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The Business Research Company’s Analysis Of The Impact Of COVID-19 On The Sports Global Market 2020 And Market Forecast To 2030

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Ever since the pandemic started, countries worldwide are suffering from economic setbacks and supply chain disruptions. The strict quarantine measures taken by governments had halted worldwide operations. A significant impact of the virus was seen on the global sports market, as stringent social distancing measures were implemented to prevent the spread of the virus.

The global sports market reached a value of nearly $388.3 billion in 2020, having increased at a compound annual growth rate (CAGR) of 3.4% since 2015The market has declined from $458.8 billion in 2019 to $388.3 billion in 2020 at a rate of -15.4%. The decline is mainly due to lockdown and social distancing norms imposed by various countries and economic slowdown across countries owing to the COVID-19 outbreak and the measures to contain it.

The COVID-19 pandemic is negatively impacting all major sources of income for sports, including broadcastingcommercial, and ticketing, and hospitality revenues. Besides broadcasting and commercial activity that is losing out revenues, many clubs, players, and staff are losing out on their incomes. For example, in a professional league, the organizing body disburses the total income generated by the league to the participating clubs. This ensures a minimum flow of revenue to the clubs. However, with the suspension of sports, it has become difficult for small and medium clubs to keep themselves afloat.

During lockdown and post lockdown, there has been an increase in media consumption. In the absence of live games, the sports industry is trying to capitalize on the surge in media consumption by telecasting classic games, archived content, and documentaries. Individual leagues are following the same. For example, the NFL has made all games played since 2009 available for streaming on its direct-to-consumer channel Game Pass. This strategy has resulted in a 500-fold increase in sign-ups.

The Business Research Company’s report titled Sports Global Market Opportunities And Strategies To 2030 covers major sports market companies, sports market share by company, sports market size, and sports market forecasts.

The report also covers the global sports market and its segments. The global sports market is segmented by type into participatory sports and spectator sports and by revenue source into media rights, sponsorship, merchandising, and tickets. The top opportunities in the sports market segmented by type will arise in the participatory sports segment, which will gain $136.7 billion of global annual sales by 2025. The top opportunities in the sports market segmented by revenue source will arise in the sponsorship segment, which will gain $71.1 billion of global annual sales by 2025.

Sports Global Market Opportunities And Strategies To 2030 is one of a series of new reports from The Business Research Company that provide market overviews, analyze and forecast sports market size and growth for the whole market, sports market segments and geographies, sports market trends, sports market drivers, sports market restraints, sports market-leading competitors’ revenues, profiles and market shares in over 1,000 industry reports, covering over 2,500 market segments and 60 geographies. The report also gives an in-depth analysis of the impact of COVID-19 on the market.

The global sports market is highly fragmented, with a large number of players in the market. The top ten competitors in the market made up to 1.6% of the total market in 2019.  Major players in the market include Maruhan, Dallas Cowboys, New York Yankees, Manchester United Football Club, and Futball Club Barcelona.

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Groove shortlisted for Best Aggregator at SiGMA Asia Awards 2026

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Groove has been named a finalist for Best Aggregator 2026 at the SiGMA Asia Awards, with the ceremony scheduled for 2 June 2026 at the SMX Convention Centre Manila during the SiGMA Asia Summit.

The shortlist was announced by Global Gaming Insider, according to the company. Groove said its platform aggregates more than 15,000 games from over 150 providers via a single API.

Giusy Campo, Business Development Director at Groove, said: “This shortlist is external recognition of a truth we already feel internally: Groove is moving at a different pace. Asia is not a single market, it is a collection of distinct regulatory environments, player behaviours, and partnership opportunities”

Campo added: “Our platform is built to respect that complexity, not smooth it over. Being named a finalist for Best Aggregator tells us that our approach; deep integration, localised content strategies, and commercial precision; is resonating with the operators who matter most in this region. We are not just bringing games to Asia. We are bringing a roadmap for sustainable growth.”

Yahale Meltzer, Co-Founder and CEO of Groove, said: “The aggregation space is crowded. Differentiation is everything. This nomination confirms that our vision, transforming aggregation from a commodity into a strategic growth discipline, is taking hold.” He added: “Operators across Asia are no longer asking for just volume or speed. They are asking for structural resilience, data intelligence, and a partner who can execute across fragmented regulatory landscapes with precision. Groove delivers that. To be recognised alongside the best in Asia is a privilege, but the real work continues in Manila and beyond. We are here to win, not just awards, but the trust of the operators who build their businesses on our platform.”

The post Groove shortlisted for Best Aggregator at SiGMA Asia Awards 2026 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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data providers

DATA.BET reports 168% turnover growth from virtual content in Q1 2025–Q1 2026

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DATA.BET says turnover from its virtual content grew 168% between Q1 2025 and Q1 2026, with the supplier reporting the product accounted for 39% of total virtual sports turnover and 45% of profits over the period.

The company said the content is developed fully in-house and delivered through automated bot-vs-bot matches that run 24/7 without dependence on real-world fixture schedules. DATA.BET positioned the format as a way to provide continuous events and reduce operational overhead for operators.

Across the same period, DATA.BET reported +299% active users, +129% across clients GGR, +246% events per quarter, and +218% bets placed.

DATA.BET also said the audience profile overlaps with live football bettors, which it believes supports retention during seasonal breaks. The supplier added that the algorithm-driven format “carries no fraud exposure,” supports In-Stream Betting overlays, and provides near-zero latency between broadcast and market updates.

“Over the past year, our bot-vs-bot virtual content has delivered consistent, measurable results across every operator deployment. Building e-Football in-house gives us the flexibility to configure it to what each operator actually needs — whether that is a specific league structure, a particular mix of bot and player content, or a branded competition format,” mentioned Rostyslav Likhtin, Head of Product at DATA.BET.

The post DATA.BET reports 168% turnover growth from virtual content in Q1 2025–Q1 2026 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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content studios

155.io makes fintech debut with Coverd partnership

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155.io has signed a partnership with US-based fintech platform Coverd, marking the content studio’s first move into fintech. The deal was announced Thursday 21st May 2026.

Under the agreement, 155.io’s real-world games will be integrated into Coverd’s platform. Coverd said the integration is designed to turn everyday transactions into interactive experiences where users can win the chance to have purchases covered through 155.io gameplay.

Sam Jones, Founder & CEO of 155.io, said: “This partnership gives us the opportunity to bring our content to a completely new audience. We share a philosophy with Coverd around disrupting and modernising industries through more interactive experiences. They understand that younger audiences expect entertainment and engagement across every digital touchpoint, including finance, which is exactly how we think about design.”

Albert Wang, Coverd co-founder, added: “Today’s consumer is actively embracing gamified products across every category, so there’s no reason personal finance should stay in the stone age. We’re excited to work with 155.io to make financial experiences more interactive and give everyone a chance to live big by winning back their purchases. 155.io’s next-gen content fits perfectly with what we’re building at Coverd.”

155.io said the integration will bring its interactive content—built around live-action footage and real-time mechanics—to Coverd users. The studio’s portfolio includes Rush Hour from its CCTV Game™ library, alongside Ducks.io and Snow Run.

The post 155.io makes fintech debut with Coverd partnership appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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