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市場調查報告書

青年、休閒運動同盟用軟體市場佔有率,市場策略,及市場預測:2016-2022年

Youth and Recreational Sports League Software Market Shares, Market Strategies, and Market Forecasts, 2016 to 2022

出版商 WinterGreen Research, Inc. 商品編碼 365709
出版日期 內容資訊 英文 332 Pages
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青年、休閒運動同盟用軟體市場佔有率,市場策略,及市場預測:2016-2022年 Youth and Recreational Sports League Software Market Shares, Market Strategies, and Market Forecasts, 2016 to 2022
出版日期: 2016年08月03日 內容資訊: 英文 332 Pages
簡介

本報告提供全球青年、休閒運動同盟用軟體市場相關調查,市場動態,佔有率,及預測等分析,主要的產品的說明,主要企業簡介。

摘要整理

第1章 青年同盟運動軟體:市場說明、市場動態

  • 青年運動的魅力
  • 青年運動同盟軟體高度專門化
  • 青年運動參加的障礙
  • 青年隊的網站
  • 青年運動軟體產業的變遷
  • 青年隊軟體產品流程自動化處理
  • 青年隊軟體產品的財政自動化
  • 運動同盟軟體專門的收益模式
  • 青年隊運動對金錢的監視
  • 青年運動軟體的通訊功能

第2章 青年、業餘愛好者成人同盟運動軟體:市場佔有率、預測

  • 青年同盟運動軟體市場促進要素
  • 青年同盟運動軟體市場佔有率
  • 青年同盟運動軟體市場預測
  • 同盟軟體的大市場
  • 青年同盟軟體:各運動
  • 青年同盟運動軟體的價格/運動軟體的價格
  • 青年同盟運動軟體的地區市場分析
  • 青年隊網站的收益模式

第3章 青年同盟運動軟體:產品說明

第4章 青年休閒運動軟件:研究、技術

  • 付款閘道
  • 響應能力網站設計
  • 淘汰賽的種類
  • 季節登記 & e運動結構
  • 海上
  • FE經營管理
  • 人工智能及軟體
  • Nike的開放原始碼軟體

第5章 青年、娛樂聯盟體育軟體:企業簡介

  • Acitve Network
  • Affinity Sports
  • Atheletrax / mysportsort
  • Bear Dev
  • BenchBucket
  • Blue Star Sports
  • Catapult
  • Coach Logic
  • Cogran
  • Dicks / Blue Sombrero
  • Easyteammanager
  • Engage Sports
  • FiXi Competition Management
  • HorizonWebRef.com
  • Hudl
  • Jevin
  • Jonas Software / EZFacility
  • JoomSport
  • LeagueApps
  • LeagueLobster
  • LeagueRepublic
  • Nike+
  • QSTC
  • RosterBot
  • Sideline Sports
  • NBC / Sport Ngin
  • Sportlyzer
  • Swimtopia
  • Teamer
  • TeamSideline.com
  • TeamSnap
  • Time
  • Vista Equity Partners Fund IV and Vista Equity Partners Fund III / Active Network / ActiveSports / Lanyon
  • Wooter
  • Zuluru
  • YourTeamOnline

WinterGreen的調查

圖表清單

目錄
Product Code: SH26834732

‘Youth League Sports Software: Market Shares, Strategy, and Forecasts, Worldwide, 2016 to 2022’ has 389 pages, 185 tables and figures. Worldwide Youth and Amateur Adult League Sports Software markets are poised to achieve significant growth and enormous market consolidation as youth and recreational teams move to automated process

Integration of a variety of technologies is the functional direction of market development as vendors seek to build out a platform. As companies try to build out specialized payment processing, registration, scheduling, and team communications capability, the platforms become very complex and difficult to change. The classic software problems associated with integration of different software modules begin to plague systems developers. The platform can include a lot of different functions illustrated below.

  • Sports Software
  • Club Management
  • Sports Websites
  • Sports Technology
  • Team Roster Software
  • Team Registration Management
  • Volunteer Management Software
  • Flexible payment options.
  • Users can choose from various payment methods
  • Pay by check or by credit card
  • Track cash payments
  • Make payment on account
  • Provides an advertising base for retail outlets
  • Advertising base has local reach
  • Broad functionality
  • Administrators can collect online payment securely
  • One tap payment
  • Discounts & coupons are supported
  • Create one multifaceted product
  • Tracks rosters, schedules, game attendance, practice attendance
  • Tracks availability, team payments, and statistics
  • Text communications
  • Email communications
  • Messaging
  • Team web site communications
  • Effective communications capability
  • Fields
  • Courts
  • Lessons
  • Referees
  • Parties
  • Multipurpose rooms
  • Equipment
  • Background Screening
  • Equipment Tracking
  • Facility Management
  • Game Results Tracking
  • Online Registration
  • Scheduling
  • Team Assignments
  • Volunteer Management

Youth sports package software often generates revenue b taking a small percentage of the transactions that are run through the software by the teams. Standard software licenses are also used to pay for the software. A third revenue model depends on an annual fee per registration. In some cases, the fee is $50 per web site and an additional $299 annually A vendor typically charges $2.50 per registrant. Custom graphics are available for $599 typically.

Several youth team software vendors provide web site design tools, other vendors permit users to work with a graphics team to support building the appropriate design. Most vendors offer premium features to make them available in high end web sites. This includes text messaging, team, and effective communications capability.

A very few vendors are specialists in payments processing. Credit card processing is an important part of running an team. The teams revolve around shared use of fields, courts or ice. Payments processing provides a way to collect the money easily, providing a base for the team.

Most youth team software is available with an initial free trial. This lets people try out the web site for an organization. The strength of the software is the player registration process. Other vendors have strength in payments processing. Still others specialize in the web site design. A vendor that provides the best registration software considers it the bread and butter for the company.

Communication is a more elaborate software requirement and that is being upgraded by most vendors. Vendors work to make their software customizable. Vendors permit users to ask questions specific to the league, they can add an additional fee to be collected during the registration process.

According to Susan Eustis, leader of the market research team that prepared the study for WinterGreen Research, “Vendors are making acquisitions to make the software able to provide a large set of capabilities. Modules brought in from different companies and developers are difficult to integrate into a functioning platform. Frequently functionality brought in from an acquisition is torn down and rewritten to make it conform to a platform standard.”

Market growth comes from increased benefits of organization in youth and amateur adult sports leagues. Travel teams and tournaments are in vogue. These do not happen in a consistent manner unless there is automated process in place. Automated process is just better for making a team function smoothly, eliminating vast amounts of politics. Shared resource is always a problem, having automated management is better. Once one aspect of the team management is automated, there is demand to automate all the processes across the board leading to plenty of consolidation and acquisitions in this market.

In a $9 billion U.S. youth sports market, the software for youth and amateur adult league teams at $389.4 represents 4.3% of the total spending. This is a nascent market, there is no end in sight, markets are expected to reach $5.9 billion by 2022. Sports teams will continue to get more organized and depend on software to provide increased management efficiency.

Table of Contents

Youth and Amateur Adult League Sports Software Executive Summary

  • Youth League Sports Software Market Driving Forces
    • Youth League Sports Software Functions
    • Youth Team Sports Software Company Acquisitions
  • Youth League Sports Software Market Shares
  • Youth League Sports Software Market Forecasts
  • WinterGreen Research Global Market Intelligence Company

1. Youth League Sports Software: Market Description and Market Dynamics

  • 1.1. Appeal Of Youth Sports
    • 1.1.1. Youth League Sports Market Dynamics
  • 1.2. Youth Sports League Software Is Highly Specialized
  • 1.3. Barriers to Youth Sports Participation
  • 1.4. Youth Team Web Sites
    • 1.4.1. Youth Sports Software Web Presence
  • 1.5. Youth Sports Software Industry Transitions
  • 1.6. Youth Team Software Products Address Automation of Process
  • 1.7. Youth Team Software Products Automation of Finances
  • 1.8. Sports League Software Specialized Revenue Models
    • 1.8.1. Youth Sports League Software Revenue Models
    • 1.8.2. Youth League Sports Software Different Business Models
  • 1.9. Supervising the Money from Youth Team Sports
  • 1.10. Youth Sports Software Communications Functions
  • WinterGreen Research Global Market Intelligence Company Report Description: Youth League Sports Software and Revenue Models Matter

2. Youth and Amateur Adult League Sports Software Market Shares and Forecasts

  • 2.1. Youth League Sports Software Market Driving Forces
    • 2.1.1. Youth League Sports Software Functions
    • 2.1.2. Youth Team Sports Software Company Acquisitions
  • 2.2. Youth League Sports Software Market Shares
    • 2.2.1. Active Network / Active Sports
    • 2.2.2. Blue Star Sports
    • 2.2.3. Blue Star Sports Analysis
    • 2.2.4. Affinity Sports
    • 2.2.5. Affinity Sports API
    • 2.2.6. Sports Ngin
    • 2.2.7. Blue Star Sports
    • 2.2.8. Hudl
    • 2.2.9. Sports Illustrated Play
    • 2.2.10. Team Tennis
    • 2.2.11. Dicks Blue Sombrero
  • 2.3. Youth League Sports Software Market Forecasts
    • 2.3.1. Youth Sports League Software Penetration Analysis
    • 2.3.2. Youth and Amateur Adult Team Sports League Software Unit Analysis Assumptions
    • 2.3.3. Youth Team Sports Software Functional Models Registration, Communication, and Web Site Development or Combination
    • 2.3.4. Protecting the Money Collected for a Youth Sports League
    • 2.3.5. Applications
    • 2.3.6. League Software and App Revenue Models
    • 2.3.7. Transactional App Revenue Model
    • 2.3.1. Charge Card Revenue per Transaction
    • 2.3.2. Software Licensing Model
    • 2.3.3. Advertising Model
    • 2.3.4. Extracting Value from Data
    • 2.3.5. Youth League Sports Software Shipments by Sport: US and Worldwide
  • 2.4. League Software Larger Market
  • 2.5. Youth League Software by Sports
    • 2.5.1. Swimming Example
  • 2.6. Youth League Sports Software Prices / Sports Software Pricing
    • 2.6.1. Hudl Prices
    • 2.6.2. Blue Star Sports Prices
    • 2.6.3. Affinity Sports
  • 2.7. Youth League Sports Software Regional Market Analysis
    • 2.7.1. US
    • 2.7.2. Canada
  • 2.8. Youth Team Sites Revenue Model
    • 2.8.1. Applications

3. Youth League Sports Software Product Description

  • 3.1. Vendors Address Needs of Different Types of Teams
    • 3.1.1. Active Sports Strengths
    • 3.1.2. Active Sports Challenges
    • 3.1.3. Active Sports Online Sports Management Software
  • 3.2. Sport Ngin
    • 3.2.1. Sport Ngin Strengths
    • 3.2.2. Sport Ngin Challenges
  • 3.3. Dicks Sporting Goods / Blue Sombrero
    • 3.3.1. Blue Sombrero Strengths
    • 3.3.2. Blue Sombrero Challenges
  • 3.4. Sports Illustrated Play / League Athletics
    • 3.4.1. Sports Illustrated League and Club Team Software Strengths
    • 3.4.2. Sports Illustrated League and Club Team Software Challenges
    • 3.4.3. Sports Illustrated Youth Software Revenue Model
  • 3.5. Blue Star Sports
    • 3.5.1. Blue Star Sports Strengths
    • 3.5.2. Blue Star Sports Challenges
    • 3.5.3. Blue Star Sports Vision Is to Connect All the Technologies And Services In The Market
  • 3.6. TeamSideline.com
  • 3.7. Teamsnap
    • 3.7.1. Teamsnap to Add League Services
    • 3.7.2. TeamSnap Strengths
    • 3.7.3. TeamSnap Challenges
    • 3.7.4. Teamsnap to Add League Services
  • 3.8. EZFacility.com Sports Facility & League Software
    • 3.8.1. EZFacility Strengths
    • 3.8.2. EZFacility Challenges
    • 3.8.3. EZFacility Features
  • 3.9. Cogran
    • 3.9.1. Cogran Strengths
    • 3.9.2. Cogran Challenges
    • 3.9.3. Cogran Handles Sports League Management
    • 3.9.4. Cogran Revenue
    • 3.9.5. Cogran Systems Sports League Management
    • 3.9.6. Cogran Revenue
  • 3.10. RosterBot
  • 3.11. Manage Your League
  • 3.12. LeagueApps
    • 3.12.1. LeagueApps Cloud Based Software
  • 3.13. LeagueLobster
    • 3.13.1. LeagueLobster Sports League Management Software
    • 3.13.2. League Management Software with Stats Tracking
    • 3.13.3. League Management Software Automatic Match Invite and Sports Team Automatic RSVP
    • 3.13.4. League Management Software Payment Collector for Sports Teams
    • 3.13.5. League Management Software Free Agent List
    • 3.13.6. The Hub, Basket Ball information powered by LeagueLobster
    • 3.13.7. LeagueLobster Hub Partners
  • 3.14. Front Desk
  • 3.15. ClubManager
  • 3.16. Engage Sports
  • 3.17. Bm Sports Leagues New York
  • 3.18. Team Sports Admin
  • 3.19. WatchMeGoPro
  • 3.20. SwimTopia
    • 3.20.1. SwimTopia Revenue
  • 3.21. JDPreneur
  • 3.22. Bonzi Technology
  • 3.23. TopDog Sports
    • 3.23.1. Top Dog Tennis Interclub Leagues Software
    • 3.23.2. TopDog Sports Stats:
    • 3.23.3. TopDog Sports Reservations
    • 3.23.4. TopDog Sports Profiles
    • 3.23.5. TopDog Sports Round Robin Schedules
    • 3.23.6. TopDog Sports
  • 3.24. Zuluru
    • 3.24.1. Zuluru Open-Source Project, Funded Partially Through Donations
  • 3.25. LeagueLineup
  • 3.26. Upper Hand

4. Youth and Recreational League Sports Software Research and Technology

  • 4.1. Payment Gateways
    • 4.1.1. Payment Processing Solutions For a League
    • 4.1.2. Recommended Merchant Broker Authorize.net Gateway
  • 4.2. Responsive Web Design
    • 4.2.1. Robust Website Structure
  • 4.3. Tournament Types
    • 4.3.1. MatchDay types
  • 4.4. Season Registration & eSport Configuration
  • 4.5. Venue
  • 4.6. FE management
    • 4.6.1. Extra fields
  • 4.7. Artificial Intelligence And Software
  • 4.8. Nike Open Source Software

5. Youth and Recreational League Sports Software Company Profiles

  • 5.1. Acitve Network
    • 5.1.1. Active Network Follow-On Acquisition
    • 5.1.2. Ministry Brands Acquires ACTIVE Network's Faith Division
    • 5.1.3. Active Network / Active Sports
    • 5.1.4. Active Sports Strengths
    • 5.1.5. Active Sports Challenges
    • 5.1.6. Active Sports Revenue Model
    • 5.1.7. Lanyon Solutions / Active Networks / Active Sports
  • 5.2. Affinity Sports
    • 5.2.1. Affinity Sports API
  • 5.3. Atheletrax / mysportsort
  • 5.4. Bear Dev
  • 5.5. BenchBucket
  • 5.6. Blue Star Sports
    • 5.6.1. Blue Star Sports Goalline
  • 5.7. Catapult
    • 5.7.1. Catapult Acquisitions
    • 5.7.2. Catapult Customers
    • 5.7.3. Catapult Team Customer Base
    • 5.7.4. Catapult Monitoring Elite Athletes
  • 5.8. Coach Logic
  • 5.9. Cogran
  • 5.10. Dicks / Blue Sombrero
    • 5.10.1. Revenue Model
  • 5.11. Easyteammanager
  • 5.12. Engage Sports
  • 5.13. FiXi Competition Management
    • 5.13.1. FiXi Competition Management Revenue Model
    • 5.13.2. FiXi Competition Management Features and Functions
    • 5.13.3. FiXi Competition Management Target Markets
    • 5.13.4. FiXi Competition Management Customization and League Requirements 253
  • 5.14. HorizonWebRef.com
    • 5.14.1. HorizonWebRef Revenue Model
  • 5.15. Hudl
    • 5.15.1. Hudl Acquisitions
    • 5.15.2. Hudl Revenue Model
    • 5.15.3. Hudl Financing
    • 5.15.4. Hudl Partnership with Nike
  • 5.16. Jevin
  • 5.17. Jonas Software / EZFacility
    • 5.17.1. EZFacility Sports Facility & League Software
    • 5.17.2. Revenue Model
    • 5.17.3. EZFacility Features and Functions
    • 5.17.4. EZFacility Target Market
  • 5.18. JoomSport
    • 5.18.1. JoomSport Revenue Model
    • 5.18.2. JoomSport Target Market
    • 5.18.3. JoomSport Features
  • 5.19. LeagueApps
    • 5.19.1. LeagueApps Revenue Model
    • 5.19.2. LeagueApps Features and Functions
    • 5.19.3. LeagueApps Target Market
  • 5.20. LeagueLobster
  • 5.21. LeagueRepublic
    • 5.21.1. LeagueRepublic Features
  • 5.22. Nike+
    • 5.22.1. Nike Personal Analytics
    • 5.22.2. Nike Partnership with Hudl
  • 5.23. QSTC
  • 5.24. RosterBot
    • 5.24.1. Rosterbot Team Management Service
  • 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. NBC / Sport Ngin
  • 5.27. Sportlyzer
  • 5.28. Swimtopia
    • 5.28.1. Team Topia / SwimTopia
    • 5.28.2. Team Topia Revenue Model
  • 5.29. Teamer
  • 5.30. TeamSideline.com
    • 5.30.1. TeamSideline Features
    • 5.30.2. TeamSideline Team Sites
  • 5.31. TeamSnap
    • 5.31.1. 9. Million People Use TeamSnap:
    • 5.31.2. TeamSnap Target Sports
    • 5.31.3. TeamSnap / Manage League
    • 5.31.4. TeamSnap Metrics
    • 5.31.5. Teamsnap $10 Million Investment Led by Northgate Capital
  • 5.32. Time
    • 5.32.1. Sports Illustrated Play
    • 5.32.2. Sports Illustrated Play
    • 5.32.3. Sports Illustrated Strengths
    • 5.32.4. Sports Illustrated Challenges
    • 5.32.5. Si Acquires League Athletics
    • 5.32.6. LeagueAthletics.com
    • 5.32.7. LeagueAthletics Revenue Model
    • 5.32.8. LeagueAthletics Features and Functions
    • 5.32.9. Tourney Machine Partnership with Sports Illustrated Play Prelude to Acquisition 306
    • 5.32.10. Sports Illustrated Play acquires Iowa-based Tourney Machine
    • 5.32.11. SI Online Sports Registration
    • 5.32.12. SI Play Secure Communication
    • 5.32.13. SI Play: Information About The Game Matters
    • 5.32.14. SiPlay-Online-Registration-Secure Online Payments
    • 5.32.15. Sports Illustrated Play Teamwall Mobile App
    • 5.32.16. SiPlay-Customizable Online-Registration
    • 5.32.17. Revenue Model
    • 5.32.18. Time Acquires Viant
    • 5.32.19. Viant
  • 5.33. Vista Equity Partners Fund IV and Vista Equity Partners Fund III / Active Network / ActiveSports / Lanyon
    • 5.33.1. Sister Companies San Diego software firm Active Network and Lanyon, both Part of Vista Equity Partners' Portfolio
    • 5.33.2. ActiveSports
    • 5.33.3. STATS
    • 5.33.4. Amisco Prozone ("Prozone")
    • 5.33.5. Automated Insights
    • 5.33.6. The Sports Network (TSN)
    • 5.33.7. Bloomberg Sports
  • 5.34. Wooter
  • 5.35. Zuluru
    • 5.35.1. Zuluru Revenue Model
  • 5.36. YourTeamOnline

WinterGreen Research,

  • WinterGreen Research Methodology
  • WinterGreen Research Process
  • Market Research Study

List of Tables and Figures:

  • Table ES-1: Youth League Sports Software Market Driving Forces
  • Table ES-2: Youth League Sports Software Functions
  • Table ES-3: Youth League Sports Software Market Factors
  • Table ES-4: Youth League Sports Software Market Demands
  • Figure ES-5: Youth Sports League Software: Market Shares, Dollars, Worldwide, 2015
  • Figure ES-6: Youth Sports League Software Forecasts, Dollars, Worldwide, 2016-2022
  • Table 1-1: Barriers To Youth Sports Participation
  • Table 1-2: Youth League Sports Software Sample Market Driving Forces
  • Table 1-3: Youth League Sports Software Market Driving Forces
  • Table 1-4: Youth League Sports Software Market Factors
  • Table 1-5: Youth League Sports Software Demands
  • Table 1-6: Barriers to Youth Sports Participation
  • Table 1-7: Youth Sports Software Communications Functions
  • Table 2-1: Youth League Sports Software Market Driving Forces
  • Table 2-2: Youth League Sports Software Functions
  • Table 2-3: Youth League Sports Software Market Factors
  • Table 2-4: Youth League Sports Software Market Demands
  • Figure 2-5: Youth Sports League Software: Market Shares, Dollars, Worldwide, 2015
  • Table 2-6: Youth Sports League Software, Dollars, Worldwide, 2015
  • Table 2-7: Youth, High School, College and Adult Sports League Software, Market Shares, Dollars, Worldwide, 2015
  • Table 2-8: Youth, High School, College and Adult Sports League Software, Market Shares, Percent, Worldwide, 2015
  • Table 2-9: College and University Sports League Participation, United States and Worldwide, Number of Players, 2015
  • Figure 2-10: Youth Sports League Software Forecasts, Dollars, Worldwide, 2016-2022
  • Table 2-11: Youth and Amateur Adult Team Sports Software Revenue Models Market Forecasts, Dollars and Percent Growth, Worldwide, 2016-2022
  • Figure 2-12: Market Division Between Youth And Amateur Adult Sport Leagues
  • Table 2-13: Youth and Amateur Adult Team Sports League Software Unit Analysis Percent Penetration, Worldwide, 2016-2022
  • Table 2-14: Youth Team Sports Software Functional Models Market Forecasts, Simple Registration, Registration, Communication and Web Site Development, or Combination with Coaching Video, Dollars, Worldwide, 2016-2022
  • Figure 2-15: Youth and Adult Sports League Software Unit Analysis, Dollars per Unit, Units and Dollars, US, 2015
  • Table 2-16: Youth Team Sports Software Revenue Models Market Forecasts, Transactional Apps, Free Apps Information Based License Fee per Software Package, Per User Fee, Dollars, Worldwide, 2016-2022
  • Table 2-17: Team Sports Software License, Transaction, and Advertising Revenue Models Market Forecasts, Number of Players, Worldwide, 2016-2022
  • Table 2-18: Active Sport Sliding Scale Registration Fee: Transaction Processing fee
  • Table 2-19: Average Credit Card Processing Fees
  • Figure 2-20: Youth Team Sports Software Transactional Revenue Models Market Forecasts, Dollars, Worldwide, 2016-2022
  • Table 2-21: Youth, High School, University, College and Adult Team Sports Software Revenue Models Market Forecasts, License Fee per Software Package, Dollars, Worldwide, 2016-2022
  • Table 2-22: Youth Team Sports Software Revenue Models Market Forecasts, Free App Software Package, Per User Fee, Dollars, Worldwide, 2016-2022
  • Table 2-23: Youth and Amateur Adult Team Sports Participation, United States and Worldwide, Number of Players, 2016
  • Table 2-24: Applications for Youth Sports Software Platforms
  • Table 2-25: Cogran Organizations Served
  • Figure 2-26: Youth and Adult Sports League Participation, United States and Worldwide, Number of Players, 2015
  • Figure 2-27: Blue Star Sports Prices for Software
  • Figure 2-28: Blue Star Sports Tools
  • Figure 2-29: Youth and Amateur Adult Sports League Software Regional Market Segments, Dollars, 2015
  • Figure 2-30: Youth and Amateur Adult League Sports Software Regional Market Segments, 2015 106
  • Table 2-31: Number of Youth Sports Players US and Worldwide, Dollars per Player, 2015
  • Table 2-32: Youth Team Sports Software Revenue Models Market Forecasts, Transactional Apps, Free Apps Information Based License Fee per Software Package, Per User Fee, Dollars, Worldwide, 2016-2022
  • Table 2-33: Youth Sports League Participation, US and Worldwide, Dollars per Player, 2015 111
  • Table 2-34: Youth Sports League Participation, United States and Worldwide, Number of Players, 2015
  • Table 3-1: Active Sports National Sports Governing Body Partners
  • Table 3-2: EZFacility Sports Facility & League Software Scheduling & Management Types
  • Table 3-3: Cogran Organizations Served
  • Table 3-4: Cogran Systems Flexible Payments Systems Functions
  • Table 3-5: Cogran Supports Major Payment Processors:
  • Table 3-6: Cogran Youth League Functions
  • Figure 3-7: League Apps Software Functions
  • Table 3-8: LeagueApps Sports Organization Software Modules
  • Table 3-9: LeagueApps Sports Target Markets
  • Figure 3-10: LeagueApps Schedule
  • Figure 3-11: LeagueLobster Management Software
  • Table 3-12: LeagueLobster League Management Software Benefits
  • Figure 3-13: TopDog Sports Tennis Sports Management
  • Table 3-14: TopDog Sports Online Tennis League Management Functions
  • Figure 4-1: Responsive Web Design (RWD) Illustrated
  • Figure 4-2: Robust Website Structure
  • Figure 4-3: Division of Tournament Types
  • Table 5-1: Crowdfunding for Sports Teams
  • Table 5-2: Catapult Team Customer Base
  • Table 5-3: Catapult for Coaches Providing Scientifically-Validated Metrics on Athlete Performance
  • Table 5-4: Engage Sports Tools
  • Figure 5-5: HorizonWebRef Pricing per Official
  • Table 5-6: EZ Facility Key Features
  • Figure 5-7: EZFacility Target Markets
  • Table 5-8: LeagueRepublic Sports Software Functions
  • Table 5-9: Sideline Sports XPS Network Functions
  • Table 5-10: Sideline Sports Clients by Category And Sport
  • Table 5-11: Sportlyzer Sports Customers
  • Table 5-12: Sportlyzer Sports Metrics
  • Figure 5-13: SwimTopia Investors
  • Figure 5-14: TeamSnap Employees
  • Table 5-15: TeamSnap Coaching Platform Toolset Tasks
  • Table 5-16: TeamSnap Platforms Supported
  • Table 5-17: TeamSnap Target Market
  • Figure 5-18: TeamSnap Online Sports Team Management Application
  • Table 5-19: TeamSnap Online Features
  • Table 5-20: TeamSnap Benefits
  • Figure 5-21: TeamSnap Mobile App
  • Table 5-22: TeamSnap Team Management Sports Targeted
  • Table 5-23: TeamSnap Integration Features
  • Table 5-24: TeamSnap Free Features
  • Table 5-25: TeamSnap Basic Prices and Features
  • Table 5-26: TeamSnap Premium Features
  • Table 5-27: TeamSnap Ultra Prices and Features
  • Table 5-28: TeamSnap Smartphone App Functions
  • Table 5-29: TeamSnap Smartphone System Requirements
  • Figure 5-30: Sports Illustrated Si Play
  • Figure 5-31: SI Communication Smart Phone and Online
  • Figure 5-32: SI Play Sending League Members An Email Or Text Message
  • Figure 5-33: Game And Player Statistics
  • Table 5-34: Sports Illustrated League and Club Team Software Strengths
  • Table 5-35: Sports Illustrated League and Club Team Software Challenges
  • Figure 5-36: Sports Illustrated TeamWall Mobile App
  • Figure 5-37: Vista Equity Partners Portfolio Companies'
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