¼¼°èÀÇ ½ºÆ÷Ã÷ ¾Û ½ÃÀå
Sports Apps
»óǰÄÚµå : 1577595
¸®¼­Ä¡»ç : Global Industry Analysts, Inc.
¹ßÇàÀÏ : 2024³â 10¿ù
ÆäÀÌÁö Á¤º¸ : ¿µ¹® 179 Pages
 ¶óÀ̼±½º & °¡°Ý (ºÎ°¡¼¼ º°µµ)
US $ 5,850 £Ü 8,186,000
PDF & Excel (Single User License) help
PDF & Excel º¸°í¼­¸¦ 1¸í¸¸ ÀÌ¿ëÇÒ ¼ö ÀÖ´Â ¶óÀ̼±½ºÀÔ´Ï´Ù. ÆÄÀÏ ³» ÅØ½ºÆ®ÀÇ º¹»ç ¹× ºÙ¿©³Ö±â´Â °¡´ÉÇÏÁö¸¸, Ç¥/±×·¡ÇÁ µîÀº º¹»çÇÒ ¼ö ¾ø½À´Ï´Ù. Àμâ´Â 1ȸ °¡´ÉÇϸç, Àμ⹰ÀÇ ÀÌ¿ë¹üÀ§´Â ÆÄÀÏ ÀÌ¿ë¹üÀ§¿Í µ¿ÀÏÇÕ´Ï´Ù.
US $ 17,550 £Ü 24,559,000
PDF & Excel (Global License to Company and its Fully-owned Subsidiaries) help
PDF & Excel º¸°í¼­¸¦ µ¿ÀÏ ±â¾÷ ¹× 100% ÀÚȸ»çÀÇ ¸ðµç ºÐÀÌ ÀÌ¿ëÇÏ½Ç ¼ö ÀÖ´Â ¶óÀ̼±½ºÀÔ´Ï´Ù. Àμâ´Â 1Àδç 1ȸ °¡´ÉÇϸç, Àμ⹰ÀÇ ÀÌ¿ë¹üÀ§´Â ÆÄÀÏ ÀÌ¿ë¹üÀ§¿Í µ¿ÀÏÇÕ´Ï´Ù.


Çѱ۸ñÂ÷

½ºÆ÷Ã÷ ¾Û ¼¼°è ½ÃÀå ±Ô¸ð´Â 2030³â±îÁö 70¾ï ´Þ·¯¿¡ ´ÞÇÒ °ÍÀ¸·Î Àü¸Á

2023³â 38¾ï ´Þ·¯·Î ÃßÁ¤µÇ´Â ¼¼°è ½ºÆ÷Ã÷ ¾Û ½ÃÀåÀº 2023³âºÎÅÍ 2030³â±îÁö ¿¬Æò±Õ 9.3% ¼ºÀåÇÏ¿© 2030³â¿¡´Â 70¾ï ´Þ·¯¿¡ ´ÞÇÒ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù. º» º¸°í¼­¿¡¼­ ºÐ¼®ÇÑ ºÎ¹® Áß ÇϳªÀÎ ¾ÖÇà iOS ½ºÅä¾î´Â CAGR 9.1%¸¦ ±â·ÏÇÏ¿© ºÐ¼® ±â°£ Á¾·á ½ÃÁ¡¿¡ 33¾ï ´Þ·¯¿¡ ´ÞÇÒ °ÍÀ¸·Î ¿¹»óµÇ¸ç, ±¸±Û Ç÷¹ÀÌ ½ºÅä¾î ºÎ¹®ÀÇ ¼ºÀå·üÀº ºÐ¼® ±â°£ µ¿¾È CAGR 9.7%·Î ÃßÁ¤µË´Ï´Ù.

¹Ì±¹ ½ÃÀå 10¾ï ´Þ·¯, Áß±¹Àº CAGR 12.7%·Î ¼ºÀå Àü¸Á

¹Ì±¹ ½ºÆ÷Ã÷ ¾Û ½ÃÀå ±Ô¸ð´Â 2023³â 10¾ï ´Þ·¯·Î ÃßÁ¤µË´Ï´Ù. ¼¼°è 2À§ÀÇ °æÁ¦ ´ë±¹ÀÎ Áß±¹Àº 2030³â±îÁö 15¾ï ´Þ·¯ÀÇ ½ÃÀå ±Ô¸ð¿¡ µµ´ÞÇÒ °ÍÀ¸·Î ¿¹»óµÇ¸ç, 2023-2030³â ºÐ¼® ±â°£ µ¿¾È 12.7%ÀÇ CAGRÀ» ±â·ÏÇÒ °ÍÀ¸·Î ¿¹ÃøµË´Ï´Ù. ´Ù¸¥ ÁÖ¸ñÇÒ ¸¸ÇÑ Áö¿ª ½ÃÀåÀ¸·Î´Â ÀϺ»°ú ij³ª´Ù°¡ ÀÖÀ¸¸ç, ºÐ¼® ±â°£ µ¿¾È °¢°¢ 6.9%¿Í 7.9%ÀÇ CAGRÀ» ±â·ÏÇÒ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù. À¯·´¿¡¼­´Â µ¶ÀÏÀÌ ¿¬Æò±Õ 7.3%ÀÇ ¼ºÀå·üÀ» º¸ÀÏ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù.

¼¼°è ½ºÆ÷Ã÷ ¾Û ½ÃÀå - ÁÖ¿ä µ¿Çâ ¹× ÃËÁø¿äÀÎ ¿ä¾à

½ºÆ÷Ã÷ ¾ÛÀº ¾î¶»°Ô ÇÇÆ®´Ï½º¿Í ÆÒ Âü¿©¿¡ Çõ¸íÀ» ÀÏÀ¸Å°°í Àִ°¡?

½ºÆ÷Ã÷ ¾ÛÀº °³ÀÎÈ­µÈ ¿îµ¿ °èȹºÎÅÍ ½Ç½Ã°£ °ÔÀÓ ÃßÀû, ¼Ò¼È °øÀ¯¿¡ À̸£±â±îÁö ´Ù¾çÇÑ ±â´ÉÀ» Á¦°øÇÔÀ¸·Î½á ¼ÒºñÀÚ°¡ ÇÇÆ®´Ï½º, ½ºÆ÷Ã÷, À£´Ï½º¿¡ Âü¿©ÇÏ´Â ¹æ½Ä¿¡ Çõ¸íÀ» ÀÏÀ¸Å°°í ÀÖ½À´Ï´Ù. ÀÌ ¾ÛµéÀº ÇÇÆ®´Ï½º ¾ÖÈ£°¡, ¾Æ¸¶Ãß¾î ¿îµ¿¼±¼ö, ÇÁ·Î ½ºÆ÷Ã÷ ÆÒµéÀ» À§ÇÑ ¸ÂÃãÇü °æÇèÀ» Á¦°øÇϰí ÀÖ½À´Ï´Ù. ¿þ¾î·¯ºí ÇÇÆ®´Ï½º ±â±âÀÇ µîÀåÀ¸·Î ÀÌ·¯ÇÑ ±â±â¿Í µ¿±âÈ­ÇÏ¿© ½Åü Ȱµ¿, ½É¹Ú¼ö, ¼ö¸é ÆÐÅÏ¿¡ ´ëÇÑ ½Ç½Ã°£ ÀλçÀÌÆ®¸¦ Á¦°øÇÒ ¼ö ÀÖ´Â ¾Û¿¡ ´ëÇÑ ¼ö¿ä°¡ Áõ°¡Çϰí ÀÖ½À´Ï´Ù. AI¿Í ¸Ó½Å·¯´×ÀÇ ÅëÇÕÀº ÀÌ·¯ÇÑ ¾ÛÀÇ ±â´ÉÀ» °­È­ÇÏ¿© »ç¿ëÀÚ µ¥ÀÌÅÍ¿¡ ±â¹ÝÇÑ °³ÀÎÈ­µÈ ¿îµ¿ ·çƾ°ú °æ±â °á°ú¸¦ Á¦°øÇÔÀ¸·Î½á ½ºÆ÷Ã÷ ÆÒµé¿¡°Ô ´õ¿í ÀÎÅÍ·¢Æ¼ºêÇÑ °æÇèÀ» ¼±»çÇϰí ÀÖ½À´Ï´Ù. ¿îµ¿ ·çƾ°ú °æ±â ¿¹ÃøÀ» Á¦°øÇÒ ¼ö ÀÖ°Ô µÇ¾ú½À´Ï´Ù.

½ºÆ÷Ã÷ ¾Û ½ÃÀåÀÇ ÁÖ¿ä ºÎ¹®Àº?

Á¾·ù·Î´Â ÇÇÆ®´Ï½º ¹× Æ®·¹ÀÌ´× ¾Û, ½ºÆ÷Ã÷ ÃßÀû ¾Û, ½ºÆ÷Ã÷ ÆÒ Âü¿© ¾Û µîÀÌ ÀÖÀ¸¸ç, ±× Áß ÇÇÆ®´Ï½º ¾ÛÀº °Ç°­°ú À£ºù¿¡ ´ëÇÑ °ü½ÉÀÌ ³ô¾ÆÁö¸é¼­ Å« ¼ºÀå¼¼¸¦ º¸À̰í ÀÖ½À´Ï´Ù. Ç÷§ÆûÀº iOS, ¾Èµå·ÎÀ̵å, À¥ ±â¹Ý ¾ÛÀ¸·Î ³ª´µ¸ç, ¾Èµå·ÎÀ̵å´Â Àü ¼¼°èÀûÀÎ º¸±Þ·ü·Î ÀÎÇØ °¡Àå Å« ½ÃÀå Á¡À¯À²À» Â÷ÁöÇϰí ÀÖ½À´Ï´Ù. ÃÖÁ¾»ç¿ëÀÚ´Â ÇÇÆ®´Ï½º Áö¿øÀ» ¿øÇÏ´Â °³ÀÎ ¼ÒºñÀÚºÎÅÍ ÆÒÃþÀ» È®º¸ÇϰíÀÚ ÇÏ´Â ½ºÆ÷Ã÷ ´Üü ¹× ÆÀ¿¡ À̸£±â±îÁö ´Ù¾çÇÕ´Ï´Ù. ½ºÆ÷Ã÷ ¾ÛÀº ±â¾÷ À£´Ï½º ºÐ¾ß¿¡¼­µµ Àα⸦ ¾ò°í ÀÖÀ¸¸ç, ±â¾÷µéÀº Á÷¿øµéÀÇ °Ç°­°ú ü·Â ÁõÁøÀ» À§ÇØ ÀÌ·¯ÇÑ Ç÷§ÆûÀ» äÅÃÇϰí ÀÖ½À´Ï´Ù.

¾î¶² ±â¼ú ¹ßÀüÀÌ ½ºÆ÷Ã÷ ¾Û ½ÃÀåÀ» Çü¼ºÇϰí Àִ°¡?

½ºÆ÷Ã÷ ¾ÛÀÇ ±â¼ú ¹ßÀüÀÇ ÇÙ½ÉÀº ¿þ¾î·¯ºí ±â±â¿ÍÀÇ ÅëÇÕ, AI¸¦ ÅëÇÑ °³ÀÎÈ­, ¼Ò¼È ¹Ìµð¾î ¹× °ÔÀÓÈ­¸¦ ÅëÇÑ »ç¿ëÀÚ Âü¿© °­È­¿¡ ÀÖ½À´Ï´Ù. ½º¸¶Æ®¿öÄ¡, ÇÇÆ®´Ï½º ¹êµå¿Í °°Àº ¿þ¾î·¯ºí ÇÇÆ®´Ï½º ±â±â´Â ½ºÆ÷Ã÷ ¾Û°ú ¿øÈ°ÇÏ°Ô µ¿±âÈ­µÇ¾î »ç¿ëÀÚ¿¡°Ô ½Ç½Ã°£ ½Åü Ȱµ¿ µ¥ÀÌÅ͸¦ Á¦°øÇϰí, AI¿Í ¸Ó½Å·¯´× ¾Ë°í¸®ÁòÀº »ç¿ëÀÚÀÇ ¸ñÇ¥, ÇÇÆ®´Ï½º ¼öÁØ, °ú°Å ¿îµ¿ ±â·Ï¿¡ ±â¹ÝÇÑ °³ÀÎÈ­µÈ ¿öÅ©¾Æ¿ôÀ» Á¦°øÇÕ´Ï´Ù. °³ÀÎÈ­µÈ ¿îµ¿ °èȹÀ» Á¦°øÇÔÀ¸·Î½á »ç¿ëÀÚµéÀÇ ¿îµ¿ À¯ÁöÀ²°ú Âü¿©µµ¸¦ Çâ»ó½Ãŵ´Ï´Ù. ¶ÇÇÑ, ¼Ò¼È ¹Ìµð¾î¿ÍÀÇ ÅëÇÕ°ú ¸®´õº¸µå ¹× º¸»ó°ú °°Àº °ÔÀÓÈ­ ±â´ÉÀ» ÅëÇØ ½ºÆ÷Ã÷ ¾ÛÀÇ ÀÎÅÍ·¢Æ¼ºêÇÑ ¿ä¼Ò¸¦ °­È­ÇÏ¿© ÇÇÆ®´Ï½º µµÀü¿¡ Âü¿©Çϰí ÁøÇà »óȲÀ» °øÀ¯Çϵµ·Ï À¯µµÇϰí ÀÖ½À´Ï´Ù.

½ºÆ÷Ã÷ ¾Û ½ÃÀåÀÇ ¼ºÀåÀ» ÃËÁøÇÏ´Â ¿äÀÎÀº ¹«¾ùÀϱî?

½ºÆ÷Ã÷ ¾Û ½ÃÀåÀÇ ¼ºÀåÀº °Ç°­°ú À£ºù¿¡ ´ëÇÑ ¼ÒºñÀÚÀÇ °ü½É Áõ°¡, ¿þ¾î·¯ºí ÇÇÆ®´Ï½º ±â¼ú äÅ÷ü Áõ°¡, °³ÀÎÈ­µÈ ÇÇÆ®´Ï½º °æÇè¿¡ ´ëÇÑ ¼ö¿ä Áõ°¡, AI¿Í ¸Ó½Å·¯´×À» ½ºÆ÷Ã÷ ¾Û¿¡ ÅëÇÕÇÏ¿© ¸ÂÃãÇü ¿îµ¿ °èȹÀ» Á¦°øÇÏ°í »ç¿ëÀÚ Âü¿©µµ¸¦ ³ôÀ̰í Àå±âÀûÀÎ »ç¿ëÀÚ À¯Áö ¸ÂÃãÇü ¿îµ¿ °èȹÀ» Á¦°øÇϰí, »ç¿ëÀÚ Âü¿©µµ¸¦ ³ôÀ̸ç, Àå±âÀûÀÎ »ç¿ëÀÚ À¯Áö¸¦ ÅëÇØ »ç¿ëÀÚ °æÇèÀ» Çâ»ó½Ã۰í ÀÖ½À´Ï´Ù. ¶ÇÇÑ, 5G ³×Æ®¿öÅ©ÀÇ È®ÀåÀº ½ºÆ÷Ã÷ ¾ÛÀÇ ¼ºÀåÀ» ÃËÁøÇÏ¿© ½ºÆ÷Ã÷ ÆÒµé¿¡°Ô ´õ ºü¸£°í ¾ÈÁ¤ÀûÀÎ ½Ç½Ã°£ ¾÷µ¥ÀÌÆ®¿Í ½ºÆ®¸®¹Ö ¼­ºñ½º¸¦ Á¦°øÇϰí ÀÖ½À´Ï´Ù. ¶ÇÇÑ, °í¿ëÁÖµéÀÌ Á÷¿øµé¿¡°Ô °Ç°­ ÁöÇâÀûÀÎ ¶óÀÌÇÁ½ºÅ¸ÀÏÀ» Àå·ÁÇÏ´Â ±â¾÷ À£´Ï½º ÇÁ·Î±×·¥ÀÇ Áõ°¡´Â ÇÇÆ®´Ï½º Àü¹® ½ºÆ÷Ã÷ ¾Û¿¡ ´ëÇÑ ¼ö¿ä¿¡ ±â¿©Çϰí ÀÖ½À´Ï´Ù.

Á¶»ç ´ë»ó ±â¾÷ ¿¹½Ã(ÃÑ 38°Ç)

¸ñÂ÷

Á¦1Àå Á¶»ç ¹æ¹ý

Á¦2Àå ÁÖ¿ä ¿ä¾à

Á¦3Àå ½ÃÀå ºÐ¼®

Á¦4Àå °æÀï

ksm
¿µ¹® ¸ñÂ÷

¿µ¹®¸ñÂ÷

Global Sports Apps Market to Reach US$7.0 Billion by 2030

The global market for Sports Apps estimated at US$3.8 Billion in the year 2023, is expected to reach US$7.0 Billion by 2030, growing at a CAGR of 9.3% over the analysis period 2023-2030. Apple iOS Store, one of the segments analyzed in the report, is expected to record a 9.1% CAGR and reach US$3.3 Billion by the end of the analysis period. Growth in the Google Play Store segment is estimated at 9.7% CAGR over the analysis period.

The U.S. Market is Estimated at US$1.0 Billion While China is Forecast to Grow at 12.7% CAGR

The Sports Apps market in the U.S. is estimated at US$1.0 Billion in the year 2023. China, the world's second largest economy, is forecast to reach a projected market size of US$1.5 Billion by the year 2030 trailing a CAGR of 12.7% over the analysis period 2023-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 6.9% and 7.9% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 7.3% CAGR.

Global Sports Apps Market - Key Trends and Drivers Summarized

How Are Sports Apps Revolutionizing Fitness and Fan Engagement?

Sports apps have revolutionized the way consumers engage with fitness, sports, and wellness by providing a wide array of features, from personalized workout plans to real-time game tracking and social sharing. These apps cater to fitness enthusiasts, amateur athletes, and professional sports fans, offering tailored experiences based on user preferences. The rise of wearable fitness devices has fueled demand for apps that can sync with these devices, providing real-time insights on physical activity, heart rate, and sleep patterns. For sports fans, apps offer live updates, score tracking, and even fantasy sports, creating a more interactive experience. The integration of AI and machine learning is enhancing the functionality of these apps, enabling them to offer personalized workout routines or game predictions based on user data.

What Are the Key Segments in the Sports Apps Market?

Types include fitness and training apps, sports tracking apps, and sports fan engagement apps, with fitness apps seeing significant growth due to the increasing focus on health and wellness. Platforms are divided into iOS, Android, and web-based apps, with Android holding the largest market share due to its global reach. End-users range from individual consumers looking for fitness support to sports organizations and teams seeking to engage with their fan base. Sports apps are also gaining traction in the corporate wellness sector, where companies are adopting these platforms to promote health and fitness among employees.

What Technological Advancements Are Shaping the Sports Apps Market?

Technological advancements in sports apps are centered around integration with wearable devices, AI-driven personalization, and enhanced user engagement through social media and gamification. Wearable fitness devices, such as smartwatches and fitness bands, sync seamlessly with sports apps, offering users real-time data on their physical activities. AI and machine learning algorithms provide personalized workout plans based on user goals, fitness levels, and past performance data, improving user retention and engagement. Additionally, social media integration and gamification features, such as leaderboards and rewards, are enhancing the interactive elements of sports apps, making them more engaging and encouraging users to participate in fitness challenges or share their progress.

What Factors Are Driving Growth in the Sports Apps Market?

The growth in the sports apps market is driven by several factors, including the increasing consumer focus on health and wellness, the rising adoption of wearable fitness technology, and the growing demand for personalized fitness experiences. The integration of AI and machine learning into sports apps has improved user experience by offering customized workout plans, enhancing user engagement, and retaining long-term users. The expansion of 5G networks is also driving the growth of sports apps, enabling faster and more reliable real-time updates and streaming services for sports fans. Additionally, the rise of corporate wellness programs is contributing to the demand for fitness-focused sports apps, as employers encourage health-conscious lifestyles among their workforce.

Select Competitors (Total 38 Featured) -

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

III. MARKET ANALYSIS

IV. COMPETITION

(ÁÖ)±Û·Î¹úÀÎÆ÷¸ÞÀÌ¼Ç 02-2025-2992 kr-info@giikorea.co.kr
¨Ï Copyright Global Information, Inc. All rights reserved.
PC¹öÀü º¸±â