VR eSport Venue Insurance Market Size, Share, and Trends 2026 to 2035

VR eSport Venue Insurance Market (By Coverage Type: Property Insurance, Liability Insurance, Business Interruption Insurance, Cyber Insurance, Others; By Venue Type: Dedicated VR Esports Arenas, Hybrid LBVR (Location-Based VR) Centers, Pop-up & Temporary Tournament Spaces, VR Gaming Lounges/Cafés; By End-User: Venue Owners, Event Organizers, Esports Teams, Others; By Distribution Channel: Direct Sales, Brokers, Online Pl) - Global Industry Analysis, Size, Trends, Leading Companies, Regional Outlook, and Forecast 2026 to 2035

Last Updated : 17 Feb 2026  |  Report Code : 7728  |  Category : ICT   |  Format : PDF / PPT / Excel

Chapter 1. Introduction

1.1. Research Objective

1.2. Scope of the Study

1.3. Definition

Chapter 2. Research Methodology

2.1. Research Approach

2.2. Data Sources

2.3. Assumptions & Limitations

Chapter 3. Executive Summary

3.1. Market Snapshot

Chapter 4. Market Variables and Scope 

4.1. Introduction

4.2. Market Classification and Scope

4.3. Industry Value Chain Analysis

4.3.1. Raw Material Procurement Analysis 

4.3.2. Sales and Distribution Channel Analysis

4.3.3. Downstream Buyer Analysis

Chapter 5. COVID 19 Impact on VR eSport Venue Insurance Market 

5.1. COVID-19 Landscape: VR eSport Venue Insurance Industry Impact

5.2. COVID 19 - Impact Assessment for the Industry

5.3. COVID 19 Impact: Global Major Government Policy

5.4. Market Trends and Opportunities in the COVID-19 Landscape

6.1. Market Dynamics

6.1.1. Market Drivers

6.1.2. Market Restraints

6.1.3. Market Opportunities

6.2. Porter’s Five Forces Analysis

6.2.1. Bargaining power of suppliers

6.2.2. Bargaining power of buyers

6.2.3. Threat of substitute

6.2.4. Threat of new entrants

6.2.5. Degree of competition

Chapter 7. Competitive Landscape

7.1.1. Company Market Share/Positioning Analysis

7.1.2. Key Strategies Adopted by Players

7.1.3. Vendor Landscape

7.1.3.1. List of Suppliers

7.1.3.2. List of Buyers

Chapter 8. Global VR eSport Venue Insurance Market, By Coverage Type

8.1. VR eSport Venue Insurance Market, by Coverage Type

8.1.1. Property Insurance

8.1.1.1. Market Revenue and Forecast

8.1.2. Liability Insurance

8.1.2.1. Market Revenue and Forecast

8.1.3. Business Interruption Insurance

8.1.3.1. Market Revenue and Forecast

8.1.4. Cyber Insurance

8.1.4.1. Market Revenue and Forecast

8.1.5. Others

8.1.5.1. Market Revenue and Forecast

Chapter 9. Global VR eSport Venue Insurance Market, By Venue Type

9.1. VR eSport Venue Insurance Market, by Venue Type

9.1.1. Dedicated VR Esports Arenas

9.1.1.1. Market Revenue and Forecast

9.1.2. Hybrid LBVR (Location-Based VR) Centers

9.1.2.1. Market Revenue and Forecast

9.1.3. Pop-up & Temporary Tournament Spaces

9.1.3.1. Market Revenue and Forecast

9.1.4. VR Gaming Lounges/Cafés

9.1.4.1. Market Revenue and Forecast

Chapter 10. Global VR eSport Venue Insurance Market, By End-User 

10.1. VR eSport Venue Insurance Market, by End-User

10.1.1. Venue Owners

10.1.1.1. Market Revenue and Forecast

10.1.2. Event Organizers

10.1.2.1. Market Revenue and Forecast

10.1.3. Esports Teams

10.1.3.1. Market Revenue and Forecast

10.1.4. Others

10.1.4.1. Market Revenue and Forecast

Chapter 11. Global VR eSport Venue Insurance Market, By Distribution Channel 

11.1. VR eSport Venue Insurance Market, by Distribution Channel

11.1.1. Direct Sales

11.1.1.1. Market Revenue and Forecast

11.1.2. Brokers

11.1.2.1. Market Revenue and Forecast

11.1.3. Online Platforms

11.1.3.1. Market Revenue and Forecast

11.1.4. Others

11.1.4.1. Market Revenue and Forecast

Chapter 12. Global VR eSport Venue Insurance Market, Regional Estimates and Trend Forecast

12.1. North America

12.1.1. Market Revenue and Forecast, by Coverage Type

12.1.2. Market Revenue and Forecast, by Venue Type

12.1.3. Market Revenue and Forecast, by End-User

12.1.4. Market Revenue and Forecast, by Distribution Channel

12.1.5. U.S.

12.1.5.1. Market Revenue and Forecast, by Coverage Type

12.1.5.2. Market Revenue and Forecast, by Venue Type

12.1.5.3. Market Revenue and Forecast, by End-User

12.1.5.4. Market Revenue and Forecast, by Distribution Channel

12.1.6. Rest of North America

12.1.6.1. Market Revenue and Forecast, by Coverage Type

12.1.6.2. Market Revenue and Forecast, by Venue Type

12.1.6.3. Market Revenue and Forecast, by End-User

12.1.6.4. Market Revenue and Forecast, by Distribution Channel

12.2. Europe

12.2.1. Market Revenue and Forecast, by Coverage Type

12.2.2. Market Revenue and Forecast, by Venue Type

12.2.3. Market Revenue and Forecast, by End-User

12.2.4. Market Revenue and Forecast, by Distribution Channel

12.2.5. UK

12.2.5.1. Market Revenue and Forecast, by Coverage Type

12.2.5.2. Market Revenue and Forecast, by Venue Type

12.2.5.3. Market Revenue and Forecast, by End-User

12.2.5.4. Market Revenue and Forecast, by Distribution Channel

12.2.6. Germany

12.2.6.1. Market Revenue and Forecast, by Coverage Type

12.2.6.2. Market Revenue and Forecast, by Venue Type

12.2.6.3. Market Revenue and Forecast, by End-User

12.2.6.4. Market Revenue and Forecast, by Distribution Channel

12.2.7. France

12.2.7.1. Market Revenue and Forecast, by Coverage Type

12.2.7.2. Market Revenue and Forecast, by Venue Type

12.2.7.3. Market Revenue and Forecast, by End-User

12.2.7.4. Market Revenue and Forecast, by Distribution Channel

12.2.8. Rest of Europe

12.2.8.1. Market Revenue and Forecast, by Coverage Type

12.2.8.2. Market Revenue and Forecast, by Venue Type

12.2.8.3. Market Revenue and Forecast, by End-User

12.2.8.4. Market Revenue and Forecast, by Distribution Channel

12.3. APAC

12.3.1. Market Revenue and Forecast, by Coverage Type

12.3.2. Market Revenue and Forecast, by Venue Type

12.3.3. Market Revenue and Forecast, by End-User

12.3.4. Market Revenue and Forecast, by Distribution Channel

12.3.5. India

12.3.5.1. Market Revenue and Forecast, by Coverage Type

12.3.5.2. Market Revenue and Forecast, by Venue Type

12.3.5.3. Market Revenue and Forecast, by End-User

12.3.5.4. Market Revenue and Forecast, by Distribution Channel

12.3.6. China

12.3.6.1. Market Revenue and Forecast, by Coverage Type

12.3.6.2. Market Revenue and Forecast, by Venue Type

12.3.6.3. Market Revenue and Forecast, by End-User

12.3.6.4. Market Revenue and Forecast, by Distribution Channel

12.3.7. Japan

12.3.7.1. Market Revenue and Forecast, by Coverage Type

12.3.7.2. Market Revenue and Forecast, by Venue Type

12.3.7.3. Market Revenue and Forecast, by End-User

12.3.7.4. Market Revenue and Forecast, by Distribution Channel

12.3.8. Rest of APAC

12.3.8.1. Market Revenue and Forecast, by Coverage Type

12.3.8.2. Market Revenue and Forecast, by Venue Type

12.3.8.3. Market Revenue and Forecast, by End-User

12.3.8.4. Market Revenue and Forecast, by Distribution Channel

12.4. MEA

12.4.1. Market Revenue and Forecast, by Coverage Type

12.4.2. Market Revenue and Forecast, by Venue Type

12.4.3. Market Revenue and Forecast, by End-User

12.4.4. Market Revenue and Forecast, by Distribution Channel

12.4.5. GCC

12.4.5.1. Market Revenue and Forecast, by Coverage Type

12.4.5.2. Market Revenue and Forecast, by Venue Type

12.4.5.3. Market Revenue and Forecast, by End-User

12.4.5.4. Market Revenue and Forecast, by Distribution Channel

12.4.6. North Africa

12.4.6.1. Market Revenue and Forecast, by Coverage Type

12.4.6.2. Market Revenue and Forecast, by Venue Type

12.4.6.3. Market Revenue and Forecast, by End-User

12.4.6.4. Market Revenue and Forecast, by Distribution Channel

12.4.7. South Africa

12.4.7.1. Market Revenue and Forecast, by Coverage Type

12.4.7.2. Market Revenue and Forecast, by Venue Type

12.4.7.3. Market Revenue and Forecast, by End-User

12.4.7.4. Market Revenue and Forecast, by Distribution Channel

12.4.8. Rest of MEA

12.4.8.1. Market Revenue and Forecast, by Coverage Type

12.4.8.2. Market Revenue and Forecast, by Venue Type

12.4.8.3. Market Revenue and Forecast, by End-User

12.4.8.4. Market Revenue and Forecast, by Distribution Channel

12.5. Latin America

12.5.1. Market Revenue and Forecast, by Coverage Type

12.5.2. Market Revenue and Forecast, by Venue Type

12.5.3. Market Revenue and Forecast, by End-User

12.5.4. Market Revenue and Forecast, by Distribution Channel

12.5.5. Brazil

12.5.5.1. Market Revenue and Forecast, by Coverage Type

12.5.5.2. Market Revenue and Forecast, by Venue Type

12.5.5.3. Market Revenue and Forecast, by End-User

12.5.5.4. Market Revenue and Forecast, by Distribution Channel

12.5.6. Rest of LATAM

12.5.6.1. Market Revenue and Forecast, by Coverage Type

12.5.6.2. Market Revenue and Forecast, by Venue Type

12.5.6.3. Market Revenue and Forecast, by End-User

12.5.6.4. Market Revenue and Forecast, by Distribution Channel

Chapter 13. Company Profiles

13.1. Allianz SE

13.1.1. Company Overview

13.1.2. Product Offerings

13.1.3. Financial Performance

13.1.4. Recent Initiatives

13.2. American International Group, Inc. (AIG)

13.2.1. Company Overview

13.2.2. Product Offerings

13.2.3. Financial Performance

13.2.4. Recent Initiatives

13.3. Aon plc

13.3.1. Company Overview

13.3.2. Product Offerings

13.3.3. Financial Performance

13.3.4. Recent Initiatives

13.4. Arthur J. Gallagher & Co.

13.4.1. Company Overview

13.4.2. Product Offerings

13.4.3. Financial Performance

13.4.4. Recent Initiatives

13.5. AXA XL

13.5.1. Company Overview

13.5.2. Product Offerings

13.5.3. Financial Performance

13.5.4. Recent Initiatives

13.6. Beazley

13.6.1. Company Overview

13.6.2. Product Offerings

13.6.3. Financial Performance

13.6.4. Recent Initiatives

13.7. Berkshire Hathaway Specialty Insurance

13.7.1. Company Overview

13.7.2. Product Offerings

13.7.3. Financial Performance

13.7.4. Recent Initiatives

13.8. Chubb Limited

13.8.1. Company Overview

13.8.2. Product Offerings

13.8.3. Financial Performance

13.8.4. Recent Initiatives

13.9. CNA Financial

13.9.1. Company Overview

13.9.2. Product Offerings

13.9.3. Financial Performance

13.9.4. Recent Initiatives

13.10. Esport Insure (Product of G&M International)

13.10.1. Company Overview

13.10.2. Product Offerings

13.10.3. Financial Performance

13.10.4. Recent Initiatives

Chapter 14. Research Methodology

14.1. Primary Research

14.2. Secondary Research

14.3. Assumptions

Chapter 15. Appendix

15.1. About Us

15.2. Glossary of Terms

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Frequently Asked Questions

Answer : The VR eSport venue insurance market size is expected to increase from USD 1.63 billion in 2025 to USD 7.74 billion by 2035.

Answer : The VR eSport venue insurance market is expected to grow at a compound annual growth rate (CAGR) of around 16.85% from 2026 to 2035.

Answer : The driving factors of the VR eSport venue insurance market are the rising popularity of virtual reality gaming arenas and the increasing need for specialized coverage against equipment damage, liability, and event-related risks.

Answer : North America region will lead the global VR eSport venue insurance market during the forecast period 2026 to 2035.

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