Dublin, April 10, 2019 (GLOBE NEWSWIRE) -- The "Sports Technology Market by Technology (Device, Smart Stadium, Esports, Sports Analytics), Sports (Soccer, Baseball, Basketball, Ice Hockey, American Football/ Rugby, Tennis, Cricket, Golf, Esports), and Geography - Global Forecast to 2024" report has been added to ResearchAndMarkets.com's offering.

The sports technology market was valued at USD 8.97 billion in 2018 and is projected to reach USD 31.05 billion by 2024; it is expected to grow at a CAGR of 20.63% during the forecast period.

Sports technologies covered in this report include sports data analytics, smart stadium, esports, and devices such as wearable devices, digital signage, and cameras. The scope of the study is limited to the sports technologies that cater to professional sports only and not consumer applications.

In recent years, professional sports bodies have adopted new technologies such as sports data analytics, smart stadium, wearable devices, digital signage, and esports. Smart stadium is one of the major trends worldwide due to the proliferation of sporting events. Technological innovations in the smart stadium market are driving the implementation of several projects worldwide. Market opportunities in Europe and APAC are high, with favorable economic and sporting environment. esports is mainly driven by the increasing popularity of video games. Wearable technology refers to electronic technologies or devices worn by users either on their body or clothing.

Wearable devices facilitate human-computer interaction by making use of small body-worn computers. These devices include activity trackers, smart clothing, smart glasses, smartwatches, and virtual and augmented reality devices. Wearable devices allow hands-free operations, real-time data monitoring, network communication, and data analytics. All these technological benefits are driving the overall sports technology market.

Leading players in the sports technology market includes IBM (US), Ericsson (Sweden), Cisco (US), Fujitsu (Japan), SAP (Germany), Oracle (US), NEC (Japan), LG (South Korea), Sharp (Japan), Samsung (South Korea), Fitbit (US), Apple (US), Garmin (US), Sony (Japan), Panasonic (Japan), Modern Times Group (Sweden), Activision Blizzard (US), Tencent (China), and CJ Corporation (South Korea).

Key Topics Covered:

1 Introduction

2 Research Methodology

3 Executive Summary

4 Premium Insights
4.1 Sports Technology Market Opportunities
4.2 Sports Wearables Market, By Type, 2016-2024 (USD Million)
4.3 Sports Technology Market, By Technology & Region
4.4 Smart Stadium Market, By Software, 2016-2024 (USD Million)
4.5 Smart Stadium Market, By Services, 2016-2024 (USD Million)

5 Market Overview
5.1 Introduction
5.2 Market Dynamics
5.2.1 Drivers
5.2.1.1 Significant Improvement in Audience Engagement
5.2.1.2 Growing Demand for Data-Driven Decisions and Operations
5.2.1.3 Increasing Sports Events, Online and Offline
5.2.2 Restraints
5.2.2.1 High Initial Investment and Budget Constraints
5.2.3 Opportunities
5.2.3.1 Growing Sports Leagues and Increasing Number of Events With Large Prize Pools
5.2.4 Challenges
5.2.4.1 Complexities in Upgrading and Replacing Legacy Systems
5.2.4.2 Risk of Technology Glitches at Live Events

6 Market, By Technology
6.1 Introduction
6.2 Device
6.2.1 Wearables
6.2.1.1 Wristwear
6.2.1.2 AR/VR
6.2.1.3 Smart Clothing
6.2.2 Digital Signage
6.2.3 Camera
6.3 Smart Stadium
6.3.1 Software
6.3.1.1 Digital Content Management
6.3.1.2 Stadium and Public Security
6.3.1.3 Building Automation
6.3.1.4 Event Management
6.3.1.5 Network Management
6.3.1.6 Crowd Management
6.4 Services
6.4.1.1 Consulting
6.4.1.2 Deployment and Integration
6.4.1.3 Support and Maintenance
6.5 Esports
6.5.1 Media Rights
6.5.1.1 Expanding Esports Fan-Base is Key Driver for Increasing Revenue Through Media Rights
6.5.2 Tickets and Merchandise
6.5.3 Sponsorships and Direct Advertisements
6.5.3.1 Sponsorship and Direct Advertisement Offer Brand Owners Opportunities to Reach Game Fans in Events
6.5.4 Publisher Fees
6.6 Sports Analytics
6.6.1 Player Analysis
6.6.2 Team Performance Analysis
6.6.3 Video Analysis
6.6.4 Health Assessment
6.6.5 Data Interpretation and Analysis
6.6.6 Fan Engagement and Digital Experience Analysis
6.6.7 Others

7 Market, By Sports
7.1 Introduction
7.2 Soccer
7.2.1 Most of Latest Sports Technologies are Used By Soccer Organizers, Teams, Players, and Coaches
7.3 Baseball
7.3.1 Major League Baseball Started Allowing Players Use Wearables Since 2016
7.4 Basketball
7.4.1 Basketball Players Use Wearable Devices to Track Workloads and Movement for Injury Prevention
7.5 Ice Hockey
7.5.1 Mobile Sensor Systems are Increasingly Used in Training
7.6 American Football/Rugby
7.6.1 in America Football, Analysis of Data Transmitted to Cloud From Sensors is Helping Teams Keep Players at Peak of Physical Fitness
7.7 Tennis
7.7.1 Plenty of Devices Designed Specifically to Help Tennis Players Improve Both on and Off Court
7.8 Cricket
7.8.1 Wearable Technology Helps Cricketers Improve Their Game and Make Better Decisions
7.9 Golf
7.9.1 Wearable Technology Companies are Enticing Golf Players to Stay Connected With Electronic Devices That Help Improving Their Games
7.10 Esports
7.10.1 Esports has Witnessed Significant Growth in Past Few Years, Especially Due to Large Prize Pool Events
7.11 Others

8 Geographic Analysis
8.1 Introduction
8.2 North America
8.2.1 Several Stadium Operators, Teams, Players, and Event Organizers in This Region are Adopting Latest Sports Technologies to Transform Their Operations Digitally
8.3 Europe
8.3.1 EU and Individual State Financing Policies Expected to Drive Continued Growth of European Sports Technology Market
8.4 APAC
8.4.1 Emergence of New Sports Leagues Driving Demand for Sports Technologies in APAC
8.5 RoW
8.5.1 Internet Penetration and Cloud Adoption are Gradually Rising in RoW, Along With Flourishing Teams in Various Sports

9 Competitive Landscape
9.1 Overview
9.2 Ranking Analysis of Key Players in Sports Technology Market
9.3 Competitive Leadership Mapping
9.3.1 Visionary Leaders
9.3.2 Innovators
9.3.3 Dynamic Differentiators
9.3.4 Emerging Companies
9.4 Competitive Situations and Trends
9.4.1 Product Launches and Developments
9.4.2 Partnership/Agreement/Collaboration/Joint Venture/Alliance
9.4.3 Award/Events/Sponsorship
9.4.4 Acquisition
9.4.5 Expansion/ Investment

10 Company Profiles

  • Activision Blizzard
  • Apple
  • ARRI
  • Cisco
  • CJ Corporation
  • Ericsson
  • Fitbit
  • Fujitsu
  • Garmin
  • IBM
  • LG
  • Modern Times Group
  • NEC
  • Oracle
  • Panasonic Corporation
  • Samsung
  • SAP SE
  • Sharp
  • Sony
  • Tencent
  • Valve Corporation

For more information about this report visit https://www.researchandmarkets.com/r/6t1b5r

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