Global Youth Sports Video Apps Market Report 2019: Market is a $228 Million Market in 2018 and is Expected to Reach $3.4 Billion by 2025


Dublin, March 15, 2019 (GLOBE NEWSWIRE) -- The "Youth Sports Video Apps: Market Shares, Strategy, and Forecasts, Worldwide, 2019 to 2025" report from Wintergreen Research, Inc has been added to ResearchAndMarkets.com's offering.

The worldwide Youth Sports Video Apps market is a $228 million market in 2018 and is expected to reach $3.4 billion by 2025.

Worldwide markets are poised to achieve continuing growth as the advantages brought by using apps for youth sports drive compelling adoption rates, bringing lots of advertising revenue to app vendors.

Demand for youth sports video capability is up as more teams learn how to use video and as more teams are formed. There is a change in the way youth sports are delivered, associations are becoming stronger, team play is embraced as a way to stave of screen time among youth.

Youth sports is changing, moving away from bullying rampant in unorganized sports and toward professionally trained coaches that compliment parent volunteers. All this represents movement in the direction of creating an enjoyable fulfilling experience for a child. Children love teams if they have friends and if they can perform at a level that is satisfying.

This builds self-esteem. Youth sports teams are being created that leverage video apps to provide a quality experience for the youthful participants, coaches, and parents.

Key Topics Covered:

1. Youth Sports Video Apps Market Definition and Market Dynamics
1.1 Value of Video Apps in Youth Sports
1.1.1 Parents Tag 2,000 Plays
1.2 Video Analysis for Youth Sports Analytics
1.2.1 Video Analysis Helps Athlete Development
1.2.1 Biofeedback
1.2.2 Video Software Features
1.3 Youth Sports Smartphone and Tablet Applications
1.4 Video Systems
1.4.1 5G
1.4.2 Youth Sports Video Analytics Branding
1.5 All Teams Crunch Numbers

2 Youth Sports Video APPs Market Driving Forces and Market Shares
2.1 Sports Video Apps Market Driving Forces
2.1.1 Over-the-Top (OTT) Video Services
2.2 Youth Sports Video APPs Coaching Market Shares
2.2.1 Google/You Tube/Google Chrome Casting
2.2.2 Hudl
2.2.3 Dicks Game Changer
2.2.4 Stack Sports
2.2.5 TeamSnap
2.2.6 Coach Logic
2.2.7 Youth Sports Video App Coaching
2.2.8 Youth Sports Sharing Video
2.2.9 Streaming Media
2.2.10 Youth Sports Video Online App, Dollars, Worldwide, 2018
2.3 Youth Sports Video App Forecasts
2.3.1 Youth Team Sports Apps
2.3.2 Youth Sports Markets
2.3.3 Youth Team, League, and Tournament Sports Market Segments 2016
2.3.4 Youth Sports Registration Fees
2.4 Youth Sports Trends
2.4.1 Local Recreational Sports Facilities Are Being Developed as Services
2.4.2 Youth Sports Video Statistics via Mobile Devices
2.4.3 Innovative Game Score Tracking Applications
2.5 Team, League, and Tournament Sports Market Driving Forces
2.6 Youth Team Sports, Video Regional Market Segments, Dollars, 2017

3 Youth Sports Video Systems Description
3.1 Youth Sports Video Systems Integration
3.2 Youth Sports Video Systems User Metrics

4 Video Apps Technology
4.1 Video Apps Invaluable Resource in Any Sport
4.2 Coach's Eye
4.3 Dartfish
4.4 Hudl/Ubersense Coach
4.5 BaM Video Delay
4.6 RePlay Cam
4.7 Selected Youth Sport APPs
4.7.1 Android
4.7.2 Bonzi
4.7.3 TeamSideline App
4.7.4 RosterBot
4.7.5 ManageYourLeague
4.7.6 TeamSnap
4.7.7 LeagueApps
4.7.8 Sports Illustrated Play
4.7.9 Engage Sports
4.7.10 SportLoMo
4.7.11 DialMyCalls
4.7.12 Tips for Keeping Sports Leagues Going
4.8 Coach's Eye and Variety of Apps
4.8.1 Pitch Lab
4.8.2 Burst
4.8.3 Hudl
4.8.4 VIDDY
4.8.5 Maxmobile2
4.8.6 NCSA SPORTS
4.8.7 iSCORE BASEBALL
4.8.8 GameChanger
4.9 Digital Revolution Transforming Youth Sports
4.9.1 ScoreStream
4.9.2 First Aid App from the American Red Cross
4.9.3 Canva's Sports Certificate Templates
4.9.4 Rocky Top Sports World

5 Youth Sports Video App Company Profiles
5.1 Boxcast
5.1.1 BoxCast Pricing
5.1.2 Boxcast Revenue
5.1.3 Boxcast Real Time Scores
5.2 Catapult
5.2.1 Catapult Wearable Monitoring Technology
5.2.2 Catapult Acquisitions
5.2.3 Catapult Revenue
5.2.4 Catapult Customers
5.3 CineSports
5.3.1 CineSports Elevated Filming Gives The Best Depth Perception
5.3.2 CineSports Partnered with Swedish Company, Spiideo
5.4 Clipcast
5.4.1 ClipCast Integration with TeamSnap
5.5 Coach Logic
5.5.1 Coach Logic
5.5.2 Coach Logic Brings Teams Closer Together
5.6 Comcast/NBC/Sport Engine
5.6.1 Comcast Revenue
5.6.2 Comcast Business
5.6.3 NBC Sports Group Purchases Sport Engine
5.6.4 NBC Universal/SportsEngine
5.6.5 SportsEngine Culture
5.7 Dicks/Game Changer
5.7.1 Dicks Sporting Goods
5.7.2 Dick's Sporting Goods Revenue
5.7.3 Dick's Net Sales
5.8 Fantag
5.8.1 Teamsnap Partnership with Fantag
5.8.2 Fantag Capturing and Sharing Video from A Game
5.9 Formula One
5.10 Google YouTube Youth Sports Video
5.11 Hudl
5.11.1 Hudl Profile: Video Permits Coaches To Improve Team Performance
5.11.2 Hudl Acquisitions
5.11.3 Hudl Profile
5.11.4 Hudl Operation
5.11.5 Hudl Revenue Structure: Hudl Revenue and Financing
5.11.6 Hudl Clients and Suppliers: Hudl Partnership with Nike, APPs
5.11.7 Hudl R&D and Investment
5.11.8 Hudl Pricing
5.11.9 Hudl Gross Margin
5.11.10 Hudl Development and Prospects
5.11.11 Hudl Acquisitions Spur Growth
5.11.12 Hudl Features and Benefits: Video Review, Team Feedback and Advanced Analysis Tailored to Team
5.11.13 Hudl Video Informed In-Game Decisions
5.12 iPhone Team Sport App No.4: ChalkTalk ($4.99)
5.13 iPhone Team Sport App No.5: Game Changer (free)
5.14 Klipdraw
5.14.1 Klipdraw Moves Players to New Position
5.15 Live Barn
5.15.1 Live Barn Hassle Free Camera
5.15.2 Live Barn Revenue
5.15.3 LiveBarn Venue Marketing Portal
5.16 Youth Sports Network
5.16.1 Sources of Monetization of Youth Live Stream Services:
5.17 NAYS
5.17.1 NAYS Coach Training and Membership
5.17.2 NAYS Functions
5.18 NBC Sports
5.19 Net Edge Sport Video- Get The Edge!
5.20 Newtek
5.21 Access Industries/Perform Group
5.21.1 Perform/Opta for Broadcasters, Media Brands, Betting Companies
5.21.2 Perform/Opta Sport Streaming Platform
5.21.3 Access Industries
5.22 QSTC
5.23 RAMP Holdings
5.24 ScoreStream
5.25 Sideline Sports
5.25.1 Sideline Sports XPS Network
5.25.2 Sideline Sports XPS Network for Coaches
5.25.3 Sideline Sports Tools
5.26 Skype
5.27 Spiideo
5.27.1 Spiideo Individual vs. Team Sports
5.27.2 Spiideo Makes Video a Part of Workflow and Coaching Process
5.27.3 Spiiedo Installed Base
5.27.4 Spiideo For Individual Sports
5.27.5 Spiideo Video Recording and Analysis of Ice Hockey
5.28 Sportlyzer
5.28.1 Sportlyzer Recurring Revenue
5.28.2 Sportlyzer Privately-Held Company
5.28.3 Sportlyzer Team Management Software Customers
5.28.4 Sportlyzer Team Management Software Is a Seedcamp Company
5.29 Sportradar AG
5.29.1 Sportradar Sports Betting Services
5.29.2 Sportradar Revenue
5.30 Sports Reference
5.31 Sports Vision Technologies
5.32 Stack Sports
5.32.1 Stack Sports Profile
5.32.2 Stack Sports Operation
5.32.3 Stack Sports Revenue
5.32.4 Stack Sports Gross Margin
5.32.5 Stack Sports Clients and Suppliers
5.32.6 Stack Sports Development and Prospects
5.32.7 Stack Sports Soccer
5.32.8 Stack Sports Development: Is Building Company Through Acquisition
5.33 Steel Sports
5.34 Synergy Sports
5.34.1 Synergy Sports
5.34.2 Synergy Market Opportunity: Streaming
5.34.3 Synergy Statistics
5.34.4 Synergy Basketball Video
5.34.5 Synergy Basketball Designed for Coaches By Coaches
5.34.6 Synergy Changes The Game
5.35 TechSmith
5.36 TeamSnap
5.36.1 TeamSnap Video Platform
5.37 Youth Sports Live
5.38 Vista Equity Partners
5.38.1 Vista Equity Partners STATS
5.38.2 Stats
5.38.3 Stats Revenue
5.38.4 Active Network (Owned by Vista Capital)
5.38.5 Active Sports
5.39 Zebra
5.39.1 Zebra Data and Company Metrics
5.39.2 Zebra Technologies Sports Solutions
5.39.3 Zebra/NFL Partnership

For more information about this report visit https://www.researchandmarkets.com/research/vvj7vb/global_youth?w=12

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