The global sports technology market accounted for USD 12.17 billion in 2021 and is expected to expand at a compound annual growth rate (CAGR) of 19.6% from 2022 to 2030. As the number of sports events and data-driven decision-making and operations are increasing in demand, the sports technology industry is expected to witness significant growth during the forecast period. The growth is likely to be driven by the increased usage of data analytics, the internet of things (IoT), and social media integration across numerous sports.
The need for technology-based services in the sports arena is expected to be driven by a strong emphasis on the involvement of audience and entertainment activities and the digital transformation of arenas/stadiums. The market has witnessed developments in recent times owing to increased investments by numerous organizations in adopting the latest technologies for tracking players' performance and engaging fans.
For instance, in June 2021, HCL Technologies Limited partnered with cricked Australia and collaborated with Microsoft Corporation to host HCL CA Techjam 2021; HCL has developed a digital innovation platform that has embraced data-driven solutions to improve the engagement of cricket players, fans, and partners.
Coaching and management can take advantage of artificial intelligence by keeping track of players' health, fitness, and safety. Artificial intelligence facilitates the detection and treatment of physical and mental illnesses. An AI is integrated into wearable devices such as watches and heart rate monitors, and these devices track players' whereabouts off the field and ensure player safety during workouts.
For instance, in sports like The National Association for Stock Car Auto Racing, LLC (NASCAR), deep learning, a method of artificial intelligence, is used to recognize patterns in data and can be used in various commercial applications ranging from voice recognition to computer vision.AI increases the quality of crash data collection and analysis, providing information about better crash response and avoiding collisions in car racing.
During the COVID-19 pandemic, the number of spectators admitted to sporting events was limited. Clubs, sports facility operators, and ticket sellers suffered significant financial losses. Smart solutions were needed to ensure safety, fan engagement, and revenue. For instance, NTT-Data introduced BioBarcode solutions. BioBarcodes combines biometric information with health information to create a personalized ticket.
Data protection and security requirements are fulfilled by providing this information, which is encrypted and visually coded. The stadium's intelligence is equipped with a scanner to detect these codes, automating the onboarding process. Entrance to the arena is contingent upon possession of an authentic ID, valid ticket, a current negative COVID-19 test, or proof of vaccination against COVID-19.
Esports account for around 13% of the total revenue share in 2021. Although the segment currently contributes significantly less than the devices and smart stadium segment, it is expected to proliferate at the highest CAGR over the forecast period. Esports games like PUBG: Battlegrounds, Fortnite, and League of Legends have witnessed a growing demand in the past few years. Recently, Twitch, a streaming platform mainly focuses on live streaming of esport events and video games, witnessed fans spend 24 million hours watching streamers in 2021, a 45% increase in viewership compared to 2020.
The analytics and statistics segment is anticipated to record the second-highest CAGR during the forecast period. In a sports environment, digital analytics has various on-field uses, including managing group individuals and performance, which is expected to grow due to the need to detect game patterns and athlete performance.
Soccer held the largest revenue share as of 2021 and is forecasted to witness significant growth of more than 20% CAGR in the forthcoming years. The soccer game has gained popularity in countries like the U.S., Russia, and Mexico. For instance, in December 2021, the ESPN network witnessed an average of 1.14 million viewers in the Portland Timbers vs. New York City FC match, a 38% rise compared to views in 2019.
Cricket is expected to showcase a significant CAGR of around 20% during the forecast period. Cricket is extremely popular in South Asian countries like India, Pakistan, and Bangladesh. Significant cricket events are organized around the globe each year, like the Indian Premier League, ICC Men's T20 World Cup, England and Wales Cricket Board, and many more. These events attract a considerable number of spectators and generate high revenues and are some of the factors that may contribute to the segment's growth.
In 2021, Europe accounted for approximately 30% of revenue and is expected to maintain its dominance over the forecast period. The primary factor contributing to the market's development is the presence of numerous sports leagues such as the Premier League, English Football League, and LaLiga. Popular sports influencing the European region are football, tennis, and rugby.
Middle East and Africa is expected to acknowledge the second-fastest growth, recording a CAGR of more than 20% over the forecast period. For instance, Dubai is expected to host various sports events like the Al Gaffal long-distance race and Emirates T20 League in 2022, which could promote the growth of the industry in the region.
Mergers and acquisitions allow sports technology solution providers to grow their product range, providing a broader customer base and a more comprehensive suite of solutions and services. Companies also concentrate on securing long-term contracts and providing customers with multiservice platforms.
For instance, in September 2021, WHOOP, a digital health and fitness company, acquired sports technology startup PUSH to integrate strength-training technology into WHOOP's platform to provide insights into human activities through monitoring body strain, sleep, and recovery metrics. Some prominent players 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
Report Attribute |
Details |
Market size value in 2022 |
USD 13.15 billion |
Revenue forecast in 2030 |
USD 55.14 billion |
Growth Rate |
CAGR of 19.6% from 2022 to 2030 |
Base year for estimation |
2021 |
Historical data |
2018 - 2020 |
Forecast period |
2022 - 2030 |
Quantitative units |
Revenue in USD Million and CAGR from 2022 to 2030 |
Report coverage |
Revenue forecast, company ranking, competitive landscape, growth factors, and trends |
Segments covered |
Technology, sports, region |
Regional scope |
North America; Europe; Asia Pacific; South America; MEA |
Country scope |
U.S.; Canada; Mexico; U.K.; Germany; France; Italy; China; India; Japan; South Korea; Brazil; Argentina |
Key companies profiled |
Apple, Inc.; ChyronHego Corp.; Cisco Systems, Inc.; HCL Technologies Ltd.; IBM Corp.; Infosys Ltd.; Modern Times Group MTG; Oracle; Panasonic Corp.; SAP SE; Sony Corp.; Stats LLC; Telefonaktiebolaget LM Ericsson |
Customization scope |
Free report customization (equivalent up to 8 analyst’s working days) with purchase. Addition or alteration to country, regional & segment scope. |
Pricing and purchase options |
Avail customized purchase options to meet your exact research needs. Explore purchase options |
This report forecasts revenue growth at regional and country levels and provides an analysis of the industry trends in each of the sub-segments from 2018 to 2030. For this study, Grand View Research has segmented the Sports Technology market based on technology, sports, and region.
Technology Outlook (Revenue, USD Million, 2018 - 2030)
Devices
Wearables
Digital Signage
Smart Stadium
Software
Stadium & Public Security
Building Automation
Event Management
Others
Services
Analytics & Statistics
Esports
Tickets & Merchandise
Sponsorship & Advertisement
Others
Sports Outlook (Revenue, USD Million, 2018 - 2030)
American Football/Rugby
Baseball
Basketball
Cricket
Golf
Ice Hockey
Tennis
Soccer
Others
Regional Outlook (Revenue, USD Million, 2018 - 2030)
North America
U.S
Canada
Mexico
Europe
U.K.
Germany
France
Italy
Asia Pacific
China
India
Japan
South Korea
South America
Brazil
Argentina
Middle East & Africa
b. The global sports technology market size was estimated at USD 12.17 billion in 2021 and is expected to reach USD 13.15 billion in 2022.
b. The global sports technology market is expected to grow at a compound annual growth rate of 19.6% from 2022 to 2030 to reach USD 55.14 billion by 2030.
b. Europe dominated the sports technology market with a share of more than 30% in 2021. The growth of the region can be accredited to the wide-scale adoption of advanced technologies in stadiums, coupled with an increasing number of sports leagues/events.
b. Some key players operating in the sports technology market include Apple Inc.; Cisco Systems, Inc.; Telefonaktiebolaget LM Ericsson; Fitbit, Inc.; Fujitsu; Garmin Ltd.; IBM Corporation; Modern Times Group MTG; Panasonic Corporation; Samsung; SAP SE; and Sony Corporation.
b. Key factors that are driving the sports technology market are the significant improvements in audience engagement and upcoming sports events and growth including the growing number of sports leagues across the globe.
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Artificial Intelligence (AI), Virtual Reality (VR), and Augmented Reality (AR) solutions are anticipated to substantially contribute while responding to the COVID-19 pandemic and address continuously evolving challenges. The existing situation owing to the outbreak of the epidemic will inspire pharmaceutical vendors and healthcare establishments to improve their R&D investments in AI, acting as a core technology for enabling various initiatives. The insurance industry is expected to confront the pressure associated with cost-efficiency. Usage of AI can help in reducing operating costs, and at the same time, can increase customer satisfaction during the renewal process, claims, and other services. VR/AR can assist in e-learning, for which the demand will surge owing to the closure of many schools and universities. Further, VR/AR can also prove to be a valuable solution in providing remote assistance as it can support in avoiding unnecessary travel. The report will account for Covid19 as a key market contributor.
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