone and internet access. The immersive appeal of virtual sports is significantly enhanced by advancements in technology, such as augmented reality (AR), virtual reality (VR), and artificial intelligence (AI), which attract more players and increase engagement. By encouraging new players and boosting customer engagement within a controlled environment, the recent legalisation and growth of online sports betting, including virtual sports events, present significant growth opportunities. The market's development is further supported by Canada's robust gaming culture and growing disposable incomes. The expansion is further driven by esports' popularity because of sponsorships, merchandise sales, and high ratings.

Restraining Factors

The Canada virtual sports market is driven by rising demand for immersive digital entertainment, increasing smartphone and gaming adoption, and the growing popularity of online betting platforms. Advancements in VR/AR technology, high internet penetration, and interest in real-time, fast-paced gaming experiences further support market growth. Additionally, esports expansion and youth engagement boost virtual sports consumption.

Market Segmentation

The Canada virtual sports market share is classified into component and game.

  • The solutions segment dominated the market in 2024 and is anticipated to grow at a significant CAGR during the forecast period.

The Canada virtual sports market is differentiated by component into solutions, and services. Among these, the solutions segment dominated the market in 2024 and is anticipated to grow at a significant CAGR during the forecast period. This segment growth is fueled by consumer demand for more engaging and immersive virtual sports experiences is rising as cutting-edge technologies like AI and VR become more widely used. Moreover, businesses in the market are actively creating novel solutions that integrate a wide variety of features and functionalities. Besides, player customisation is one key variable where solution components are expanding very quickly.

  • The football segment held a substantial share in 2024 and is projected to grow at a notable CAGR over the forecast period.

The Canada virtual sports market is divided by game into football, racing, golf, basketball, cricket, skiing, tennis, MMA, and others. Among these, the football segment held a substantial share in 2024 and is projected to grow at a notable CAGR over the forecast period. Football games are leading the way in this trend, as players can compete in virtual representations of well-known football leagues and teams, along with sports, in novel and thrilling ways as esports gain popularity. This trend gives people a fresh and exciting way to interact with their favourite players as well as teams to compete in virtual versions of well-known football leagues.

Competitive Analysis:

The report offers the appropriate analysis of the key organisations/companies involved within the Canada virtual sports market, along with a comparative evaluation primarily based on their product offering, business overviews, geographic presence, enterprise strategies, segment market share, and SWOT analysis. The report also provides an elaborative analysis focusing on the current news and developments of the companies, which includes product development, innovations, joint ventures, partnerships, mergers & acquisitions, strategic alliances, and others. This allows for the evaluation of the overall competition within the market.

List of Key Companies

  • Mirage VR
  • MetaVRse Inc
  • Stadium Live
  • Red Nexus Games
  • Sportlogiq
  • Others

Key Target Audience

  • Market Players
  • Investors
  • End-users
  • Government Authorities 
  • Consulting and Research Firm
  • Venture capitalists
  • Value-Added Resellers (VARs)

Market Segment

This study forecasts revenue at Canada, regional, and country levels from 2020 to 2035. Decision Advisors has segmented the Canada virtual sports market based on the below-mentioned segments:

Canada Virtual Sports Market, By Component

  • Solutions
  • Services

Canada Virtual Sports Market, By Game

  • Football
  • Racing
  • Golf
  • Basketball
  • Cricket
  • Skiing
  • Tennis
  • MMA
  • Others

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Pages 240 pages
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Language English
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Report Details

Pages 240
Delivery PDF & Excel via Email
Language English
Release Nov 2025
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