Global Sports Technology Market Value Expected to Reach $63.72 billion by 2028 | Stratistics MRC

August 16 14:40 2021
Global Sports Technology Market Value Expected to Reach $63.72 billion by 2028 | Stratistics MRC
Sports Technology Market 2028 Forecast Research Report
The smart stadium segment is estimated to have lucrative growth in Sports Technology Market due to it assists in enhancing the audience experience and strengthening stadium security a Stratistics MRC Report.

The market report “Sports Technology Market by Products (Device, Sports Analytics & Statistics, Esports, and Smart Stadium), Sports (American Football/Rugby, Baseball, Basketball, Cricket, Tennis, Golf, Ice Hockey, Soccer, Cycling and Other Sports), Components (Software, Wearable Devices & Sports Equipment, Services and Hardware), Sports Type (Indoor Sports and Outdoor Sports), Technology’s (Wearable Technology, Tracking System/ Hawk-Eye Technology, Virtual Reality, Artificial Intelligence/ Machine Learning (AI/ML), Internet of Thing (IOT), and Broadcast Technology), Applications (Active and Passive), End Users (Coaches, Clubs, Leagues Sports Associations and Athletes & Sports Person) and Region – Forecast to 2028”. The sports technology market is growing at a CAGR of 19.6% by 2028, owing to the emergence of sports leagues and events with large prize pools.

Browse the complete report with 462 data tables and 60+ figures here: https://www.strategymrc.com/report/sports-technology-market

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Based on sports, the American football/rugby segment is estimated to grow at highest CAGR segment during the study period.
On the basis of sports the market is categorised into American football/rugby, baseball, basketball, cricket, tennis, golf, ice hockey, soccer, cycling and other sports. American football/rugby is estimated to be the highest growing market segment strongly driven by the usage of IoT-enabled devices in rugby games so it let coaches and players to make judgments based on real-time game insights, and permit them to implement intelligent strategies against each opponent and design training sessions tailored to provide to the individual requirements of players.

The key players in this market are 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, Sharp, Samsung, Ericsson, Fujitsu, and Valve Corporation.

Few Points from Table of Contents:

3 Market Trend Analysis
3.1 Introduction
3.2 Drivers
3.3 Restraints
3.4 Opportunities
3.5 Threats
3.6 Product Analysis
3.7 Technology Analysis
3.8 Application Analysis
3.9 End User Analysis
3.10 Emerging Markets
3.11 Impact of Covid-19

4 Porters Five Force Analysis
4.1 Bargaining power of suppliers
4.2 Bargaining power of buyers
4.3 Threat of substitutes
4.4 Threat of new entrants
4.5 Competitive rivalry

5 Global Sports Technology Market, By Product
5.1 Introduction
5.2 Device
5.2.1 Sports Camera
5.2.2 Digital Signage
5.2.3 Wearables
5.2.3.1 Wristwear
5.2.3.2 Augmented Reality/Virtual Reality (AR/VR)
5.2.3.3 Smart Clothing
5.3 Sports Analytics & Statistics
5.3.1 Data Interpretation and Analysis
5.3.2 Fan Engagement and Digital Experience Analysis
5.3.3 Health Assessment
5.3.4 Player Analysis
5.3.5 Team Performance Analysis
5.3.6 Video Analysis
5.4 Esports
5.4.1 Sponsorship & Direct Advertisement
5.4.2 Tickets & Merchandise
5.4.3 Publisher Fees
5.4.4 Media Rights
5.5 Smart Stadium
5.5.1 Building Automation
5.5.1.1 Facility Management Systems
5.5.1.2 Energy Management Systems
5.5.2 Event Management

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