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市场调查报告书
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体育科技市场规模、占有率、成长及全球产业分析:依类型、应用和地区划分的洞察与预测(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: 请询问到货日

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体育科技市场成长驱动因素

全球体育科技市场正经历快速转型,人工智慧、分析技术、穿戴式装置、虚拟实境/扩增实境以及物联网赋能的体育场馆基础设施的进步是推动这项转型的主要动力。根据最新的产业分析,2024年该市场规模为267.7亿美元,预计到2025年将达到324.7亿美元。预计到2032年,该市场将大幅成长至1,394.1亿美元,预测期内复合年增长率高达23.10%。北美地区在2024年以37.61%的市场占有率领先全球,这主要得益于其先进的联赛运营、先进的技术应用以及对分析驱动型体育设施的大力投资。

体育科技涵盖了广泛的创新,包括穿戴式感测器、人工智慧和机器学习系统、GPS 和运动追踪工具、虚拟实境 (VR) 和扩增实境 (AR) 平台、云端分析以及智慧体育场馆解决方案。这些工具使运动员能够更科学地训练,教练能够进行更深入的分析,球迷能够更沉浸式地参与其中,广播公司能够提供更优质的观赛体验。家庭体验的兴起,尤其是那些利用 VR 和 AR 的体验,正在产生重大影响。产业数据显示,全球 70% 的球迷更喜欢在智慧型手机上观看体育赛事,而现场观众人数将从 2019 年的 47% 下降到 2023 年的 34%,这将推动人们对数位体育消费的需求。

市场动态

市场驱动因素

市场扩张的最大驱动因素是人工智慧和机器学习在效能分析中日益普及。人工智慧使团队能够分析数千个数据点,从生物力学到战术模式,从而获得可操作的见解。 NFL 和美国职棒大联盟等顶级联赛已经在使用人工智慧来分析比赛录影、优化球员体能并改善战略规划。

另一个主要驱动因素是职业运动员对穿戴式科技的日益普及。智慧手錶、健身追踪器、智慧戒指和 GPS 背心等设备可以追踪心率、速度、运动强度、睡眠週期和运动模式。 NFL 和 NHL 等联赛正在利用基于 GPS 的可穿戴技术来降低受伤风险并优化运动表现。

市场限制因子

儘管成长前景可观,但市场面临着高昂的实施成本所带来的挑战。将传统体育场升级为智慧设施需要在摄影机基础设施、感测器和连接解决方案方面进行大量投资。由于预算限制,小型运动俱​​乐部难以实施这些系统。日益增长的网路安全问题也是一个限制因素,因为球队必须保护敏感的球员表现数据免于洩露。

市场机会

透过应用程式、AR/VR 和个人化数位体验实现球迷互动数位化,蕴藏着巨大的商机。全球对沉浸式 AR/VR 运动赛事观看的认知度仅为 20%,显示市场潜力巨大。随着越来越多的球迷购买 VR 设备,在家中获得如同置身体育场般的体验,预计未来这一领域将带来可观的收入。

体育组织也正在利用生成式人工智慧 (AI) 来打造个人化体验、自动化内容产生并即时製作精彩片段。诸如 GPT-3 之类的自然语言处理模型已被用于自动产生比赛解说。

细分市场概览

依技术划分

截至 2024 年,穿戴式科技将成为最大的细分市场,占 34% 的市占率。由于 VR/AR 技术能够创造沉浸式球迷体验并支援训练模拟,预计其成长率将最高。

依应用领域划分

在人工智慧驱动工具辅助下,个人化训练策略的实施推动下,效能提升领域在2024年占市场主导地位。预计到2025年,该领域将占总市场占有率的23%。受智慧体育场应用程式和互动数位平台的推动,球迷体验领域预计将以26.70%的复合年增长率实现最快成长。

依最终使用者划分

体育组织和联赛在2024年占最大市场占有率,广泛使用GPS追踪器、性能感测器和视讯分析工具。受NBA、英超和美国职业足球大联盟等联赛日益普及的推动,预计到2025年,该领域的市占率将达到36%。

区域洞察

北美

北美维持领先地位,预计2024年市场规模将达100.7亿美元。人们对美式足球、棒球、篮球和电子竞技的热情推动了市场的发展。预计到2025年,美国市场规模将达到84.1亿美元,主要得益于对人工智慧驱动的性能系统和智慧体育场馆计画的投资。

欧洲

预计到2025年,欧洲市场规模将达到80.8亿美元,这得益于足球、网球和橄榄球等运动的强大生态系统。预计到2025年,德国和法国的市场规模将分别达到15.7亿美元和13.1亿美元。

亚太地区

预计亚太地区将以最高的复合年增长率成长。预计到 2025 年,中国市场规模将达到 19.1 亿美元,而印度市场规模预计将扩大到 12.2 亿美元,这主要得益于对电子竞技和主流体育的投资。

目录

第一章:引言

第二章:摘要整理

第三章:市场动态

  • 宏观与微观经济指标
  • 驱动因素、限制因素、机会与趋势
  • 生成式人工智慧的影响
  • 关税互惠的影响

第四章:竞争格局

  • 主要公司采用的商业策略
  • 主要公司的综合SWOT分析
  • 全球运动科技市场前3-5大公司的市占率/排名(2024年)

第五章 全球运动科技市场规模估算与预测:依细分市场划分(2019-2032)

  • 主要发现
  • 依技术分类
    • 穿戴式技术
    • 人工智慧与机器学习
    • GPS与运动追踪
    • 虚拟实境/扩增实境
    • 云端运算与大数据物联网
    • 其他(例如,电脑视觉)
  • 依应用程式分类
    • 绩效提升
    • 伤病预防与康復
    • 人才识别与招聘
    • 球迷活动体验与互动
    • 广播与媒体分析
    • 健身与健康监测
    • 比赛策略与战术分析
  • 依最终使用者分类
    • 运动组织与联赛
    • 广播公司与媒体公司
    • 运动俱乐部
    • 其他(运动员、教练、训练员等)
  • 依地区划分
    • 北美洲
    • 南美洲
    • 欧洲
    • 中东和非洲
    • 亚太地区

第六章 北美运动科技市场估算与预测:依细分市场划分,2019-2032

  • 依国家划分
    • 美国
    • 加拿大
    • 墨西哥

第七章 南美洲运动科技市场估算与预测:依细分市场划分,2019-2032

  • 依国家划分
    • 巴西
    • 阿根廷
    • 其他南美洲国家国家

第八章:欧洲体育科技市场规模估算及预测(依细分市场划分,2019-2032 年)

  • 依国家划分
    • 英国
    • 德国
    • 法国
    • 义大利
    • 西班牙
    • 俄罗斯
    • 比荷卢经济联盟
    • 北欧国家
    • 欧洲其他地区

第九章:中东及非洲体育科技市场规模估算及预测(依细分市场划分,2019-2032 年)

  • 依国家划分
    • 土耳其
    • 以色列
    • 海湾合作委员会
    • 北非
    • 南非
    • 中东其他地区非洲

第十章:亚太地区体育科技市场规模估算及预测(依细分市场划分,2019-2032 年)

  • 依国家划分
    • 中国
    • 印度
    • 日本
    • 韩国
    • 东协
    • 大洋洲
    • 亚太其他地区

第十一章:十大公司简介

  • 苹果公司
  • 三星
  • 思科系统公司
  • IBM公司
  • Catapult
  • 爱立信
  • 佳明有限公司
  • 江森自控
  • 华为技术有限公司
  • 施耐德电机电力

第十二章:要点总结

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