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Sports Software Market By Deployment Mode, By Application, And By Regions - Global & Regional Industry Perspective, Comprehensive Analysis, and Forecast 2021 - 2026

  • ID: 5521002
  • Report
  • September 2021
  • Region: Global
  • 209 Pages
  • Facts and Factors

FEATURED COMPANIES

  • Active Network LLC
  • Edge Games Inc.
  • IBM Inc.
  • Jonas Club Software
  • Microsoft Corporation
  • Spay Inc.
According to the report, the global sports software market was valued at approximately USD 5.3 Billion in 2020 and is expected to reach a value of around USD 13.6 Billion by 2026, at a CAGR of around 12.7% between 2021 and 2026.

Sports software are particular software tools that are utilized for providing data like visualization, live analysis, prediction, pre-event planning, and post-event review about a sports event whether professional or recreational. Sports software products help in the continuous & unabridged integration of sports data from multiple sources & applications. These products facilitate the proper integration or split of audio & video feeds in real-time situations along with offering new prospects to the spectators in myriad sports events.

Moreover, the product also helps sports teams acquire a competitive edge and make crucial business decisions pertaining to team management, strategy, and marketing.

Increase in the number of national & international sports events to drive the market expansion


The rampant rise in sports events across the globe is expected to steer the growth of the market during the forecast timeline. Moreover, the sports leagues, sports associations, sports stadiums, and clubs are making use of the product, thereby driving the growth of the market over the forecast timeline.

Furthermore, a rise in the demand for sports software due to its ability to include various tools like game schedules, competition management, digital payment processing, fundraising, mass email, team reminders, and tournament management will augment the scope of the market over the forecast period. Nevertheless, the high cost of the game software can prove detrimental to the growth of the market during the period from 2019 to 2027. Furthermore, pirated content can also wean the expansion of the business over the forecast timeline.

Cloud to dominate the deployment type segment over the forecast period


The growth of the segment over the forecast period is due to a rise in the use of cloud technology in smartphones, televisions, and computers.

Leagues segment to register highest CAGR over the forecast timeline


The league's segment is set to record the highest growth rate of nearly 14% during the period from 2019 to 2027. The segmental expansion is due to the massive use of sports software for tracking the performance of the players & scheduling team matches.

North America to dominate the overall regional market share in terms of value


The growth of the market in the region is due to the burgeoning use of sports software in the sale of tickets and athlete endorsement activities. Apart from this, the large-scale requirement for improving the performance of the sports clubs, sports associations, and sports leagues will drive the market demand in the region.

Top Market Players


The key market participants in the global sports software market are Active Network LLC, LeagueApps, Jersey Watch, TeamSideline, Jonas Club Software, SquadFusion, SportsEngine, Inc., Microsoft Corporation, Spay, Inc., Omnify, Inc., IBM, Inc., Edge Games, Inc., Vista Equity Partners, Blue Stars Sports Limited, Sportlyzer, F3M Information Systems, and SportEasy SAS, among others.

This report segments the Sports Software market as follows:


Global Sports Software Market: By Deployment Mode Segment Analysis

  • Cloud-Based Deployment
  • On-Premises Deployment

Global Sports Software Market: By Application Segment Analysis

  • Event Management & Scheduling
  • Team Management
  • Marketing Management
  • Client Management
  • Others

Global Sports Software Market: Regional Segment Analysis

  • North America
  • U.S.
  • Europe
  • UK
  • France
  • Germany
  • Asia Pacific
  • China
  • Japan
  • India
  • Latin America
  • Brazil
  • Middle East and Africa
Note: Product cover images may vary from those shown

FEATURED COMPANIES

  • Active Network LLC
  • Edge Games Inc.
  • IBM Inc.
  • Jonas Club Software
  • Microsoft Corporation
  • Spay Inc.
Chapter 1 Executive Summary
1.1. Introduction of Sports Software
1.2. Global Sports Software Market, 2019 & 2026 (USD Billion)
1.3. Global Sports Software Market, 2016 – 2026 (USD Billion)
1.4. Global Sports Software Market Absolute Revenue Opportunity, 2016 – 2026 (USD Billion)
1.5. Global Sports Software Market Incremental Revenue Opportunity, 2020 – 2026 (USD Billion)

Chapter 2 Sports Software Market – Deployment Mode Analysis
2.1. Global Sports Software Market – Deployment Mode Overview
2.2. Global Sports Software Market Share, by Deployment Mode, 2019 & 2026 (USD Billion)
2.3. Cloud-Based Deployment
2.3.1. Global Cloud-Based Deployment Sports Software Market, 2016 – 2026 (USD Billion)
2.4. On-Premises Deployment
2.4.1. Global On-Premises Deployment Sports Software Market, 2016 – 2026 (USD Billion)

Chapter 3 Sports Software Market – Application Analysis
3.1. Global Sports Software Market – Application Overview
3.2. Global Sports Software Market Share, by Application, 2019 & 2026 (USD Billion)
3.3. Event Management & Scheduling
3.3.1. Global Event Management & Scheduling Sports Software Market, 2016 – 2026 (USD Billion)
3.4. Team Management
3.4.1. Global Team Management Sports Software Market, 2016 – 2026 (USD Billion)
3.5. Marketing Management
3.5.1. Global Marketing Management Sports Software Market, 2016 – 2026 (USD Billion)
3.6. Client Management
3.6.1. Global Client Management Sports Software Market, 2016 – 2026 (USD Billion)
3.7. Others
3.7.1. Global Others Sports Software Market, 2016 – 2026 (USD Billion)

Chapter 4 Sports Software Market – Regional Analysis
4.1. Global Sports Software Market Regional Overview
4.2. Global Sports Software Market Share, by Region, 2019 & 2026 (USD Billion)
4.3. North America
4.3.1. North America Sports Software Market, 2016 – 2026 (USD Billion)
4.3.1.1. North America Sports Software Market, by Country, 2016 - 2026 (USD Billion)
4.3.2. North America Sports Software Market, by Deployment Mode, 2016 – 2026
4.3.2.1. North America Sports Software Market, by Deployment Mode, 2016 – 2026 (USD Billion)
4.3.3. North America Sports Software Market, by Application, 2016 – 2026
4.3.3.1. North America Sports Software Market, by Application, 2016 – 2026 (USD Billion)
4.3.4. U.S.
4.3.4.1. U.S. Sports Software Market, 2016 – 2026 (USD Billion)
4.3.5. Canada
4.3.5.1. Canada Sports Software Market, 2016 – 2026 (USD Billion)
4.4. Europe
4.4.1. Europe Sports Software Market, 2016 – 2026 (USD Billion)
4.4.1.1. Europe Sports Software Market, by Country, 2016 - 2026 (USD Billion)
4.4.2. Europe Sports Software Market, by Deployment Mode, 2016 – 2026
4.4.2.1. Europe Sports Software Market, by Deployment Mode, 2016 – 2026 (USD Billion)
4.4.3. Europe Sports Software Market, by Application, 2016 – 2026
4.4.3.1. Europe Sports Software Market, by Application, 2016 – 2026 (USD Billion)
4.4.4. Germany
4.4.4.1. Germany Sports Software Market, 2016 – 2026 (USD Billion)
4.4.5. France
4.4.5.1. France Sports Software Market, 2016 – 2026 (USD Billion)
4.4.6. U.K.
4.4.6.1. U.K. Sports Software Market, 2016 – 2026 (USD Billion)
4.4.7. Italy
4.4.7.1. Italy Sports Software Market, 2016 – 2026 (USD Billion)
4.4.8. Spain
4.4.8.1. Spain Sports Software Market, 2016 – 2026 (USD Billion)
4.4.9. Rest of Europe
4.4.9.1. Rest of Europe Sports Software Market, 2016 – 2026 (USD Billion)
4.5. Asia Pacific
4.5.1. Asia Pacific Sports Software Market, 2016 – 2026 (USD Billion)
4.5.1.1. Asia Pacific Sports Software Market, by Country, 2016 - 2026 (USD Billion)
4.5.2. Asia Pacific Sports Software Market, by Deployment Mode, 2016 – 2026
4.5.2.1. Asia Pacific Sports Software Market, by Deployment Mode, 2016 – 2026 (USD Billion)
4.5.3. Asia Pacific Sports Software Market, by Application, 2016 – 2026
4.5.3.1. Asia Pacific Sports Software Market, by Application, 2016 – 2026 (USD Billion)
4.5.4. China
4.5.4.1. China Sports Software Market, 2016 – 2026 (USD Billion)
4.5.5. Japan
4.5.5.1. Japan Sports Software Market, 2016 – 2026 (USD Billion)
4.5.6. India
4.5.6.1. India Sports Software Market, 2016 – 2026 (USD Billion)
4.5.7. South Korea
4.5.7.1. South Korea Sports Software Market, 2016 – 2026 (USD Billion)
4.5.8. South-East Asia
4.5.8.1. South-East Asia Sports Software Market, 2016 – 2026 (USD Billion)
4.5.9. Rest of Asia Pacific
4.5.9.1. Rest of Asia Pacific Sports Software Market, 2016 – 2026 (USD Billion)
4.6. Latin America
4.6.1. Latin America Sports Software Market, 2016 – 2026 (USD Billion)
4.6.1.1. Latin America Sports Software Market, by Country, 2016 - 2026 (USD Billion)
4.6.2. Latin America Sports Software Market, by Deployment Mode, 2016 – 2026
4.6.2.1. Latin America Sports Software Market, by Deployment Mode, 2016 – 2026 (USD Billion)
4.6.3. Latin America Sports Software Market, by Application, 2016 – 2026
4.6.3.1. Latin America Sports Software Market, by Application, 2016 – 2026 (USD Billion)
4.6.4. Brazil
4.6.4.1. Brazil Sports Software Market, 2016 – 2026 (USD Billion)
4.6.5. Mexico
4.6.5.1. Mexico Sports Software Market, 2016 – 2026 (USD Billion)
4.6.6. Rest of Latin America
4.6.6.1. Rest of Latin America Sports Software Market, 2016 – 2026 (USD Billion)
4.7. The Middle-East and Africa
4.7.1. The Middle-East and Africa Sports Software Market, 2016 – 2026 (USD Billion)
4.7.1.1. The Middle-East and Africa Sports Software Market, by Country, 2016 - 2026 (USD Billion)
4.7.2. The Middle-East and Africa Sports Software Market, by Deployment Mode, 2016 – 2026
4.7.2.1. The Middle-East and Africa Sports Software Market, by Deployment Mode, 2016 – 2026 (USD Billion)
4.7.3. The Middle-East and Africa Sports Software Market, by Application, 2016 – 2026
4.7.3.1. The Middle-East and Africa Sports Software Market, by Application, 2016 – 2026 (USD Billion)
4.7.4. GCC Countries
4.7.4.1. GCC Countries Sports Software Market, 2016 – 2026 (USD Billion)
4.7.5. South Africa
4.7.5.1. South Africa Sports Software Market, 2016 – 2026 (USD Billion)
4.7.6. Rest of Middle-East Africa
4.7.6.1. Rest of Middle-East Africa Sports Software Market, 2016 – 2026 (USD Billion)

Chapter 5 Sports Software Market – Competitive Landscape
5.1. Competitor Market Share – Revenue
5.2. Market Concentration Rate Analysis, Top 3 and Top 5 Players
5.3. Strategic Developments
5.3.1. Acquisitions and Mergers
5.3.2. New Products
5.3.3. Research & Development Activities

Chapter 6 Company Profiles
6.1. Active Network LLC
6.1.1. Company Overview
6.1.2. Product/Service Portfolio
6.1.3. Active Network LLC Sales, Revenue, and Gross Margin
6.1.4. Active Network LLC Revenue and Growth Rate
6.1.5. Active Network LLC Market Share
6.1.6. Recent Initiatives, Funding/VC Activities, and Technological Innovations
6.2. LeagueApps
6.2.1. Company Overview
6.2.2. Product/Service Portfolio
6.2.3. LeagueApps Sales, Revenue, and Gross Margin
6.2.4. LeagueApps Revenue and Growth Rate
6.2.5. LeagueApps Market Share
6.2.6. Recent Initiatives, Funding/VC Activities, and Technological Innovations
6.3. Jersey Watch
6.3.1. Company Overview
6.3.2. Product/Service Portfolio
6.3.3. Jersey Watch Sales, Revenue, and Gross Margin
6.3.4. Jersey Watch Revenue and Growth Rate
6.3.5. Jersey Watch Market Share
6.3.6. Recent Initiatives, Funding/VC Activities, and Technological Innovations
6.4. TeamSideline
6.4.1. Company Overview
6.4.2. Product/Service Portfolio
6.4.3. TeamSideline Sales, Revenue, and Gross Margin
6.4.4. TeamSideline Revenue and Growth Rate
6.4.5. TeamSideline Market Share
6.4.6. Recent Initiatives, Funding/VC Activities, and Technological Innovations
6.5. Jonas Club Software
6.5.1. Company Overview
6.5.2. Product/Service Portfolio
6.5.3. Jonas Club Software Sales, Revenue, and Gross Margin
6.5.4. Jonas Club Software Revenue and Growth Rate
6.5.5. Jonas Club Software Market Share
6.5.6. Recent Initiatives, Funding/VC Activities, and Technological Innovations
6.6. SquadFusion
6.6.1. Company Overview
6.6.2. Product/Service Portfolio
6.6.3. SquadFusion Sales, Revenue, and Gross Margin
6.6.4. SquadFusion Revenue and Growth Rate
6.6.5. SquadFusion Market Share
6.6.6. Recent Initiatives, Funding/VC Activities, and Technological Innovations
6.7. SportsEngine Inc
6.7.1. Company Overview
6.7.2. Product/Service Portfolio
6.7.3. SportsEngine Inc Sales, Revenue, and Gross Margin
6.7.4. SportsEngine Inc Revenue and Growth Rate
6.7.5. SportsEngine Inc Market Share
6.7.6. Recent Initiatives, Funding/VC Activities, and Technological Innovations
6.8. Microsoft Corporation
6.8.1. Company Overview
6.8.2. Product/Service Portfolio
6.8.3. Microsoft Corporation Sales, Revenue, and Gross Margin
6.8.4. Microsoft Corporation Revenue and Growth Rate
6.8.5. Microsoft Corporation Market Share
6.8.6. Recent Initiatives, Funding/VC Activities, and Technological Innovations
6.9. Spay Inc
6.9.1. Company Overview
6.9.2. Product/Service Portfolio
6.9.3. Spay Inc Sales, Revenue, and Gross Margin
6.9.4. Spay Inc Revenue and Growth Rate
6.9.5. Spay Inc Market Share
6.9.6. Recent Initiatives, Funding/VC Activities, and Technological Innovations
6.10. Omnify Inc
6.10.1. Company Overview
6.10.2. Product/Service Portfolio
6.10.3. Omnify Inc Sales, Revenue, and Gross Margin
6.10.4. Omnify Inc Revenue and Growth Rate
6.10.5. Omnify Inc Market Share
6.10.6. Recent Initiatives, Funding/VC Activities, and Technological Innovations
6.11. IBM Inc
6.11.1. Company Overview
6.11.2. Product/Service Portfolio
6.11.3. IBM Inc Sales, Revenue, and Gross Margin
6.11.4. IBM Inc Revenue and Growth Rate
6.11.5. IBM Inc Market Share
6.11.6. Recent Initiatives, Funding/VC Activities, and Technological Innovations
6.12. Edge Games Inc
6.12.1. Company Overview
6.12.2. Product/Service Portfolio
6.12.3. Edge Games Inc Sales, Revenue, and Gross Margin
6.12.4. Edge Games Inc Revenue and Growth Rate
6.12.5. Edge Games Inc Market Share
6.12.6. Recent Initiatives, Funding/VC Activities, and Technological Innovations
6.13. Vista Equity Partners
6.13.1. Company Overview
6.13.2. Product/Service Portfolio
6.13.3. Vista Equity Partners Sales, Revenue, and Gross Margin
6.13.4. Vista Equity Partners Revenue and Growth Rate
6.13.5. Vista Equity Partners Market Share
6.13.6. Recent Initiatives, Funding/VC Activities, and Technological Innovations
6.14. Blue Stars Sports Limited
6.14.1. Company Overview
6.14.2. Product/Service Portfolio
6.14.3. Blue Stars Sports Limited Sales, Revenue, and Gross Margin
6.14.4. Blue Stars Sports Limited Revenue and Growth Rate
6.14.5. Blue Stars Sports Limited Market Share
6.14.6. Recent Initiatives, Funding/VC Activities, and Technological Innovations
6.15. Sportlyzer
6.15.1. Company Overview
6.15.2. Product/Service Portfolio
6.15.3. Sportlyzer Sales, Revenue, and Gross Margin
6.15.4. Sportlyzer Revenue and Growth Rate
6.15.5. Sportlyzer Market Share
6.15.6. Recent Initiatives, Funding/VC Activities, and Technological Innovations
6.16. F3M Information Systems
6.16.1. Company Overview
6.16.2. Product/Service Portfolio
6.16.3. F3M Information Systems Sales, Revenue, and Gross Margin
6.16.4. F3M Information Systems Revenue and Growth Rate
6.16.5. F3M Information Systems Market Share
6.16.6. Recent Initiatives, Funding/VC Activities, and Technological Innovations
6.17. SportEasy SAS
6.17.1. Company Overview
6.17.2. Product/Service Portfolio
6.17.3. SportEasy SAS Sales, Revenue, and Gross Margin
6.17.4. SportEasy SAS Revenue and Growth Rate
6.17.5. SportEasy SAS Market Share
6.17.6. Recent Initiatives, Funding/VC Activities, and Technological Innovations

Chapter 7 Sports Software - Industry Analysis
7.1. Introduction and Taxonomy
7.2. Sports Software Market – Key Trends
7.2.1. Market Drivers
7.2.2. Market Restraints
7.2.3. Market Opportunities
7.3. Value Chain Analysis
7.4. Key Mandates and Regulations
7.5. Technology Roadmap and Timeline
7.6. Sports Software Market – Attractiveness Analysis
7.6.1. By Deployment Mode
7.6.2. By Application
7.6.3. By Region

Chapter 8 Industrial Chain, Sourcing Strategy, and Downstream Buyers
8.1. Sports Software Industrial Chain Analysis
8.2. Downstream Buyers
8.3. Distributors/Traders List

Chapter 9 Marketing Strategy Analysis
9.1. Marketing Channel
9.2. Direct Marketing
9.3. Indirect Marketing
9.4. Marketing Channel Development Trends
9.5. Economic/Political Environmental Change

Chapter 10 Report Conclusion & Key Insights
10.1. Key Insights from Primary Interviews & Surveys Respondents
10.2. Key Takeaways from Analysts, Consultants, and Industry Leaders

Chapter 11 Research Approach & Methodology
11.1. Report Description
11.2. Research Scope
11.3. Research Methodology
11.3.1. Secondary Research
11.3.2. Primary Research
11.3.3. Statistical Models
11.3.3.1. Company Share Analysis Model
11.3.3.2. Revenue Based Modeling
11.3.4. Research Limitations
Note: Product cover images may vary from those shown
  • Active Network LLC
  • LeagueApps
  • Jersey Watch
  • TeamSideline
  • Jonas Club Software
  • SquadFusion
  • SportsEngine Inc.
  • Microsoft Corporation
  • Spay Inc.
  • Omnify Inc.
  • IBM Inc.
  • Edge Games Inc.
  • Vista Equity Partners
  • Blue Stars Sports Limited
  • Sportlyzer
  • F3M Information Systems
  • SportEasy SAS
Note: Product cover images may vary from those shown

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