封面
市場調查報告書
商品編碼
1746483

日本運動科技市場報告(按組件、技術(人工智慧/機器學習、物聯網、擴增實境/虛擬實境)、運動、應用、最終用戶和地區分類,2025 年至 2033 年)

Japan Sports Technology Market Report by Component, Technology (Artificial Intelligence/Machine Learning, Internet of Things, Augmented Reality/Virtuality ), Sport, Application, End User, and Region 2025-2033

出版日期: | 出版商: IMARC | 英文 120 Pages | 商品交期: 5-7個工作天內

價格
簡介目錄

2024年,日本體育科技市場規模達10億美元。展望未來, IMARC Group預計到2033年,該市場規模將達到18億美元,2025-2033年期間的複合年成長率(CAGR)為6.84%。體育愛好者文化的興起、科技的顯著進步、近期奧運會和殘奧會的舉辦、健康和健身意識的提升、對體育科技新創企業的投資不斷增加以及人口老齡化的快速發展,這些都是推動市場發展的關鍵因素。

體育科技是指體育界為提升運動表現、安全性和整體觀賽體驗而採用的創新工具、設備和方法。它涵蓋了從穿戴式健身追蹤器和智慧運動裝備到資料分析和視訊分析軟體等一系列先進技術。這些技術徹底改變了運動員訓練、比賽和恢復的方式。體育科技的一個突出方面是穿戴式設備,例如健身追蹤器和智慧手錶。運動員和教練使用這些設備來監測關鍵指標,例如心率、運動距離和卡路里消耗,從而實現精準訓練和運動表現最佳化。此外,先進的材料和設計技術也促進了高性能運動裝備的發展,例如輕質、符合空氣動力學的服裝和先進的鞋類。

日本運動科技市場趨勢:

日本擁有豐富且根深蒂固的運動文化,人們對棒球、足球和相撲等各種運動都充滿熱情。這種文化催生了對先進技術的需求,這些技術能夠提升運動表現、訓練方法和整體運動體驗。此外,近期在東京舉辦的2020年夏季奧運會和殘奧會為展示體育科技解決方案提供了平台。這些賽事促進了對體育科技基礎設施的投資,重點是提高運動員的表現和球迷的參與度。此外,人們對健康和健身重要性的認知日益增強,也促使個人和健身愛好者對體育科技的興趣日益濃厚。穿戴式健身追蹤器、智慧手錶和健康監測應用程式作為追蹤身體活動和健康指標的工具,正日益受到歡迎。此外,日本對體育科技新創公司和專注於體育相關創新的公司的投資激增。創投公司和企業贊助商意識到了這個市場的潛力,並正在提供資金以加速體育科技解決方案的開發和應用。同時,日本人口老化催生了對支持積極健康老化技術的需求。體育科技在為老年人提供保持身體健康和監測健康狀況的工具方面發揮著至關重要的作用,從而促進他們的整體福祉。此外,運動科技還能提升運動員的表現,並增強球迷的體驗。日本的體育聯盟和體育團隊正在採用虛擬實境 (VR)、擴增實境 (AR) 和互動式行動應用程式等數位解決方案,以吸引球迷並創造身臨其境的體驗。此外,日本以其技術實力和創新而聞名。該國對研發的投入促成了尖端體育科技的誕生,包括穿戴式裝置、性能分析和生物力學解決方案。這些創新正在推動運動員和體育隊伍採用體育科技。

日本運動科技市場細分:

組件洞察:

  • 軟體
  • 穿戴式裝置和運動器材
  • 服務

技術洞察:

  • 人工智慧/機器學習(AI/ML)
  • 物聯網 (IoT)
  • 擴增實境/虛擬實境(AR/VR)

體育見解:

  • 足球
  • 棒球
  • 籃球
  • 冰上曲棍球
  • 美式足球/橄欖球
  • 網球
  • 蟋蟀
  • 高爾夫球
  • 電競
  • 其他

應用程式洞察:

  • 追蹤
  • 決策與團隊分析與管理
  • 分析與統計
  • 戰術與模擬
  • 訓練
  • 比賽表現分析與傷病與健康分析

最終用戶洞察:

  • 教練
  • 俱樂部
  • 聯賽
  • 體育協會
  • 其他

競爭格局:

市場研究報告也對競爭格局進行了全面的分析。報告涵蓋了市場結構、關鍵參與者定位、最佳制勝策略、競爭儀錶板和公司評估象限等競爭分析。此外,報告還提供了所有主要公司的詳細資料。

本報告回答的關鍵問題:

  • 日本體育科技市場迄今表現如何?未來幾年又將如何表現?
  • 新冠疫情對日本體育科技市場有何影響?
  • 日本體育技術市場按組成部分的分類是怎樣的?
  • 日本體育科技市場按技術分類的詳細情形如何?
  • 日本體育科技市場以體育運動為基礎的詳細情形是怎麼樣的?
  • 日本體育技術市場按應用分類的分佈如何?
  • 根據最終用戶,日本體育技術市場是如何分類的?
  • 日本體育科技市場的價值鏈分為哪些階段?
  • 日本體育科技的關鍵促進因素和挑戰是什麼?
  • 日本體育科技市場的結構是怎麼樣的?主要參與者是誰?
  • 日本運動科技市場的競爭程度如何?

本報告回答的關鍵問題:

  • 日本體育科技市場迄今表現如何?未來幾年又將如何表現?
  • 新冠疫情對日本體育科技市場有何影響?
  • 日本體育技術市場按組成部分的分類是怎樣的?
  • 日本體育科技市場按技術分類的詳細情形如何?
  • 日本體育科技市場以體育運動為基礎的詳細情形是怎麼樣的?
  • 日本體育技術市場按應用分類的分佈如何?
  • 根據最終用戶,日本體育技術市場是如何分類的?
  • 日本體育科技市場的價值鏈分為哪些階段?
  • 日本體育科技的關鍵促進因素和挑戰是什麼?
  • 日本體育科技市場的結構是怎麼樣的?主要參與者是誰?
  • 日本體育科技市場的競爭程度如何?

目錄

第1章:前言

第2章:範圍與方法

  • 研究目標
  • 利害關係人
  • 資料來源
    • 主要來源
    • 次要來源
  • 市場評估
    • 自下而上的方法
    • 自上而下的方法
  • 預測方法

第3章:執行摘要

第4章:日本運動科技市場-簡介

  • 概述
  • 市場動態
  • 產業趨勢
  • 競爭情報

第5章:日本運動科技市場格局

  • 歷史與當前市場趨勢(2019-2024)
  • 市場預測(2025-2033)

第6章:日本運動科技市場-細分:按組件

  • 軟體
    • 概述
  • 穿戴式裝置和運動器材
    • 概述
  • 服務
    • 概述

第7章:日本運動科技市場-細分:依技術

  • 人工智慧/機器學習(AI/ML)
    • 概述
  • 物聯網 (IoT)
    • 概述
  • 擴增實境/虛擬實境(AR/VR)
    • 概述

第 8 章:日本運動科技市場 - 細分:按體育

  • 足球
    • 概述
  • 棒球
    • 概述
  • 籃球
    • 概述
  • 冰上曲棍球
    • 概述
  • 美式足球/橄欖球
    • 概述
  • 網球
    • 概述
  • 蟋蟀
    • 概述
  • 高爾夫球
    • 概述
  • 電競
    • 概述
  • 其他

第9章:日本運動科技市場-細分:依應用

  • 追蹤
    • 概述
  • 決策與團隊分析與管理
    • 概述
  • 分析與統計
    • 概述
  • 戰術與模擬
    • 概述
  • 訓練
    • 概述
  • 比賽表現分析與傷病健康分析
    • 概述

第10章:日本運動科技市場-細分:依最終用戶

  • 教練
    • 概述
  • 俱樂部
    • 概述
  • 聯賽
    • 概述
  • 體育協會
    • 概述
  • 其他

第 11 章:日本運動科技市場 - 競爭格局

  • 概述
  • 市場結構
  • 市場參與者定位
  • 最佳獲勝策略
  • 競爭儀錶板
  • 公司評估象限

第 12 章:關鍵參與者簡介

  • Company A
    • Business Overview
    • Product Portfolio
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Company B
    • Business Overview
    • Product Portfolio
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Company C
    • Business Overview
    • Product Portfolio
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Company D
    • Business Overview
    • Product Portfolio
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Company E
    • Business Overview
    • Product Portfolio
    • Business Strategies
    • SWOT Analysis
    • Major News and Events

第13章:日本運動科技市場-產業分析

  • 促進因素、限制因素和機遇
    • 概述
    • 驅動程式
    • 限制
    • 機會
  • 波特五力分析
    • 概述
    • 買家的議價能力
    • 供應商的議價能力
    • 競爭程度
    • 新進入者的威脅
    • 替代品的威脅
  • 價值鏈分析

第 14 章:附錄

簡介目錄
Product Code: SR112025A19780

The Japan sports technology market size reached USD 1.0 Billion in 2024. Looking forward, IMARC Group expects the market to reach USD 1.8 Billion by 2033, exhibiting a growth rate (CAGR) of 6.84% during 2025-2033. The rising sports enthusiast culture, significant technological advancements, recent hosting of Olympic and paralympic sports, rising health and fitness awareness, increasing investment in sports technology startups, and rapidly aging population represent some of the key factors driving the market.

Sports technology refers to the innovative tools, equipment, and methodologies employed in the world of sports to enhance performance, safety, and the overall spectator experience. It encompasses a wide range of advancements, from wearable fitness trackers and smart sports equipment to data analytics and video analysis software. These technologies have revolutionized the way athletes train, compete, and recover. One prominent aspect of sports technology is wearable devices like fitness trackers and smartwatches. Athletes and coaches use these gadgets to monitor crucial metrics, such as heart rate, distance covered, and calories burned, allowing for precise training and performance optimization. Additionally, advanced materials and design techniques have led to the development of high-performance sports gear such as lightweight, aerodynamic clothing and state-of-the-art footwear.

Japan Sports Technology Market Trends:

Japan has a rich and deeply ingrained sports culture, with a strong passion for various sports, including baseball, soccer, and sumo wrestling. This culture fosters a demand for advanced technologies that can enhance athletic performance, training methods, and the overall sporting experience. Additionally, the recent hosting of the 2020 Summer Olympics and Paralympics in Tokyo provided a platform to showcase sports technology solutions. The events served as a catalyst for investment in sports tech infrastructure, with a focus on improving athlete performance and fan engagement. Other than this, the growing awareness about the importance of health and fitness has led to an increased interest in sports technology among individuals and fitness enthusiasts. Wearable fitness trackers, smartwatches, and health monitoring apps are gaining popularity as tools for tracking physical activity and health metrics. Besides this, Japan has seen a surge in investment in sports technology startups and companies specializing in sports-related innovations. Venture capital firms and corporate sponsors are recognizing the potential of this market and are providing funding to accelerate the development and adoption of sports tech solutions. In line with this, the aging population of Japan has created a demand for technologies that support active and healthy aging. Sports technology can play a vital role in providing seniors with tools to maintain physical fitness and monitor their health, thereby contributing to their overall well-being. Moreover, sports technology is about improving athlete performance and also enhancing the fan experience. The sports leagues and teams of Japan are embracing digital solutions, such as virtual reality (VR), augmented reality (AR), and interactive mobile apps, to engage fans and create immersive experiences. Moreover, Japan is renowned for its technological prowess and innovation. The commitment of the nation to research and development has resulted in the creation of cutting-edge sports technologies, including wearable devices, performance analytics, and biomechanics solutions. These innovations are driving the adoption of sports technology among athletes and teams.

Japan Sports Technology Market Segmentation:

Component Insights:

  • Software
  • Wearable Devices and Sports Equipment
  • Services

Technology Insights:

  • Artificial Intelligence/Machine Learning (AI/ML)
  • Internet of Things (IoT)
  • Augmented Reality/Virtuality (AR/VR)

Sports Insights:

  • Soccer
  • Baseball
  • Basketball
  • Ice hockey
  • American Football/Rugby
  • Tennis
  • Cricket
  • Golf
  • Esports
  • Others

Application Insights:

  • Tracking
  • Decision Making and Team Analysis and Management
  • Analytics and Statistics
  • Tactics and Simulation
  • Training
  • Game Performance Analysis and Injury and Health Analysis

End User Insights:

  • Coaches
  • Clubs
  • Leagues
  • Sports associations
  • Others

Competitive Landscape:

The market research report has also provided a comprehensive analysis of the competitive landscape. Competitive analysis such as market structure, key player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant has been covered in the report. Also, detailed profiles of all major companies have been provided.

Key Questions Answered in This Report:

  • How has the Japan sports technology market performed so far and how will it perform in the coming years?
  • What has been the impact of COVID-19 on the Japan sports technology market?
  • What is the breakup of the Japan sports technology market on the basis of component?
  • What is the breakup of the Japan sports technology market on the basis of technology?
  • What is the breakup of the Japan sports technology market on the basis of sports?
  • What is the breakup of the Japan sports technology market on the basis of application?
  • What is the breakup of the Japan sports technology market on the basis of end user?
  • What are the various stages in the value chain of the Japan sports technology market?
  • What are the key driving factors and challenges in the Japan sports technology?
  • What is the structure of the Japan sports technology market and who are the key players?
  • What is the degree of competition in the Japan sports technology market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Japan Sports Technology Market - Introduction

  • 4.1 Overview
  • 4.2 Market Dynamics
  • 4.3 Industry Trends
  • 4.4 Competitive Intelligence

5 Japan Sports Technology Market Landscape

  • 5.1 Historical and Current Market Trends (2019-2024)
  • 5.2 Market Forecast (2025-2033)

6 Japan Sports Technology Market - Breakup by Component

  • 6.1 Software
    • 6.1.1 Overview
    • 6.1.2 Historical and Current Market Trends (2019-2024)
    • 6.1.3 Market Forecast (2025-2033)
  • 6.2 Wearable Devices and Sports Equipment
    • 6.2.1 Overview
    • 6.2.2 Historical and Current Market Trends (2019-2024)
    • 6.2.3 Market Forecast (2025-2033)
  • 6.3 Services
    • 6.3.1 Overview
    • 6.3.2 Historical and Current Market Trends (2019-2024)
    • 6.3.3 Market Forecast (2025-2033)

7 Japan Sports Technology Market - Breakup by Technology

  • 7.1 Artificial Intelligence/Machine Learning (AI/ML)
    • 7.1.1 Overview
    • 7.1.2 Historical and Current Market Trends (2019-2024)
    • 7.1.3 Market Forecast (2025-2033)
  • 7.2 Internet of Things (IoT)
    • 7.2.1 Overview
    • 7.2.2 Historical and Current Market Trends (2019-2024)
    • 7.2.3 Market Forecast (2025-2033)
  • 7.3 Augmented Reality/Virtuality (AR/VR)
    • 7.3.1 Overview
    • 7.3.2 Historical and Current Market Trends (2019-2024)
    • 7.3.3 Market Forecast (2025-2033)

8 Japan Sports Technology Market - Breakup by Sports

  • 8.1 Soccer
    • 8.1.1 Overview
    • 8.1.2 Historical and Current Market Trends (2019-2024)
    • 8.1.3 Market Forecast (2025-2033)
  • 8.2 Baseball
    • 8.2.1 Overview
    • 8.2.2 Historical and Current Market Trends (2019-2024)
    • 8.2.3 Market Forecast (2025-2033)
  • 8.3 Basketball
    • 8.3.1 Overview
    • 8.3.2 Historical and Current Market Trends (2019-2024)
    • 8.3.3 Market Forecast (2025-2033)
  • 8.4 Ice hockey
    • 8.4.1 Overview
    • 8.4.2 Historical and Current Market Trends (2019-2024)
    • 8.4.3 Market Forecast (2025-2033)
  • 8.5 American Football/Rugby
    • 8.5.1 Overview
    • 8.5.2 Historical and Current Market Trends (2019-2024)
    • 8.5.3 Market Forecast (2025-2033)
  • 8.6 Tennis
    • 8.6.1 Overview
    • 8.6.2 Historical and Current Market Trends (2019-2024)
    • 8.6.3 Market Forecast (2025-2033)
  • 8.7 Cricket
    • 8.7.1 Overview
    • 8.7.2 Historical and Current Market Trends (2019-2024)
    • 8.7.3 Market Forecast (2025-2033)
  • 8.8 Golf
    • 8.8.1 Overview
    • 8.8.2 Historical and Current Market Trends (2019-2024)
    • 8.8.3 Market Forecast (2025-2033)
  • 8.9 Esports
    • 8.9.1 Overview
    • 8.9.2 Historical and Current Market Trends (2019-2024)
    • 8.9.3 Market Forecast (2025-2033)
  • 8.10 Others
    • 8.10.1 Historical and Current Market Trends (2019-2024)
    • 8.10.2 Market Forecast (2025-2033)

9 Japan Sports Technology Market - Breakup by Application

  • 9.1 Tracking
    • 9.1.1 Overview
    • 9.1.2 Historical and Current Market Trends (2019-2024)
    • 9.1.3 Market Forecast (2025-2033)
  • 9.2 Decision Making and Team Analysis and Management
    • 9.2.1 Overview
    • 9.2.2 Historical and Current Market Trends (2019-2024)
    • 9.2.3 Market Forecast (2025-2033)
  • 9.3 Analytics and Statistics
    • 9.3.1 Overview
    • 9.3.2 Historical and Current Market Trends (2019-2024)
    • 9.3.3 Market Forecast (2025-2033)
  • 9.4 Tactics and Simulation
    • 9.4.1 Overview
    • 9.4.2 Historical and Current Market Trends (2019-2024)
    • 9.4.3 Market Forecast (2025-2033)
  • 9.5 Training
    • 9.5.1 Overview
    • 9.5.2 Historical and Current Market Trends (2019-2024)
    • 9.5.3 Market Forecast (2025-2033)
  • 9.6 Game Performance Analysis and Injury and Health Analysis
    • 9.6.1 Overview
    • 9.6.2 Historical and Current Market Trends (2019-2024)
    • 9.6.3 Market Forecast (2025-2033)

10 Japan Sports Technology Market - Breakup by End User

  • 10.1 Coaches
    • 10.1.1 Overview
    • 10.1.2 Historical and Current Market Trends (2019-2024)
    • 10.1.3 Market Forecast (2025-2033)
  • 10.2 Clubs
    • 10.2.1 Overview
    • 10.2.2 Historical and Current Market Trends (2019-2024)
    • 10.2.3 Market Forecast (2025-2033)
  • 10.3 Leagues
    • 10.3.1 Overview
    • 10.3.2 Historical and Current Market Trends (2019-2024)
    • 10.3.3 Market Forecast (2025-2033)
  • 10.4 Sports associations
    • 10.4.1 Overview
    • 10.4.2 Historical and Current Market Trends (2019-2024)
    • 10.4.3 Market Forecast (2025-2033)
  • 10.5 Others
    • 10.5.1 Historical and Current Market Trends (2019-2024)
    • 10.5.2 Market Forecast (2025-2033)

11 Japan Sports Technology Market - Competitive Landscape

  • 11.1 Overview
  • 11.2 Market Structure
  • 11.3 Market Player Positioning
  • 11.4 Top Winning Strategies
  • 11.5 Competitive Dashboard
  • 11.6 Company Evaluation Quadrant

12 Profiles of Key Players

  • 12.1 Company A
    • 12.1.1 Business Overview
    • 12.1.2 Product Portfolio
    • 12.1.3 Business Strategies
    • 12.1.4 SWOT Analysis
    • 12.1.5 Major News and Events
  • 12.2 Company B
    • 12.2.1 Business Overview
    • 12.2.2 Product Portfolio
    • 12.2.3 Business Strategies
    • 12.2.4 SWOT Analysis
    • 12.2.5 Major News and Events
  • 12.3 Company C
    • 12.3.1 Business Overview
    • 12.3.2 Product Portfolio
    • 12.3.3 Business Strategies
    • 12.3.4 SWOT Analysis
    • 12.3.5 Major News and Events
  • 12.4 Company D
    • 12.4.1 Business Overview
    • 12.4.2 Product Portfolio
    • 12.4.3 Business Strategies
    • 12.4.4 SWOT Analysis
    • 12.4.5 Major News and Events
  • 12.5 Company E
    • 12.5.1 Business Overview
    • 12.5.2 Product Portfolio
    • 12.5.3 Business Strategies
    • 12.5.4 SWOT Analysis
    • 12.5.5 Major News and Events

13 Japan Sports Technology Market - Industry Analysis

  • 13.1 Drivers, Restraints, and Opportunities
    • 13.1.1 Overview
    • 13.1.2 Drivers
    • 13.1.3 Restraints
    • 13.1.4 Opportunities
  • 13.2 Porters Five Forces Analysis
    • 13.2.1 Overview
    • 13.2.2 Bargaining Power of Buyers
    • 13.2.3 Bargaining Power of Suppliers
    • 13.2.4 Degree of Competition
    • 13.2.5 Threat of New Entrants
    • 13.2.6 Threat of Substitutes
  • 13.3 Value Chain Analysis

14 Appendix