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Global Sports Technology Market 2019-2025

  • ID: 4787582
  • Report
  • June 2019
  • Region: Global
  • Orion Market Research Private Limited


  • Athlete Intelligence
  • Epicor Software Corp.
  • IBM Corp.
  • Orreco
  • Stack Sports
  • Upper Hand, Inc.
Global Sports Technology Market Size, Share & Trends Analysis Report by Product (Device, Smart Stadium, Esports, and Sports Analytics) by Technology (Artificial Intelligence/Machine Learning (AI/ML), Internet of Things (IoT), and Augmented Reality/Virtual Reality (AR/VR)) and Forecast, 2019-2025.

Sports technology can be used for tracking the performance of the player and also provides relevant data which aids in making a proper decision based on the player's performance. The use of technology is rapidly enhancing the athletes' productivity in sports. For instance, new devices are used in football for various reasons such as enabling referees to make decisions and quantifying the performance of the athletes during a match, thus, enabling the coach to set the training program and the game strategy. There is a technology named goal-line technology, which is recently used in football. This is used to determine the number of times the ball crosses the goal line. Similarly, in terms of quantifying the performance of the athletes during a football match, various types of devices have been employed over the past few years.

There are various factors such as rise in the adoption of wearable devices that enable in driving the market growth. Moreover, the wearable devices capable of monitoring heart rate have been integrated with tracking technologies including global positioning system (GPS), accelerometer and gyroscope sensors used to track the movement of athletes. These new technologies can, therefore, evaluate the number of collisions and jumps that occur during a match. For coaches, athletic trainers and physiotherapist, this data have become increasingly important. Coaches actually use them to provide their team with better strategies to improve the game. They can choose the best player for each position or change a player according to the level of the opponents, knowing exactly where and how their players move in the field. The high cost of the sports software and lack of accuracy are some of the factors that would restrain the market to grow in the future.

The market is segmented on the basis of end-user, technology, and sports type. Further, on the basis of technology the market is divided into Artificial Intelligence/Machine Learning (AI/ML), Internet of Things (IoT), and Augmented Reality/Virtual Reality (AR/VR). In the sports industry, the adoption of the Internet of Things (IoT) plays a major role in the development of players, player and fan safety, and fan engagement. IoT provides fans, coaches, physiotherapists, and players with a platform for analyzing the data collected from different devices. Users are able to share the game strategy and the injury status of players. Additionally, the incorporation of Artificial Intelligence (AI)-enabled solutions in the sports industry helps bring automation and data analysis to business decisions, ticket sales, sponsorship activations, athlete training, and performance evaluation, thereby accelerating the sports technology market. In addition, the integration of virtual and augmented reality in sports plays a key role in keeping fans engaged by providing them with the opportunity to get closer to athletes. For instance, in 2018 session, all 33 FIFA World Cup games were broadcast via Virtual Reality (VR) app on BBC sports.

On the basis of geography, the market is segmented into North America, Europe, Asia-Pacific and Rest of the World. There are various companies providing the sports devices such as Agile Sports Technologies, Inc. (Hudl), Stack Sports, Firstbeat Technologies Ltd., Catapult Group International Ltd., Kinexon GmbH, IBM Corp., Tableau Software, Inc., and Chetu, Inc. among various others. The companies have adopted various strategies which include merger and acquisition, collaboration and product launch to stay competitive in the market. For instance, in September 2016, Sport Technology Services (STS) brand new, innovative and video analysis app, CoachCam, signed a partnership agreement with Soccer Academy Alliance Canada.

Research Methodology

The market study of the global sports technology market is incorporated by extensive primary and secondary research. Secondary research has been conducted to refine the available data to breakdown the market in various segments, derive total market size, market forecast, and growth rate. Different approaches have been worked on to derive the market value and market growth rate. Our team collects facts and data related to the market from different geography to provide a better regional outlook. In the report, the country-level analysis is provided by analyzing various regional players, regional tax laws and policies, consumer behavior and macro-economic factors. Numbers extracted from secondary research have been authenticated by conducting proper primary research. It includes tracking down key people from the industry and interviewing them to validate the data. This enables our analyst to derive the closest possible figures without any major deviations in the actual number. Our analysts try to contact as many executives, managers, key opinion leaders, and industry experts. Primary research brings authenticity in our reports.

Secondary Sources Include
  • Financial reports of companies involved in the market.

  • Whitepapers, research-papers, and news blogs.

  • Company websites and their product catalog.

The report is intended for government and private organization for overall market analysis and competitive analysis. The report provides in-depth analysis on market size, intended quality of the service preferred by consumers. The report will serve as a source for 360-degree analysis of the market thoroughly integrating different models.

Market Segmentation

1. Global Sports Technology Market Research and Analysis by Product
2. Global Sports Technology Market Research and Analysis by Technology

The Report Covers
  • Comprehensive research methodology of the global sports technology market.

  • This report also includes a detailed and extensive market overview with key analyst insights.

  • An exhaustive analysis of macro and micro factors influencing the market guided by key recommendations.

  • Analysis of regional regulations and other government policies impacting the global sports technology market.

  • Insights about market determinants which are stimulating the global sports technology market.

  • Detailed and extensive market segments with regional distribution of forecasted revenues.

  • Extensive profiles and recent developments of market players.

Note: Product cover images may vary from those shown


  • Athlete Intelligence
  • Epicor Software Corp.
  • IBM Corp.
  • Orreco
  • Stack Sports
  • Upper Hand, Inc.

1. Report Summary
1.1. Research Methods and Tools
1.2. Market Breakdown
1.2.1. By Segments
1.2.2. By Geography
1.2.3. By Stakeholders
2. Market Overview and Insights
2.1. Scope of the Report
2.2. Analyst Insight & Current Market Trends
2.2.1. Key Findings
2.2.2. Recommendations
2.2.3. Conclusion
2.3. Rules & Regulations
3. Competitive Landscape
3.1. Competitive Dashboard
3.2. Key Strategy Analysis
3.3. Key Company Analysis
3.3.1. Catapult Group International, Ltd. Overview Financial Analysis SWOT Analysis Recent Developments
3.3.2. Agile Sports Technologies, Inc. (Hudl) Overview Financial Analysis SWOT Analysis Recent Developments
3.3.3. Tableau Software, Inc. Overview Financial Analysis SWOT Analysis Recent Developments
3.3.4. Sportradar AG Overview Financial Analysis SWOT Analysis Recent Developments
3.3.5. Stack Sports Overview Financial Analysis SWOT Analysis Recent Developments
4. Market Determinants
4.1. Motivators
4.2. Restraints
4.3. Opportunities
5. Market Segmentation
5.1. Global Sports Technology Market by Product
5.1.1. Device
5.1.2. Smart Stadium
5.1.3. Esports
5.1.4. Sports Analytics
5.2. Global Sports Technology Market by Technology
5.2.1. Artificial Intelligence/Machine Learning (AI/ML)
5.2.2. Internet of Things (IoT)
5.2.3. Augmented Reality/Virtual Reality (AR/VR)
6. Regional Analysis
6.1. North America
6.1.1. United States
6.1.2. Canada
6.2. Europe
6.2.1. UK
6.2.2. Germany
6.2.3. Italy
6.2.4. Spain
6.2.5. France
6.2.6. Rest of Europe
6.3. Asia-Pacific
6.3.1. China
6.3.2. India
6.3.3. Japan
6.3.4. Rest of Asia-Pacific
6.4. Rest of the World
7. Company Profiles
7.1. Agile Sports Technologies, Inc. (Hudl)
7.2. Athlete Intelligence
7.3. Bornan Sports Technology
7.4. Catapult Group International, Ltd.
7.5. Chetu, Inc.
7.6. Epicor Software Corp.
7.7. Firstbeat Technologies Oy
7.8. Huami Co., Ltd.
7.9. IBM Corp.
7.10. Jonas Club Centre
7.11. Kinexon GmbH
7.12. Orreco
7.13. PlaySight Interactive Ltd.
7.14. Sport Technology Services, Ltd.
7.15. Sportradar AG
7.16. SportsTG
7.17. Stack Sports
7.18. STATS, LLC
7.19. Tableau Software, Inc.
7.20. Upper Hand, Inc.
7.21. Vicis, Inc.
7.22. Volt Athletics, Inc.
Note: Product cover images may vary from those shown

A selection of companies mentioned in this report includes:

  • Agile Sports Technologies, Inc. (Hudl)

  • Athlete Intelligence

  • Bornan Sports Technology

  • Catapult Group International, Ltd.

  • Chetu, Inc.

  • Epicor Software Corp.

  • Firstbeat Technologies Oy

  • Huami Co., Ltd.

  • IBM Corp.

  • Jonas Club Centre

  • Kinexon GmbH

  • Orreco

  • PlaySight Interactive Ltd.

  • Sport Technology Services, Ltd.

  • Sportradar AG

  • SportsTG

  • Stack Sports


  • Tableau Software, Inc.

  • Upper Hand, Inc.

  • Vicis, Inc.

  • Volt Athletics, Inc.

Note: Product cover images may vary from those shown