Sports Technology Market Report by Component (Software, Wearable devices and sports equipment, Services), Technology (Artificial intelligence/machine learning (AI/ML), Internet of Things (IoT), Augmented reality/virtuality (AR/VR)), Sports (Soccer, Baseball, Basketball, Ice hockey, American Football/Rugby, Tennis, Cricket, Golf, Esports, and Others), Application (Tracking, Decision making and team analysis and management, Analytics and statistics, Tactics and simulation, Training, Game performance analysis and injury and health analysis), End User (Coaches, Clubs, Leagues, Sports associations, and Others), and Region 2024-2032

Sports Technology Market Report by Component (Software, Wearable devices and sports equipment, Services), Technology (Artificial intelligence/machine learning (AI/ML), Internet of Things (IoT), Augmented reality/virtuality (AR/VR)), Sports (Soccer, Baseball, Basketball, Ice hockey, American Football/Rugby, Tennis, Cricket, Golf, Esports, and Others), Application (Tracking, Decision making and team analysis and management, Analytics and statistics, Tactics and simulation, Training, Game performance analysis and injury and health analysis), End User (Coaches, Clubs, Leagues, Sports associations, and Others), and Region 2024-2032

Report Format: PDF+Excel | Report ID: SR112024A12539
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Market Overview:

The global sports technology market size reached US$ 20.1 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 44.5 Billion by 2032, exhibiting a growth rate (CAGR) of 9.25% during 2024-2032. The increasing demand for better athletic performance, rise of social media, and the need for injury prevention and rehabilitation, represent some of the key factors driving the market.

Report Attribute
Key Statistics
Base Year
2023
Forecast Years
2024-2032
Historical Years
2018-2023
Market Size in 2023 US$ 20.1 Billion
Market Forecast in 2032 US$ 44.5 Billion
Market Growth Rate (2024-2032) 9.25%


Sports technology refers to the use of advanced equipment, tools, and techniques to enhance athletic performance, improve athlete safety, and create a better viewing experience for spectators. It encompasses a broad range of fields, including biomechanics, physiology, engineering, and data analytics. One of the most significant areas of sports technology is wearable technology. Athletes wear sensors that track their movements, heart rate, and other vital signs. This data is used to improve performance, prevent injuries, and aid in rehabilitation. Another area of sports technology is video analysis. Coaches and athletes can use video analysis tools to study performance and identify areas for improvement. Sports technology also includes equipment innovations, such as advanced materials and designs that improve performance while reducing the risk of injury. For example, new materials have been developed for sports equipment like golf clubs, tennis rackets, and baseball bats that provide better control, accuracy, and power. Data analytics is another crucial area of sports technology. In this, advanced algorithms and machine learning techniques are used to analyze vast amounts of data to gain insights into player performance, optimize training programs, and make informed decisions during games.

Sports Technology Market Report

Sports Technology Market Trends:

One of the primary factors driving the market is the increasing demand for better athletic performance. As athletes strive to push their physical limits and achieve higher levels of performance, they require advanced equipment and tools. This has led to the development of new technologies, such as wearables and other monitoring tools, that track an athlete's vital signs, movements, and other metrics. This information helps coaches and trainers to develop customized training plans to optimize performance and reduce the risk of injury. Additionally, with the rise of social media and digital platforms, fans are now able to follow their favorite athletes and teams in real-time, engage with them on social media, and watch games and events from anywhere in the world. This has created a demand for enhanced viewing experiences, leading to innovations in broadcasting technology, such as high-definition video, virtual reality, and augmented reality, thus contributing to the market growth. Other than this, as athletes face a higher risk of injury due to the intense physical demands of their sport, Manufacturers are developing new technologies, such as wearables and protective equipment, to help reduce the risk of injury and improve the rehabilitation process. Besides this, the market is further propelled by the advancements in data analytics and machine learning technologies that allow coaches and trainers to analyze vast amounts of data to gain insights into player performance, optimize training programs, and make informed decisions during games. This information helps teams gain a competitive advantage and achieve better results on the field. Moreover, the rising popularity of e-sports and gaming has attracted millions of fans and players worldwide. Sports technology behind e-sports is constantly evolving, with new gaming consoles, virtual reality systems, and esports-specific training and analysis tools, which is expected to create a positive market outlook in the coming years.

Key Market Segmentation:

IMARC Group provides an analysis of the key trends in each segment of the global sports technology market report, along with forecasts at the global, regional, and country levels for 2024-2032. Our report has categorized the market based on the component, technology, sports, application, and end user.

Component Insights:

Sports Technology Market Report

  • Software
  • Wearable devices and sports equipment
  • Services
     

The report has provided a detailed breakup and analysis of the sports technology market based on the component. This includes software, wearable devices and sports equipment, and services. According to the report, software represented the largest segment.

Technology Insights:

  • Artificial intelligence/machine learning (AI/ML)
  • Internet of Things (IoT)
  • Augmented reality/virtuality (AR/VR)
     

A detailed breakup and analysis of the sports technology market based on technology has also been provided in the report. This includes artificial intelligence/machine learning (AI/ML), Internet of Things (IoT), and augmented reality/virtuality reality (AR/VR).

Sports Insights:

  • Soccer
  • Baseball
  • Basketball
  • Ice hockey
  • American Football/Rugby
  • Tennis
  • Cricket
  • Golf
  • Esports
  • Others
     

The report has provided a detailed breakup and analysis of the sports technology market based on the sports. This includes soccer, baseball, basketball, ice hockey, American Football/Rugby, tennis, cricket, golf, esports, and others. According to the report, soccer represented the largest segment.

Application Insights:

  • Tracking
  • Decision making and team analysis and management
  • Analytics and statistics
  • Tactics and simulation
  • Training
  • Game performance analysis and injury and health analysis
     

A detailed breakup and analysis of the sports technology market based on the application has also been provided in the report. This includes tracking, decision making and team analysis and management, analytics and statistics, tactics and simulation, training, and game performance analysis and injury and health analysis.

End User Insights:

  • Coaches
  • Clubs
  • Leagues
  • Sports associations
  • Others
     

The report has provided a detailed breakup and analysis of the sports technology market based on the end user. This includes coaches, clubs, leagues, sports associations, and others. According to the report, coaches represented the largest segment.

Regional Insights:

Sports Technology Market Report

  • North America
    • United States
    • Canada
  • Europe
    • Germany
    • France
    • United Kingdom
    • Italy
    • Spain
    • Others
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Indonesia
    • Others
  • Latin America
    • Brazil
    • Mexico
    • Others
  • Middle East and Africa
     

The report has also provided a comprehensive analysis of all the major regional markets, which include North America (the United States and Canada); Europe (Germany, France, the United Kingdom, Italy, Spain, and others); Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, and others); Latin America (Brazil, Mexico, and others); and the Middle East and Africa. According to the report, Europe was the largest market for sports technology. Some of the factors driving the Europe sports technology market included increasing emphasis on sports performance and analytics, rising popularity of esports and virtual sports, integration of technology in sports facilities and fan engagement, etc.

Competitive Landscape:

The report has also provided a comprehensive analysis of the competitive landscape in the global sports technology market. Competitive analysis such as market structure, market share by key players, player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant has been covered in the report. Also, detailed profiles of all major companies have been provided. Some of the companies covered include Catapult Group International Ltd., Garmin Ltd., Infosys Limited, International Business Machines Corporation, Oracle Corporation, Pixellot Ltd., SAP SE, Stats Perform, Zebra Technologies Corporation, etc. Kindly note that this only represents a partial list of companies, and the complete list has been provided in the report.

Sports Technology Market Report Scope:

Report Features Details
Base Year of the Analysis 2023
 Historical Period 2018-2023
Forecast Period 2024-2032
Units US$ Billion
Scope of the Report Exploration of Historical and Forecast Trends, Industry Catalysts and Challenges, Segment-Wise Historical and Predictive Market Assessment: 
  • Component
  • Technology
  • Sports
  • Application
  • End User
  • Region 
Components Covered Software, Wearable devices and sports equipment, Services
Technologies Covered Artificial intelligence/machine learning (AI/ML), Internet of Things (IoT), Augmented reality/virtuality (AR/VR)
Sports Covered Soccer, Baseball, Basketball, Ice hockey, American Football/Rugby, Tennis, Cricket, Golf, Esports, Others
Applications Covered Tracking, Decision making and team analysis and management, Analytics and statistics, Tactics and simulation, Training, Game performance analysis and injury and health analysis
End Users Covered Coaches, Clubs, Leagues, Sports associations, Others
Regions Covered Asia Pacific, Europe, North America, Latin America, Middle East and Africa
Countries Covered United States, Canada, Germany, France, United Kingdom, Italy, Spain, China, Japan, India, South Korea, Australia, Indonesia, Brazil, Mexico
Companies Covered Catapult Group International Ltd., Garmin Ltd., Infosys Limited, International Business Machines Corporation, Oracle Corporation, Pixellot Ltd., SAP SE, Stats Perform, Zebra Technologies Corporation, etc.
Customization Scope 10% Free Customization
Report Price and Purchase Option Single User License: US$ 3899
Five User License: US$ 4899
Corporate License: US$ 5899
Post-Sale Analyst Support 10-12 Weeks
Delivery Format PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request)

Key Questions Answered in This Report:

  • How has the global sports technology market performed so far, and how will it perform in the coming years?
  • What are the drivers, restraints, and opportunities in the global sports technology market?
  • What is the impact of each driver, restraint, and opportunity on the global sports technology market?
  • What are the key regional markets?
  • Which countries represent the most attractive sports technology market?
  • What is the breakup of the market based on the component?
  • Which is the most attractive component in the sports technology market?
  • What is the breakup of the market based on technology?
  • Which is the most attractive technology in the sports technology market?
  • What is the breakup of the market based on sports?
  • Which is the most attractive sports in the sports technology market?
  • What is the breakup of the market based on application?
  • Which is the most attractive application in the sports technology market?
  • What is the breakup of the market based on end user?
  • Which is the most attractive end user in the sports technology market?
  • What is the competitive structure of the global sports technology market?
  • Who are the key players/companies in the global sports technology market?

Key Benefits for Stakeholders:

  • IMARC’s report offers a comprehensive quantitative analysis of various market segments, historical and current market trends, market forecasts, and dynamics of the sports technology market from 2018-2032.
  • The research study provides the latest information on the market drivers, challenges, and opportunities in the global sports technology market.
  • The study maps the leading, as well as the fastest-growing, regional markets. It further enables stakeholders to identify the key country-level markets within each region.
  • Porter's five forces analysis assist stakeholders in assessing the impact of new entrants, competitive rivalry, supplier power, buyer power, and the threat of substitution. It helps stakeholders to analyze the level of competition within the sports technology industry and its attractiveness.
  • Competitive landscape allows stakeholders to understand their competitive environment and provides an insight into the current positions of key players in the market.

Need more help?

  • Speak to our experienced analysts for insights on the current market scenarios.
  • Include additional segments and countries to customize the report as per your requirement.
  • Gain an unparalleled competitive advantage in your domain by understanding how to utilize the report and positively impacting your operations and revenue.
  • For further assistance, please connect with our analysts.
Sports Technology Market Report by Component (Software, Wearable devices and sports equipment, Services), Technology (Artificial intelligence/machine learning (AI/ML), Internet of Things (IoT), Augmented reality/virtuality (AR/VR)), Sports (Soccer, Baseball, Basketball, Ice hockey, American Football/Rugby, Tennis, Cricket, Golf, Esports, and Others), Application (Tracking, Decision making and team analysis and management, Analytics and statistics, Tactics and simulation, Training, Game performance analysis and injury and health analysis), End User (Coaches, Clubs, Leagues, Sports associations, and Others), and Region 2024-2032
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