Global Sports Software Market Size, Trends & Analysis - Forecasts to 2027 By Type of Deployment (Cloud-Based Deployment and On-Premises Deployment), By Application (Event Management and Scheduling, Team Management, Marketing Management, Client Management and Others), By Region (North America, Asia Pacific, CSA, Europe, and the Middle East and Africa), Company Market Share Analysis, and Competitor Analysis
The global sports software market is projected to grow from USD 5.6 Billion in 2022 to USD 13.5 Billion in 2027 at a CAGR value of 22.5% from 2022 to 2027.
Engaging in sports is not only restricted to the ones who are physically healthy and fit but has also become an avenue of stress-buster. But it is important to realize that every sporting activity just does not require physical activities but also a proper analysis on what can be done right in order to achieve the maximum gain from these physical activities. Sports enthusiasts are also now eager to know the nitty-gritties of the sport and reigning teams.
The increasing use of sports software have helped users and trainers understand the importance of keeping track of individual athletic activities such as analysing individual fitness, scouting nearby stadiums, predicting live sports events, scheduling activities, finding members and trainers in the local area and so on. Thus, digitalization has brought improvement to the overall experience of being engaged in a sporting activity and doubles the gains from it effectively.
The market is expected to be driven by rising customer base who want to be actively connected to sporting events, increasing revenue sources through the radical use of data analysis for prediction of sports outcome, amalgamation of technology and sports for efficiency, growing interest in personalized sports regimen for individual sportsperson and general increase in sports investment over the years.
Furthermore, sports software has helped team investors to select players for their team via software that analyse the player’s health and fitness stats, previous scores, and techniques. Sports enthusiasts can get the latest new updates on teams and players and fellow enthusiasts via dedicated sports software technologies. It is safe to say that the market has both game watchers and team buyers as its customer base.
Research on detecting weather conditions so that sporting events are not affected have clearly benefited the logistics side of tournaments. Software is also now used to register for game events and to collect ticket payments via different portals. Field and court availability and arranging stand in players for missing athletes has become a lot easier with the use of software which keeps the details of the schedules of almost all players. Coaches can now interact with their customer and track their daily progress on their phones effectively.
The COVID-19 pandemic has significantly affected the sporting events all over the globe but it has also brought opportunity for the development of software platforms that would assist sporting activities and digitize it. There has been a rise in demand for sports software by players, coaches and the audience during the pandemic. Seamless scheduling of events owing to the COVID-19 restrictions has been greatly possible with the use of software tools. Management software that provides health stats have also been beneficial in conducting sports events, and hence the market of sports software is expected to grow positively in the future.
Based on the deployment type, the sports software market is divided into cloud-based deployment and on-premises deployment. The cloud-based deployment segment is projected to have the largest share in the market from 2022 to 2027.
Cloud computing has taken over the world with its ability to store big data, the availability of data with respect to sports as opened the option of exploring cloud-based deployment to store this data for the right purposes. Cloud-based deployment is user friendly and hence enjoys a huge customer base. The compatibility of cloud-based services with popular everyday devices such as computers, laptops and mobile phones attribute to the cloud-based deployment segment to have a large share in the market.
Based on the application, the sports software market is divided into event management & scheduling, team management, marketing management, client management and others. The team management segment is expected to be the largest segment in the market from 2022 to 2027.
Increase in this segment is expected owing to the fact that the pandemic has made the industry realize the importance of community activities for both mental and physical health. A rise in team sports events such as baseball, cricket and football locally and internationally are expected in the post-pandemic world.
As per the geographical analysis, the sports software market can be classified into North America (the United States, Canada, and Mexico), Asia Pacific (India, China, Japan, Malaysia, Singapore, and the Rest of Asia Pacific), Europe (Germany, United Kingdom, Italy, France, Spain, Netherlands, and Rest of Europe), Middle East & Africa (Saudi Arabia, United Arab Emirates, and Rest of the Middle East & Africa) and Central & South America (Brazil, Argentina, and Rest of Central and South America).
North America (the United States, Canada, and Mexico) will have a dominant share in the sports software market from 2022 to 2027. The major factor driving the growth of the market in the North American region is due to the increasing number of sporting events taking place every season, rising public awareness regarding digitized sports training, and increasing demand for software services. North America hosts several sporting activities such as baseball, basketball and rugby. Major events require sports software for smooth running of the events.
Moreover, the Asia Pacific (India, China, Japan, Malaysia, Singapore, and the Rest of Asia Pacific) region is expected to be the fastest-growing segment in the sports software market during the forecast period. This is mainly due to the rising investments in sports infrastructure and with an aim to make the region a popular destination for sporting events.
Active Network LLC, LeagueApps, Jersey Watch, TeamSideline, Jonas Club Software, SquadFusion, SportsEngine Inc, Microsoft Corporation, Spay Inc, Omnify Inc, IBM Inc, Edge Games Inc, Vista Equity Partners, Blue Stars Sports Limited, Sportlyzer, F3M Information Systems, SportEasy SAS among others are the key players in the sports software market.
Please note: This is not an exhaustive list of companies profiled in the report.
Chapter 1 Methodology
1.1 Market Scope & Definitions
1.2 Estimates & Forecast Calculation
1.3 Historical Data Overview and Validation
1.4 Data Sources
1.4.1 Secondary
1.4.2 Primary
Chapter 2 Report Outlook
2.1 Sports Software Market Overview, 2022-2027
2.1.1 Market Overview
2.1.2 Deployment Overview
2.1.3 Application Overview
2.1.4 Regional Overview
Chapter 3 Sports Software Market Trends
3.1 Market Segmentation
3.2 Market Background, 2022-2027
3.3 Market Key Trends
3.3.1 Positive Trends
3.3.1.1 Increasing investment in sports events and rise in digitalization of action sports.
3.3.2 Market Challenges
3.3.2.1 Lack of privacy of data stored in the database software
3.4 Prospective Growth Scenario
3.4.1 Deployment Growth Scenario
3.4.2 Application Growth Scenario
3.5 COVID-19 Influence over Market Growth
3.6 Porter’s Analysis
3.7 PESTEL Analysis
3.8 Value Chain & Supply Chain Analysis
3.9 Regulatory Framework
3.9.1 North America
3.9.2 Europe
3.9.3 APAC
3.9.4 LATAM
3.9.5 MEA
3.10 Market Share Analysis, 2021
3.11.1 Company Positioning Overview, 2021
Chapter 4 Sports Software Market, By Deployment
4.1 Cloud-Based Outlook
4.2 On-premises
4.2.1 Market Size, By Region, 2022-2027 (USD Billion)
4.3 Deployment
4.3.1 Market Size, By Region, 2022-2027 (USD Billion)
Chapter 5 Sports Software Market, By Application
5.1 Application Outlook
5.2 Event Management & Scheduling
5.2.1 Market Size, By Region, 2022-2027 (USD Billion)
5.3 Team Management
5.3.1 Market Size, By Region, 2022-2027 (USD Billion)
5.4 Marketing Management
5.4.1 Market Size, By Region, 2022-2027 (USD Billion)
5.5 Client Management
5.5.1 Mark8et Size, By Region, 2022-2027 (USD Billion)
5.6 Others
5.6.1 Market Size, By Region, 2022-2027 (USD Billion)
Chapter 6 Sports Software Market, By Region
6.1 Regional outlook
6.2 North America
6.2.1 Market Size, By Country 2022-2027 (USD Billion)
6.2.2 Market Size, By Deployment, 2022-2027 (USD Billion)
6.2.3 Market Size, By Application, 2022-2027 (USD Billion)
6.2.4 U.S.
6.2.4.1 Market Size, By Deployment, 2022-2027 (USD Billion)
6.2.4.2 Market Size, By Application, 2022-2027 (USD Billion)
6.2.5 Canada
6.2.5.1 Market Size, By Deployment, 2022-2027 (USD Billion)
6.2.5.2 Market Size, By Application, 2022-2027 (USD Billion)
6.3 Europe
6.3.1 Market Size, By Country 2022-2027 (USD Billion)
6.3.2 Market Size, By Deployment, 2022-2027 (USD Billion)
6.3.3 Market Size, By Application, 2022-2027 (USD Billion)
6.3.4 Germany
6.3.4.1 Market Size, By Deployment, 2022-2027 (USD Billion)
6.3.4.2 Market Size, By Application, 2022-2027 (USD Billion)
6.3.5 UK
6.3.5.1 Market Size, By Deployment, 2022-2027 (USD Billion)
6.3.5.2 Market Size, By Application, 2022-2027 (USD Billion)
6.3.6 France
6.3.6.1 Market Size, By Deployment, 2022-2027 (USD Billion)
6.3.6.2 Market Size, By Application, 2022-2027 (USD Billion)
6.3.7 Italy
6.3.7.1 Market Size, By Deployment, 2022-2027 (USD Billion)
6.3.7.2 Market Size, By Application, 2022-2027 (USD Billion)
6.3.8 Spain
6.3.8.1 Market Size, By Deployment, 2022-2027 (USD Billion)
6.3.8.2 Market Size, By Application, 2022-2027 (USD Billion)
6.3.9 Russia
6.3.9.1 Market Size, By Deployment, 2022-2027 (USD Billion)
6.3.9.2 Market Size, By Application, 2022-2027 (USD Billion)
6.4 Asia Pacific
6.4.1 Market Size, By Country 2022-2027 (USD Billion)
6.4.2 Market Size, By Deployment, 2022-2027 (USD Billion)
6.4.3 Market Size, By Deployment, 2022-2027 (USD Billion)
6.4.4 China
6.4.4.1 Market Size, By Deployment, 2022-2027 (USD Billion)
6.4.4.2 Market Size, By Application, 2022-2027 (USD Billion)
6.4.5 India
6.4.5.1 Market Size, By Deployment, 2022-2027 (USD Billion)
6.4.5.2 Market Size, By Application, 2022-2027 (USD Billion)
6.4.6 Japan
6.4.6.1 Market Size, By Deployment, 2022-2027 (USD Billion)
6.4.6.2 Market Size, By Application, 2022-2027 (USD Billion)
6.4.7 Australia
6.4.7.1 Market Size, By Deployment, 2022-2027 (USD Billion)
6.4.7.2 Market size, By Application, 2022-2027 (USD Billion)
6.4.8 South Korea
6.4.8.1 Market Size, By Deployment, 2022-2027 (USD Billion)
6.4.8.2 Market Size, By Application, 2022-2027 (USD Billion)
6.5 Latin America
6.5.1 Market Size, By Country 2022-2027 (USD Billion)
6.5.2 Market Size, By Deployment, 2022-2027 (USD Billion)
6.5.3 Market Size, By Application, 2022-2027 (USD Billion)
6.5.4 Brazil
6.5.4.1 Market Size, By Deployment, 2022-2027 (USD Billion)
6.5.4.2 Market Size, By Application, 2022-2027 (USD Billion)
6.5.5 Mexico
6.5.5.1 Market Size, By Deployment, 2022-2027 (USD Billion)
6.5.5.2 Market Size, By Application, 2022-2027 (USD Billion)
6.5.6 Argentina
6.5.6.1 Market Size, By Deployment, 2022-2027 (USD Billion)
6.5.6.2 Market Size, By Application, 2022-2027 (USD Billion)
6.6 MEA
6.6.1 Market Size, By Country 2022-2027 (USD Billion)
6.6.2 Market Size, By Deployment, 2022-2027 (USD Billion)
6.6.3 Market Size, By Application, 2022-2027 (USD Billion)
6.6.4 Saudi Arabia
6.6.4.1 Market Size, By Deployment, 2022-2027 (USD Billion)
6.6.4.2 Market Size, By Application, 2022-2027 (USD Billion)
6.6.5 UAE
6.6.5.1 Market Size, By Deployment, 2022-2027 (USD Billion)
6.6.5.2 Market Size, By Application, 2022-2027 (USD Billion)
6.6.6 South Africa
6.6.6.1 Market Size, By Deployment, 2022-2027 (USD Billion)
6.6.6.2 Market Size, By Application, 2022-2027 (USD Billion)
Chapter 7 Company Landscape
7.1 Competitive Analysis, 2022
7.2 Active Network LLC
7.2.1 Company Overview
7.2.2 Financial Analysis
7.2.3 Strategic Positioning
7.2.4 Info Graphic Analysis
7.3 LeagueApps
7.3.1 Company Overview
7.3.2 Financial Analysis
7.3.3 Strategic Positioning
7.3.4 Info Graphic Analysis
7.4 Jersey Watch
7.4.1 Company Overview
7.4.2 Financial Analysis
7.4.3 Strategic Positioning
7.4.4 Info Graphic Analysis
7.5 TeamSideline
7.5.1 Company Overview
7.5.2 Financial Analysis
7.5.3 Strategic Positioning
7.5.4 Info Graphic Analysis
7.6 Jonas Club Software
7.6.1 Company Overview
7.6.2 Financial Analysis
7.6.3 Strategic Positioning
7.6.4 Info Graphic Analysis
7.7 SquadFusion
7.7.1 Company Overview
7.7.2 Financial Analysis
7.7.3 Strategic Positioning
7.7.4 Info Graphic Analysis
7.8 SportsEngine Inc
7.8.1 Company Overview
7.8.2 Financial Analysis
7.8.3 Strategic Positioning
7.8.4 Info Graphic Analysis
7.9 Microsoft Corporation
7.9.1 Company Overview
7.9.2 Financial Analysis
7.9.3 Strategic Positioning
7.9.4 Info Graphic Analysis
7.10 Spay Inc
7.10.1 Company Overview
7.10.2 Financial Analysis
7.10.3 Strategic Positioning
7.10.4 Info Graphic Analysis
7.11 Omnify Inc
7.11.1 Company Overview
7.11.2 Financial Analysis
7.11.3 Strategic Positioning
7.11.4 Info Graphic Analysis
7.12 IBM Inc
7.12.1 Company Overview
7.12.2 Financial Analysis
7.12.3 Strategic Positioning
7.12.4 Info Graphic Analysis
7.13 Edge Games Inc
7.13.1 Company Overview
7.13.2 Financial Analysis
7.13.3 Strategic Positioning
7.13.4 Info Graphic Analysis
7.14 Vista Equity Partners
7.14.1 Company Overview
7.14.2 Financial Analysis
7.14.3 Strategic Positioning
7.14.4 Info Graphic Analysis
7.15 Blue Stars Sports Limited
7.15.1 Company Overview
7.15.2 Financial Analysis
7.15.3 Strategic Positioning
7.15.4 Info Graphic Analysis
7.16 Sportlyzer
7.16.1 Company Overview
7.16.2 Financial Analysis
7.16.3 Strategic Positioning
7.16.4 Info Graphic Analysis
7.17 F3M Information Systems
7.17.1 Company Overview
7.17.2 Financial Analysis
7.17.3 Strategic Positioning
7.17.4 Info Graphic Analysis
7.18 SportEasy SAS
7.18.1 Company Overview
7.18.2 Financial Analysis
7.18.3 Strategic Positioning
7.18.4 Info Graphic Analysis
7.19 Others
7.19.1 Company Overview
7.19.2 Financial Analysis
7.19.3 Strategic Positioning
7.19.4 Info Graphic Analysis
The Global Sports Software Market has been studied from the year 2019 till 2027. However, the CAGR provided in the report is from the year 2022 to 2027. The research methodology involved three stages: Desk research, Primary research, and Analysis & Output from the entire research process.
The desk research involved a robust background study which meant referring to paid and unpaid databases to understand the market dynamics; mapping contracts from press releases; identifying the key players in the market, studying their product portfolio, competition level, annual reports/SEC filings & investor presentations; and learning the demand and supply-side analysis for the Sports Software Market.
The primary research activity included telephonic conversations with more than 50 tier 1 industry consultants, distributors, and end-use product manufacturers.
Finally, based on the above thorough research process, an in-depth analysis was carried out considering the following aspects: market attractiveness, current & future market trends, market share analysis, SWOT analysis of the company and customer analytics.
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