The sport app market size is expected to see rapid growth in the next few years. It will grow to $7.52 billion in 2029 at a compound annual growth rate (CAGR) of 11.5%. The growth expected in the forecast period is driven by the increasing integration of artificial intelligence and analytics to create personalized sports experiences, rising monetization through in-app purchases and advertisements, growing use of wearable devices that sync with sports apps, expanding investments by sports organizations in mobile platforms, and the rising popularity of e-sports and gaming-related sports apps. Key trends during this period include the development of personalized fitness and wellness programs, the introduction of gamification features to enhance user engagement, integration of digital payment systems for in-app purchases, connection with social media platforms to build communities, and innovations in data-driven fan engagement strategies.
The rising smartphone penetration is expected to fuel the growth of the sports app market in the coming years. Smartphone penetration refers to the percentage of people within a region or market who own or use smartphones. This increase is driven by expanding internet connectivity, as broader and faster network access makes smartphones more valuable and essential for daily digital activities. Smartphones support the growth of sports apps by offering users a convenient, portable, and interactive platform to stream live games, track fitness, receive real-time updates, participate in fantasy sports, and engage with fan communities anytime and anywhere. For example, in June 2024, Ericsson, a Sweden-based telecommunications company, projected that mobile subscriptions in the region would rise from 1.2 billion in 2023 to 1.3 billion by 2029. As a result, the increasing smartphone penetration is boosting the sports app market.
Leading companies in the sports app market are developing innovative real-time tracking solutions to transform how fans experience games by boosting engagement with live updates, performance analytics, and interactive features. Real-time sports tracking applications monitor and deliver live information on games, player performance, and statistics as they happen. For example, in February 2024, Apple Inc., a US-based technology company, launched its first dedicated sports app called Apple Sports. This app offers real-time scores, statistics, and more with speed and simplicity. Users can receive live updates, including play-by-play coverage, across multiple sports, and customize their experience by following favorite teams, leagues, and tournaments. It also includes live activities on the iPhone Lock Screen and Apple Watch, along with easy access to live games through the Apple TV app and connected streaming services.
In August 2025, SEGG Media Corporation, a US-based digital media and entertainment company, acquired Galaxy Racer Holdings Limited for $10 million. Through this acquisition, SEGG Media Corporation aims to expand its Sports.com Super App globally by integrating sports, esports, and fan engagement to reach a wider digital sports audience. Galaxy Racer Holdings Limited, based in the UAE, is the developer of the GXR app, a sports application.
Major players in the sport app market are Hyperlink InfoSystem, Strava Inc., Peloton Interactive Inc., Zwift Inc., TeamSnap Inc., MindInventory, Sapphire Software Solutions, Freeletics GmbH, Agile Sports Technologies Inc, Synarion IT Solutions, Fitbit Inc., Garmin Ltd., JEFIT Inc., Heja AB, MaxOne.ai, SportEasy, TeamLinkt, Spond AS, TrainHeroic Inc., Invoidea Technologies Pvt. Ltd.
North America was the largest region in the sport app market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in sports app report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa. The countries covered in the sports app market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report’s Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.
The sudden escalation of U.S. tariffs and the consequent trade frictions in spring 2025 are severely impacting the recreation sector, particularly in the supply of imported sports equipment, outdoor gear, and leisure products. Manufacturers and retailers are facing higher costs for items such as bicycles, camping gear, fitness machines, and gaming consoles, much of which are sourced from overseas with limited domestic alternatives. Small businesses operating in the recreational retail space are especially affected, with some reducing inventory or increasing prices to offset margin pressure. Event organizers and recreational facilities are also facing cost hikes for imported equipment and infrastructure materials. In response, the industry is exploring alternative sourcing from tariff-free regions, increasing reliance on local suppliers, and urging policymakers to consider exemptions for non-essential but widely used recreational products.
A sport app is a mobile or web-based application designed to give users access to sports-related content, services, and features. It supports activities such as live score updates, news, streaming, training guidance, fitness tracking, fan engagement, and event management.
The primary types of sports apps include fitness and training apps, fantasy sports apps, live sports streaming apps, team and player management apps, sports betting apps, and fan engagement or social sports apps. Fitness and training apps help users enhance their physical health by tracking workouts, monitoring progress, and providing personalized exercise routines and performance analytics. These apps are available on mobile platforms such as iOS and Android, as well as on wearable devices and desktop or web applications. Common revenue models include freemium, subscriptions, in-app purchases, advertising, and pay-per-view or paywall options. They are distributed through marketplaces such as the Google Play Store, Apple App Store, and others, serving a wide user base that includes fitness enthusiasts, professional athletes and teams, sports fans, coaches and trainers, and sports organizations and broadcasters.
The sport app market research report is one of a series of new reports that provides sport app market statistics, including sport app industry global market size, regional shares, competitors with a sport app market share, detailed sport app market segments, market trends and opportunities, and any further data you may need to thrive in the sport app industry. This sports app market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
The sports app market consists of revenues earned by entities by providing services such as subscription and access fees, in-app purchases, advertising and sponsorship, data analytics and insights, betting, and merchandise commissions. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
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Table of Contents
Executive Summary
Sport App Global Market Report 2025 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on sport app market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for sport app? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The sport app market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include: the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Report Scope
Markets Covered:
1) By Type of App: Fitness and Training Apps; Fantasy Sports Apps; Live Sports Streaming Apps; Team and Player Management Apps; Sports Betting Apps; Fan Engagement and Social Sports Apps2) By Platform: Mobile Apps (Ios or Android) ; Wearable-Integrated Apps; Web or Desktop Apps
3) By Revenue Model: Freemium; Subscription-Based; in-App Purchases; Advertising-Supported; Pay-Per-View or Paywall
4) By Marketplace: Google Play Store; Apple iPhone Operating System (Ios) Store; Other Marketplaces
5) By User Type: Consumers; Professional Athletes and Teams; Sports Fans; Coaches and Trainers; Sports Organizations and Broadcasters
Subsegments:
1) By Fitness and Training Apps: Workout Tracking Apps; Personal Training Apps; Yoga and Meditation Apps; Nutrition and Diet Apps; Home Workout Apps; Gym Companion Apps2) By Fantasy Sports Apps: Daily Fantasy Sports (DFS); Season-Long Fantasy Leagues; Fantasy League Management Tools; Fantasy News and Analytics Apps; Drafting and Team-Building Apps
3) By Live Sports Streaming Apps: on-Demand Sports Replays; Live Match Streaming; Multi-Sport Streaming Platforms; League-Specific Streaming Apps; Score and Highlight Streaming
4) By Team and Player Management Apps: Roster and Scheduling Management; Performance Analytics Tools; Player Training and Evaluation Apps; Communication and Coordination Apps; Youth Team and Amateur League Management
5) By Sports Betting Apps: Real-Money Betting Apps; Fantasy Betting Platforms; Odds Comparison Apps; Live Betting Apps; Prediction and Tipster Apps
6) By Fan Engagement and Social Sports Apps: Sports News and Updates Apps; Fan Community Forums; Polls and Trivia Apps; Social Media-Based Sports Apps; Augmented Reality (AR) or Virtual Reality (VR) Sports Experience Apps
Companies Mentioned: Hyperlink InfoSystem; Strava Inc.; Peloton Interactive Inc.; Zwift Inc.; TeamSnap Inc.; MindInventory; Sapphire Software Solutions; Freeletics GmbH; Agile Sports Technologies Inc; Synarion IT Solutions; Fitbit Inc.; Garmin Ltd.; JEFIT Inc.; Heja AB; MaxOne.ai; SportEasy; TeamLinkt; Spond aS; TrainHeroic Inc.; Invoidea Technologies Pvt. Ltd.
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain.
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: PDF, Word and Excel Data Dashboard.
Companies Mentioned
The companies featured in this Sport App market report include:- Hyperlink InfoSystem
- Strava Inc.
- Peloton Interactive Inc.
- Zwift Inc.
- TeamSnap Inc.
- MindInventory
- Sapphire Software Solutions
- Freeletics GmbH
- Agile Sports Technologies Inc
- Synarion IT Solutions
- Fitbit Inc.
- Garmin Ltd.
- JEFIT Inc.
- Heja AB
- MaxOne.ai
- SportEasy
- TeamLinkt
- Spond AS
- TrainHeroic Inc.
- Invoidea Technologies Pvt. Ltd.
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 250 |
| Published | October 2025 |
| Forecast Period | 2025 - 2029 |
| Estimated Market Value ( USD | $ 4.86 Billion |
| Forecasted Market Value ( USD | $ 7.52 Billion |
| Compound Annual Growth Rate | 11.5% |
| Regions Covered | Global |
| No. of Companies Mentioned | 21 |


