Sports Technology Market

Sports Technology Market by Product (Device, Smart Stadium, Esports and Sports Analytics) by Technology (Artificial Intelligence/Machine Learning, Internet of Things and Augmented Reality/Virtual Reality) – Global Trends, Size, Share, Growth, Industry Analysis and Forecast, 2019-2025

Published: Jul 2019 | Report Code: | Category : Communication and Connectivity Technology | Delivery Format: /

Sports technology is a technical means of enhancing athletes’ training and competitive environment to improve their overall performance. Sports technology has been adopted more in outdoor sports activities rather than indoor activities. Indoor activities are also a major contributor to the market which includes chess, swimming, badminton and various others. There are various advantages of these technologies which include identification of the visual skills such as eye-tracking devices which are essential for sports performance and then design sport-specific training programs to enhance those skills. Moreover, the reports generated by sports analytics software enable coaches and players to identify strengths and weaknesses in their own game strategies and tactical execution and to examine their opponents’ strategies and tactics.

The sports technology market is expected to be driven by an increase in the adoption of advanced technology in sport such as Hawk-Eye Technology, HANS device, and Prosthetic Devices for disabled athletes. The various companies providing technological development such as wearable devices in the industry of sports support the process of organizing and managing events across the globe. This technological advancement also saves time and reduces errors for the managers in making decisions. This is expected to boost the growth of the global sports technology market during the forecast period. However, the growing threat of cybersecurity attacks in sports is one of the major limiting factors that hamper the global market for sports technology.

The global sports technology market is segmented on the basis of product and technology. On the basis of technology, the market is sub-segmented into Artificial Intelligence/Machine Learning (AI/ML), Internet of Things (IoT), and Augmented Reality/Virtual Reality (AR/VR). Due to the emergence of various collaborations such as the National Football League and Indian Premier League; the market is expected to grow in the near future.  On the basis of geography, the market is segmented into North America, Asia-Pacific, Europe, and Rest of the World. The market for sports technology is dominated by North America, followed by Europe in 2018. The high technology penetration in the games industry has resulted in North America’s high market share. While, the market in Asia-Pacific is also growing significantly through increased investment in sports across countries such as India and China, as well as various other countries. Key players in this market are Agile Sports Technologies, Inc. (Hudl), Stack Sports, Firstbeat Technologies Ltd., Catapult Group International Ltd., Kinexon GmbH, IBM Corp., Tableau Software, Inc., and Chetu, Inc. The crucial strategies adopted by these companies include merger and acquisitions, product launches and collaborations to expand market share globally.

Research Methodology

The market study of the global sports technology market is incorporated by extensive primary and secondary research conducted by the research team at OMR. Secondary research has been conducted to refine the available data to breakdown the market in various segments, derive total market size, market forecast, and growth rate. Different approaches have been worked on to derive the market value and market growth rate. Our team collects facts and data related to the market from different geography to provide a better regional outlook. In the report, the country-level analysis is provided by analyzing various regional players, regional tax laws and policies, consumer behavior and macro-economic factors. Numbers extracted from secondary research have been authenticated by conducting proper primary research. It includes tracking down key people from the industry and interviewing them to validate the data. This enables our analyst to derive the closest possible figures without any major deviations in the actual number. Our analysts try to contact as many executives, managers, key opinion leaders, and industry experts. Primary research brings authenticity in our reports.

Secondary Sources Include

  • Financial reports of companies involved in the market.
  • Whitepapers, research-papers, and news blogs.
  • Company websites and their product catalog.

The report is intended for government and private organization for overall market analysis and competitive analysis. The report provides in-depth analysis on market size, intended quality of the service preferred by consumers. The report will serve as a source for 360-degree analysis of the market thoroughly integrating different models.

Market Segmentation

  • Global Sports Technology Market Research and Analysis by Product
  • Global Sports Technology Market Research and Analysis by Technology

The Report Covers

  • Comprehensive research methodology of the global sports technology market.
  • This report also includes a detailed and extensive market overview with key analyst insights.
  • An exhaustive analysis of macro and micro factors influencing the market guided by key recommendations.
  • Analysis of regional regulations and other government policies impacting the global sports technology market.
  • Insights about market determinants which are stimulating the global sports technology market.
  • Detailed and extensive market segments with regional distribution of forecasted revenues.
  • Extensive profiles and recent developments of market players.

1. Report Summary

1.1. Research Methods and Tools

1.2. Market Breakdown

1.2.1. By Segments

1.2.2. By Geography

1.2.3. By Stakeholders

2. Market Overview and Insights

2.1. Scope of the Report

2.2. Analyst Insight & Current Market Trends

2.2.1. Key Findings

2.2.2. Recommendations

2.2.3. Conclusion

2.3. Rules & Regulations

3. Competitive Landscape

3.1. Competitive Dashboard

3.2. Key Strategy Analysis

3.3. Key Company Analysis

3.3.1. Catapult Group International, Ltd.

3.3.1.1. Overview

3.3.1.2. Financial Analysis

3.3.1.3. SWOT Analysis

3.3.1.4. Recent Developments

3.3.2. Agile Sports Technologies, Inc. (Hudl)

3.3.2.1. Overview

3.3.2.2. Financial Analysis

3.3.2.3. SWOT Analysis

3.3.2.4. Recent Developments

3.3.3. Tableau Software, Inc.

3.3.3.1. Overview

3.3.3.2. Financial Analysis

3.3.3.3. SWOT Analysis

3.3.3.4. Recent Developments

3.3.4. Sportradar AG

3.3.4.1. Overview

3.3.4.2. Financial Analysis

3.3.4.3. SWOT Analysis

3.3.4.4. Recent Developments

3.3.5. Stack Sports

3.3.5.1. Overview

3.3.5.2. Financial Analysis

3.3.5.3. SWOT Analysis

3.3.5.4. Recent Developments

4. Market Determinants

4.1. Motivators

4.2. Restraints

4.3. Opportunities

5. Market Segmentation

5.1. Global Sports Technology Market by Product

5.1.1. Device

5.1.2. Smart Stadium

5.1.3. Esports

5.1.4. Sports Analytics

5.2. Global Sports Technology Market by Technology

5.2.1. Artificial Intelligence/Machine Learning (AI/ML)

5.2.2. Internet of Things (IoT)

5.2.3. Augmented Reality/Virtual Reality (AR/VR)

6. Regional Analysis

6.1. North America

6.1.1. United States

6.1.2. Canada

6.2. Europe

6.2.1. UK

6.2.2. Germany

6.2.3. Italy

6.2.4. Spain

6.2.5. France

6.2.6. Rest of Europe

6.3. Asia-Pacific

6.3.1. China

6.3.2. India

6.3.3. Japan

6.3.4. Rest of Asia-Pacific

6.4. Rest of the World

7. Company Profiles

7.1. Agile Sports Technologies, Inc. (Hudl)

7.2. Athlete Intelligence

7.3. Bornan Sports Technology

7.4. Catapult Group International, Ltd.

7.5. Chetu, Inc.

7.6. Epicor Software Corp.

7.7. Firstbeat Technologies Oy

7.8. Huami Co., Ltd.

7.9. IBM Corp.

7.10. Jonas Club Centre

7.11. Kinexon GmbH

7.12. Orreco

7.13. PlaySight Interactive Ltd.

7.14. Sport Technology Services, Ltd.

7.15. Sportradar AG

7.16. SportsTG

7.17. Stack Sports

7.18. STATS, LLC

7.19. Tableau Software, Inc.

7.20. Upper Hand, Inc.

7.21. Vicis, Inc.

7.22. Volt Athletics, Inc.

LIST OF TABLES

1. GLOBAL SPORTS TECHNOLOGY MARKET RESEARCH AND ANALYSIS BY PRODUCT, 2018-2025 ($ MILLION)

2. GLOBAL DEVICE MARKET RESEARCH AND ANALYSIS BY REGION, 2018-2025 ($ MILLION)

3. GLOBAL SMART STADIUM MARKET RESEARCH AND ANALYSIS BY REGION, 2018-2025 ($ MILLION)

4. GLOBAL ESPORTS MARKET RESEARCH AND ANALYSIS BY REGION, 2018-2025 ($ MILLION)

5. GLOBAL SPORTS ANALYTICS MARKET RESEARCH AND ANALYSIS BY REGION, 2018-2025 ($ MILLION)

6. GLOBAL SPORTS TECHNOLOGY MARKET RESEARCH AND ANALYSIS BY TECHNOLOGY, 2018-2025 ($ MILLION)

7. GLOBAL ARTIFICIAL INTELLIGENCE/MACHINE LEARNING (AI/ML) MARKET RESEARCH AND ANALYSIS BY REGION, 2018-2025 ($ MILLION)

8. GLOBAL INTERNET OF THINGS (IoT) MARKET RESEARCH AND ANALYSIS BY REGION, 2018-2025 ($ MILLION)

9. GLOBAL AUGMENTED REALITY/VIRTUAL REALITY (AR/VR) MARKET RESEARCH AND ANALYSIS BY REGION, 2018-2025 ($ MILLION)

10. GLOBAL SPORTS TECHNOLOGY MARKET RESEARCH AND ANALYSIS BY GEOGRAPHY, 2018-2025 ($ MILLION)

11. NORTH AMERICAN SPORTS TECHNOLOGY MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2018-2025 ($ MILLION)

12. NORTH AMERICAN AI SPORTS TECHNOLOGY MARKET RESEARCH AND ANALYSIS BY PRODUCT, 2018-2025 ($ MILLION)

13. NORTH AMERICAN SPORTS TECHNOLOGY MARKET RESEARCH AND ANALYSIS BY TECHNOLOGY, 2018-2025 ($ MILLION)

14. EUROPEAN SPORTS TECHNOLOGY MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2018-2025 ($ MILLION)

15. EUROPEAN SPORTS TECHNOLOGY MARKET RESEARCH AND ANALYSIS BY PRODUCT, 2018-2025 ($ MILLION)

16. EUROPEAN SPORTS TECHNOLOGY MARKET RESEARCH AND ANALYSIS BY TECHNOLOGY, 2018-2025 ($ MILLION)

17. ASIA-PACIFIC SPORTS TECHNOLOGY MARKET RESEARCH AND ANALYSIS BY COUNTRY, 2018-2025 ($ MILLION)

18. ASIA-PACIFIC SPORTS TECHNOLOGY MARKET RESEARCH AND ANALYSIS BY PRODUCT, 2018-2025 ($ MILLION)

19. ASIA-PACIFIC SPORTS TECHNOLOGY MARKET RESEARCH AND ANALYSIS BY TECHNOLOGY, 2018-2025 ($ MILLION)

20. REST OF THE WORLD SPORTS TECHNOLOGY MARKET RESEARCH AND ANALYSIS BY PRODUCT, 2018-2025 ($ MILLION)

21. REST OF THE WORLD SPORTS TECHNOLOGY MARKET RESEARCH AND ANALYSIS BY TECHNOLOGY, 2018-2025 ($ MILLION)

LIST OF FIGURES

1. GLOBAL SPORTS TECHNOLOGY MARKET SHARE BY PRODUCT, 2018 VS 2025 (%)

2. GLOBAL SPORTS TECHNOLOGY MARKET SHARE BY TECHNOLOGY, 2018 VS 2025 (%)

3. GLOBAL SPORTS TECHNOLOGY MARKET SHARE BY GEOGRAPHY, 2018 VS 2025 (%)

4. US SPORTS TECHNOLOGY MARKET SIZE, 2018-2025 ($ MILLION)

5. CANADA SPORTS TECHNOLOGY MARKET SIZE, 2018-2025 ($ MILLION)

6. UK SPORTS TECHNOLOGY MARKET SIZE, 2018-2025 ($ MILLION)

7. FRANCE SPORTS TECHNOLOGY MARKET SIZE, 2018-2025 ($ MILLION)

8. GERMANY SPORTS TECHNOLOGY MARKET SIZE, 2018-2025 ($ MILLION)

9. ITALY SPORTS TECHNOLOGY MARKET SIZE, 2018-2025 ($ MILLION)

10. SPAIN SPORTS TECHNOLOGY MARKET SIZE, 2018-2025 ($ MILLION)

11. ROE SPORTS TECHNOLOGY MARKET SIZE, 2018-2025 ($ MILLION)

12. INDIA SPORTS TECHNOLOGY MARKET SIZE, 2018-2025 ($ MILLION)

13. CHINA SPORTS TECHNOLOGY MARKET SIZE, 2018-2025 ($ MILLION)

14. JAPAN SPORTS TECHNOLOGY MARKET SIZE, 2018-2025 ($ MILLION)

15. REST OF ASIA-PACIFIC SPORTS TECHNOLOGY MARKET SIZE, 2018-2025 ($ MILLION)

16. REST OF THE WORLD SPORTS TECHNOLOGY MARKET SIZE, 2018-2025 ($ MILLION)