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1887125

體育科技市場規模、佔有率、成長及全球產業分析:依類型、應用和地區劃分的洞察與預測(2024-2032)

Sports Technology Market Size, Share, Growth and Global Industry Analysis By Type & Application, Regional Insights and Forecast to 2024-2032

出版日期: | 出版商: Fortune Business Insights Pvt. Ltd. | 英文 120 Pages | 商品交期: 請詢問到貨日

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體育科技市場成長驅動因素

全球體育科技市場正經歷快速轉型,人工智慧、分析技術、穿戴式裝置、虛擬實境/擴增實境以及物聯網賦能的體育場館基礎設施的進步是推動這項轉型的主要動力。根據最新的產業分析,2024年該市場規模為267.7億美元,預計到2025年將達到324.7億美元。預計到2032年,該市場將大幅成長至1,394.1億美元,預測期內複合年增長率高達23.10%。北美地區在2024年以37.61%的市場佔有率領先全球,這主要得益於其先進的聯賽運營、先進的技術應用以及對分析驅動型體育設施的大力投資。

體育科技涵蓋了廣泛的創新,包括穿戴式感測器、人工智慧和機器學習系統、GPS 和運動追蹤工具、虛擬實境 (VR) 和擴增實境 (AR) 平台、雲端分析以及智慧體育場館解決方案。這些工具使運動員能夠更科學地訓練,教練能夠進行更深入的分析,球迷能夠更沉浸式地參與其中,廣播公司能夠提供更優質的觀賽體驗。家庭體驗的興起,尤其是那些利用 VR 和 AR 的體驗,正在產生重大影響。產業數據顯示,全球 70% 的球迷更喜歡在智慧型手機上觀看體育賽事,而現場觀眾人數將從 2019 年的 47% 下降到 2023 年的 34%,這將推動人們對數位體育消費的需求。

市場動態

市場驅動因素

市場擴張的最大驅動因素是人工智慧和機器學習在效能分析中日益普及。人工智慧使團隊能夠分析數千個數據點,從生物力學到戰術模式,從而獲得可操作的見解。 NFL 和美國職棒大聯盟等頂級聯賽已經在使用人工智慧來分析比賽錄影、優化球員體能並改善戰略規劃。

另一個主要驅動因素是職業運動員對穿戴式科技的日益普及。智慧手錶、健身追蹤器、智慧戒指和 GPS 背心等設備可以追蹤心率、速度、運動強度、睡眠週期和運動模式。 NFL 和 NHL 等聯賽正在利用基於 GPS 的可穿戴技術來降低受傷風險並優化運動表現。

市場限制因子

儘管成長前景可觀,但市場面臨著高昂的實施成本所帶來的挑戰。將傳統體育場升級為智慧設施需要在攝影機基礎設施、感測器和連接解決方案方面進行大量投資。由於預算限制,小型運動俱​​樂部難以實施這些系統。日益增長的網路安全問題也是一個限制因素,因為球隊必須保護敏感的球員表現數據免於洩露。

市場機會

透過應用程式、AR/VR 和個人化數位體驗實現球迷互動數位化,蘊藏著巨大的商機。全球對沉浸式 AR/VR 運動賽事觀看的認知度僅為 20%,顯示市場潛力巨大。隨著越來越多的球迷購買 VR 設備,在家中獲得如同置身體育場般的體驗,預計未來這一領域將帶來可觀的收入。

體育組織也正在利用生成式人工智慧 (AI) 來打造個人化體驗、自動化內容產生並即時製作精彩片段。諸如 GPT-3 之類的自然語言處理模型已被用於自動產生比賽解說。

細分市場概覽

依技術劃分

截至 2024 年,穿戴式科技將成為最大的細分市場,佔 34% 的市佔率。由於 VR/AR 技術能夠創造沉浸式球迷體驗並支援訓練模擬,預計其成長率將最高。

依應用領域劃分

在人工智慧驅動工具輔助下,個人化訓練策略的實施推動下,效能提升領域在2024年佔市場主導地位。預計到2025年,該領域將佔總市場佔有率的23%。受智慧體育場應用程式和互動數位平台的推動,球迷體驗領域預計將以26.70%的複合年增長率實現最快成長。

依最終使用者劃分

體育組織和聯賽在2024年佔最大市場佔有率,廣泛使用GPS追蹤器、性能感測器和視訊分析工具。受NBA、英超和美國職業足球大聯盟等聯賽日益普及的推動,預計到2025年,該領域的市佔率將達到36%。

區域洞察

北美

北美維持領先地位,預計2024年市場規模將達100.7億美元。人們對美式足球、棒球、籃球和電子競技的熱情推動了市場的發展。預計到2025年,美國市場規模將達到84.1億美元,主要得益於對人工智慧驅動的性能系統和智慧體育場館計畫的投資。

歐洲

預計到2025年,歐洲市場規模將達到80.8億美元,這得益於足球、網球和橄欖球等運動的強大生態系統。預計到2025年,德國和法國的市場規模將分別達到15.7億美元和13.1億美元。

亞太地區

預計亞太地區將以最高的複合年增長率成長。預計到 2025 年,中國市場規模將達到 19.1 億美元,而印度市場規模預計將擴大到 12.2 億美元,這主要得益於對電子競技和主流體育的投資。

目錄

第一章:引言

第二章:摘要整理

第三章:市場動態

  • 宏觀與微觀經濟指標
  • 驅動因素、限制因素、機會與趨勢
  • 生成式人工智慧的影響
  • 關稅互惠的影響

第四章:競爭格局

  • 主要公司採用的商業策略
  • 主要公司的綜合SWOT分析
  • 全球運動科技市場前3-5大公司的市佔率/排名(2024年)

第五章 全球運動科技市場規模估算與預測:依細分市場劃分(2019-2032)

  • 主要發現
  • 依技術分類
    • 穿戴式技術
    • 人工智慧與機器學習
    • GPS與運動追踪
    • 虛擬實境/擴增實境
    • 雲端運算與大數據物聯網
    • 其他(例如,電腦視覺)
  • 依應用程式分類
    • 績效提升
    • 傷病預防與康復
    • 人才識別與招聘
    • 球迷活動體驗與互動
    • 廣播與媒體分析
    • 健身與健康監測
    • 比賽策略與戰術分析
  • 依最終使用者分類
    • 運動組織與聯賽
    • 廣播公司與媒體公司
    • 運動俱樂部
    • 其他(運動員、教練、訓練員等)
  • 依地區劃分
    • 北美洲
    • 南美洲
    • 歐洲
    • 中東和非洲
    • 亞太地區

第六章 北美運動科技市場估算與預測:依細分市場劃分,2019-2032

  • 依國家劃分
    • 美國
    • 加拿大
    • 墨西哥

第七章 南美洲運動科技市場估算與預測:依細分市場劃分,2019-2032

  • 依國家劃分
    • 巴西
    • 阿根廷
    • 其他南美洲國家國家

第八章:歐洲體育科技市場規模估算及預測(依細分市場劃分,2019-2032 年)

  • 依國家劃分
    • 英國
    • 德國
    • 法國
    • 義大利
    • 西班牙
    • 俄羅斯
    • 比荷盧經濟聯盟
    • 北歐國家
    • 歐洲其他地區

第九章:中東及非洲體育科技市場規模估算及預測(依細分市場劃分,2019-2032 年)

  • 依國家劃分
    • 土耳其
    • 以色列
    • 海灣合作委員會
    • 北非
    • 南非
    • 中東其他地區非洲

第十章:亞太地區體育科技市場規模估算及預測(依細分市場劃分,2019-2032 年)

  • 依國家劃分
    • 中國
    • 印度
    • 日本
    • 韓國
    • 東協
    • 大洋洲
    • 亞太其他地區

第十一章:十大公司簡介

  • 蘋果公司
  • 三星
  • 思科系統公司
  • IBM公司
  • Catapult
  • 愛立信
  • 佳明有限公司
  • 江森自控
  • 華為技術有限公司
  • 施耐德電機電力

第十二章:要點總結

Product Code: FBI112896

Growth Factors of sports technology Market

The global sports technology market is undergoing rapid transformation driven by advancements in AI, analytics, wearables, VR/AR, and IoT-enabled stadium infrastructure. According to the latest industry analysis, the market was valued at USD 26.77 billion in 2024, is expected to reach USD 32.47 billion in 2025, and is projected to expand dramatically to USD 139.41 billion by 2032, registering an impressive CAGR of 23.10% during the forecast period. North America led the global landscape in 2024 with a 37.61% market share, supported by advanced leagues, high technology adoption, and strong investments in analytics-driven sports enhancement.

Sports technology encompasses a broad range of innovations including wearable sensors, AI and machine-learning systems, GPS and motion-tracking tools, virtual and augmented reality platforms, cloud analytics, and smart stadium solutions. These tools allow athletes to train smarter, coaches to analyze deeper, fans to engage more immersively, and broadcasters to deliver advanced viewing experiences. The rise of VR/AR-enabled home experiences has been especially impactful: as per industry data, 70% of global fans prefer watching sports on smartphones, and venue visits declined from 47% in 2019 to 34% in 2023, fueling demand for digital sports consumption.

Market Dynamics

Market Drivers

The strongest driver of market expansion is the growing adoption of AI and Machine Learning in performance analytics. AI allows teams to break down thousands of data points-from biomechanics to tactical patterns-offering actionable insights. Top leagues such as the NFL and Major League Baseball are already using AI to analyze game video, optimize player fitness, and improve strategic planning.

Another major driver is the increasing use of wearable technology among professional athletes. Devices such as smartwatches, fitness trackers, smart rings, and GPS vests track heart rate, speed, exertion levels, sleep cycles, and motion patterns. Leagues like the NFL and NHL use GPS-based wearables to reduce injury risk and optimize performance.

Market Restraints

Despite the promising growth, the market faces challenges related to high implementation costs. Upgrading traditional stadiums into smart venues requires massive investments in camera infrastructure, sensors, and connectivity solutions. Smaller sports clubs struggle to adopt these systems due to limited budgets. Increasing concerns around cybersecurity also pose restrictions as teams must protect sensitive athlete performance data from breaches.

Market Opportunities

Digitization of fan engagement through apps, AR/VR, and personalized digital experiences offers lucrative opportunities. Globally, awareness of immersive AR/VR sports viewing is still only at 20%, indicating massive untapped potential. As more fans look to purchase VR devices for stadium-like home experiences, this segment is expected to drive significant future revenue.

Sports organizations are also adopting generative AI to build personalized engagement experiences, automate content creation, and generate highlight reels instantly. NLP models such as GPT-3 are already being used to auto-generate live match commentary.

Segmentation Overview

By Technology

Wearable technology accounted for 34% of the market share in 2024, making it the largest segment. VR/AR technology is expected to grow at the highest rate due to its ability to create immersive fan experiences and support training simulations.

By Application

Performance enhancement dominated the market in 2024, supported by AI-driven tools enabling personalized training strategies. In 2025, performance enhancement is predicted to capture 23% of total share. The fan experience segment will record the fastest growth with a CAGR of 26.70%, driven by smart stadium apps and interactive digital platforms.

By End User

Sports organizations and leagues captured the largest share in 2024, heavily utilizing GPS trackers, performance sensors, and video analytics tools. This segment is expected to reach 36% share in 2025, driven by increased adoption in leagues such as the NBA, EPL, and MLS.

Regional Insights

North America

North America generated USD 10.07 billion in 2024, retaining its top position. Strong enthusiasm for sports such as American football, baseball, basketball, and esports is driving adoption. The U.S. market is projected to reach USD 8.41 billion in 2025, fueled by investments in AI-driven performance systems and smart stadium projects.

Europe

Europe is expected to reach USD 8.08 billion in 2025, supported by strong soccer, tennis, and rugby ecosystems. Germany and France will reach USD 1.57 billion and USD 1.31 billion, respectively, in 2025.

Asia Pacific

Asia Pacific is set to grow at the highest CAGR. China's market will reach USD 1.91 billion in 2025, and India will rise to USD 1.22 billion, driven by esports and major sports investments.

Conclusion

The sports technology market is moving toward a future where AI, wearable sensors, VR/AR, and IoT redefine athletic performance and fan engagement. With the market rising from USD 26.77 billion in 2024 to USD 139.41 billion by 2032, the sector is poised for exceptional long-term growth driven by innovation, digital transformation, and global demand for next-generation sports experiences.

Segmentation By Technology

  • Wearable Technology
  • AI and ML
  • GPS & Motion Tracking
  • VR/AR
  • Cloud & Big Data IoT
  • Others (Computer Vision, etc.)

By Application

  • Performance Enhancement
  • Injury Prevention & Recovery
  • Talent Scouting & Recruitment
  • Fan Experience & Engagement
  • Broadcast & Media Analytics
  • Fitness & Health Monitoring
  • Game Strategy & Tactical Analysis

By End-user

  • Sports Organizations & Leagues
  • Broadcasters and Media Companies
  • Sports Clubs
  • Others (Athletes, Coaches & Trainers, etc.)

By Region

  • North America (By Technology, By Application, By End-user, and By Country)
    • U.S.
    • Canada
    • Mexico
  • South America (By Technology, By Application, By End-user, and By Country)
    • Brazil
    • Argentina
    • Rest of South America
  • Europe (By Technology, By Application, By End-user, and By Country)
    • U.K.
    • Germany
    • France
    • Italy
    • Spain
    • Russia
    • Benelux
    • Nordics
    • Rest of Europe
  • Middle East & Africa (By Technology, By Application, By End-user, and By Country)
    • Turkey
    • Israel
    • GCC
    • North Africa
    • South Africa
    • Rest of the Middle East & Africa
  • Asia Pacific (By Technology, By Application, By End-user, and By Country)
    • China
    • India
    • Japan
    • South Korea
    • ASEAN
    • Oceania
    • Rest of Asia Pacific

Companies Profiled in the Report * Apple Inc. (U.S.)

  • Samsung (South Korea)
  • Cisco Systems, Inc. (U.S.)
  • IBM Corporation (U.S.)
  • Catapult (Australia)
  • Telefonaktiebolaget LM Ericsson (Sweden)
  • Garmin Ltd. (U.S.)
  • Johnson Controls (Ireland)
  • Huawei Technologies Co., Ltd. (China)
  • Schneider Electric (France)

Table of Content

1. Introduction

  • 1.1. Definition, By Segment
  • 1.2. Research Methodology/Approach
  • 1.3. Data Sources

2. Executive Summary

3. Market Dynamics

  • 3.1. Macro and Micro Economic Indicators
  • 3.2. Drivers, Restraints, Opportunities and Trends
  • 3.3. Impact of Generative AI
  • 3.4. Impact of Tariff Reciprocal

4. Competition Landscape

  • 4.1. Business Strategies Adopted by Key Players
  • 4.2. Consolidated SWOT Analysis of Key Players
  • 4.3. Global Sports Technology Market Key Players (Top 3 - 5) Market Share/Ranking, 2024

5. Global Sports Technology Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 5.1. Key Findings
  • 5.2. By Technology (USD)
    • 5.2.1. Wearable Technology
    • 5.2.2. AI and ML
    • 5.2.3. GPS and Motion Tracking
    • 5.2.4. VR/AR
    • 5.2.5. Cloud & Big Data IoT
    • 5.2.6. Others (Computer Vision, etc.)
  • 5.3. By Application (USD)
    • 5.3.1. Performance Enhancement
    • 5.3.2. Injury Prevention & Recovery
    • 5.3.3. Talent Scouting & Recruitment
    • 5.3.4. Fan Experience & Engagement
    • 5.3.5. Broadcast & Media Analytics
    • 5.3.6. Fitness & Health Monitoring
    • 5.3.7. Game Strategy & Tactical Analysis
  • 5.4. By End-user (USD)
    • 5.4.1. Sports Organizations & Leagues
    • 5.4.2. Broadcasters and Media Companies
    • 5.4.3. Sports Clubs
    • 5.4.4. Others (Athletes, Coaches & Trainers, etc.)
  • 5.5. By Region (USD)
    • 5.5.1. North America
    • 5.5.2. South America
    • 5.5.3. Europe
    • 5.5.4. Middle East & Africa
    • 5.5.5. Asia Pacific

6. North America Sports Technology Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 6.1. Key Findings
  • 6.2. By Technology (USD)
    • 6.2.1. Wearable Technology
    • 6.2.2. AI and ML
    • 6.2.3. GPS and Motion Tracking
    • 6.2.4. VR/AR
    • 6.2.5. Cloud & Big Data IoT
    • 6.2.6. Others (Computer Vision, etc.)
  • 6.3. By Application (USD)
    • 6.3.1. Performance Enhancement
    • 6.3.2. Injury Prevention & Recovery
    • 6.3.3. Talent Scouting & Recruitment
    • 6.3.4. Fan Experience & Engagement
    • 6.3.5. Broadcast & Media Analytics
    • 6.3.6. Fitness & Health Monitoring
    • 6.3.7. Game Strategy & Tactical Analysis
  • 6.4. By End-user (USD)
    • 6.4.1. Sports Organizations & Leagues
    • 6.4.2. Broadcasters and Media Companies
    • 6.4.3. Sports Clubs
    • 6.4.4. Others (Athletes, Coaches & Trainers, etc.)
  • 6.5. By Country (USD)
    • 6.5.1. United States
    • 6.5.2. Canada
    • 6.5.3. Mexico

7. South America Sports Technology Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 7.1. Key Findings
  • 7.2. By Technology (USD)
    • 7.2.1. Wearable Technology
    • 7.2.2. AI and ML
    • 7.2.3. GPS and Motion Tracking
    • 7.2.4. VR/AR
    • 7.2.5. Cloud & Big Data IoT
    • 7.2.6. Others (Computer Vision, etc.)
  • 7.3. By Application (USD)
    • 7.3.1. Performance Enhancement
    • 7.3.2. Injury Prevention & Recovery
    • 7.3.3. Talent Scouting & Recruitment
    • 7.3.4. Fan Experience & Engagement
    • 7.3.5. Broadcast & Media Analytics
    • 7.3.6. Fitness & Health Monitoring
    • 7.3.7. Game Strategy & Tactical Analysis
  • 7.4. By End-user (USD)
    • 7.4.1. Sports Organizations & Leagues
    • 7.4.2. Broadcasters and Media Companies
    • 7.4.3. Sports Clubs
    • 7.4.4. Others (Athletes, Coaches & Trainers, etc.)
  • 7.5. By Country (USD)
    • 7.5.1. Brazil
    • 7.5.2. Argentina
    • 7.5.3. Rest of South America

8. Europe Sports Technology Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 8.1. Key Findings
  • 8.2. By Technology (USD)
    • 8.2.1. Wearable Technology
    • 8.2.2. AI and ML
    • 8.2.3. GPS and Motion Tracking
    • 8.2.4. VR/AR
    • 8.2.5. Cloud & Big Data IoT
    • 8.2.6. Others (Computer Vision, etc.)
  • 8.3. By Application (USD)
    • 8.3.1. Performance Enhancement
    • 8.3.2. Injury Prevention & Recovery
    • 8.3.3. Talent Scouting & Recruitment
    • 8.3.4. Fan Experience & Engagement
    • 8.3.5. Broadcast & Media Analytics
    • 8.3.6. Fitness & Health Monitoring
    • 8.3.7. Game Strategy & Tactical Analysis
  • 8.4. By End-user (USD)
    • 8.4.1. Sports Organizations & Leagues
    • 8.4.2. Broadcasters and Media Companies
    • 8.4.3. Sports Clubs
    • 8.4.4. Others (Athletes, Coaches & Trainers, etc.)
  • 8.5. By Country (USD)
    • 8.5.1. United Kingdom
    • 8.5.2. Germany
    • 8.5.3. France
    • 8.5.4. Italy
    • 8.5.5. Spain
    • 8.5.6. Russia
    • 8.5.7. Benelux
    • 8.5.8. Nordics
    • 8.5.9. Rest of Europe

9. Middle East & Africa Sports Technology Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 9.1. Key Findings
  • 9.2. By Technology (USD)
    • 9.2.1. Wearable Technology
    • 9.2.2. AI and ML
    • 9.2.3. GPS and Motion Tracking
    • 9.2.4. VR/AR
    • 9.2.5. Cloud & Big Data IoT
    • 9.2.6. Others (Computer Vision, etc.)
  • 9.3. By Application (USD)
    • 9.3.1. Performance Enhancement
    • 9.3.2. Injury Prevention & Recovery
    • 9.3.3. Talent Scouting & Recruitment
    • 9.3.4. Fan Experience & Engagement
    • 9.3.5. Broadcast & Media Analytics
    • 9.3.6. Fitness & Health Monitoring
    • 9.3.7. Game Strategy & Tactical Analysis
  • 9.4. By End-user (USD)
    • 9.4.1. Sports Organizations & Leagues
    • 9.4.2. Broadcasters and Media Companies
    • 9.4.3. Sports Clubs
    • 9.4.4. Others (Athletes, Coaches & Trainers, etc.)
  • 9.5. By Country (USD)
    • 9.5.1. Turkey
    • 9.5.2. Israel
    • 9.5.3. GCC
    • 9.5.4. North Africa
    • 9.5.5. South Africa
    • 9.5.6. Rest of MEA

10. Asia Pacific Sports Technology Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 10.1. Key Findings
  • 10.2. By Technology (USD)
    • 10.2.1. Wearable Technology
    • 10.2.2. AI and ML
    • 10.2.3. GPS and Motion Tracking
    • 10.2.4. VR/AR
    • 10.2.5. Cloud & Big Data IoT
    • 10.2.6. Others (Computer Vision, etc.)
  • 10.3. By Application (USD)
    • 10.3.1. Performance Enhancement
    • 10.3.2. Injury Prevention & Recovery
    • 10.3.3. Talent Scouting & Recruitment
    • 10.3.4. Fan Experience & Engagement
    • 10.3.5. Broadcast & Media Analytics
    • 10.3.6. Fitness & Health Monitoring
    • 10.3.7. Game Strategy & Tactical Analysis
  • 10.4. By End-user (USD)
    • 10.4.1. Sports Organizations & Leagues
    • 10.4.2. Broadcasters and Media Companies
    • 10.4.3. Sports Clubs
    • 10.4.4. Others (Athletes, Coaches & Trainers, etc.)
  • 10.5. By Country (USD)
    • 10.5.1. China
    • 10.5.2. India
    • 10.5.3. Japan
    • 10.5.4. South Korea
    • 10.5.5. ASEAN
    • 10.5.6. Oceania
    • 10.5.7. Rest of Asia Pacific

11. Company Profiles for Top 10 Players (Based on data availability in public domain and/or on paid databases)

  • 11.1. Apple Inc.
    • 11.1.1. Overview
      • 11.1.1.1. Key Management
      • 11.1.1.2. Headquarters
      • 11.1.1.3. Offerings/Business Segments
    • 11.1.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.1.2.1. Employee Size
      • 11.1.2.2. Past and Current Revenue
      • 11.1.2.3. Geographical Share
      • 11.1.2.4. Business Segment Share
      • 11.1.2.5. Recent Developments
  • 11.2. Samsung
    • 11.2.1. Overview
      • 11.2.1.1. Key Management
      • 11.2.1.2. Headquarters
      • 11.2.1.3. Offerings/Business Segments
    • 11.2.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.2.2.1. Employee Size
      • 11.2.2.2. Past and Current Revenue
      • 11.2.2.3. Geographical Share
      • 11.2.2.4. Business Segment Share
      • 11.2.2.5. Recent Developments
  • 11.3. Cisco Systems, Inc.
    • 11.3.1. Overview
      • 11.3.1.1. Key Management
      • 11.3.1.2. Headquarters
      • 11.3.1.3. Offerings/Business Segments
    • 11.3.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.3.2.1. Employee Size
      • 11.3.2.2. Past and Current Revenue
      • 11.3.2.3. Geographical Share
      • 11.3.2.4. Business Segment Share
      • 11.3.2.5. Recent Developments
  • 11.4. IBM Corporation
    • 11.4.1. Overview
      • 11.4.1.1. Key Management
      • 11.4.1.2. Headquarters
      • 11.4.1.3. Offerings/Business Segments
    • 11.4.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.4.2.1. Employee Size
      • 11.4.2.2. Past and Current Revenue
      • 11.4.2.3. Geographical Share
      • 11.4.2.4. Business Segment Share
      • 11.4.2.5. Recent Developments
  • 11.5. Catapult
    • 11.5.1. Overview
      • 11.5.1.1. Key Management
      • 11.5.1.2. Headquarters
      • 11.5.1.3. Offerings/Business Segments
    • 11.5.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.5.2.1. Employee Size
      • 11.5.2.2. Past and Current Revenue
      • 11.5.2.3. Geographical Share
      • 11.5.2.4. Business Segment Share
      • 11.5.2.5. Recent Developments
  • 11.6. Telefonaktiebolaget LM Ericsson
    • 11.6.1. Overview
      • 11.6.1.1. Key Management
      • 11.6.1.2. Headquarters
      • 11.6.1.3. Offerings/Business Segments
    • 11.6.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.6.2.1. Employee Size
      • 11.6.2.2. Past and Current Revenue
      • 11.6.2.3. Geographical Share
      • 11.6.2.4. Business Segment Share
      • 11.6.2.5. Recent Developments
  • 11.7. Garmin Ltd.
    • 11.7.1. Overview
      • 11.7.1.1. Key Management
      • 11.7.1.2. Headquarters
      • 11.7.1.3. Offerings/Business Segments
    • 11.7.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.7.2.1. Employee Size
      • 11.7.2.2. Past and Current Revenue
      • 11.7.2.3. Geographical Share
      • 11.7.2.4. Business Segment Share
      • 11.7.2.5. Recent Developments
  • 11.8. Johnson Controls
    • 11.8.1. Overview
      • 11.8.1.1. Key Management
      • 11.8.1.2. Headquarters
      • 11.8.1.3. Offerings/Business Segments
    • 11.8.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.8.2.1. Employee Size
      • 11.8.2.2. Past and Current Revenue
      • 11.8.2.3. Geographical Share
      • 11.8.2.4. Business Segment Share
      • 11.8.2.5. Recent Developments
  • 11.9. Huawei Technologies Co., Ltd.
    • 11.9.1. Overview
      • 11.9.1.1. Key Management
      • 11.9.1.2. Headquarters
      • 11.9.1.3. Offerings/Business Segments
    • 11.9.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.9.2.1. Employee Size
      • 11.9.2.2. Past and Current Revenue
      • 11.9.2.3. Geographical Share
      • 11.9.2.4. Business Segment Share
      • 11.9.2.5. Recent Developments
  • 11.10. Schneider Electric
    • 11.10.1. Overview
      • 11.10.1.1. Key Management
      • 11.10.1.2. Headquarters
      • 11.10.1.3. Offerings/Business Segments
    • 11.10.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.10.2.1. Employee Size
      • 11.10.2.2. Past and Current Revenue
      • 11.10.2.3. Geographical Share
      • 11.10.2.4. Business Segment Share
      • 11.10.2.5. Recent Developments

12. Key Takeaways

List of Tables

  • Table 1: Global Sports Technology Market Size Estimates and Forecasts, 2019 - 2032
  • Table 2: Global Sports Technology Market Size Estimates and Forecasts, By Technology, 2019 - 2032
  • Table 3: Global Sports Technology Market Size Estimates and Forecasts, By Application, 2019 - 2032
  • Table 4: Global Sports Technology Market Size Estimates and Forecasts, By End-user, 2019 - 2032
  • Table 5: Global Sports Technology Market Size Estimates and Forecasts, By Region, 2019 - 2032
  • Table 6: North America Sports Technology Market Size Estimates and Forecasts, 2019 - 2032
  • Table 7: North America Sports Technology Market Size Estimates and Forecasts, By Technology, 2019 - 2032
  • Table 8: North America Sports Technology Market Size Estimates and Forecasts, By Application, 2019 - 2032
  • Table 9: North America Sports Technology Market Size Estimates and Forecasts, By End-user, 2019 - 2032
  • Table 10: North America Sports Technology Market Size Estimates and Forecasts, By Country, 2019 - 2032
  • Table 11: South America Sports Technology Market Size Estimates and Forecasts, 2019 - 2032
  • Table 12: South America Sports Technology Market Size Estimates and Forecasts, By Technology, 2019 - 2032
  • Table 13: South America Sports Technology Market Size Estimates and Forecasts, By Application, 2019 - 2032
  • Table 14: South America Sports Technology Market Size Estimates and Forecasts, By End-user, 2019 - 2032
  • Table 15: South America Sports Technology Market Size Estimates and Forecasts, By Country, 2019 - 2032
  • Table 16: Europe Sports Technology Market Size Estimates and Forecasts, 2019 - 2032
  • Table 17: Europe Sports Technology Market Size Estimates and Forecasts, By Technology, 2019 - 2032
  • Table 18: Europe Sports Technology Market Size Estimates and Forecasts, By Application, 2019 - 2032
  • Table 19: Europe Sports Technology Market Size Estimates and Forecasts, By End-user, 2019 - 2032
  • Table 20: Europe Sports Technology Market Size Estimates and Forecasts, By Country, 2019 - 2032
  • Table 21: Middle East & Africa Sports Technology Market Size Estimates and Forecasts, 2019 - 2032
  • Table 22: Middle East & Africa Sports Technology Market Size Estimates and Forecasts, By Technology, 2019 - 2032
  • Table 23: Middle East & Africa Sports Technology Market Size Estimates and Forecasts, By Application, 2019 - 2032
  • Table 24: Middle East & Africa Sports Technology Market Size Estimates and Forecasts, By End-user, 2019 - 2032
  • Table 25: Middle East & Africa Sports Technology Market Size Estimates and Forecasts, By Country, 2019 - 2032
  • Table 26: Asia Pacific Sports Technology Market Size Estimates and Forecasts, 2019 - 2032
  • Table 27: Asia Pacific Sports Technology Market Size Estimates and Forecasts, By Technology, 2019 - 2032
  • Table 28: Asia Pacific Sports Technology Market Size Estimates and Forecasts, By Application, 2019 - 2032
  • Table 29: Asia Pacific Sports Technology Market Size Estimates and Forecasts, By End-user, 2019 - 2032
  • Table 30: Asia Pacific Sports Technology Market Size Estimates and Forecasts, By Country, 2019 - 2032

List of Figures

  • Figure 1: Global Sports Technology Market Revenue Share (%), 2024 and 2032
  • Figure 2: Global Sports Technology Market Revenue Share (%), By Technology, 2024 and 2032
  • Figure 3: Global Sports Technology Market Revenue Share (%), By Application, 2024 and 2032
  • Figure 4: Global Sports Technology Market Revenue Share (%), By End-user, 2024 and 2032
  • Figure 5: Global Sports Technology Market Revenue Share (%), By Region, 2024 and 2032
  • Figure 6: North America Sports Technology Market Revenue Share (%), 2024 and 2032
  • Figure 7: North America Sports Technology Market Revenue Share (%), By Technology, 2024 and 2032
  • Figure 8: North America Sports Technology Market Revenue Share (%), By Application, 2024 and 2032
  • Figure 9: North America Sports Technology Market Revenue Share (%), By End-user, 2024 and 2032
  • Figure 10: North America Sports Technology Market Revenue Share (%), By Country, 2024 and 2032
  • Figure 11: South America Sports Technology Market Revenue Share (%), 2024 and 2032
  • Figure 12: South America Sports Technology Market Revenue Share (%), By Technology, 2024 and 2032
  • Figure 13: South America Sports Technology Market Revenue Share (%), By Application, 2024 and 2032
  • Figure 14: South America Sports Technology Market Revenue Share (%), By End-user, 2024 and 2032
  • Figure 15: South America Sports Technology Market Revenue Share (%), By Country, 2024 and 2032
  • Figure 16: Europe Sports Technology Market Revenue Share (%), 2024 and 2032
  • Figure 17: Europe Sports Technology Market Revenue Share (%), By Technology, 2024 and 2032
  • Figure 18: Europe Sports Technology Market Revenue Share (%), By Application, 2024 and 2032
  • Figure 19: Europe Sports Technology Market Revenue Share (%), By End-user, 2024 and 2032
  • Figure 20: Europe Sports Technology Market Revenue Share (%), By Country, 2024 and 2032
  • Figure 21: Middle East & Africa Sports Technology Market Revenue Share (%), 2024 and 2032
  • Figure 22: Middle East & Africa Sports Technology Market Revenue Share (%), By Technology, 2024 and 2032
  • Figure 23: Middle East & Africa Sports Technology Market Revenue Share (%), By Application, 2024 and 2032
  • Figure 24: Middle East & Africa Sports Technology Market Revenue Share (%), By End-user, 2024 and 2032
  • Figure 25: Middle East & Africa Sports Technology Market Revenue Share (%), By Country, 2024 and 2032
  • Figure 26: Asia Pacific Sports Technology Market Revenue Share (%), 2024 and 2032
  • Figure 27: Asia Pacific Sports Technology Market Revenue Share (%), By Technology, 2024 and 2032
  • Figure 28: Asia Pacific Sports Technology Market Revenue Share (%), By Application, 2024 and 2032
  • Figure 29: Asia Pacific Sports Technology Market Revenue Share (%), By End-user, 2024 and 2032
  • Figure 30: Asia Pacific Sports Technology Market Revenue Share (%), By Country, 2024 and 2032
  • Figure 31: Global Sports Technology Key Players' Market Share/Ranking (%), 2024