Sports Technology Market by Technology (Device, Smart Stadium, Esports, Sports Analytics), Sports (Soccer, Baseball, Basketball, Ice Hockey, American Football/ Rugby, Tennis, Cricket, Golf, Esports), and Geography - Global Forecast to 2024

スポーツテクノロジの世界市場予測(~2024年)

◆タイトル:Sports Technology Market by Technology (Device, Smart Stadium, Esports, Sports Analytics), Sports (Soccer, Baseball, Basketball, Ice Hockey, American Football/ Rugby, Tennis, Cricket, Golf, Esports), and Geography - Global Forecast to 2024
◆商品コード:SE-7011
◆調査・発行会社:MarketsandMarkets
◆発行日:2019年4月10日
◆ページ数:215
◆レポート形式:PDF / 英語
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◆調査対象地域:グローバル
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◆販売価格オプション(消費税別)
Single User(1名様閲覧)USD5,650 ⇒換算¥604,550見積依頼/購入/質問フォーム
Multi User (Five User)USD6,650 ⇒換算¥711,550見積依頼/購入/質問フォーム
Corporate License (全社内共有可)USD8,150 ⇒換算¥872,050見積依頼/購入/質問フォーム
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【レポートの概要】

スポーツテクノロジの世界市場は、2018年の89億米ドルから2024年には311億米ドルに達し、この期間中20.63%の年平均成長率で成長すると予測されています。近年、プロスポーツ団体により、スポーツデータアナリティクス、スマートスタジアム、ウェアラブルデバイス、デジタルサイネージ、およびeスポーツなどの新しい技術が採用されています。スマートスタジアムはスポーツイベントの急増による世界的な主要トレンドの1つです。ヨーロッパとAPACの市場機会は高く、経済的にもスポーツ的にも好ましい環境が整っています。eスポーツは、主にビデオゲームの人気の高まりによって牽引されています。ウェアラブルデバイスは、小型の装着式コンピューターを利用することによって、ヒトとコンピューター間の対話を容易にします。こういった技術的利点が、スポーツテクノロジ市場全体を牽引しています。当調査レポートでは、スポーツテクノロジの世界市場について調査・分析し、エグゼクティブサマリー、市場インサイト、市場概観/市場動向、テクノロジ別(デバイス、スマートスタジアム、eスポーツ、スポーツアナリティクス)分析、スポーツ別(サッカー、野球、バスケットボール、アイスホッケー、アメフト・ラグビー、テニス、クリケット、ゴルフ、eスポーツ)分析、スポーツテクノロジの世界市場規模及び予測、市場動向、競争状況、関連企業分析などの情報をお届けいたします。

“Sports technology market to grow at a CAGR of 20.63% from 2019 to 2024”The sports technology market was valued at USD 8.9 billion in 2018 and is projected to reach USD 31.1 billion by 2024; it is expected to grow at a CAGR of 20.63% during the forecast period. In recent years, professional sports bodies have adopted new technologies such as sports data analytics, smart stadium, wearable devices, digital signage, and esports. Smart stadium is one of the major trends worldwide due to the proliferation of sporting events. Technological innovations in the smart stadium market are driving the implementation of several projects worldwide. Market opportunities in Europe and APAC are high, with favorable economic and sporting environment. esports is mainly driven by the increasing popularity of video games. Wearable technology refers to electronic technologies or devices worn by users either on their body or clothing. Wearable devices facilitate human-computer interaction by making use of small body-worn computers. These devices include activity trackers, smart clothing, smart glasses, smartwatches, and virtual and augmented reality devices. Wearable devices allow hands-free operations, real-time data monitoring, network communication, and data analytics. All these technological benefits are driving the overall sports technology market.
“Sports analytics market is expected to grow at a very high pace during the forecast period”

Sports analytics plays an important role in the functioning of a sports organization. Till recent past, coaches and experts did sports analysis during practice/training sessions and live matches and tournaments. The advancements in technology have enabled sports organizations to take better decisions about their teams and business operations. It is one of the primary drivers for the sports industry revolution. The increasing adoption of social media platforms by fans for blogging and posting reviews will drive the demand for sports analytics solutions.

“Smart stadium was the largest segment in sports technology market in 2018”

Stadiums are competing with at-home experience. Stadium owners are betting high on investing digital technologies for creating unforgettable experience in stadiums. Their need to increase operational efficiency, achieve sustainability, and handle the changing business dynamics is driving the growing adoption of smart stadium services across all regions. Service providers help implement intelligent automation technology for efficient operations and cost-effective maintenance of stadiums.
“North America accounted for largest share in sports technology market in 2018”
North America held largest share of the sports technology market in 2018. The wide-scale adoption of technology and a rising standard of living are driving the demand for advanced sports technologies in the region. The demand for comfortable sports viewing experience, growing popularity of BYOD, and increasing social media integration with stadium technologies are some of the factors driving the growth of the sports technology market in North America.

Breakdown of primary participants’ profile:
• By Company Type: Tier 1 – 55%, Tier 2 – 25%, and Tier 3 – 20%
• By Designation: C-Level Executives – 50%, Directors – 20%, and Others – 30%
• By Region: North America – 40%, Europe – 35%, APAC – 15%, and RoW – 10%
Key players in the sports technology market include IBM (US), Ericsson (Sweden), Cisco (US), Fujitsu (Japan), SAP (Germany), Oracle (US), NEC (Japan), LG (South Korea), Sharp (Japan), Samsung (South Korea), Fitbit (US), Apple (US), Garmin (US), Sony (Japan), Panasonic (Japan), Modern Times Group (Sweden), Activision Blizzard (US), Tencent (China), and CJ Corporation (South Korea). The study includes an in-depth competitive analysis of these key market players, with their company profiles, recent developments, and key market strategies.
Research Coverage:
The study covers the sports technology market. It aims at estimating the market size and growth potential of this market, across different segments, such as by technology, sports, and region. The study also includes an in-depth competitive analysis of key market players, along with their company profiles, key observations related to product and business offerings, recent developments, and key market strategies.
Key Benefits of Buying the Report:
The report will help leaders/new entrants in this market with information on the closest approximations of revenue numbers for the overall sports technology market and its subsegments. This report will help stakeholders understand the competitive landscape and gain more insights to better position their businesses and plan suitable go-to-market strategies. The report will also help stakeholders understand the pulse of the market and provide them with information on key market drivers, restraints, challenges, and opportunities.

【レポートの目次】

TABLE OF CONTENTS

1 INTRODUCTION 20
1.1 STUDY OBJECTIVES 20
1.2 MARKET DEFINITION 20
1.3 STUDY SCOPE 21
1.3.1 MARKETS COVERED 21
1.3.2 REGIONAL SCOPE 22
1.3.3 YEARS CONSIDERED 22
1.4 CURRENCY 22
1.5 LIMITATIONS 23
1.6 STAKEHOLDERS 23
2 RESEARCH METHODOLOGY 24
2.1 RESEARCH DATA 24
2.1.1 SECONDARY DATA 25
2.1.1.1 Major secondary sources 25
2.1.1.2 Secondary sources 26
2.1.2 PRIMARY DATA 26
2.1.2.1 Primary interviews with experts 26
2.1.2.2 Breakdown of primaries 27
2.1.2.3 Key data from primary sources 28
2.1.3 SECONDARY AND PRIMARY RESEARCH 29
2.1.3.1 Key industry insights 29
2.2 MARKET SIZE ESTIMATION 30
2.2.1 BOTTOM-UP APPROACH 30
2.2.1.1 Approach for capturing market size by bottom-up analysis (demand side) 30
2.2.2 TOP-DOWN APPROACH 31
2.2.2.1 Approach for capturing market size by top-down analysis (supply side) 31
2.3 MARKET BREAKDOWN AND DATA TRIANGULATION 33
2.4 RESEARCH ASSUMPTIONS 34
3 EXECUTIVE SUMMARY 35
4 PREMIUM INSIGHTS 41
4.1 SPORTS TECHNOLOGY MARKET OPPORTUNITIES 41
4.2 SPORTS WEARABLES MARKET, BY TYPE, 2016–2024 (USD MILLION) 42
4.3 SPORTS TECHNOLOGY MARKET, BY TECHNOLOGY & REGION 43
4.4 SMART STADIUM MARKET, BY SOFTWARE, 2016–2024 (USD MILLION) 44
4.5 SMART STADIUM MARKET, BY SERVICES, 2016–2024 (USD MILLION) 45
5 MARKET OVERVIEW 46
5.1 INTRODUCTION 46
5.2 MARKET DYNAMICS 46
5.2.1 DRIVERS 47
5.2.1.1 Significant improvement in audience engagement 47
5.2.1.2 Growing demand for data-driven decisions and operations 47
5.2.1.3 Increasing sports events, online and offline 47
5.2.2 RESTRAINTS 48
5.2.2.1 High initial investment and budget constraints 48
5.2.3 OPPORTUNITIES 48
5.2.3.1 Growing sports leagues and increasing number of events with large prize pools 48
5.2.4 CHALLENGES 49
5.2.4.1 Complexities in upgrading and replacing legacy systems 49
5.2.4.2 Risk of technology glitches at live events 49
6 MARKET, BY TECHNOLOGY 50
6.1 INTRODUCTION 51
6.2 DEVICE 52
6.2.1 WEARABLES 54
6.2.1.1 Wristwear 54
6.2.1.1.1 Technological advancements and ease of using wristwear driving market’s growth 54
6.2.1.2 AR/VR 54
6.2.1.2.1 Training major application of AR/VR technology in sports 54
6.2.1.3 Smart Clothing 54
6.2.1.3.1 Smart clothes with embedded sensors are future of fitness and performance tracking 54
6.2.2 DIGITAL SIGNAGE 56
6.2.2.1 Display scoreboards, advertisements, and information displays major applications of digital signage in sports 56
6.2.3 CAMERA 57
6.2.3.1 Demand for high-resolution cameras for sports events broadcasts increasing 57
6.3 SMART STADIUM 58
6.3.1 SOFTWARE 59
6.3.1.1 Digital Content Management 61
6.3.1.1.1 Audio and Video Management 62
6.3.1.1.1.1 Audio and video management solutions help organizing and distributing content securely and reliably 62

6.3.1.1.2 Digital Signage 63
6.3.1.1.2.1 Digital signage prominently used in stadiums to provide information and advertising 63
6.3.1.1.3 Mobile and Web Content Management 64
6.3.1.1.3.1 Mobile and web content management software store and deliver content and services to mobile devices 64
6.3.1.2 Stadium and public security 65
6.3.1.2.1 Access Control 67
6.3.1.2.1.1 Access control enables restricting unauthorized personnel from accessing specific areas of stadiums 67
6.3.1.2.2 Video Surveillance 68
6.3.1.2.2.1 Video surveillance systems help to monitor activities in stadiums and surroundings 68
6.3.1.2.3 Physical Security Information Management (PSIM) 70
6.3.1.2.3.1 PSIM software integrate multiple security applications and devices and enable controlling them through single user interface 70
6.3.1.2.4 Security Scanning, Imaging, and Metal Detection 71
6.3.1.2.4.1 Security scanning, imaging, and metal detection systems scan and analyze visitor belongings at stadium entry and exit 71
6.3.1.2.5 Emergency and Disaster Management 72
6.3.1.2.5.1 Emergency and disaster management software help rescuing people during emergencies 72
6.3.1.2.6 Cybersecurity 73
6.3.1.2.6.1 Need to protect sensitive data driving cybersecurity market 73
6.3.1.2.7 Others 74
6.3.1.3 Building Automation 75
6.3.1.3.1 Parking Management Systems 76
6.3.1.3.1.1 Increasing number of spectators pose major parking issues for stadiums 76
6.3.1.3.2 Energy Management Systems 77
6.3.1.3.2.1 Stadiums use advanced systems for monitoring, controlling, and optimizing energy consumption 77
6.3.1.3.3 Facility Management Systems 78
6.3.1.3.3.1 Facility management systems provide software-based technology to manage facilities through visual display tools 78
6.3.1.4 Event Management 79
6.3.1.4.1 Event Marketing and Registration 80
6.3.1.4.1.1 Event marketing and registration software assist stadium operators to distribute content, encourage engagements, and utilize data-driven audience intelligence to make events and campaigns smarter 80
6.3.1.4.2 Ticketing Management 81
6.3.1.4.2.1 Event ticketing management software offer maximum control and flexibility over multiple ticket booking channels 81
6.3.1.4.3 Workforce Management 82
6.3.1.4.3.1 Workforce management systems help HR department develop and improve recruiting methods, make general and specific hiring decisions, and retain best workers 82
6.3.1.5 Network Management 83
6.3.1.5.1 Rapid growth of global sporting events driving demand for stable and efficient data networks for ensuring efficient day-to-day operations and stadium management 83
6.3.1.6 Crowd Management 84
6.3.1.6.1 Safety and security of crowd in sporting or non-sporting events is key priority for club owners and stadium operators 84
6.4 SERVICES 85
6.4.1.1 Consulting 87
6.4.1.1.1 Smart stadium consulting services primarily focus on extending industry expertise on technical and business aspects of projects 87
6.4.1.2 Deployment and integration 87
6.4.1.2.1 Deployment and integration services aim at streamlining business applications by integrating various modules of day-to-day operations 87
6.4.1.3 Support and maintenance 88
6.4.1.3.1 Support and maintenance services offer technical support for deployed software 88
6.5 ESPORTS 90
6.5.1 MEDIA RIGHTS 92
6.5.1.1 Expanding esports fan-base is key driver for increasing revenue through media rights 92
6.5.2 TICKETS AND MERCHANDISE 93
6.5.2.1 Increasing construction of esports stadiums globally to attract more audience and fuel contribution of ticket sales and merchandising to overall esports revenue 93
6.5.3 SPONSORSHIPS AND DIRECT ADVERTISEMENTS 94
6.5.3.1 Sponsorship and direct advertisement offer brand owners opportunities to reach game fans in events 94
6.5.4 PUBLISHER FEES 95
6.5.4.1 Publishers are collaborating with esports organizers to organize leagues and events around their franchises 95
6.6 SPORTS ANALYTICS 95
6.6.1 PLAYER ANALYSIS 97
6.6.1.1 Teams are emphasizing on data-driven decisions to improve player performance and on-field productivity 97
6.6.2 TEAM PERFORMANCE ANALYSIS 98
6.6.2.1 Team performance solution unifies team data distributed across various sources such as general management, scouts, coaches, trainers, medical representatives, and physiotherapists 98
6.6.3 VIDEO ANALYSIS 99
6.6.3.1 Video analysis systems help team management monitor player motion, reactions, gestures in every situation 99
6.6.4 HEALTH ASSESSMENT 99
6.6.4.1 Health assessment systems enable physiotherapists to understand every player’s health status better 99
6.6.5 DATA INTERPRETATION AND ANALYSIS 100
6.6.5.1 Data interpretation and analysis software is needed for interpreting current and historical data to produce relevant insights for concerned users 100
6.6.6 FAN ENGAGEMENT AND DIGITAL EXPERIENCE ANALYSIS 101
6.6.6.1 Sports analytics solutions enable engaging fans in league and team websites, social media channels, and public forums effectively 101
6.6.7 OTHERS 102
7 MARKET, BY SPORTS 104
7.1 INTRODUCTION 104
7.2 SOCCER 106
7.2.1 MOST OF LATEST SPORTS TECHNOLOGIES ARE USED BY SOCCER ORGANIZERS, TEAMS, PLAYERS, AND COACHES 106
7.3 BASEBALL 106
7.3.1 MAJOR LEAGUE BASEBALL STARTED ALLOWING PLAYERS USE WEARABLES SINCE 2016 106
7.4 BASKETBALL 106
7.4.1 BASKETBALL PLAYERS USE WEARABLE DEVICES TO TRACK WORKLOADS AND MOVEMENT FOR INJURY PREVENTION 106
7.5 ICE HOCKEY 107
7.5.1 MOBILE SENSOR SYSTEMS ARE INCREASINGLY USED IN TRAINING 107
7.6 AMERICAN FOOTBALL/RUGBY 107
7.6.1 IN AMERICA FOOTBALL, ANALYSIS OF DATA TRANSMITTED TO CLOUD FROM SENSORS IS HELPING TEAMS KEEP PLAYERS AT PEAK OF PHYSICAL FITNESS 107
7.7 TENNIS 107
7.7.1 PLENTY OF DEVICES DESIGNED SPECIFICALLY TO HELP TENNIS PLAYERS IMPROVE BOTH ON AND OFF COURT 107
7.8 CRICKET 107
7.8.1 WEARABLE TECHNOLOGY HELPS CRICKETERS IMPROVE THEIR GAME AND MAKE BETTER DECISIONS 107
7.9 GOLF 107
7.9.1 WEARABLE TECHNOLOGY COMPANIES ARE ENTICING GOLF PLAYERS TO STAY CONNECTED WITH ELECTRONIC DEVICES THAT HELP IMPROVING THEIR GAMES 107
7.10 ESPORTS 108
7.10.1 ESPORTS HAS WITNESSED SIGNIFICANT GROWTH IN PAST FEW YEARS, ESPECIALLY DUE TO LARGE PRIZE POOL EVENTS 108
7.11 OTHERS 108

8 GEOGRAPHIC ANALYSIS 109
8.1 INTRODUCTION 110
8.2 NORTH AMERICA 112
8.2.1 SEVERAL STADIUM OPERATORS, TEAMS, PLAYERS, AND EVENT ORGANIZERS IN THIS REGION ARE ADOPTING LATEST SPORTS TECHNOLOGIES TO TRANSFORM THEIR OPERATIONS DIGITALLY 112
8.3 EUROPE 114
8.3.1 EU AND INDIVIDUAL STATE FINANCING POLICIES EXPECTED TO DRIVE CONTINUED GROWTH OF EUROPEAN SPORTS TECHNOLOGY MARKET 114
8.4 APAC 116
8.4.1 EMERGENCE OF NEW SPORTS LEAGUES DRIVING DEMAND FOR SPORTS TECHNOLOGIES IN APAC 116
8.5 ROW 118
8.5.1 INTERNET PENETRATION AND CLOUD ADOPTION ARE GRADUALLY RISING IN ROW, ALONG WITH FLOURISHING TEAMS IN VARIOUS SPORTS 118
9 COMPETITIVE LANDSCAPE 121
9.1 OVERVIEW 121
9.2 RANKING ANALYSIS OF KEY PLAYERS IN SPORTS TECHNOLOGY MARKET 122
9.3 COMPETITIVE LEADERSHIP MAPPING 123
9.3.1 VISIONARY LEADERS 123
9.3.2 INNOVATORS 123
9.3.3 DYNAMIC DIFFERENTIATORS 123
9.3.4 EMERGING COMPANIES 123
9.4 COMPETITIVE SITUATIONS AND TRENDS 128
9.4.1 PRODUCT LAUNCHES AND DEVELOPMENTS 128
9.4.2 PARTNERSHIP/AGREEMENT/COLLABORATION/JOINT VENTURE/ALLIANCE 129
9.4.3 AWARD/EVENTS/SPONSORSHIP 130
9.4.4 ACQUISITION 131
9.4.5 EXPANSION/ INVESTMENT 132
10 COMPANY PROFILES 133
10.1 INTRODUCTION 133
(Business Overview, Products/Services/Solutions Offered, Recent Developments, SWOT Analysis, and MnM View)*
10.2 KEY PLAYERS 134
10.2.1 IBM 134
10.2.2 ERICSSON 138
10.2.3 CISCO 141
10.2.4 FUJITSU 145
10.2.5 SAP SE 148
10.2.6 ORACLE 151
10.2.7 NEC 154
10.2.8 LG 160
10.2.9 SHARP 164
10.2.10 SAMSUNG 167
10.2.11 FITBIT 172
10.2.12 APPLE 175
10.2.13 GARMIN 178
10.2.14 SONY 181
10.2.15 ARRI 185
10.2.16 PANASONIC CORPORATION 187
10.2.17 MODERN TIMES GROUP 190
10.2.18 ACTIVISION BLIZZARD 195
10.2.19 VALVE CORPORATION 198
10.2.20 TENCENT 201
10.2.21 CJ CORPORATION 204
*Details on Business Overview, Products/Services/Solutions Offered, Recent Developments, SWOT Analysis, and MnM View might not be captured in case of unlisted companies.
11 APPENDIX 207
11.1 INSIGHTS FROM INDUSTRY EXPERTS 207
11.2 DISCUSSION GUIDE 208
11.3 KNOWLEDGE STORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 211
11.4 AVAILABLE CUSTOMIZATIONS 213
11.5 RELATED REPORTS 213
11.6 AUTHOR DETAILS 214

LIST OF TABLES

TABLE 1 TOP 10 ESPORTS GAMES, 2018 49
TABLE 2 SPORTS TECHNOLOGY MARKET, BY TECHNOLOGY, 2016–2024 (USD MILLION) 51
TABLE 3 SPORTS DEVICE MARKET, BY TYPE, 2016–2024 (USD MILLION) 53
TABLE 4 SPORTS DEVICES MARKET, BY REGION, 2016–2024 (USD MILLION) 53
TABLE 5 SPORTS WEARABLES MARKET, BY TYPE, 2016–2024 (USD MILLION) 55
TABLE 6 SPORTS WEARABLES MARKET, BY REGION, 2016–2024 (USD MILLION) 55
TABLE 7 SPORTS DIGITAL SIGNAGE MARKET, BY REGION, 2016–2024 (USD MILLION) 56
TABLE 8 SPORTS CAMERA MARKET, BY REGION, 2016–2024 (USD MILLION) 57
TABLE 9 SMART STADIUM MARKET, BY OFFERING, 2016–2024 (USD MILLION) 58
TABLE 10 SMART STADIUM MARKET, BY REGION, 2016–2024 (USD MILLION) 59
TABLE 11 SMART STADIUM MARKET, BY SOFTWARE, 2016–2024 (USD MILLION) 60
TABLE 12 SMART STADIUM SOFTWARE MARKET, BY REGION, 2016–2024 (USD MILLION) 60
TABLE 13 SMART STADIUM DIGITAL CONTENT MANAGEMENT MARKET, BY REGION,
2016–2024 (USD MILLION) 61
TABLE 14 SMART STADIUM DIGITAL CONTENT MANAGEMENT MARKET, BY TYPE,
2016–2024 (USD MILLION) 62
TABLE 15 AUDIO AND VIDEO MANAGEMENT MARKET, BY REGION,
2016–2024 (USD MILLION) 63
TABLE 16 DIGITAL SIGNAGE MARKET, BY REGION, 2016–2024 (USD MILLION) 64
TABLE 17 MOBILE AND WEB CONTENT MANAGEMENT MARKET, BY REGION,
2016–2024 (USD MILLION) 65
TABLE 18 SMART STADIUM MARKET FOR STADIUM AND PUBLIC SECURITY, BY TYPE,
2016–2024 (USD MILLION) 66
TABLE 19 SMART STADIUM MARKET FOR STADIUM AND PUBLIC SECURITY, BY REGION, 2016–2024 (USD MILLION) 66
TABLE 20 ACCESS CONTROL MARKET, BY REGION, 2016–2024 (USD MILLION) 68
TABLE 21 VIDEO SURVEILLANCE MARKET, BY REGION, 2016–2024 (USD MILLION) 69
TABLE 22 PHYSICAL SECURITY INFORMATION MANAGEMENT MARKET, BY REGION,
2016–2024 (USD MILLION) 70
TABLE 23 SECURITY SCANNING, IMAGING, AND METAL DETECTION MARKET, BY REGION, 2016–2024 (USD MILLION) 71
TABLE 24 EMERGENCY AND DISASTER MANAGEMENT MARKET, BY REGION,
2016–2024 (USD MILLION) 72
TABLE 25 CYBERSECURITY MARKET, BY REGION, 2016–2024 (USD MILLION) 73
TABLE 26 OTHERS MARKET, BY REGION, 2016–2024 (USD MILLION) 74
TABLE 27 BUILDING AUTOMATION: SMART STADIUM MARKET, BY TYPE,
2016–2024 (USD MILLION) 75
TABLE 28 BUILDING AUTOMATION: SMART STADIUM MARKET, BY REGION,
2016–2024 (USD MILLION) 76
TABLE 29 PARKING MANAGEMENT SYSTEMS MARKET, BY REGION,
2016–2024 (USD MILLION) 77
TABLE 30 ENERGY MANAGEMENT SYSTEMS MARKET, BY REGION,
2016–2024 (USD MILLION) 78
TABLE 31 FACILITY MANAGEMENT SYSTEMS MARKET, BY REGION,
2016–2024 (USD MILLION) 79
TABLE 32 EVENT MANAGEMENT: SMART STADIUM MARKET, BY TYPE,
2016–2024 (USD MILLION) 79
TABLE 33 EVENT MANAGEMENT: SMART STADIUM MARKET, BY REGION,
2016–2024 (USD MILLION) 80
TABLE 34 EVENT MARKETING AND REGISTRATION MARKET, BY REGION,
2016–2024 (USD MILLION) 81
TABLE 35 TICKETING MANAGEMENT MARKET, BY REGION, 2016–2024 (USD MILLION) 82
TABLE 36 WORKFORCE MANAGEMENT MARKET, BY REGION, 2016–2024 (USD MILLION) 83
TABLE 37 NETWORK MANAGEMENT: SMART STADIUM MARKET, BY REGION,
2016–2024 (USD MILLION) 84
TABLE 38 CROWD MANAGEMENT: SMART STADIUM MARKET, BY REGION,
2016–2024 (USD MILLION) 85
TABLE 39 SMART STADIUM MARKET, BY SERVICES, 2016–2024 (USD MILLION) 86
TABLE 40 SMART STADIUM SERVICES MARKET, BY REGION, 2016–2024 (USD MILLION) 86
TABLE 41 CONSULTING: SMART STADIUM MARKET, BY REGION, 2016–2024 (USD MILLION) 87
TABLE 42 DEPLOYMENT AND INTEGRATION: SMART STADIUM MARKET, BY REGION,
2016–2024 (USD MILLION) 88
TABLE 43 SUPPORT AND MAINTENANCE: SMART STADIUM MARKET, BY REGION,
2016–2024 (USD MILLION) 89
TABLE 44 ESPORTS MARKET, BY REVENUE STREAM, 2016–2024 (USD MILLION) 90
TABLE 45 ESPORTS MARKET, BY REGION, 2016–2024 (USD MILLION) 91
TABLE 46 MEDIA RIGHTS: ESPORTS MARKET, BY REGION, 2016–2024 (USD MILLION) 92
TABLE 47 TICKETS AND MERCHANDISE: ESPORTS MARKET, BY REGION,
2016–2024 (USD MILLION) 93
TABLE 48 SPONSORSHIPS AND ADVERTISEMENTS: ESPORTS MARKET, BY REGION,
2016–2024 (USD MILLION) 94
TABLE 49 PUBLISHER FEES: ESPORTS MARKET, BY REGION, 2016–2024 (USD MILLION) 95
TABLE 50 SPORTS ANALYTICS MARKET, BY APPLICATION, 2016–2024 (USD MILLION) 96
TABLE 51 PLAYER ANALYSIS MARKET, BY REGION, 2016–2024 (USD MILLION) 97
TABLE 52 TEAM PERFORMANCE ANALYSIS MARKET, BY REGION, 2016–2024 (USD MILLION) 98
TABLE 53 VIDEO ANALYSIS MARKET, BY REGION, 2016–2024 (USD MILLION) 99
TABLE 54 HEALTH ASSESSMENT MARKET, BY REGION, 2016–2024 (USD MILLION) 100
TABLE 55 DATA ANALYSIS & INTERPRETATION MARKET, BY REGION,
2016–2024 (USD MILLION) 101
TABLE 56 FAN ENGAGEMENT MARKET, BY REGION, 2016–2024 (USD MILLION) 101
TABLE 57 OTHERS MARKET, BY REGION, 2016–2024 (USD MILLION) 102
TABLE 58 SPORTS TECHNOLOGY MARKET, BY SPORTS, 2016–2024 (USD MILLION) 105
TABLE 59 SPORTS TECHNOLOGY MARKET, BY REGION, 2016–2024 (USD BILLION) 111
TABLE 60 SPORTS TECHNOLOGY MARKET IN NORTH AMERICA, BY TECHNOLOGY,
2016–2024 (USD MILLION) 114
TABLE 61 SPORTS TECHNOLOGY MARKET IN EUROPE, BY TECHNOLOGY,
2016–2024 (USD MILLION) 116
TABLE 62 SPORTS TECHNOLOGY MARKET IN APAC, BY TECHNOLOGY,
2016–2024 (USD MILLION) 118
TABLE 63 SPORTS TECHNOLOGY MARKET IN ROW, BY TECHNOLOGY,
2016–2024 (USD MILLION) 120
TABLE 64 RANKING OF KEY PLAYERS IN SPORTS TECHNOLOGY MARKET (2018) 122


LIST OF FIGURES

FIGURE 1 SPORTS TECHNOLOGY MARKET: RESEARCH DESIGN 24
FIGURE 2 MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH 31
FIGURE 3 MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN APPROACH 32
FIGURE 4 DATA TRIANGULATION 33
FIGURE 5 SPORTS ANALYTICS MARKET EXPECTED TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD 35
FIGURE 6 WEARABLES LARGEST AND FASTEST GROWING SEGMENT IN SPORTS DEVICE MARKET 36
FIGURE 7 IN SMART STADIUM MARKET, SERVICES SEGMENT TO GROW AT HIGHER CAGR THAN SOFTWARE SEGMENT DURING FORECAST PERIOD 37
FIGURE 8 MEDIA RIGHTS TO EXHIBIT HIGHEST CAGR IN ESPORTS MARKET DURING FORECAST PERIOD 38
FIGURE 9 PLAYER ANALYSIS LARGEST SEGMENT IN SPORTS ANALYTICS MARKET 39
FIGURE 10 SPORTS TECHNOLOGY MARKET IN APAC EXPECTED TO GROW AT HIGHEST CAGR 40
FIGURE 11 SPORTS TECHNOLOGY MARKET TO WITNESS ATTRACTIVE GROWTH OPPORTUNITIES DURING FORECAST PERIOD 41
FIGURE 12 WRISTWEAR TO HOLD LARGEST SHARE OF SPORTS WEARABLES MARKET 42
FIGURE 13 DEVICE MARKET HELD LARGEST SHARE OF SPORTS TECHNOLOGY
MARKET IN 2018 43
FIGURE 14 BUILDING AUTOMATION EXPECTED TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD 44
FIGURE 15 SUPPORT AND MAINTENANCE SERVICES MARKET TO GROW AT HIGHEST CAGR DURING FORECAST PERIOD 45
FIGURE 16 SIGNIFICANT IMPROVEMENT IN AUDIENCE ENGAGEMENT DRIVING SPORTS TECHNOLOGY MARKET 46
FIGURE 17 MARKET, BY TECHNOLOGY 51
FIGURE 18 WEARABLES LARGEST SUB-SEGMENT OF SPORTS DEVICE MARKET 52
FIGURE 19 IN SMART STADIUM MARKET, SERVICES SEGMENT EXPECTED TO GROW AT HIGHER CAGR THAN SOFTWARE SEGMENT 58
FIGURE 20 MEDIA RIGHTS TO EXHIBIT HIGHEST CAGR IN ESPORTS MARKET DURING FORECAST PERIOD 90
FIGURE 21 PLAYER ANALYSIS APPLICATIONS A LUCRATIVE MARKET 96
FIGURE 22 MARKET, BY SPORTS 104
FIGURE 23 SPORTS TECHNOLOGY MARKET FOR BASKETBALL EXPECTED TO GROW AT HIGHEST CAGR 105
FIGURE 24 SPORTS TECHNOLOGY MARKET, BY GEOGRAPHY 110
FIGURE 25 GEOGRAPHIC SNAPSHOT: APAC FASTEST GROWING MARKET 110
FIGURE 26 NORTH AMERICA: MARKET SNAPSHOT 113
FIGURE 27 EUROPE: MARKET SNAPSHOT 115
FIGURE 28 APAC: MARKET SNAPSHOT 117
FIGURE 29 IN ROW MARKET, SPORTS ANALYTICS EXPECTED TO GROW AT HIGHEST CAGR 119
FIGURE 30 KEY DEVELOPMENTS BY LEADING PLAYERS IN MARKET FROM 2016 TO 2018 121
FIGURE 31 SMART STADIUM MARKET (GLOBAL) COMPETITIVE LEADERSHIP MAPPING, 2018 124
FIGURE 32 SPORTS WEARABLES MARKET (GLOBAL) COMPETITIVE LEADERSHIP
MAPPING, 2018 125
FIGURE 33 ESPORTS MARKET (GLOBAL) COMPETITIVE LEADERSHIP MAPPING, 2018 126
FIGURE 34 SPORTS ANALYTICS MARKET (GLOBAL) COMPETITIVE LEADERSHIP
MAPPING, 2018 127
FIGURE 35 PRODUCT LAUNCHES AND DEVELOPMENTS KEY STRATEGY ADOPTED BY MAJOR PLAYERS FROM 2015 TO 2019 128
FIGURE 36 IBM: COMPANY SNAPSHOT 134
FIGURE 37 ERICSSON: COMPANY SNAPSHOT 138
FIGURE 38 CISCO: COMPANY SNAPSHOT 141
FIGURE 39 FUJITSU: COMPANY SNAPSHOT 145
FIGURE 40 SAP SE: COMPANY SNAPSHOT 148
FIGURE 41 ORACLE: COMPANY SNAPSHOT 151
FIGURE 42 NEC: COMPANY SNAPSHOT 155
FIGURE 43 LG: COMPANY SNAPSHOT 160
FIGURE 44 SHARP: COMPANY SNAPSHOT 164
FIGURE 45 SAMSUNG: COMPANY SNAPSHOT 168
FIGURE 46 FITBIT: COMPANY SNAPSHOT 172
FIGURE 47 APPLE: COMPANY SNAPSHOT 175
FIGURE 48 GARMIN: COMPANY SNAPSHOT 178
FIGURE 49 SONY: COMPANY SNAPSHOT 182
FIGURE 50 PANASONIC CORPORATION: COMPANY SNAPSHOT 187
FIGURE 51 MTG: COMPANY SNAPSHOT 191
FIGURE 52 ACTIVISION BLIZZARD: COMPANY SNAPSHOT 195
FIGURE 53 TENCENT: COMPANY SNAPSHOT 201
FIGURE 54 CJ CORPORATION: COMPANY SNAPSHOT 204


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[スポーツテクノロジの世界市場予測(~2024年)] ( Sports Technology Market by Technology (Device, Smart Stadium, Esports, Sports Analytics), Sports (Soccer, Baseball, Basketball, Ice Hockey, American Football/ Rugby, Tennis, Cricket, Golf, Esports), and Geography - Global Forecast to 2024 / SE-7011) についてEメールでお問い合わせ


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