Sports Technology Market expected to reach $31.1 billion by 2024 | CAGR of 20.63%

September 22 16:18 2020
Sports Technology Market expected to reach $31.1 billion by 2024 | CAGR of 20.63%

Sports Technology Market
[214 Pages] Sports Technology Market Research Report, identifies new revenue opportunity in sports technology industry. The report aims at estimating the market size and future growth of the sports technology based on offering, process, application, vertical, and region.

According to the new market research report Sports Technology Market by Technology (Device, Smart Stadium, Esports, Sports Analytics), Sports (Soccer, Baseball, Basketball, Ice Hockey, American Football/ Rugby, Tennis, Cricket, Golf, Esports), and Geography – Global Forecast to 2024″, The sports technology market was valued at USD 8.9 billion in 2018 and is projected to reach USD 31.1 billion by 2024; it is expected to grow at a CAGR of 20.63% during the forecast period. The market growth can be attributed significant improvement in audience engagement, growing demand for data-driven decisions and operations, and increasing sports events, online and offline.

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Leading players in the sports technology market includes IBM (US), Ericsson (Sweden), Cisco (US),  Fujitsu (Japan), SAP (Germany), Oracle (US), NEC (Japan), LG (South Korea), Sharp (Japan), Samsung (South Korea), Fitbit (US), Apple (US), Garmin (US), Sony (Japan), Panasonic (Japan), Modern Times Group (Sweden), Activision Blizzard (US), Tencent (China), and CJ Corporation (South Korea).

Browse 64 market data Tables and 54 Figures spread through 214 Pages and in-depth TOC on
“Sports Technology Market – Global Forecast to 2024”

Sports Technology Market
Wearables is the largest and the fastest growing segment in sports device market

The growth in the wearables market can be attributed to rising demand coupled with the proliferation and suitability of enhanced communications protocol and miniaturization of sensor technology. Sensors and wearable devices can be integrated into various accessories such as garments, wrist wear, shoes, and eyeglasses because of their compact size and advanced integration technologies. Wearable electronic devices find many applications in fitness and sports for monitoring parameters such as sleep, calorie consumption, heart rate, and blood pressure.

In Esports market, sponsorships and advertisements was the largest segment in 2018

Sponsorships and advertisements added millions to the esports market in 2018, and the segment is expected to add more by 2024. Sponsorship and advertisement offer a significant long-term engaging opportunity for esports organizers with their fans. The growth in the revenue addition through sponsorship and advertisement can be attributed to the increasing awareness about esports across the globe. Further, the increasing number of high prize pool events is also boosting the number of viewers and attracting top-level players, especially for offline esports tournaments. The increasing number of offline esports tournaments are creating opportunities for sponsors and advertisers to build brand awareness and customer loyalty.

APAC is expected to grow at highest CAGR during forecast period

APAC is a high potential market for sports technology, with vast opportunities for the development and implementation of new technologies. China, Japan, India, Australia, and Singapore are constructing new stadiums and redeveloping the existing ones. The emergence of new sports leagues in the region is driving the demand for smart stadium infrastructure to help maintain a competitive edge over international leagues and create new revenue streams. Sports organizations, such as Melbourne Cricket Association, Sahara Force India, Indian Premier League (IPL), New Zealand Cricket, and the Board of Control for Cricket in India (BCCI), use smart technologies for hosting major international and domestic tournaments. APAC countries are the emerging players in professional sports, with the popularity of professional leagues and tournaments in the region growing rapidly.

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