Comparing 12 vendors in Sports Technology across 0 criteria.
The Sports Technology Companies Quadrant is a comprehensive industry analysis that provides valuable insights into the global market for Sports Technology. This quadrant offers a detailed evaluation of key market players, technological advancements, product innovations, and emerging trends shaping the industry. MarketsandMarkets 360 Quadrants evaluated over 60 companies of which the Top 23 Sports Technology Companies were categorized and recognized as the quadrant leaders.
The increased focus on engaging with stadium visitors and the growing need for data-driven decisions The increasing pressure on teams to perform better, the growing appeal of esports technology, and the expanding usage of IoT technologies for the efficient management of stadium infrastructure are the primary factors propelling market expansion over the forecast period. However, the large upfront expenses and financial constraints associated with sports technology deployment are preventing the business from growing. Additionally, the advent of AI and ML technologies, the growth of sports leagues and events with substantial prize pools, the expanding use of AR and VR in sports, and the increasing reliance on real-time analysis are all expected to provide market participants with profitable growth opportunities over the forecast period.
The 360 Quadrant maps the Sports Technology companies based on criteria such as revenue, geographic presence, growth strategies, investments, and sales strategies for the market presence of the Sports Technology quadrant. The top criteria for product footprint evaluation included Technology (Smart stadiums, Wearables, Sports analytics, Sports cameras, Stadium analytics, Stadium robots, Smart equipment and Services), Platform (AI-based Platforms and Conventional Platforms) and end-user.
Key Players:
Some leading players in the Sports Technology Market comprise of Apple Inc. (US), SAMSUNG (South Korea), Alphabet Inc. (US), Garmin Ltd. (US), Huawei Technologies Co., Ltd. (China), Cisco Systems, Inc. (US), IBM (US), Johnson Controls (Ireland), Schneider Electric (France), Catapult (Australia), Amazon Web Services, Inc. (US), Hawk-Eye Innovations Ltd. (UK), Intel Corporation (US), Spiideo (Sweden), ExLService Holdings, Inc. (US), SAP SE (US), Oracle (US), and NEC Corporation (Japan), among others. These players have adopted various organic and inorganic growth strategies, such as new product launches, partnerships and collaborations, and mergers and acquisitions, to expand their presence in the Sports Technology market.
Intel Corporation
Intel creates technological solutions for a range of sectors. Client Computing, Data Center and AI (DCAI), Network and Edge (NEX), Mobileye, Intel Foundry Services (IFS), and All Other are the company's six business segments. The Network and Edge (NEX) sector, which includes Intel's smart stadium products, offers solutions such edge computing platforms, 5G infrastructure, and AI-driven analytics under the umbrella of its "intel IoT" offering. Stadiums can now provide cutting-edge, connected experiences due to these technologies, which also improve energy efficiency, security management, and fan engagement.
Samsung
Samsung is a leading global technology company known for its innovation in a number of fields. Device eXperience (DX), Device Solutions (DS), SDC, and Harman are the company's four business segments. Digital televisions, refrigerators, smartphones, and communication devices are the main products of the DX division. System large-scale integration (LSI), memory, and foundry operations are all included in the DS division. The Harman division offers audio systems solutions for a range of applications, while the SDC division manufactures display panel products. Samsung provides high-performance loudspeakers for touring, installations, and live events under its Harman division. Advanced line array systems, portable PA systems, and studio monitors for audio engineers and live sound pros are available from brands like JBL Professional.
Alphabet Inc.
Alphabet is the parent corporation of Google, which was established in August 2015. One of the leading companies in the world of technology, Google focuses on search, operating systems and platforms, enterprise and hardware solutions, and advertising. A comprehensive index of webpages and other online resources made accessible via its search engine is provided by its search component.Google Services, Google Cloud, and Other Bets are the three business divisions through which Alphabet reports its revenue. The corporation is a conglomerate, and Google Services accounts for the majority of its earnings. The term "Other Bets" refers to all companies that are not Google. In addition to providing the Android operating system and user content via Google Play, Google also provides online search and display advertising services.1.1 Study objectives
1.2 Market Definition
1.3 Market Scope
1.3.1 Market Segmentation and Regional Scope
1.3.2 Inclusions and Exclusions
1.3.3 Years Considered
1.3.4 Currency Considered
1.3.5 Units Considered
1.4 Stakeholders
2.1 INTRODUCTION
2.2 MARKET DYNAMICS
2.3 DRIVERS
2.3.1 Increasing focus on fan engagement at stadiums
2.3.2 Pressing need for data-driven decisions
2.3.3 Growing pressure to improve player/team performance
2.3.4 Surging adoption of esports technology
2.3.5 Rising implementation of IoT technologies for efficient management of stadium infrastructure
2.4 RESTRAINTS
2.4.1 High initial investments and budget constraints
2.5 OPPORTUNITIES
2.5.1 Advent of AI and ML technologies
2.5.2 Emergence of sports leagues and events with large prize pools
2.5.3 Increasing adoption of AR and VR in sports
2.5.4 Increasing reliance on real-time analysis
2.6 CHALLENGES
2.6.1 Lack of professionals with analytical skills
2.6.2 Complexities in upgrading and replacing legacy systems
2.7 VALUE CHAIN ANALYSIS
2.8 ECOSYSTEM ANALYSIS
2.9 INVESTMENT AND FUNDING SCENARIO
2.10 TECHNOLOGY ANALYSIS
2.10.1 KEY TECHNOLOGIES
2.10.2 COMPLEMENTARY TECHNOLOGIES
2.10.3 ADJACENT TECHNOLOGIES
3.1 Overview
3.2 Key Player Strategies/Right to Win, 2020–2024
3.3 Market Share Analysis, 2024
3.4 Revenue Analysis, 2019–2023
3.5 Company Valuation and Financial Metrics, 2024
3.6 Brand Comparison
3.7 Company Evaluation Matrix: Key Players, 2024
3.7.1 Stars
3.7.2 Emerging Leaders
3.7.3 Pervasive Players
3.7.4 Participants
3.8 Company Footprint: Key Players, 2024
3.8.1 Company Footprint
3.8.2 Region Footprint
3.8.3 Product type footprint
3.8.4 Customer interaction channel footprint
3.8.5 End User Footprint
3.9 Competitive Scenario
3.9.1 Product Launches & Enhancements
3.9.2 Deals
4.1 CISCO systems, inc.
4.1.1 Business overview
4.1.2 Products offered
4.1.3 Recent developments
4.1.4 MnM view
4.2 IBM
4.2.1 Business overview
4.2.2 Products offered
4.2.3 Recent developments
4.2.4 MnM view
4.3 Johnson controls
4.3.1 Business overview
4.3.2 Products offered
4.3.3 Recent developments
4.3.4 MnM view
4.4 Schneider Electric
4.4.1 Business overview
4.4.2 Products offered
4.4.3 Recent developments
4.4.4 MnM view
4.5 Verizon
4.5.1 Business overview
4.5.2 Products offered
4.5.3 Recent developments
4.5.4 MnM view
4.6 Honeywell International Inc.
4.6.1 Business overview
4.6.2 Products offered
4.6.3 Recent developments
4.6.4 MnM view
4.7 Huawei Technologies co., ltd.
4.7.1 Business overview
4.7.2 Products offered
4.7.3 Recent developments
4.7.4 MnM view
4.8 Intel Corporation
4.8.1 Business overview
4.8.2 Products offered
4.8.3 MnM view
4.9 NEC Corporation
4.9.1 Business overview
4.9.2 Products offered
4.9.3 Recent developments
4.9.4 MnM view
4.10 Telefonaktiebolaget LM Ericsson
4.10.1 Business overview
4.10.2 Products offered
4.10.3 MnM view
4.11 T-Mobile USA, Inc.
4.11.1 Business overview
4.11.2 Products offered
4.11.3 Recent developments
4.11.4 MnM view
4.12 Vodafone Group
4.12.1 Business overview
4.12.2 Products offered
4.12.3 Recent developments
4.12.4 MnM view
4.13 Tech Mahindra Limited
4.13.1 Business overview
4.13.2 Products offered
4.13.3 Recent developments
4.13.4 MnM view
4.14 VIX Technology
4.14.1 Business overview
4.14.2 Products offered
4.14.3 Recent developments
4.14.4 MnM view
4.15 Fujitsu
4.15.1 Business overview
4.13.2 Products offered
4.15.3 Recent developments
4.15.4 MnM view
4.16 Extreme Networks
4.16.1 Business overview
4.16.2 Products offered
4.16.3 Recent developments
4.16.4 MnM view
4.17 Evolv Technologies, Inc.
4.17.1 Business overview
4.17.2 Products offered
4.17.3 Recent developments
4.17.4 MnM view
4.18 Hawk-eye Innovations Ltd.
4.18.1 Business overview
4.18.2 Products offered
4.18.3 Recent developments
4.18.4 MnM view
4.19 AIFI Inc.
4.19.1 Business overview
4.19.2 Products offered
4.19.3 Recent developments
4.19.4 MnM view
4.20 AT&T
4.20.1 Business overview
4.20.2 Products offered
4.20.3 Recent developments
4.20.4 MnM view
4.21 Nippon Telegraph and Telephone Corporation
4.21.1 Business overview
4.21.2 Products offered
4.21.3 Recent developments
4.21.4 MnM view
4.22 ATOS
4.22.1 Business overview
4.22.2 Products offered
4.22.3 Recent developments
4.22.4 MnM view
4.21 NXP Semiconductors
4.21.1 Business overview
4.21.2 Products offered
4.21.3 Recent developments
4.21.4 MnM view
4.22 Lumen Technologies
4.22.1 Business overview
4.22.2 Products offered
4.22.3 Recent developments
4.22.4 MnM view
4.23 Telefónica S.A.
4.23.1 Business overview
4.23.2 Products offered
4.23.3 Recent developments
4.23.4 MnM view
Sports technology refers to the application of technological innovations to improve athletic performance, enhance training, increase fan engagement, and optimize the business side of sports. This includes wearable devices, smart equipment, analytics software, VR training, and more.
Wearable devices like fitness trackers, smartwatches, and heart rate monitors provide real-time data on an athlete’s physical condition, such as heart rate, distance traveled, steps taken, sleep quality, and muscle strain. This information can help coaches and athletes optimize training, prevent injuries, and track performance progress.
Sports analytics is the use of data and statistical analysis to evaluate performance, strategies, and tactics in sports. Teams and coaches analyze data on player performance, team dynamics, and even game conditions to make informed decisions, develop strategies, and gain competitive advantages.
Virtual reality is used in sports for immersive training experiences, such as simulating game situations to help athletes practice decision-making, reaction times, and situational awareness. It can also be used for fan engagement, providing virtual stadium tours or interactive experiences.
AI is used to analyze large amounts of data to predict outcomes, optimize training plans, and improve tactics. It can also be used in video analysis to track player movements, identify patterns, and even referee decisions (like in VAR technology in soccer).
Biomechanics focuses on studying the mechanical aspects of body movements. In sports technology, biomechanics helps to analyze and optimize an athlete’s movements for better performance and injury prevention. Technologies like motion capture and force plates are often used in biomechanical assessments.
The future of sports technology may include advancements in AI-driven performance analysis, more interactive fan experiences using AR/VR, bio-tracking wearables, and the continued use of data-driven decision-making. Other possibilities include advancements in equipment materials and robotics for injury rehabilitation.