
Global Sports Technology Market Growth, Size, Trends Analysis – By Type, By Sports, By End User - Regional Outlook, Competitive Strategies and Segment Forecast to 2034
Description
Sports Technology Market Introduction and Overview
According to SPER market research, ‘Global Sports Technology Market Size- By Type, By Sports, By End User- Regional Outlook, Competitive Strategies and Segment Forecast to 2034’ state that the Global Sports Technology Market is predicted to reach 139.76 billion by 2034 with a CAGR of 22.13%.
Sports technology is the use of cutting-edge tools, gear, and computer programs to improve training, boost athletic performance, guarantee fair competition, and improve the whole sports experience for players, coaches, and spectators. Wearable fitness trackers, motion sensors, data analytics platforms, video analysis software, virtual reality training aids, and smart stadiums are just a few of the many technologies that fall under this broad category.
Restraints:
Even with its quick expansion, the sports technology business still confronts a number of obstacles. Particularly for amateur teams and smaller sports organizations, high implementation costs and the requirement for ongoing innovation investment might be a deterrent. Because wearable technology and analytics platforms gather sensitive personal data, data privacy and security issues are especially important. Furthermore, relying too much on technology may impair human intuition and judgment when making coaching and gameplay judgments.
Scope of the report:
Report Metric Details
Market size available for years 2021-2034
Base year considered 2024
Forecast period 2025-2034
Segments covered
By Type, By Sports, By End User
Regions covered
North America, Latin America, Asia-Pacific, Europe, and Middle East & Africa
Companies Covered
Amazon Web Services Inc, Apple Inc, Cisco Systems Inc, Draft Kings Inc., Dream 11 (Sporta Technologies Pvt. Ltd), Ernst & Young Global Limited, Genius Sports Group, HCL Technologies Ltd, IBM Corp, Infosys Ltd, Microsoft Corporation, Oracle, Panasonic Corporation, SAP SE, Sony Corporation.
Global Sports Technology Market Segmentation:
By Type:
Based on the Type, Global Sports Technology Market is segmented as; Devices, Smart Stadium, Analytics & Statistics, Off-Filed, E-Sports.
By Sports:
Based on the Sports, Global Sports Technology Market is segmented as; American Football/Rugby, Baseball, Basketball, Cricket, Golf, Ice-Hockey, Tennis, Soccer, Others.
By End User:
Based on the End User, Global Sports Technology Market is segmented as; Sports Clubs, Sports Associations, Sports Leagues, Others.
By Region:
This research also includes data for North America, Latin America, Asia-Pacific, Europe, Middle East & Africa.
According to SPER market research, ‘Global Sports Technology Market Size- By Type, By Sports, By End User- Regional Outlook, Competitive Strategies and Segment Forecast to 2034’ state that the Global Sports Technology Market is predicted to reach 139.76 billion by 2034 with a CAGR of 22.13%.
Sports technology is the use of cutting-edge tools, gear, and computer programs to improve training, boost athletic performance, guarantee fair competition, and improve the whole sports experience for players, coaches, and spectators. Wearable fitness trackers, motion sensors, data analytics platforms, video analysis software, virtual reality training aids, and smart stadiums are just a few of the many technologies that fall under this broad category.
Restraints:
Even with its quick expansion, the sports technology business still confronts a number of obstacles. Particularly for amateur teams and smaller sports organizations, high implementation costs and the requirement for ongoing innovation investment might be a deterrent. Because wearable technology and analytics platforms gather sensitive personal data, data privacy and security issues are especially important. Furthermore, relying too much on technology may impair human intuition and judgment when making coaching and gameplay judgments.
Scope of the report:
Report Metric Details
Market size available for years 2021-2034
Base year considered 2024
Forecast period 2025-2034
Segments covered
By Type, By Sports, By End User
Regions covered
North America, Latin America, Asia-Pacific, Europe, and Middle East & Africa
Companies Covered
Amazon Web Services Inc, Apple Inc, Cisco Systems Inc, Draft Kings Inc., Dream 11 (Sporta Technologies Pvt. Ltd), Ernst & Young Global Limited, Genius Sports Group, HCL Technologies Ltd, IBM Corp, Infosys Ltd, Microsoft Corporation, Oracle, Panasonic Corporation, SAP SE, Sony Corporation.
Global Sports Technology Market Segmentation:
By Type:
Based on the Type, Global Sports Technology Market is segmented as; Devices, Smart Stadium, Analytics & Statistics, Off-Filed, E-Sports.
By Sports:
Based on the Sports, Global Sports Technology Market is segmented as; American Football/Rugby, Baseball, Basketball, Cricket, Golf, Ice-Hockey, Tennis, Soccer, Others.
By End User:
Based on the End User, Global Sports Technology Market is segmented as; Sports Clubs, Sports Associations, Sports Leagues, Others.
By Region:
This research also includes data for North America, Latin America, Asia-Pacific, Europe, Middle East & Africa.
Table of Contents
255 Pages
- 1. Introduction
- 1.1. Scope of the report
- 1.2. Market segment analysis
- 2. Research Methodology
- 2.1. Research data source
- 2.1.1. Secondary Data
- 2.1.2. Primary Data
- 2.1.3. SPERs internal database
- 2.1.4. Premium insight from KOLs
- 2.2. Market size estimation
- 2.2.1. Top-down and Bottom-up approach
- 2.3. Data triangulation
- 3. Executive Summary
- 4. Market Dynamics
- 4.1. Driver, Restraint, Opportunity and Challenges analysis
- 4.1.1. Drivers
- 4.1.2. Restraints
- 4.1.3. Opportunities
- 4.1.4. Challenges
- 5. Market variable and outlook
- 5.1. SWOT Analysis
- 5.1.1. Strengths
- 5.1.2. Weaknesses
- 5.1.3. Opportunities
- 5.1.4. Threats
- 5.2. PESTEL Analysis
- 5.2.1. Political Landscape
- 5.2.2. Economic Landscape
- 5.2.3. Social Landscape
- 5.2.4. Technological Landscape
- 5.2.5. Environmental Landscape
- 5.2.6. Legal Landscape
- 5.3. PORTERs Five Forces
- 5.3.1. Bargaining power of suppliers
- 5.3.2. Bargaining power of buyers
- 5.3.3. Threat of Substitute
- 5.3.4. Threat of new entrant
- 5.3.5. Competitive rivalry
- 5.4. Heat Map Analysis
- 6. Competitive Landscape
- 6.1. Global Sports Technology Market Manufacturing Base Distribution, Sales Area, Product Type
- 6.2. Mergers & Acquisitions, Partnerships, Product Launch, and Collaboration in Global Sports Technology Market
- 7. Global Sports Technology Market, By Type (USD Million) 2021-2034
- 7.1. Devices
- 7.2. Smart Stadium
- 7.3. Analytics & Statistics
- 7.4. Off-Field
- 7.5. E-Sports
- 8. Global Sports Technology Market, By Sports (USD Million) 2021-2034
- 8.1. American Football/Rugby
- 8.2. Baseball
- 8.3. Basketball
- 8.4. Cricket
- 8.5. Golf
- 8.6. Ice-Hockey
- 8.7. Tennis
- 8.8. Soccer
- 8.9. Others
- 9. Global Sports Technology Market, By End User (USD Million) 2021-2034
- 9.1. Sports Clubs
- 9.2. Sports Associations
- 9.3. Sports Leagues
- 9.4. Others
- 10. Global Sports Technology Market, (USD Million) 2021-2034
- 10.1. Global Sports Technology Market Size and Market Share
- 11. Global Sports Technology Market, By Region, (USD Million) 2021-2034
- 11.1. Asia-Pacific
- 11.1.1. Australia
- 11.1.2. China
- 11.1.3. India
- 11.1.4. Japan
- 11.1.5. South Korea
- 11.1.6. Rest of Asia-Pacific
- 11.2. Europe
- 11.2.1. France
- 11.2.2. Germany
- 11.2.3. Italy
- 11.2.4. Spain
- 11.2.5. United Kingdom
- 11.2.6. Rest of Europe
- 11.3. Middle East and Africa
- 11.3.1. Kingdom of Saudi Arabia
- 11.3.2. United Arab Emirates
- 11.3.3. Qatar
- 11.3.4. South Africa
- 11.3.5. Egypt
- 11.3.6. Morocco
- 11.3.7. Nigeria
- 11.3.8. Rest of Middle-East and Africa
- 11.4. North America
- 11.4.1. Canada
- 11.4.2. Mexico
- 11.4.3. United States
- 11.5. Latin America
- 11.5.1. Argentina
- 11.5.2. Brazil
- 11.5.3. Rest of Latin America
- 12. Company Profile
- 12.1. Amazon Web Services Inc
- 12.1.1. Company details
- 12.1.2. Financial outlook
- 12.1.3. Product summary
- 12.1.4. Recent developments
- 12.2. Apple, Inc
- 12.2.1. Company details
- 12.2.2. Financial outlook
- 12.2.3. Product summary
- 12.2.4. Recent developments
- 12.3. Cisco Systems, Inc
- 12.3.1. Company details
- 12.3.2. Financial outlook
- 12.3.3. Product summary
- 12.3.4. Recent developments
- 12.4. Draft Kings, Inc
- 12.4.1. Company details
- 12.4.2. Financial outlook
- 12.4.3. Product summary
- 12.4.4. Recent developments
- 12.5. Dream 11 (Sporta Technologies Pvt. Ltd)
- 12.5.1. Company details
- 12.5.2. Financial outlook
- 12.5.3. Product summary
- 12.5.4. Recent developments
- 12.6. Ernst & Young Global Limited
- 12.6.1. Company details
- 12.6.2. Financial outlook
- 12.6.3. Product summary
- 12.6.4. Recent developments
- 12.7. Genius Sports Group
- 12.7.1. Company details
- 12.7.2. Financial outlook
- 12.7.3. Product summary
- 12.7.4. Recent developments
- 12.8. HCL Technologies Ltd
- 12.8.1. Company details
- 12.8.2. Financial outlook
- 12.8.3. Product summary
- 12.8.4. Recent developments
- 12.9. IBM Corp
- 12.9.1. Company details
- 12.9.2. Financial outlook
- 12.9.3. Product summary
- 12.9.4. Recent developments
- 12.10. Infosys Ltd
- 12.10.1. Company details
- 12.10.2. Financial outlook
- 12.10.3. Product summary
- 12.10.4. Recent developments
- 12.11. Microsoft Corporation
- 12.11.1. Company details
- 12.11.2. Financial outlook
- 12.11.3. Product summary
- 12.11.4. Recent developments
- 12.12. Oracle
- 12.12.1. Company details
- 12.12.2. Financial outlook
- 12.12.3. Product summary
- 12.12.4. Recent developments
- 12.13. Panasonic Corporation
- 12.13.1. Company details
- 12.13.2. Financial outlook
- 12.13.3. Product summary
- 12.13.4. Recent developments
- 12.14. SAP SE
- 12.14.1. Company details
- 12.14.2. Financial outlook
- 12.14.3. Product summary
- 12.14.4. Recent developments
- 12.15. Sony Corporation
- 12.15.1. Company details
- 12.15.2. Financial outlook
- 12.15.3. Product summary
- 12.15.4. Recent developments
- 12.16. Others
- 13. Conclusion
- 14. List of Abbreviations
- 15. Reference Links
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