Youth and Amateur Adult League Sports Software: Market Shares, Strategies, and Forecasts, Worldwide 2017-2023

  • ID: 4334124
  • Report
  • Region: Global
  • 737 Pages
  • Wintergreen Research, Inc
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Youth Team, League, and Tournament Sports Software: Markets Reach $6.9 Billion by 2023

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'Youth League Sports Software: Market Shares, Strategy, and Forecasts, Worldwide, 2017 to 2023' has 737 pages, 419 tables and figures.

Worldwide youth sports software markets are poised to achieve significant growth and enormous market consolidation as youth and recreational teams move to automated process.

The youth sports software is sold or given away free to teams, leagues and tournaments. Often a league will distribute the software to teams, clubs, or tournaments. Sometimes teams and clubs buy the software directly. A lot of youth sports software had been homegrown functionality bolted onto a stable platform. This homegrown small market software has basically become outdated, slated to be replaced with packaged, licensed or cloud software that is more robust.

The youth sports software provides registration and payment collection for team participation and clothing. The payment collection aspect of the software is sometimes important because it creates a way to collect a transaction fee that is used to pay for the software and provide continuing revenue to the provider.

The primary purpose of youth and adult sports team software is to deliver robust, automated process for the registration, scheduling, web site construction, coaching management, communication, tournament play, and video coaching that are needed to run a team effectively. Transaction management and fee collection are key aspects of some of the software.

Active solutions based on transaction payments are often available at no additional cost to the teams and parents of players. Transaction fee basis provides a revenue model that makes the availability of the app free.

Integration of a variety of technologies is the functional direction of market development as vendors seek to build out a platform. As companies try to build out specialized payment processing, registration, scheduling, and team communications capability, the platforms become very complex and difficult to change. The classic software problems associated with integration of different software modules begin to plague systems developers.

The platform can include a lot of different functions illustrated below:

  • Sports Software
  • Club Management
  • Sports Websites
  • Sports Technology
  • Team Roster Software
  • Team Registration Management
  • Volunteer Management Software
  • Travel Team Marketing
  • Travel Team Advertising
  • Flexible payment options.
  • Users can choose from various payment methods
  • Pay by check or by credit card
  • Track cash payments
  • Make payment on account
  • Provides an advertising base for retail outlets
  • Advertising base has local reach
  • Broad functionality
  • Administrators can collect online payment securely
  • One tap payment
  • Discounts & coupons are supported
  • Create one multifaceted product
  • Tracks rosters, schedules, game attendance, practice attendance
  • Tracks availability, team payments, and statistics
  • Text communications
  • Email communications
  • Messaging
  • Team web site communications
  • Effective communications capability
  • Fields
  • Courts
  • Lessons
  • Referees
  • Parties
  • Multipurpose rooms
  • Equipment
  • Background Screening
  • Equipment Tracking
  • Facility Management
  • Game Results Tracking
  • Online Registration
  • Scheduling
  • Team Assignments
  • Volunteer Management

This illustrates the complexity of Youth sports package software often generates revenue by taking a small percentage of the transactions that are run through the software by the teams. Standard software licenses are also used to pay for the software. A third revenue model depends on an annual fee per registration. In some cases, the fee is $50 per web site and an additional $299 annually A vendor typically charges $2.50 per registrant. Custom graphics are available for $599 typically. Software license revenue is a market factor. SaaS applications are sure to emerge as cloud computing becomes more relevant to the software industry.

Several youth team software vendors provide web site design tools, other vendors permit users to work with a graphics team to support building the appropriate design. Most vendors offer premium features to make them available in high end web sites. This includes text messaging, team, and effective communications capability.

A very few vendors are specialists in payments processing. Credit card processing is an important part of running an team. The teams revolve around shared use of fields, courts or ice. Payments processing provides a way to collect the money easily, providing a base for the team.

Most youth team software is available with an initial free trial. This lets people try out the web site for an organization. The strength of the software is the player registration process. Other vendors have strength in payments processing. Still others specialize in the web site design. A vendor that provides the best registration software considers it the bread and butter for the company.

Communication is a more elaborate software requirement and that is being upgraded by most vendors. Vendors work to make their software customizable. Vendors permit users to ask questions specific to the league, they can add an additional fee to be collected during the registration process.

According to the leader of the market research team that prepared the study; “Vendors are making acquisitions to make the software able to provide a large set of capabilities. Modules brought in from different companies and developers are difficult to integrate into a functioning platform. Frequently functionality brought in from an acquisition is torn down and rewritten to make it conform to a platform standard.”

Market growth comes from increased benefits of organization in youth sports leagues. Travel teams and tournaments are in vogue. These do not happen in a consistent manner unless there is automated process in place. Automated process is just better for making a team function smoothly, eliminating vast amounts of politics. Shared resource is always a problem, having automated management is better. Once one aspect of the team management is automated, there is demand to automate all the processes across the board leading to plenty of consolidation and acquisitions in this market.

In a $9 billion U.S. youth sports market, the software for youth and amateur adult league teams at $1.2 represents only a portion of the total spending on the market. This is a nascent market, there is no end in sight, markets are expected to reach $6.9 billion by 2023. Sports teams will continue to get more organized and depend on software to provide increased management efficiency.

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Youth Team, League, and Tournament Sports Software: Market Shares, Strategies, and Forecasts, Worldwide 2017-2023

  • Youth Team, League, and Tournament Sports Software Executive Summary
  • Youth League Sports Software Market Driving Forces
  • Youth League Sports Software Functions
  • Youth Team Sports Software Company Acquisitions
  • Protecting the Money Collected for a Youth Sports League
  • Team Sports Financial Reporting
  • Applications
  • Youth League Sports Software Market Shares
  • Youth Team, League, and Tournament Sports Software Market Forecasts

1. Youth Team, League, and Tournament Sports Software: Market Description and Market Dynamics
1.1 Professional Sports Embrace Youth Development Programs
1.1.1 Jr.NBA.com Emphasizes Fundamentals for Youth
1.1.2 Little League Chose Dick’s Team Sports HQ As Its Tech Provider
1.1.3 Vendor Positioning in Youth Sports Software Markets
1.1.4 Youth League Sports Market Dynamics
1.2 Youth Sports League Software Is Highly Specialized
1.3 Barriers to Youth Sports Participation
1.4 Youth Team Web Sites
1.4.1 Youth Sports Software Web Presence
1.5 Youth Sports Software Industry Transitions
1.6 Youth Team Software Products Address Automation of Process
1.7 Youth Team Software Products Automation of Finances
1.8 Sports League Software Specialized Revenue Models
1.8.1 Youth Sports League Software Revenue Models
1.8.2 Youth League Sports Software Different Business Models
1.9 Supervising the Money from Youth Team Sports
1.10 Youth Sports Software Communications Functions

2. Youth Team, League, and Tournament Sports Software Market Shares and Forecasts
2.1 Youth Team, League, and Tournament Sports Software Market Driving Forces
2.1.1 Youth League Sports Software Functions
2.1.2 Youth Team Sports Software Company Acquisitions
2.1.3 Protecting the Money Collected for a Youth Sports League
2.1.1 Team Sports Financial Reporting
2.1.2 Applications
2.2 Youth League Sports Software Market Shares
2.2.1 Active Network / Active Sports
2.2.2 Blue Star Sports
2.2.3 Blue Star Sports Has Positioned to Provide USA Football with Player Development
2.2.4 Blue Star Sports Analysis
2.2.5 Affinity Sports
2.2.6 Affinity Sports API
2.2.7 Comcast / NBC Universal / SportsEngine
2.2.8 Hudl
2.2.9 TeamSnap
2.2.10 Time / Sports Illustrated Play
2.2.11 Team Tennis
2.2.12 Dicks Sporting Goods / Blue Sombrero / GameChanger Media
2.2.13 Dick's Sporting Goods Is Expanding Its Youth Sports Tech Business
2.2.14 RosterBot
2.2.15 Bonzi
2.2.16 Zuluru
2.2.17 Upper Hand Sports Business Financial Tools
2.2.18 FiXi
2.2.19 Youth Team, League, and Tournament Sports Software Unit Analysis Market Shares
2.2.20 Youth Team, League, and Tournament Sports Software Number Employees vs. Revenue Analysis, Number Employees, Dollars per Employee
2.3 Youth Team, League, and Tournament Sports Software Market Forecasts
2.3.1 Further Leverage the Reach That Team Sponsors Have
2.3.2 Overall Youth Sports Market Size
2.4 Youth Sports Software for Leagues, Teams / Clubs, and Tournaments Forecasts
2.4.1 Youth Sports Software for Teams and Clubs Forecasts
2.4.2 Youth Sports Software for Leagues Forecasts
2.4.3 League Registration Features
2.4.4 Youth Sports Software Tournaments
2.4.5 Youth Sports League Software Penetration Analysis
2.4.6 Youth and Amateur Adult Team Sports League Software Unit Analysis Assumptions
2.4.7 Youth Team Sports Software Functional Models Registration, Communication, and Web Site Development or Combination
2.4.8 Youth Team, League, and Tournament Sports Market Forecasts
2.4.9 League Software and App Revenue Models
2.4.10 Transactional App Revenue Model
2.4.1 Charge Card Revenue per Transaction
2.4.2 Software Licensing Model
2.4.3 Advertising Model
2.4.4 Extracting Value from Data
2.4.5 Youth League Sports Software Shipments by Sport: US and Worldwide
2.4.6 League Software Larger Market
2.4.7 Youth League Software by Sports
2.5 Varsity and Collegiate Intermural and Club Sports
2.6 Youth and Adult Sports League Participation, United States and Worldwide, Number of Players
2.6.1 Youth Team, League, and Tournament Sports Software Revenue Models Market Forecasts, Transactional Apps, Free Apps Information Based License Fee per Software Package, Cloud Based SaaS Model, Dollars, Worldwide, 2017-2023
2.7 Youth Sports Travel Teams
2.8 Youth League Sports Software Prices / Sports Software Pricing
2.8.1 Hudl Prices
2.8.2 Blue Star Sports Prices
2.8.3 Affinity Sports
2.9 Youth League Sports Software Regional Market Analysis
2.9.1 US
2.9.2 Canada
2.10 Youth Team Sites Revenue Model
2.10.1 Applications

3. Youth League Sports Software Product Description
3.1 Vendors Address Needs of Different Types of Teams
3.1.1 Active Sports Strengths
3.1.2 Active Sports Challenges
3.1.3 Active Sports Online Sports Management Software
3.2 NBC Universal / SportsEngine
3.2.1 NBC Universal / SportsEngine Sitebuilder
3.2.2 NBC Universal / SportsEngine Sitebuilder Website World-Class Design
3.2.3 SportsEngine Fundraising
3.2.4 SportsEngine Sitebuilder
3.3 Dicks Sporting Goods / Blue Sombrero
3.3.1 Dick's Team Sports HQ Business
3.3.2 Dick’s Team Sports HQ
3.3.3 Dick’s Team Sports HQ Online Registration
3.3.4 Dick’s Team Sports HQ Websites
3.3.5 Dick’s Team Sports HQ Scheduling
3.3.6 Dick’s Team Sports HQ Communication Tools
3.3.7 Dick’s Team Sports HQ Team & Volunteer Management
3.3.8 Dick’s Team Sports HQ Reporting
3.3.9 Dick’s Team Sports HQ Premium Support
3.4 Time / Sports Illustrated Play / League Athletics
3.4.1 Sports Illustrated Play Online Registration
3.4.2 Sports Illustrated Play Online Scheduling
3.4.3 Sports Illustrated Play for Tournaments
3.4.4 Sports Illustrated Play Online Team & Roster
3.4.5 Sports Illustrated Play Online Scoring & Stats: iScore
3.4.6 Sports Illustrated challenged in Sports Software Market
3.4.7 Sports Illustrated Youth Software Revenue Model
3.5 Blue Star Sports
3.5.1 Blue Star Sports Registration & Payments
3.5.2 Blue Star Sports Back Office Management & Communication
3.5.3 Blue Star Sports Performance
3.5.4 Blue Star Sports Live Game Streaming
3.5.5 Blue Star Sports Sport Event Management
3.5.6 Blue Star Sports GoalLine
3.5.7 Blue Star Sports Strengths
3.5.8 Blue Star Sports Challenges
3.5.9 Blue Star Sports Vision Is to Connect All the Technologies And Services In The Market
3.6 Active Sports
3.6.1 Active Sports Online Sports Registration
3.6.2 Active Sports - Sports League Management
3.6.3 Active Sports - Sports Website
3.6.4 Active Sports League Website Solutions
3.6.5 Active Sports Club Management
3.6.6 Active Sports Simplifies Sports Club Management
3.7 TeamSideline.com
3.7.1 TeamSideline Features
3.7.2 TeamSideline League Management Software Features
3.7.3 TeamSideline Text and Email Communications
3.7.4 TeamSideline Registration
3.7.5 TeamSideline Team Sites
3.7.6 TeamSideline Secure Administration
3.7.7 TeamSideline Officials Management
3.7.8 TeamSideline Tournament Scheduling
3.7.9 TeamSideline Player Registration
3.7.10 TeamSideline Team Registration
3.8 Teamsnap
3.8.1 TeamSnap Sports Teams
3.8.2 Teamsnap to Add League Services
3.8.3 TeamSnap Strengths
3.8.4 TeamSnap Challenges
3.8.5 Teamsnap to Add League Services
3.9 EZFacility.com Sports Facility & League Software
3.9.1 EZFacility Facility Scheduling & Management
3.9.2 EZFacility MemberMe+ - Branded Mobile App
3.9.3 EZFacility Trainer & Instructor Scheduling
3.9.4 EZFacility Membership Management
3.9.5 EZFacility Customer Relationship Management
3.9.6 EZFacility Rentals & Special Events
3.9.7 EZFacility Invoice & Payment Tracking
3.9.8 EZFacility Locker & Equipment Tracking
3.9.9 EZFacility Front Desk Check-In
3.9.10 EZFacility Access Control
3.9.11 EZFacility Employee Time Clock
3.9.12 EZFacility Fitness Assessment
3.9.13 EZFacility League Scheduling & Management
3.9.14 EZFacility Extensive Reporting
3.9.15 EZFacility Registration Management
3.9.16 EZFacility Marketing Tools
3.9.17 EZFacility Member Self-Service
3.9.18 EZFacility Point of Sale
3.9.19 EZFacility Credit Card / ACH / EFT Processing
3.9.20 EZFacility Payroll & Commission Tracking
3.9.21 EZFacility Strengths
3.9.22 EZFacility Challenges
3.9.23 EZFacility Features
3.10 Cogran
3.10.1 Cogran Sports League Management / Cogran Registration
3.10.2 Cogran Scheduling
3.10.3 Cogran Team Management
3.10.4 Cogran Sports League Management Pricing
3.10.5 Cogran Strengths
3.10.6 Cogran Challenges
3.10.7 Cogran Handles Sports League Management
3.10.8 Cogran Revenue
3.10.9 Cogran Systems Sports League Management
3.11 RosterBot
3.11.1 RosterBot Event Invitations & Reminders
3.11.2 RosterBot Team Communication
3.11.3 RosterBot Money Collection
3.11.4 RosterBot Full-time & Spare Players
3.11.5 RosterBot Position Assistant
3.11.6 RosterBot Statistics & Record Keeping
3.11.7 RosterBot Refreshments & Gear Assignments
3.11.8 RosterBot Multiple Memberships
3.11.9 RosterBot Find a Team
3.12 Manage Your League
3.12.1 Manage League Sports, League Registration
3.12.2 ManageYourLeague.com Multi-Sport, Multi-League, and Tiered Organizations
3.12.3 Manage Your League Sports League Website Builder
3.12.4 Manage Your League Email & Text Broadcaster
3.12.5 Manage Your League Sports Club Schedule Maker
3.12.6 Manage Your League Referees & Umpires
3.12.7 Manage Your League Sports Volunteer Manager
3.12.8 Manage Your League Mobile
3.13 LeagueApps
3.13.1 LeagueApps Cloud Based Software
3.14 LeagueLobster
3.14.1 LeagueLobster Sports League Management Software
3.14.2 League Management Software with Stats Tracking
3.14.3 League Management Software Automatic Match Invite and Sports Team Automatic RSVP
3.14.4 League Management Software Payment Collector for Sports Teams
3.14.5 League Management Software Free Agent List
3.14.6 The Hub, Basket Ball information powered by LeagueLobster
3.14.7 LeagueLobster Hub Partners
3.15 Front Desk
3.15.1 Front Desk Scheduling
3.15.2 Front Desk Billing
3.15.3 Front Desk Client Management
3.15.4 Front Desk
3.15.5 Front Desk Apps & Add-Ons
3.16 ClubManager
3.17 Engage Sports
3.17.1 Engage Sports - Sports Websites
3.17.2 Engage Sports Online Registration
3.17.3 Engage Sports League Management
3.18 Team Sports Admin
3.19 WatchMeGoPro
3.19.1 WatchMeGoPro Team Websites
3.19.2 WatchMeGoPro Athletic Record
3.19.3 WatchMeGoPro Clipboard
3.19.4 WatchMeGoPro Fan Favorites
3.20 SwimTopia
3.20.1 Swimtopia Summer Swim Teams
3.20.2 SwimTopia Summer Swim Leagues
3.20.3 SwimTopia Revenue
3.21 Bonzi Technology
3.21.1 Bonzi Club
3.21.2 Bonzi League
3.21.3 Bonzi Tournaments
3.21.4 Bonzi Team
3.21.5 Bonzi Association
3.21.6 Bonzi Game Officials
3.21.7 Bonzi Custom Websites
3.22 TopDog Sports
3.22.1 TopDog Sports Schedule Play: Tournament Management Software
3.22.2 TopDog Sports League Management
3.22.3 TopDog Sports Tournament Manager
3.22.4 TopDog Sports Ladders
3.22.5 TopDog Sports Reservations
3.22.6 TopDog Sports Box Leagues
3.22.7 TopDog Sports League Scheduler
3.22.8 Top Dog Tennis Interclub Leagues Software
3.22.9 TopDog Sports Reservations
3.22.10 TopDog Sports Profiles
3.22.11 TopDog Sports Round Robin Schedules
3.22.12 TopDog Sports
3.23 Zuluru
3.23.1 Zuluru Users and Players
3.23.2 Zuluru Teams
3.23.3 Zuluru Leagues and Divisions
3.23.4 Zuluru Facilities and Fields
3.23.5 Zuluru Game Slots
3.23.6 Zuluru Games
3.23.7 Zuluru Tournaments
3.23.8 Zuluru Registration
3.23.9 Zuluru Mailing Lists and Newsletters
3.23.10 Zuluru Task Management
3.23.11 Zuluru Reporting
3.23.12 Zuluru Affiliates
3.23.13 Zuluru Limits
3.23.14 Zuluru Customization
3.23.15 Zuluru Documentation
3.23.16 Zuluru Open Source Revisions
3.23.17 Zuluru Open-Source Project Ladder Scheduling System, Funded Partially Through Donations
3.24 LeagueLineup
3.24.1 LeagueLineup Online Registration
3.24.2 LeagueLineup Payment Processing
3.24.3 LeagueLineup Background Check
3.25 Upper Hand
3.25.1 Upper Hand Registration
3.25.2 Upper Hand Scheduling
3.25.3 Upper Hand Payment Processing
3.25.4 Upper Hand Payment Processing
3.25.5 Upper Hand Sports Platform
3.25.6 Upper Hand Smart Phone Tools
3.25.7 Upper Hand Sports Business Financial Tools
3.25.8 Upper Hand Contact Management
3.25.9 Upper Hand Custom Waivers
3.25.10 Upper Hand Website Design
3.25.11 Sports Website Design Representing Brand
3.26 BM Sports Leagues New York
3.27 Zebra Technologies Sports Solutions
3.27.1 Zebra / NFL Partnership
3.28 AthleteTrax / mysportsort
3.28.1 AthleteTrax League Custom Websites & Mobile Apps
3.28.2 AthleteTrax League Point-of-Sale & Online Registration
3.28.3 AthleteTrax League Facility Scheduling
3.28.4 AthleteTrax League Scores, Standings & Statistics
3.28.5 AthleteTrax League Member Management & Engagement
3.28.6 AthleteTrax Club Custom Website & Mobile Apps
3.28.7 AthleteTrax Club Registration & Payment Collection
3.28.8 AthleteTrax Club Integrated Scheduling
3.28.9 AthleteTrax Club Instant Communication
3.28.10 AthleteTrax Club Member Management
3.28.11 AthleteTrax Club Crowdfunding
3.29 Bear Dev
3.30 Coach Logic
3.30.1 Coach Logic Soccer
3.30.2 Coach Logic Field Hockey
3.30.3 Coach Logic Rugby
3.31 FiXi Competition Management
3.31.1 FiXi Competition Management Subscription Based Solution
3.31.2 FiXi Team
3.31.3 FiXi Team Management Software
3.31.4 FiXi Customer Platform
3.31.5 FiXi Calendar
3.31.6 FiXi Calendar Functions
3.31.7 FiXi Ladders
3.31.8 FiXi Reports
3.31.9 FiXi Financial Management
3.31.10 FiXi Communication & Marketing
3.31.11 FiXi Results & Statistics
3.31.12 FiXi Website Integration
3.31.13 FiXi Online Registration
3.31.14 FiXi SportFix Mobile
3.32 HorizonWebRef.com
3.33 Jevin
3.33.1 Jevin Scheduling
3.33.2 Jevin Roster
3.33.3 Jevin Officials
3.33.4 Jevin Standings
3.33.5 Jevin Tournaments
3.33.6 Jevin Administration
3.33.7 Jevin Communication
3.34 LeagueRepublic
3.34.1 LeagueRepublic Results & Statistics
3.34.2 LeagueRepublic Player Registration
3.34.3 LeagueRepublic Communication
3.34.4 LeagueRepublic Site Builder
3.34.5 LeagueRepublic Soccer
3.34.6 LeagueRepublic Darts
3.34.7 LeagueRepublic Pool
3.34.8 LeagueRepublic Snooker
3.34.9 LeagueRepublic Cricket
3.34.10 LeagueRepublic Gaming
3.35 Nike+
3.36 Sideline Sports
3.37 Sportlyzer
3.37.1 Sportlyzer Team Schedule
3.37.2 Sportlyzer Attendance Availability
3.37.3 Sportlyzer Team Attendance
3.37.4 Sportlyzer Plan & Analyze
3.37.5 Sportlyzer Player Evaluation & Testing
3.37.6 Sportlyzer E-mail & SMS
3.37.7 Sportlyzer Mobile Apps
3.37.8 Sportlyzer Athletes Database
3.37.9 Sportlyzer Membership Application
3.37.10 Sportlyzer Group Invoicing
3.37.11 Sportlyzer Payments Tracking
3.37.12 Sportlyzer Websites Widget
3.37.13 Sportlyzer Player App
3.37.14 Sportlyzer Parent App
3.38 Teamer
3.38.1 Teamer Members
3.38.2 Teamer Events
3.38.3 Teamer Availability
3.38.4 Teamer Docs
3.38.5 Teamer Photos
3.39 Wooter
3.39.1 Wooter Registration
3.39.2 Wooter Tournaments
3.39.3 Wooter Roster & Team Schedule
3.39.4 Wooter Game Stats
3.39.5 Wooter Videos & Photos
3.39.6 Wooter Messaging
3.39.7 Wooter Website & App

4. Youth and Recreational League Sports Software Research and Technology
4.1 Payment Gateways
4.1.1 Payment Processing Solutions For a League
4.1.2 Recommended Merchant Broker Authorize.net Gateway
4.2 Responsive Web Design
4.2.1 Robust Website Structure
4.3 Tournament Types
4.3.1 MatchDay types
4.4 Season Registration & eSport Configuration
4.5 Venue
4.6 FE management
4.6.1 Extra fields
4.7 Artificial Intelligence And Software
4.8 Nike Open Source Software

5. Youth and Recreational League Sports Software Company Profiles
5.1 Youth and Recreational League Sports Software Acquisitions
5.2 Active Network
5.2.1 Active Network Follow-On Acquisition
5.2.2 Ministry Brands Acquires ACTIVE Network’s Faith Division
5.2.3 Active Network / Active Sports
5.2.4 Active Sports Strengths
5.2.5 Active Sports Challenges
5.2.6 Active Sports Revenue Model
5.2.7 Lanyon Solutions / Active Networks / Active Sports
5.2.8 Active Network Acquires TeamPages
5.3 Affinity Sports
5.3.1 Affinity Sports Concussion Protocols and Product Positioning
5.4 Atheletrax / mysportsort
5.5 Bear Dev
5.6 Blue Star Sports
5.6.1 Blue Star Sports Equity Investment From Genstar Capital
5.6.2 Blue Star Sports Has Nine Acquisitions, Adds 350 Employees
5.6.3 Blue Star Sports CaptainU and Other Acquisitions
5.6.4 Blue Star Sports Has Positioned to Provide USA Football with Player Development
5.6.5 Blue Star Sports Association Contracts
5.6.6 Blue Star Sports Is Building Through Acquisition
5.6.7 Blue Star Sports Goalline
5.6.8 Blue Star Sports Acquires LeagueLineup Blue Star Sports Adds Top Technology Provider To The Team
5.7 Catapult
5.7.1 Catapult Acquisitions
5.7.2 Catapult Customers
5.7.3 Catapult Team Customer Base
5.7.4 Catapult Monitoring Elite Athletes
5.8 Coach Logic
5.9 Cogran
5.10 Comcast / NBC / Sport Engine
5.10.1 Comcast Revenue
5.10.2 Comcast Business
5.10.3 NBC Sports Group has purchased Sport Ngin
5.11 Dicks / Blue Sombrero
5.11.1 Dick’s Sporting Goods Revenue
5.11.2 Dick’s Sporting Goods Business
5.11.3 Dick’s Sporting Goods Competition
5.11.4 Dick’s Sporting Goods Management Discussion
5.11.5 Revenue Model and Acquisitions
5.11.6 Dicks / Affinity Sports
5.11.7 Affinity Sports API
5.11.8 Dick's Sporting Goods Announces Acquisition Of Affinity Sports
5.11.9 Dick’s Sporting Goods Acquires Mobile Scorekeeping Company GameChanger Media
5.12 Engage Sports
5.13 FiXi Competition Management
5.13.1 FiXi Competition Management Revenue Model
5.13.2 FiXi Competition Management Features and Functions
5.13.3 FiXi Competition Management Target Markets
5.13.4 FiXi Competition Management Customization and League Requirements
5.14 HorizonWebRef.com
5.14.1 HorizonWebRef Revenue Model
5.15 Hudl
5.15.1 Hudl Acquisitions
5.15.2 Hudl Revenue Model
5.15.3 Hudl Financing
5.15.4 Hudl Partnership with Nike
5.15.5 Hudl Combine App
5.16 Jevin
5.17 Jonas Software / EZFacility
5.17.1 EZFacility Sports Facility & League Software
5.17.2 Revenue Model
5.17.3 EZFacility Features and Functions
5.17.4 EZFacility Target Market
5.18 JoomSport
5.18.1 JoomSport Revenue Model
5.18.2 JoomSport Target Market
5.18.3 JoomSport Features
5.19 LeagueApps
5.19.1 LeagueApps Revenue Model
5.19.2 LeagueApps Features and Functions
5.19.3 LeagueApps Target Market
5.20 LeagueLobster
5.21 LeagueRepublic
5.21.1 LeagueRepublic Features
5.22 NBC Universal / SportsEngine
5.22.1 SportsEngine Culture
5.22.2 SportsEngine Shared Values
5.23 Nike+
5.23.1 Nike Personal Analytics
5.23.2 Nike Partnership with Hudl
5.24 QSTC
5.25 RosterBot
5.25.1 Rosterbot Team Management Service
5.26 Sideline Sports
5.26.1 Sideline Sports XPS Network
5.26.2 Sideline Sports XPS Network for Coaches
5.26.3 Sideline Sports Tools
5.27 Sportlyzer
5.26.4 Sportlyzer Team Management Software
5.28 Swimtopia
5.28.1 Team Topia / SwimTopia
5.28.2 Team Topia Revenue Model
5.29 Teamer
5.30 TeamSideline.com
5.30.1 TeamSideline Features
5.30.2 TeamSideline Team Sites
5.31 TeamSnap
5.31.1 TeamSnap Sports Teams
5.31.1 15 Million in 2017, Up from 9 Million People a Year Ago Use TeamSnap:
5.31.2 TeamSnap Target Sports
5.31.3 TeamSnap / Manage League
5.31.4 TeamSnap Metrics
5.31.5 Teamsnap $10 Million Investment Led by Northgate Capital
5.31.6 TeamSnap Acquires EasyTeamManager
5.32 Time
5.32.1 Time Revenue
5.32.2 Time Business
5.32.3 Time Strategy
5.32.4 Time / Sports Illustrated
5.32.5 Sports Illustrated Play
5.32.6 Sports Illustrated Play
5.32.7 Sports Illustrated Strengths
5.32.8 Sports Illustrated Challenges
5.32.9 Si Acquires League Athletics
5.32.10 LeagueAthletics.com
5.32.11 LeagueAthletics Revenue Model
5.32.12 LeagueAthletics Features and Functions
5.32.13 Tourney Machine Partnership with Sports Illustrated Play Prelude to Acquisition
5.32.14 Sports Illustrated Play acquires Iowa-based Tourney Machine
5.32.15 SI Online Sports Registration
5.32.16 SI Play Secure Communication
5.32.17 SI Play: Information About The Game Matters
5.32.18 SiPlay-Online-Registration-Secure Online Payments
5.32.19 Sports Illustrated Play Teamwall Mobile App
5.32.20 SiPlay-Customizable Online-Registration
5.32.21 Revenue Model
5.32.22 Time Acquires Viant
5.32.23 Viant
5.33 Vista Equity Partners Fund IV and Vista Equity Partners Fund III / Active Network / ActiveSports / Lanyon
5.33.1 Active Network Activity and Participant Management Software Solutions For Event And Activity Organizers.
5.33.2 Sister Companies San Diego Software Firm Active Network and Lanyon, both Part of Vista Equity Partners’ Portfolio
5.33.3 ActiveSports
5.33.4 Vista Equity Partners STATS
5.33.5 Vista Equity Partners Amisco Prozone ("Prozone")
5.33.6 Vista Equity Partners Automated Insights
5.33.7 Vista Equity Partners The Sports Network (TSN)
5.33.8 Vista Equity Partners Bloomberg Sports
5.34 Wooter
5.35 YourTeamOnline
5.36 Zuluru
5.36.1 Zuluru Revenue Model
5.37 Selected List of Youth Sports Software Companies

6. Appendix
6.1 Research Methodology
6.2 Research Process
6.3 Market Research Study

List of Figures
Figure 1. Youth League Sports Software Market Growth Opportunities
Figure 2. Youth League Sports Movement Toward Travel Teams
Figure 3. Youth League Sports Software Linking to Team Sponsors
Figure 4. Youth League Sports Software Market Driving Forces
Figure 5. Youth League Sports Software Functions
Figure 6. Youth League Sports Software Revenue Model Market Factors
Figure 7. Youth League Sports Software Market Demands
Figure 8. Team Sports HQ Reporting Functions
Figure 9. Team Sports Payments and Order Tracking Functions
Figure 10. Youth Sports Team, League, and Tournament Software: Market Shares, Dollars, Worldwide
Figure 11. Youth Team, League, Tournament Sports Software Forecasts, Dollars, Worldwide, 2017-2023
Figure 12. Barriers To Youth Sports Participation
Figure 13. Youth League Sports Software Market Driving Forces
Figure 14. Youth League Sports Software Development Mapping
Figure 15. Youth League Sports Software Market Factors
Figure 16. Youth League Sports Software Demands
Figure 17. Barriers to Youth Sports Participation
Figure 18. Youth Sports Software Communications Functions
Figure 19. Youth League Sports Software Market Growth Opportunities
Figure 20. Youth League Sports Movement Toward Travel Teams
Figure 21. Youth League Sports Software Linking to Team Sponsors
Figure 22. Youth League Sports Software Market Driving Forces
Figure 23. Youth League Sports Software Functions
Figure 24. Youth League Sports Software Revenue Model Market Factors
Figure 25. Youth League Sports Software Market Demands
Figure 26. Team Sports HQ Reporting Functions
Figure 27. Team Sports Payments and Order Tracking Functions
Figure 28. Youth Sports Team, League, and Tournament Software: Market Shares, Dollars, Worldwide
Figure 29. Youth Sports Team, League, and Tournament Software, Market Shares, Dollars, Worldwide
Figure 30. Youth, High School, College Team, League, and Tournament Software, Market Shares, Dollars, Worldwide
Figure 31. Youth, High School, College Team, League, and Tournament Software, Market Shares, Percent, Worldwide
Figure 32. College and University Sports League Participation, United States and Worldwide, Number of Players
Figure 33. Youth Team, League, and Tournament Sports Software Unit Analysis Market Shares
Figure 34. Youth Team, League, and Tournament Software including High School, College, Market Shares, Percent, Worldwide
Figure 35. Efficiency Of The Various Software Providers, Revenue per Employee
Figure 36. Youth and Adult Sports League Software Number Employees vs. Revenue Analysis, Number Employees, Dollars per Employee
Figure 37. Youth Team, League, and Tournament Participation, United States and Worldwide, Number of Players
Figure 38. Youth Team, League, and Tournament Software Markets by Sport, Units and Dollars
Figure 39. Youth Team, League, Tournament Sports Software Forecasts, Dollars, Worldwide, 2017-2023
Figure 40. Youth Team, League, Tournament Sports Software Forecasts, Dollars, Worldwide, 2017-2023
Figure 41. Market Division Between Youth And Amateur Adult Sport Leagues
Figure 42. Sports Team And League Software Market Expansion Factors
Figure 43. Youth Team Organized Sports Travel Hotel, Motel, Bus, Airfare Market, and Total, Dollars, Worldwide, 2015-2025
Figure 44. Youth Team Organized Sports Travel Hotel, Motel, Bus, Airfare Market, and Total, Dollars, Worldwide, 2006-2014
Figure 45. Youth Team Organized Sports Fees, Software, Apparel Market Forecasts, Youth Team Sports Travel Sports Market, and Total, Dollars, Worldwide, 2015-2025
Figure 46. Youth Team Organized Sports Fees, Software, Apparel Market Forecasts, Youth Team Sports Travel Sports Market, and Total, Dollars, Worldwide, 2006-2014
Figure 47. Youth Organized Sports Software Markets, Units and Dollars, Installed Base, Units, Total, Worldwide, 2017-2023
Figure 48. Youth Organized Sports Software Market Segments, League, Team, Tournament, Dollars and Units, Worldwide, 2017-2023
Figure 49. Youth Organized Sports Software Market Segments, League, Team, Tournament, Percent, Worldwide, 2017-2023
Figure 50. League Software Functions
Figure 51. League Registration Features
Figure 52. Youth and Amateur Adult Team Sports League Software Unit Analysis Percent Penetration, Worldwide, 2016-2022
Figure 53. Youth Team Sports Software Functional Models Market Forecasts, Simple Registration, Registration, Communication and Web Site Development, or Combination with Coaching Video, Dollars, Worldwide, 2017-2023
Figure 54. Youth Team, League, and Tournament Sports Software Revenue Models Market Forecasts, Transactional Apps, Free Apps Information Based License Fee per Software Package, Per User Fee, Dollars, Worldwide, 2016-2022
Figure 55. Team Sports Software License, Transaction, and Advertising Revenue Models Market Forecasts, Number of Players, Worldwide, 2017-2023
Figure 56. Active Sport Sliding Scale Registration Fee: Transaction Processing Fee
Figure 57. Average Credit Card Processing Fees
Figure 58. Youth Team, League, Tournament Sports Software Transactional Revenue Models Market Forecasts, Dollars, Worldwide, 2017-2023
Figure 59. Youth, High School, University, College and Adult Team, League, Tournament Sports Software Revenue Models Market Forecasts, License Fee per Software Package, Dollars, Worldwide, 2017-2023
Figure 60. Youth Team Sports Software Revenue Models Market Forecasts, Free App Software Package, Per User Fee, Dollars, Worldwide, 2017-2023
Figure 61. Youth and Amateur Adult Team Sports Participation, United States and Worldwide, Number of Players, 2017-2023
Figure 62. Applications for Youth Sports Software Platforms
Figure 63. Organizations Served: Parks and Recreation
Figure 64. Youth Team, League, and Tournament Sports Software Market Segments by Sport, Units and Dollars, US
Figure 65. College and University Team, League, and Tournament Sports Participation, United States and Worldwide, Number of Players
Figure 66. Youth and Adult Sports League Participation, United States and Worldwide, Number of Players
Figure 67. Youth Team, League, and Tournament Sports Software Revenue Models Market Forecasts, Transactional Apps, Free Apps Information Based License Fee per Software Package, Cloud Based SaaS Model, Dollars, Worldwide, 2017-2023
Figure 68. Youth Team Sports Software Transactional Revenue Models Market Forecasts, Dollars, Worldwide, 2017-2023
Figure 69. Youth Team Sports Software Revenue Models Market Forecasts, Free App Software Package, Per User Fee, Dollars, Worldwide, 2017-2023
Figure 70. Youth, High School, University, College and Adult Team Sports Software Revenue Models Market Forecasts, License Fee per Software Package, Dollars, Worldwide, 2017-2023
Figure 71. Team Sports Software License Revenue Models Market Forecasts, Number of Players, Worldwide, 2017-2023
Figure 72. Team Sports Software License, Transaction, and Advertising Revenue Models Market Forecasts, Number of Players, Worldwide, 2017-2023
Figure 73. Youth Team Sports Software Functional Models Market Forecasts, Simple Registration, Registration, Communication and Web Site Development, or Combination with Coaching Video, Dollars, Worldwide, 2017-2023
Figure 74. Youth Team Organized Sports Travel Hotel, Motel, Bus, Airfare Market, and Total, Dollars, Worldwide, 2005-2014 and 2015-2025
Figure 75. Hudl Prices
Figure 76. Blue Star Sports Prices for Software
Figure 77. Blue Star Sports Tools
Figure 78. Youth Sports Team, League, and Tournament Software Regional Market Segments, Dollars
Figure 79. Youth Sports Team, League, and Tournament Software Regional Market Segments
Figure 80. Number of Youth Sports Players US and Worldwide, Dollars per Player
Figure 81. Youth and Adult Sports Team, League, and Tournament Software Users, Players and Teams Analysis, Number by Vendor, Worldwide
Figure 82. $5.8 Billion Canadian Youth Sports Market
Figure 83. Active Sports National Sports Governing Body Partners
Figure 84. League Management Solutions
Figure 85. Sports Management Solutions
Figure 86. SportsEngine Drag-And-Drop, One-Click Website
Figure 87. SportsEngine Website
Figure 88. SportsEngine Sitebuilder Website Content Management Software Sports Organization Functions
Figure 89. SportsEngine Sitebuilder Website Content Management Software Sports Organization Features
Figure 90. SportsEngine / SportsEngine Hockey Websites
Figure 91. SportsEngine Online Registration
Figure 92. SportsEngine Sitebuilder Website E-Commerce Functions
Figure 93. NBC Universal / SportsEngine Sitebuilder Website Governing Bodies Support Functions
Figure 94. SportsEngine SportsEngineLive Scoring
Figure 95. SportsEngine Sitebuilder Website Live Game View
Figure 96. SportsEngineMobile App
Figure 97. SportsEngine Fundraising
Figure 98. SportsEngine Strengths
Figure 99. SportsEngine Challenges
Figure 100. Dick’s Blue Sombrero FanWear Store Website
Figure 101. Dick’s Team Sports HQ
Figure 102. Dick’s Team Sports HQ
Figure 103. Dick’s Team Sports HQ App Functions
Figure 104. Dick’s Team Sports HQ Online Registration
Figure 105. Dick’s Team Sports HQ App Registration System For Programs, Leagues, And Tryouts
Figure 106. Dick’s Team Sports HQ Websites

Note: Product cover images may vary from those shown
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  • Active Network
  • ACTIVE Sports
  • Affinity Sports
  • Atheletrax
  • Bear Dev
  • BenchBucket
  • Blue Sombrero
  • Blue Star Sports
  • BM Sports Leagues New York
  • Bonzi Technology
  • Catapult
  • ClubManager
  • Coach Logic
  • Cogran Systems
  • Dick's
  • Easyteammanager
  • Engage Sports
  • EZFacility
  • FiXi Competition Management
  • Front Desk
  • HorizonWebRef.com
  • JDPreneur
  • Jevin
  • Jonas Software
  • JoomSport
  • Lanyon
  • LeagueApps
  • LeagueLineup
  • LeagueLobster
  • LeagueRepublic
  • mysportsort
  • NBC Sports
  • Nike+
  • QSTC
  • RosterBot
  • Sideline Sports
  • Sportlyzer
  • Sports Illustrated Play
  • SportsEngine Hudl
  • Swimtopia
  • Team Sports Admin
  • Team Topia / SwimTopia
  • Teamer
  • TeamSideline.com
  • TeamSnap
  • Time
  • TopDog Sports
  • Upper Hand
  • Vista Equity Partners Fund III
  • Vista Equity Partners Fund IV
  • WatchMeGoPro
  • Wooter
  • YourTeamOnline
  • Zuluru
Note: Product cover images may vary from those shown
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