市場調查報告書
商品編碼
1518405
運動科技市場:依產品、依技術、依運動、依最終用戶、依地區 - 到2030年的全球預測Sports Technology Market by Offering (Wearables, Digital Signages, Cameras, Smart Stumps & Bails, Snicko/Edge Detector, VAR, Sports NFT, Tracking Systems, Sports Analytics), Technology, Sport, End User, and Geography - Global Forecast to 2030 |
Meticulous Research(R)的《運動技術市場:依產品、技術、運動、最終用戶和地區劃分~到2031年的全球預測》詳細分析了五個主要地區的運動技術市場,並分析了目前本研究報告重點關注市場趨勢、市場規模、市場佔有率、近期趨勢以及到2031年的預測。
運動科技市場預計到2031年將達到 324 億美元,2024年至2031年年複合成長率為 26.2%。
該市場的成長是由球迷參與技術的日益採用,對運動資料分析,運動員技術和表現優化的投資增加,場館內技術的進步,賭博和遊戲領域的成長,運動賽事數量不斷增加,對資料驅動決策的需求很高。然而,收益化途徑有限、從運動表現資料中獲取可行見解的複雜性以及網路安全風險限制成長。
此外,提供大量獎金的運動聯賽和賽事的激增,以及日益採用 AR 和 VR 來模擬最佳訓練環境,預計將創造市場成長機會。然而,新技術與傳統系統的整合、運動文化適應緩慢、缺乏管理孤立資料的有效解決方案等是影響市場成長的一些挑戰。
此外,生成式人工智慧的日益普及、NFT 票務的出現以簡化運動賽事門票的買賣流程,以及更多地使用預測分析軟體來幫助團隊和教練增強決策並優化績效策略這些是這個市場的一些值得注意的趨勢。
場內技術、賭博與遊戲、恢復健康與居家健身
(註:將提供前5名公司的SWOT分析)
Sports Technology Market by Offering (Wearables, Digital Signages, Cameras, Smart Stumps & Bails, Snicko/Edge Detector, VAR, Sports NFT, Tracking Systems, Sports Analytics), Technology, Sport, End User, and Geography-Global Forecast to 2031
The research report titled 'Sports Technology Market by Offering (Wearables, Digital Signages, Cameras, Smart Stumps & Bails, Snicko/Edge Detector, VAR, Sports NFT, Tracking Systems, Sports Analytics), Technology, Sport, End User, and Geography-Global Forecast to 2031' from Meticulous Research(R) provides an in-depth analysis of the sports technology market across five major geographies and focuses on the current market trends, market sizes, market shares, recent developments, and forecasts to 2031.
The sports technology market is projected to reach $32.4 billion by 2031, at a CAGR of 26.2% from 2024 to 2031.
The growth of this market is driven by the increasing adoption of fan engagement technologies, rising investments in sports data analytics, athlete tech, and performance optimization, advancements in in-venue technology, growth of the gambling & gaming sector, a growing number of sports events, and the high demand for data-driven decision-making. However, limited monetization avenues, complexities in deriving actionable insights from athletic performance data, and cybersecurity risks are restraining the market's growth.
Furthermore, the proliferation of sports leagues & events offering substantial prize pools and the increasing adoption of AR and VR to simulate optimal training environments are expected to create market growth opportunities. However, integrating new technologies with legacy systems, slow cultural adaptation in sports, and the lack of efficient solutions for managing siloed data are some of the challenges impacting the market's growth.
Additionally, the growing adoption of generative AI, the emergence of NFT ticketing to streamline the buying and selling processes for sports event tickets, and the increasing use of predictive analysis software to help teams and coaches enhance decision-making and optimize performance strategies are some of the prominent trends in this market.
The sports technology market is segmented by offering, technology, sport, end user, and geography. The study also evaluates industry competitors and analyzes the market at the country and regional levels.
Based on offering, the sports technology market is segmented into wearables, digital signages, cameras, smart stumps & bails, snicko/edge detectors, video assistance referees, sports NFTs, tracking systems, and sports analytics. In 2024, the sports analytics segment is expected to account for the largest share of the sports technology market. The large share of this segment is attributed to the increasing availability of large amounts of in-field data, growing demand for real-time data access on player performance, need for analytics solutions for analyzing complex in-field data streams, and availability of cost-effective and advanced computing solutions supported by cloud computing.
Based on technology, the sports technology market is segmented into artificial intelligence, neuroscience, nanotechnology, blockchain, virtual reality, IoT, 3D visuals & simulations, big data, and other technologies. In 2024, the big data segment is expected to account for the largest share of the sports technology market. The large share of this segment is driven by the availability of advanced technologies such as multicore processors, high-performance databases, and data compression technology, paving the way for new and dedicated applications of big data for sports. Beyond sports performance analysis, clubs, leagues, media companies, and sponsors are utilizing big data to study fans' preferences and behaviors, seeking to expand their reach and market penetration.
Based on sport, the sports technology market is segmented into bat & ball sports, ball sports, racket sports, racing sports, track & field sports, water sports, adventure sports, combat sports, and other sports. In 2024, the ball sports segment is expected to account for the largest share of the sports technology market. The large share of this segment is attributed to increasing applications of various sports technologies to boost sporting quality, improve business performance in the football industry, intense commercialization of football and bring about new revenue-generating opportunities, enhancement of players' and teams' performance, and improve match officiating to identify and minimize mistakes that went unnoticed earlier in the game.
Based on end user, the sports technology market is segmented into sports clubs, associations, athletes & coaches, and sports leagues. In 2024, the sports clubs segment is expected to account for the largest share of sports technology. Sports clubs are increasingly utilizing advanced technologies for boosting participation and improving communication between players, club officials, as well as additional elements like event planning, team management, financial operations, health and safety records, etc.; use of online platforms and applications for getting updates of players availability for matches and training sessions helping administrators and coaches who work for the club to quickly access this information and organize team sheets and arrangements; and improvement in team performance using sports analytics to gather and analyze vital data on players' and teams' performance using sensors, cameras, and other specialist equipment, helping coaches better understand how a player performs.
Based on geography, the sports technology market is segmented into North America, Europe, Asia-Pacific, Latin America, and the Middle East & Africa. In 2024, Europe is expected to account for the largest share of sports technology. The large share of this region is attributed to the presence of many reputed and big football clubs in the region. Big clubs in the Europe region are increasingly using data-driven approaches provided by sports technologies to scout for potentially interesting players. Coaches and scouts in the top football clubs in the Europe region rely on advanced sports technologies to make the most informed personnel choices, keep their players in top condition, and get complete holistic views of a player's capabilities, including detailed information to create individual training & recovery programs and analyze details such as ball handling time, ball speeds & trajectories in real-time.
The key players operating in the sports technology market are Apple Inc. (U.S.), Bellabeat, Inc. U.S.), ChyronHego Corporation (U.S.), SAP SE (German), Misfit, Inc. (U.S.), Catapult Group International Ltd (Australia), Garmin Ltd. (U.S.), PlaySight Interactive LTD. (Israel), Sportradar AG (Switzerland), Fan Three Sixty, LLC (U.S.), Performa Sports Ltd. (Ireland), Pro Football Focus (U.S.), DDSports, Inc. (ShotTracker) (U.S.), Sensor Holdings Limited (StretchSense) (New Zealand), Samsung Electronics Co., Ltd. (South Korea).
Sports Technology Market Assessment, by Offering
Sports Technology Market Assessment, by Technology
Sports Technology Market Assessment, by Sport
Sports Technology Market Assessment, by End User
Sports Technology Market Assessment, by Geography
In-Venue Technology, Gambling & Gaming, and Recovery Health & Home Fitness
(Note: SWOT Analysis of the Top 5 Companies Will Be Provided)