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The global sports technology market size attained a value of USD 18,225.4 million in 2022. The market is further expected to grow in the forecast period of 2023-2028 at a CAGR of 11.21% to reach USD 33,214.3 million by 2028.
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The global sports technology market is rapidly growing, driven by an increase in interest in sports by players and viewers worldwide. It is anticipated that a strong focus on audience participation and entertainment activities as well as the digital transformation of arenas and stadiums would fuel the need for technology in sports industry. Due to growing investments by multiple organisations in implementing the advance technology for tracking players' performance and interacting with fans, the sports tech market size has undergone improvements recently. Artificial intelligence can help coaching and management by monitoring athletes' safety, fitness, and health. The early detection and treatment of physical and mental diseases are made easier by artificial intelligence. Wearable gadgets like watches and heart rate monitors have AI built in that tracks players' whereabouts off the field and ensures their safety while working out. Such developments are aiding the sports tech market growth.
The sports technology industry is also being driven by the considerable improvement in audience engagement, rising sports events, online and offline, and the increasing demand for data-driven decisions and operations.
Sports technology is the man-made means, which are developed to help humans attain their interests or goals, which are sport-based. It also helps athletes improve their training and competitive surroundings, to enhance their overall athletic performance. With the steadily expanding global sports market size, there are a plethora of opportunities for sports technology.
The market is segmented based on sport types, technology, sports, components, application, and end use.
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Based on sport types, the market is divided into:
Based on technology, the market is segmented into:
Based on sports, the market is categorised into:
Based on component, the market is divided into:
Based on application, the market is divided into:
Based on end use, the market is divided into:
North America, Latin America, Europe, the Middle East and Africa, and the Asia Pacific are the major regional markets for sports technology.
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The substantial improvement in audience engagement, increasing sports events, online and offline, and the soaring demand for data-driven decisions and operations are the key sports technology market trends globally. In 2020, the smart stadium represented the largest segment of the sports technology market. Smart stadiums are considered to be a significant component of the future of sports industry, with basketball accounting for a rapidly growing segment in the sports technology market. Several wearables technology companies are working towards providing new and insightful data points and automating data analysis, thus aiding the wearable sports technology market.
The report presents a detailed analysis of the following key players in the global sports technology market, looking into their capacity, competitive landscape, and latest developments like capacity expansions, plant turnarounds, and mergers and acquisitions:
The EMR report gives an in-depth insight into the industry by providing a SWOT analysis as well as an analysis of Porter’s Five Forces model.
REPORT FEATURES | DETAILS |
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Base Year | 2022 |
Historical Period | 2018-2022 |
Forecast Period | 2023-2028 |
Scope of the Report |
Historical and Forecast Trends, Industry Drivers and Constraints, Historical and Forecast Market Analysis by Segment:
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Breakup by Sport Type |
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Breakup by Technology |
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Breakup by Sports |
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Breakup by Component |
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Breakup by Application |
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Breakup by End Use |
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Breakup by Region |
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Market Dynamics |
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Competitive Landscape |
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Companies Covered |
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Report Price and Purchase Option | Explore our purchase options that are best suited to your resources and industry needs. |
Delivery Format | Delivered as an attached PDF and Excel through email, with an option of receiving an editable PPT, according to the purchase option. |
*At Expert Market Research, we strive to always give you current and accurate information. The numbers depicted in the description are indicative and may differ from the actual numbers in the final EMR report.
1 Preface
2 Report Coverage – Key Segmentation and Scope
3 Report Description
3.1 Market Definition and Outlook
3.2 Properties and Applications
3.3 Market Analysis
3.4 Key Players
4 Key Assumptions
5 Executive Summary
5.1 Overview
5.2 Key Drivers
5.3 Key Developments
5.4 Competitive Structure
5.5 Key Industrial Trends
6 Market Snapshot
6.1 Global
6.2 Regional
7 Industry Opportunities and Challenges
8 Global Sports Technology Market Analysis
8.1 Global Sports Technology Historical Market (2018-2022)
8.2 Global Sports Technology Market Forecast (2023-2028)
8.3 Global Sports Technology Market by Sport Type
8.3.1 Indoor Sports
8.3.1.1 Market Share
8.3.1.2 Historical Trend (2018-2022)
8.3.1.3 Forecast Trend (2023-2028)
8.3.2 Outdoor Sports
8.3.2.1 Market Share
8.3.2.2 Historical Trend (2018-2022)
8.3.2.3 Forecast Trend (2023-2028)
8.4 Global Sports Technology Market by Technology
8.4.1 Artificial Intelligence/Machine Learning (AI/ML)
8.4.1.1 Market Share
8.4.1.2 Historical Trend (2018-2022)
8.4.1.3 Forecast Trend (2023-2028)
8.4.2 Internet of Things (IoT)
8.4.2.1 Market Share
8.4.2.2 Historical Trend (2018-2022)
8.4.2.3 Forecast Trend (2023-2028)
8.4.3 Augmented Reality/Virtual Reality (AR/VR)
8.4.3.1 Market Share
8.4.3.2 Historical Trend (2018-2022)
8.4.3.3 Forecast Trend (2023-2028)
8.5 Global Sports Technology Market by Sports
8.5.1 Soccer
8.5.1.1 Market Share
8.5.1.2 Historical Trend (2018-2022)
8.5.1.3 Forecast Trend (2023-2028)
8.5.2 Baseball
8.5.2.1 Market Share
8.5.2.2 Historical Trend (2018-2022)
8.5.2.3 Forecast Trend (2023-2028)
8.5.3 Basketball
8.5.3.1 Market Share
8.5.3.2 Historical Trend (2018-2022)
8.5.3.3 Forecast Trend (2023-2028)
8.5.4 Hockey
8.5.4.1 Market Share
8.5.4.2 Historical Trend (2018-2022)
8.5.4.3 Forecast Trend (2023-2028)
8.5.5 American Football/Rugby
8.5.5.1 Market Share
8.5.5.2 Historical Trend (2018-2022)
8.5.5.3 Forecast Trend (2023-2028)
8.5.6 Tennis
8.5.6.1 Market Share
8.5.6.2 Historical Trend (2018-2022)
8.5.6.3 Forecast Trend (2023-2028)
8.5.7 Cricket
8.5.7.1 Market Share
8.5.7.2 Historical Trend (2018-2022)
8.5.7.3 Forecast Trend (2023-2028)
8.5.8 Golf
8.5.8.1 Market Share
8.5.8.2 Historical Trend (2018-2022)
8.5.8.3 Forecast Trend (2023-2028)
8.5.9 E-Sports
8.5.9.1 Market Share
8.5.9.2 Historical Trend (2018-2022)
8.5.9.3 Forecast Trend (2023-2028)
8.5.10 Others
8.6 Global Sports Technology Market by Component
8.6.1 Software
8.6.1.1 Market Share
8.6.1.2 Historical Trend (2018-2022)
8.6.1.3 Forecast Trend (2023-2028)
8.6.1.4 Breakup by Type
8.6.1.4.1 On-Premise
8.6.1.4.2 Cloud
8.6.2 Wearable Devices and Sports Equipment
8.6.2.1 Market Share
8.6.2.2 Historical Trend (2018-2022)
8.6.2.3 Forecast Trend (2023-2028)
8.6.3 Services
8.6.3.1 Market Share
8.6.3.2 Historical Trend (2018-2022)
8.6.3.3 Forecast Trend (2023-2028)
8.7 Global Sports Technology Market by Application
8.7.1 Tracking
8.7.1.1 Market Share
8.7.1.2 Historical Trend (2018-2022)
8.7.1.3 Forecast Trend (2023-2028)
8.7.2 Decision Making and Team Analysis and Management
8.7.2.1 Market Share
8.7.2.2 Historical Trend (2018-2022)
8.7.2.3 Forecast Trend (2023-2028)
8.7.3 Analytics and Statistics
8.7.3.1 Market Share
8.7.3.2 Historical Trend (2018-2022)
8.7.3.3 Forecast Trend (2023-2028)
8.7.4 Tactics and Simulation
8.7.4.1 Market Share
8.7.4.2 Historical Trend (2018-2022)
8.7.4.3 Forecast Trend (2023-2028)
8.7.5 Training
8.7.5.1 Market Share
8.7.5.2 Historical Trend (2018-2022)
8.7.5.3 Forecast Trend (2023-2028)
8.7.6 Game Performance Analysis and Injury and Health Analysis
8.7.6.1 Market Share
8.7.6.2 Historical Trend (2018-2022)
8.7.6.3 Forecast Trend (2023-2028)
8.8 Global Sports Technology Market by End Use
8.8.1 Coaches
8.8.1.1 Market Share
8.8.1.2 Historical Trend (2018-2022)
8.8.1.3 Forecast Trend (2023-2028)
8.8.2 Clubs
8.8.2.1 Market Share
8.8.2.2 Historical Trend (2018-2022)
8.8.2.3 Forecast Trend (2023-2028)
8.8.3 Leagues
8.8.3.1 Market Share
8.8.3.2 Historical Trend (2018-2022)
8.8.3.3 Forecast Trend (2023-2028)
8.8.4 Sports Associations
8.8.4.1 Market Share
8.8.4.2 Historical Trend (2018-2022)
8.8.4.3 Forecast Trend (2023-2028)
8.8.5 Others
8.9 Global Sports Technology Market by Region
8.9.1 Market Share
8.9.1.1 North America
8.9.1.2 Europe
8.9.1.3 Asia Pacific
8.9.1.4 Latin America
8.9.1.5 Middle East and Africa
9 Regional Analysis
9.1 North America
9.1.1 Historical Trend (2018-2022)
9.1.2 Forecast Trend (2023-2028)
9.1.3 Breakup by Country
9.1.3.1 United States of America
9.1.3.2 Canada
9.2 Europe
9.2.1 Historical Trend (2018-2022)
9.2.2 Forecast Trend (2023-2028)
9.2.3 Breakup by Country
9.2.3.1 United Kingdom
9.2.3.2 Germany
9.2.3.3 France
9.2.3.4 Italy
9.2.3.5 Others
9.3 Asia Pacific
9.3.1 Historical Trend (2018-2022)
9.3.2 Forecast Trend (2023-2028)
9.3.3 Breakup by Country
9.3.3.1 China
9.3.3.2 Japan
9.3.3.3 India
9.3.3.4 ASEAN
9.3.3.5 Australia
9.3.3.6 Others
9.4 Latin America
9.4.1 Historical Trend (2018-2022)
9.4.2 Forecast Trend (2023-2028)
9.4.3 Breakup by Country
9.4.3.1 Brazil
9.4.3.2 Argentina
9.4.3.3 Mexico
9.4.3.4 Others
9.5 Middle East and Africa
9.5.1 Historical Trend (2018-2022)
9.5.2 Forecast Trend (2023-2028)
9.5.3 Breakup by Country
9.5.3.1 Saudi Arabia
9.5.3.2 United Arab Emirates
9.5.3.3 Nigeria
9.5.3.4 South Africa
9.5.3.5 Others
10 Market Dynamics
10.1 SWOT Analysis
10.1.1 Strengths
10.1.2 Weaknesses
10.1.3 Opportunities
10.1.4 Threats
10.2 Porter’s Five Forces Analysis
10.2.1 Supplier’s Power
10.2.2 Buyer’s Power
10.2.3 Threat of New Entrants
10.2.4 Degree of Rivalry
10.2.5 Threat of Substitutes
10.3 Key Indicators for Demand
10.4 Key Indicators for Price
11 Value Chain Analysis
12 Competitive Landscape
12.1 Market Structure
12.2 Company Profiles
12.2.1 IBM Corporation
12.2.1.1 Company Overview
12.2.1.2 Product Portfolio
12.2.1.3 Demographic Reach and Achievements
12.2.1.4 Certifications
12.2.2 Fujitsu Limited
12.2.2.1 Company Overview
12.2.2.2 Product Portfolio
12.2.2.3 Demographic Reach and Achievements
12.2.2.4 Certifications
12.2.3 SAP SE
12.2.3.1 Company Overview
12.2.3.2 Product Portfolio
12.2.3.3 Demographic Reach and Achievements
12.2.3.4 Certifications
12.2.4 Oracle Corporation
12.2.4.1 Company Overview
12.2.4.2 Product Portfolio
12.2.4.3 Demographic Reach and Achievements
12.2.4.4 Certifications
12.2.5 NEC Corporation
12.2.5.1 Company Overview
12.2.5.2 Product Portfolio
12.2.5.3 Demographic Reach and Achievements
12.2.5.4 Certifications
12.2.6 Fitbit LLC
12.2.6.1 Company Overview
12.2.6.2 Product Portfolio
12.2.6.3 Demographic Reach and Achievements
12.2.6.4 Certifications
12.2.7 Apple Inc.
12.2.7.1 Company Overview
12.2.7.2 Product Portfolio
12.2.7.3 Demographic Reach and Achievements
12.2.7.4 Certifications
12.2.8 Garmin Ltd.
12.2.8.1 Company Overview
12.2.8.2 Product Portfolio
12.2.8.3 Demographic Reach and Achievements
12.2.8.4 Certifications
12.2.9 Sony Corporation
12.2.9.1 Company Overview
12.2.9.2 Product Portfolio
12.2.9.3 Demographic Reach and Achievements
12.2.9.4 Certifications
12.2.10 Cisco Systems, Inc.
12.2.10.1 Company Overview
12.2.10.2 Product Portfolio
12.2.10.3 Demographic Reach and Achievements
12.2.10.4 Certifications
12.2.11 Samsung Electronics Co., Ltd.
12.2.11.1 Company Overview
12.2.11.2 Product Portfolio
12.2.11.3 Demographic Reach and Achievements
12.2.11.4 Certifications
12.2.12 Huawei Technologies Co., Ltd.
12.2.12.1 Company Overview
12.2.12.2 Product Portfolio
12.2.12.3 Demographic Reach and Achievements
12.2.12.4 Certifications
12.2.13 Panasonic Corporation
12.2.13.1 Company Overview
12.2.13.2 Product Portfolio
12.2.13.3 Demographic Reach and Achievements
12.2.13.4 Certifications
12.2.14 Catapult Group International Ltd
12.2.14.1 Company Overview
12.2.14.2 Product Portfolio
12.2.14.3 Demographic Reach and Achievements
12.2.14.4 Certifications
12.2.15 Zebra Technologies Corporation
12.2.15.1 Company Overview
12.2.15.2 Product Portfolio
12.2.15.3 Demographic Reach and Achievements
12.2.15.4 Certifications
12.2.16 Stats Perform
12.2.16.1 Company Overview
12.2.16.2 Product Portfolio
12.2.16.3 Demographic Reach and Achievements
12.2.16.4 Certifications
12.2.17 Infosys Limited
12.2.17.1 Company Overview
12.2.17.2 Product Portfolio
12.2.17.3 Demographic Reach and Achievements
12.2.17.4 Certifications
12.2.18 MicroTeam
12.2.18.1 Company Overview
12.2.18.2 Product Portfolio
12.2.18.3 Demographic Reach and Achievements
12.2.18.4 Certifications
12.2.19 Pixellot Ltd.
12.2.19.1 Company Overview
12.2.19.2 Product Portfolio
12.2.19.3 Demographic Reach and Achievements
12.2.19.4 Certifications
12.2.20 Miro AI
12.2.20.1 Company Overview
12.2.20.2 Product Portfolio
12.2.20.3 Demographic Reach and Achievements
12.2.20.4 Certifications
12.2.21 Others
12 Industry Events and Developments
List of Key Figures and Tables
1. Global Sports Technology Market: Key Industry Highlights, 2018 and 2028
2. Global Sports Technology Historical Market: Breakup by Sport Type (USD Billion), 2018-2022
3. Global Sports Technology Market Forecast: Breakup by Sport Type (USD Billion), 2023-2028
4. Global Sports Technology Historical Market: Breakup by Technology (USD Billion), 2018-2022
5. Global Sports Technology Market Forecast: Breakup by Technology (USD Billion), 2023-2028
6. Global Sports Technology Historical Market: Breakup by Sports (USD Billion), 2018-2022
7. Global Sports Technology Market Forecast: Breakup by Sports (USD Billion), 2023-2028
8. Global Sports Technology Historical Market: Breakup by Component (USD Billion), 2018-2022
9. Global Sports Technology Market Forecast: Breakup by Component (USD Billion), 2023-2028
10. Global Sports Technology Historical Market: Breakup by Application (USD Billion), 2018-2022
11. Global Sports Technology Market Forecast: Breakup by Application (USD Billion), 2023-2028
12. Global Sports Technology Historical Market: Breakup by End Use (USD Billion), 2018-2022
13. Global Sports Technology Market Forecast: Breakup by End Use (USD Billion), 2023-2028
14. Global Sports Technology Historical Market: Breakup by Region (USD Billion), 2018-2022
15. Global Sports Technology Market Forecast: Breakup by Region (USD Billion), 2023-2028
16. North America Sports Technology Historical Market: Breakup by Country (USD Billion), 2018-2022
17. North America Sports Technology Market Forecast: Breakup by Country (USD Billion), 2023-2028
18. Europe Sports Technology Historical Market: Breakup by Country (USD Billion), 2018-2022
19. Europe Sports Technology Market Forecast: Breakup by Country (USD Billion), 2023-2028
20. Asia Pacific Sports Technology Historical Market: Breakup by Country (USD Billion), 2018-2022
21. Asia Pacific Sports Technology Market Forecast: Breakup by Country (USD Billion), 2023-2028
22. Latin America Sports Technology Historical Market: Breakup by Country (USD Billion), 2018-2022
23. Latin America Sports Technology Market Forecast: Breakup by Country (USD Billion), 2023-2028
24. Middle East and Africa Sports Technology Historical Market: Breakup by Country (USD Billion), 2018-2022
25. Middle East and Africa Sports Technology Market Forecast: Breakup by Country (USD Billion), 2023-2028
26. Global Sports Technology Market Structure
In 2022, the global market for sports technology a value of USD 18,225.4 million.
The market is projected to grow at a CAGR of 11.21% between 2023 and 2028.
The sports technology market is estimated to witness a healthy growth in the forecast period of 2023-2028 to reach USD 33,214.3 million by 2028.
The major drivers of the market include the digital transformation of arenas and stadiums, growing investments by multiple organisations in implementing advanced technology, improvement in audience engagement, rising adoption of esports technology, and growing number of sports leagues.
Rising sports events and the increasing demand for data-driven decisions and operations in sports are the key trends propelling the growth of the market.
The major regions in the market are North America, Europe, the Asia Pacific, Latin America, and the Middle East and Africa.
The major players in the market are IBM Corporation, Fujitsu Limited, SAP SE, Oracle Corporation, NEC Corporation, Fitbit LLC,Apple Inc., Garmin Ltd., Sony Corporation, Cisco Systems, Inc., Samsung Electronics Co., Ltd., Huawei Technologies Co., Ltd., Panasonic Corporation,Catapult Group International Ltd, Zebra Technologies Corporation, Stats Perform, Infosys Limited, MicroTeam, Pixellot Ltd., Miro AI, among others.
Through the simulation of a realistic environment, virtual reality (VR) enables users to practise, time, and reproduce real-world sporting activities. It gives athletes realistic sight, hearing, touch, and even smell experiences that replicate the real stadium when combined with 3D sensor technology.
The primary sport types in the market are indoor sports and outdoor sports.
The leading technologies in the market are Artificial Intelligence/Machine Learning (AI/ML), Internet of Things (IoT), and Augmented Reality/Virtual Reality (AR/VR).
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