Global Sports Technology Market: Industry Analysis and Forecast (2019-2026) – by Technology, Sports and Region.

Global Sports Technology Market: Industry Analysis and Forecast (2019-2026) – by Technology, Sports and Region.

Market Scenario

Global Sports Technology Market was valued at US$ 7.2Bn in 2018 and is expected to reach US$ 36.3Bn by 2026, at a CAGR of 22.41%during a forecast period. The key drivers for the growth of the sports technology market are the advancement in the technology and the enormous demand for the technology, which makes the tasks easy and less time consuming for the better management of the events and activities. Growing user awareness about the competitive advantage providing by these systems is likely to drive market growth during the forecast period. The report study has analyzed revenue impact of covid-19 pandemic on the sales revenue of market leaders, market followers and disrupters in the report and same is reflected in our analysis. However, the high upfront costs required for employing the sports analytics systems is the major factor hampering the growth of the market. This factor is witnessed to have a greater impact on sports or teams with less revenue, creating a challenge for the sports analytics market, with regard to its incorporation in small-scale or regional teams and associations. Based on device segment, wearable sub-segment is leading the global market for sports technology. Wearable electronic devices find various applications in fitness and sports for monitoring parameters for instance sleep, calorie consumption, heart rate, and blood pressure. By sports, football/rugby segment is expected to grow at a very high pace during the forecast period. The market for sports analytics in football held an important share, owing to a growing attendance for football leagues, for instance, UEFA Champions League, EPL, ISL MSL and rising fan-base, media and sponsors engagement. Various elite clubs view analytics as football’s next frontier. Region-wise, North America led the sports technology market in 2017 with a market share of 54.8% and is expected to continue its dominant trend during the forecast period as well. The demand for this technology has been increasing because of the increasing need to better manage the performance of the industry including clubs, leagues, and association. The leading industry players including IBM, SAP, and Daktronics are using technological advancements to capture the market through given that online registrations and sponsorships used for securing the media rights. The major drivers for the expansion of the sports technology market include the advancement in technology and the massive demand for software that makes the tasks seamless and less time consuming for efficient management of the events. The objective of the report is to present a comprehensive assessment of the market and contains thoughtful insights, facts, historical data, industry-validated market data and projections with a suitable set of assumptions and methodology. The report also helps in understanding Global Sports Technology Market dynamics, structure by identifying and analyzing the market segments and project the global market size. Further, the report also focuses on the competitive analysis of key players by product, price, financial position, product portfolio, growth strategies, and regional presence. The report also provides PEST analysis, PORTER’s analysis, SWOT analysis to address the question of shareholders to prioritizing the efforts and investment in the near future to the emerging segment in the Global Sports Technology Market.

Scope of the Global Sports Technology Market

Global Sports Technology Market, By Technology

Devices Wearables Digital Signage Camera Smart Stadium Software Stadium & Public Security Building Automation Event Management Others Services Analytics & Statistics Esports Tickets & Merchandise Sponsorship & Advertisement Others

Global Sports Technology Market, By Sports

• Soccer • Baseball • Basketball • Ice Hockey • Football/Rugby • Tennis • Cricket • Golf • Esports • Others

Global Sports Technology Market, by Region

• North America • Europe • Asia Pacific • Middle East and Africa • South America

Key Players operating in Global Sports Technology Market

• IBM • Ericsson • Cisco • Fujitsu • SAP SE • Oracle • NEC • LG • Sharp • Samsung • Fitbit • Apple • Garmin • Sony • ARRI • Panasonic Corporation • Modern Times Group • Activision Blizzard • Valve Corporation • Tencent • CJ Corporation Global Video on Demand Market

Table of Contents

Table of Content

1. Preface 1.1. Report Scope and Market Segmentation 1.2. Research Highlights 1.3. Research Objectives 2. Assumptions and Research Methodology 2.1. Report Assumptions 2.2. Abbreviations 2.3. Research Methodology 2.3.1. Secondary Research 2.3.1.1. Secondary data 2.3.1.2. Secondary Sources 2.3.2. Primary Research 2.3.2.1. Data from Primary Sources 2.3.2.2. Breakdown of Primary Sources 3. Executive Summary : Global Sports Technology Market Size, by Market Value (US$ Bn) 4. Market Overview 4.1. Introduction 4.2. Market Indicator 4.2.1. Drivers 4.2.2. Restraints 4.2.3. Opportunities 4.2.4. Challenges 4.3. Porter’s Analysis 4.4. Value Chain Analysis 4.5. Market Risk Analysis 4.6. SWOT Analysis 4.7. Industry Trends in Global Sports Technology Market and Emerging Technologies 4.8. Patent Registration 5. Supply Side and Demand Side Indicators 6. Global Sports Technology Market Analysis and Forecast 6.1. Global Sports Technology Market Size & Y-o-Y Growth Analysis 6.1.1. North America 6.1.2. Europe 6.1.3. Asia Pacific 6.1.4. Middle East & Africa 6.1.5. South America 7. Global Sports Technology Market Analysis and Forecast, by Technology 7.1. Introduction and Definition 7.2. Key Findings 7.3. Global Sports Technology Market Value Share Analysis, by Technology 7.4. Global Sports Technology Market Size (US$ Bn) Forecast, by Technology 7.5. Global Sports Technology Market Analysis, by Technology 7.6. Global Sports Technology Market Attractiveness Analysis, by Technology 8. Global Sports Technology Market Analysis and Forecast, by Sports 8.1. Introduction and Definition 8.2. Key Findings 8.3. Global Sports Technology Market Value Share Analysis, by Sports 8.4. Global Sports Technology Market Size (US$ Bn) Forecast, by Sports 8.5. Global Sports Technology Market Analysis, by Sports 8.6. Global Sports Technology Market Attractiveness Analysis, by Sports 9. Global Sports Technology Market Analysis, by Region 9.1. Global Sports Technology Market Value Share Analysis, by Region 9.2. Global Sports Technology Market Size (US$ Bn) Forecast, by Region 9.3. Global Sports Technology Market Attractiveness Analysis, by Region 10. North America Sports Technology Market Analysis 10.1. Key Findings 10.2. North America Sports Technology Market Overview 10.3. North America Sports Technology Market Value Share Analysis, by Technology 10.4. North America Sports Technology Market Forecast, by Technology 10.4.1. Device 10.4.1.1. Wearables 10.4.1.1.1. Wristwear 10.4.1.1.2. AR/VR 10.4.1.1.3. Smart Clothing 10.4.1.2. Digital Signage 10.4.1.3. Camera 10.4.2. Smart Stadium 10.4.2.1. Software 10.4.2.1.1. Digital Content Management 10.4.2.1.1.1. Audio and Video Management 10.4.2.1.1.2. Digital Signage 10.4.2.1.1.3. Mobile and Web Content Management 10.4.2.2. Stadium and Public Security 10.4.2.2.1.1. Access Control 10.4.2.2.1.2. Video Surveillance 10.4.2.2.1.3. Physical Security Information Management (PSIM) 10.4.2.2.1.4. Security Scanning, Imaging, and Metal Detection 10.4.2.2.1.5. Emergency and Disaster Management 10.4.2.2.1.6. Cybersecurity 10.4.2.2.1.7. Others 10.4.2.3. Building Automation 10.4.2.3.1.1. Parking Management Systems 10.4.2.3.1.2. Energy Management Systems 10.4.2.3.1.3. Facility Management Systems 10.4.2.4. Event Management 10.4.2.4.1.1. Event Marketing and Registration 10.4.2.4.1.2. Ticketing Management 10.4.2.4.1.3. Workforce Management 10.4.2.5. Network Management 10.4.2.6. Crowd Management 10.4.3. Services 10.4.3.1. Consulting 10.4.3.2. Deployment and Integration 10.4.3.3. Support and Maintenance 10.4.4. Esports 10.4.4.1. Media Rights 10.4.4.2. Tickets and Merchandise 10.4.4.3. Sponsorships and Direct Advertisements 10.4.4.4. Publisher Fees 10.4.5. Sports Analytics 10.4.5.1. Player Analysis 10.4.5.2. Team Performance Analysis 10.4.5.3. Video Analysis 10.4.5.4. Health Assessment 10.4.5.5. Data Interpretation and Analysis 10.4.5.6. Fan Engagement and Digital Experience Analysis 10.4.5.7. Other 10.5. North America Sports Technology Market Value Share Analysis, by Sports 10.6. North America Sports Technology Market Forecast, by Sports 10.6.1. Soccer 10.6.2. Baseball 10.6.3. Basketball 10.6.4. Ice Hockey 10.6.5. Football/Rugby 10.6.6. Tennis 10.6.7. Cricket 10.6.8. Golf 10.6.9. Esports 10.6.10. Others 10.7. North America Sports Technology Market Value Share Analysis, by Country 10.8. North America Sports Technology Market Forecast, by Country 10.8.1. U.S. 10.8.2. Canada 10.9. North America Sports Technology Market Analysis, by Country 10.10. U.S. Sports Technology Market Forecast, by Technology 10.10.1. Device 10.10.1.1. Wearables 10.10.1.1.1. Wristwear 10.10.1.1.2. AR/VR 10.10.1.1.3. Smart Clothing 10.10.1.2. Digital Signage 10.10.1.3. Camera 10.10.2. Smart Stadium 10.10.2.1. Software 10.10.2.1.1. Digital Content Management 10.10.2.1.1.1. Audio and Video Management 10.10.2.1.1.2. Digital Signage 10.10.2.1.1.3. Mobile and Web Content Management 10.10.2.2. Stadium and Public Security 10.10.2.2.1.1. Access Control 10.10.2.2.1.2. Video Surveillance 10.10.2.2.1.3. Physical Security Information Management (PSIM) 10.10.2.2.1.4. Security Scanning, Imaging, and Metal Detection 10.10.2.2.1.5. Emergency and Disaster Management 10.10.2.2.1.6. Cybersecurity 10.10.2.2.1.7. Others 10.10.2.3. Building Automation 10.10.2.3.1.1. Parking Management Systems 10.10.2.3.1.2. Energy Management Systems 10.10.2.3.1.3. Facility Management Systems 10.10.2.4. Event Management 10.10.2.4.1.1. Event Marketing and Registration 10.10.2.4.1.2. Ticketing Management 10.10.2.4.1.3. Workforce Management 10.10.2.5. Network Management 10.10.2.6. Crowd Management 10.10.3. Services 10.10.3.1. Consulting 10.10.3.2. Deployment and Integration 10.10.3.3. Support and Maintenance 10.10.4. Esports 10.10.4.1. Media Rights 10.10.4.2. Tickets and Merchandise 10.10.4.3. Sponsorships and Direct Advertisements 10.10.4.4. Publisher Fees 10.10.5. Sports Analytics 10.10.5.1. Player Analysis 10.10.5.2. Team Performance Analysis 10.10.5.3. Video Analysis 10.10.5.4. Health Assessment 10.10.5.5. Data Interpretation and Analysis 10.10.5.6. Fan Engagement and Digital Experience Analysis 10.10.5.7. Other 10.11. U.S. Sports Technology Market Forecast, by Sports 10.11.1. Soccer 10.11.2. Baseball 10.11.3. Basketball 10.11.4. Ice Hockey 10.11.5. Football/Rugby 10.11.6. Tennis 10.11.7. Cricket 10.11.8. Golf 10.11.9. Esports 10.11.10. Others 10.12. Canada Sports Technology Market Forecast, by Technology 10.12.1. Device 10.12.1.1. Wearables 10.12.1.1.1. Wristwear 10.12.1.1.2. AR/VR 10.12.1.1.3. Smart Clothing 10.12.1.2. Digital Signage 10.12.1.3. Camera 10.12.2. Smart Stadium 10.12.2.1. Software 10.12.2.1.1. Digital Content Management 10.12.2.1.1.1. Audio and Video Management 10.12.2.1.1.2. Digital Signage 10.12.2.1.1.3. Mobile and Web Content Management 10.12.2.2. Stadium and Public Security 10.12.2.2.1.1. Access Control 10.12.2.2.1.2. Video Surveillance 10.12.2.2.1.3. Physical Security Information Management (PSIM) 10.12.2.2.1.4. Security Scanning, Imaging, and Metal Detection 10.12.2.2.1.5. Emergency and Disaster Management 10.12.2.2.1.6. Cybersecurity 10.12.2.2.1.7. Others 10.12.2.3. Building Automation 10.12.2.3.1.1. Parking Management Systems 10.12.2.3.1.2. Energy Management Systems 10.12.2.3.1.3. Facility Management Systems 10.12.2.4. Event Management 10.12.2.4.1.1. Event Marketing and Registration 10.12.2.4.1.2. Ticketing Management 10.12.2.4.1.3. Workforce Management 10.12.2.5. Network Management 10.12.2.6. Crowd Management 10.12.3. Services 10.12.3.1. Consulting 10.12.3.2. Deployment and Integration 10.12.3.3. Support and Maintenance 10.12.4. Esports 10.12.4.1. Media Rights 10.12.4.2. Tickets and Merchandise 10.12.4.3. Sponsorships and Direct Advertisements 10.12.4.4. Publisher Fees 10.12.5. Sports Analytics 10.12.5.1. Player Analysis 10.12.5.2. Team Performance Analysis 10.12.5.3. Video Analysis 10.12.5.4. Health Assessment 10.12.5.5. Data Interpretation and Analysis 10.12.5.6. Fan Engagement and Digital Experience Analysis 10.12.5.7. Other 10.13. Canada Sports Technology Market Forecast, by Sports 10.13.1. αSoccer 10.13.2. Baseball 10.13.3. Basketball 10.13.4. Ice Hockey 10.13.5. Football/Rugby 10.13.6. Tennis 10.13.7. Cricket 10.13.8. Golf 10.13.9. Esports 10.13.10. Others 10.14. North America Sports Technology Market Attractiveness Analysis 10.14.1. By Technology 10.14.2. By Sports 10.15. PEST Analysis 10.16. Key Trends 10.17. Key Development 11. Europe Sports Technology Market Analysis 11.1. Key Findings 11.2. Europe Sports Technology Market Overview 11.3. Europe Sports Technology Market Value Share Analysis, by Technology 11.4. Europe Sports Technology Market Forecast, by Technology 11.4.1. Device 11.4.1.1. Wearables 11.4.1.1.1. Wristwear 11.4.1.1.2. AR/VR 11.4.1.1.3. Smart Clothing 11.4.1.2. Digital Signage 11.4.1.3. Camera 11.4.2. Smart Stadium 11.4.2.1. Software 11.4.2.1.1. Digital Content Management 11.4.2.1.1.1. Audio and Video Management 11.4.2.1.1.2. Digital Signage 11.4.2.1.1.3. Mobile and Web Content Management 11.4.2.2. Stadium and Public Security 11.4.2.2.1.1. Access Control 11.4.2.2.1.2. Video Surveillance 11.4.2.2.1.3. Physical Security Information Management (PSIM) 11.4.2.2.1.4. Security Scanning, Imaging, and Metal Detection 11.4.2.2.1.5. Emergency and Disaster Management 11.4.2.2.1.6. Cybersecurity 11.4.2.2.1.7. Others 11.4.2.3. Building Automation 11.4.2.3.1.1. Parking Management Systems 11.4.2.3.1.2. Energy Management Systems 11.4.2.3.1.3. Facility Management Systems 11.4.2.4. Event Management 11.4.2.4.1.1. Event Marketing and Registration 11.4.2.4.1.2. Ticketing Management 11.4.2.4.1.3. Workforce Management 11.4.2.5. Network Management 11.4.2.6. Crowd Management 11.4.3. Services 11.4.3.1. Consulting 11.4.3.2. Deployment and Integration 11.4.3.3. Support and Maintenance 11.4.4. Esports 11.4.4.1. Media Rights 11.4.4.2. Tickets and Merchandise 11.4.4.3. Sponsorships and Direct Advertisements 11.4.4.4. Publisher Fees 11.4.5. Sports Analytics 11.4.5.1. Player Analysis 11.4.5.2. Team Performance Analysis 11.4.5.3. Video Analysis 11.4.5.4. Health Assessment 11.4.5.5. Data Interpretation and Analysis 11.4.5.6. Fan Engagement and Digital Experience Analysis 11.4.5.7. Other 11.5. Europe Sports Technology Market Value Share Analysis, by Sports 11.6. Europe Sports Technology Market Forecast, by Sports 11.6.1. Soccer 11.6.2. Baseball 11.6.3. Basketball 11.6.4. Ice Hockey 11.6.5. Football/Rugby 11.6.6. Tennis 11.6.7. Cricket 11.6.8. Golf 11.6.9. Esports 11.6.10. Others 11.6.11. Europe Sports Technology Market Value Share Analysis, by Country 11.7. Europe Sports Technology Market Forecast, by Country 11.7.1. Germany 11.7.2. U.K. 11.7.3. France 11.7.4. Italy 11.7.5. Spain 11.7.6. Rest of Europe 11.8. Europe Sports Technology Market Analysis, by Country 11.9. Germany Sports Technology Market Forecast, by Technology 11.9.1. Device 11.9.1.1. Wearables 11.9.1.1.1. Wristwear 11.9.1.1.2. AR/VR 11.9.1.1.3. Smart Clothing 11.9.1.2. Digital Signage 11.9.1.3. Camera 11.9.2. Smart Stadium 11.9.2.1. Software 11.9.2.1.1. Digital Content Management 11.9.2.1.1.1. Audio and Video Management 11.9.2.1.1.2. Digital Signage 11.9.2.1.1.3. Mobile and Web Content Management 11.9.2.2. Stadium and Public Security 11.9.2.2.1.1. Access Control 11.9.2.2.1.2. Video Surveillance 11.9.2.2.1.3. Physical Security Information Management (PSIM) 11.9.2.2.1.4. Security Scanning, Imaging, and Metal Detection 11.9.2.2.1.5. Emergency and Disaster Management 11.9.2.2.1.6. Cybersecurity 11.9.2.2.1.7. Others 11.9.2.3. Building Automation 11.9.2.3.1.1. Parking Management Systems 11.9.2.3.1.2. Energy Management Systems 11.9.2.3.1.3. Facility Management Systems 11.9.2.4. Event Management 11.9.2.4.1.1. Event Marketing and Registration 11.9.2.4.1.2. Ticketing Management 11.9.2.4.1.3. Workforce Management 11.9.2.5. Network Management 11.9.2.6. Crowd Management 11.9.3. Services 11.9.3.1. Consulting 11.9.3.2. Deployment and Integration 11.9.3.3. Support and Maintenance 11.9.4. Esports 11.9.4.1. Media Rights 11.9.4.2. Tickets and Merchandise 11.9.4.3. Sponsorships and Direct Advertisements 11.9.4.4. Publisher Fees 11.9.5. Sports Analytics 11.9.5.1. Player Analysis 11.9.5.2. Team Performance Analysis 11.9.5.3. Video Analysis 11.9.5.4. Health Assessment 11.9.5.5. Data Interpretation and Analysis 11.9.5.6. Fan Engagement and Digital Experience Analysis 11.9.5.7. Other 11.10. Germany Sports Technology Market Forecast, by Sports 11.10.1. Soccer 11.10.2. Baseball 11.10.3. Basketball 11.10.4. Ice Hockey 11.10.5. Football/Rugby 11.10.6. Tennis 11.10.7. Cricket 11.10.8. Golf 11.10.9. Esports 11.10.10. Others 11.11. U.K. Sports Technology Market Forecast, by Technology 11.11.1. Device 11.11.1.1. Wearables 11.11.1.1.1. Wristwear 11.11.1.1.2. AR/VR 11.11.1.1.3. Smart Clothing 11.11.1.2. Digital Signage 11.11.1.3. Camera 11.11.2. Smart Stadium 11.11.2.1. Software 11.11.2.1.1. Digital Content Management 11.11.2.1.1.1. Audio and Video Management 11.11.2.1.1.2. Digital Signage 11.11.2.1.1.3. Mobile and Web Content Management 11.11.2.2. Stadium and Public Security 11.11.2.2.1.1. Access Control 11.11.2.2.1.2. Video Surveillance 11.11.2.2.1.3. Physical Security Information Management (PSIM) 11.11.2.2.1.4. Security Scanning, Imaging, and Metal Detection 11.11.2.2.1.5. Emergency and Disaster Management 11.11.2.2.1.6. Cybersecurity 11.11.2.2.1.7. Others 11.11.2.3. Building Automation 11.11.2.3.1.1. Parking Management Systems 11.11.2.3.1.2. Energy Management Systems 11.11.2.3.1.3. Facility Management Systems 11.11.2.4. Event Management 11.11.2.4.1.1. Event Marketing and Registration 11.11.2.4.1.2. Ticketing Management 11.11.2.4.1.3. Workforce Management 11.11.2.5. Network Management 11.11.2.6. Crowd Management 11.11.3. Services 11.11.3.1. Consulting 11.11.3.2. Deployment and Integration 11.11.3.3. Support and Maintenance 11.11.4. Esports 11.11.4.1. Media Rights 11.11.4.2. Tickets and Merchandise 11.11.4.3. Sponsorships and Direct Advertisements 11.11.4.4. Publisher Fees 11.11.5. Sports Analytics 11.11.5.1. Player Analysis 11.11.5.2. Team Performance Analysis 11.11.5.3. Video Analysis 11.11.5.4. Health Assessment 11.11.5.5. Data Interpretation and Analysis 11.11.5.6. Fan Engagement and Digital Experience Analysis 11.11.5.7. Other 11.12. U.K. Sports Technology Market Forecast, by Sports 11.12.1. Soccer 11.12.2. Baseball 11.12.3. Basketball 11.12.4. Ice Hockey 11.12.5. Football/Rugby 11.12.6. Tennis 11.12.7. Cricket 11.12.8. Golf 11.12.9. Esports 11.12.10. Others 11.13. France Sports Technology Market Forecast, by Technology 11.13.1. Device 11.13.1.1. Wearables 11.13.1.1.1. Wristwear 11.13.1.1.2. AR/VR 11.13.1.1.3. Smart Clothing 11.13.1.2. Digital Signage 11.13.1.3. Camera 11.13.2. Smart Stadium 11.13.2.1. Software 11.13.2.1.1. Digital Content Management 11.13.2.1.1.1. Audio and Video Management 11.13.2.1.1.2. Digital Signage 11.13.2.1.1.3. Mobile and Web Content Management 11.13.2.2. Stadium and Public Security 11.13.2.2.1.1. Access Control 11.13.2.2.1.2. Video Surveillance 11.13.2.2.1.3. Physical Security Information Management (PSIM) 11.13.2.2.1.4. Security Scanning, Imaging, and Metal Detection 11.13.2.2.1.5. Emergency and Disaster Management 11.13.2.2.1.6. Cybersecurity 11.13.2.2.1.7. Others 11.13.2.3. Building Automation 11.13.2.3.1.1. Parking Management Systems 11.13.2.3.1.2. Energy Management Systems 11.13.2.3.1.3. Facility Management Systems 11.13.2.4. Event Management 11.13.2.4.1.1. Event Marketing and Registration 11.13.2.4.1.2. Ticketing Management 11.13.2.4.1.3. Workforce Management 11.13.2.5. Network Management 11.13.2.6. Crowd Management 11.13.3. Services 11.13.3.1. Consulting 11.13.3.2. Deployment and Integration 11.13.3.3. Support and Maintenance 11.13.4. Esports 11.13.4.1. Media Rights 11.13.4.2. Tickets and Merchandise 11.13.4.3. Sponsorships and Direct Advertisements 11.13.4.4. Publisher Fees 11.13.5. Sports Analytics 11.13.5.1. Player Analysis 11.13.5.2. Team Performance Analysis 11.13.5.3. Video Analysis 11.13.5.4. Health Assessment 11.13.5.5. Data Interpretation and Analysis 11.13.5.6. Fan Engagement and Digital Experience Analysis 11.13.5.7. Other 11.14. France Sports Technology Market Forecast, by Sports 11.14.1. Soccer 11.14.2. Baseball 11.14.3. Basketball 11.14.4. Ice Hockey 11.14.5. Football/Rugby 11.14.6. Tennis 11.14.7. Cricket 11.14.8. Golf 11.14.9. Esports 11.14.10. Others 11.15. Italy Sports Technology Market Forecast, by Technology 11.15.1. Device 11.15.1.1. Wearables 11.15.1.1.1. Wristwear 11.15.1.1.2. AR/VR 11.15.1.1.3. Smart Clothing 11.15.1.2. Digital Signage 11.15.1.3. Camera 11.15.2. Smart Stadium 11.15.2.1. Software 11.15.2.1.1. Digital Content Management 11.15.2.1.1.1. Audio and Video Management 11.15.2.1.1.2. Digital Signage 11.15.2.1.1.3. Mobile and Web Content Management 11.15.2.2. Stadium and Public Security 11.15.2.2.1.1. Access Control 11.15.2.2.1.2. Video Surveillance 11.15.2.2.1.3. Physical Security Information Management (PSIM) 11.15.2.2.1.4. Security Scanning, Imaging, and Metal Detection 11.15.2.2.1.5. Emergency and Disaster Management 11.15.2.2.1.6. Cybersecurity 11.15.2.2.1.7. Others 11.15.2.3. Building Automation 11.15.2.3.1.1. Parking Management Systems 11.15.2.3.1.2. Energy Management Systems 11.15.2.3.1.3. Facility Management Systems 11.15.2.4. Event Management 11.15.2.4.1.1. Event Marketing and Registration 11.15.2.4.1.2. Ticketing Management 11.15.2.4.1.3. Workforce Management 11.15.2.5. Network Management 11.15.2.6. Crowd Management 11.15.3. Services 11.15.3.1. Consulting 11.15.3.2. Deployment and Integration 11.15.3.3. Support and Maintenance 11.15.4. Esports 11.15.4.1. Media Rights 11.15.4.2. Tickets and Merchandise 11.15.4.3. Sponsorships and Direct Advertisements 11.15.4.4. Publisher Fees 11.15.5. Sports Analytics 11.15.5.1. Player Analysis 11.15.5.2. Team Performance Analysis 11.15.5.3. Video Analysis 11.15.5.4. Health Assessment 11.15.5.5. Data Interpretation and Analysis 11.15.5.6. Fan Engagement and Digital Experience Analysis 11.15.5.7. Other 11.16. Italy Sports Technology Market Forecast, by Sports 11.16.1. Soccer 11.16.2. Baseball 11.16.3. Basketball 11.16.4. Ice Hockey 11.16.5. Football/Rugby 11.16.6. Tennis 11.16.7. Cricket 11.16.8. Golf 11.16.9. Esports 11.16.10. Others 11.17. Spain Sports Technology Market Forecast, by Technology 11.17.1. Device 11.17.1.1. Wearables 11.17.1.1.1. Wristwear 11.17.1.1.2. AR/VR 11.17.1.1.3. Smart Clothing 11.17.1.2. Digital Signage 11.17.1.3. Camera 11.17.2. Smart Stadium 11.17.2.1. Software 11.17.2.1.1. Digital Content Management 11.17.2.1.1.1. Audio and Video Management 11.17.2.1.1.2. Digital Signage 11.17.2.1.1.3. Mobile and Web Content Management 11.17.2.2. Stadium and Public Security 11.17.2.2.1.1. Access Control 11.17.2.2.1.2. Video Surveillance 11.17.2.2.1.3. Physical Security Information Management (PSIM) 11.17.2.2.1.4. Security Scanning, Imaging, and Metal Detection 11.17.2.2.1.5. Emergency and Disaster Management 11.17.2.2.1.6. Cybersecurity 11.17.2.2.1.7. Others 11.17.2.3. Building Automation 11.17.2.3.1.1. Parking Management Systems 11.17.2.3.1.2. Energy Management Systems 11.17.2.3.1.3. Facility Management Systems 11.17.2.4. Event Management 11.17.2.4.1.1. Event Marketing and Registration 11.17.2.4.1.2. Ticketing Management 11.17.2.4.1.3. Workforce Management 11.17.2.5. Network Management 11.17.2.6. Crowd Management 11.17.3. Services 11.17.3.1. Consulting 11.17.3.2. Deployment and Integration 11.17.3.3. Support and Maintenance 11.17.4. Esports 11.17.4.1. Media Rights 11.17.4.2. Tickets and Merchandise 11.17.4.3. Sponsorships and Direct Advertisements 11.17.4.4. Publisher Fees 11.17.5. Sports Analytics 11.17.5.1. Player Analysis 11.17.5.2. Team Performance Analysis 11.17.5.3. Video Analysis 11.17.5.4. Health Assessment 11.17.5.5. Data Interpretation and Analysis 11.17.5.6. Fan Engagement and Digital Experience Analysis 11.17.5.7. Other 11.18. Spain Sports Technology Market Forecast, by Sports 11.18.1. Soccer 11.18.2. Baseball 11.18.3. Basketball 11.18.4. Ice Hockey 11.18.5. Football/Rugby 11.18.6. Tennis 11.18.7. Cricket 11.18.8. Golf 11.18.9. Esports 11.18.10. Others 11.19. Rest of Europe Sports Technology Market Forecast, by Technology 11.19.1. Device 11.19.1.1. Wearables 11.19.1.1.1. Wristwear 11.19.1.1.2. AR/VR 11.19.1.1.3. Smart Clothing 11.19.1.2. Digital Signage 11.19.1.3. Camera 11.19.2. Smart Stadium 11.19.2.1. Software 11.19.2.1.1. Digital Content Management 11.19.2.1.1.1. Audio and Video Management 11.19.2.1.1.2. Digital Signage 11.19.2.1.1.3. Mobile and Web Content Management 11.19.2.2. Stadium and Public Security 11.19.2.2.1.1. Access Control 11.19.2.2.1.2. Video Surveillance 11.19.2.2.1.3. Physical Security Information Management (PSIM) 11.19.2.2.1.4. Security Scanning, Imaging, and Metal Detection 11.19.2.2.1.5. Emergency and Disaster Management 11.19.2.2.1.6. Cybersecurity 11.19.2.2.1.7. Others 11.19.2.3. Building Automation 11.19.2.3.1.1. Parking Management Systems 11.19.2.3.1.2. Energy Management Systems 11.19.2.3.1.3. Facility Management Systems 11.19.2.4. Event Management 11.19.2.4.1.1. Event Marketing and Registration 11.19.2.4.1.2. Ticketing Management 11.19.2.4.1.3. Workforce Management 11.19.2.5. Network Management 11.19.2.6. Crowd Management 11.19.3. Services 11.19.3.1. Consulting 11.19.3.2. Deployment and Integration 11.19.3.3. Support and Maintenance 11.19.4. Esports 11.19.4.1. Media Rights 11.19.4.2. Tickets and Merchandise 11.19.4.3. Sponsorships and Direct Advertisements 11.19.4.4. Publisher Fees 11.19.5. Sports Analytics 11.19.5.1. Player Analysis 11.19.5.2. Team Performance Analysis 11.19.5.3. Video Analysis 11.19.5.4. Health Assessment 11.19.5.5. Data Interpretation and Analysis 11.19.5.6. Fan Engagement and Digital Experience Analysis 11.19.5.7. Other 11.20. Rest of Europe Sports Technology Market Forecast, by Sports 11.20.1. Soccer 11.20.2. Baseball 11.20.3. Basketball 11.20.4. Ice Hockey 11.20.5. Football/Rugby 11.20.6. Tennis 11.20.7. Cricket 11.20.8. Golf 11.20.9. Esports 11.20.10. Others 11.21. Europe Sports Technology Market Attractiveness Analysis 11.21.1. By Technology 11.21.2. By Sports 11.22. PEST Analysis 11.23. Key Trend 11.24. Key Development 12. Asia Pacific Sports Technology Market Analysis 12.1. Key Findings 12.2. Asia Pacific Sports Technology Market Overview 12.3. Asia Pacific Sports Technology Market Value Share Analysis, by Technology 12.4. Asia Pacific Sports Technology Market Forecast, by Technology 12.4.1. Device 12.4.1.1. Wearables 12.4.1.1.1. Wristwear 12.4.1.1.2. AR/VR 12.4.1.1.3. Smart Clothing 12.4.1.2. Digital Signage 12.4.1.3. Camera 12.4.2. Smart Stadium 12.4.2.1. Software 12.4.2.1.1. Digital Content Management 12.4.2.1.1.1. Audio and Video Management 12.4.2.1.1.2. Digital Signage 12.4.2.1.1.3. Mobile and Web Content Management 12.4.2.2. Stadium and Public Security 12.4.2.2.1.1. Access Control 12.4.2.2.1.2. Video Surveillance 12.4.2.2.1.3. Physical Security Information Management (PSIM) 12.4.2.2.1.4. Security Scanning, Imaging, and Metal Detection 12.4.2.2.1.5. Emergency and Disaster Management 12.4.2.2.1.6. Cybersecurity 12.4.2.2.1.7. Others 12.4.2.3. Building Automation 12.4.2.3.1.1. Parking Management Systems 12.4.2.3.1.2. Energy Management Systems 12.4.2.3.1.3. Facility Management Systems 12.4.2.4. Event Management 12.4.2.4.1.1. Event Marketing and Registration 12.4.2.4.1.2. Ticketing Management 12.4.2.4.1.3. Workforce Management 12.4.2.5. Network Management 12.4.2.6. Crowd Management 12.4.3. Services 12.4.3.1. Consulting 12.4.3.2. Deployment and Integration 12.4.3.3. Support and Maintenance 12.4.4. Esports 12.4.4.1. Media Rights 12.4.4.2. Tickets and Merchandise 12.4.4.3. Sponsorships and Direct Advertisements 12.4.4.4. Publisher Fees 12.4.5. Sports Analytics 12.4.5.1. Player Analysis 12.4.5.2. Team Performance Analysis 12.4.5.3. Video Analysis 12.4.5.4. Health Assessment 12.4.5.5. Data Interpretation and Analysis 12.4.5.6. Fan Engagement and Digital Experience Analysis 12.4.5.7. Other 12.5. Asia Pacific Sports Technology Market Value Share Analysis, by Sports 12.6. Asia Pacific Sports Technology Market Forecast, by Sports 12.6.1. Soccer 12.6.2. Baseball 12.6.3. Basketball 12.6.4. Ice Hockey 12.6.5. Football/Rugby 12.6.6. Tennis 12.6.7. Cricket 12.6.8. Golf 12.6.9. Esports 12.6.10. Others 12.7. Asia Pacific Sports Technology Market Value Share Analysis, by Country 12.8. Asia Pacific Sports Technology Market Forecast, by Country 12.8.1. China 12.8.2. India 12.8.3. Japan 12.8.4. ASEAN 12.8.5. Rest of Asia Pacific 12.9. Asia Pacific Sports Technology Market Analysis, by Country 12.10. China Sports Technology Market Forecast, by Technology 12.10.1. Device 12.10.1.1. Wearables 12.10.1.1.1. Wristwear 12.10.1.1.2. AR/VR 12.10.1.1.3. Smart Clothing 12.10.1.2. Digital Signage 12.10.1.3. Camera 12.10.2. Smart Stadium 12.10.2.1. Software 12.10.2.1.1. Digital Content Management 12.10.2.1.1.1. Audio and Video Management 12.10.2.1.1.2. Digital Signage 12.10.2.1.1.3. Mobile and Web Content Management 12.10.2.2. Stadium and Public Security 12.10.2.2.1.1. Access Control 12.10.2.2.1.2. Video Surveillance 12.10.2.2.1.3. Physical Security Information Management (PSIM) 12.10.2.2.1.4. Security Scanning, Imaging, and Metal Detection 12.10.2.2.1.5. Emergency and Disaster Management 12.10.2.2.1.6. Cybersecurity 12.10.2.2.1.7. Others 12.10.2.3. Building Automation 12.10.2.3.1.1. Parking Management Systems 12.10.2.3.1.2. Energy Management Systems 12.10.2.3.1.3. Facility Management Systems 12.10.2.4. Event Management 12.10.2.4.1.1. Event Marketing and Registration 12.10.2.4.1.2. Ticketing Management 12.10.2.4.1.3. Workforce Management 12.10.2.5. Network Management 12.10.2.6. Crowd Management 12.10.3. Services 12.10.3.1. Consulting 12.10.3.2. Deployment and Integration 12.10.3.3. Support and Maintenance 12.10.4. Esports 12.10.4.1. Media Rights 12.10.4.2. Tickets and Merchandise 12.10.4.3. Sponsorships and Direct Advertisements 12.10.4.4. Publisher Fees 12.10.5. Sports Analytics 12.10.5.1. Player Analysis 12.10.5.2. Team Performance Analysis 12.10.5.3. Video Analysis 12.10.5.4. Health Assessment 12.10.5.5. Data Interpretation and Analysis 12.10.5.6. Fan Engagement and Digital Experience Analysis 12.10.5.7. Other 12.11. China Sports Technology Market Forecast, by Sports 12.11.1. Soccer 12.11.2. Baseball 12.11.3. Basketball 12.11.4. Ice Hockey 12.11.5. Football/Rugby 12.11.6. Tennis 12.11.7. Cricket 12.11.8. Golf 12.11.9. Esports 12.11.10. Others 12.12. India Sports Technology Market Forecast, by Technology 12.12.1. Device 12.12.1.1. Wearables 12.12.1.1.1. Wristwear 12.12.1.1.2. AR/VR 12.12.1.1.3. Smart Clothing 12.12.1.2. Digital Signage 12.12.1.3. Camera 12.12.2. Smart Stadium 12.12.2.1. Software 12.12.2.1.1. Digital Content Management 12.12.2.1.1.1. Audio and Video Management 12.12.2.1.1.2. Digital Signage 12.12.2.1.1.3. Mobile and Web Content Management 12.12.2.2. Stadium and Public Security 12.12.2.2.1.1. Access Control 12.12.2.2.1.2. Video Surveillance 12.12.2.2.1.3. Physical Security Information Management (PSIM) 12.12.2.2.1.4. Security Scanning, Imaging, and Metal Detection 12.12.2.2.1.5. Emergency and Disaster Management 12.12.2.2.1.6. Cybersecurity 12.12.2.2.1.7. Others 12.12.2.3. Building Automation 12.12.2.3.1.1. Parking Management Systems 12.12.2.3.1.2. Energy Management Systems 12.12.2.3.1.3. Facility Management Systems 12.12.2.4. Event Management 12.12.2.4.1.1. Event Marketing and Registration 12.12.2.4.1.2. Ticketing Management 12.12.2.4.1.3. Workforce Management 12.12.2.5. Network Management 12.12.2.6. Crowd Management 12.12.3. Services 12.12.3.1. Consulting 12.12.3.2. Deployment and Integration 12.12.3.3. Support and Maintenance 12.12.4. Esports 12.12.4.1. Media Rights 12.12.4.2. Tickets and Merchandise 12.12.4.3. Sponsorships and Direct Advertisements 12.12.4.4. Publisher Fees 12.12.5. Sports Analytics 12.12.5.1. Player Analysis 12.12.5.2. Team Performance Analysis 12.12.5.3. Video Analysis 12.12.5.4. Health Assessment 12.12.5.5. Data Interpretation and Analysis 12.12.5.6. Fan Engagement and Digital Experience Analysis 12.12.5.7. Other 12.13. India Sports Technology Market Forecast, by Sports 12.13.1. Soccer 12.13.2. Baseball 12.13.3. Basketball 12.13.4. Ice Hockey 12.13.5. Football/Rugby 12.13.6. Tennis 12.13.7. Cricket 12.13.8. Golf 12.13.9. Esports 12.13.10. Others 12.14. Japan Sports Technology Market Forecast, by Technology 12.14.1. Device 12.14.1.1. Wearables 12.14.1.1.1. Wristwear 12.14.1.1.2. AR/VR 12.14.1.1.3. Smart Clothing 12.14.1.2. Digital Signage 12.14.1.3. Camera 12.14.2. Smart Stadium 12.14.2.1. Software 12.14.2.1.1. Digital Content Management 12.14.2.1.1.1. Audio and Video Management 12.14.2.1.1.2. Digital Signage 12.14.2.1.1.3. Mobile and Web Content Management 12.14.2.2. Stadium and Public Security 12.14.2.2.1.1. Access Control 12.14.2.2.1.2. Video Surveillance 12.14.2.2.1.3. Physical Security Information Management (PSIM) 12.14.2.2.1.4. Security Scanning, Imaging, and Metal Detection 12.14.2.2.1.5. Emergency and Disaster Management 12.14.2.2.1.6. Cybersecurity 12.14.2.2.1.7. Others 12.14.2.3. Building Automation 12.14.2.3.1.1. Parking Management Systems 12.14.2.3.1.2. Energy Management Systems 12.14.2.3.1.3. Facility Management Systems 12.14.2.4. Event Management 12.14.2.4.1.1. Event Marketing and Registration 12.14.2.4.1.2. Ticketing Management 12.14.2.4.1.3. Workforce Management 12.14.2.5. Network Management 12.14.2.6. Crowd Management 12.14.3. Services 12.14.3.1. Consulting 12.14.3.2. Deployment and Integration 12.14.3.3. Support and Maintenance 12.14.4. Esports 12.14.4.1. Media Rights 12.14.4.2. Tickets and Merchandise 12.14.4.3. Sponsorships and Direct Advertisements 12.14.4.4. Publisher Fees 12.14.5. Sports Analytics 12.14.5.1. Player Analysis 12.14.5.2. Team Performance Analysis 12.14.5.3. Video Analysis 12.14.5.4. Health Assessment 12.14.5.5. Data Interpretation and Analysis 12.14.5.6. Fan Engagement and Digital Experience Analysis 12.14.5.7. Other 12.15. Japan Sports Technology Market Forecast, by Sports 12.15.1. Soccer 12.15.2. Baseball 12.15.3. Basketball 12.15.4. Ice Hockey 12.15.5. Football/Rugby 12.15.6. Tennis 12.15.7. Cricket 12.15.8. Golf 12.15.9. Esports 12.15.10. Others 12.16. ASEAN Sports Technology Market Forecast, by Technology 12.16.1. Device 12.16.1.1. Wearables 12.16.1.1.1. Wristwear 12.16.1.1.2. AR/VR 12.16.1.1.3. Smart Clothing 12.16.1.2. Digital Signage 12.16.1.3. Camera 12.16.2. Smart Stadium 12.16.2.1. Software 12.16.2.1.1. Digital Content Management 12.16.2.1.1.1. Audio and Video Management 12.16.2.1.1.2. Digital Signage 12.16.2.1.1.3. Mobile and Web Content Management 12.16.2.2. Stadium and Public Security 12.16.2.2.1.1. Access Control 12.16.2.2.1.2. Video Surveillance 12.16.2.2.1.3. Physical Security Information Management (PSIM) 12.16.2.2.1.4. Security Scanning, Imaging, and Metal Detection 12.16.2.2.1.5. Emergency and Disaster Management 12.16.2.2.1.6. Cybersecurity 12.16.2.2.1.7. Others 12.16.2.3. Building Automation 12.16.2.3.1.1. Parking Management Systems 12.16.2.3.1.2. Energy Management Systems 12.16.2.3.1.3. Facility Management Systems 12.16.2.4. Event Management 12.16.2.4.1.1. Event Marketing and Registration 12.16.2.4.1.2. Ticketing Management 12.16.2.4.1.3. Workforce Management 12.16.2.5. Network Management 12.16.2.6. Crowd Management 12.16.3. Services 12.16.3.1. Consulting 12.16.3.2. Deployment and Integration 12.16.3.3. Support and Maintenance 12.16.4. Esports 12.16.4.1. Media Rights 12.16.4.2. Tickets and Merchandise 12.16.4.3. Sponsorships and Direct Advertisements 12.16.4.4. Publisher Fees 12.16.5. Sports Analytics 12.16.5.1. Player Analysis 12.16.5.2. Team Performance Analysis 12.16.5.3. Video Analysis 12.16.5.4. Health Assessment 12.16.5.5. Data Interpretation and Analysis 12.16.5.6. Fan Engagement and Digital Experience Analysis 12.16.5.7. Other 12.17. ASEAN Sports Technology Market Forecast, by Sports 12.17.1. Soccer 12.17.2. Baseball 12.17.3. Basketball 12.17.4. Ice Hockey 12.17.5. Football/Rugby 12.17.6. Tennis 12.17.7. Cricket 12.17.8. Golf 12.17.9. Esports 12.17.10. Others 12.18. Rest of Asia Pacific Sports Technology Market Forecast, by Technology 12.18.1. Device 12.18.1.1. Wearables 12.18.1.1.1. Wristwear 12.18.1.1.2. AR/VR 12.18.1.1.3. Smart Clothing 12.18.1.2. Digital Signage 12.18.1.3. Camera 12.18.2. Smart Stadium 12.18.2.1. Software 12.18.2.1.1. Digital Content Management 12.18.2.1.1.1. Audio and Video Management 12.18.2.1.1.2. Digital Signage 12.18.2.1.1.3. Mobile and Web Content Management 12.18.2.2. Stadium and Public Security 12.18.2.2.1.1. Access Control 12.18.2.2.1.2. Video Surveillance 12.18.2.2.1.3. Physical Security Information Management (PSIM) 12.18.2.2.1.4. Security Scanning, Imaging, and Metal Detection 12.18.2.2.1.5. Emergency and Disaster Management 12.18.2.2.1.6. Cybersecurity 12.18.2.2.1.7. Others 12.18.2.3. Building Automation 12.18.2.3.1.1. Parking Management Systems 12.18.2.3.1.2. Energy Management Systems 12.18.2.3.1.3. Facility Management Systems 12.18.2.4. Event Management 12.18.2.4.1.1. Event Marketing and Registration 12.18.2.4.1.2. Ticketing Management 12.18.2.4.1.3. Workforce Management 12.18.2.5. Network Management 12.18.2.6. Crowd Management 12.18.3. Services 12.18.3.1. Consulting 12.18.3.2. Deployment and Integration 12.18.3.3. Support and Maintenance 12.18.4. Esports 12.18.4.1. Media Rights 12.18.4.2. Tickets and Merchandise 12.18.4.3. Sponsorships and Direct Advertisements 12.18.4.4. Publisher Fees 12.18.5. Sports Analytics 12.18.5.1. Player Analysis 12.18.5.2. Team Performance Analysis 12.18.5.3. Video Analysis 12.18.5.4. Health Assessment 12.18.5.5. Data Interpretation and Analysis 12.18.5.6. Fan Engagement and Digital Experience Analysis 12.18.5.7. Other 12.19. Rest of Asia Pacific Sports Technology Market Forecast, by Sports 12.19.1. Soccer 12.19.2. Baseball 12.19.3. Basketball 12.19.4. Ice Hockey 12.19.5. Football/Rugby 12.19.6. Tennis 12.19.7. Cricket 12.19.8. Golf 12.19.9. Esports 12.19.10. Others 12.20. Asia Pacific Sports Technology Market Attractiveness Analysis 12.20.1. By Technology 12.20.2. By Sports 12.21. PEST Analysis 12.22. Key Trend 12.23. Key Development 13. Middle East & Africa Sports Technology Market Analysis 13.1. Key Findings 13.2. Middle East & Africa Sports Technology Market Overview 13.3. Middle East & Africa Sports Technology Market Value Share Analysis, by Technology 13.4. Middle East & Africa Sports Technology Market Forecast, by Technology 13.4.1. Device 13.4.1.1. Wearables 13.4.1.1.1. Wristwear 13.4.1.1.2. AR/VR 13.4.1.1.3. Smart Clothing 13.4.1.2. Digital Signage 13.4.1.3. Camera 13.4.2. Smart Stadium 13.4.2.1. Software 13.4.2.1.1. Digital Content Management 13.4.2.1.1.1. Audio and Video Management 13.4.2.1.1.2. Digital Signage 13.4.2.1.1.3. Mobile and Web Content Management 13.4.2.2. Stadium and Public Security 13.4.2.2.1.1. Access Control 13.4.2.2.1.2. Video Surveillance 13.4.2.2.1.3. Physical Security Information Management (PSIM) 13.4.2.2.1.4. Security Scanning, Imaging, and Metal Detection 13.4.2.2.1.5. Emergency and Disaster Management 13.4.2.2.1.6. Cybersecurity 13.4.2.2.1.7. Others 13.4.2.3. Building Automation 13.4.2.3.1.1. Parking Management Systems 13.4.2.3.1.2. Energy Management Systems 13.4.2.3.1.3. Facility Management Systems 13.4.2.4. Event Management 13.4.2.4.1.1. Event Marketing and Registration 13.4.2.4.1.2. Ticketing Management 13.4.2.4.1.3. Workforce Management 13.4.2.5. Network Management 13.4.2.6. Crowd Management 13.4.3. Services 13.4.3.1. Consulting 13.4.3.2. Deployment and Integration 13.4.3.3. Support and Maintenance 13.4.4. Esports 13.4.4.1. Media Rights 13.4.4.2. Tickets and Merchandise 13.4.4.3. Sponsorships and Direct Advertisements 13.4.4.4. Publisher Fees 13.4.5. Sports Analytics 13.4.5.1. Player Analysis 13.4.5.2. Team Performance Analysis 13.4.5.3. Video Analysis 13.4.5.4. Health Assessment 13.4.5.5. Data Interpretation and Analysis 13.4.5.6. Fan Engagement and Digital Experience Analysis 13.4.5.7. Other 13.5. Middle East & Africa Sports Technology Market Value Share Analysis, by Sports 13.6. Middle East & Africa Sports Technology Market Forecast, by Sports 13.6.1. Soccer 13.6.2. Baseball 13.6.3. Basketball 13.6.4. Ice Hockey 13.6.5. Football/Rugby 13.6.6. Tennis 13.6.7. Cricket 13.6.8. Golf 13.6.9. Esports 13.6.10. Others 13.7. Middle East & Africa Sports Technology Market Value Share Analysis, by Country 13.8. Middle East & Africa Sports Technology Market Forecast, by Country 13.8.1. GCC 13.8.2. South Africa 13.8.3. Rest of Middle East & Africa 13.9. Middle East & Africa Sports Technology Market Analysis, by Country 13.10. GCC Sports Technology Market Forecast, by Technology 13.10.1. Device 13.10.1.1. Wearables 13.10.1.1.1. Wristwear 13.10.1.1.2. AR/VR 13.10.1.1.3. Smart Clothing 13.10.1.2. Digital Signage 13.10.1.3. Camera 13.10.2. Smart Stadium 13.10.2.1. Software 13.10.2.1.1. Digital Content Management 13.10.2.1.1.1. Audio and Video Management 13.10.2.1.1.2. Digital Signage 13.10.2.1.1.3. Mobile and Web Content Management 13.10.2.2. Stadium and Public Security 13.10.2.2.1.1. Access Control 13.10.2.2.1.2. Video Surveillance 13.10.2.2.1.3. Physical Security Information Management (PSIM) 13.10.2.2.1.4. Security Scanning, Imaging, and Metal Detection 13.10.2.2.1.5. Emergency and Disaster Management 13.10.2.2.1.6. Cybersecurity 13.10.2.2.1.7. Others 13.10.2.3. Building Automation 13.10.2.3.1.1. Parking Management Systems 13.10.2.3.1.2. Energy Management Systems 13.10.2.3.1.3. Facility Management Systems 13.10.2.4. Event Management 13.10.2.4.1.1. Event Marketing and Registration 13.10.2.4.1.2. Ticketing Management 13.10.2.4.1.3. Workforce Management 13.10.2.5. Network Management 13.10.2.6. Crowd Management 13.10.3. Services 13.10.3.1. Consulting 13.10.3.2. Deployment and Integration 13.10.3.3. Support and Maintenance 13.10.4. Esports 13.10.4.1. Media Rights 13.10.4.2. Tickets and Merchandise 13.10.4.3. Sponsorships and Direct Advertisements 13.10.4.4. Publisher Fees 13.10.5. Sports Analytics 13.10.5.1. Player Analysis 13.10.5.2. Team Performance Analysis 13.10.5.3. Video Analysis 13.10.5.4. Health Assessment 13.10.5.5. Data Interpretation and Analysis 13.10.5.6. Fan Engagement and Digital Experience Analysis 13.10.5.7. Other 13.11. GCC Sports Technology Market Forecast, by Sports 13.11.1. Soccer 13.11.2. Baseball 13.11.3. Basketball 13.11.4. Ice Hockey 13.11.5. Football/Rugby 13.11.6. Tennis 13.11.7. Cricket 13.11.8. Golf 13.11.9. Esports 13.11.10. Others 13.12. South Africa Sports Technology Market Forecast, by Technology 13.12.1. Device 13.12.1.1. Wearables 13.12.1.1.1. Wristwear 13.12.1.1.2. AR/VR 13.12.1.1.3. Smart Clothing 13.12.1.2. Digital Signage 13.12.1.3. Camera 13.12.2. Smart Stadium 13.12.2.1. Software 13.12.2.1.1. Digital Content Management 13.12.2.1.1.1. Audio and Video Management 13.12.2.1.1.2. Digital Signage 13.12.2.1.1.3. Mobile and Web Content Management 13.12.2.2. Stadium and Public Security 13.12.2.2.1.1. Access Control 13.12.2.2.1.2. Video Surveillance 13.12.2.2.1.3. Physical Security Information Management (PSIM) 13.12.2.2.1.4. Security Scanning, Imaging, and Metal Detection 13.12.2.2.1.5. Emergency and Disaster Management 13.12.2.2.1.6. Cybersecurity 13.12.2.2.1.7. Others 13.12.2.3. Building Automation 13.12.2.3.1.1. Parking Management Systems 13.12.2.3.1.2. Energy Management Systems 13.12.2.3.1.3. Facility Management Systems 13.12.2.4. Event Management 13.12.2.4.1.1. Event Marketing and Registration 13.12.2.4.1.2. Ticketing Management 13.12.2.4.1.3. Workforce Management 13.12.2.5. Network Management 13.12.2.6. Crowd Management 13.12.3. Services 13.12.3.1. Consulting 13.12.3.2. Deployment and Integration 13.12.3.3. Support and Maintenance 13.12.4. Esports 13.12.4.1. Media Rights 13.12.4.2. Tickets and Merchandise 13.12.4.3. Sponsorships and Direct Advertisements 13.12.4.4. Publisher Fees 13.12.5. Sports Analytics 13.12.5.1. Player Analysis 13.12.5.2. Team Performance Analysis 13.12.5.3. Video Analysis 13.12.5.4. Health Assessment 13.12.5.5. Data Interpretation and Analysis 13.12.5.6. Fan Engagement and Digital Experience Analysis 13.12.5.7. Other 13.13. South Africa Sports Technology Market Forecast, by Sports 13.13.1. Soccer 13.13.2. Baseball 13.13.3. Basketball 13.13.4. Ice Hockey 13.13.5. Football/Rugby 13.13.6. Tennis 13.13.7. Cricket 13.13.8. Golf 13.13.9. Esports 13.13.10. Others 13.14. Rest of Middle East & Africa Sports Technology Market Forecast, by Technology 13.14.1. Device 13.14.1.1. Wearables 13.14.1.1.1. Wristwear 13.14.1.1.2. AR/VR 13.14.1.1.3. Smart Clothing 13.14.1.2. Digital Signage 13.14.1.3. Camera 13.14.2. Smart Stadium 13.14.2.1. Software 13.14.2.1.1. Digital Content Management 13.14.2.1.1.1. Audio and Video Management 13.14.2.1.1.2. Digital Signage 13.14.2.1.1.3. Mobile and Web Content Management 13.14.2.2. Stadium and Public Security 13.14.2.2.1.1. Access Control 13.14.2.2.1.2. Video Surveillance 13.14.2.2.1.3. Physical Security Information Management (PSIM) 13.14.2.2.1.4. Security Scanning, Imaging, and Metal Detection 13.14.2.2.1.5. Emergency and Disaster Management 13.14.2.2.1.6. Cybersecurity 13.14.2.2.1.7. Others 13.14.2.3. Building Automation 13.14.2.3.1.1. Parking Management Systems 13.14.2.3.1.2. Energy Management Systems 13.14.2.3.1.3. Facility Management Systems 13.14.2.4. Event Management 13.14.2.4.1.1. Event Marketing and Registration 13.14.2.4.1.2. Ticketing Management 13.14.2.4.1.3. Workforce Management 13.14.2.5. Network Management 13.14.2.6. Crowd Management 13.14.3. Services 13.14.3.1. Consulting 13.14.3.2. Deployment and Integration 13.14.3.3. Support and Maintenance 13.14.4. Esports 13.14.4.1. Media Rights 13.14.4.2. Tickets and Merchandise 13.14.4.3. Sponsorships and Direct Advertisements 13.14.4.4. Publisher Fees 13.14.5. Sports Analytics 13.14.5.1. Player Analysis 13.14.5.2. Team Performance Analysis 13.14.5.3. Video Analysis 13.14.5.4. Health Assessment 13.14.5.5. Data Interpretation and Analysis 13.14.5.6. Fan Engagement and Digital Experience Analysis 13.14.5.7. Other 13.15. Rest of Middle East & Africa Sports Technology Market Forecast, by Sports 13.15.1. Soccer 13.15.2. Baseball 13.15.3. Basketball 13.15.4. Ice Hockey 13.15.5. Football/Rugby 13.15.6. Tennis 13.15.7. Cricket 13.15.8. Golf 13.15.9. Esports 13.15.10. Others 13.16. Middle East & Africa Sports Technology Market Attractiveness Analysis 13.16.1. By Technology 13.16.2. By Sports 13.17. PEST Analysis 13.18. Key Trend 13.19. Key Development 14. South America Sports Technology Market Analysis 14.1. Key Findings 14.2. South America Sports Technology Market Overview 14.3. South America Sports Technology Market Value Share Analysis, by Technology 14.4. South America Sports Technology Market Forecast, by Technology 14.4.1. Device 14.4.1.1. Wearables 14.4.1.1.1. Wristwear 14.4.1.1.2. AR/VR 14.4.1.1.3. Smart Clothing 14.4.1.2. Digital Signage 14.4.1.3. Camera 14.4.2. Smart Stadium 14.4.2.1. Software 14.4.2.1.1. Digital Content Management 14.4.2.1.1.1. Audio and Video Management 14.4.2.1.1.2. Digital Signage 14.4.2.1.1.3. Mobile and Web Content Management 14.4.2.2. Stadium and Public Security 14.4.2.2.1.1. Access Control 14.4.2.2.1.2. Video Surveillance 14.4.2.2.1.3. Physical Security Information Management (PSIM) 14.4.2.2.1.4. Security Scanning, Imaging, and Metal Detection 14.4.2.2.1.5. Emergency and Disaster Management 14.4.2.2.1.6. Cybersecurity 14.4.2.2.1.7. Others 14.4.2.3. Building Automation 14.4.2.3.1.1. Parking Management Systems 14.4.2.3.1.2. Energy Management Systems 14.4.2.3.1.3. Facility Management Systems 14.4.2.4. Event Management 14.4.2.4.1.1. Event Marketing and Registration 14.4.2.4.1.2. Ticketing Management 14.4.2.4.1.3. Workforce Management 14.4.2.5. Network Management 14.4.2.6. Crowd Management 14.4.3. Services 14.4.3.1. Consulting 14.4.3.2. Deployment and Integration 14.4.3.3. Support and Maintenance 14.4.4. Esports 14.4.4.1. Media Rights 14.4.4.2. Tickets and Merchandise 14.4.4.3. Sponsorships and Direct Advertisements 14.4.4.4. Publisher Fees 14.4.5. Sports Analytics 14.4.5.1. Player Analysis 14.4.5.2. Team Performance Analysis 14.4.5.3. Video Analysis 14.4.5.4. Health Assessment 14.4.5.5. Data Interpretation and Analysis 14.4.5.6. Fan Engagement and Digital Experience Analysis 14.4.5.7. Other 14.5. South America Sports Technology Market Value Share Analysis, by Sports 14.6. South America Sports Technology Market Forecast, by Sports 14.6.1. Soccer 14.6.2. Baseball 14.6.3. Basketball 14.6.4. Ice Hockey 14.6.5. Football/Rugby 14.6.6. Tennis 14.6.7. Cricket 14.6.8. Golf 14.6.9. Esports 14.6.10. Others 14.7. South America Sports Technology Market Value Share Analysis, by Country 14.8. South America Sports Technology Market Forecast, by Country 14.8.1. Brazil 14.8.2. Mexico 14.8.3. Rest of South America 14.9. Brazil Sports Technology Market Forecast, by Technology 14.9.1. Device 14.9.1.1. Wearables 14.9.1.1.1. Wristwear 14.9.1.1.2. AR/VR 14.9.1.1.3. Smart Clothing 14.9.1.2. Digital Signage 14.9.1.3. Camera 14.9.2. Smart Stadium 14.9.2.1. Software 14.9.2.1.1. Digital Content Management 14.9.2.1.1.1. Audio and Video Management 14.9.2.1.1.2. Digital Signage 14.9.2.1.1.3. Mobile and Web Content Management 14.9.2.2. Stadium and Public Security 14.9.2.2.1.1. Access Control 14.9.2.2.1.2. Video Surveillance 14.9.2.2.1.3. Physical Security Information Management (PSIM) 14.9.2.2.1.4. Security Scanning, Imaging, and Metal Detection 14.9.2.2.1.5. Emergency and Disaster Management 14.9.2.2.1.6. Cybersecurity 14.9.2.2.1.7. Others 14.9.2.3. Building Automation 14.9.2.3.1.1. Parking Management Systems 14.9.2.3.1.2. Energy Management Systems 14.9.2.3.1.3. Facility Management Systems 14.9.2.4. Event Management 14.9.2.4.1.1. Event Marketing and Registration 14.9.2.4.1.2. Ticketing Management 14.9.2.4.1.3. Workforce Management 14.9.2.5. Network Management 14.9.2.6. Crowd Management 14.9.3. Services 14.9.3.1. Consulting 14.9.3.2. Deployment and Integration 14.9.3.3. Support and Maintenance 14.9.4. Esports 14.9.4.1. Media Rights 14.9.4.2. Tickets and Merchandise 14.9.4.3. Sponsorships and Direct Advertisements 14.9.4.4. Publisher Fees 14.9.5. Sports Analytics 14.9.5.1. Player Analysis 14.9.5.2. Team Performance Analysis 14.9.5.3. Video Analysis 14.9.5.4. Health Assessment 14.9.5.5. Data Interpretation and Analysis 14.9.5.6. Fan Engagement and Digital Experience Analysis 14.9.5.7. Other 14.10. Brazil Sports Technology Market Forecast, by Sports 14.10.1. Soccer 14.10.2. Baseball 14.10.3. Basketball 14.10.4. Ice Hockey 14.10.5. Football/Rugby 14.10.6. Tennis 14.10.7. Cricket 14.10.8. Golf 14.10.9. Esports 14.10.10. Others 14.11. Mexico Sports Technology Market Forecast, by Technology 14.11.1. Device 14.11.1.1. Wearables 14.11.1.1.1. Wristwear 14.11.1.1.2. AR/VR 14.11.1.1.3. Smart Clothing 14.11.1.2. Digital Signage 14.11.1.3. Camera 14.11.2. Smart Stadium 14.11.2.1. Software 14.11.2.1.1. Digital Content Management 14.11.2.1.1.1. Audio and Video Management 14.11.2.1.1.2. Digital Signage 14.11.2.1.1.3. Mobile and Web Content Management 14.11.2.2. Stadium and Public Security 14.11.2.2.1.1. Access Control 14.11.2.2.1.2. Video Surveillance 14.11.2.2.1.3. Physical Security Information Management (PSIM) 14.11.2.2.1.4. Security Scanning, Imaging, and Metal Detection 14.11.2.2.1.5. Emergency and Disaster Management 14.11.2.2.1.6. Cybersecurity 14.11.2.2.1.7. Others 14.11.2.3. Building Automation 14.11.2.3.1.1. Parking Management Systems 14.11.2.3.1.2. Energy Management Systems 14.11.2.3.1.3. Facility Management Systems 14.11.2.4. Event Management 14.11.2.4.1.1. Event Marketing and Registration 14.11.2.4.1.2. Ticketing Management 14.11.2.4.1.3. Workforce Management 14.11.2.5. Network Management 14.11.2.6. Crowd Management 14.11.3. Services 14.11.3.1. Consulting 14.11.3.2. Deployment and Integration 14.11.3.3. Support and Maintenance 14.11.4. Esports 14.11.4.1. Media Rights 14.11.4.2. Tickets and Merchandise 14.11.4.3. Sponsorships and Direct Advertisements 14.11.4.4. Publisher Fees 14.11.5. Sports Analytics 14.11.5.1. Player Analysis 14.11.5.2. Team Performance Analysis 14.11.5.3. Video Analysis 14.11.5.4. Health Assessment 14.11.5.5. Data Interpretation and Analysis 14.11.5.6. Fan Engagement and Digital Experience Analysis 14.11.5.7. Other 14.12. Mexico Sports Technology Market Forecast, by Sports 14.12.1. Soccer 14.12.2. Baseball 14.12.3. Basketball 14.12.4. Ice Hockey 14.12.5. Football/Rugby 14.12.6. Tennis 14.12.7. Cricket 14.12.8. Golf 14.12.9. Esports 14.12.10. Others 14.13. Rest of South America Sports Technology Market Forecast, by Technology 14.13.1. Device 14.13.1.1. Wearables 14.13.1.1.1. Wristwear 14.13.1.1.2. AR/VR 14.13.1.1.3. Smart Clothing 14.13.1.2. Digital Signage 14.13.1.3. Camera 14.13.2. Smart Stadium 14.13.2.1. Software 14.13.2.1.1. Digital Content Management 14.13.2.1.1.1. Audio and Video Management 14.13.2.1.1.2. Digital Signage 14.13.2.1.1.3. Mobile and Web Content Management 14.13.2.2. Stadium and Public Security 14.13.2.2.1.1. Access Control 14.13.2.2.1.2. Video Surveillance 14.13.2.2.1.3. Physical Security Information Management (PSIM) 14.13.2.2.1.4. Security Scanning, Imaging, and Metal Detection 14.13.2.2.1.5. Emergency and Disaster Management 14.13.2.2.1.6. Cybersecurity 14.13.2.2.1.7. Others 14.13.2.3. Building Automation 14.13.2.3.1.1. Parking Management Systems 14.13.2.3.1.2. Energy Management Systems 14.13.2.3.1.3. Facility Management Systems 14.13.2.4. Event Management 14.13.2.4.1.1. Event Marketing and Registration 14.13.2.4.1.2. Ticketing Management 14.13.2.4.1.3. Workforce Management 14.13.2.5. Network Management 14.13.2.6. Crowd Management 14.13.3. Services 14.13.3.1. Consulting 14.13.3.2. Deployment and Integration 14.13.3.3. Support and Maintenance 14.13.4. Esports 14.13.4.1. Media Rights 14.13.4.2. Tickets and Merchandise 14.13.4.3. Sponsorships and Direct Advertisements 14.13.4.4. Publisher Fees 14.13.5. Sports Analytics 14.13.5.1. Player Analysis 14.13.5.2. Team Performance Analysis 14.13.5.3. Video Analysis 14.13.5.4. Health Assessment 14.13.5.5. Data Interpretation and Analysis 14.13.5.6. Fan Engagement and Digital Experience Analysis 14.13.5.7. Other 14.14. Rest of South America Sports Technology Market Forecast, by Sports 14.14.1. Soccer 14.14.2. Baseball 14.14.3. Basketball 14.14.4. Ice Hockey 14.14.5. Football/Rugby 14.14.6. Tennis 14.14.7. Cricket 14.14.8. Golf 14.14.9. Esports 14.14.10. Others 14.15. South America Sports Technology Market Attractiveness Analysis 14.15.1. By Technology 14.15.2. By Sports 14.16. PEST Analysis 14.17. Key Trend 14.18. Key Development 15. Company Profiles 15.1. Market Share Analysis, by Company 15.2. Competition Matrix 15.2.1. Competitive Benchmarking of key players by price, presence, market share, Applications and R&D investment 15.2.2. New Product Launches and Product Enhancements 15.2.3. Market Consolidation 15.2.3.1. M&A by Regions, Investment and Applications 15.2.3.2. M&A Key Players, Forward Integration and Backward Integration 15.3. Company Profiles: Key Players 15.3.1. IBM 15.3.1.1. Company Overview 15.3.1.2. Financial Overview 15.3.1.3. Product Portfolio 15.3.1.4. Business Strategy 15.3.1.5. Recent Developments 15.3.1.6. Development Footprint 15.3.2. Ericsson 15.3.3. Cisco 15.3.4. Fujitsu 15.3.5. SAP SE 15.3.6. Oracle 15.3.7. NEC 15.3.8. LG 15.3.9. Sharp 15.3.10. Samsung 15.3.11. Fitbit 15.3.12. Apple 15.3.13. Garmin 15.3.14. Sony 15.3.15. ARRI 15.3.16. Panasonic Corporation 15.3.17. Modern Times Group 15.3.18. Activision Blizzard 15.3.19. Valve Corporation 15.3.20. Tencent 15.3.21. CJ Corporation 16. Primary Key Insights

About This Report

Report ID29807
Category Information Technology & Telecommunication
Published DateMay 2019
No of Pages315
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