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市場調查報告書
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1843568

2025年全球運動人工智慧市場報告

AI In Sports Global Market Report 2025

出版日期: | 出版商: The Business Research Company | 英文 250 Pages | 商品交期: 2-10個工作天內

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簡介目錄

近年來,人工智慧在體育領域的市場規模呈指數級成長,從2024年的23.9億美元成長到2025年的30.8億美元,複合年成長率達29.1%。這一成長主要受以下因素驅動:對提升運動表現、增強球迷互動、預防和管理傷害、輔助策略決策以及應對市場競爭的需求。

預計未來幾年,體育人工智慧市場將呈指數級成長,到2029年市場規模將達到85.8億美元,複合年成長率(CAGR)高達29.2%。預測期內的成長可歸因於體育分析技術的進步、運動員發展計畫的完善、人工智慧技術的全球普及、對資料安全日益重視以及與穿戴式技術的融合。預測期內的關鍵趨勢包括:人工智慧在電競領域的應用、人工智慧驅動的運動博彩和預測分析、倫理使用和資料隱私問題、與運動科學和醫學領域的合作,以及人工智慧驅動的個人化粉絲體驗。

體育領域的人工智慧是指利用機器學習和電腦視覺等人工智慧技術,透過運用演算法分析和處理來自感測器、視訊影像和其他資訊管道等各種來源的數據,來增強體育運動表現、訓練和球迷參與度的各個方面,從而為運動員、教練和球迷提供見解和建議。

體育領域的人工智慧解決方案主要分為軟體、服務和硬體三大類。軟體涵蓋電腦系統的無形組成部分,例如程式、數據和指令,這些都指導著電腦的運作。軟體的應用範圍十分廣泛,涵蓋足球、板球、網球、籃球和棒球等多種運動項目。這些解決方案可以透過雲端或本地部署,並運用機器學習、自然語言處理、電腦視覺和數據分析等技術。人工智慧在運動領域的應用十分多樣,包括比賽規劃、策略制定、成績提升、傷害預防和運動員招募等。

美國關稅的突然上調以及由此引發的貿易摩擦,在2025年春季對資訊科技產業,尤其是硬體製造、資料基礎設施和軟體部署領域,產生了重大影響。進口半導體、電路基板和網路設備的關稅提高,並推高了高科技公司、雲端服務供應商和資料中心的生產和營運成本。在全球範圍內採購筆記型電腦、伺服器和消費電子產品零件的公司面臨更長的前置作業時間和價格壓力。同時,對專用軟體徵收的關稅以及主要國際市場的報復性措施,擾亂了全球IT供應鏈,並降低了海外對美國製造技術的需求。為了應對這些挑戰,該行業正在加大對國內晶片生產的投資,擴大供應商網路,並利用人工智慧驅動的自動化技術來增強韌性並簡化成本管理。

《體育人工智慧市場研究報告》是商業研究公司最新發布的系列報告之一,提供體育人工智慧市場統計數據,例如全球市場規模、區域佔有率、競爭對手及其市場佔有率、詳細的市場細分、市場趨勢以及體育人工智慧行業的商業機會。這份體育人工智慧市場研究報告對該行業的現狀和未來發展趨勢進行了詳細分析,為您提供所需的一切觀點。

我們預測未來五年該市場將成長29.2%,較先前預測略微下調0.3%。這一下調主要歸因於美國與其他國家之間的關稅影響。關稅可能直接影響美國,推高依賴德國和以色列製造的運動追蹤感測器的AI性能分析工具的成本,並限制數據主導教練的發展。此外,由於相互關稅以及不斷升級的貿易緊張局勢和限制措施對全球經濟和貿易造成的負面影響,其影響範圍也將更加廣泛。

對即時數據分析日益成長的需求預計將在未來推動人工智慧在運動市場的發展。即時數據分析是指對產生或接收的數據進行持續分析,使組織能夠基於最新資訊快速做出明智的決策。隨著越來越多的公司需要利用最新數據做出快速、明智的決策,這種需求也不斷成長。在運動領域,利用人工智慧進行即時數據分析,透過即時評估球員和比賽統計數據,幫助球隊獲得寶貴的洞察,提升表現,並在比賽中做出策略決策。例如,根據美國勞工統計局2024年8月發布的報告,從2021年到2031年,數據分析職位的需求預計將成長23%,遠高於所有產業5%的平均成長率。因此,對即時數據分析日益成長的需求預計將推動人工智慧在體育市場的擴張。

網路遊戲的興起也是推動人工智慧(AI)在運動市場發展的關鍵因素之一。網路遊戲,即透過網路進行電子遊戲,通常是在大型多人線上(MMO)環境下進行,其參與人數顯著成長。人工智慧在創造更具沉浸感和吸引力的網路遊戲體驗方面發揮著至關重要的作用,它能夠促進虛擬角色和環境之間逼真且動態的互動。這提升了整體遊戲體驗,使玩家獲得更大的樂趣和成就感。根據互動 Limited預測,到2023年,全球將有約11.7億人定期參與某種形式的網路遊戲。網路遊戲活動的激增正在推動人工智慧在運動市場的發展,而這項技術也正在推動虛擬體育體驗的演進。

技術進步是體育人工智慧市場的一大趨勢,領先企業積極採用新技術以維持市場地位。 2022年10月,總部位於美國的AI主導體育技術解決方案公司Epoxy AI推出了Audience Cloud技術。這項創新的體育技術為遊戲營運商和體育媒體機構提供關鍵洞察,使他們能夠更好地了解客戶與產品的互動,尤其是在消費者偏好隨賽季和球迷群體演變而變化的情況下。 Audience Cloud利用客製化開發的AI技術,持續建構體育迷行為的全面視圖,並改善運動遊戲和媒體分析。該技術從包括投注、觀看習慣和各種情境指標在內的多種來源收集使用者資料。

為了鞏固市場地位,體育人工智慧領域的主要企業正致力於技術進步,包括開發人工智慧運動員。這些運動員利用人工智慧監測和分析運動員的表現,從而最佳化訓練計劃,找出需要改進的地方,並全面提升運動員的競技水平。 2023年9月,總部位於澳洲的私人公司Behaviol Pty Ltd.推出了META11夢幻錦標賽,這是全球首款免費的人工智慧驅動的板球夢幻遊戲。錦標賽以玩家的幸福感和遊戲樂趣為首要目標,其人工智慧運動員能夠不斷適應和學習,準確預測比賽結果,並為角色及其故事建立複雜的情節。

2022年2月,專注於創新比賽改進技術的美國公司Slinger Bag Inc.收購了Gameface.AI,具體金額未揭露。透過此次策略收購,Slinger Bag Inc.旨在提供更先進、更個人化的訓練和指導解決方案,擴大市場覆蓋範圍,在體育科技市場獲得競爭優勢,並與競爭對手形成差異化。 Gameface.AI是一家總部位於澳洲的人工智慧軟體公司,專注於開發用於體育分析的人工智慧平台,並致力於推動人工智慧在運動產業的應用發展。

體育市場的主要參與者包括:國際商業機器公司 (IBM)、SAP SE、SAS Institute Inc.、Sportradar AG、亞馬遜公司 (Amazon Inc.)、微軟公司 (Microsoft Corporation)、蘋果公司 (Apple Inc.)、Opta Sports 公司、Catapult Group International Ltd.、Trumedias、Salesal. Inc.、Athos、Arccos Golf LLC、Square Off、Kitman Labs、Zone7 Technologies Inc.、KINEXON Sports & Media GmbH、Second Spectrum Inc.、Zebra Technologies India Pvt. Ltd.、Facebook Inc.、Stats Perform、ChyronHego Corporation、ShotTracker Inc。

2024年,北美是體育人工智慧市場最大的區域。預計在預測期內,亞太地區將成為全球體育人工智慧市場成長最快的區域。這篇體育人工智慧市場報告涵蓋亞太地區、西歐、中東歐、北美、南美以及中東和非洲。

《體育人工智慧市場報告》涵蓋以下國家:澳洲、巴西、中國、法國、德國、印度、印尼、日本、俄羅斯、韓國、英國、美國、加拿大、義大利和西班牙。

體育人工智慧市場由提供體育人工智慧服務的營業單位所獲得的收入構成,這些服務包括運動員追蹤與分析、傷病預防與復健、比賽策略最佳化、賽事轉播製作和票務銷售服務等。市場價值還包括服務供應商銷售的或包含在其服務產品中的相關商品的價值。體育人工智慧市場還包括用於提供體育人工智慧服務的穿戴式技術設備、智慧型手錶、健身追蹤器、運動員追蹤與分析工具以及人工智慧運動器材的銷售。該市場的價值為“出廠價”,即商品製造商或創造者向其他營業單位(包括下游製造商、批發商、經銷商和零售商)或直接向最終客戶銷售的商品價值。該市場中的商品價值也包括商品創造者提供的相關服務的價值。

目錄

第1章執行摘要

第2章 市場特徵

第3章 市場趨勢與策略

第4章 市場:宏觀經濟情景,包括利率、通貨膨脹、地緣政治、貿易戰和關稅,以及新冠疫情及其復甦對市場的影響

第5章 全球成長分析與策略分析框架

  • 人工智慧在全球體育領域的應用:PESTEL 分析(政治、社會、技術、環境、法律因素、促進因素和限制因素)
  • 終端用戶產業分析
  • 全球體育人工智慧市場:成長率分析
  • 全球運動人工智慧市場表現:規模與成長,2019-2024年
  • 全球運動人工智慧市場預測:規模與成長,2024-2029年,2034年預測
  • 全球運動領域的人工智慧:潛在市場規模(TAM)

第6章 市場細分

  • 全球運動人工智慧市場:按解決方案、效能和預測分類,2019-2024年、2024-2029年預測、2034年預測
  • 軟體
  • 硬體
  • 全球運動人工智慧市場:依比賽類型、表現和預測分類,2019-2024年、2024-2029年預測、2034年預測
  • 足球
  • 蟋蟀
  • 網球
  • 籃球
  • 全球運動領域人工智慧市場:部署、效能與預測(2019-2024 年、2024-2029 年預測、2034 年預測)
  • 本地部署
  • 全球運動領域人工智慧市場:依技術、效能和預測分類,2019-2024年、2024-2029年預測、2034年預測
  • 機器學習
  • 自然語言處理
  • 電腦視覺
  • 數據分析
  • 其他技術
  • 全球運動領域人工智慧市場:按應用、效能和預測分類,2019-2024年、2024-2029年預測、2034年預測
  • 遊戲計劃
  • 遊戲策略
  • 性能提升
  • 預防傷害
  • 體育招聘
  • 其他用途
  • 全球運動人工智慧市場:細分市場、軟體(按類型)、效能與預測,2019-2024年、2024-2029年預測、2034年預測
  • 分析軟體
  • 玩家追蹤軟體
  • 效能監控軟體
  • 視訊分析軟體
  • 遊戲策略軟體
  • 全球運動人工智慧市場:細分市場、硬體(按類型)、效能及預測,2019-2024年、2024-2029年預測、2034年預測
  • 穿戴式裝置
  • 智慧型相機
  • 感應器
  • 無人機
  • GPS裝置

第7章 區域和國家分析

  • 全球運動人工智慧市場:按地區、表現和預測分類,2019-2024年、2024-2029年預測、2034年預測
  • 全球運動人工智慧市場:按國家、表現和預測分類,2019-2024 年、2024-2029 年預測、2034 年預測

第8章 亞太市場

第9章:中國市場

第10章 印度市場

第11章 日本市場

第12章:澳洲市場

第13章 印尼市場

第14章 韓國市場

第15章 西歐市場

第16章英國市場

第17章:德國市場

第18章:法國市場

第19章:義大利市場

第20章:西班牙市場

第21章 東歐市場

第22章 俄羅斯市場

第23章 北美市場

第24章美國市場

第25章:加拿大市場

第26章 南美洲市場

第27章:巴西市場

第28章 中東市場

第29章:非洲市場

第30章:競爭格局與公司概況

  • 人工智慧在體育領域的應用:競爭格局
  • 體育人工智慧市場:公司概況
    • International Business Machines Corporation Overview, Products and Services, Strategy and Financial Analysis
    • SAP SE Overview, Products and Services, Strategy and Financial Analysis
    • SAS Institute Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Sportradar AG Overview, Products and Services, Strategy and Financial Analysis
    • Amazon Inc. Overview, Products and Services, Strategy and Financial Analysis

第31章:其他領先和創新企業

  • Microsoft Corporation
  • Apple Inc.
  • Opta Sports company
  • Catapult Group International Ltd.
  • Trumedia Networks
  • Salesforce.com Inc.
  • Synergy Sports Technology
  • Krossover
  • The Chyron Corporation
  • FocusMotion
  • VeoRide Inc.
  • Athos
  • Arccos Golf LLC
  • Square Off
  • Kitman Labs

第32章 全球市場競爭基準化分析與儀錶板

第33章 重大併購

第34章 近期市場趨勢

第35章:高潛力市場國家、細分市場與策略

  • 2029年體育人工智慧市場:提供新機會的國家
  • 2029年體育人工智慧市場:新興細分市場蘊藏新的機會
  • 2029年體育人工智慧市場:成長策略
    • 基於市場趨勢的策略
    • 競爭對手策略

第36章附錄

簡介目錄
Product Code: r23886u

AI in sports involves the utilization of artificial intelligence techniques, including machine learning and computer vision, to enhance different aspects of sports performance, training, and fan engagement. This entails employing algorithms to analyze and process data from various sources, such as sensors, video footage, and other information channels, to provide insights and recommendations to athletes, coaches, and fans.

The main categories of solutions in AI in sports include software, services, and hardware. Software encompasses the intangible components of a computer system, including programs, data, and instructions that guide the computer's operations. It is applied across various sports such as football, cricket, tennis, basketball, baseball, and others. These solutions may be deployed through cloud or on-premise setups and utilize technologies such as machine learning, natural language processing, computer vision, data analytics, among others. The applications of AI in sports span game planning, strategies, performance improvement, injury prevention, sports recruitment, and more.

Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.

The sharp rise in U.S. tariffs and the ensuing trade tensions in spring 2025 are having a significant impact on the information technology sector, especially in hardware manufacturing, data infrastructure, and software deployment. Increased duties on imported semiconductors, circuit boards, and networking equipment have driven up production and operating costs for tech companies, cloud service providers, and data centers. Firms that depend on globally sourced components for laptops, servers, and consumer electronics are grappling with extended lead times and mounting pricing pressures. At the same time, tariffs on specialized software and retaliatory actions by key international markets have disrupted global IT supply chains and dampened foreign demand for U.S.-made technologies. In response, the sector is ramping up investments in domestic chip production, broadening its supplier network, and leveraging AI-powered automation to improve resilience and manage costs more effectively.

The AI in sports market research report is one of a series of new reports from The Business Research Company that provides AI in sports market statistics, including AI in sports industry global market size, regional shares, competitors with a AI in sports market share, detailed AI in sports market segments, market trends and opportunities, and any further data you may need to thrive in the AI in sports industry. This AI in sports market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The ai in sports market size has grown exponentially in recent years. It will grow from $2.39 billion in 2024 to $3.08 billion in 2025 at a compound annual growth rate (CAGR) of 29.1%. The growth in the historic period can be attributed to performance optimization demands, fan engagement enhancement, injury prevention and management, strategic decision-making, and market competitiveness.

The ai in sports market size is expected to see exponential growth in the next few years. It will grow to $8.58 billion in 2029 at a compound annual growth rate (CAGR) of 29.2%. The growth in the forecast period can be attributed to evolution of sports analytics, enhanced athlete development programs, global expansion of AI technologies, growing emphasis on data security, and integration with wearable technologies. Major trends in the forecast period include the expansion of AI in esports, AI-based sports betting and predictive analytics, ethical use and data privacy concerns, collaboration with sports science and medicine, and customized fan experiences through AI.

The forecast of 29.2% growth over the next five years reflects a modest reduction of 0.3% from the previous estimate for this market. This reduction is primarily due to the impact of tariffs between the US and other countries. This is likely to directly affect the US by increasing costs for AI-powered performance analytics tools, reliant on motion-tracking sensors from Germany and Israel, limiting data-driven coaching advancements. The effect will also be felt more widely due to reciprocal tariffs and the negative effect on the global economy and trade due to increased trade tensions and restrictions.

The increasing demand for real-time data analytics is projected to drive the growth of AI in the sports market in the future. Real-time data analytics involves the continuous analysis of data as it is generated or received, enabling organizations to make prompt and informed decisions based on the most current information. This demand is rising as businesses increasingly require the ability to make swift, informed choices using up-to-date data. In the sports sector, AI-driven real-time data analytics helps teams derive valuable insights, improve performance, and make strategic decisions during games by evaluating player and game statistics in real time. For example, a report released in August 2024 by the Bureau of Labor Statistics, a US government agency, indicated that the demand for data analytics jobs is anticipated to increase by 23% from 2021 to 2031, significantly surpassing the average growth rate of 5% for all industries. Consequently, the growing demand for real-time data analytics is expected to fuel the expansion of AI in the sports market.

The rise in online gaming is another key factor propelling the growth of artificial intelligence (AI) in the sports market. Online gaming, involving playing video games over the internet, often in a multiplayer environment, has witnessed a substantial increase in participation. AI plays a pivotal role in creating more immersive and engaging online gaming experiences by facilitating realistic and dynamic interactions between virtual characters and environments. This enhances the overall gaming experience, making it more enjoyable and challenging for players. According to Uswitch Limited in 2023, there is an estimated 1.17 billion people globally who consistently play some form of online game. The surge in online gaming activities is a driving force behind the growth of AI in the sports market, as the technology contributes to the evolution of virtual sports experiences.

Technological advancements are a key and prevailing trend in the AI in sports market, with major companies actively embracing new technologies to maintain their positions. In October 2022, Epoxy ai, a US-based AI-driven sports technology solutions company, introduced its Audience Cloud technology. This innovative sports technology provides critical insights to gaming operators and sports media organizations, enabling them to better understand customer interactions with their products over time as consumer preferences change with seasons and fandoms evolve. The Audience Cloud utilizes custom-built AI to continuously capture a comprehensive picture of sports fan behavior, facilitating improved analysis for sports gaming and media. The technology gathers user data from diverse sources, including betting, viewing trends, and various contextual indicators.

Major companies operating in the AI in sports market are directing their efforts towards technological advancements, including the development of AI-powered athletes, to fortify their market positions. AI-powered athletes involve monitoring and analyzing athletes' performance using artificial intelligence, leading to optimized training programs, identification of improvement areas, and overall enhancement of athletic performance. In September 2023, Behaviol Pty Ltd., an Australia-based private company, launched the META11 Fantasy tournament, featuring the world's first-ever free-to-play, AI-powered cricket fantasy game. The tournament prioritizes player well-being and enjoyment, with AI-powered athletes designed to adapt and learn, accurately predicting game outcomes and crafting intricate narratives for characters and their stories.

In February 2022, Slinger Bag Inc., a US-based company specializing in innovative game improvement technologies, acquired Gameface.AI for an undisclosed amount. Through this strategic acquisition, Slinger Bag Inc. aims to provide more advanced and personalized training and coaching solutions, expand market reach, gain a competitive edge in the sports technology market, and differentiate itself from competitors. Gameface.AI, an Australia-based artificial intelligence software company, is focused on developing an AI platform for sports analytics, contributing to the advancement of AI applications in the sports industry.

Major companies operating in the AI in sports market include International Business Machines Corporation, SAP SE, SAS Institute Inc., Sportradar AG, Amazon Inc., Microsoft Corporation, Apple Inc., Opta Sports company, Catapult Group International Ltd., Trumedia Networks, Salesforce.com Inc., Synergy Sports Technology, Krossover, The Chyron Corporation, FocusMotion, VeoRide Inc., Athos, Arccos Golf LLC, Square Off, Kitman Labs, Zone7 Technologies Inc, KINEXON Sports & Media GmbH, Second Spectrum Inc., Zebra Technologies India Pvt. Ltd., Facebook Inc., Stats Perform, ChyronHego Corporation, ShotTracker Inc., PlaySight Interactive Inc., Hawk-Eye Innovations Ltd.

North America was the largest region in the AI in sports market in 2024. Asia-Pacific is expected to be the fastest-growing region in the global AI in sports market report during the forecast period. The regions covered in the ai in sports market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa

The countries covered in the ai in sports market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain

The AI in the sports market consists of revenues earned by entities by providing AI in sports services such as athlete tracking and analysis, injury prevention and rehabilitation, game strategy optimization, broadcast production, and ticketing services. The market value includes the value of related goods sold by the service provider or included within the service offering. The AI in sports market also includes sales of wearable technology devices, smartwatches, fitness trackers, athlete tracking and analysis tools, and AI sports equipment, which are used in providing AI in sports services. Values in this market are 'factory gate' values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

AI In Sports Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on ai in sports market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for ai in sports ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The ai in sports market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Solution: Software; Hardware
  • 2) By Game Type: Football; Cricket; Tennis; Basketball
  • 3) By Deployment: Cloud; On-Premise
  • 4) By Technology: Machine Learning; Natural Language Processing; Computer Vision; Data Analytics; Other Technologies
  • 5) By Application: Game Planning; Game Strategies; Performance Improvement; Injury Prevention Sports Recruitment; Others Applications
  • Subsegments:
  • 1) By Software: Analytics Software; Player Tracking Software; Performance Monitoring Software; Video Analysis Software; Game Strategy Software
  • 2) By Hardware: Wearable Devices; Smart Cameras; Sensors; Drones; GPS Devices
  • Companies Mentioned: International Business Machines Corporation; SAP SE; SAS Institute Inc.; Sportradar AG; Amazon Inc.; Microsoft Corporation; Apple Inc.; Opta Sports company; Catapult Group International Ltd.; Trumedia Networks; Salesforce.com Inc.; Synergy Sports Technology; Krossover; The Chyron Corporation; FocusMotion; VeoRide Inc.; Athos; Arccos Golf LLC; Square Off; Kitman Labs; Zone7 Technologies Inc; KINEXON Sports & Media GmbH; Second Spectrum Inc.; Zebra Technologies India Pvt. Ltd.; Facebook Inc.; Stats Perform; ChyronHego Corporation; ShotTracker Inc.; PlaySight Interactive Inc.; Hawk-Eye Innovations Ltd.
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time Series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data Segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery Format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. AI In Sports Market Characteristics

3. AI In Sports Market Trends And Strategies

4. AI In Sports Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

  • 4.1. Supply Chain Impact from Tariff War & Trade Protectionism

5. Global AI In Sports Growth Analysis And Strategic Analysis Framework

  • 5.1. Global AI In Sports PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global AI In Sports Market Growth Rate Analysis
  • 5.4. Global AI In Sports Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global AI In Sports Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global AI In Sports Total Addressable Market (TAM)

6. AI In Sports Market Segmentation

  • 6.1. Global AI In Sports Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Software
  • Hardware
  • 6.2. Global AI In Sports Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Football
  • Cricket
  • Tennis
  • Basketball
  • 6.3. Global AI In Sports Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Cloud
  • On-Premise
  • 6.4. Global AI In Sports Market, Segmentation By Technology, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Machine Learning
  • Natural Language Processing
  • Computer Vision
  • Data Analytics
  • Other Technologies
  • 6.5. Global AI In Sports Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Game Planning
  • Game Strategies
  • Performance Improvement
  • Injury Prevention
  • Sports Recruitment
  • Others Applications
  • 6.6. Global AI In Sports Market, Sub-Segmentation Of Software, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Analytics Software
  • Player Tracking Software
  • Performance Monitoring Software
  • Video Analysis Software
  • Game Strategy Software
  • 6.7. Global AI In Sports Market, Sub-Segmentation Of Hardware, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Wearable Devices
  • Smart Cameras
  • Sensors
  • Drones
  • GPS Devices

7. AI In Sports Market Regional And Country Analysis

  • 7.1. Global AI In Sports Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global AI In Sports Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific AI In Sports Market

  • 8.1. Asia-Pacific AI In Sports Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific AI In Sports Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific AI In Sports Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific AI In Sports Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China AI In Sports Market

  • 9.1. China AI In Sports Market Overview
  • 9.2. China AI In Sports Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China AI In Sports Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China AI In Sports Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India AI In Sports Market

  • 10.1. India AI In Sports Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India AI In Sports Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India AI In Sports Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan AI In Sports Market

  • 11.1. Japan AI In Sports Market Overview
  • 11.2. Japan AI In Sports Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan AI In Sports Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan AI In Sports Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia AI In Sports Market

  • 12.1. Australia AI In Sports Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia AI In Sports Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia AI In Sports Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia AI In Sports Market

  • 13.1. Indonesia AI In Sports Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia AI In Sports Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia AI In Sports Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea AI In Sports Market

  • 14.1. South Korea AI In Sports Market Overview
  • 14.2. South Korea AI In Sports Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea AI In Sports Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea AI In Sports Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe AI In Sports Market

  • 15.1. Western Europe AI In Sports Market Overview
  • 15.2. Western Europe AI In Sports Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe AI In Sports Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe AI In Sports Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK AI In Sports Market

  • 16.1. UK AI In Sports Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK AI In Sports Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK AI In Sports Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany AI In Sports Market

  • 17.1. Germany AI In Sports Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany AI In Sports Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany AI In Sports Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France AI In Sports Market

  • 18.1. France AI In Sports Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France AI In Sports Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France AI In Sports Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy AI In Sports Market

  • 19.1. Italy AI In Sports Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy AI In Sports Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy AI In Sports Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain AI In Sports Market

  • 20.1. Spain AI In Sports Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain AI In Sports Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain AI In Sports Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe AI In Sports Market

  • 21.1. Eastern Europe AI In Sports Market Overview
  • 21.2. Eastern Europe AI In Sports Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe AI In Sports Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe AI In Sports Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia AI In Sports Market

  • 22.1. Russia AI In Sports Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia AI In Sports Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia AI In Sports Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America AI In Sports Market

  • 23.1. North America AI In Sports Market Overview
  • 23.2. North America AI In Sports Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America AI In Sports Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America AI In Sports Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA AI In Sports Market

  • 24.1. USA AI In Sports Market Overview
  • 24.2. USA AI In Sports Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA AI In Sports Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA AI In Sports Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada AI In Sports Market

  • 25.1. Canada AI In Sports Market Overview
  • 25.2. Canada AI In Sports Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada AI In Sports Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada AI In Sports Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America AI In Sports Market

  • 26.1. South America AI In Sports Market Overview
  • 26.2. South America AI In Sports Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America AI In Sports Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America AI In Sports Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil AI In Sports Market

  • 27.1. Brazil AI In Sports Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil AI In Sports Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil AI In Sports Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East AI In Sports Market

  • 28.1. Middle East AI In Sports Market Overview
  • 28.2. Middle East AI In Sports Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East AI In Sports Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East AI In Sports Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa AI In Sports Market

  • 29.1. Africa AI In Sports Market Overview
  • 29.2. Africa AI In Sports Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa AI In Sports Market, Segmentation By Game Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa AI In Sports Market, Segmentation By Deployment, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. AI In Sports Market Competitive Landscape And Company Profiles

  • 30.1. AI In Sports Market Competitive Landscape
  • 30.2. AI In Sports Market Company Profiles
    • 30.2.1. International Business Machines Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. SAP SE Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. SAS Institute Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Sportradar AG Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Amazon Inc. Overview, Products and Services, Strategy and Financial Analysis

31. AI In Sports Market Other Major And Innovative Companies

  • 31.1. Microsoft Corporation
  • 31.2. Apple Inc.
  • 31.3. Opta Sports company
  • 31.4. Catapult Group International Ltd.
  • 31.5. Trumedia Networks
  • 31.6. Salesforce.com Inc.
  • 31.7. Synergy Sports Technology
  • 31.8. Krossover
  • 31.9. The Chyron Corporation
  • 31.10. FocusMotion
  • 31.11. VeoRide Inc.
  • 31.12. Athos
  • 31.13. Arccos Golf LLC
  • 31.14. Square Off
  • 31.15. Kitman Labs

32. Global AI In Sports Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The AI In Sports Market

34. Recent Developments In The AI In Sports Market

35. AI In Sports Market High Potential Countries, Segments and Strategies

  • 35.1 AI In Sports Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 AI In Sports Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 AI In Sports Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer