+353-1-416-8900REST OF WORLD
+44-20-3973-8888REST OF WORLD
1-917-300-0470EAST COAST U.S
1-800-526-8630U.S. (TOLL FREE)

Global Sports Technology Market Report and Forecast 2023-2028

  • PDF Icon

    Report

  • 151 Pages
  • February 2023
  • Region: Global
  • Expert Market Research
  • ID: 5748669
According to the report by the publisher, the global sports technology market attained a value of around USD 18,225.4 million in 2022. Aided by the increasing interest in sports by people worldwide, the market is projected to further grow at a CAGR of 11.21% between 2023 and 2028, to reach a value of USD 33,214.3 million by 2028.

Sports technology refers to the specific technologies that are aimed at enhancing the overall performance of humans in sports using science, data knowledge, and several other devices. These technologies are used for purposes such as performance enhancement and to aid coaches in pinpointing even the smallest mistakes not detectable by bare eyes. Moreover, sports technologies are also widely used by a number of people all across the globe to keep a track of their health and fitness during sports.

Growing bent towards sports by both the viewers and players all across the globe is driving the growth of the sports technology market rapidly. Rising number of viewers along with digital transformations in stadiums and arenas is expected to further fuel the requirement of technology in the sports industry. Several organisations are investing in the development of advance technology which is helps in tracking the performance of the players and also in interacting with the fans, thereby, contributing to the growth of the overall sports technology market.

Artificial Intelligence (AI) is a major factor that is helping in the development of technology in the sports industry as they support management as well as coaching by monitoring health and safety of players. AI has made early detection and treatment of both mental and physical health possible, further fuelling its demand from consumers globally. They usually function with the help of wearable gadgets such as watch or heart rate monitor, among other devices.

Rising number of sports events, both offline as well as online, and growing audience engagement are further contributing to the growth of the sports technology market. Wearable device manufacturers are working on developing new features and insightful data to improve the growth of the market globally. Smart stadiums for various sports such as basketball, badminton, and tennis, are growing rapidly and are considered to be the future of the sports industry.

Market Segmentation

The market can be divided on the basis of sport type, technology, sports, component, application, end use, and regions.

Market Breakup by Sport Type

  • Indoor Sports
  • Outdoor Sports

Market Segmentation by Technology

  • Artificial Intelligence/Machine Learning (AI/ML)
  • Internet of Things (IoT)
  • Augmented Reality/Virtual Reality (AR/VR)

Market Breakup by Sports

  • Soccer
  • Baseball
  • Basketball
  • Hockey
  • American Football/Rugby
  • Tennis
  • Cricket
  • Golf
  • E-Sports
  • Others

Market Breakup by Component

  • Software
  • On-Premise
  • Cloud
  • Wearable Devices and Sports Equipment
  • Services

Market Breakup by Application

  • Tracking
  • Decision Making and Team Analysis and Management
  • Analytics and Statistics
  • Tactics and Simulation
  • Training
  • Game Performance Analysis and Injury and Health Analysis

Market Breakup by End Use

  • Coaches
  • Clubs
  • Leagues
  • Sports Associations
  • Others

Market Breakup by Region

  • North America
  • Europe
  • Asia Pacific
  • Latin America
  • Middle East and Africa

Competitive Landscape

The report looks into the market shares, plant turnarounds, capacities, investments, and acquisitions and mergers, among other major developments, of the global sports technology market companies. Some of the major key players explored in the report by the publisher are as follows:
  • IBM Corporation
  • Fujitsu Limited
  • SAP SE
  • Oracle Corporation
  • NEC Corporation
  • Fitbit LLC
  • Apple Inc
  • Garmin Ltd.
  • Sony Corporation
  • Cisco Systems, Inc
  • Samsung Electronics Co., Ltd
  • Huawei Technologies Co., Ltd
  • Panasonic Corporation
  • Catapult Group International Ltd
  • Zebra Technologies Corporation
  • Stats Perform
  • Infosys Limited
  • MicroTeam
  • Pixellot Ltd
  • Miro AI
  • Others
*The publisher always strives to give you the latest information. The numbers in the article are only indicative and may be different from the actual report.

Table of Contents

1 Preface2 Report Coverage - Key Segmentation and Scope
3 Report Description
3.1 Market Definition and Outlook
3.2 Properties and Applications
3.3 Market Analysis
3.4 Key Players
4 Key Assumptions
5 Executive Summary
5.1 Overview
5.2 Key Drivers
5.3 Key Developments
5.4 Competitive Structure
5.5 Key Industrial Trends
6 Market Snapshot
6.1 Global
6.2 Regional
7 Industry Opportunities and Challenges
8 Global Sports Technology Market Analysis
8.1 Global Sports Technology Historical Market (2018-2022)
8.2 Global Sports Technology Market Forecast (2023-2028)
8.3 Global Sports Technology Market by Sport Type
8.3.1 Indoor Sports
8.3.1.1 Market Share
8.3.1.2 Historical Trend (2018-2022)
8.3.1.3 Forecast Trend (2023-2028)
8.3.2 Outdoor Sports
8.3.2.1 Market Share
8.3.2.2 Historical Trend (2018-2022)
8.3.2.3 Forecast Trend (2023-2028)
8.4 Global Sports Technology Market by Technology
8.4.1 Artificial Intelligence/Machine Learning (AI/ML)
8.4.1.1 Market Share
8.4.1.2 Historical Trend (2018-2022)
8.4.1.3 Forecast Trend (2023-2028)
8.4.2 Internet of Things (IoT)
8.4.2.1 Market Share
8.4.2.2 Historical Trend (2018-2022)
8.4.2.3 Forecast Trend (2023-2028)
8.4.3 Augmented Reality/Virtual Reality (AR/VR)
8.4.3.1 Market Share
8.4.3.2 Historical Trend (2018-2022)
8.4.3.3 Forecast Trend (2023-2028)
8.5 Global Sports Technology Market by Sports
8.5.1 Soccer
8.5.1.1 Market Share
8.5.1.2 Historical Trend (2018-2022)
8.5.1.3 Forecast Trend (2023-2028)
8.5.2 Baseball
8.5.2.1 Market Share
8.5.2.2 Historical Trend (2018-2022)
8.5.2.3 Forecast Trend (2023-2028)
8.5.3 Basketball
8.5.3.1 Market Share
8.5.3.2 Historical Trend (2018-2022)
8.5.3.3 Forecast Trend (2023-2028)
8.5.4 Hockey
8.5.4.1 Market Share
8.5.4.2 Historical Trend (2018-2022)
8.5.4.3 Forecast Trend (2023-2028)
8.5.5 American Football/Rugby
8.5.5.1 Market Share
8.5.5.2 Historical Trend (2018-2022)
8.5.5.3 Forecast Trend (2023-2028)
8.5.6 Tennis
8.5.6.1 Market Share
8.5.6.2 Historical Trend (2018-2022)
8.5.6.3 Forecast Trend (2023-2028)
8.5.7 Cricket
8.5.7.1 Market Share
8.5.7.2 Historical Trend (2018-2022)
8.5.7.3 Forecast Trend (2023-2028)
8.5.8 Golf
8.5.8.1 Market Share
8.5.8.2 Historical Trend (2018-2022)
8.5.8.3 Forecast Trend (2023-2028)
8.5.9 E-Sports
8.5.9.1 Market Share
8.5.9.2 Historical Trend (2018-2022)
8.5.9.3 Forecast Trend (2023-2028)
8.5.10 Others
8.6 Global Sports Technology Market by Component
8.6.1 Software
8.6.1.1 Market Share
8.6.1.2 Historical Trend (2018-2022)
8.6.1.3 Forecast Trend (2023-2028)
8.6.1.4 Breakup by Type
8.6.1.4.1 On-Premise
8.6.1.4.2 Cloud
8.6.2 Wearable Devices and Sports Equipment
8.6.2.1 Market Share
8.6.2.2 Historical Trend (2018-2022)
8.6.2.3 Forecast Trend (2023-2028)
8.6.3 Services
8.6.3.1 Market Share
8.6.3.2 Historical Trend (2018-2022)
8.6.3.3 Forecast Trend (2023-2028)
8.7 Global Sports Technology Market by Application
8.7.1 Tracking
8.7.1.1 Market Share
8.7.1.2 Historical Trend (2018-2022)
8.7.1.3 Forecast Trend (2023-2028)
8.7.2 Decision Making and Team Analysis and Management
8.7.2.1 Market Share
8.7.2.2 Historical Trend (2018-2022)
8.7.2.3 Forecast Trend (2023-2028)
8.7.3 Analytics and Statistics
8.7.3.1 Market Share
8.7.3.2 Historical Trend (2018-2022)
8.7.3.3 Forecast Trend (2023-2028)
8.7.4 Tactics and Simulation
8.7.4.1 Market Share
8.7.4.2 Historical Trend (2018-2022)
8.7.4.3 Forecast Trend (2023-2028)
8.7.5 Training
8.7.5.1 Market Share
8.7.5.2 Historical Trend (2018-2022)
8.7.5.3 Forecast Trend (2023-2028)
8.7.6 Game Performance Analysis and Injury and Health Analysis
8.7.6.1 Market Share
8.7.6.2 Historical Trend (2018-2022)
8.7.6.3 Forecast Trend (2023-2028)
8.8 Global Sports Technology Market by End Use
8.8.1 Coaches
8.8.1.1 Market Share
8.8.1.2 Historical Trend (2018-2022)
8.8.1.3 Forecast Trend (2023-2028)
8.8.2 Clubs
8.8.2.1 Market Share
8.8.2.2 Historical Trend (2018-2022)
8.8.2.3 Forecast Trend (2023-2028)
8.8.3 Leagues
8.8.3.1 Market Share
8.8.3.2 Historical Trend (2018-2022)
8.8.3.3 Forecast Trend (2023-2028)
8.8.4 Sports Associations
8.8.4.1 Market Share
8.8.4.2 Historical Trend (2018-2022)
8.8.4.3 Forecast Trend (2023-2028)
8.8.5 Others
8.9 Global Sports Technology Market by Region
8.9.1 Market Share
8.9.1.1 North America
8.9.1.2 Europe
8.9.1.3 Asia Pacific
8.9.1.4 Latin America
8.9.1.5 Middle East and Africa
9 Regional Analysis
9.1 North America
9.1.1 Historical Trend (2018-2022)
9.1.2 Forecast Trend (2023-2028)
9.1.3 Breakup by Country
9.1.3.1 United States of America
9.1.3.2 Canada
9.2 Europe
9.2.1 Historical Trend (2018-2022)
9.2.2 Forecast Trend (2023-2028)
9.2.3 Breakup by Country
9.2.3.1 United Kingdom
9.2.3.2 Germany
9.2.3.3 France
9.2.3.4 Italy
9.2.3.5 Others
9.3 Asia Pacific
9.3.1 Historical Trend (2018-2022)
9.3.2 Forecast Trend (2023-2028)
9.3.3 Breakup by Country
9.3.3.1 China
9.3.3.2 Japan
9.3.3.3 India
9.3.3.4 ASEAN
9.3.3.5 Australia
9.3.3.6 Others
9.4 Latin America
9.4.1 Historical Trend (2018-2022)
9.4.2 Forecast Trend (2023-2028)
9.4.3 Breakup by Country
9.4.3.1 Brazil
9.4.3.2 Argentina
9.4.3.3 Mexico
9.4.3.4 Others
9.5 Middle East and Africa
9.5.1 Historical Trend (2018-2022)
9.5.2 Forecast Trend (2023-2028)
9.5.3 Breakup by Country
9.5.3.1 Saudi Arabia
9.5.3.2 United Arab Emirates
9.5.3.3 Nigeria
9.5.3.4 South Africa
9.5.3.5 Others
10 Market Dynamics
10.1 SWOT Analysis
10.1.1 Strengths
10.1.2 Weaknesses
10.1.3 Opportunities
10.1.4 Threats
10.2 Porter’s Five Forces Analysis
10.2.1 Supplier’s Power
10.2.2 Buyer’s Power
10.2.3 Threat of New Entrants
10.2.4 Degree of Rivalry
10.2.5 Threat of Substitutes
10.3 Key Indicators for Demand
10.4 Key Indicators for Price
11 Value Chain Analysis
12 Competitive Landscape
12.1 Market Structure
12.2 Company Profiles
12.2.1 IBM Corporation
12.2.1.1 Company Overview
12.2.1.2 Product Portfolio
12.2.1.3 Demographic Reach and Achievements
12.2.1.4 Certifications
12.2.2 Fujitsu Limited
12.2.2.1 Company Overview
12.2.2.2 Product Portfolio
12.2.2.3 Demographic Reach and Achievements
12.2.2.4 Certifications
12.2.3 SAP SE
12.2.3.1 Company Overview
12.2.3.2 Product Portfolio
12.2.3.3 Demographic Reach and Achievements
12.2.3.4 Certifications
12.2.4 Oracle Corporation
12.2.4.1 Company Overview
12.2.4.2 Product Portfolio
12.2.4.3 Demographic Reach and Achievements
12.2.4.4 Certifications
12.2.5 NEC Corporation
12.2.5.1 Company Overview
12.2.5.2 Product Portfolio
12.2.5.3 Demographic Reach and Achievements
12.2.5.4 Certifications
12.2.6 Fitbit LLC
12.2.6.1 Company Overview
12.2.6.2 Product Portfolio
12.2.6.3 Demographic Reach and Achievements
12.2.6.4 Certifications
12.2.7 Apple Inc.
12.2.7.1 Company Overview
12.2.7.2 Product Portfolio
12.2.7.3 Demographic Reach and Achievements
12.2.7.4 Certifications
12.2.8 Garmin Ltd.
12.2.8.1 Company Overview
12.2.8.2 Product Portfolio
12.2.8.3 Demographic Reach and Achievements
12.2.8.4 Certifications
12.2.9 Sony Corporation
12.2.9.1 Company Overview
12.2.9.2 Product Portfolio
12.2.9.3 Demographic Reach and Achievements
12.2.9.4 Certifications
12.2.10 Cisco Systems, Inc.
12.2.10.1 Company Overview
12.2.10.2 Product Portfolio
12.2.10.3 Demographic Reach and Achievements
12.2.10.4 Certifications
12.2.11 Samsung Electronics Co., Ltd.
12.2.11.1 Company Overview
12.2.11.2 Product Portfolio
12.2.11.3 Demographic Reach and Achievements
12.2.11.4 Certifications
12.2.12 Huawei Technologies Co., Ltd.
12.2.12.1 Company Overview
12.2.12.2 Product Portfolio
12.2.12.3 Demographic Reach and Achievements
12.2.12.4 Certifications
12.2.13 Panasonic Corporation
12.2.13.1 Company Overview
12.2.13.2 Product Portfolio
12.2.13.3 Demographic Reach and Achievements
12.2.13.4 Certifications
12.2.14 Catapult Group International Ltd
12.2.14.1 Company Overview
12.2.14.2 Product Portfolio
12.2.14.3 Demographic Reach and Achievements
12.2.14.4 Certifications
12.2.15 Zebra Technologies Corporation
12.2.15.1 Company Overview
12.2.15.2 Product Portfolio
12.2.15.3 Demographic Reach and Achievements
12.2.15.4 Certifications
12.2.16 Stats Perform
12.2.16.1 Company Overview
12.2.16.2 Product Portfolio
12.2.16.3 Demographic Reach and Achievements
12.2.16.4 Certifications
12.2.17 Infosys Limited
12.2.17.1 Company Overview
12.2.17.2 Product Portfolio
12.2.17.3 Demographic Reach and Achievements
12.2.17.4 Certifications
12.2.18 MicroTeam
12.2.18.1 Company Overview
12.2.18.2 Product Portfolio
12.2.18.3 Demographic Reach and Achievements
12.2.18.4 Certifications
12.2.19 Pixellot Ltd.
12.2.19.1 Company Overview
12.2.19.2 Product Portfolio
12.2.19.3 Demographic Reach and Achievements
12.2.19.4 Certifications
12.2.20 Miro AI
12.2.20.1 Company Overview
12.2.20.2 Product Portfolio
12.2.20.3 Demographic Reach and Achievements
12.2.20.4 Certifications
12.2.21 Others
12 Industry Events and Developments

Companies Mentioned

  • IBM Corporation
  • Fujitsu Limited
  • SAP SE
  • Oracle Corporation
  • NEC Corporation
  • Fitbit LLC
  • Apple Inc.
  • Garmin Ltd.
  • Sony Corporation
  • Cisco Systems, Inc.
  • Samsung Electronics Co., Ltd.
  • Huawei Technologies Co., Ltd.
  • Panasonic Corporation
  • Catapult Group International Ltd
  • Zebra Technologies Corporation
  • Stats Perform
  • Infosys Limited
  • MicroTeam
  • Pixellot Ltd.
  • Miro AI

Methodology

Loading
LOADING...

Table Information