▶ 調査レポート

世界のスポーツテクノロジー市場(~2027):技術別、スポーツ種類別、地域別

• 英文タイトル:Sports Technology Market Research Report by Technology, Sports Types, Region - Global Forecast to 2027 - Cumulative Impact of COVID-19

360iResearchが調査・発行した産業分析レポートです。世界のスポーツテクノロジー市場(~2027):技術別、スポーツ種類別、地域別 / Sports Technology Market Research Report by Technology, Sports Types, Region - Global Forecast to 2027 - Cumulative Impact of COVID-19 / MRC2301G155資料のイメージです。• レポートコード:MRC2301G155
• 出版社/出版日:360iResearch / 2022年10月
• レポート形態:英語、PDF、220ページ
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• 産業分類:スポーツ
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レポート概要
360iResearch社の本調査レポートでは、2021年に137.4億ドルであった世界のスポーツテクノロジー市場規模が、2022年に161.7億ドルに到達し、2027年まで年平均17.84%で成長して368.1億ドルまで拡大すると予測しています。本レポートは、スポーツテクノロジーの世界市場について調べ、序論、調査方法、エグゼクティブサマリー、市場概要、市場インサイト、技術別(装置、eスポーツ、スマートスタジアム、スポーツアナリティクス)分析、スポーツ種類別(アメリカンフットボール/ラグビー、野球、バスケットボール、クリケット、その他)分析、地域別(南北アメリカ、アメリカ、カナダ、ブラジル、アジア太平洋、日本、中国、インド、韓国、台湾、ヨーロッパ/中東/アフリカ、イギリス、ドイツ、フランス、ロシア、その他)分析、競争状況、企業情報など、以下の構成でまとめております。また、Apple Inc.、Catapult Sports、ChyronHego Corporation、Cisco Systems, Inc.、Fujitsu Limited、HCL Technologies Limited、IBM Corporation、Infosys Limitedなどの企業情報が含まれています。
・序論
・調査方法
・エグゼクティブサマリー
・市場概要
・市場インサイト
・世界のスポーツテクノロジー市場規模:技術別
- 装置における市場規模
- eスポーツにおける市場規模
- スマートスタジアムにおける市場規模
- スポーツアナリティクスにおける市場規模
・世界のスポーツテクノロジー市場規模:スポーツ種類別
- アメリカンフットボール/ラグビーにおける市場規模
- 野球における市場規模
- バスケットボールにおける市場規模
- クリケットにおける市場規模
- その他における市場規模
・世界のスポーツテクノロジー市場規模:地域別
- 南北アメリカのスポーツテクノロジー市場規模
アメリカのスポーツテクノロジー市場規模
カナダのスポーツテクノロジー市場規模
ブラジルのスポーツテクノロジー市場規模

- アジア太平洋のスポーツテクノロジー市場規模
日本のスポーツテクノロジー市場規模
中国のスポーツテクノロジー市場規模
インドのスポーツテクノロジー市場規模
韓国のスポーツテクノロジー市場規模
台湾のスポーツテクノロジー市場規模

- ヨーロッパ/中東/アフリカのスポーツテクノロジー市場規模
イギリスのスポーツテクノロジー市場規模
ドイツのスポーツテクノロジー市場規模
フランスのスポーツテクノロジー市場規模
ロシアのスポーツテクノロジー市場規模

- その他地域のスポーツテクノロジー市場規模
・競争状況
・企業情報

The Global Sports Technology Market size was estimated at USD 13.74 billion in 2021 and expected to reach USD 16.17 billion in 2022, and is projected to grow at a CAGR 17.84% to reach USD 36.81 billion by 2027.

Market Statistics:
The report provides market sizing and forecast across 7 major currencies – USD, EUR, JPY, GBP, AUD, CAD, and CHF. It helps organization leaders make better decisions when currency exchange data is readily available. In this report, the years 2018 and 2020 are considered as historical years, 2021 as the base year, 2022 as the estimated year, and years from 2023 to 2027 are considered as the forecast period.

Market Segmentation & Coverage:
This research report categorizes the Sports Technology to forecast the revenues and analyze the trends in each of the following sub-markets:

Based on Technology, the market was studied across Device, eSports, Smart Stadium, and Sports Analytics. The Device is further studied across Camera, Digital Signage, and Wearables. The eSports is further studied across Sponsorship & Advertisement and Tickets & Merchandise. The Smart Stadium is further studied across Software. The Software is further studied across Building Automation, Event Management, and Stadium & Public Security.

Based on Sports Types, the market was studied across American Football/Rugby, Baseball, Basketball, Cricket, Esports, Golf, Ice Hockey, Soccer, and Tennis.

Based on Region, the market was studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

Cumulative Impact of COVID-19:
COVID-19 is an incomparable global public health emergency that has affected almost every industry, and the long-term effects are projected to impact the industry growth during the forecast period. Our ongoing research amplifies our research framework to ensure the inclusion of underlying COVID-19 issues and potential paths forward. The report delivers insights on COVID-19 considering the changes in consumer behavior and demand, purchasing patterns, re-routing of the supply chain, dynamics of current market forces, and the significant interventions of governments. The updated study provides insights, analysis, estimations, and forecasts, considering the COVID-19 impact on the market.

Cumulative Impact of 2022 Russia Ukraine Conflict:
We continuously monitor and update reports on political and economic uncertainty due to the Russian invasion of Ukraine. Negative impacts are significantly foreseen globally, especially across Eastern Europe, European Union, Eastern & Central Asia, and the United States. This contention has severely affected lives and livelihoods and represents far-reaching disruptions in trade dynamics. The potential effects of ongoing war and uncertainty in Eastern Europe are expected to have an adverse impact on the world economy, with especially long-term harsh effects on Russia.This report uncovers the impact of demand & supply, pricing variants, strategic uptake of vendors, and recommendations for Sports Technology market considering the current update on the conflict and its global response.

Competitive Strategic Window:
The Competitive Strategic Window analyses the competitive landscape in terms of markets, applications, and geographies to help the vendor define an alignment or fit between their capabilities and opportunities for future growth prospects. It describes the optimal or favorable fit for the vendors to adopt successive merger and acquisition strategies, geography expansion, research & development, and new product introduction strategies to execute further business expansion and growth during a forecast period.

FPNV Positioning Matrix:
The FPNV Positioning Matrix evaluates and categorizes the vendors in the Sports Technology Market based on Business Strategy (Business Growth, Industry Coverage, Financial Viability, and Channel Support) and Product Satisfaction (Value for Money, Ease of Use, Product Features, and Customer Support) that aids businesses in better decision making and understanding the competitive landscape.

Market Share Analysis:
The Market Share Analysis offers the analysis of vendors considering their contribution to the overall market. It provides the idea of its revenue generation into the overall market compared to other vendors in the space. It provides insights into how vendors are performing in terms of revenue generation and customer base compared to others. Knowing market share offers an idea of the size and competitiveness of the vendors for the base year. It reveals the market characteristics in terms of accumulation, fragmentation, dominance, and amalgamation traits.

Competitive Scenario:
The Competitive Scenario provides an outlook analysis of the various business growth strategies adopted by the vendors. The news covered in this section deliver valuable thoughts at the different stage while keeping up-to-date with the business and engage stakeholders in the economic debate. The competitive scenario represents press releases or news of the companies categorized into Merger & Acquisition, Agreement, Collaboration, & Partnership, New Product Launch & Enhancement, Investment & Funding, and Award, Recognition, & Expansion. All the news collected help vendor to understand the gaps in the marketplace and competitor’s strength and weakness thereby, providing insights to enhance product and service.

Company Usability Profiles:
The report profoundly explores the recent significant developments by the leading vendors and innovation profiles in the Global Sports Technology Market, including Apple Inc., Catapult Sports, ChyronHego Corporation, Cisco Systems, Inc., Fujitsu Limited, HCL Technologies Limited, IBM Corporation, Infosys Limited, Modern Times Group MTG, Oracle Corporation, Panasonic Corporation, SAP SE, Sony Corporation, Stats LLC, and Telefonaktiebolaget LM Ericsson.

The report provides insights on the following pointers:
1. Market Penetration: Provides comprehensive information on the market offered by the key players
2. Market Development: Provides in-depth information about lucrative emerging markets and analyze penetration across mature segments of the markets
3. Market Diversification: Provides detailed information about new product launches, untapped geographies, recent developments, and investments
4. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, certification, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players
5. Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and breakthrough product developments

The report answers questions such as:
1. What is the market size and forecast of the Global Sports Technology Market?
2. What are the inhibiting factors and impact of COVID-19 shaping the Global Sports Technology Market during the forecast period?
3. Which are the products/segments/applications/areas to invest in over the forecast period in the Global Sports Technology Market?
4. What is the competitive strategic window for opportunities in the Global Sports Technology Market?
5. What are the technology trends and regulatory frameworks in the Global Sports Technology Market?
6. What is the market share of the leading vendors in the Global Sports Technology Market?
7. What modes and strategic moves are considered suitable for entering the Global Sports Technology Market?

レポート目次

1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Limitations
1.7. Assumptions
1.8. Stakeholders

2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Increasing number of sports leagues and prize pool events
5.1.1.2. Rising demand for audience engagement
5.1.1.3. Growing penetration of eSports
5.1.2. Restraints
5.1.2.1. Ethical and security issues
5.1.3. Opportunities
5.1.3.1. Advancements and innovations in sports technology to enhance the sports experience and training
5.1.3.2. Adoption of IoT technologies for the management of stadium infrastructure
5.1.3.3. Integration of virtual and augmented reality in sports
5.1.4. Challenges
5.1.4.1. Influence of domestic tariffs and trade routes
5.2. Cumulative Impact of COVID-19

6. Sports Technology Market, by Technology
6.1. Introduction
6.2. Device
6.3.1. Camera
6.3.2. Digital Signage
6.3.3. Wearables
6.3. eSports
6.4.1. Sponsorship & Advertisement
6.4.2. Tickets & Merchandise
6.4. Smart Stadium
6.5.1. Software
6.5.2.1. Building Automation
6.5.2.2. Event Management
6.5.2.3. Stadium & Public Security
6.5. Sports Analytics

7. Sports Technology Market, by Sports Types
7.1. Introduction
7.2. American Football/Rugby
7.3. Baseball
7.4. Basketball
7.5. Cricket
7.6. Esports
7.7. Golf
7.8. Ice Hockey
7.9. Soccer
7.10. Tennis

8. Americas Sports Technology Market
8.1. Introduction
8.2. Argentina
8.3. Brazil
8.4. Canada
8.5. Mexico
8.6. United States

9. Asia-Pacific Sports Technology Market
9.1. Introduction
9.2. Australia
9.3. China
9.4. India
9.5. Indonesia
9.6. Japan
9.7. Malaysia
9.8. Philippines
9.9. Singapore
9.10. South Korea
9.11. Taiwan
9.12. Thailand
9.13. Vietnam

10. Europe, Middle East & Africa Sports Technology Market
10.1. Introduction
10.2. Denmark
10.3. Egypt
10.4. Finland
10.5. France
10.6. Germany
10.7. Israel
10.8. Italy
10.9. Netherlands
10.10. Nigeria
10.11. Norway
10.12. Poland
10.13. Qatar
10.14. Russia
10.15. Saudi Arabia
10.16. South Africa
10.17. Spain
10.18. Sweden
10.19. Switzerland
10.20. Turkey
10.21. United Arab Emirates
10.22. United Kingdom

11. Competitive Landscape
11.1. FPNV Positioning Matrix
11.1.1. Quadrants
11.1.2. Business Strategy
11.1.3. Product Satisfaction
11.2. Market Ranking Analysis, By Key Player
11.3. Market Share Analysis, By Key Player
11.4. Competitive Scenario
11.4.1. Merger & Acquisition
11.4.2. Agreement, Collaboration, & Partnership
11.4.3. New Product Launch & Enhancement
11.4.4. Investment & Funding
11.4.5. Award, Recognition, & Expansion

12. Company Usability Profiles
12.1. Apple Inc.
12.1.1. Business Overview
12.1.2. Key Executives
12.1.3. Product & Services
12.2. Catapult Sports
12.2.1. Business Overview
12.2.2. Key Executives
12.2.3. Product & Services
12.3. ChyronHego Corporation
12.3.1. Business Overview
12.3.2. Key Executives
12.3.3. Product & Services
12.4. Cisco Systems, Inc.
12.4.1. Business Overview
12.4.2. Key Executives
12.4.3. Product & Services
12.5. Fujitsu Limited
12.5.1. Business Overview
12.5.2. Key Executives
12.5.3. Product & Services
12.6. HCL Technologies Limited
12.6.1. Business Overview
12.6.2. Key Executives
12.6.3. Product & Services
12.7. IBM Corporation
12.7.1. Business Overview
12.7.2. Key Executives
12.7.3. Product & Services
12.8. Infosys Limited
12.8.1. Business Overview
12.8.2. Key Executives
12.8.3. Product & Services
12.9. Modern Times Group MTG
12.9.1. Business Overview
12.9.2. Key Executives
12.9.3. Product & Services
12.10. Oracle Corporation
12.10.1. Business Overview
12.10.2. Key Executives
12.10.3. Product & Services
12.11. Panasonic Corporation
12.11.1. Business Overview
12.11.2. Key Executives
12.11.3. Product & Services
12.12. SAP SE
12.12.1. Business Overview
12.12.2. Key Executives
12.12.3. Product & Services
12.13. Sony Corporation
12.13.1. Business Overview
12.13.2. Key Executives
12.13.3. Product & Services
12.14. Stats LLC
12.14.1. Business Overview
12.14.2. Key Executives
12.14.3. Product & Services
12.15. Telefonaktiebolaget LM Ericsson
12.15.1. Business Overview
12.15.2. Key Executives
12.15.3. Product & Services

13. Appendix
13.1. Discussion Guide
13.2. License & Pricing