Sports Technology Market

Sports Technology Market by Technology (Device, Smart Stadium, Esports, Sports Analytics), Sports (Soccer, Baseball, Basketball, Ice Hockey, American Football/ Rugby, Tennis, Cricket, Golf, Esports), and Geography - Global Forecast to 2024

Report Code: SE 7011 Apr, 2019, by marketsandmarkets.com

[214 Pages Report] The overall sports technology market is estimated to be worth USD 8.9 billion in 2018 and USD 31.1 billion by 2024, growing at a CAGR of 20.63% during that period. Major growth drivers include significant improvement in audience engagement, growing demand for data-driven decisions and operations, and increasing sports events, online and offline.

Sports Technology Market

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Soccer was the largest segment in sports technology market in 2018

In soccer, sports technology is used for gaining insights and actionable decisions. Predictive analytics uses big data to determine the probability or the likelihood of a certain outcome; intelligent descriptive analytics looks at big data and analyzes it using machine learning and artificial intelligence to come up with suggestions that improve the likelihood of the desired outcome. Both on and off the ground, sports technology is playing a bigger role than ever. A new approach to tactical analysis and the use of video technology are just some of the changes that are happening. The 2018 World Cup witnessed the debut of video assistant referees. This is perhaps the biggest change and one that has the potential to make the biggest impact.

Basketball is the fastest growing segment for sports technology market

Many wearables technology companies are working toward automating data analysis and providing new and insightful data points. Athlete-worn devices in a number of professional sports including basketball are offering more granular, quantitative data. Companies like Whoop, STATSports, Hyksos, and Motus are working on developing new ways to integrate wearable technology in basketball and other sports.

Sports Technology Market

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“APAC to register highest growth during forecast period”

Internet and cloud technology penetration, the emergence of professional leagues, and digitalization of sports are driving the adoption of sports technology in APAC. India, China, Australia, Pakistan, Sri Lanka, and Bangladesh are home to major sports leagues and active participants in sports such as cricket, hockey, badminton, athletics, and esports. China is the biggest market for esports in the region. The continuous growth in internet adoption, social media analytics, cloud computing, IoT, and smart devices is the major technological growth prospect in the region. This growth is positively impacting the adoption of sports technologies to enhance spectator experience and stadium operations.

Key Market Players

Leading players in the sports technology market includes IBM (US), Ericsson (Sweden), Cisco (US),  Fujitsu (Japan), SAP (Germany), Oracle (US), NEC (Japan), LG (South Korea), Sharp (Japan), Samsung (South Korea), Fitbit (US), Apple (US), Garmin (US), Sony (Japan), Panasonic (Japan), Modern Times Group (Sweden), Activision Blizzard (US), Tencent (China), and CJ Corporation (South Korea).

IBM was a leader in 2 of the segments: smart stadium and sports analytics. IBM focuses on organic growth by continuously expanding its product capabilities. The company holds expertise in big data and analytics technologies, which helps its customers in leveraging the huge amount of data generated from network elements and internet devices. With ample resources and expertise, IBM was a leading player in the smart stadium and sports analytics markets.

Scope of the Report

Report Metric

Details

Market size available for years

2016-2024

Base year considered

2018

Forecast period

2019-2023

Forecast units

Value (USD) in million and billion

Segments covered

Technology, sports, and region

Geographies covered

North America, APAC, Europe, and RoW

Companies covered

IBM (US), Ericsson (Sweden), Cisco (US),  Fujitsu (Japan), SAP (Germany), Oracle (US), NEC (Japan), LG (South Korea), Sharp (Japan), Samsung (South Korea), Fitbit (US), Apple (US), Garmin (US), Sony (Japan), Panasonic (Japan), Modern Times Group (Sweden), Activision Blizzard (US), Tencent (China), and CJ Corporation (South Korea).

This research report categorizes the sports technology market based on technology, sports, and region.

By Technology

  • Device
  • Smart Stadium
  • Esports
  • Sports Analytics

By Sports:

  • Soccer
  • Baseball
  • Basketball
  • Ice Hockey
  • American Football/Rugby
  • Tennis
  • Cricket
  • Golf
  • Esports
  • Others (Soccer, Swimming, Cycling)

By Geography:

  • North America
  • Europe
  • Asia Pacific (APAC)
  • Rest of the World (RoW)

Recent Developments

  • In October 2018, NEC launched NEC ALP, a powerful business intelligence analytics platform for retailers that enables real-time content delivery and data measurement.
  • In April 2018, Fitbit collaborated with Google to innovate and transform the future of digital health and wearables.
  • In June 2018, Fujitsu expanded its sports analytics business in Japan through RUN.EDGE—a Fujitsu subsidiary established through a company split

Critical questions the report answers:

  • Where will all the developments take the industry in the mid- to long-term?
  • What are the emerging applications that are expected to drive the sports technology market?
  • What are the key strategies adopted by leading companies in the sports technology market?
  • What are the trends prevalent in the sports technology market?
  • What advanced technologies are expected to gain traction in the sports technology market?

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Table of Contents

1 Introduction (Page No. - 20)
    1.1 Study Objectives
    1.2 Market Definition
    1.3 Study Scope
           1.3.1 Markets Covered
           1.3.2 Regional Scope
           1.3.3 Years Considered
    1.4 Currency
    1.5 Limitations
    1.6 Stakeholders

2 Research Methodology (Page No. - 24)
    2.1 Research Data
           2.1.1 Secondary Data
                    2.1.1.1 Major Secondary Sources
                    2.1.1.2 Secondary Sources
           2.1.2 Primary Data
                    2.1.2.1 Primary Interviews With Experts
                    2.1.2.2 Breakdown of Primaries
                    2.1.2.3 Key Data From Primary Sources
           2.1.3 Secondary and Primary Research
                    2.1.3.1 Key Industry Insights
    2.2 Market Size Estimation
           2.2.1 Bottom-Up Approach
                    2.2.1.1 Approach for Capturing Market Size By Bottom-Up Analysis (Demand Side)
           2.2.2 Top-Down Approach
                    2.2.2.1 Approach for Capturing Market Size By Top-Down Analysis (Supply Side)
    2.3 Market Breakdown and Data Triangulation
    2.4 Research Assumptions

3 Executive Summary (Page No. - 35)

4 Premium Insights (Page No. - 41)
    4.1 Sports Technology Market Opportunities
    4.2 Sports Wearables Market, By Type, 2016–2024 (USD Million)
    4.3 Sports Technology Market, By Technology & Region
    4.4 Smart Stadium Market, By Software, 2016–2024 (USD Million)
    4.5 Smart Stadium Market, By Services, 2016–2024 (USD Million)

5 Market Overview (Page No. - 46)
    5.1 Introduction
    5.2 Market Dynamics
           5.2.1 Drivers
                    5.2.1.1 Significant Improvement in Audience Engagement
                    5.2.1.2 Growing Demand for Data-Driven Decisions and Operations
                    5.2.1.3 Increasing Sports Events, Online and Offline
           5.2.2 Restraints
                    5.2.2.1 High Initial Investment and Budget Constraints
           5.2.3 Opportunities
                    5.2.3.1 Growing Sports Leagues and Increasing Number of Events With Large Prize Pools
           5.2.4 Challenges
                    5.2.4.1 Complexities in Upgrading and Replacing Legacy Systems
                    5.2.4.2 Risk of Technology Glitches at Live Events

6 Market, By Technology (Page No. - 50)
    6.1 Introduction
    6.2 Device
           6.2.1 Wearables
                    6.2.1.1 Wristwear
                               6.2.1.1.1 Technological Advancements and Ease of Using Wristwear Driving Market’s Growth
                    6.2.1.2 AR/VR
                               6.2.1.2.1 Training Major Application of AR/VR Technology in Sports
                    6.2.1.3 Smart Clothing
                               6.2.1.3.1 Smart Clothes With Embedded Sensors are Future of Fitness and Performance Tracking
           6.2.2 Digital Signage
                    6.2.2.1 Display Scoreboards, Advertisements, and Information Displays Major Applications of Digital Signage in Sports
           6.2.3 Camera
                    6.2.3.1 Demand for High-Resolution Cameras for Sports Events Broadcasts Increasing
    6.3 Smart Stadium
           6.3.1 Software
                    6.3.1.1 Digital Content Management
                               6.3.1.1.1 Audio and Video Management
                                             6.3.1.1.1.1 Audio and Video Management Solutions Help Organizing and Distributing 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 Web 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
                               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 to Monitor Activities in Stadiums and Surroundings
                               6.3.1.2.3 Physical Security Information Management (PSIM)
                                             6.3.1.2.3.1 PSIM Software Integrate Multiple Security Applications and Devices and Enable Controlling Them Through Single User Interface
                               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 Rescuing People During Emergencies
                               6.3.1.2.6 Cybersecurity
                                             6.3.1.2.6.1 Need to Protect Sensitive Data Driving Cybersecurity Market
                               6.3.1.2.7 Others
                    6.3.1.3 Building Automation
                               6.3.1.3.1 Parking Management Systems
                                             6.3.1.3.1.1 Increasing Number of Spectators Pose Major Parking Issues for Stadiums
                               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
                               6.3.1.4.1 Event Marketing and Registration
                                             6.3.1.4.1.1 Event Marketing and Registration Software Assist Stadium Operators to Distribute Content, Encourage Engagements, and Utilize Data-Driven Audience Intelligence to Make Events and Campaigns Smarter
                               6.3.1.4.2 Ticketing Management
                                             6.3.1.4.2.1 Event Ticketing Management Software Offer Maximum Control and Flexibility Over Multiple Ticket Booking Channels
                               6.3.1.4.3 Workforce Management
                                             6.3.1.4.3.1 Workforce Management Systems Help HR Department Develop and Improve Recruiting Methods, Make General and Specific Hiring Decisions, and Retain Best Workers
                    6.3.1.5 Network Management
                               6.3.1.5.1 Rapid Growth of Global Sporting Events Driving Demand for Stable and Efficient Data Networks for Ensuring Efficient Day-To-Day Operations and Stadium Management
                    6.3.1.6 Crowd Management
                               6.3.1.6.1 Safety and Security of Crowd in Sporting Or Non-Sporting Events is Key Priority for Club Owners and Stadium Operators
           6.3.2 Services
                    6.3.2.1 Consulting
                               6.3.2.1.1 Smart Stadium Consulting Services Primarily Focus on Extending Industry Expertise on Technical and Business Aspects of Projects
                    6.3.2.2 Deployment and Integration
                               6.3.2.2.1 Deployment and Integration Services Aim at Streamlining Business Applications By Integrating Various Modules of Day-To-Day Operations
                    6.3.2.3 Support and Maintenance
                               6.3.2.3.1 Support and Maintenance Services Offer Technical Support for Deployed Software
    6.4 Esports
           6.4.1 Media Rights
                    6.4.1.1 Expanding Esports Fan-Base is Key Driver for Increasing Revenue Through Media Rights
           6.4.2 Tickets and Merchandise
                    6.4.2.1 Increasing Construction of Esports Stadiums Globally to Attract More Audience and Fuel Contribution of Ticket Sales and Merchandising to Overall Esports Revenue
           6.4.3 Sponsorships and Direct Advertisements
                    6.4.3.1 Sponsorship and Direct Advertisement Offer Brand Owners Opportunities to Reach Game Fans in Events
           6.4.4 Publisher Fees
                    6.4.4.1 Publishers are Collaborating With Esports Organizers to Organize Leagues and Events Around Their Franchises
    6.5 Sports Analytics
           6.5.1 Player Analysis
                    6.5.1.1 Teams are Emphasizing on Data-Driven Decisions to Improve Player Performance and On-Field Productivity
           6.5.2 Team Performance Analysis
                    6.5.2.1 Team Performance Solution Unifies Team Data Distributed Across Various Sources Such as General Management, Scouts, Coaches, Trainers, Medical Representatives, and Physiotherapists
           6.5.3 Video Analysis
                    6.5.3.1 Video Analysis Systems Help Team Management Monitor Player Motion, Reactions, Gestures in Every Situation
           6.5.4 Health Assessment
                    6.5.4.1 Health Assessment Systems Enable Physiotherapists to Understand Every Player’s Health Status Better
           6.5.5 Data Interpretation and Analysis
                    6.5.5.1 Data Interpretation and Analysis Software is Needed for Interpreting Current and Historical Data to Produce Relevant Insights for Concerned Users
           6.5.6 Fan Engagement and Digital Experience Analysis
                    6.5.6.1 Sports Analytics Solutions Enable Engaging Fans in League and Team Websites, Social Media Channels, and Public Forums Effectively
           6.5.7 Others

7 Market, By Sports (Page No. - 104)
    7.1 Introduction
    7.2 Soccer
           7.2.1 Most of Latest Sports Technologies are Used By Soccer Organizers, Teams, Players, and Coaches
    7.3 Baseball
           7.3.1 Major League Baseball Started Allowing Players Use Wearables Since 2016
    7.4 Basketball
           7.4.1 Basketball Players Use Wearable Devices to Track Workloads and Movement for Injury Prevention
    7.5 Ice Hockey
           7.5.1 Mobile Sensor Systems are Increasingly Used in Training
    7.6 American Football/Rugby
           7.6.1 in America Football, Analysis of Data Transmitted to Cloud From Sensors is Helping Teams Keep Players at Peak of Physical Fitness
    7.7 Tennis
           7.7.1 Plenty of Devices Designed Specifically to Help Tennis Players Improve Both on and Off Court
    7.8 Cricket
           7.8.1 Wearable Technology Helps Cricketers Improve Their Game and Make Better Decisions
    7.9 Golf
           7.9.1 Wearable Technology Companies are Enticing Golf Players to Stay Connected With Electronic Devices That Help Improving Their Games
    7.10 Esports
           7.10.1 Esports has Witnessed Significant Growth in Past Few Years, Especially Due to Large Prize Pool Events
    7.11 Others

8 Geographic Analysis (Page No. - 109)
    8.1 Introduction
    8.2 North America
           8.2.1 Several Stadium Operators, Teams, Players, and Event Organizers in This Region are Adopting Latest Sports Technologies to Transform Their Operations Digitally
    8.3 Europe
           8.3.1 EU and Individual State Financing Policies Expected to Drive Continued Growth of European Sports Technology Market
    8.4 APAC
           8.4.1 Emergence of New Sports Leagues Driving Demand for Sports Technologies in APAC
    8.5 RoW
           8.5.1 Internet Penetration and Cloud Adoption are Gradually Rising in RoW, Along With Flourishing Teams in Various Sports

9 Competitive Landscape (Page No. - 121)
    9.1 Overview
    9.2 Ranking Analysis of Key Players in Sports Technology Market
    9.3 Competitive Leadership Mapping
           9.3.1 Visionary Leaders
           9.3.2 Innovators
           9.3.3 Dynamic Differentiators
           9.3.4 Emerging Companies
    9.4 Competitive Situations and Trends
           9.4.1 Product Launches and Developments
           9.4.2 Partnership/Agreement/Collaboration/Joint Venture/Alliance
           9.4.3 Award/Events/Sponsorship
           9.4.4 Acquisition
           9.4.5 Expansion/ Investment

10 Company Profiles (Page No. - 133)
     10.1 Introduction
(Business Overview, Products/Service/Solutions Offered, Recent Developments, SWOT Analysis, and MnM View)*
     10.2 Key Players
             10.2.1 IBM
             10.2.2 Ericsson
             10.2.3 Cisco
             10.2.4 Fujitsu
             10.2.5 SAP SE
             10.2.6 Oracle
             10.2.7 NEC
             10.2.8 LG
             10.2.9 Sharp
             10.2.10 Samsung
             10.2.11 Fitbit
             10.2.12 Apple
             10.2.13 Garmin
             10.2.14 Sony
             10.2.15 ARRI
             10.2.16 Panasonic Corporation
             10.2.17 Modern Times Group
             10.2.18 Activision Blizzard
             10.2.19 Valve Corporation
             10.2.20 Tencent
             10.2.21 CJ Corporation

*Details on Business Overview, Products/Service/Solutions Offered, Recent Developments, SWOT Analysis, and MnM View Might Not Be Captured in Case of Unlisted Companies.

11 Appendix (Page No. - 207)
     11.1 Insights From Industry Experts
     11.2 Discussion Guide
     11.3 Knowledge Store: Marketsandmarkets’ Subscription Portal
     11.4 Available Customizations
     11.5 Related Reports
     11.6 Author Details


List of Tables (64 Tables)

Table 1 Top 10 Esports Games, 2018
Table 2 Sports Technology Market, By Technology, 2016–2024 (USD Million)
Table 3 Sports Device Market, By Type, 2016–2024 (USD Million)
Table 4 Sports Devices Market, By Region, 2016–2024 (USD Million)
Table 5 Sports Wearables Market, By Type, 2016–2024 (USD Million)
Table 6 Sports Wearables Market, By Region, 2016–2024 (USD Million)
Table 7 Sports Digital Signage Market, By Region, 2016–2024 (USD Million)
Table 8 Sports Camera Market, By Region, 2016–2024 (USD Million)
Table 9 Smart Stadium Market, By Offering, 2016–2024 (USD Million)
Table 10 Smart Stadium Market, By Region, 2016–2024 (USD Million)
Table 11 Smart Stadium Market, By Software, 2016–2024 (USD Million)
Table 12 Smart Stadium Software Market, By Region, 2016–2024 (USD Million)
Table 13 Smart Stadium Digital Content Management Market, By Region, 2016–2024 (USD Million)
Table 14 Smart Stadium Digital Content Management Market, By Type, 2016–2024 (USD Million)
Table 15 Audio and Video Management Market, By Region, 2016–2024 (USD Million)
Table 16 Digital Signage Market, By Region, 2016–2024 (USD Million)
Table 17 Mobile and Web Content Management Market, By Region, 2016–2024 (USD Million)
Table 18 Smart Stadium Market for Stadium and Public Security, By Type, 2016–2024 (USD Million)
Table 19 Smart Stadium Market for Stadium and Public Security, By Region, 2016–2024 (USD Million)
Table 20 Access Control Market, By Region, 2016–2024 (USD Million)
Table 21 Video Surveillance Market, By Region, 2016–2024 (USD Million)
Table 22 Physical Security Information Management Market, By Region, 2016–2024 (USD Million)
Table 23 Security Scanning, Imaging, and Metal Detection Market, By Region, 2016–2024 (USD Million)
Table 24 Emergency and Disaster Management Market, By Region, 2016–2024 (USD Million)
Table 25 Cybersecurity Market, By Region, 2016–2024 (USD Million)
Table 26 Others Market, By Region, 2016–2024 (USD Million)
Table 27 Building Automation: Smart Stadium Market, By Type, 2016–2024 (USD Million)
Table 28 Building Automation: Smart Stadium Market, By Region, 2016–2024 (USD Million)
Table 29 Parking Management Systems Market, By Region, 2016–2024 (USD Million)
Table 30 Energy Management Systems Market, By Region, 2016–2024 (USD Million)
Table 31 Facility Management Systems Market, By Region, 2016–2024 (USD Million)
Table 32 Event Management: Smart Stadium Market, By Type, 2016–2024 (USD Million)
Table 33 Event Management: Smart Stadium Market, By Region, 2016–2024 (USD Million)
Table 34 Event Marketing and Registration Market, By Region, 2016–2024 (USD Million)
Table 35 Ticketing Management Market, By Region, 2016–2024 (USD Million)
Table 36 Workforce Management Market, By Region, 2016–2024 (USD Million)
Table 37 Network Management: Smart Stadium Market, By Region, 2016–2024 (USD Million)
Table 38 Crowd Management: Smart Stadium Market, By Region, 2016–2024 (USD Million)
Table 39 Smart Stadium Market, By Services, 2016–2024 (USD Million)
Table 40 Smart Stadium Services Market, By Region, 2016–2024 (USD Million)
Table 41 Consulting: Smart Stadium Market, By Region, 2016–2024 (USD Million)
Table 42 Deployment and Integration: Smart Stadium Market, By Region, 2016–2024 (USD Million)
Table 43 Support and Maintenance: Smart Stadium Market, By Region, 2016–2024 (USD Million)
Table 44 Esports Market, By Revenue Stream, 2016–2024 (USD Million)
Table 45 Esports Market, By Region, 2016–2024 (USD Million)
Table 46 Media Rights: Esports Market, By Region, 2016–2024 (USD Million)
Table 47 Tickets and Merchandise: Esports Market, By Region, 2016–2024 (USD Million)
Table 48 Sponsorships and Advertisements: Esports Market, By Region, 2016–2024 (USD Million)
Table 49 Publisher Fees: Esports Market, By Region, 2016–2024 (USD Million)
Table 50 Sports Analytics Market, By Application, 2016–2024 (USD Million)
Table 51 Player Analysis Market, By Region, 2016–2024 (USD Million)
Table 52 Team Performance Analysis Market, By Region, 2016–2024 (USD Million)
Table 53 Video Analysis Market, By Region, 2016–2024 (USD Million)
Table 54 Health Assessment Market, By Region, 2016–2024 (USD Million)
Table 55 Data Analysis & Interpretation Market, By Region, 2016–2024 (USD Million)
Table 56 Fan Engagement Market, By Region, 2016–2024 (USD Million)
Table 57 Others Market, By Region, 2016–2024 (USD Million)
Table 58 Sports Technology Market, By Sports, 2016–2024 (USD Million)
Table 59 Sports Technology Market, By Region, 2016–2024 (USD Billion)
Table 60 Sports Technology Market in North America, By Technology, 2016–2024 (USD Million)
Table 61 Sports Technology Market in Europe, By Technology, 2016–2024 (USD Million)
Table 62 Sports Technology Market in APAC, By Technology, 2016–2024 (USD Million)
Table 63 Sports Technology Market in RoW, By Technology, 2016–2024 (USD Million)
Table 64 Ranking of Key Players in Sports Technology Market (2018)


List of Figures (54 Figures)

Figure 1 Sports Technology Market: Research Design
Figure 2 Market Size Estimation Methodology: Bottom-Up Approach
Figure 3 Market Size Estimation Methodology: Top-Down Approach
Figure 4 Data Triangulation
Figure 5 Sports Analytics Market Expected to Grow at Highest CAGR During Forecast Period
Figure 6 Wearables Largest and Fastest Growing Segment in Sports Device Market
Figure 7 in Smart Stadium Market, Services Segment to Grow at Higher CAGR Than Software Segment During Forecast Period
Figure 8 Media Rights to Exhibit Highest CAGR in Esports Market During Forecast Period
Figure 9 Player Analysis Largest Segment in Sports Analytics Market
Figure 10 Sports Technology Market in APAC Expected to Grow at Highest CAGR
Figure 11 Sports Technology Market to Witness Attractive Growth Opportunities During Forecast Period
Figure 12 Wristwear to Hold Largest Share of Sports Wearables Market
Figure 13 Device Market Held Largest Share of Sports Technology Market in 2018
Figure 14 Building Automation Expected to Grow at Highest CAGR During Forecast Period
Figure 15 Support and Maintenance Services Market to Grow at Highest CAGR During Forecast Period
Figure 16 Significant Improvement in Audience Engagement Driving Sports Technology Market
Figure 17 Market, By Technology
Figure 18 Wearables Largest Sub-Segment of Sports Device Market
Figure 19 in Smart Stadium Market, Services Segment Expected to Grow at Higher CAGR Than Software Segment
Figure 20 Media Rights to Exhibit Highest CAGR in Esports Market During Forecast Period
Figure 21 Player Analysis Applications A Lucrative Market
Figure 22 Market, By Sports
Figure 23 Sports Technology Market for Basketball Expected to Grow at Highest CAGR
Figure 24 Sports Technology Market, By Geography
Figure 25 Geographic Snapshot: APAC Fastest Growing Market
Figure 26 North America: Market Snapshot
Figure 27 Europe: Market Snapshot
Figure 28 APAC: Market Snapshot
Figure 29 in RoW Market, Sports Analytics Expected to Grow at Highest CAGR
Figure 30 Key Developments By Leading Players in Market From 2016 to 2018
Figure 31 Smart Stadium Market (Global) Competitive Leadership Mapping, 2018
Figure 32 Sports Wearables Market (Global) Competitive Leadership Mapping, 2018
Figure 33 Esports Market (Global) Competitive Leadership Mapping, 2018
Figure 34 Sports Analytics Market (Global) Competitive Leadership Mapping, 2018
Figure 35 Product Launches and Developments Key Strategy Adopted By Major Players From 2015 to 2019
Figure 36 IBM: Company Snapshot
Figure 37 Ericsson: Company Snapshot
Figure 38 Cisco: Company Snapshot
Figure 39 Fujitsu: Company Snapshot
Figure 40 SAP SE: Company Snapshot
Figure 41 Oracle: Company Snapshot
Figure 42 NEC: Company Snapshot
Figure 43 LG: Company Snapshot
Figure 44 Sharp: Company Snapshot
Figure 45 Samsung: Company Snapshot
Figure 46 Fitbit: Company Snapshot
Figure 47 Apple: Company Snapshot
Figure 48 Garmin: Company Snapshot
Figure 49 Sony: Company Snapshot
Figure 50 Panasonic Corporation: Company Snapshot
Figure 51 MTG: Company Snapshot
Figure 52 Activision Blizzard: Company Snapshot
Figure 53 Tencent: Company Snapshot
Figure 54 CJ Corporation: Company Snapshot

The study involved 4 major activities for estimating the current size of the Sports technology market. An exhaustive secondary research was done to collect information on the market, as well as its peer and parent markets. The next step was validating these findings, assumptions, and sizing with industry experts across the value chain through primary research. Both top-down and bottom-up approaches were employed to estimate the overall market size. Thereafter, market breakdown and data triangulation procedures were used to estimate the market size of segments and subsegments.

Secondary Research

In the secondary research process, various secondary sources have been referred to for identifying and collecting information important for this study. These secondary sources include Wearables (UK), Digital Trends (US), Wearable Tech World, Association for the Advancement of Artificial Intelligence, European Association For Artificial Intelligence, Consumer Technology Association, Wearable Robotics Association (US), StadiumDB (UK), World eSports Association (WESA) (Switzerland), Professional eSports Association (PEA) (US), Esports Federation of India (ESFI), British Esports Association (UK), Guernsey eSports Association (UK), International e-Sports Federation (South Korea), eSports Association, the National Collegiate eSports Association (US), press releases, and financials of companies; white papers; and certified publications and articles from recognized authors, directories, and databases.

Primary Research

In the primary research process, various primary sources from both supply and demand sides have been interviewed to obtain qualitative and quantitative information important for this report. Primary sources from the supply side include industry experts such as CEOs, VPs, marketing directors, technology and innovation directors, and related executives from key companies and organizations operating in the Sports technology market. After complete market engineering (including calculations regarding market statistics, market breakdown, market size estimations, market forecasting, and data triangulation), extensive primary research has been conducted to gather information, as well as verify and validate the critical numbers arrived at.

Sports Technology Market

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

Market Size Estimation

In the complete market engineering process, both top-down and bottom-up approaches have been implemented, along with several data triangulation methods, to estimate and validate the size of the Sports technology market and other dependent submarkets listed in this report.

  • Key players in the industry and markets have been identified through extensive secondary research.
  • The industry’s supply chain and market size, in terms of value, have been determined through primary and secondary research processes.
  • All percentage shares, splits, and breakdowns have been determined using secondary sources and verified through primary sources.

Data Triangulation

After arriving at the overall market size from the estimation process explained above, the overall market has been split into several segments and subsegments. To complete the overall market engineering process and arrive at exact statistics for all segments and subsegments, market breakdown and data triangulation procedures have been employed, wherever applicable. The data have been triangulated by studying various factors and trends identified from both demand and supply sides, in sports sector. Along with this, the market size has been validated using both top-down and bottom-up approaches.

The following are the major objectives of the study.

  • To describe and forecast the overall sports technology market, in terms of value, segmented based on technology, sports, and geography 
  • To forecast the market size for various segments, by region—North America, Europe, Asia Pacific (APAC), and Rest of the World (RoW)
  • To provide detailed information regarding the major factors (drivers, restraints, opportunities, and challenges) influencing the growth of the sports technology market
  • To provide sports technology value chain analysis
  • To strategically analyze the micromarkets1 with respect to individual growth trends, prospects, and contributions to the total market
  • To analyze opportunities in the overall sports technology market for stakeholders by identifying the high-growth segments
  • To profile key players and comprehensively analyze their market rankings in terms of revenues and core competencies2 and provide details of the competitive landscape for the sports technology market leaders
  • To analyze growth strategies such as contracts, mergers and acquisitions, product launches and developments, and R&D in the overall sports technology market

Available Customizations:

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Published ON
Apr, 2019
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