The global Sports Technology market, which is likely to amass revenue worth nearly 41.88 (USD Billion) by 2026, will register a CAGR of nearly 21.4% during the period from 2020 to 2026. The report offers assessment and analysis of the Sports Technology market on a global and regional level. The study offers a comprehensive assessment of the market competition, constraints, sales estimates, opportunities, evolving trends, and industry-validated data. The report offers historical data from 2017 to 2019 along with a forecast from 2020 to 2026 based on revenue (USD Billion).
Introduction
Sports technology has gained humongous popularity in outdoor activities including football, rugby, cricket, and soccer. Apart from this, indoor sports activities are contributing notably towards the sports technology industry growth. The use of sports technology in swimming, badminton, and chess is likely to offer new growth avenues for the market over the estimated timespan.
Market Growth Dynamics
A prominent surge in the acceptance of wearable equipment by athletes across the globe is set to steer the expansion of sports technology industry over the forecast timeline. The adoption of connected things in the sports activities is anticipated to play a major role in influencing the expansion of sports technology market in the years ahead. Sports technology assists in knowing the injury status of the players and helps the coaches as well as physiotherapists in lessening the pain.
Moreover, the use of artificial intelligence in sports has brought automated ticket sales, raising athlete performance in sports events, enhancing athlete training, and assessing the performance of sportspersons. This, in turn, will steer the expansion of sports technology industry over the assessment timeline. With the onset of augmented reality and virtual reality in sports sector, the market for sports technology is anticipated to gain traction over the period from 2020 to 2026.
Asia Pacific To Register Highest Growth Rate Over 2020-2026
The expansion of sports technology industry in Asia Pacific over the estimated timeline is due to surge in the funding of sports technology in countries like India and China. Additionally, humongous rise in e-sports activities in the region will add notably towards the regional market size over the forecast timeframe. Onset of HD and 3D TV as well as high bandwidth are likely to prompt the market growth trends in the region.
Key participants profiled in the report include Tent, GSoccerin, Cisco, SAP, Modern Times Group, Apple, Sharp, Oracle, Activision Blizzard, IBM, Sony, Fujitsu, Panasonic, Ericsson, CJ Corporation, Fitbit, Samsung, LG, and NEC.
The report segments the global sports technology market as follows:
By Technology
By Sports:
By Region
Introduction
Sports technology has gained humongous popularity in outdoor activities including football, rugby, cricket, and soccer. Apart from this, indoor sports activities are contributing notably towards the sports technology industry growth. The use of sports technology in swimming, badminton, and chess is likely to offer new growth avenues for the market over the estimated timespan.
Market Growth Dynamics
A prominent surge in the acceptance of wearable equipment by athletes across the globe is set to steer the expansion of sports technology industry over the forecast timeline. The adoption of connected things in the sports activities is anticipated to play a major role in influencing the expansion of sports technology market in the years ahead. Sports technology assists in knowing the injury status of the players and helps the coaches as well as physiotherapists in lessening the pain.
Moreover, the use of artificial intelligence in sports has brought automated ticket sales, raising athlete performance in sports events, enhancing athlete training, and assessing the performance of sportspersons. This, in turn, will steer the expansion of sports technology industry over the assessment timeline. With the onset of augmented reality and virtual reality in sports sector, the market for sports technology is anticipated to gain traction over the period from 2020 to 2026.
Asia Pacific To Register Highest Growth Rate Over 2020-2026
The expansion of sports technology industry in Asia Pacific over the estimated timeline is due to surge in the funding of sports technology in countries like India and China. Additionally, humongous rise in e-sports activities in the region will add notably towards the regional market size over the forecast timeframe. Onset of HD and 3D TV as well as high bandwidth are likely to prompt the market growth trends in the region.
Key participants profiled in the report include Tent, GSoccerin, Cisco, SAP, Modern Times Group, Apple, Sharp, Oracle, Activision Blizzard, IBM, Sony, Fujitsu, Panasonic, Ericsson, CJ Corporation, Fitbit, Samsung, LG, and NEC.
The report segments the global sports technology market as follows:
By Technology
- Smart Stadium
- Device
- Sports Analytics
- Esports
By Sports:
- Baseball
- Soccer
- Ice Hockey
- Basketball
- Tennis
- Rugby/American Football
- Esports
- Golf
- Cricket
- Others (Cycling, Swimming)
By Region
- North America
- The U.S.
- Canada
- Europe
- France
- The UK
- Spain
- Germany
- Italy
- Rest of Europe
- Asia Pacific
- China
- Japan
- India
- South Korea
- Southeast Asia
- Rest of Asia Pacific
- Latin America
- Brazil
- Mexico
- Rest of Latin America
- Middle East & Africa
- GCC
- South Africa
- Rest of Middle East & Africa
Table of Contents
- Chapter 1. Preface
- 1.1. Report Description and Scope
- 1.2. Research Scope
- 1.3. Research Methodology
- 1.3.1. Market Research Process
- 1.3.2. Market Research Methodology
- Chapter 2. Executive Summary
- 2.1. Sports technology Market , 2016–2026(USD Billion)
- 2.2. Sports technology Market : Snapshot
- Chapter 3. Global Sports technology Market – Industry Analysis
- 3.1. Sports technology Market : Market Dynamics
- 3.2. Market Drivers
- 3.2.1. The acceptance of connected things in the sports activities is anticipated to play a major rule in influencing the expansion of sports technology market in the years ahead.
- 3.2.2. The use of artificial intelligence in sports has brought automated ticket sales, raising athlete performance in sports events, enhancing athlete training, and assessing the performance of sportspersons. This, in turn, will steer the expansion of sports technology industry over the assessment timeline.
- 3.3. Market Attractiveness Analysis
- 3.3.1. Market attractiveness analysis By Sports
- 3.3.2. Market attractiveness analysis By technology
- Chapter 4. Global Sports technology Market – Competitive Landscape
- 4.1. Company market share analysis
- 4.1.1. Global Sports technology Market : company market share, 2019
- 4.2. Strategic development
- 4.2.1. Acquisitions & mergers
- 4.2.2. New Product Type launches
- 4.2.3. Agreements, partnerships, collaborations, and joint ventures
- 4.2.4. Research and development and Regional expansion
- 4.3. Price trend analysis
- 4.1. Company market share analysis
- Chapter 5. Global Sports technology Market –Sports Analysis
- 5.1. Global Sports technology Market overview: By Sports
- 5.1.1. Global Sports technology Market share, By Sports ,2019 and 2026
- 5.2. BASEBALL
- 5.2.1. Global Sports technology Market by BASEBALL, 2016–2026(USD Billion)
- 5.3. Soccer
- 5.3.1. Global Sports technology Market by Soccer, 2016–2026(USD Billion)
- 5.4. Ice Hockey
- 5.4.1. Global Sports technology Market by Ice Hockey, 2016–2026(USD Billion)
- 5.5. Basketball
- 5.5.1. Global Sports technology Market by Basketball, 2016–2026(USD Billion)
- 5.6. Tennis
- 5.6.1. Global Sports technology Market by Tennis,2016–2026(USD Billion)
- 5.7. Rugby/American Football
- 5.7.1. Global Sports technology Market by Rugby/American Football, 2016–2026(USD Billion)
- 5.8. Esports
- 5.8.1. Global Sports technology Market by Esports, 2016–2026(USD Billion)
- 5.9. Gulf
- 5.9.1. Global Sports technology Market by Gulf, 2016–2026(USD Billion)
- 5.10. Cricket
- 5.10.1. Global Sports technology Market by Cricket, 2016–2026(USD Billion)
- 5.11. Others
- 5.11.1. Global Sports technology Market by Others, 2016–2026(USD Billion)
- 5.1. Global Sports technology Market overview: By Sports
- Chapter 6. Global Flame Detector Market– technology Analysis
- 6.1. Global Sports technology Market overview: By technology
- 6.1.1. Global Sports technology Market share, By technology , 2019 and 2026
- 6.2. Smart Stadium
- 6.2.1. Global Sports technology Market By Smart Stadium, 2016–2026(USD Billion)
- 6.3. Device
- 6.3.1. Global Sports technology Market By Device, 2016–2026(USD Billion)
- 6.4. Sports Analytics
- 6.4.1. Global Sports technology Market By Sports Analytics, 2016–2026(USD Billion)
- 6.5. Esports
- 6.5.1. Global Sports technology Market By Esports, 2016–2026(USD Billion)
- 6.1. Global Sports technology Market overview: By technology
- Chapter 7. Company Profiles
- 7.1. Tent
- 7.1.1. Overview
- 7.1.2. Financials
- 7.1.3. Product Portfolio
- 7.1.4. Business Strategy
- 7.1.5. Recent Developments
- 7.2. Cisco
- 7.2.1. Overview
- 7.2.2. Financials
- 7.2.3. Product Portfolio
- 7.2.4. Business Strategy
- 7.2.5. Recent Developments
- 7.3. Modern Times Group
- 7.3.1. Overview
- 7.3.2. Financials
- 7.3.3. Product Portfolio
- 7.3.4. Business Strategy
- 7.3.5. Recent Developments
- 7.4. Apple
- 7.4.1. Overview
- 7.4.2. Financials
- 7.4.3. Product Portfolio
- 7.4.4. Business Strategy
- 7.4.5. Recent Development
- 7.5. Sharp
- 7.5.1. Overview
- 7.5.2. Financials
- 7.5.3. Product Portfolio
- 7.5.4. Business Strategy
- 7.5.5. Recent Development
- 7.6. Oracle
- 7.6.1. Overview
- 7.6.2. Financials
- 7.6.3. Product Portfolio
- 7.6.4. Business Strategy
- 7.6.5. Recent Development
- 7.7. IBM
- 7.7.1. Overview
- 7.7.2. Financials
- 7.7.3. Product Portfolio
- 7.7.4. Business Strategy
- 7.7.5. Recent Development
- 7.8. Sony
- 7.8.1. Overview
- 7.8.2. Financials
- 7.8.3. Product Portfolio
- 7.8.4. Business Strategy
- 7.8.5. Recent Development
- 7.9. Fujitsu
- 7.9.1. Overview
- 7.9.2. Financials
- 7.9.3. Product Portfolio
- 7.9.4. Business Strategy
- 7.9.5. Recent Development
- 7.10. Panasonic
- 7.10.1. Overview
- 7.10.2. Financials
- 7.10.3. Product Portfolio
- 7.10.4. Business Strategy
- 7.10.5. Recent Development
- 7.11. Ericsson
- 7.11.1. Overview
- 7.11.2. Financials
- 7.11.3. Product Portfolio
- 7.11.4. Business Strategy
- 7.11.5. Recent Development
- 7.12. CJ Corporation
- 7.12.1. Overview
- 7.12.2. Financials
- 7.12.3. Product Portfolio
- 7.12.4. Business Strategy
- 7.12.5. Recent Development
- 7.13. Fitbit
- 7.13.1. Overview
- 7.13.2. Financials
- 7.13.3. Product Portfolio
- 7.13.4. Business Strategy
- 7.13.5. Recent Development
- 7.14. Activision Blizzard
- 7.14.1. Overview
- 7.14.2. Financials
- 7.14.3. Product Portfolio
- 7.14.4. Business Strategy
- 7.14.5. Recent Development
- 7.15. Samsung
- 7.15.1. Overview
- 7.15.2. Financials
- 7.15.3. Product Portfolio
- 7.15.4. Business Strategy
- 7.15.5. Recent Development
- 7.16. LG
- 7.16.1. Overview
- 7.16.2. Financials
- 7.16.3. Product Portfolio
- 7.16.4. Business Strategy
- 7.16.5. Recent Development
- 7.17. SAP
- 7.17.1. Overview
- 7.17.2. Financials
- 7.17.3. Product Portfolio
- 7.17.4. Business Strategy
- 7.17.5. Recent Development
- 7.18. Garmin
- 7.18.1. Overview
- 7.18.2. Financials
- 7.18.3. Product Portfolio
- 7.18.4. Business Strategy
- 7.18.5. Recent Development
- 7.19. NEC
- 7.19.1. Overview
- 7.19.2. Financials
- 7.19.3. Product Portfolio
- 7.19.4. Business Strategy
- 7.19.5. Recent Development
- 7.1. Tent