運動科技的全球市場:規模,佔有率,趨勢分析,機會,預測(2019年~2029年):各科技,各運動,各終端用戶,各地區
市場調查報告書
商品編碼
1267351

運動科技的全球市場:規模,佔有率,趨勢分析,機會,預測(2019年~2029年):各科技,各運動,各終端用戶,各地區

Sports Technology Market - Global Size, Share, Trend Analysis, Opportunity and Forecast Report, 2019-2029, Segmented By Technology ; By Sports ; By End User ; By Region

出版日期: | 出版商: Blueweave Consulting | 英文 400 Pages | 商品交期: 2-3個工作天內

價格
簡介目錄

全球運動科技的市場規模,2022年是122億5,000萬美金。今後,2023年~2029年預計以19.73%的年複合成長率穩定成長,預計2029年達到472億5,000萬美元。

本報告提供全球運動科技市場相關調查,市場概要,以及各科技,各運動,各終端用戶,各地區趨勢,競爭情形,及加入此市場的主要企業簡介等資訊。

目錄

第1章 調查架構

第2章 摘要整理

第3章 世界運動科技市場洞察

  • 產業價值鏈分析
  • DROC分析
    • 促進因素
    • 阻礙因素
    • 機會
    • 課題
  • 技術的進步/最近的開發
  • 法律規範
  • 波特的五力分析

第4章 全球運動科技市場概要

  • 市場規模與預測,2019年~2029年
  • 市場佔有率與預測
    • 各科技
      • 設備
      • 智慧運動場
      • 分析與統計
      • 電子競技
    • 各運動
      • 美式足球/橄欖球
      • 棒球
      • 籃球
      • 板球
      • 高爾夫球
      • 冰球
      • 網球
      • 足球
      • 其他
    • 各終端用戶
      • 運動協會
      • 俱樂部
      • 同盟
      • 運動員
      • 教練
    • 各地區
      • 北美
      • 歐洲
      • 亞太地區
      • 南美
      • 中東、非洲

第5章 北美的運動科技市場

第6章 歐洲的運動科技市場

第7章 亞太地區的運動科技市場

第8章 南美的運動科技市場

第9章 中東、非洲的運動科技市場

第10章 競爭情形

第11章 COVID-19對全球運動科技市場的影響

第12章 企業簡介

  • Apple Inc.
  • ChyronHego Corporation
  • Cisco Systems, Inc.
  • HCL Technologies Limited
  • IBM Corporation
  • Infosys Limited
  • Modern Times Group MTG
  • Oracle
  • Panasonic Corporation
  • SAP SE
  • Sony Corporation
  • Stats LLC
  • Telefonaktiebolaget LM Ericsson
  • LG Electronics
  • Fitbit LLC
  • SAMSUNG
  • 其他

第13章 主要策略性推薦事項

第14章 調查手法

簡介目錄
Product Code: BWC23304

Global Sports Technology Market Size More Than Triples at Impressive CAGR of 19.7% to Touch USD 47.2 Billion by 2029.

Global sports technology market is flourishing because of an increasing number of sports events and a growing focus on delighting and engaging fans at stadiums.

BlueWeave Consulting, a leading strategic consulting and market research firm, in its recent study, estimated the global sports technology market size at USD 12.25 billion in 2022. During the forecast period between 2023 and 2029, BlueWeave expects the global sports technology market size to grow at a robust CAGR of 19.73% reaching a value of USD 47.25 billion by 2029. Major growth drivers for global sports technology market include increasing use of data analytics, the integration of social media and IoT, and a growing interest in fitness and sports among consumers. The industry is expected to experience substantial growth due to the rising demand for data-driven decision-making, as well as the increase in the number of sporting events. There is also a growing demand for technology-based services in the sports industry, with a focus on entertainment activities and engaging audiences. This is due to a shift towards digital transformation in arenas and stadiums. Recent developments in sports technology have been driven by investments from organizations in adopting the latest technologies. These advancements have led to improved player performance tracking and more engaging fan experiences, which are expected to further drive the expansion of the global sports technology market in the forecast period. However, high initial investments and budget constraints are anticipated to hinder the overall market growth.

Global Sports Technology Market - Overview:

Sports technology amalgamates engineering science, measurement and analysis, and sports science to establish a connection between the playing characteristics of sports equipment and product design principles. This is achieved by incorporating up-to-date knowledge of manufacturing processes and materials, which results in better performance and ease of use in sports products. However, the incorporation of new technology in sports has faced criticism for slowing down the pace of the game. Despite this, for many people, the use of technology to make correct decisions has made watching sports more enjoyable.

Using proven accurate technologies to make the best decisions is only fair to the players and teams. High-tech aids such as instant replay have long been used in professional sports to assist referees in making the correct call. For instance, video replay systems have been employed in gridiron and basketball to review referee decisions and ensure that players are shooting within the shot clock's time limit, respectively. In international cricket, a third umpire has access to TV replays of certain situations such as disputed catches and boundaries, to advise the central umpires who sit off the ground. The use of wireless technology also allows the umpires on the field to communicate with each other. In soccer/football, replay technology has been resisted until recently. However, replays are now being used to determine whether a ball has crossed the goal line, as well as to clarify penalty decisions. A computer and camera system known as Hawk-eye, which tracks the trajectory of a ball, is currently used in international cricket and tennis, with many other sports considering adopting it. In soccer, it is being tested as part of the goal line evaluation.

Impact of COVID-19 on Global Sports Technology Market

COVID-19 pandemic adversely affected the global sports technology market. The pandemic caused the postponement or cancellation of numerous sporting events, leading to a decline in the demand for sports technology. Many sports technology companies have experienced a significant reduction in revenue due to the absence of live sports events and reduced sponsorship and advertising deals. However, the pandemic has also resulted in an increased focus on digital platforms and virtual experiences, as live events were not feasible during the height of the pandemic. This has led to the development of new technologies and innovations in areas such as live streaming, virtual reality, and esports. In addition, the pandemic has highlighted the importance of sports technology in providing remote training and performance analysis for athletes. As social distancing measures and restrictions on travel continue, sports technology companies are likely to continue to invest in developing and enhancing remote training and analysis tools.

Global Sports Technology Market - By Technology:

By technology, the global sports technology market is divided into Devices, Smart Stadium, Analytics & Statistics, and Esports segments. The esports segment held the highest market share in 2022. Popular esports games, such as PUBG: Battlegrounds, Fortnite, and League of Legends, have witnessed an increasing demand in recent years. Additionally, Twitch, a streaming platform dedicated to esports and video game live streaming, experienced a 45% increase in viewership compared to 2020, with fans spending 24 million hours watching streamers in 2021. Meanwhile, the analytics and statistics segment are predicted to have the second-highest CAGR in the forecast period. In the sports industry, digital analytics has various on-field applications, including managing individual and team performance, which is expected to increase as there is a growing need to analyze game patterns and athlete performance.

Competitive Landscape:

Major players operating in the global sports technology market include: Apple Inc., ChyronHego Corporation, Cisco Systems, Inc., HCL Technologies Limited, IBM Corporation, Infosys Limited, Modern Times Group MTG, Oracle, Panasonic Corporation, SAP SE, Sony Corporation, Stats LLC, Telefonaktiebolaget LM Ericsson, LG Electronics, Fitbit LLC, and SAMSUNG. To further enhance their market share, these companies employ various strategies, including mergers and acquisitions, partnerships, joint ventures, license agreements, and new product launches.

The in-depth analysis of the report provides information about growth potential, upcoming trends, and statistics of Global Sports Technology Market. It also highlights the factors driving forecasts of total market size. The report promises to provide recent technology trends in Global Sports Technology Market and industry insights to help decision-makers make sound strategic decisions. Furthermore, the report also analyzes the growth drivers, challenges, and competitive dynamics of the market.

Table of Contents

1. Research Framework

  • 1.1. Research Objective
  • 1.2. Product Overview
  • 1.3. Market Segmentation

2. Executive Summary

3. Global Sports Technology Market Insights

  • 3.1. Industry Value Chain Analysis
  • 3.2. DROC Analysis
    • 3.2.1. Growth Drivers
      • 3.2.1.1. Rising Focus on Delighting and Engaging Fans at Stadiums
      • 3.2.1.2. Growing Number of Sports Events
    • 3.2.2. Restraints
      • 3.2.2.1. High Initial Investment and Budget Constraints
    • 3.2.3. Opportunities
      • 3.2.3.1. Increasing Adoption of AR and VR in Sports
    • 3.2.4. Challenges
      • 3.2.4.1. Complexities in Upgrading and Replacing Legacy Systems
  • 3.3. Technology Advancements/Recent Developments
  • 3.4. Regulatory Framework
  • 3.5. Porter's Five Forces Analysis
    • 3.5.1. Bargaining Power of Suppliers
    • 3.5.2. Bargaining Power of Buyers
    • 3.5.3. Threat of New Entrants
    • 3.5.4. Threat of Substitutes
    • 3.5.5. Intensity of Rivalry

4. Global Sports Technology Market Overview

  • 4.1. Market Size & Forecast, 2019-2029
    • 4.1.1. By Value (USD Billion)
  • 4.2. Market Share & Forecast
    • 4.2.1. By Technology
      • 4.2.1.1. Devices
      • 4.2.1.2. Smart Stadium
      • 4.2.1.3. Analytics & Statistics
      • 4.2.1.4. Esports
    • 4.2.2. By Sports
      • 4.2.2.1. American Football/Rugby
      • 4.2.2.2. Baseball
      • 4.2.2.3. Basketball
      • 4.2.2.4. Cricket
      • 4.2.2.5. Golf
      • 4.2.2.6. Ice Hockey
      • 4.2.2.7. Tennis
      • 4.2.2.8. Soccer
      • 4.2.2.9. Others
    • 4.2.3. By End User
      • 4.2.3.1. Sport Associations
      • 4.2.3.2. Clubs
      • 4.2.3.3. Leagues
      • 4.2.3.4. Athletes
      • 4.2.3.5. Coaches
    • 4.2.4. By Region
      • 4.2.4.1. North America
      • 4.2.4.2. Europe
      • 4.2.4.3. Asia Pacific (APAC)
      • 4.2.4.4. Latin America (LATAM)
      • 4.2.4.5. Middle East and Africa (MEA)

5. North America Sports Technology Market

  • 5.1. Market Size & Forecast, 2019-2029
    • 5.1.1. By Value (USD Billion)
  • 5.2. Market Share & Forecast
    • 5.2.1. By Technology
    • 5.2.2. By Sports
    • 5.2.3. By End User
    • 5.2.4. By Country
      • 5.2.4.1. United States
      • 5.2.4.1.1. By Technology
      • 5.2.4.1.2. By Sports
      • 5.2.4.1.3. By End User
      • 5.2.4.2. Canada
      • 5.2.4.2.1. By Technology
      • 5.2.4.2.2. By Sports
      • 5.2.4.2.3. By End User

6. Europe Sports Technology Market

  • 6.1. Market Size & Forecast, 2019-2029
    • 6.1.1. By Value (USD Billion)
  • 6.2. Market Share & Forecast
    • 6.2.1. By Technology
    • 6.2.2. By Sports
    • 6.2.3. By End User
    • 6.2.4. By Country
      • 6.2.4.1. Germany
      • 6.2.4.1.1. By Technology
      • 6.2.4.1.2. By Sports
      • 6.2.4.1.3. By End User
      • 6.2.4.2. United Kingdom
      • 6.2.4.2.1. By Technology
      • 6.2.4.2.2. By Sports
      • 6.2.4.2.3. By End User
      • 6.2.4.3. Italy
      • 6.2.4.3.1. By Technology
      • 6.2.4.3.2. By Sports
      • 6.2.4.3.3. By End User
      • 6.2.4.4. France
      • 6.2.4.4.1. By Technology
      • 6.2.4.4.2. By Sports
      • 6.2.4.4.3. By End User
      • 6.2.4.5. Spain
      • 6.2.4.5.1. By Technology
      • 6.2.4.5.2. By Sports
      • 6.2.4.5.3. By End User
      • 6.2.4.6. Belgium
      • 6.2.4.6.1. By Technology
      • 6.2.4.6.2. By Sports
      • 6.2.4.6.3. By End User
      • 6.2.4.7. Russia
      • 6.2.4.7.1. By Technology
      • 6.2.4.7.2. By Sports
      • 6.2.4.7.3. By End User
      • 6.2.4.8. The Netherlands
      • 6.2.4.8.1. By Technology
      • 6.2.4.8.2. By Sports
      • 6.2.4.8.3. By End User
      • 6.2.4.9. Rest of Europe
      • 6.2.4.9.1. By Technology
      • 6.2.4.9.2. By Sports
      • 6.2.4.9.3. By End User

7. Asia-Pacific Sports Technology Market

  • 7.1. Market Size & Forecast, 2019-2029
    • 7.1.1. By Value (USD Billion)
  • 7.2. Market Share & Forecast
    • 7.2.1. By Technology
    • 7.2.2. By Sports
    • 7.2.3. By End User
    • 7.2.4. By Country
      • 7.2.4.1. China
      • 7.2.4.1.1. By Technology
      • 7.2.4.1.2. By Sports
      • 7.2.4.1.3. By End User
      • 7.2.4.2. India
      • 7.2.4.2.1. By Technology
      • 7.2.4.2.2. By Sports
      • 7.2.4.2.3. By End User
      • 7.2.4.3. Japan
      • 7.2.4.3.1. By Technology
      • 7.2.4.3.2. By Sports
      • 7.2.4.3.3. By End User
      • 7.2.4.4. South Korea
      • 7.2.4.4.1. By Technology
      • 7.2.4.4.2. By Sports
      • 7.2.4.4.3. By End User
      • 7.2.4.5. Australia & New Zealand
      • 7.2.4.5.1. By Technology
      • 7.2.4.5.2. By Sports
      • 7.2.4.5.3. By End User
      • 7.2.4.6. Indonesia
      • 7.2.4.6.1. By Technology
      • 7.2.4.6.2. By Sports
      • 7.2.4.6.3. By End User
      • 7.2.4.7. Malaysia
      • 7.2.4.7.1. By Technology
      • 7.2.4.7.2. By Sports
      • 7.2.4.7.3. By End User
      • 7.2.4.8. Singapore
      • 7.2.4.8.1. By Technology
      • 7.2.4.8.2. By Sports
      • 7.2.4.8.3. By End User
      • 7.2.4.9. Vietnam
      • 7.2.4.9.1. By Technology
      • 7.2.4.9.2. By Sports
      • 7.2.4.9.3. By End User
      • 7.2.4.10. Rest of APAC
      • 7.2.4.10.1. By Technology
      • 7.2.4.10.2. By Sports
      • 7.2.4.10.3. By End User

8. Latin America Sports Technology Market

  • 8.1. Market Size & Forecast, 2019-2029
    • 8.1.1. By Value (USD Billion)
  • 8.2. Market Share & Forecast
    • 8.2.1. By Technology
    • 8.2.2. By Sports
    • 8.2.3. By End User
    • 8.2.4. By Country
      • 8.2.4.1. Brazil
      • 8.2.4.1.1. By Technology
      • 8.2.4.1.2. By Sports
      • 8.2.4.1.3. By End User
      • 8.2.4.2. Mexico
      • 8.2.4.2.1. By Technology
      • 8.2.4.2.2. By Sports
      • 8.2.4.2.3. By End User
      • 8.2.4.3. Argentina
      • 8.2.4.3.1. By Technology
      • 8.2.4.3.2. By Sports
      • 8.2.4.3.3. By End User
      • 8.2.4.4. Peru
      • 8.2.4.4.1. By Technology
      • 8.2.4.4.2. By Sports
      • 8.2.4.4.3. By End User
      • 8.2.4.5. Rest of LATAM
      • 8.2.4.5.1. By Technology
      • 8.2.4.5.2. By Sports
      • 8.2.4.5.3. By End User

9. Middle East & Africa Sports Technology Market

  • 9.1. Market Size & Forecast, 2019-2029
    • 9.1.1. By Value (USD Billion)
  • 9.2. Market Share & Forecast
    • 9.2.1. By Technology
    • 9.2.2. By Sports
    • 9.2.3. By End User
    • 9.2.4. By Country
      • 9.2.4.1. Saudi Arabia
      • 9.2.4.1.1. By Technology
      • 9.2.4.1.2. By Sports
      • 9.2.4.1.3. By End User
      • 9.2.4.2. UAE
      • 9.2.4.2.1. By Technology
      • 9.2.4.2.2. By Sports
      • 9.2.4.2.3. By End User
      • 9.2.4.3. Qatar
      • 9.2.4.3.1. By Technology
      • 9.2.4.3.2. By Sports
      • 9.2.4.3.3. By End User
      • 9.2.4.4. Kuwait
      • 9.2.4.4.1. By Technology
      • 9.2.4.4.2. By Sports
      • 9.2.4.4.3. By End User
      • 9.2.4.5. South Africa
      • 9.2.4.5.1. By Technology
      • 9.2.4.5.2. By Sports
      • 9.2.4.5.3. By End User
      • 9.2.4.6. Nigeria
      • 9.2.4.6.1. By Technology
      • 9.2.4.6.2. By Sports
      • 9.2.4.6.3. By End User
      • 9.2.4.7. Algeria
      • 9.2.4.7.1. By Technology
      • 9.2.4.7.2. By Sports
      • 9.2.4.7.3. By End User
      • 9.2.4.8. Rest of MEA
      • 9.2.4.8.1. By Technology
      • 9.2.4.8.2. By Sports
      • 9.2.4.8.3. By End User

10. Competitive Landscape

  • 10.1. List of Key Players and Their Offerings
  • 10.2. Global Sports Technology Company Market Share Analysis, 2022
  • 10.3. Competitive Benchmarking, By Operating Parameters
  • 10.4. Key Strategic Developments (Mergers, Acquisitions, Partnerships, etc.)

11. Impact of Covid-19 on Global Sports Technology Market

12. Company Profile (Company Overview, Financial Matrix, Competitive Landscape, Key Personnel, Key Competitors, Contact Address, Strategic Outlook, SWOT Analysis)

  • 12.1. Apple Inc.
  • 12.2. ChyronHego Corporation
  • 12.3. Cisco Systems, Inc.
  • 12.4. HCL Technologies Limited
  • 12.5. IBM Corporation
  • 12.6. Infosys Limited
  • 12.7. Modern Times Group MTG
  • 12.8. Oracle
  • 12.9. Panasonic Corporation
  • 12.10. SAP SE
  • 12.11. Sony Corporation
  • 12.12. Stats LLC
  • 12.13. Telefonaktiebolaget LM Ericsson
  • 12.14. LG Electronics
  • 12.15. Fitbit LLC
  • 12.16. SAMSUNG
  • 12.17. Other Prominent Players

13. Key Strategic Recommendations

14. Research Methodology

  • 14.1. Qualitative Research
    • 14.1.1. Primary & Secondary Research
  • 14.2. Quantitative Research
  • 14.3. Market Breakdown & Data Triangulation
    • 14.3.1. Secondary Research
    • 14.3.2. Primary Research
  • 14.4. Breakdown of Primary Research Respondents, By Region
  • 14.5. Assumptions & Limitations