The China AI in Sports Market was valued at $70.7 Million in 2024 and projected to reach to $193.3 Million by 2029, representing a compound annual growth rate of 18.2%. China's AI in Sports market is positioned for exceptional growth, expanding from $70.7 million in 2024 to $193.3 million by 2029.
| Market Size in | USD 26.32 MN |
| Market Forecast in | |
| CAGR | |
| Forecast Period | |
| Units Considered | Value (USD MN) |
China's AI in Sports market is growing at 18.2% CAGR, outpacing the global average of 16.7%, driven by government support for sports technology innovation and digital transformation initiatives across the nation's sports ecosystem.
Major Chinese sports leagues including the CBA and CSL are increasingly adopting AI-powered analytics, player performance tracking, and fan engagement solutions, creating substantial opportunities for technology providers and sports organizations.
Chinese sports facilities and training centers are investing heavily in AI-driven coaching systems, biomechanical analysis, and talent identification platforms to enhance athlete performance and competitive advantage on the global stage.
Digital-first Chinese consumers are driving demand for AI-powered personalized content, virtual reality experiences, and interactive platforms that enhance fan engagement across streaming services and social media ecosystems.
| Report Metric | Details |
|---|---|
| Base Year | 2024 |
| Fastest Growing Segment | FAN ENGAGEMENT (Application) |
| Forecast Period | 2024-2029 |
| Growth Rate | CAGR of 16.7% from 2024 to 2029 |
| Largest Segment | DEVICES (Technology) |
| Market Size Base Year (Billions) | ~USD 1.03 (2024) |
| Revenue Forecast (Billions) | ~USD 2.24 (2029) |
| Segments Covered | Offering, Sports Solution, Service Type, Type, Sports Type, End User, Solution, Service, Professional Service, Individual Sport, Team Sport, Technology, Sports, Component, Deployment Mode, Application |
16 segment dimensions are covered across the global market.
| Segment | 2024 | 2025 | 2026 | 2027 | 2028 | 2029 | 2030 | CAGR (%) |
|---|---|---|---|---|---|---|---|---|
| OTHER END USERS | 7.2 | 8.9 | 10.5 | 12 | 13.4 | 14.7 | 15.8 | 13.8 |
| SPORTS ASSOCIATIONS | 24.9 | 31 | 37.4 | 43.9 | 50.2 | 56.2 | 61.8 | 16.3 |
| SPORTS MEDIA & BROADCASTING | 16.6 | 21.6 | 27.3 | 33.4 | 40 | 46.7 | 53.6 | 21.5 |
| SPORTS TEAMS | 21.9 | 27.9 | 34.4 | 41.3 | 48.3 | 55.4 | 62.3 | 19 |
| TOTAL | 70.7 | 89.4 | 109.6 | 130.6 | 152 | 173 | 193.3 | 18.2 |
China's AI in Sports market was valued at $70.7 million in 2024 and is expected to grow to $193.3 million by 2029.
China's AI in Sports market is growing at a compound annual growth rate (CAGR) of 18.2% from 2024 to 2029.
China's 18.2% CAGR exceeds the global average of 16.7%, making China one of the fastest-growing markets for AI in Sports.
China's growth is driven by government support for AI innovation, large sports infrastructure investments, digital adoption, and demand for advanced analytics in professional sports.
China's market is dominated by player performance analytics, injury prediction, real-time broadcast enhancement, and fan engagement technologies powered by AI.
This research study involved the extensive use of secondary sources, directories, and databases, such as Dun & Bradstreet (D&B) Hoovers and Bloomberg BusinessWeek, to identify and collect valuable information for a technical, market-oriented, and commercial study of the AI in Sports market. The primary sources have been mainly industry experts from the core and related industries and preferred suppliers, manufacturers, distributors, service providers, technology developers, alliances, and organizations related to all segments of the value chain of this market. In-depth interviews have been conducted with primary respondents, including key industry participants, subject matter experts, C-level executives of key market players, and industry consultants, to obtain and verify critical qualitative and quantitative information.
In the secondary research process, various secondary sources were referred to identify and collect information for the study. The secondary sources included annual reports, press releases, investor presentations of companies, white papers, certified publications, and articles from recognized associations and government publishing sources. Several journals and associations, such as Artificial Intelligence in Sport Programme 2024, AI for Sport Conference 2nd Edition, were also referred to. Secondary research was used to obtain key information about industry insights, the market’s monetary chain, the overall pool of key players, market classification and segmentation according to industry trends to the bottom-most level, regional markets, and key developments from both the market and technology-oriented perspectives.
In the primary research process, various primary sources from both the supply and demand sides were interviewed to obtain qualitative and quantitative information for the report. The primary sources from the supply side included industry experts, such as Chief Executive Officers (CEOs), Chief Technology Officers (CTOs), Chief Operating Officers (COOs), Vice Presidents (VPs), marketing directors, technology and innovation directors, and related key executives from various key companies and organizations operating in the AI in Sports market. The primary sources from the demand side included AI in Sports end users, consultants/specialists, Chief Information Officers (CIOs), and subject-matter experts from enterprises and government associations.
*Others include sales managers, marketing managers, and product managers.
Note: Tier 1 companies’ revenue is more than USD 1 billion; Tier 2 companies ‘revenue ranges between
USD 500 million to 1 billion; and Tier 3 companies’ revenue ranges in between USD 100 million
and USD 500 million
To know about the assumptions considered for the study, download the pdf brochure
Multiple approaches were adopted to estimate and forecast the size of the AI in Sports market. The first approach involves estimating market size by summing up the revenue companies generate by selling AI solutions for Sports.
Both top-down and bottom-up approaches were used to estimate and validate the total size of the market. These methods were extensively used to estimate the size of various segments in the market. The research methodology used to estimate the market size includes the following:

After arriving at the overall market size using the market size estimation processes as explained above, the market was split into several segments and subsegments. To complete the overall market engineering process and arrive at the exact statistics of each market segment and subsegment, data triangulation and market breakup procedures were employed, wherever applicable. The overall market size was then used in the top-down procedure to estimate the size of other individual markets via percentage splits of the market segmentation.
AI in Sports refers to the integration and application of artificial intelligence technologies to enhance various aspects of the sports industry. This includes improving athletic performance, optimizing game strategies, enriching fan experiences, and managing operations efficiently. AI-powered solutions in sports leverage data analytics, machine learning, computer vision, and natural language processing to analyze vast amounts of data and deliver actionable insights.
Additionally, AI automates broadcasting, generates real-time analytics, and improves operations such as ticketing, crowd management, and scheduling, transforming the way sports are played, managed, and consumed.
With the given market data, MarketsandMarkets offers customizations as per the company’s specific needs. The following customization options are available for the report:
Full forecast, segment splits, and company analysis for all AI in Sports Market.
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