Sports Technology Market

Sports Technology Market by Technology (Devices, Smart Stadiums, Sports Analytics, Esports), by Sport (Soccer, Baseball, Basketball, Ice Hockey, Rugby, Tennis, Cricket), End User (Sports Associations, Clubs, Leagues) and Region - Global Forecast to 2027

Report Code: SE 7011 Dec, 2022, by marketsandmarkets.com

The sports technology market is projected to reach USD 41.8 billion by 2027 growing at a CAGR of 13.8% during the forecast period.

The growth of the market can be attributed to increasing focus on delighting and engaging fans at stadiums, growing pressure to improve player and team performance, and surging adoption of esports technology.

Sports Technology Market

Sports Technology Market Forecast to 2027

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Sports Technology Market Dynamics

Driver: Increasing focus on delighting and engaging fans at stadiums

Sports event organizers are investing in digital technologies to create unforgettable game-viewing experience in stadiums and on digital devices.

Stadium owners are mounting and instrumenting various technologies, such as high-density Wi-Fi, location-based services, digital kiosks, 360-degree ultra-high definition (UHD) cameras, and digital signage, to enhance the spectator experience in stadiums. In August 2022, Cisco, launched The Connected Scarf, in support of the brand's partnership with Manchester City FC and City Football Group. Cisco's brand-new scarf is a piece of wearable technology that helps monitor a fan’s emotional journey throughout a football match to provide insight into the interconnection between the club and its supporters.

Restraint: High initial investments and budget constraints

Sports technologies are expensive. Stadium operators need huge investments to transform a stadium into a smart one. Millions of dollars are required for the renovation and implementation of advanced technologies in a traditional stadium.

However, low frequency of events and inconsistent footfalls are discouraging stadium operators from making big investments. The low frequency of events can be attributed to a stadium’s location, such as economically deprived areas, enterprise zones, or industrial areas, and event hosting compatibilities. Before making such investments, stadium operators also need to consider the teams that would play in the hosted event, expected attendance, and their returns.

Opportunity: Increasing adoption of AR and VR in sports

AR and VR are being implemented in various stadiums to enhance experience for fans and players, improve sports broadcasting, enrich interactive advertising, etc.

For instance, In May 2022, Star Sports and Quidich Innovation Labs teamed up to create this incredible AR showcase using the Unreal Engine, a powerful real-time 3D game engine, coupled with Quidich’s proprietary real-time drone tracking system, Spatio. VR live streaming was used in Tokyo Olympics to provide a 360-degree experience to audiences who could not attend the games. Manchester City Football Club is building the world's first football stadium inside the metaverse by getting assistance from virtual reality (VR) experts at Sony.

Challenge: Complexities in upgrading and replacing legacy systems

Sports technologies integrate multiple hardware, software, and network elements that can be complex to configure sometimes. The integration of different hardware such as proximity sensors, smart meters, smart thermostats, relays, network switches, gateways, and actuators with automation software over conventional infrastructure may become complex.

Furthermore, these systems are unable to integrate with new-generation smart devices due to protocol issues. Hence, traditional and outdated systems are incapable of communicating efficiently with technologically advanced systems. Integration complexities are expected to hinder the market’s growth in the coming years.

Sports Technology Market Segment Overview

The market for sports analytics to grow  at the highest CAGR from 2022 to 2027.

Sports analytics has applications in player analysis, team performance analysis, video analysis, health assessment, data interpretation and analysis, fan engagement, and others such as hospitality management and marketing and sales management.

In June 2022, Wimbledon and IBM launched a digital platform for player insights. Similarly, in November 2021, the Golden State Warriors and Oracle announced the launch of the Warriors Player Dashboard, powered by Oracle, a unique system that will provide Warriors players and coaches with real-time statistics and integrated player performance data. In June 2022, Stats Perform, the sports tech leader in data and AI, announced a new series of advanced football metrics with the introduction of live Opta Vision data feeds for the 2022–23 football season.

The sports technology market for soccer to hold the largest share during the forecast period.

The sports technologies market for soccer is expected to hold the largest share during the forecast period. FIFA is making efforts to establish global wearable standards for all soccer teams. The idea is to have all professional teams use the same data-tracking technologies to train their players.

Furthermore, football is adopting smart stadium technologies such as AR/VR, digital signage, crowd management, and Wi-Fi 6, among others, for fan engagement, network management, crowd management, etc. In May 2022, European football clubs partnered with skills.lab, which combines complex algorithms with Teledyne FLIR cameras to provide the coaching staff with a detailed view of players’ capabilities, including detailed information on player performance to create targeted individual training programs and monitor player development.

The sports technology market for athletes to grow at the highest CAGR during the forecast period.

Athlete performance technologies, such as wearable devices and sensors, are being used to optimize training, game-day decision-making, and recovery.

Companies such as NormaTec, Rapid Reboot, and Air Relax are offering pneumatic recovery units to help athletes enhance blood flow and circulation, improving recovery after a hard workout or big game. Team USA Cycling has worked with IBM’s Watson AI to pull and analyze training data to provide real-time recommendations to its riders during training, enabling them to make live adjustments in their riding style and gauge the impact of every change.

SAP partnered with Olympic Triathlon Gold Medalist and Ironman World Champion Jan Frodeno. The partnership makes SAP the official data and analytics provider for Frodeno.

Sports Technology Market by Region

Sports Technology Market by Region

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Sports technology market in Asia Pacific to grow at highest CAGR during the forecast period.

Asia Pacific is a high-potential market for sports technology, with vast opportunities for the development and implementation of new technologies. China, Japan, India, Australia, and Singapore are constructing new stadiums and redeveloping the existing ones.

China is the biggest market in Asia Pacific. The emergence of new sports leagues in the region is driving the demand for smart stadium infrastructure to compete with international leagues and create new revenue streams. Sports organizations, such as the Melbourne Cricket Association, Sahara Force India, Indian Premier League (IPL), New Zealand Cricket, and the Board of Control for Cricket in India (BCCI), use smart technologies for hosting major international and domestic tournaments. Asia Pacific countries are emerging players in professional sports, with the popularity of professional leagues and tournaments in the region growing rapidly

Key Market Players in Sports Technology Industry

Key players in the market include IBM (US), Ericsson (Sweden), Cisco (US), Fujitsu (Japan), Huawei (China), Intel (US), SAS Institute (US), SAP (Germany), Oracle (US), NEC Corp.(Japan), Sharp Corp. (Japan), Samsung Electronics (South Korea), Fitbit (US), Apple Inc. (US), Garmin Ltd. (US), Xiaomi Corp. (China) Sony Group Corp. (Japan), Panasonic Corp. (Japan), Modern Times Group (Sweden), Activision Blizzard (US), Tencent Holdings Ltd. (China), Catapult (Australia), and Zebra Technologies (US).

Sports Technology Market Report Scope

Report Metric

Details

Estimated Market Size USD 21.9 billion
Projected Market Size USD 41,8 billion
Growth Rate 13.8%

Years Considered

2018–2027

Base Year Considered

2021

Forecast Period

2022–2027

Forecast Units

Value (USD Thousand/Million/Billion), Volume (Thousand Units)

Segments Covered

  • Technology,
  • Sport,
  • End User

Regions Covered

  • North America,
  • Asia Pacific,
  • Europe, and
  • RoW

Companies Covered

  • IBM (US),
  • Ericsson (Sweden),
  • Cisco (US),
  • Fujitsu (Japan),
  • SAS Institute (US),
  • SAP (Germany),
  • Oracle (US),
  • NEC Corp.(Japan),
  • Sharp Corp. (Japan),
  • Samsung Electronics (South Korea),
  • Fitbit (US),
  • Apple Inc. (US),
  • Garmin Ltd. (US),
  • Xiaomi Corp. (China)
  • Sony Group Corp. (Japan),
  • Panasonic Corp. (Japan),
  • Modern Times Group (Sweden),
  • Activision Blizzard (US),
  • Tencent Holdings Ltd. (China),
  • Catapult (Australia)-Total 25 companies covered
 Key Market Driver  Increasing focus on delighting and engaging fans at stadiums
 Key Market Opportunity  Increasing adoption of AR and VR in sports
 Largest Growing Region  Asia Pacific
 Largest Market Share Segment  Soccer
 Highest CAGR Segment  Sports Analytics

Sports Technology Market Highlights

This report categorizes the market based on technology, sport, end user, and region

Aspect

Details

Sports Technology Market, by Technology

  • Devices
    • Wearables
    • Digital Signage
    • Sports Cameras
  • Smart Stadiums
    • Digital Content Management
    • Stadium and Public Security
    • Building Automation
    • Event Management
    • Network Management
    • Crowd Management
  • Esports
    • Media Rights
    • Ticket Sales and Merchandise
    • Sponsorships and Advertisements
    • Publisher Fees (Downloadable Content, In-game Purchases)
  • Sports Analytics
    • Player Analysis
    • Team Performance Analysis
    • Video Analysis
    • Health Assessment
    • Data Analysis and Interpretation
    • Fan Engagement
    • Broadcast Management
    • Others

Market, by Sport

  • Soccer  
  • Baseball
  • Basketball
  • Ice Hockey
  • American Football/Rugby
  • Tennis
  • Cricket
  • Golf
  • Esports
  • Others

Market, by End User

  • Sports Associations
  • Clubs
  • Leagues
  • Athletes
  • Coaches

Market, by Region

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • Australia
    • Rest of Asia Pacific
  • RoW
    • Middle East & Africa
    • South Americ

Recent Developments in Sports Technology

  • In September 2022, Apple launched Apple Watch Series 8 with best-in-class health features, including an innovative temperature sensor that enables advanced features for women’s health, Crash Detection for severe car crashes, and all-day 18-hour battery life.
  • In August 2022, Fitbit launched Versa 4 and Sense 2 smartwatches, which include sleep, stress, and fitness management features.
  • In June 2022, Garmin launched the world’s first dedicated GPS-running smartwatch with solar charging, the Forerunner 955 Solar, with up to 49 hours of battery life in GPS mode.

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TABLE OF CONTENTS

1 INTRODUCTION (Page No. - 28)
    1.1 STUDY OBJECTIVES
    1.2 MARKET DEFINITION
    1.3 INCLUSIONS AND EXCLUSIONS
    1.4 STUDY SCOPE
           1.4.1 MARKETS COVERED
                    FIGURE 1 SPORTS TECHNOLOGY MARKET SCOPE
           1.4.2 REGIONAL SCOPE
    1.5 YEARS CONSIDERED
    1.6 CURRENCY CONSIDERED
    1.7 UNITS CONSIDERED
    1.8 LIMITATIONS
    1.9 STAKEHOLDERS
    1.1 SUMMARY OF CHANGES

2 RESEARCH METHODOLOGY (Page No. - 34)
    2.1 RESEARCH DATA
           FIGURE 2 SPORTS TECHNOLOGY MARKET SIZE ESTIMATION AND PROCESS FLOW
           FIGURE 3 MARKET: RESEARCH DESIGN
           2.1.1 SECONDARY DATA
                    2.1.1.1 Key data from secondary sources
           2.1.2 PRIMARY DATA
                    2.1.2.1 Primary interviews with experts
                    2.1.2.2 Key data from primary sources
                    2.1.2.3 Key industry insights
                    2.1.2.4 Breakdown of primaries
           2.1.3 SECONDARY AND PRIMARY RESEARCH
    2.2 MARKET SIZE ESTIMATION
           FIGURE 4 MARKET SIZE ESTIMATION METHODOLOGY: APPROACH 1 (SUPPLY SIDE): REVENUE GENERATED FROM SALES OF SMART STADIUM-RELATED SOFTWARE AND SERVICES IN 2021
           FIGURE 5 MARKET SIZE ESTIMATION METHODOLOGY: APPROACH 2 (DEMAND SIDE): ESTIMATION OF SPORTS TECHNOLOGY MARKET SIZE, BY TECHNOLOGY
           2.2.1 BOTTOM-UP APPROACH
                    2.2.1.1 Approach for arriving at market size using bottom-up approach (demand side)
                               FIGURE 6 MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH
           2.2.2 TOP-DOWN APPROACH
                    2.2.2.1 Approach for arriving at market size using top-down analysis
                               FIGURE 7 MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN APPROACH
           2.2.3 MARKET SHARE ESTIMATION
    2.3 MARKET BREAKDOWN AND DATA TRIANGULATION
           FIGURE 8 MARKET BREAKDOWN AND DATA TRIANGULATION
    2.4 RESEARCH ASSUMPTIONS
           TABLE 1 ASSUMPTIONS FOR RESEARCH STUDY
           2.4.1 GROWTH RATE ASSUMPTIONS/FORECASTS
    2.5 RESEARCH LIMITATIONS
    2.6 RISK ASSESSMENT

3 EXECUTIVE SUMMARY (Page No. - 46)
    FIGURE 9 SPORTS ANALYTICS SEGMENT OF SPORTS TECHNOLOGY MARKET TO GROW AT HIGHEST CAGR FROM 2022 TO 2027
    FIGURE 10 SOCCER SEGMENT TO ACCOUNT FOR LARGEST SIZE OF MARKET FROM 2022 TO 2027
    FIGURE 11 MARKET IN ASIA PACIFIC EXPECTED TO GROW AT HIGHEST CAGR DURING FROM 2022 TO 2027

4 PREMIUM INSIGHTS (Page No. - 49)
    4.1 ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN MARKET
           FIGURE 12 INCREASING DEMAND FOR DATA-DRIVEN DECISIONS TO DRIVE MARKET GROWTH FROM 2022 TO 2027
    4.2 SPORTS TECHNOLOGY MARKET, BY TECHNOLOGY
           FIGURE 13 SMART STADIUMS SEGMENT TO HOLD LARGEST SIZE OF MARKET BY 2027
    4.3 MARKET IN ASIA PACIFIC, BY TECHNOLOGY AND COUNTRY
           FIGURE 14 SMART STADIUMS SEGMENT AND CHINA TO ACCOUNT FOR LARGEST SHARES OF MARKET IN ASIA PACIFIC IN 2022
    4.4 MARKET, BY END USER
           FIGURE 15 SPORTS ASSOCIATIONS TO HOLD LARGEST SHARE OF MARKET FROM 2022 TO 2027
    4.5 MARKET, BY REGION
           FIGURE 16 MARKET IN CHINA TO GROW AT HIGHEST CAGR FROM 2022 TO 2027

5 MARKET OVERVIEW (Page No. - 52)
    5.1 INTRODUCTION
    5.2 MARKET DYNAMICS
           FIGURE 17 SPORTS TECHNOLOGY MARKET: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES
           5.2.1 DRIVERS
                    5.2.1.1 Increasing focus on delighting and engaging fans at stadiums
                    5.2.1.2 Pressing need for data-driven decisions
                    5.2.1.3 Growing pressure to improve player/team performance
                    5.2.1.4 Surging adoption of esports technology
                    5.2.1.5 Rising implementation of IoT technologies for efficient management of stadium infrastructure
                               FIGURE 18 IMPACT OF DRIVERS ON MARKET
           5.2.2 RESTRAINTS
                    5.2.2.1 High initial investments and budget constraints
                               FIGURE 19 IMPACT OF RESTRAINTS ON MARKET
           5.2.3 OPPORTUNITIES
                    5.2.3.1 Advent of AI and ML technologies
                    5.2.3.2 Emergence of sports leagues and events with large prize pools
                    5.2.3.3 Increasing adoption of AR and VR in sports
                               FIGURE 20 IMPACT OF OPPORTUNITIES ON MARKET
           5.2.4 CHALLENGES
                    5.2.4.1 Lack of professionals with analytical skills
                    5.2.4.2 Complexities in upgrading and replacing legacy systems
                               FIGURE 21 IMPACT OF CHALLENGES ON MARKET
    5.3 VALUE CHAIN ANALYSIS
           FIGURE 22 VALUE CHAIN ANALYSIS: MAJOR VALUE IS ADDED BY MANUFACTURERS
    5.4 SPORTS TECHNOLOGY MARKET ECOSYSTEM ANALYSIS
           TABLE 2 MARKET: ECOSYSTEM
    5.5 TECHNOLOGY ANALYSIS
           5.5.1 INTERNET OF THINGS
           5.5.2 5G
           5.5.3 ARTIFICIAL INTELLIGENCE
           5.5.4 AUGMENTED AND VIRTUAL REALITY
    5.6 PATENT ANALYSIS
           FIGURE 23 NUMBER OF PATENTS GRANTED PER YEAR FROM 2012 TO 2021
           FIGURE 24 TOP 10 COMPANIES WITH HIGHEST NUMBER OF PATENT APPLICATIONS IN LAST 10 YEARS
           TABLE 3 LIST OF TOP PATENT OWNERS IN LAST 10 YEARS
           5.6.1 LIST OF MAJOR PATENTS
                    TABLE 4 LIST OF MAJOR PATENTS
    5.7 CASE STUDY ANALYSIS
           5.7.1 CISCO INTERSIGHT HELPS RIOT’S ESPORTS BUSINESS DELIVER GAME-CHANGING EXPERIENCE
           5.7.2 SYDNEY SIXERS USED PRESSBOX GRAPHICS TO DELIGHT FANS DURING BIG BASH LEAGUE
           5.7.3 FOX SPORTS USES IBM IX TO DELIVER PERSONALIZED VIDEO EXPERIENCES TO VIEWERS
           5.7.4 BAYLOR UNIVERSITY DEPLOYED WEARABLE DEVICES TO ANALYZE PLAYER PERFORMANCE
           5.7.5 DATAART OFFERED SOLUTIONS TO ANALYZE SPORTS PERFORMANCE
    5.8 TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS
           FIGURE 25 VIRTUAL FAN ENGAGEMENT TO PRESENT NEW GROWTH OPPORTUNITIES FOR SPORTS TECHNOLOGY COMPANIES
    5.9 TRADE ANALYSIS
           FIGURE 26 IMPORT DATA FOR WRISTWATCHES WITH OPTO-ELECTRONIC DISPLAY, BY COUNTRY, 2017–2021 (USD THOUSAND)
           FIGURE 27 EXPORT DATA FOR WRISTWATCHES WITH OPTO-ELECTRONIC DISPLAY, BY COUNTRY, 2017–2021 (USD THOUSAND)
    5.10 PORTER’S FIVE FORCE ANALYSIS
           TABLE 5 IMPACT OF PORTER’S FIVE FORCES ON SPORTS TECHNOLOGY MARKET, 2022
    5.11 TARIFF ANALYSIS
           TABLE 6 TARIFF DATA FOR WRISTWATCHES EXPORTED BY CHINA
           TABLE 7 TARIFF DATA FOR WRISTWATCHES EXPORTED BY US
           TABLE 8 TARIFF DATA FOR WRISTWATCHES EXPORTED BY GERMANY
    5.12 STANDARDS AND REGULATORY LANDSCAPE
           5.12.1 REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
                    TABLE 9 NORTH AMERICA: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
                    TABLE 10 EUROPE: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
                    TABLE 11 ASIA PACIFIC: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
                    TABLE 12 REST OF THE WORLD: LIST OF REGULATORY BODIES, GOVERNMENT AGENCIES, AND OTHER ORGANIZATIONS
           5.12.2 HEALTH INSURANCE PORTABILITY AND ACCOUNTABILITY ACT
           5.12.3 SYSTEM AND ORGANIZATION CONTROLS TYPE II COMPLIANCE
           5.12.4 ISO/IEC 27001
           5.12.5 IMPORT–EXPORT LAWS
           5.12.6 RESTRICTION OF HAZARDOUS SUBSTANCES (ROHS) AND WASTE ELECTRICAL AND ELECTRONIC EQUIPMENT (WEEE)
           5.12.7 REGISTRATION, EVALUATION, AUTHORISATION AND RESTRICTION OF CHEMICALS (REACH)
           5.12.8 GENERAL DATA PROTECTION REGULATION (GDPR)
    5.13 KEY STAKEHOLDERS AND BUYING CRITERIA
           5.13.1 KEY STAKEHOLDERS IN BUYING PROCESS
                    FIGURE 28 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS, BY TOP THREE END USERS
                    TABLE 13 INFLUENCE OF STAKEHOLDERS ON BUYING PROCESS, BY TOP THREE END USERS (%)
           5.13.2 BUYING CRITERIA
                    FIGURE 29 KEY BUYING CRITERIA FOR TOP THREE END USERS
                    TABLE 14 KEY BUYING CRITERIA FOR TOP 3 END USERS
    5.14 PRICING ANALYSIS
           5.14.1 AVERAGE SELLING PRICE OF SMARTWATCHES OFFERED BY MAJOR PLAYERS TO TOP THREE END USERS
                    FIGURE 30 AVERAGE SELLING PRICE OF SMARTWATCHES OFFERED BY MAJOR PLAYERS TO TOP THREE END USERS
                    TABLE 15 AVERAGE SELLING PRICE OF SMARTWATCHES OFFERED BY MAJOR MARKET PLAYERS TO TOP THREE END USERS
           5.14.2 AVERAGE SELLING PRICE OF DIGITAL SIGNAGE OFFERED BY MAJOR PLAYERS TO TOP THREE END USERS
                    FIGURE 31 AVERAGE SELLING PRICE OF DIGITAL SIGNAGE OFFERED BY MAJOR PLAYERS TO TOP THREE END USERS
                    TABLE 16 AVERAGE SELLING PRICE OF DIGITAL SIGNAGE OFFERED BY MAJOR MARKET PLAYERS TO TOP THREE END USERS
           5.14.3 AVERAGE SELLING PRICE OF SPORTS CAMERAS OFFERED BY MAJOR PLAYERS TO TOP THREE END USERS
                    FIGURE 32 AVERAGE SELLING PRICE OF SPORTS CAMERAS OFFERED BY MAJOR PLAYERS TO TOP THREE END USERS
                    TABLE 17 AVERAGE SELLING PRICE OF SPORTS CAMERAS OFFERED BY MAJOR MARKET PLAYERS TO TOP THREE END USERS
                    TABLE 18 AVERAGE SELLING PRICE OF SMARTWATCHES OFFERED BY TOP COMPANIES, 2021
                    TABLE 19 AVERAGE SELLING PRICE OF FITNESS TRACKERS OFFERED BY TOP COMPANIES, 2021
                    TABLE 20 AVERAGE SELLING PRICE OF DIGITAL SIGNAGE OFFERED BY TOP COMPANIES, 2021
                    TABLE 21 AVERAGE SELLING PRICE OF SPORTS CAMERAS OFFERED BY TOP COMPANIES, 2021
    5.15 KEY CONFERENCES AND EVENTS, 2022–2023
           TABLE 22 MARKET: DETAILED LIST OF CONFERENCES AND EVENTS

6 SPORTS TECHNOLOGY MARKET, BY TECHNOLOGY (Page No. - 89)
    6.1 INTRODUCTION
           FIGURE 33 MARKET FOR DEVICES EXPECTED TO DOMINATE DURING FORECAST PERIOD
           TABLE 23 MARKET, BY TECHNOLOGY, 2018–2021 (USD MILLION)
           TABLE 24 MARKET, BY TECHNOLOGY, 2022–2027 (USD MILLION)
    6.2 DEVICES
           TABLE 25 DEVICES: SPORTS TECHNOLOGY MARKET, BY TYPE, 2018–2021 (USD MILLION)
           TABLE 26 DEVICES: MARKET, BY TYPE, 2022–2027 (USD MILLION)
           TABLE 27 DEVICES: MARKET, BY TYPE, 2018–2021 (THOUSAND UNITS)
           TABLE 28 DEVICES: MARKET, BY TYPE, 2022–2027 (THOUSAND UNITS)
           TABLE 29 DEVICES: MARKET, BY REGION, 2018–2021 (USD MILLION)
           TABLE 30 DEVICES: MARKET, BY REGION, 2022–2027 (USD MILLION)
           6.2.1 WEARABLES
                    TABLE 31 WEARABLES: SPORTS TECHNOLOGY MARKET, BY TYPE, 2018–2021 (USD MILLION)
                    TABLE 32 WEARABLES: MARKET, BY TYPE, 2022–2027 (USD MILLION)
                    TABLE 33 WEARABLES: MARKET, BY TYPE, 2018–2021 (THOUSAND UNITS)
                    TABLE 34 WEARABLES: MARKET, BY TYPE, 2022–2027 (THOUSAND UNITS)
                    TABLE 35 WEARABLES: MARKET, BY REGION, 2018–2021 (USD MILLION)
                    TABLE 36 WEARABLES: MARKET, BY REGION, 2022–2027 (USD MILLION)
                    6.2.1.1 Wristwear
                               6.2.1.1.1 Technological advancements and ease of use drive market growth
                    6.2.1.2 Augmented and virtual reality (AR/VR)
                               6.2.1.2.1 AR and VR provide ultimate fan experience from anywhere
                    6.2.1.3 Smart clothing
                               6.2.1.3.1 Smart clothing with embedded sensors are future of performance tracking
                    6.2.1.4 Smart shoes
                               6.2.1.4.1 Monitor parameters such as calories burned and steps traveled in a day
           6.2.2 DIGITAL SIGNAGE
                    6.2.2.1 Engage fans and communicate relevant targeted messages to wide variety of audiences
                               TABLE 37 DIGITAL SIGNAGE: SPORTS TECHNOLOGY MARKET, BY REGION, 2018–2021 (USD MILLION)
                               TABLE 38 DIGITAL SIGNAGE: MARKET, BY REGION, 2022–2027 (USD MILLION)
           6.2.3 SPORTS CAMERAS
                    6.2.3.1 Increasing demand for high-resolution broadcasting drives market
                               TABLE 39 SPORTS CAMERAS: MARKET, BY REGION, 2018–2021 (USD MILLION)
                               TABLE 40 SPORTS CAMERAS: MARKET, BY REGION, 2022–2027 (USD MILLION)
    6.3 SMART STADIUMS
           TABLE 41 ENHANCING FAN ENGAGEMENT IN SMART STADIUMS
           TABLE 42 SMART STADIUM ECOSYSTEM MEMBERS
           TABLE 43 SMART STADIUM VENDORS
           TABLE 44 SMART STADIUMS: SPORTS TECHNOLOGY MARKET, BY OFFERING, 2018–2021 (USD MILLION)
           TABLE 45 SMART STADIUMS: MARKET, BY OFFERING, 2022–2027 (USD MILLION)
           TABLE 46 SMART STADIUMS: MARKET, BY REGION, 2018–2021 (USD MILLION)
           TABLE 47 SMART STADIUMS: MARKET, BY REGION, 2022–2027 (USD MILLION)
           6.3.1 SOFTWARE
                    TABLE 48 SMART STADIUMS: MARKET, BY SOFTWARE, 2018–2021 (USD MILLION)
                    TABLE 49 SMART STADIUMS: MARKET, BY SOFTWARE, 2022–2027 (USD MILLION)
                    6.3.1.1 Digital content management
                               TABLE 50 DIGITAL CONTENT MANAGEMENT: SPORTS TECHNOLOGY MARKET, BY TYPE, 2018–2021 (USD MILLION)
                               TABLE 51 DIGITAL CONTENT MANAGEMENT: MARKET, BY TYPE, 2022–2027 (USD MILLION)
                               6.3.1.1.1 Audio and video management
                                             6.3.1.1.1.1 Audio and video management solutions help organize and distribute content securely and reliably
                               6.3.1.1.2 Digital signage
                                             6.3.1.1.2.1 Digital signage prominently used in stadiums to provide information and advertising
                               6.3.1.1.3 Mobile and content management
                                             6.3.1.1.3.1 Mobile and web content management software store and deliver content and services to mobile devices
                    6.3.1.2 Stadium and public security
                              TABLE 52 STADIUM AND PUBLIC SECURITY: SPORTS TECHNOLOGY MARKET, BY TYPE, 2018–2021 (USD MILLION)
                              TABLE 53 STADIUM AND PUBLIC SECURITY: MARKET, BY TYPE, 2022–2027 (USD MILLION)
                               6.3.1.2.1 Access control
                                             6.3.1.2.1.1 Access control enables restricting unauthorized personnel from accessing specific areas of stadiums
                               6.3.1.2.2 Video surveillance
                                             6.3.1.2.2.1 Video surveillance systems help monitor activities in stadiums and surroundings
                               6.3.1.2.3 Physical security information management (PSIM)
                                             6.3.1.2.3.1 PSIM software improves physical security management and reporting operations
                               6.3.1.2.4 Security scanning, imaging, and metal detection
                                             6.3.1.2.4.1 Security scanning, imaging, and metal detection systems scan and analyze visitor belongings at stadium entry and exit
                               6.3.1.2.5 Emergency and disaster management
                                             6.3.1.2.5.1 Emergency and disaster management software help rescue people during emergencies
                               6.3.1.2.6 Cybersecurity
                                             6.3.1.2.6.1 Sensitive data protection driving cybersecurity market
                               6.3.1.2.7 Others
                    6.3.1.3 Building automation
                               TABLE 54 BUILDING AUTOMATION: SPORTS TECHNOLOGY MARKET, BY TYPE, 2018–2021 (USD MILLION)
                               TABLE 55 BUILDING AUTOMATION: MARKET, BY TYPE, 2022–2027 (USD MILLION)
                               6.3.1.3.1 Parking management systems
                                             6.3.1.3.1.1 Useful for ensuring security through vehicles and logistic surveillance
                               6.3.1.3.2 Energy management systems
                                             6.3.1.3.2.1 Stadiums use advanced systems for monitoring, controlling, and optimizing energy consumption
                               6.3.1.3.3 Facility management systems
                                             6.3.1.3.3.1 Facility management systems provide software-based technology to manage facilities through visual display tools
                    6.3.1.4 Event management
                               TABLE 56 EVENT MANAGEMENT: SPORTS TECHNOLOGY MARKET, BY TYPE, 2018–2021 (USD MILLION)
                               TABLE 57 EVENT MANAGEMENT: MARKET, BY TYPE, 2022–2027 (USD MILLION)
                               6.3.1.4.1 Event Marketing and Registration
                                             6.3.1.4.1.1 Event marketing and registration software assist stadium operators in utilizing data-driven audience intelligence
                               6.3.1.4.2 Ticketing Management
                                             6.3.1.4.2.1 Event marketing and registration software assist stadium operators in utilizing data-driven audience intelligence
                               6.3.1.4.3 Workforce management
                                             6.3.1.4.3.1 Workforce management systems help HR department develop and improve recruiting methods
                    6.3.1.5 Network management
                               6.3.1.5.1 Rapid growth of global sporting events drives demand for advanced network
                    6.3.1.6 Crowd management
                               6.3.1.6.1 Safety and security of crowd and players drive crowd management application
           6.3.2 SERVICES
                    TABLE 58 SMART STADIUMS: SPORTS TECHNOLOGY MARKET, BY SERVICE, 2018–2021 (USD MILLION)
                    TABLE 59 SMART STADIUMS: MARKET, BY SERVICE, 2022–2027 (USD MILLION)
                    6.3.2.1 Consulting
                               6.3.2.1.1 Infrastructure analysis drives consulting market
                    6.3.2.2 Deployment and integration
                               6.3.2.2.1 Deployment and integration include project management designing and procurement
                    6.3.2.3 Support and Maintenance
                               6.3.2.3.1 Support and maintenance offer technical support for software
           6.3.3 ESPORTS
                    TABLE 60 ESPORTS: SPORTS TECHNOLOGY MARKET, BY TYPE, 2018–2021 (USD MILLION)
                    TABLE 61 ESPORTS: MARKET, BY TYPE, 2022–2027 (USD MILLION)
                    TABLE 62 ESPORTS: MARKET, BY REGION, 2018–2021 (USD MILLION)
                    TABLE 63 ESPORTS: MARKET, BY REGION, 2022–2027 (USD MILLION)
                    6.3.3.1 Media rights
                               6.3.3.1.1 Expanding esports fan base key driver for increasing revenue through media rights
                    6.3.3.2 Tickets and merchandise
                               6.3.3.2.1 Increasing esports stadium drives ticket and merchandise market
                    6.3.3.3 Sponsorships and advertisements
                               6.3.3.3.1 Sponsorship and direct advertising largely contribute to esports market revenue
                    6.3.3.4 Publisher fees
                               6.3.3.4.1 Game publishers monetize their products through esports
           6.3.4 SPORTS ANALYTICS
                    TABLE 64 SPORTS ANALYTICS: SPORTS TECHNOLOGY MARKET, BY TYPE, 2018–2021 (USD MILLION)
                    TABLE 65 SPORTS ANALYTICS: MARKET, BY TYPE, 2022–2027 (USD MILLION)
                    TABLE 66 SPORTS ANALYTICS: MARKET, BY REGION, 2018–2021 (USD MILLION)
                    TABLE 67 SPORTS ANALYTICS: MARKET, BY REGION, 2022–2027 (USD MILLION)
                    6.3.4.1 Player analysis
                               6.3.4.1.1 Increasing need for data-driven performance analysis drives market
                    6.3.4.2 Team performance analysis
                               6.3.4.2.1 Team performance analysis helps recruiters and scouts build fit teams for matches
                    6.3.4.3 Video analysis
                               6.3.4.3.1 Video analysis systems help management monitor player reactions and gestures
                    6.3.4.4 Health assessment
                               6.3.4.4.1 Health assessment helps physiotherapists critically examine players’ condition
                    6.3.4.5 Data analysis and interpretation
                               6.3.4.5.1 Teams can analyze historic data with data analysis and interpretation
                    6.3.4.6 Fan engagement
                               6.3.4.6.1 Engagement analytics and sports analytics software to drive fan engagement
                    6.3.4.7 Broadcast management
                               6.3.4.7.1 Use of big data and predictive analytics to drive segment
                    6.3.4.8 OTHERS

7 SPORTS TECHNOLOGY MARKET, BY SPORT (Page No. - 130)
    7.1 INTRODUCTION
           FIGURE 34 SOCCER TO DOMINATE  MARKET FROM 2022 TO 2027
           TABLE 68 MARKET, BY SPORT, 2018–2021 (USD MILLION)
           TABLE 69 MARKET, BY SPORT, 2022–2027 (USD MILLION)
    7.2 SOCCER
           7.2.1 EMERGENCE OF SOCCER AS EARLY ADOPTER OF SPORTS TECHNOLOGIES
    7.3 BASEBALL
           7.3.1 MLB EXPECTED TO OFFER SEVERAL FAN ENGAGEMENT SOLUTIONS FOR UPCOMING MATCHES
    7.4 BASKETBALL
           7.4.1 PLAYERS USE WEARABLE DEVICES TO TRACK WORKLOADS AND MOVEMENTS
    7.5 ICE HOCKEY
           7.5.1 USE OF DIFFERENT MOBILE SENSOR SYSTEMS FOR TRAINING OF PLAYERS
    7.6 AMERICAN FOOTBALL/RUGBY
           7.6.1 IOT DEVICES AND AR TECHNOLOGY TO DRIVE SPORTS TECHNOLOGY MARKET
                    TABLE 70 AMERICAN FOOTBALL/RUGBY: MARKET, BY TYPE, 2018–2021 (USD MILLION)
                    TABLE 71 AMERICAN FOOTBALL/RUGBY: MARKET, BY TYPE, 2022–2027 (USD MILLION)
    7.7 TENNIS
           7.7.1 SPORTS TECHNOLOGIES HELP TENNIS PLAYERS TRACK AND ANALYZE PERFORMANCE EFFECTIVELY
    7.8 CRICKET
           7.8.1 WEARABLES HELP ANALYZE FITNESS OF PLAYERS
    7.9 GOLF
           7.9.1 PERFORMANCE ANALYTICS EXPECTED TO BE KEY APPLICATION OF SPORTS TECHNOLOGY
    7.10 ESPORTS
           7.10.1 ONLINE TOURNAMENTS AND AUGMENTED REALITY/EXTENDED REALITY (AR/XR) EXPERIENCE TO DRIVE DEMAND
    7.11 OTHERS
           TABLE 72 OTHERS: MARKET, BY SPORTS, 2018–2021 (USD MILLION)
           TABLE 73 OTHERS: MARKET, BY SPORTS, 2022–2027 (USD MILLION)

8 SPORTS TECHNOLOGY MARKET, BY END USER (Page No. - 141)
    8.1 INTRODUCTION
           FIGURE 35 MARKET FOR SPORTS ASSOCIATIONS EXPECTED TO HOLD LARGEST SHARE DURING FORECAST PERIOD
           TABLE 74 MARKET, BY END USER, 2018–2021 (USD MILLION)
           TABLE 75 MARKET, BY END USER, 2022–2027 (USD MILLION)
    8.2 SPORTS ASSOCIATIONS
           8.2.1 CRICKET AND FOOTBALL ASSOCIATIONS FOCUS ON DATA ANALYTICS
                    TABLE 76 SPORTS ASSOCIATIONS: SPORTS TECHNOLOGY MARKET, BY REGION, 2018–2021 (USD MILLION)
                    TABLE 77 SPORTS ASSOCIATIONS: MARKET, BY REGION, 2022–2027 (USD MILLION)
    8.3 CLUBS
           8.3.1 CLUBS FOCUS ON ENHANCING EXPERIENCE AND SECURITY OF FANS
                    TABLE 78 CLUBS: SPORTS TECHNOLOGY MARKET, BY REGION, 2018–2021 (USD MILLION)
                    TABLE 79 CLUBS: MARKET, BY REGION, 2022–2027 (USD MILLION)
    8.4 LEAGUES
           8.4.1 EMBRACING TECHNOLOGY TO SPEED UP GAME AND CREATE UNIQUE EXPERIENCES FOR FANS
                    TABLE 80 LEAGUES: MARKET, BY REGION, 2018–2021 (USD MILLION)
                    TABLE 81 LEAGUES: MARKET, BY REGION, 2022–2027 (USD MILLION)
    8.5 ATHLETES
           8.5.1 ATHLETES USE WEARABLES TO IMPROVE PERFORMANCE
                    TABLE 82 ATHLETES: SPORTS TECHNOLOGY MARKET, BY REGION, 2018–2021 (USD MILLION)
                    TABLE 83 ATHLETES: MARKET, BY REGION, 2022–2027 (USD MILLION)
    8.6 COACHES
           8.6.1 SPORTS ANALYTICS AND MIXED REALITY TECHNOLOGY TO HELP COACHES DEVISE TEAM STRATEGY
                    TABLE 84 COACHES: MARKET, BY REGION, 2018–2021 (USD MILLION)
                    TABLE 85 COACHES: MARKET, BY REGION, 2022–2027 (USD MILLION)

9 SPORTS TECHNOLOGY MARKET, BY REGION (Page No. - 149)
    9.1 INTRODUCTION
           FIGURE 36 GEOGRAPHIC ANALYSIS: SPORTS TECHNOLOGY, 2022–2027
           TABLE 86 MARKET, BY REGION, 2018–2021 (USD MILLION)
           TABLE 87 MARKET, BY REGION, 2022–2027 (USD MILLION)
    9.2 NORTH AMERICA
           FIGURE 37 NORTH AMERICA: MARKET SNAPSHOT
           TABLE 88 NORTH AMERICA: MARKET, BY COUNTRY, 2018–2021 (USD MILLION)
           TABLE 89 NORTH AMERICA: MARKET, BY COUNTRY, 2022–2027 (USD MILLION)
           TABLE 90 NORTH AMERICA: MARKET, BY TECHNOLOGY, 2018–2021 (USD MILLION)
           TABLE 91 NORTH AMERICA: MARKET, BY TECHNOLOGY, 2022–2027 (USD MILLION)
           9.2.1 US
                    9.2.1.1 Presence of major leagues to drive market
           9.2.2 CANADA
                    9.2.2.1 Wearable technology and fan experience enhancement driving market
           9.2.3 MEXICO
                    9.2.3.1 Increasing investments in American football and soccer driving market
    9.3 EUROPE
           FIGURE 38 EUROPE: SPORTS TECHNOLOGY MARKET SNAPSHOT
           TABLE 92 EUROPE: MARKET, BY COUNTRY, 2018–2021 (USD MILLION)
           TABLE 93 EUROPE: MARKET, BY COUNTRY, 2022–2027 (USD MILLION)
           TABLE 94 EUROPE: MARKET, BY TECHNOLOGY, 2018–2021 (USD MILLION)
           TABLE 95 EUROPE: MARKET, BY TECHNOLOGY, 2022–2027 (USD MILLION)
           9.3.1 UK
                    9.3.1.1 Adoption of sports analytics solutions and esports gaining traction
           9.3.2 GERMANY
                    9.3.2.1 Football teams leveraging big data and analytics and wearables to strategize team game plans
           9.3.3 FRANCE
                    9.3.3.1 Tennis, soccer, and esports drive demand for sports technology
           9.3.4 SPAIN
                    9.3.4.1 Renovation of Real Madrid and Barcelona football clubs to create opportunities for market growth
           9.3.5 REST OF EUROPE
    9.4 ASIA PACIFIC
           FIGURE 39 ASIA PACIFIC: SPORTS TECHNOLOGY MARKET SNAPSHOT
           TABLE 96 ASIA PACIFIC: MARKET, BY COUNTRY, 2018–2021 (USD MILLION)
           TABLE 97 ASIA PACIFIC: MARKET, BY COUNTRY, 2022–2027 (USD MILLION)
           TABLE 98 ASIA PACIFIC: MARKET, BY TECHNOLOGY, 2018–2021 (USD MILLION)
           TABLE 99 ASIA PACIFIC: MARKET, BY TECHNOLOGY, 2022–2027 (USD MILLION)
           9.4.1 CHINA
                    9.4.1.1 Key market due to presence of favorable sports policies
           9.4.2 JAPAN
                    9.4.2.1 Increasing adoption of sports analytics solutions and smart stadiums
           9.4.3 INDIA
                    9.4.3.1 Increasing number of sports leagues and presence of IT companies providing sports technology
           9.4.4 AUSTRALIA
                    9.4.4.1 Investments in sports technology and presence of established sports innovation landscape
           9.4.5 REST OF ASIA PACIFIC
    9.5 REST OF THE WORLD
           TABLE 100 ROW: SPORTS TECHNOLOGY MARKET, BY REGION, 2018–2021 (USD MILLION)
           TABLE 101 ROW: MARKET, BY REGION, 2022–2027 (USD MILLION)
           TABLE 102 ROW: MARKET, BY TECHNOLOGY, 2018–2021 (USD MILLION)
           TABLE 103 ROW: MARKET, BY TECHNOLOGY, 2022–2027 (USD MILLION)
           9.5.1 MIDDLE EAST & AFRICA
                    9.5.1.1 Increasing awareness of sports technology
           9.5.2 SOUTH AMERICA
                    9.5.2.1 Adoption of sport analytics solutions and modernization of stadiums

10 COMPETITIVE LANDSCAPE (Page No. - 169)
     10.1 OVERVIEW
     10.2 STRATEGIES OF KEY PLAYERS/RIGHT TO WIN
             TABLE 104 OVERVIEW OF STRATEGIES ADOPTED BY KEY COMPANIES IN SPORTS TECHNOLOGY MARKET
     10.3 TOP 3 COMPANY REVENUE ANALYSIS
             FIGURE 40 THREE-YEAR REVENUE ANALYSIS OF TOP PLAYERS IN DEVICES FOR MARKET
             FIGURE 41 THREE-YEAR REVENUE ANALYSIS OF TOP PLAYERS IN MARKET OFFERING SMART STADIUMS TECHNOLOGY
             FIGURE 42 THREE-YEAR REVENUE ANALYSIS OF TOP PLAYERS IN SPORTS ANALYTICS FOR MARKET
             FIGURE 43 THREE-YEAR REVENUE ANALYSIS OF TOP PLAYERS IN ESPORTS SEGMENT OF MARKET
     10.4 MARKET SHARE ANALYSIS, 2021
             TABLE 105 MARKET FOR DEVICES: DEGREE OF COMPETITION
             TABLE 106 MARKET FOR SMART STADIUMS: DEGREE OF COMPETITION
             TABLE 107 MARKET FOR SPORTS ANALYTICS: DEGREE OF COMPETITION
             TABLE 108 MARKET FOR ESPORTS: DEGREE OF COMPETITION
     10.5 COMPANY EVALUATION QUADRANT, 2021
             10.5.1 STARS
             10.5.2 EMERGING LEADERS
             10.5.3 PERVASIVE PLAYERS
             10.5.4 PARTICIPANTS
                        FIGURE 44 SPORTS TECHNOLOGY MARKET (GLOBAL): KEY COMPANY EVALUATION QUADRANT, 2021
     10.6 START-UP/SME EVALUATION QUADRANT, 2021
             10.6.1 PROGRESSIVE COMPANIES
             10.6.2 RESPONSIVE COMPANIES
             10.6.3 DYNAMIC COMPANIES
             10.6.4 STARTING BLOCKS
                        FIGURE 45 MARKET: START-UP/SME EVALUATION QUADRANT, 2021
     10.7 SPORTS TECHNOLOGY MARKET: COMPANY PRODUCT FOOTPRINT
             TABLE 109 PRODUCT FOOTPRINT OF COMPANIES
             10.7.1 MARKET: END USER FOOTPRINT
                        TABLE 110 COMPANY END USER FOOTPRINT
             10.7.2 MARKET: REGIONAL FOOTPRINT
                        TABLE 111 COMPANY REGIONAL FOOTPRINT
     10.8 MARKET: COMPETITIVE BENCHMARKING
             TABLE 112 SPORTS TECHNOLOGY: DETAILED LIST OF KEY START-UPS/SMES
             TABLE 113 MARKET: COMPETITIVE BENCHMARKING OF KEY START-UPS/SMES, BY TECHNOLOGY
             TABLE 114 MARKET: COMPETITIVE BENCHMARKING OF KEY START-UPS/SMES, BY END USER
             TABLE 115 MARKET: COMPETITIVE BENCHMARKING OF KEY START-UPS/SMES, BY REGION
     10.9 COMPETITIVE SCENARIOS AND TRENDS
             TABLE 116 MARKET: TOP PRODUCT LAUNCHES, JANUARY 2020–OCTOBER 2022
             TABLE 117 MARKET: TOP DEALS, JANUARY 2020–OCTOBER 2022

11 COMPANY PROFILES (Page No. - 186)
(Business Overview, Products/Solutions/Services Offered, Recent Developments, MnM view (Key strengths/Right to win, Strategic choices made, Weakness/competitive threats)* 
     11.1 KEY PLAYERS
             11.1.1 SAP SE
                        TABLE 118 SAP SE: COMPANY OVERVIEW
                        FIGURE 46 SAP SE: COMPANY SNAPSHOT
             11.1.2 SAMSUNG ELECTRONICS CO., LTD.
                        TABLE 119 SAMSUNG ELECTRONICS: COMPANY OVERVIEW
                        FIGURE 47 SAMSUNG ELECTRONICS: COMPANY SNAPSHOT
             11.1.3 SAS INSTITUTE INC.
                        TABLE 120 SAS INSTITUTE INC.: COMPANY OVERVIEW
             11.1.4 CATAPULT
                        TABLE 121 CATAPULT: COMPANY OVERVIEW
                        FIGURE 48 CATAPULT: COMPANY SNAPSHOT
             11.1.5 GARMIN LTD.
                        TABLE 122 GARMIN LTD.: COMPANY OVERVIEW
                        FIGURE 49 GARMIN LTD.: COMPANY SNAPSHOT
             11.1.6 APPLE INC.
                        TABLE 123 APPLE INC.: COMPANY OVERVIEW
                        FIGURE 50 APPLE INC.: COMPANY SNAPSHOT
             11.1.7 HUDL
                        TABLE 124 HUDL: COMPANY OVERVIEW
             11.1.8 MODERN TIMES GROUP
                        TABLE 125 MODERN TIMES GROUP: COMPANY OVERVIEW
                        FIGURE 51 MODERN TIMES GROUP: COMPANY SNAPSHOT
             11.1.9 FITBIT
                        TABLE 126 FITBIT: COMPANY OVERVIEW
             11.1.10 EXLSERVICE HOLDINGS, INC.
                        TABLE 127 EXLSERVICE HOLDINGS, INC.: COMPANY OVERVIEW
                        FIGURE 52 EXLSERVICE HOLDINGS, INC.: COMPANY SNAPSHOT
     11.2 OTHER PLAYERS
             11.2.1 SONY GROUP CORP.
             11.2.2 IBM
             11.2.3 PANASONIC CORP.
             11.2.4 FUJITSU
             11.2.5 ERICSSON
             11.2.6 CISCO
             11.2.7 SHARP CORP.
             11.2.8 ACTIVISION BLIZZARD
             11.2.9 VALVE CORP.
             11.2.10 NACSPORT
             11.2.11 COACH LOGIC
             11.2.12 DARTFISH
             11.2.13 STATS PERFORM
             11.2.14 LONGOMATCH
             11.2.15 SPIIDEO
             11.2.16 ARRI
*Details on Business Overview, Products/Solutions/Services Offered, Recent Developments, MnM view (Key strengths/Right to win, Strategic choices made, Weakness/competitive threats)* might not be captured in case of unlisted companies. 

12 APPENDIX (Page No. - 230)
     12.1 DISCUSSION GUIDE
     12.2 KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL
     12.3 CUSTOMIZATION OPTIONS
     12.4 RELATED REPORTS
     12.5 AUTHOR DETAILS

The study involved 4 major activities to estimate the size of the sports technology market. Exhaustive secondary research has been conducted to collect information on the sports technology market. Validation of these findings, assumptions, and sizing with industry experts across value chain through primary research has been the next step. Both, top-down and bottom-up approaches have been employed to estimate the complete market size. After that, market breakdown and data triangulation have been used to estimate the market size of segments and subsegments.

Secondary Research

In the secondary research, various secondary sources have been referred to for identifying and collecting information important for this study. Secondary sources include corporate filings (such as annual reports, investor presentations, and financial statements); trade, business, and professional associations; white papers, machine condition monitoring related journals, and certified publications; articles from recognized authors; gold and silver standard websites; directories; and databases. International Sports Technology Association, World Esports Association, Professional Esports Association, Stadium Managers Association, and World Stadiums are a few examples of secondary sources.

Primary Research

In the primary research, various primary sources from both the supply and demand sides have been interviewed with to obtain the qualitative and quantitative information for this report. Primary sources from the supply side include industry experts such as CEOs, VPs, marketing directors, technology and innovation directors, and related key executives from major companies and organizations operating in the sports technology market. Following is the breakdown of primary respondents.

Sports Technology Market Size, and Share

To know about the assumptions considered for the study, download the pdf brochure

Market Size Estimation

Both, top-down and bottom-up approaches have been used to estimate and validate the size of the overall sports technology market and the market based on subsegments. The research methodology used to estimate the market size has been given below:

  • Identifying end users that are using or expected to implement sports technology
  • Analyzing each product, along with major related companies
  • Estimating the sports technology market based on various sports/games
  • Understanding the demand generated by companies catering to different sports/games
  • Conducting multiple discussions with key opinion leaders to understand the products designed and developed by sports technology providers and analyze the breakdown of the scope of the work carried out by each major company in the sports technology market
  • Arriving at market estimates by analyzing companies according to their country and then combining these estimates to arrive at the regional market numbers
  • Verifying and cross-checking the estimates at every level through discussions with key opinion leaders—CXOs, directors, operation managers, etc.—and finally with the domain expert at MarketsandMarkets
  • Studying various paid and unpaid sources such as annual reports, press releases, white papers, and databases

Sports Technology Market Size, and Bottom-up Approach

Data Triangulation

After arriving at the overall size of the sports technology market from the estimation process explained above, the total market was split into several segments and subsegments. Market breakdown and data triangulation procedures were employed, wherever applicable, to complete the overall market engineering process and arrive at the exact statistics for all segments and subsegments. The data was triangulated by studying various factors and trends from demand and supply sides. Along with this, the market size was validated using the top-down and bottom-up approaches.

Report Objectives

  • To define and forecast the sports technology market based on technology, sport, end user, and region, in terms of value
  • To describe and forecast the sports technology market for wearable technology, in terms of volume
  • To forecast the market size for various segments with respect to four main regions: North America, Europe, Asia Pacific, and Rest of the World (RoW)
  • To provide detailed information regarding the drivers, restraints, opportunities, and challenges influencing the growth of the sports technology market
  • To provide an ecosystem analysis, case study analysis, patent analysis, technology analysis, pricing analysis, Porter’s five forces analysis, and regulations pertaining to the market
  • To provide a detailed overview of the value chain of the sports technology ecosystem
  • To strategically analyze micromarkets1 with regard to individual growth trends, prospects, and contributions to the total market
  • To analyze opportunities for stakeholders by identifying high-growth segments of the market
  • To strategically profile the key players, comprehensively analyze their market positions in terms of ranking and core competencies2, and provide information about the competitive landscape of the market
  • To analyze strategic approaches such as product launches, acquisitions, agreements, and partnerships in the sports technology market

Available Customizations

Along with the market data, MarketsandMarkets offers customizations according to a company’s specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to 5)
Report Code
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Published ON
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