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Sports Technology Market

Global Sports Technology Market Size, Share, Forecast: By Sport Type: Outdoor Sports, Indoor Sports; By Technology: Internet of Things (IoT), Artificial Intelligence/Machine Learning (AI/ML), Augmented Reality/Virtual Reality (AR/VR); By Sports; By Component; By Application; By End Use; Regional Analysis; Competitive Landscape; 2024-2032

Global Sports Technology Market Outlook

The global sports technology market size was around USD 20,268.47 million in 2023. The market is further estimated to grow at a CAGR of 11.2% in the forecast period of 2024-2032 to reach USD 52,737.01 million by 2032.

 

Key Takeaways

  • The increasing rollout of 5G networks is anticipated to enhance stadium experience, provide enhanced performance analytics to athletes, and deliver more immersive fan experiences.
  • Athletes and sports enthusiasts are deploying wearable and performance-enhancement tools to analyse and boost their performances.
  • Esports, which is now officially recognised in Germany, the USA, India, and China, among other countries, is enhancing the use of technologies, such as AI and machine learning to boost player performance.

 

Sports organisations, leagues, and clubs have been deploying generative AI to optimise and analyse strategies, predict outcomes, and design training regimens for athletes.

 

The global sports technology market is rapidly growing, driven by an increased interest in sports by participants and viewers worldwide. A strong focus on audience participation and entertainment activities as well as the digital transformation of arenas and stadiums are expected to boost the deployment of advanced technologies in the sports sector.

 

Various sporting organisations, leagues, and clubs are also implementing advanced technological solutions for tracking players' performance and increasing their interaction with fans, which contributes to the sports technology market development.

 

The rising popularity of esports is stimulated by growing access to smartphones and the availability of free-to-play competitive games. A combination of computer vision and AI provides bookmakers with detailed information about the gamers’ decisions, allowing them to create more accurate odds. Esport teams also use machine learning to construct better practice strategies.

 

Figure: Top E-sport Audience by Age Group

Global Sports Technology Market

 

Key Trends and Developments

Growing use of wearable technologies; rising demand for smart stadiums; increasing adoption of AI, machine learning, and AR/VR technologies; and rising number of sports events are the major factors impacting the sports technology market growth

 

Feb 15, 2023

FC ST. Pauli announced Catapult as the official performance analysis and athlete monitoring software partner. The objective of the partnership between FC St. Pauli and Catapult Sports is to provide official performance analysis and athlete tracking tools that will enable FC St. Pauli to contextualise the physical outputs of every aspect of play and improve optimised training sessions.

 

Sep 12, 2022

Patriot One Technologies Inc. announced a partnership with the SAP Center at San Jose, which allowed the latter to use the company's SmartGateway patron screening system and Platform powered by artificial intelligence (AI) to safeguard all entrances to roughly 18,000-seat venue for all non-NHL events.

 

Sep 12, 2022

IBM in collaboration with ESPN enhanced the Fantasy Football experience strategically using IBM Watson’s AI technology. The collaboration uses Trade Analyzer with Watson to analyze vast quantities of structured and unstructured data for ESPN fantasy football.

 

Feb 9, 2022

Oracle and Red Bull Racing joined hands for advanced innovation for Formula One by introducing a new car and a team named, Oracle Red Bull Racing, which will use Oracle Cloud infrastructure to improve race strategy, and engine development, amongst others.

 

Increasing adoption of wearable devices

In order to enhance their health, fitness and performance levels, athletes are utilising solutions such as wearable fitness devices, which aids the sports technology market growth. In-built GPS and sensors on the equipment capture the athlete’s data, converting it into actionable insights to boost their performance.

 

A rise in international sporting events

As countries become inclined towards hosting international sporting events to secure foreign capital, the demand for digital sports services to enhance the playing and watching aspects of sports is improving. Manufacturers are providing training systems to boost the skills of individual athletes and enhance team tactics. Organisations are investing in platforms to provide sophisticated live view and real-time updates to spectators.

 

Technological advancements

An increasing rollout of the 5G technology ensures a high connection speed for gamers, stimulating the growth of the esports market. The utilisation of artificial intelligence and machine learning is further helping players improve their gaming tactics, while virtual reality is aiding the development of interactive games, thereby supporting the sports technology market expansion.

 

Smart technologies revolutionising viewer's experiences

The rising focus on improving spectator experience is leading to the development of smart stadiums that incorporate smart navigation, ultrasonic internet speed, and multiple game viewpoints.

 

Global Sports Technology Market Trends

Athletes are increasingly investing in fitness applications, wearable devices, and services that help them improve their health and endurance levels to maximise their performance. The development of devices that can be synced with computers and mobile devices compatible with various operating systems, such as iOS, Android, and Windows, has increased user convenience.

 

IoT sensors and devices measure the heart rate, running speed, and muscle activity of players to determine their performance. Big data along with in-memory technology analytics enables coaches to make intelligent decisions during the game and allows fans to have more enjoyable experiences.

 

Sports organisations depend on data analytics to enhance player development and in-game strategy. The adoption of the cloud for storing this data has enabled them to seamlessly access it and gather actionable real-time insights to boost player performance. The cloud also provides organisations with reliable backup solutions such as immutability, ensuring long-term preservation and protection of the data.

 

Global Sports Technology Market By End Use

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Market Segmentation

“Global Sports Technology Market Report and Forecast 2024-2032” offers a detailed analysis of the market based on the following segments:

 

Market Breakup by Sport Type

  • Outdoor Sports
  • Indoor Sports

 

Market Breakup by Technology

  • Internet of Things (IoT)
  • Artificial Intelligence/Machine Learning (AI/ML)
  • Augmented Reality/Virtual Reality (AR/VR)

 

Market Breakup by Sports

  • Soccer
  • E-Sports
  • Basketball
  • Cricket
  • Baseball
  • Tennis
  • American Football/Rugby
  • Golf
  • Hockey
  • Others

 

Market Breakup by Component

  • Software
    • On-Premise
    • Cloud
  • Services
  • Wearable Devices and Sports Equipment

 

Market Breakup by Application

  • Analytics and Statistics
  • Decision Making and Team Analysis and Management 
  • Game Performance Analysis and Injury and Health Analysis
  • Training
  • Tactics and Simulation
  • Tracking

 

Market Breakup by End Use

  • Clubs
  • Sports Associations
  • Leagues
  • Coaches
  • Others

 

Market Breakup by Region

  • North America
  • Europe
  • Asia Pacific
  • Latin America
  • Middle East and Africa

 

Based on technology, the Internet of Things (IoT) dominate the sports technology market share

Sports organisations are deploying IoT technology to capture real-time data and analytics to support players and teams to improve their performance, fitness, health, and training strategies.

 

With organisations placing stadiums at the epicentre of fan experience, the use of IoT technology to improve digital engagement, venue efficiency, and in-arena experience is growing.

 

Meanwhile, AI, along with data analytics, is applied across a range of areas, including athlete management and payments, talent identification and selection, sports organisational management, fan experience, and sports betting.

 

AI in sports, including tennis, soccer, cricket, baseball, and basketball, helps teams analyse the weaknesses of competitors and adjust pre-training sessions accordingly.

 

Based on end use, clubs are a significant contributor to the sports technology market revenue

Blockchain technology has helped sports clubs, such as Manchester City, Barcelona, and PSG, to improve fan engagement, boost revenue, and combat fraud.

 

Sporting leagues have been utilising innovative technologies to collect unprecedented data, including player speed and shot velocity, to improve the performance of players. Moreover, there has been a growing deployment of innovative technologies by sports associations to make error-free judgments.

 

Sports associations and coaches are leveraging technologies, such as machine learning, AI, and data science, to predict outcomes in real time, suggest alternatives, and enhance gaming strategies. Additionally, machine learning helps organisations understand the spectator’s behaviour to improve their engagement.

 

Global Sports Technology Market By Region

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Competitive Landscape

Manufacturers are engaging in continuous research and development to create improved technological solutions offering enhanced functionality and reliability to enhance the experience of end users

 

International Business Machines Corporation

IBM, headquartered in the US, provides various technologies which are used across a wide range of industries including aerospace and defence, automotive, entertainment, and oil and gas, among others.

 

Fujitsu Limited

Headquartered in Japan, Fujitsu is one of the global leaders in technology and business solutions dealing in computing, network, artificial intelligence, data and security, and converging technologies, providing end-to-end technology-related solutions.

 

SAP SE

SAP SE, founded in 1972, is a global leader in enterprise applications redefining ERP and creating networks of intelligent enterprises that provide transparency, resiliency, and sustainability across supply chains.

 

Oracle Corporation

Oracle, headquartered in the US, is one of the world’s largest database management companies and is the only technology provider with a complete suite of integrated cloud applications and a cloud infrastructure platform.

 

Other notable players operating in the global sports technology market are 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., and Miro AI, among others.

 

Players are upgrading their product portfolios and incorporating the latest capabilities to innovate their offerings and meet the evolving demands of consumers.

 

Sports Technology Market Analysis by Region

Within the European region, Germany has emerged as a diverse and mature esports market. The development of distinct esports sub-ecosystems through titles such as Counterstrike: Global Offensive, League of Legends, and FIFA are increasing the popularity of esports and demand for technology such as AI and AR/VR.

 

Within North America, sports organisations, such as Canadian Sport Institute Calgary, are utilising artificial intelligence to gain insights from data to maintain an athlete's health and optimise their performance. Further, sports academies and associations are adopting cloud-based software platforms to boost their activities.

 

Latin America witnessed a boom in the sports tech startups, particularly in the fitness sector. Sports, particularly soccer, are a major part of the lives of Latin Americans, and the developments in the streaming and data analysis of sporting events have boosted the growth of the sports technology market.

 

Key Highlights of the Report

REPORT FEATURES DETAILS
Base Year 2023
Historical Period 2018-2023
Forecast Period 2024-2032
Scope of the Report

Historical and Forecast Trends, Industry Drivers and Constraints, Historical and Forecast Market Analysis by Segment:

  • Sport Type
  • Technology
  • Sports
  • Component
  • Application
  • End Use
  • Region
Breakup by Sport Type
  • Outdoor Sports
  • Indoor Sports
Breakup by Technology
  • Internet of Things (IoT)
  • Artificial Intelligence/Machine Learning (AI/ML)
  • Augmented Reality/Virtual Reality (AR/VR)
Breakup by Sports
  • Soccer
  • E-Sports
  • Basketball
  • Cricket
  • Baseball
  • Tennis
  • American Football/Rugby
  • Golf
  • Hockey
  • Others
Breakup by Component
  • Software
  • Services
  • Wearable Devices and Sports Equipment
Breakup by Application
  • Analytics and Statistics
  • Decision Making and Team Analysis and Management 
  • Game Performance Analysis and Injury and Health Analysis
  • Training
  • Tactics and Simulation
  • Tracking
Breakup by End Use
  • Clubs
  • Sports Associations
  • Leagues
  • Coaches
  • Others
Breakup by Region
  • North America
    • United States of America 
    • Canada
  • Europe
    • United Kingdom
    • Germany
    • France
    • Italy
    • Others
  • Asia Pacific
    • China
    • Japan
    • India
    • ASEAN
    • Australia
    • Others
  • Latin America
    • Brazil
    • Argentina
    • Mexico
    • Others
  • Middle East and Africa
    • Saudi Arabia
    • United Arab Emirates
    • Nigeria
    • South Africa
    • Others
Market Dynamics
  • SWOT Analysis
  • Porter's Five Forces Analysis
  • Key Indicators for Demand
  • Key Indicators for Price
Competitive Landscape
  • Market Structure
  • Company Profiles
    • Company Overview
    • Product Portfolio
    • Demographic Reach and Achievements
    • Certifications
Companies Covered
  • International Business Machines 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
  • Others
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    Opportunities and Challenges in the Market
8    Global Sports Technology Market Analysis

    8.1    Global Sports Technology Historical Market (2018-2023) 
    8.2    Global Sports Technology Market Forecast (2024-2032)
    8.3    Global Sports Technology Market by Sport Type
        8.3.1    Outdoor Sports
            8.3.1.1    Historical Trend (2018-2023)
            8.3.1.2    Forecast Trend (2024-2032)
        8.3.2    Indoor Sports
            8.3.2.1    Historical Trend (2018-2023)
            8.3.2.2    Forecast Trend (2024-2032)
    8.4    Global Sports Technology Market by Technology
        8.4.1    Internet of Things (IoT)
            8.4.1.1    Historical Trend (2018-2023)
            8.4.1.2    Forecast Trend (2024-2032)
        8.4.2    Artificial Intelligence/Machine Learning (AI/ML)
            8.4.2.1    Historical Trend (2018-2023)
            8.4.2.2    Forecast Trend (2024-2032)
        8.4.3    Augmented Reality/Virtual Reality (AR/VR)
            8.4.3.1    Historical Trend (2018-2023)
            8.4.3.2    Forecast Trend (2024-2032)
    8.5    Global Sports Technology Market by Sports
        8.5.1    Soccer
            8.5.1.1    Historical Trend (2018-2023)
            8.5.1.2    Forecast Trend (2024-2032)
        8.5.2    E-Sports
            8.5.2.1    Historical Trend (2018-2023)
            8.5.2.2    Forecast Trend (2024-2032)
        8.5.3    Basketball
            8.5.3.1    Historical Trend (2018-2023)
            8.5.3.2    Forecast Trend (2024-2032)
        8.5.4    Cricket
            8.5.4.1    Historical Trend (2018-2023)
            8.5.4.2    Forecast Trend (2024-2032)
        8.5.5    Baseball
            8.5.5.1    Historical Trend (2018-2023)
            8.5.5.2    Forecast Trend (2024-2032)
        8.5.6    Tennis
            8.5.6.1    Historical Trend (2018-2023)
            8.5.6.2    Forecast Trend (2024-2032)
        8.5.7    American Football/Rugby
            8.5.7.1    Historical Trend (2018-2023)
            8.5.7.2    Forecast Trend (2024-2032)
        8.5.8    Golf
            8.5.8.1    Historical Trend (2018-2023)
            8.5.8.2    Forecast Trend (2024-2032)
        8.5.9    Hockey
            8.5.9.1    Historical Trend (2018-2023)
            8.5.9.2    Forecast Trend (2024-2032)
        8.5.10    Others
    8.6    Global Sports Technology Market by Component
        8.6.1    Software
            8.6.1.1    Historical Trend (2018-2023)
            8.6.1.2    Forecast Trend (2024-2032)
            8.6.1.3    Breakup by Type
                8.6.1.3.1    On-Premise
                8.6.1.3.2    Cloud
        8.6.2    Services
            8.6.2.1    Historical Trend (2018-2023)
            8.6.2.2    Forecast Trend (2024-2032)
        8.6.3    Wearable Devices and Sports Equipment
            8.6.3.1    Historical Trend (2018-2023)
            8.6.3.2    Forecast Trend (2024-2032)
    8.7    Global Sports Technology Market by Application
        8.7.1    Analytics and Statistics
            8.7.1.1    Historical Trend (2018-2023)
            8.7.1.2    Forecast Trend (2024-2032)
        8.7.2    Decision Making and Team Analysis and Management
            8.7.2.1    Historical Trend (2018-2023)
            8.7.2.2    Forecast Trend (2024-2032)
        8.7.3    Game Performance Analysis and Injury and Health Analysis
            8.7.3.1    Historical Trend (2018-2023)
            8.7.3.2    Forecast Trend (2024-2032)
        8.7.4    Training
            8.7.4.1    Historical Trend (2018-2023)
            8.7.4.2    Forecast Trend (2024-2032)
        8.7.5    Tactics and Simulation
            8.7.5.1    Historical Trend (2018-2023)
            8.7.5.2    Forecast Trend (2024-2032)
        8.7.6    Tracking
            8.7.6.1    Historical Trend (2018-2023)
            8.7.6.2    Forecast Trend (2024-2032)
    8.8    Global Sports Technology Market by End Use
        8.8.1    Clubs
            8.8.1.1    Historical Trend (2018-2023)
            8.8.1.2    Forecast Trend (2024-2032)
        8.8.2    Sports Associations
            8.8.2.1    Historical Trend (2018-2023)
            8.8.2.2    Forecast Trend (2024-2032)
        8.8.3    Leagues
            8.8.3.1    Historical Trend (2018-2023)
            8.8.3.2    Forecast Trend (2024-2032)
        8.8.4    Coaches
            8.8.4.1    Historical Trend (2018-2023)
            8.8.4.2    Forecast Trend (2024-2032)
        8.8.5    Others
    8.9    Global Sports Technology Market by Region
        8.9.1    North America
        8.9.2    Europe
        8.9.3    Asia Pacific
        8.9.4    Latin America
        8.9.5    Middle East and Africa
9    Regional Analysis
    9.1    North America
        9.1.1    Historical Trend (2018-2023)
        9.1.2    Forecast Trend (2024-2032)
        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 (2018-2023)
        9.2.2    Forecast Trend (2024-2032)
        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 (2018-2023)
        9.3.2    Forecast Trend (2024-2032)
        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 (2018-2023)
        9.4.2    Forecast Trend (2024-2032)
        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 (2018-2023)
        9.5.2    Forecast Trend (2024-2032)
        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    International Business Machines 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
13    Key Trends and Developments in the Market


List of Key Figures and Tables

1.    Global Sports Technology Market: Key Industry Highlights, 2018 and 2032
2.    Global Sports Technology Historical Market: Breakup by Sport Type (USD Billion), 2018-2023
3.    Global Sports Technology Market Forecast: Breakup by Sport Type (USD Billion), 2024-2032
4.    Global Sports Technology Historical Market: Breakup by Technology (USD Billion), 2018-2023
5.    Global Sports Technology Market Forecast: Breakup by Technology (USD Billion), 2024-2032
6.    Global Sports Technology Historical Market: Breakup by Sports (USD Billion), 2018-2023
7.    Global Sports Technology Market Forecast: Breakup by Sports (USD Billion), 2024-2032
8.    Global Sports Technology Historical Market: Breakup by Component (USD Billion), 2018-2023
9.    Global Sports Technology Market Forecast: Breakup by Component (USD Billion), 2024-2032
10.    Global Sports Technology Historical Market: Breakup by Application (USD Billion), 2018-2023
11.    Global Sports Technology Market Forecast: Breakup by Application (USD Billion), 2024-2032
12.    Global Sports Technology Historical Market: Breakup by End Use (USD Billion), 2018-2023
13.    Global Sports Technology Market Forecast: Breakup by End Use (USD Billion), 2024-2032
14.    Global Sports Technology Historical Market: Breakup by Region (USD Billion), 2018-2023
15.    Global Sports Technology Market Forecast: Breakup by Region (USD Billion), 2024-2032
16.    North America Sports Technology Historical Market: Breakup by Country (USD Billion), 2018-2023
17.    North America Sports Technology Market Forecast: Breakup by Country (USD Billion), 2024-2032
18.    Europe Sports Technology Historical Market: Breakup by Country (USD Billion), 2018-2023
19.    Europe Sports Technology Market Forecast: Breakup by Country (USD Billion), 2024-2032
20.    Asia Pacific Sports Technology Historical Market: Breakup by Country (USD Billion), 2018-2023
21.    Asia Pacific Sports Technology Market Forecast: Breakup by Country (USD Billion), 2024-2032
22.    Latin America Sports Technology Historical Market: Breakup by Country (USD Billion), 2018-2023
23.    Latin America Sports Technology Market Forecast: Breakup by Country (USD Billion), 2024-2032
24.    Middle East and Africa Sports Technology Historical Market: Breakup by Country (USD Billion), 2018-2023
25.    Middle East and Africa Sports Technology Market Forecast: Breakup by Country (USD Billion), 2024-2032
26.    Global Sports Technology Market Structure

Key Questions Answered in the Report

The market attained a value of USD 20,268.47 million in 2023.

The market is further expected to grow in the forecast period of 2024-2032 at a CAGR of 11.2%.

The market is estimated to witness a healthy growth in the forecast period of 2024-2032 to reach a value of USD 52,737.01 million by 2032.

The different sport types considered in the market report are outdoor sports and indoor sports.

The key regional markets for sports technology are North America, Europe, the Asia Pacific, Latin America, and the Middle East and Africa.

The end uses of sports technology include clubs, sports associations, leagues, and coaches, among others.

The applications include analytics and statistics, decision-making and team analysis and management, game performance analysis and injury and health analysis, training, tactics and simulation, and tracking.

The key players in the market include International Business Machines 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., and Miro AI, among others.

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