Sports Technology Market Size, Share & Trends Analysis Report By Technology (Device (Wearables & Digital Signage), Smart Stadium, Analytics & Statistics, Esports), By Sports, By Region, And Segment Forecasts, 2022 - 2030

Sports Technology Market Growth & Trends

The global sports technology market size is estimated to reach USD 55.14 billion by 2030, registering a CAGR of 19.6% from 2022 to 2030, according to a new report by Grand View Research, Inc. In recent years, professional sports organizations have been using new technologies like smart stadiums, sports data analytics, wearable gadgets, and digital signage to engage spectators, improve team performance, and create smart infrastructures. The increase in the number of sporting events worldwide has made smart stadiums one of the most important global trends.

Sports have become a significant source of entertainment in the past few years, and the need for engaging an audience has subsequently increased. As a result, sports technology companies have seized the opportunity to cater to the market by thoroughly understanding the various components related to sports by monitoring athletes and events. Stadium technologies have been implemented to manage the crowd and provide a leading-edge experience to the fans. For instance, Nokia Corporation and Singtel Optus Pty Limited have collaborated to give extensive coverage to indoor zones such as VIP areas or corporate boxes using the 5G AirScale indoor Radio solution (ASiR).

Advanced technologies are being tried and tested to improve sports performance. Key players are developing products around brain stimulation to activate and inhibit the brain with electric energy. For instance, Halo Sports 2, introduced in 2019 by Halo Neuroscience, is a brain stimulator used to advance muscle memory and create new circuits, increasing athlete’s performance.

The onset of the COVID-19 pandemic had a significant impact on the sports industry as competitions and matches were either postponed or canceled. However, the sports technology market maintained steady growth during the pandemic. While athletes competed in empty arenas, technology provided fans with a better viewing experience. Sports and leagues employed various techniques to increase fan engagement. Fans' viewing experience and engagement improved due to increased social media updates, live updates, new camera angles, and the use of VR headsets.

Sports Technology Market Report Highlights

  • Smart stadium is predicted to grow quickly, with a CAGR of over 19% between 2022 and 2030. The need for digital engagement of spectators is expected to drive the segment’s growth
  • The wearables sub-segment of the device segment will witness a CAGR of over 13% in the forecast period due to the requirement to monitor athletic training, recovery after an injury, and in-game performance
  • Over the forecasted period, the region of Asia Pacific is expected to grow at the highest CAGR. The rising popularity of eSports and games like cricket and soccer in the region is anticipated to factor in the growth
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Chapter 1 Methodology And Scope
1.1 Market Segmentation
1.2 Information Procurement
1.3 Purchased Database
1.3.1 Gvr's Internal Database
1.4 Research Methodology
1.4.1 Data Analysis Models
1.5 Research Scope & Assumptions
1.6 Region/Country-Wise Market Calculation
1.6.1 Region /Country Wise Market: Base Estimates
1.6.2 Region/Country-Wise Market: Cagr Calculation
1.6.3 Region/Country-Wise Market: Segment Share Calculation
1.7 List Of Primary Sources
1.8 List Of Secondary Sources
Chapter 2 Executive Summary
2.1 Sports Technology - Market Outlook
2.2 Sports Technology - Segment Outlook
2.2.1 COVID-19 Impact On Global Sports Technology Market
2.2.2 COVID-19 Impact On The Regional Market
2.2.3 COVID-19 Impact On The Devices Market
2.2.4 COVID-19 Impact On The Esports Market
2.3 Sports Technology Market: Competitive Insights
Chapter 3 Market Variables, Trends & Scope
3.1 Market Introduction
3.2 Penetration And Growth Prospect Mapping
3.3 Sports Technology - Value Chain Analysis
3.3.1 Wearables - Value Chain Analysis
3.3.2 Esports - Value Chain Analysis
3.3.3 Sports Analytics - Value Chain Analysis
3.4 Technology Overview
3.4.1 Technology Timeline
3.5 Market Dynamics
3.5.1 Market Driver Analysis
3.5.1.1 Growing Demand For Data-Driven Decisions And Operations
3.5.1.2 Increasing Number Of Sports Events
3.5.1.3 Increasing Focus On Engaging Fans At Stadiums
3.5.2 Market Restraints Analysis
3.5.2.1 High Initial Investment And Longer Wait For Return On Investment
3.5.2.2 Increasing Risk Of Technology Glitches
3.5.3 Market Opportunity Analysis
3.5.3.1 Increasing Number Of Events With Large Prize Pools And Growing Number Of Sports Leagues
3.6 Sports Technology Adoption Across Universities For Basketball Leagues
3.7 Business Environmental Analysis Tools
3.7.1 Porter's Analysis
3.7.2 PEST Analysis
Chapter 4 Competitive Analysis
4.1 Technology Developments In Basketball
4.2 Recent Developments & Impact Analysis, By Key Market Participants
4.3 Major Deals And Strategic Alliances Analysis: Synergy Analysis
4.3.1 Product Launches
4.3.2 Collaboration & Partnerships
4.3.3 Mergers & Acquisitions
4.4 Technology Collaboration
4.5 Company/Competition Categorization (Key Differentiators, Market Leaders, Emerging Players
4.6 Key Company Analysis, 2021
Chapter 5 Technology Estimates & Trend Analysis
5.1 Technology Movement Analysis & Market Share, 2021 & 2030
5.1.1 Devices
5.1.1.1 Wearables
5.1.1.2 Digital Signage
5.1.1.3 Camera
5.1.2 SMART STADIUM
5.1.2.1 Software 78
5.1.2.1.1 Stadium & Public Security
5.1.2.1.2 Building Automation
5.1.2.1.3 Event Management
5.1.2.1.4 Others
5.1.2.2 Services
5.1.3 Analytics & Statistics
5.1.4 Esports
5.1.4.1 Tickets & Merchandise
5.1.4.2 Sponsorships And Advertisements
5.1.4.3 Others
Chapter 6 Sports Estimates & Trend Analysis
6.1 Sports Movement Analysis & Market Share, 2021 & 2030
6.1.1 American Football/Rugby
6.1.2 Baseball
6.1.3 Basketball
6.1.3.1 College/University Leagues
6.1.3.2 Professional Leagues
6.1.4 Cricket
6.1.5 Golf
6.1.6 Ice Hockey
6.1.7 Tennis
6.1.8 Soccer
6.1.9 Others
Chapter 7 Regional Estimates & Trend Analysis
7.1 Sports Technology Market Share By Region, 2021 & 2030
7.2 North America
7.2.1 U.S.
7.2.2 Canada
7.2.3 Mexico
7.3 Europe
7.3.1 U.K
7.3.2 Germany
7.3.3 France
7.3.4 Italy
7.4 Asia Pacific
7.4.1 China
7.4.2 India
7.4.3 Japan
7.4.4 South Korea
7.5 South America
7.5.1 Brazil
7.5.2 Argentina
7.6 Middle East & Africa
Chapter 8 Competitive Landscape
8.1 Apple Inc.
8.1.1 Company Overview
8.1.2 Financial Performance
8.1.3 Product Benchmarking
8.1.4 Recent Developments
8.2 Catapult Group
8.2.1 Company Overview
8.2.2 Financial Performance
8.2.3 Product Benchmarking
8.2.4 Recent Developments
8.3 ChyronHego Corporation
8.3.1 Company Overview
8.3.2 Product Benchmarking
8.3.3 Recent Developments
8.4 Cisco Systems, Inc.
8.4.1 Company Overview
8.4.2 Financial Performance
8.4.3 Product Benchmarking
8.5 HCL Technologies Limited
8.5.1 Company Overview
8.5.2 Financial Performance
8.5.3 Product Benchmarking
8.5.4 Recent Developments
8.6 International Business Machines (IBM) Corporation
8.6.1 Company Overview
8.6.2 Financial Performance
8.6.3 Product Benchmarking
8.7 Infosys Limited
8.7.1 Company Overview
8.7.2 Financial Performance
8.7.3 Product Benchmarking
8.7.4 Recent Developments
8.8 Modern Times Group MTG
8.8.1 Company Overview
8.8.2 Financial Performance
8.8.3 Product Benchmarking
8.8.4 Recent Developments
8.9 Oracle Corporation
8.9.1 Company Overview
8.9.2 Financial Performance
8.9.3 Product Benchmarking
8.9.4 Recent Development
8.10 Panasonic Corporation
8.10.1 Company Overview
8.10.2 Financial Performance
8.10.3 Product Benchmarking
8.10.4 Recent Developments
8.11 SAP SE
8.11.1 Company Overview
8.11.2 Financial Performance
8.11.3 Product Benchmarking
8.11.4 Recent Developments
8.12 Sony Corporation
8.12.1 Company Overview
8.12.2 Financial Performance
8.12.3 Product Benchmarking
8.12.4 Recent Developments
8.13 Stats Perform
8.13.1 Company Overview
8.13.2 Product Benchmarking
8.13.3 Recent Developments
8.14 Telefonaktiebolaget LM Ericsson
8.14.1 Company Overview
8.14.2 Financial Performance
8.14.3 Product Benchmarking
8.14.4 Recent Developments

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