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

  • ID: 4396136
  • Report
  • Region: Global
  • 633 Pages
  • Wintergreen Research, Inc
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Markets are Expected to Reach $41.2 Billion by 2023

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The 2017 study Youth League Sports Software: Market Shares, Strategy, and Forecasts, Worldwide 2017 - 2023 has 633 pages, 288 tables and figures. Worldwide youth sports markets are poised to achieve significant growth as travel teams become more popular and families learn to enjoy time together during a weekend sporting event. Enormous market efficiency is being achieved as youth and recreational teams move to automated process. Apps can be used to book hotels and make travel arrangements.

A $15.5 billion market in the US, the youth sports market rivals the size of the $14 billion NFL. Youth sports markets are comprised of segments that represent revenue generation from travel, equipment, team membership, facility construction, software, and venue rental. Leagues who purchase and distribute sports software to teams or clubs have created a large market from what were previously disparate parts of what was not ever not even a market, just people buying clothes and equipment, and loosely organized groups of youth playing games on community fields.

As a result of this coalescence of the varying market segments brought about by youth sports software, the youth sports market has become well defined. Apps are used for communication. The primary purpose of youth and adult sports team sports is to deliver fun for the youth. Other agendas get mixed in, like building a strong and healthy body, developing a well-rounded and pleasant personality, developing team skills, and preparing a child to be a professional athlete. Youth sports depend on communication, tournament play, and video coaching that are needed to run a team effectively.

Transaction management, registration, and fee collection are key aspects of some of the software.

Youth sports facilities can become part of a community development program. Every team, every sport has appeal and as there is more leisure, as the economy spins out more and more wealth at the top of the economic scale, there will be more spending on sports. Professional sports, betting, fantasy teams, semiprofessional teams, and teams just for fun will continue to look for venues and players.

Youth sports are sure to benefit from this trend. The brightest and the best will want to get top notch sports training for their children, and the entire middle class will follow as best they can. Sports are fun, the professional teams have begun to recognize that they need to invest in team development programs targeting children starting at age 3. This is when you can get the attention of the child and build skills incrementally that are providing a steady stream of youth available later for the professional teams.

Professional teams have noticed that the most ardent fans are those who played a sport as a youth. All the professional leagues have to invest in youth sports because otherwise they do not have players now and fans later.

Foundations and corporate arms of all large companies want to invest in supporting youth of the country and what better way than through sports. They can tie educational advancement of the sport interest.

Communities have to invest in youth sports providing activities that are supervised and better for all the residents, sports and teams have greater society benefits than the enjoyment of team play. Communities have found that it is cheaper to invest in planned sporting activities and keep children involved than to deal with the problems caused by kids that grow up without supervision, getting in trouble all the time.

The police departments have become interested in connecting with youth in a positive manner, spending money and time to get to know kids and provide guidance when needed. They are active in getting communities to fund development of facilities. It will be a problem to pay for all the facilities that communities want to build, so it will be interesting to see if communities find ways to contribute to the capital investment needed.

Private investment that sees benefit youth sporting programs is building in quantity. Foundations generally see the benefit of children being given sport opportunities.

The schools have by and large defunded gym programs for children creating a healthcare crisis of major proportion in the US and other parts of the world with childhood obesity and asthma creating lifelong chronic disease problems. The good news is that youth sports programs are becoming more available in more affluent parts of the world, poised to deliver healthy activity and build life long habits of movement and athletic skills development.

The market opportunity for youth team sports depends on a strong alliance between the schools and modern recreational facilities that meld education, drama, music and sports in a manner that supports learning and athletic development as one melded event.

With the advent of online learning, more students can move at their own pace and achieve academic excellence. One challenge is to make this happen in the context of incorporating sports achievement at the same time. Athleticism and brain development can be melded if education is done right.

Six in 10 children ages 6-12 regularly participate in team sports in the US. These sports programs are organized or casual.

With organized sports, there has been a rise in the number of travel teams, with the programs active at ever-earlier ages. There has been significant definition and growth in the youth sports industry. The coaching and league formation task is demanding for kids, families, and communities. Much of the organizational process has been automated with software.

The youth sports market is set to grow in response to increased interest worldwide in youth sports development programs. The programs are inherently satisfying to children and youth, giving them skills and accompanying self-esteem that translates to support academic skills as well as athletic ones.

Software has become an important aspect of making team play easy to manage.

More changes are coming as digitization drives use of video so parents and children can share on the Internet the experience of team play. Video capture of game and practice play is poised to provide coaches and assistant coaches with an ever-increasing array of ways to help players improve play on the field.

Little league coaches bring a lot to the children whom they coach. The individual attention to skills development is a treasure to each child it touches. Stories proliferate about the value of little league coaches to girls and boys who had a dad or mom missing at crucial times of growing up. The same is true for the Girl’s and Boy’s clubs.

In these cases, a substitute parent is an invaluable part of forming a strong personality, able to be responsive to others, fit into a team, and perform with integrity. The coaches teach values in a context of fun.

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. 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.

According to the leader of the market research team that prepared the study: “Vendors are making acquisitions to upgrade software so it is able to provide a wide range of capabilities. Modules brought in from different companies and developers are difficult to integrate into a functioning platform. Once a platform is in place, the organization of travel teams is facilitated.”

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 $15.5 billion U.S. youth sports market, the youth and amateur adult league travel teams are gaining traction because they provide family vacation fun while improving skills of a youthful player. This is a nascent market, there is no end to growth in sight. Markets are expected to reach $41.2 billion by 2023.

Youth sports teams will continue to get more organized and depend on software to provide increased management efficiency. Video images of play will provide better coaching.

Key Topics:

  • Club Management
  • Flexible Payment Options
  • League Software
  • Recreational League
  • Sports Software
  • Sports Team Refistration
  • Sports Technology
  • Sports Wearables
  • Sports Websites
  • Team Flexible Payment
  • Team One Tap Payment
  • Team Registration Management
  • Team Roster Software
  • Team Volunteer Management
  • Travel Teams
  • Volunteer Management Software
  • Youth Development Programs
  • Youth Sports
  • Youth Sports Coaching
  • Youth Sports Software
  • Youth Sports Team Communication
  • Youth Travel Teams
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FEATURED COMPANIES

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1. Youth Team, League, and Tournament Sports: Market Description and Market Dynamics
1.1 Sport Participation Develops Core Values
1.1.1 Professional Sports Embrace Youth Development Programs
1.1.2 Jr.NBA.com Emphasizes Fundamentals for Youth
1.2 Clothing and Apparel a Core Aspect of Youth Sports Market
1.2.1 Little League Chose Dick’s Team Sports HQ As Its Tech Provider
1.3 Hotels Leverage Vendor Positioning in Youth Sports Markets
1.4 Youth Sports League Software Is Highly Specialized
1.5 Barriers to Youth Sports Participation
1.5.1 Barriers To Youth Sports Participation
1.5.2 Aim To Ensure That All Kids Have The Chance To Grow Up Fit And Strong
1.5.3 Developing the Athletic and Human Potential of a Child
1.6 Youth Team Web Sites
1.6.1 Youth Sports Team Web Presence
1.7 Youth Sports Industry Transitions
1.7.1 Youth Team Software Products Addresses Automation of Process
1.7.2 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 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 Market Shares and Forecasts
2.1 Youth Team, League, and Tournament Sports Market Driving Forces
2.1.1 Six in 10 Children Ages 6-12 Regularly Participate In Team Sports in the US
2.1.2 Youth League Sports Market Dynamics
2.1.3 Backyard Sports
2.1.4 Movement Toward Travel Teams
2.1.5 Linking To Team Sponsors
2.1.6 Youth League Sports Market Growth Development Programs
2.1.7 Youth League Sports Software Functions
2.1.8 Protecting the Money Collected for a Youth Sports League
2.1.1 Team Sports Financial Reporting
2.1.2 Youth Team Sports Acquisitions
2.1.3 Youth League Sports Apps Model Market Factors
2.1.4 Youth League Sports Software Revenue Model Market Factors
2.1.5 Applications
2.2 Youth League Sports 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, 2016
2.2.20 Youth Team, League, and Tournament Sports Software Number Employees vs. Revenue Analysis, Number Employees, Dollars per Employee
2.2.21 Youth Sports Athletic Footwear, Apparel And Equipment Market Participants
2.2.22 Youth Sports Team, League, and Tournament Apparel and Equipment Market Shares
2.2.23 Youth Sports Team, League, and Tournament Facilities Market Shares
2.2.24 Youth Sports Team, League, and Tournament Hotels and Motels Market Shares, Dollars, Worldwide, 2016
2.3 Two Major Segments to Youth Team, League, and Tournament Sports
2.3.1 Youth Sports League Travel, Facilities, Fields, Ice Rinks, Hotel, Bus, Motel, Airfare: Market Segments, Dollars, US, 2016
2.3.2 Youth Sports Team, League, and Tournament Software: Market
2.4 Youth Sports Travel, Field, and Ice Rink Construction
2.5 Youth Team, League, and Tournament Sports Market Forecasts
2.6 Youth and Recreational League Sports Trends
2.7 Youth and Recreational League Sports Software Acquisitions
2.8 Data Center Fabric, The Next-Generation Facebook Data Center Network
2.8.1 AWS Improving Continuity Replication Between Regions
2.8.2 AWS Step Function Software
2.8.3 AWS Network Scale
2.9 Time / Sports Illustrated Play / League Athletics
2.9.1 Sports Illustrated Play Online Registration
2.10 Local Recreational Sports Facilities are Being Developed as Services.
2.11 Sports Team And League Software Market Expansion Factors
2.11.1 Further Leverage the Reach That Team Sponsors Have
2.11.2 Overall Youth Sports Market Size Comments
2.12 Youth Sports Software for Leagues, Teams / Clubs, and Tournaments Forecasts
2.12.1 Youth Sports Software for Teams and Clubs Forecasts
2.12.2 Youth Sports Software for Leagues Forecasts
2.12.3 League Registration Features
2.12.4 Youth Sports Tournaments and Hotels
2.12.5 Youth Sports League Penetration Analysis
2.12.6 Youth Team Sports League Unit Analysis Assumptions
2.12.7 Youth Team Sports Functional Models Registration, Communication, and Web Site Development or Combination
2.12.8 League Software and App Revenue Models
2.12.9 Transactional App Revenue Model
2.12.1 Charge Card Revenue per Transaction
2.12.2 Software Licensing Model
2.12.3 Advertising Model
2.12.4 Extracting Value from Data
2.12.5 Youth League Sports Software Shipments by Sport: US and Worldwide
2.12.6 League Software Larger Market
2.12.7 Youth League Software by Sports
2.13 Healthcare and Youth Sports
2.14 Varsity and Collegiate Intermural and Club Sports
2.15 Youth and Adult Sports League Participation, United States and Worldwide, Number of Players, 2016
2.15.1 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
2.16 Youth Sports Travel Teams
2.17 Youth League Sports Software Prices / Sports Software Pricing
2.17.1 Hudl Prices
2.17.2 Blue Star Sports Prices
2.17.3 Affinity Sports
2.18 Youth League Sports Software Regional Market Analysis
2.18.1 US
2.18.2 Canada
2.19 Youth Team Sites Revenue Model
2.19.1 Applications

3. Youth League Sports Product Description
3.1 Vendors Build Brand with Significant Well Targeted Demographic
3.1.1 Vendors Address Needs of Different Types of Teams
3.2 Time / Sports Illustrated Play / League Athletics
3.2.1 Sports Illustrated Play Online Registration
3.2.2 Sports Illustrated Play Online Scheduling
3.2.3 Sports Illustrated Play for Tournaments
3.2.4 Sports Illustrated Play Online Team & Roster
3.2.5 Sports Illustrated Play Online Scoring & Stats: iScore
3.2.6 Sports Illustrated challenged in Sports Software Market
3.2.7 Sports Illustrated Youth Software Revenue Model
3.3 Blue Star Sports
3.3.1 Blue Star Sports Registration & Payments
3.3.2 Blue Star Sports Back Office Management & Communication
3.3.3 Blue Star Sports Performance
3.3.4 Blue Star Sports Live Game Streaming
3.3.5 Blue Star Sports Sport Event Management
3.3.6 Blue Star Sports GoalLine
3.3.7 Blue Star Sports Strengths
3.3.8 Blue Star Sports Challenges
3.3.9 Blue Star Sports Vision Is to Connect All the Technologies And Services In The Market
3.4 NBC Universal / SportsEngine
3.4.1 NBC Universal / SportsEngine Sitebuilder
3.4.2 NBC Universal / SportsEngine Sitebuilder Website World-Class Design
3.4.3 SportsEngine Fundraising
3.4.4 SportsEngine Sitebuilder
3.5 Dicks Sporting Goods / Blue Sombrero
3.5.1 Dick's Team Sports HQ Business
3.5.2 Dick’s Team Sports HQ
3.5.3 Dick’s Team Sports HQ Online Registration
3.5.4 Dick’s Team Sports HQ Websites
3.5.5 Dick’s Team Sports HQ Scheduling
3.5.6 Dick’s Team Sports HQ Communication Tools
3.5.7 Dick’s Team Sports HQ Team & Volunteer Management
3.5.8 Dick’s Team Sports HQ Reporting
3.5.9 Dick’s Team Sports HQ Premium Support
3.6 Active Sports
3.6.1 Active Sports Strengths
3.6.2 Active Sports Challenges
3.6.3 Active Sports Online Sports Management Software
3.6.4 Active Sports Online Sports Registration
3.6.5 Active Sports - Sports League Management
3.6.6 Active Sports - Sports Website
3.6.7 Active Sports League Website Solutions
3.6.8 Active Sports Club Management
3.6.9 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 League Services
3.8.3 TeamSnap Strengths
3.8.4 TeamSnap Challenges
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
3.11 Marriott Hotels for Sports Teams
3.11.1 Marriott for Swimming Team Travel
3.11.2 Marriott for Hockey Team Travel
3.12 SwimTopia
3.12.1 Swimtopia Summer Swim Teams
3.12.2 SwimTopia Summer Swim Leagues
3.12.3 SwimTopia Revenue
3.13 BM Sports Leagues New York
3.14 Zebra Technologies Sports Solutions
3.14.1 Zebra / NFL Partnership
3.15 Coach Logic
3.15.1 Coach Logic Soccer
3.15.2 Coach Logic Field Hockey
3.15.3 Coach Logic Rugby
3.16 FiXi Competition Management
3.16.1 FiXi Competition Management Subscription Based Solution
3.16.2 FiXi Team
3.16.3 FiXi Team Management Software
3.16.4 FiXi Customer Platform
3.16.5 FiXi Calendar
3.16.6 FiXi Calendar Functions
3.16.7 FiXi Ladders
3.16.8 FiXi Reports
3.16.9 FiXi Financial Management
3.17 HorizonWebRef.com
3.18 Jevin
3.19 Nike+

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 Amer Sports / Wilson
5.5 Aspen Institute
5.6 Atheletrax / mysportsort
5.7 Bauer
5.8 Bear Dev
5.9 Blue Star Sports
5.9.1 Blue Star Sports Equity Investment From Genstar Capital
5.9.2 Blue Star Sports Has Nine Acquisitions, Adds 350 Employees
5.9.3 Blue Star Sports CaptainU and Other Acquisitions
5.9.4 Blue Star Sports Acquires Student Sports
5.9.5 Blue Star Sports Acquires SportsTG
5.9.6 Blue Star Sports Acquires Krossover
5.9.7 Blue Star Sports Has Positioned to Provide USA Football with Player Development
5.9.8 Blue Star Sports Association Contracts
5.9.9 USA Football Selects Blue Star Sports As Its Official Club, League, Team Technology Partner
5.9.10 Blue Star Sports Is Building Through Acquisition
5.9.11 Blue Star Sports Goalline
5.9.12 Blue Star Sports Acquires Groupnet Solutions
5.9.13 Blue Star Sports Acquires Bigfoot Hoops
5.9.14 Blue Star Sports Acquires LeagueLineup Blue Star Sports Adds Top Technology Provider To The Team
5.9.15 Blue Star Sports Acquires Primetime Sports
5.10 Catapult
5.10.1 Catapult Acquisitions
5.10.2 Catapult Customers
5.10.3 Catapult Team Customer Base
5.10.4 Catapult Monitoring Elite Athletes
5.11 Coach Logic
5.12 Cogran
5.13 Comcast / NBC / Sport Engine
5.13.1 Comcast Revenue
5.13.2 Comcast Business
5.13.3 NBC Sports Group has purchased Sport Ngin
5.14 Dicks / Blue Sombrero
5.14.1 Dick’s Sporting Goods Revenue
5.14.2 Dick’s Sporting Goods Business
5.14.3 Dick’s Sporting Goods Competition
5.14.4 Dick’s Sporting Goods Management Discussion
5.14.5 Revenue Model and Acquisitions
5.14.6 Dicks / Affinity Sports
5.14.7 Affinity Sports API
5.14.8 Dick's Sporting Goods Announces Acquisition Of Affinity Sports
5.14.9 Dick’s Sporting Goods Acquires Mobile Scorekeeping Company GameChanger Media
5.15 Engage Sports
5.16 FiXi Competition Management
5.16.1 FiXi Competition Management Revenue Model
5.16.2 FiXi Competition Management Features and Functions
5.16.3 FiXi Competition Management Target Markets
5.16.4 FiXi Competition Management Customization and League Requirements
5.17 HorizonWebRef.com
5.17.1 HorizonWebRef Revenue Model
5.18 Hudl
5.18.1 Hudl Acquisitions
5.18.2 Hudl Revenue Model
5.18.3 Hudl Financing
5.18.4 Hudl Partnership with Nike
5.18.5 Hudl Combine App
5.19 InterContinental Hotels Group IHG
5.19.1 IHG Strategic Priorities
5.19.2 InterContinental Hotels Group IHG's Holiday Inn Express
5.19.3 Holiday Inn Express
5.20 Jevin
5.21 Jonas Software / EZFacility
5.21.1 EZFacility Sports Facility & League Software
5.21.2 Revenue Model
5.21.3 EZFacility Features and Functions
5.21.4 EZFacility Target Market
5.22 JoomSport
5.22.1 JoomSport Revenue Model
5.22.2 JoomSport Target Market
5.22.3 JoomSport Features
5.23 LeagueApps
5.23.1 LeagueApps
5.23.2 LeagueApps Revenue Model
5.23.3 LeagueApps Features and Functions
5.23.4 LeagueApps Target Market
5.24 LeagueLobster
5.25 LeagueRepublic
5.25.1 LeagueRepublic Features
5.26 Marriott
5.27 NBC Universal / SportsEngine
5.27.1 SportsEngine Culture
5.27.2 SportsEngine Shared Values
5.28 Nike
5.28.1 Nike Personal Analytics
5.28.2 Nike Partnership with Hudl
5.29 QSTC
5.30 RosterBot
5.30.1 Rosterbot Team Management Service
5.31 Sideline Sports
5.31.1 Sideline Sports XPS Network
5.31.2 Sideline Sports XPS Network for Coaches
5.31.3 Sideline Sports Tools
5.32 Sports Facilities Advisory & Sports Facilities Management (SFA - SFM)
5.33
5.27 Sportlyzer
5.33.1 Sportlyzer Team Management Software
5.34 Steel Sports
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
5.31.2 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 Time Revenue Model
5.32.22 Time Acquires 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 Under Armour
5.35 Wooter
5.36 YourTeamOnline
5.37 Zuluru
5.37.1 Zuluru Revenue Model
5.38 Selected List of Youth Sports Software Companies

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

List of Figures
Figure 1. Market Growth Factors in High End Youth Sports Schools and Facilities
Figure 2. Market Growth in Youth Sports Driving Forces
Figure 3. Market Growth in Youth Sports Driving Factors
Figure 4. Driving Forces for Market Growth in Community Development Using Youth Sports
Figure 5. Youth Sports Driving Forces for Community Development
Figure 6. Youth League Sports Market Driving Forces
Figure 7. Youth Sports Team, League, and Tournament, Market Shares, Dollars, Worldwide, 2016
Figure 8. Youth Sports League Major Market Segments, Dollars, US, 2016
Figure 9. Youth Sports League Software, Equipment and Facilities, Game Equipment and Apparel: Market Shares, Dollars, Worldwide, 2016
Figure 10. Youth Team, League, and Tournament Sports Software, Apparel, Equipment Market Segments by Sport Dollars, US, 2016
Figure 11. Youth Team, League, Tournament Sports Forecasts, Dollars, Worldwide, 2017-2023
Figure 12. Barriers to Youth Sports Participation
Figure 13. Challenges To Youth Sports Participation
Figure 14. Aim to Ensure That All Kids Have The Chance To Grow Up Fit And Strong
Figure 15. Youth Team Sports Organization Aspects
Figure 16. Youth League Sports Software Market Driving Forces
Figure 17. Youth League Sports Development Mapping
Figure 18. Youth League Sports Market Factors
Figure 19. Youth League Sports Software Functions1
Figure 20. Youth Sports Software Communications Functions
Figure 21. Market Growth Factors in High End Youth Sports Schools and Facilities
Figure 22. Market Growth in Youth Sports Driving Forces
Figure 23. Market Growth in Youth Sports Driving Factors
Figure 24. Driving Forces for Market Growth in Community Development Using Youth Sports
Figure 25. Youth Sports Driving Forces for Community Development
Figure 26. Youth League Sports Market Driving Forces
Figure 27. Youth League Sports Movement Toward Travel Teams
Figure 28. Youth League Sports Market Growth Development Programs
Figure 29. Youth League Sports Team Sponsors
Figure 30. Youth League Sports Software Functions
Figure 31. Team Sports HQ Reporting Functions
Figure 32. Team Sports Payments and Order Tracking Functions
Figure 33. Youth League Sports Software Revenue Model Market Factors
Figure 34. Youth League Sports Software Market Demands
Figure 35. Youth Sports Team, League, and Tournament, Market Shares, Dollars, Worldwide, 2016
Figure 36. Youth Sports Team, League, and Tournament, Market Shares, Dollars, Worldwide, 2016
Figure 37. Youth Team, League, and Tournament Sports Software Unit Analysis Market Shares, 2016
Figure 38. Youth Team, League, and Tournament Software including High School, College, Market Shares, Percent, Worldwide, 2016
Figure 39. Efficiency Of The Various Software Providers, Revenue per Employee
Figure 40. Youth and Adult Sports League Software Number Employees vs. Revenue Analysis, Number Employees, Dollars per Employee, 2016
Figure 41. Youth Team, League, and Tournament Participation, United States and Worldwide, Number of Players, 2016
Figure 42. Youth Team, League, and Tournament Software Markets by Sport, Units and Dollars, 2016
Figure 43. Aspects of Competition in Youth Sports Team, League, and Tournament Apparel and Equipment Markets
Figure 44. Youth Sports Team, League, and Tournament Apparel and Equipment Market Shares, Dollars, Worldwide, 2016
Figure 45. Youth Sports Team, League, and Tournament, Apparel and Equipment Market Shares, Dollars, Worldwide, 2016
Figure 46. Youth Sports Team, League, and Tournament Facilities Consultants Market Shares, Dollars, Worldwide, 2016
Figure 47. Youth Sports Team, League, and Tournament Hotels and Motels Market Shares, Dollars, Worldwide, 2016
Figure 48. Youth Sports League Major Market Segments, Dollars, US, 2016
Figure 49. Youth Sports League Software, Equipment and Facilities, Game Equipment and Apparel: Market Shares, Dollars, Worldwide, 2016
Figure 50. Youth Team, League, and Tournament Sports Software, Apparel, Equipment Market Segments by Sport Dollars, US, 2016
Figure 51. Youth Sports Team, League, and Tournament Apparel and Equipment Market Shares, Dollars, Worldwide, 2016
Figure 52. Youth Sports Team, League, and Tournament, Apparel and Gear Market Shares, Dollars, US, 2016
Figure 53. Youth Sports League Major Market Segments, Dollars, US, 2016
Figure 54. Youth Sports Travel, League Facilities, Fields, Ice Rinks, Hotel, Bus, Motel, Airfare: Market Segments, Dollars, US, 2016
Figure 55. Youth Sports Team, League, and Tournament Software: Market Shares, Dollars, Worldwide, 2016
Figure 56. Youth Sports Team, League, and Tournament Software, Market Shares, Dollars, Worldwide, 2016
Figure 57. Youth, High School, College Team, League, and Tournament Software, Market Shares, Dollars, Worldwide, 2016
Figure 58. Youth, High School, College Team, League, and Tournament Software, Market Shares, Percent, Worldwide, 2016
Figure 59. College and University Sports League Participation, United States and Worldwide, Number of Players, 2015
Figure 60. Youth Sports League Facilities, Fields, Ice Rinks, Hotel, Bus, Motel, Airfare: Market Segments, Dollars, Worldwide, 2016
Figure 61. Youth Sports Team, League, and Tournament Travel, Facilities Construction Market Shares, Dollars, US, 2016
Figure 62. Youth Sports League Hotel, Bus, Motel, Airfare: Market Segments, Dollars, Worldwide, 2016
Figure 63. Youth Sports Team, League, and Tournament Hotels and Motels Market Shares, Dollars, Worldwide, 2016
Figure 64. Youth Team Organized Sports Travel Hotel, Motel, Bus, Airfare Market, and Total, Dollars, Worldwide, 2015-2025
Figure 65. Youth Team, League, and Tournament Sports Revenue Segments, Software, Facilities, Private Coaches, Airfare, Motels, Apparel, Equipment Markets, US 2016
Figure 66. Youth Team, League, Tournament Sports Forecasts, Dollars, Worldwide, 2017-2023
Figure 67. Youth Organized Sports Market Segments, Travel, Motels, Facility Construction, Apparel and Gear, Facility Fees, and Software, Dollars, Worldwide, 2017-2023
Figure 68. Youth Organized Sports Market Segments, Travel, Motels Facility Construction, Apparel and Gear, Facility Fees, and Software Percent, Worldwide, 2017-2023
Figure 69. Youth and Recreational League Sports Trends
Figure 70. Sports Illustrated Play Online Registration
Figure 71. Blue Star Sports One-Stop Shop For Sports Registration, Payments And Management
Figure 72. Youth Team, League, Tournament Sports Software Forecasts, Dollars, Worldwide, 2017-2023
Figure 73. Youth Team, League, Tournament Sports Software Forecasts, Dollars, Worldwide, 2017-2023
Figure 74. Market Division Between Youth And Amateur Adult Sport Leagues
Figure 75. Sports Team And League Software Market Expansion Factors
Figure 76. Youth Team Organized Sports Travel Hotel, Motel, Bus, Airfare Market, and Total, Dollars, Worldwide, 2015-2025
Figure 77. Youth Team Organized Sports Travel Hotel, Motel, Bus, Airfare Market, and Total, Dollars, Worldwide, 2006-2014
Figure 78. Youth Team Organized Sports Fees, Software, Apparel Market Forecasts, Youth Team Sports Travel Sports Market, and Total, Dollars, Worldwide, 2015-2025
Figure 79. Youth Team Organized Sports Fees, Software, Apparel Market Forecasts, Youth Team Sports Travel Sports Market, and Total, Dollars, Worldwide, 2006-2014
Figure 80. Youth Organized Sports Software Markets, Units and Dollars, Installed Base, Units, Total, Worldwide, 2017-2023
Figure 81. Youth Organized Sports Software Market Segments, League, Team, Tournament, Dollars and Units, Worldwide, 2017-2023
Figure 82. Youth Organized Sports Software Market Segments, League, Team, Tournament, Percent, Worldwide, 2017-2023
Figure 83. League Software Functions
Figure 84. League Registration Features
Figure 85. Youth Sports Hotels and Motels
Figure 86. Youth and Amateur Adult Team Sports League Software Unit Analysis Percent Penetration, Worldwide, 2016-2022
Figure 87. 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 88. 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 89. Team Sports Software License, Transaction, and Advertising Revenue Models Market Forecasts, Number of Players, Worldwide, 2017-2023
Figure 90. Active Sport Sliding Scale Registration Fee: Transaction Processing Fee
Figure 91. Average Credit Card Processing Fees
Figure 92. Youth Team, League, Tournament Sports Software Transactional Revenue Models Market Forecasts, Dollars, Worldwide, 2017-2023
Figure 93. 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 94. Youth Team Sports Software Revenue Models Market Forecasts, Free App Software Package, Per User Fee, Dollars, Worldwide, 2017-2023
Figure 95. Youth and Amateur Adult Team Sports Participation, United States and Worldwide, Number of Players, 2017-2023
Figure 96. Applications for Youth Sports Software Platforms
Figure 97. Organizations Served: Parks and Recreation
Figure 98. Youth Team, League, and Tournament Sports Software Market Segments by Sport, Units and Dollars, US, 2016
Figure 99. College and University Team, League, and Tournament Sports Participation, United States and Worldwide, Number of Players, 2016
Figure 100. Youth and Adult Sports League Participation, United States and Worldwide, Number of Players, 2016
Figure 101. 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 102. Youth Team Sports Software Transactional Revenue Models Market Forecasts, Dollars, Worldwide, 2017-2023
Figure 103. Youth Team Sports Software Revenue Models Market Forecasts, Free App Software Package, Per User Fee, Dollars, Worldwide, 2017-2023
Figure 104. Youth, High School, University, College and Adult Team Sports Software Revenue Models Market Forecasts, License Fee per Software Package, Dollars, Worldwide, 2017-2023
Figure 105. Team Sports Software License Revenue Models Market Forecasts, Number of Players, Worldwide, 2017-2023
Figure 106. Team Sports Software License, Transaction, and Advertising Revenue Models Market Forecasts, Number of Players, Worldwide, 2017-2023
Figure 107. 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 108. Youth Team Organized Sports Travel Hotel, Motel, Bus, Airfare Market, and Total, Dollars, Worldwide, 2005-2014 and 2015-2025
Figure 109. Hudl Prices
Figure 110. Blue Star Sports Prices for Software
Figure 111. Blue Star Sports Tools
Figure 112. Youth Sports Team, League, and Tournament Software, Regional Market Segments, 2016
Figure 113. Youth Sports Team, League, and Tournament Software Regional Market Segments, 2016
Figure 114. Youth Sports Team, League, and Tournament Software Regional Market Segments, Dollars, 2016
Figure 115. Youth Sports Team, League, and Tournament Software Regional Market Segments, 2016
Figure 116. Number of Youth Sports Players US and Worldwide, Dollars per Player, 2016
Figure 117. Youth and Adult Sports Team, League, and Tournament Software Users, Players and Teams Analysis, Number by Vendor, Worldwide, 2016
Figure 118. $5.8 Billion Canadian Youth Sports Market
Figure 119. Sports Illustrated Play Online Registration
Figure 120. Sports Illustrated Play Online Scheduling
Figure 121. Sports Illustrated Play Online Team & Roster
Figure 122. iScore Sports Illustrated Play Online Scoring & Stats
Figure 123. iScore Specific Sports Scorekeeping
Figure 124. Sports Illustrated League and Club Team Software Strengths
Figure 125. Sports Illustrated League and Club Team Software Challenges
Figure 126. Blue Star Sports Registration & Payments
Figure 127. Blue Star Sports Registration & Payments Functions
Figure 128. Blue Star Sports Web & App Builder
Figure 129. Blue Star Sports Back Office Management & Communication
Figure 130. Blue Star Sports Key Features
Figure 131. Blue Star Sports Performance
Figure 132. Blue Star Sports Performance Tools
Figure 133. Blue Star Sports Sport Event Management Functions
Figure 134. Blue Star Sports GoalLine Customers
Figure 135. Blue Star Sports One-Stop Shop For Sports Registration, Payments And Management
Figure 136. SportsEngine Drag-And-Drop, One-Click Website
Figure 137. SportsEngine Website
Figure 138. SportsEngine Sitebuilder Website Content Management Software Sports Organization Functions
Figure 139. SportsEngine Sitebuilder Website Content Management Software Sports Organization Features
Figure 140. SportsEngine / SportsEngine Hockey Websites
Figure 141. SportsEngine Online Registration
Figure 142. SportsEngine Sitebuilder Website E-Commerce Functions
Figure 143. NBC Universal / SportsEngine Sitebuilder Website Governing Bodies Support Functions
Figure 144. SportsEngine SportsEngineLive Scoring
Figure 145. SportsEngine Sitebuilder Website Live Game View
Figure 146. SportsEngineMobile App
Figure 147. SportsEngine Fundraising
Figure 148. SportsEngine Strengths
Figure 149. SportsEngine Challenges
Figure 150. Dick’s Blue Sombrero FanWear Store Website
Figure 151. Dick’s Team Sports HQ
Figure 152. Dick’s Team Sports HQ
Figure 153. Dick’s Team Sports HQ App Functions
Figure 154. Dick’s Team Sports HQ Online Registration
Figure 155. DICK’S Team Sports HQ App Registration System For Programs, Leagues, And Tryouts
Figure 156. Dick’s Team Sports HQ Websites
Figure 157. Dick’s Team Sports HQ App Features
Figure 158. Dick’s Team Sports HQ Scheduling Features
Figure 159. Dick’s Team Sports HQ Payments & Order Tracking Functions
Figure 160. Dick’s Team Sports HQ Communication Tool Functions
Figure 161. Dick’s Team Sports HQ Team & Volunteer Management Functions
Figure 162. Dick’s Team Sports HQ Reporting Functions
Figure 163. Dick’s Team Sports HQ Premium Support Functions
Figure 164. Dick’s Blue Sombrero Software Strengths
Figure 165. Dick’s Blue Sombrero Software Challenges
Figure 166. Active Sports National Sports Governing Body Partners
Figure 167. League Management Solutions
Figure 168. Sports Management Solutions
Figure 169. Active Sports Online Sports Registration
Figure 170. Active Sports - Sports League Management
Figure 171. Active Sports - Sports Website
Figure 172. Active Sports Club Management
Figure 173. Active Sports Club Management Functions
Figure 174. Active Sports Club Management Functions by Type of Club
Figure 175. TeamSideline Features
Figure 176. TeamSideline Tournament Scheduling Functions
Figure 177. TeamSideline League Schedule Maker Modules
Figure 178. EZFacility Facility Scheduling & Management
Figure 179. Figure 59. EZFacility Facility Scheduling & Management Functions
Figure 180. EZFacility MemberMe+ - Branded Mobile App
Figure 181. EZFacility’s MemberMe+ Mobile App For Sports Or Fitness Businesses Classes, Clinics, And Rentals Functions
Figure 182. EZFacility Trainer & Instructor Scheduling
Figure 183. EZFacility Fitness Business Optimize Trainer Productivity, Schedule Recurring Sessions Software Features
Figure 184. EZFacility Membership Management
Figure 185. EZFacility Customer Relationship Management
Figure 186. EZFacility Customer Relationship Management Functions
Figure 187. EZFacility Rentals & Special Events
Figure 188. EZFacility Invoice & Payment Tracking
Figure 189. EZFacility Locker & Equipment Tracking
Figure 190. EZFacility Front Desk Check-In
Figure 191. EZFacility Access Control
Figure 192. EZFacility Employee Time Clock
Figure 193. EZFacility Fitness Assessment
Figure 194. EZFacility League Scheduling & Management
Figure 195. EZFacility Extensive Reporting
Figure 196. EZFacility Registration Management
Figure 197. EZFacility Marketing Tools
Figure 198. EZFacility Member Self-Service
Figure 199. EZFacility Point of Sale
Figure 200. EZFacility Credit Card / ACH / EFT Processing
Figure 201. EZFacility Payroll & Commission Tracking
Figure 202. EZFacility Sports Facility & League Software Scheduling & Management Types363
Figure 203. Cogran Registration
Figure 204. Cogran Sports League Management / Cogran Registration Features
Figure 205. Cogran Scheduling
Figure 206. Cogran Organizations Served
Figure 207. Cogran Systems Flexible Payments Systems Functions
Figure 208. Cogran Supports Major Payment Processors:
Figure 209. Marriott for Hockey Team Travel Functions
Figure 210. Zebra Technologies RFID Sports Positioning
Figure 211. Coach Logic Player Development Functions
Figure 212. Coach Logic Video Analysis
Figure 213. Coach Logic Soccer
Figure 214. Coach Logic Player Development Functions
Figure 215. Coach Logic Field Hockey
Figure 216. Coach Logic Rugby
Figure 217. FiXi Team Organization Screen
Figure 218. FiXi Customer Management Functions
Figure 219. FiXi Team Player Medical Tracking
Figure 220. FiXi Calendar
Figure 221. FiXi Ladders
Figure 222. FiXi Ladders Functions
Figure 223. FiXi Reports
Figure 224. FiXi Business Operations Monitoring Functions
Figure 225. FiXi Business Operations Monitoring Allocation Breakdown
Figure 226. FiXi Business Operations Monitoring Functions
Figure 227. FiXi Financial Management
Figure 228. FiXi Supports Tracking Business Financials In One Place
Figure 229. Jevin Registration Functions
Figure 230. Responsive Web Design (RWD) Illustrated
Figure 231. Robust Website Structure
Figure 232. Division of Tournament Types
Figure 233. Active Network Solutions:
Figure 234. Active Network Management Software Solutions:
Figure 235. Active Network Platform Features
Figure 236. Active Network Customers
Figure 237. ACTIVE Highlights
Figure 238. Affinity Sports Software Functions
Figure 239. Crowdfunding for Sports Teams
Figure 240. Blue Star Sports Software Competitive Advantage
Figure 241. Catapult Customers
Figure 242. Catapult Team Customer Base
Figure 243. Catapult for Coaches Providing Scientifically-Validated Metrics on Athlete Performance
Figure 244. Cogran Sports League Management Software Modules
Figure 245. Engage Sports Tools
Figure 246. HorizonWebRef Pricing per Official
Figure 247. EZ Facility Key Features
Figure 248. EZFacility Target Markets
Figure 249. LeagueRepublic Sports Software Functions
Figure 250. NBC SportsEngine Culture
Figure 251. SportsEngine Party
Figure 252. SportsEngine Culture
Figure 253. NBC SportsEngine Team Bonding
Figure 254. Sideline Sports XPS Network Functions
Figure 255. Sideline Sports Clients by Category And Sport
Figure 256. Sportlyzer Monthly Recurring Revenue
Figure 257. Sportlyzer Market Exit Strategy
Figure 258. Sportlyzer Sports Customers
Figure 259. Sportlyzer Sports Metrics
Figure 260. SwimTopia Investors
Figure 261. TeamSnap Employees
Figure 262. TeamSnap Coaching Platform Toolset Tasks
Figure 263. TeamSnap Platforms Supported
Figure 264. TeamSnap Target Market
Figure 265. TeamSnap Online Sports Team Management Application
Figure 266. TeamSnap Online Features
Figure 267. Teamsnap Benefits
Figure 268. TeamSnap Mobile App
Figure 269. TeamSnap Team Management Sports Targeted
Figure 270. TeamSnap Integration Features
Figure 271. TeamSnap Free Features
Figure 272. TeamSnap Basic Prices and Features
Figure 273. TeamSnap Premium Features
Figure 274. TeamSnap Ultra Prices and Features
Figure 275. TeamSnap Smartphone App Functions
Figure 276. TeamSnap Smartphone System Requirements
Figure 277. Teamsnap Awards
Figure 278. TeamSnap Metrics in 2016
Figure 279. Key Components of Time Platform Strategy
Figure 280. Sports Illustrated Si Play
Figure 281. SI Communication Smart Phone and Online
Figure 282. SI Play Sending League Members An Email Or Text Message
Figure 283. Game And Player Statistics
Figure 284. Sports Illustrated League and Club Team Software Strengths
Figure 285. Sports Illustrated League and Club Team Software Challenges
Figure 286. Sports Illustrated TeamWall Mobile App
Figure 287. Vista Equity Partners Active Network Follow-On Acquisitions
Figure 288. Vista Equity Partners Portfolio Companies’

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FEATURED COMPANIES

  • Active Network
  • Bauer
  • Dicks / Blue Sombrero
  • LeagueApps
  • QSTC
  • Teamer
  • MORE

Research Methodology

This is the 717th report in a series of primary market research reports that provide forecasts in communications, telecommunications, the Internet, computer, software, telephone equipment, health equipment, and energy. Automated process and significant growth potential are priorities in topic selection.

The project leaders take direct responsibility for writing and preparing each report. They have significant experience preparing industry studies. Forecasts are based on primary research and proprietary data bases.

The primary research is conducted by talking to customers, distributors and companies. The survey data is not enough to make accurate assessment of market size, so the publisher looks at the value of shipments and the average price to achieve market assessments. Our track record in achieving accuracy is unsurpassed in the industry. We are known for being able to develop accurate market shares and projections. This is our specialty.

The analyst process is concentrated on getting good market numbers. This process involves looking at the markets from several different perspectives, including vendor shipments. The interview process is an essential aspect as well. We do have a lot of granular analysis of the different shipments by vendor in the study and addenda prepared after the study was published if that is appropriate.

Forecasts reflect analysis of the market trends in the segment and related segments. Unit and dollar shipments are analyzed through consideration of dollar volume of each market participant in the segment.

Installed base analysis and unit analysis is based on interviews and an information search.

Market share analysis includes conversations with key customers of products, industry segment leaders, marketing directors, distributors, leading market participants, opinion leaders, and companies seeking to develop measurable market share.

Over 200 in depth interviews are conducted for each report with a broad range of key participants and industry leaders in the market segment. We establish accurate market forecasts based on economic and market conditions as a base. Use input/output ratios, flow charts, and other economic methods to quantify data. Use in-house analysts who meet stringent quality standards.

Interviewing key industry participants, experts and end-users is a central part of the study. Our research includes access to large proprietary databases. Literature search includes analysis of trade publications, government reports, and corporate literature.

Findings and conclusions of this report are based on information gathered from industry sources, including manufacturers, distributors, partners, opinion leaders, and users. Interview data was combined with information gathered through an extensive review of internet and printed sources such as trade publications, trade associations, company literature, and online databases. The projections contained in this report are checked from top down and bottom up analysis to be sure there is congruence from that perspective.

The base year for analysis and projection is 2016. With 2016 and several years prior to that as a baseline, market projections were developed for 2017 through 2023. These projections are based on a combination of a consensus among the opinion leader contacts interviewed combined with understanding of the key market drivers and their impact from a historical and analytical perspective.

The analytical methodologies used to generate the market estimates are based on penetration analyses, similar market analyses, and delta calculations to supplement independent and dependent variable analysis.

All analyses are displaying selected descriptions of products and services.

This research includes reference to an ROI model that is part of a series that provides IT systems financial planners access to information that supports analysis of all the numbers that impact management of a product launch or large and complex data center. The methodology used in the models relates to having a sophisticated analytical technique for understanding the impact of workload on processor consumption and cost.

The publisher has looked at the metrics and independent research to develop assumptions that reflect the actual anticipated usage and cost of systems. Comparative analyses reflect the input of these values into models.

The variables and assumptions provided in the market research study and the ROI models are based on extensive experience in providing research to large enterprise organizations and data centers. The ROI models have lists of servers from different manufacturers, Systems z models from IBM, and labor costs by category around the world. This information has been developed from proprietary data bases constructed as a result of preparing market research studies that address the software, energy, healthcare, telecommunications, and hardware businesses.

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  • Active Network
  • Adias
  • Affinity Sports
  • Ameri Sports / Wilson
  • Aspen Institute
  • Atheletrax / mysportsort
  • Bauer
  • Bear Dev
  • Blue Star Sports
  • Catapult
  • Coach Logic
  • Cogran
  • Comcast / NBC / Sport Engine
  • Dicks / Blue Sombrero
  • Engage Sports
  • FiXi Competition Management
  • HorizonWebRef.com
  • Hudl
  • InterContinental Hotels Group
  • Jevin
  • JoomSport
  • LeagueApps
  • LeagueLobster
  • LeagueRepublic
  • Marriott
  • NBC Sports / SportsEngine
  • NBC Universal / SportsEngine
  • Nike
  • QSTC
  • RosterBot
  • Sideline Sports
  • Sportlyzer
  • Sports Facilities Advisory
  • Sports Facilities Advisory & Sports Facilities Management (SFA | SFM)
  • Steel Sports
  • Swimtopia
  • Teamer
  • TeamSideline.com
  • TeamSnap
  • Time / Sports Illustrated Play
  • Time, Sports Illustrated Play
  • Under Armour
  • Underarmor
  • Vista Equity Partners Fund IV and Vista Equity Partners Fund III / Active Network / ActiveSports / Lanyon
  • Wooter
  • YourTeamOnline
  • Zuluru
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