스포츠 테크놀러지 시장 규모, 점유율, 성장 분석 : 기술별, 스포츠 유형별, 용도별, 최종 용도별, 지역별 - 산업 예측(2025-2032년)
Sports Technology Market Size, Share, and Growth Analysis, By Technology (Devices, Esports), By Sport Type (Esports, Individual Sports), By Application, By End-use, By Region - Industry Forecast 2025-2032
상품코드:1673731
리서치사:SkyQuest
발행일:2025년 03월
페이지 정보:영문 197 Pages
라이선스 & 가격 (부가세 별도)
한글목차
세계의 스포츠 테크놀러지 시장 규모는 2023년에 188억 달러로 평가되며, 예측 기간 중(2025-2032년) CAGR 20.7%로 성장하며, 2024년 226억 9,000만 달러에서 2032년에는 1,022억 2,000만 달러로 확대할 전망입니다.
스포츠 산업은 데이터베이스 의사결정에 대한 수요 증가에 힘입어 디지털 혁신이 진행되고 있으며, 스포츠 기술의 채택이 확대될 것으로 예상됩니다. 스포츠 분석의 부상과 Esports의 인기는 향후 수년간 스포츠 기술 세계 시장의 성장에 기여할 것으로 예상됩니다. 또한 디지털 플랫폼을 통해 팬과의 소통을 강화하고자 하는 니즈와 판타지 스포츠 참여의 급증은 혁신적인 스포츠 기술에 대한 수요를 더욱 촉진할 것으로 보입니다. 웨어러블 기기의 사용 확대와 첨단 스포츠 인프라에 대한 투자 증가는 기술 프로바이더들에게 비즈니스 기회를 제공할 것입니다. 그러나 높은 도입 비용, 변화에 대한 저항, 개발도상국에서의 접근성 제한, 규제 준수 등의 문제는 예측 기간 중 성장을 저해하는 요인으로 작용할 수 있습니다.
목차
서론
조사의 목적
조사 범위
정의
조사 방법
정보 조달
2차와 1차 데이터 방법
시장 규모 예측
시장의 전제조건과 제한
개요
세계 시장 전망
공급과 수요 동향 분석
부문별 기회 분석
시장 역학과 전망
시장 개요
시장 규모
시장 역학
촉진요인과 기회
억제요인과 과제
Porter의 산업 분석
주요 시장 인사이트
주요 성공 요인
경쟁의 정도
주요 투자 기회
시장 에코시스템
시장의 매력 지수(2024년)
PESTEL 분석
거시경제 지표
밸류체인 분석
가격 분석
스포츠 테크놀러지 시장 규모 : 기술별 & CAGR(2025-2032)
시장 개요
디바이스
디지털 사이니지
스포츠 카메라
웨어러블
Esports
미디어 권리
스폰서십과 광고
티켓 판매와 상품 판매
스마트 스타디움
빌딩 자동화
이벤트 관리
스타디움과 공안
스포츠 분석
방송 관리
데이터 분석 및 해석
팬 관여
건강 평가
선수 분석
팀 퍼포먼스 분석
비디오 분석
스포츠 테크놀러지 시장 규모 : 스포츠 유형별 & CAGR(2025-2032)
시장 개요
Esports
개인 경기
팀 스포츠
스포츠 테크놀러지 시장 규모 : 용도별 & CAGR(2025-2032)
시장 개요
팬 관여와 체험
게임내 퍼포먼스 분석
스포츠 건강과 안전
트레이닝과 코칭
스포츠 테크놀러지 시장 규모 : 최종 용도별 & CAGR(2025-2032)
시장 개요
스포츠 협회
스포츠 클럽
스포츠 리그
스포츠 테크놀러지 시장 규모 : 지역별 & CAGR(2025-2032)
북미
미국
캐나다
유럽
독일
스페인
프랑스
영국
이탈리아
기타 유럽 지역
아시아태평양
중국
인도
일본
한국
기타 아시아태평양
라틴아메리카
브라질
기타 라틴아메리카 지역
중동 및 아프리카
GCC 국가
남아프리카공화국
기타 중동 및 아프리카
경쟁 정보
상위 5사의 비교
주요 기업의 시장 포지셔닝(2024년)
주요 시장 기업이 채택한 전략
최근 시장 동향
기업의 시장 점유율 분석(2024년)
주요 기업의 기업 개요
기업의 상세
제품 포트폴리오 분석
기업의 부문별 점유율 분석
매출의 전년대비 비교(2022-2024)
주요 기업 개요
Sportradar(Switzerland)
Catapult Sports(Australia)
Second Spectrum(USA)
Hawk-Eye Innovations(UK)
Krossover(USA)
Firstbeat Analytics(Finland)
Whoop(USA)
Polar(Finland)
Garmin(Switzerland)
Zepp Labs(USA)
Hudl(USA)
Pixellot(Israel)
Orreco(Ireland)
Kitman Labs(Ireland)
PlaySight Interactive(Israel)
Form Analytics(Canada)
Rezzil(UK)
Hyperice(USA)
결론과 제안
KSA
영문 목차
영문목차
Global Sports Technology Market size was valued at USD 18.8 billion in 2023 and is poised to grow from USD 22.69 billion in 2024 to USD 102.22 billion by 2032, growing at a CAGR of 20.7% during the forecast period (2025-2032).
The sports industry is undergoing a significant digital transformation, fueled by an increasing demand for data-driven decision-making, which is expected to enhance the adoption of sports technology. The rise in sports analytics and the popularity of esports are anticipated to contribute to the global sports technology market's growth in the coming years. Additionally, the need for improved fan engagement through digital platforms and the surge in participation in fantasy sports will further drive the demand for innovative sports technologies. The growing usage of wearable devices and heightened investments in advanced sports infrastructure are poised to create opportunities for technology providers. However, challenges such as high implementation costs, resistance to change, limited access in developing areas, and regulatory compliance may hinder growth during the forecast period.
Top-down and bottom-up approaches were used to estimate and validate the size of the Global Sports Technology market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.
Global Sports Technology Market Segments Analysis
Global Sports Technology Market is segmented by Technology, Sport Type, Application, End-use and region. Based on Technology, the market is segmented into Devices, Esports, Smart Stadiums and Sports Analytics. Based on Sport Type, the market is segmented into Esports, Individual Sports and Team Sports. Based on Application, the market is segmented into Fan Engagement & Experience, In-game Performance Analysis, Sports Health & Safety and Training & Coaching. Based on End-use, the market is segmented into Sports Associations, Sports Clubs and Sports Leagues. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.
Driver of the Global Sports Technology Market
The Global Sports Technology market is primarily driven by the growing trend of data-driven decision-making in the sports realm and an escalating demand for sophisticated sports analysis. Teams, coaches, and analysts are increasingly leveraging technologies such as wearables, sensors, and software platforms to track player performance, enhance training programs, and secure a competitive edge. This shift towards adopting advanced technological solutions is reshaping how sporting organizations operate, allowing for more informed strategies and improved outcomes. As a result, the continued integration of innovative technologies into sports practices is expected to significantly boost the development and expansion of the global sports technology landscape.
Restraints in the Global Sports Technology Market
The Global Sports Technology market faces significant restraints primarily due to the high initial investment required for various components, including analytics platforms, virtual reality equipment, and wearable devices. These upfront costs can be a barrier for many organizations and individuals, particularly those with constrained budgets. Additionally, the ongoing expenses related to maintenance and necessary updates compound the financial burden, making it challenging for smaller companies or less affluent consumers to adopt and leverage sports technology solutions effectively. This situation ultimately limits the growth potential of the market by restricting access to advanced technologies for a broader audience.
Market Trends of the Global Sports Technology Market
The Global Sports Technology market is increasingly embracing blockchain technology as a vital trend, driving innovation across various segments such as ticketing, player contract management, and fan engagement initiatives. By leveraging blockchain, sports organizations can enhance transparency and security, significantly mitigating issues related to ticket fraud and counterfeit merchandise. This shift not only fosters greater trust among fans but also opens up new monetization opportunities through fan engagement tokens and digital collectibles. As sports technology providers align their strategies with blockchain advancements, they position themselves to capitalize on rising consumer demand for secure, transparent, and interactive sporting experiences.
Table of Contents
Introduction
Objectives of the Study
Scope of the Report
Definitions
Research Methodology
Information Procurement
Secondary & Primary Data Methods
Market Size Estimation
Market Assumptions & Limitations
Executive Summary
Global Market Outlook
Supply & Demand Trend Analysis
Segmental Opportunity Analysis
Market Dynamics & Outlook
Market Overview
Market Size
Market Dynamics
Drivers & Opportunities
Restraints & Challenges
Porters Analysis
Competitive rivalry
Threat of substitute
Bargaining power of buyers
Threat of new entrants
Bargaining power of suppliers
Key Market Insights
Key Success Factors
Degree of Competition
Top Investment Pockets
Market Ecosystem
Market Attractiveness Index, 2024
PESTEL Analysis
Macro-Economic Indicators
Value Chain Analysis
Pricing Analysis
Global Sports Technology Market Size by Technology & CAGR (2025-2032)
Market Overview
Devices
Digital Signage
Sports Cameras
Wearables
Esports
Media Rights
Sponsorships & Advertisements
Ticket Sales & Merchandise
Smart Stadiums
Building Automation
Event Management
Stadium & Public Security
Sports Analytics
Broadcast Management
Data Analysis & Interpretation
Fan Engagement
Health Assessment
Player Analysis
Team Performance Analysis
Video Analysis
Global Sports Technology Market Size by Sport Type & CAGR (2025-2032)
Market Overview
Esports
Individual Sports
Team Sports
Global Sports Technology Market Size by Application & CAGR (2025-2032)
Market Overview
Fan Engagement & Experience
In-game Performance Analysis
Sports Health & Safety
Training & Coaching
Global Sports Technology Market Size by End-use & CAGR (2025-2032)
Market Overview
Sports Associations
Sports Clubs
Sports Leagues
Global Sports Technology Market Size & CAGR (2025-2032)
North America (Technology, Sport Type, Application, End-use)
US
Canada
Europe (Technology, Sport Type, Application, End-use)
Germany
Spain
France
UK
Italy
Rest of Europe
Asia Pacific (Technology, Sport Type, Application, End-use)
China
India
Japan
South Korea
Rest of Asia-Pacific
Latin America (Technology, Sport Type, Application, End-use)
Brazil
Rest of Latin America
Middle East & Africa (Technology, Sport Type, Application, End-use)