Sports Technology Market Size, Share, and Trends 2025 to 2034

The sports technology market is evolving rapidly, driven by the rising demand for immersive fan experiences, performance analytics, and smart stadium solutions. Valued at USD 17.81 billion in 2024 and projected to grow at a CAGR of 20.81% through 2034, this market is powered by advancements in AR/VR, wearable devices, and data-driven insights that are transforming both the athlete and spectator experience

Last Updated : July 2025  |  Report Code : 4965  |  Category : ICT  |  Format : PDF / PPT / Excel

Chapter 1. Introduction

1.1. Research Objective

1.2. Scope of the Study

1.3. Definition

Chapter 2. Research Methodology (Premium Insights)

2.1. Research Approach

2.2. Data Sources

2.3. Assumptions & Limitations

Chapter 3. Executive Summary

3.1. Market Snapshot

Chapter 4. Market Variables and Scope 

4.1. Introduction

4.2. Market Classification and Scope

4.3. Industry Value Chain Analysis

4.3.1. Raw Material Procurement Analysis 

4.3.2. Sales and Distribution Channel Analysis

4.3.3. Downstream Buyer Analysis

Chapter 5. COVID 19 Impact on Sports Technology Market 

5.1. COVID-19 Landscape: Sports Technology Industry Impact

5.2. COVID 19 - Impact Assessment for the Industry

5.3. COVID 19 Impact: Global Major Government Policy

5.4. Market Trends and Opportunities in the COVID-19 Landscape

6.1. Market Dynamics

6.1.1. Market Drivers

6.1.2. Market Restraints

6.1.3. Market Opportunities

6.2. Porter’s Five Forces Analysis

6.2.1. Bargaining power of suppliers

6.2.2. Bargaining power of buyers

6.2.3. Threat of substitute

6.2.4. Threat of new entrants

6.2.5. Degree of competition

Chapter 7. Competitive Landscape

7.1.1. Company Market Share/Positioning Analysis

7.1.2. Key Strategies Adopted by Players

7.1.3. Vendor Landscape

7.1.3.1. List of Suppliers

7.1.3.2. List of Buyers

Chapter 8. Global Sports Technology Market, By Type

8.1. Sports Technology Market, by Type

8.1.1 Smart Stadium

8.1.1.1. Market Revenue and Forecast

8.1.2. Analytics & Statistics

8.1.2.1. Market Revenue and Forecast

8.1.3. Devices

8.1.3.1. Market Revenue and Forecast

8.1.4. Esports

8.1.4.1. Market Revenue and Forecast

Chapter 9. Global Sports Technology Market, By Sports

9.1. Sports Technology Market, by Sports

9.1.1. Soccer

9.1.1.1. Market Revenue and Forecast

9.1.2. Cricket

9.1.2.1. Market Revenue and Forecast

9.1.3. American Football/Rugby

9.1.3.1. Market Revenue and Forecast

9.1.4. Baseball

9.1.4.1. Market Revenue and Forecast

9.1.5. Basketball

9.1.5.1. Market Revenue and Forecast

9.1.6. Golf

9.1.6.1. Market Revenue and Forecast

9.1.7. Ice Hockey

9.1.7.1. Market Revenue and Forecast

9.1.8. Tennis

9.1.8.1. Market Revenue and Forecast

9.1.9. Others

9.1.9.1. Market Revenue and Forecast

Chapter 10. Global Sports Technology Market, By End-user 

10.1. Sports Technology Market, by End-user

10.1.1. Sports Leagues

10.1.1.1. Market Revenue and Forecast

10.1.2. Sports Clubs

10.1.2.1. Market Revenue and Forecast

10.1.3. Sports Associations

10.1.3.1. Market Revenue and Forecast

10.1.4. Others

10.1.4.1. Market Revenue and Forecast

Chapter 11. Global Sports Technology Market, Regional Estimates and Trend Forecast

11.1. North America

11.1.1. Market Revenue and Forecast, by Type

11.1.2. Market Revenue and Forecast, by Sports

11.1.3. Market Revenue and Forecast, by End-user

11.1.4. U.S.

11.1.4.1. Market Revenue and Forecast, by Type

11.1.4.2. Market Revenue and Forecast, by Sports

11.1.4.3. Market Revenue and Forecast, by End-user

11.1.5. Rest of North America

11.1.5.1. Market Revenue and Forecast, by Type

11.1.5.2. Market Revenue and Forecast, by Sports

11.1.5.3. Market Revenue and Forecast, by End-user

11.2. Europe

11.2.1. Market Revenue and Forecast, by Type

11.2.2. Market Revenue and Forecast, by Sports

11.2.3. Market Revenue and Forecast, by End-user

11.2.4. UK

11.2.4.1. Market Revenue and Forecast, by Type

11.2.4.2. Market Revenue and Forecast, by Sports

11.2.4.3. Market Revenue and Forecast, by End-user

11.2.5. Germany

11.2.5.1. Market Revenue and Forecast, by Type

11.2.5.2. Market Revenue and Forecast, by Sports

11.2.5.3. Market Revenue and Forecast, by End-user

11.2.6. France

11.2.6.1. Market Revenue and Forecast, by Type

11.2.6.2. Market Revenue and Forecast, by Sports

11.2.6.3. Market Revenue and Forecast, by End-user

11.2.7. Rest of Europe

11.2.7.1. Market Revenue and Forecast, by Type

11.2.7.2. Market Revenue and Forecast, by Sports

11.2.7.3. Market Revenue and Forecast, by End-user

11.3. APAC

11.3.1. Market Revenue and Forecast, by Type

11.3.2. Market Revenue and Forecast, by Sports

11.3.3. Market Revenue and Forecast, by End-user

11.3.4. India

11.3.4.1. Market Revenue and Forecast, by Type

11.3.4.2. Market Revenue and Forecast, by Sports

11.3.4.3. Market Revenue and Forecast, by End-user

11.3.5. China

11.3.5.1. Market Revenue and Forecast, by Type

11.3.5.2. Market Revenue and Forecast, by Sports

11.3.5.3. Market Revenue and Forecast, by End-user

11.3.6. Japan

11.3.6.1. Market Revenue and Forecast, by Type

11.3.6.2. Market Revenue and Forecast, by Sports

11.3.6.3. Market Revenue and Forecast, by End-user

11.3.7. Rest of APAC

11.3.7.1. Market Revenue and Forecast, by Type

11.3.7.2. Market Revenue and Forecast, by Sports

11.3.7.3. Market Revenue and Forecast, by End-user

11.4. MEA

11.4.1. Market Revenue and Forecast, by Type

11.4.2. Market Revenue and Forecast, by Sports

11.4.3. Market Revenue and Forecast, by End-user

11.4.4. GCC

11.4.4.1. Market Revenue and Forecast, by Type

11.4.4.2. Market Revenue and Forecast, by Sports

11.4.4.3. Market Revenue and Forecast, by End-user

11.4.5. North Africa

11.4.5.1. Market Revenue and Forecast, by Type

11.4.5.2. Market Revenue and Forecast, by Sports

11.4.5.3. Market Revenue and Forecast, by End-user

11.4.6. South Africa

11.4.6.1. Market Revenue and Forecast, by Type

11.4.6.2. Market Revenue and Forecast, by Sports

11.4.6.3. Market Revenue and Forecast, by End-user

11.4.7. Rest of MEA

11.4.7.1. Market Revenue and Forecast, by Type

11.4.7.2. Market Revenue and Forecast, by Sports

11.4.7.3. Market Revenue and Forecast, by End-user

11.5. Latin America

11.5.1. Market Revenue and Forecast, by Type

11.5.2. Market Revenue and Forecast, by Sports

11.5.3. Market Revenue and Forecast, by End-user

11.5.4. Brazil

11.5.4.1. Market Revenue and Forecast, by Type

11.5.4.2. Market Revenue and Forecast, by Sports

11.5.4.3. Market Revenue and Forecast, by End-user

11.5.5. Rest of LATAM

11.5.5.1. Market Revenue and Forecast, by Type

11.5.5.2. Market Revenue and Forecast, by Sports

11.5.5.3. Market Revenue and Forecast, by End-user

Chapter 12. Company Profiles

12.1. Genius Sports

12.1.1. Company Overview

12.1.2. Product Offerings

12.1.3. Financial Performance

12.1.4. Recent Initiatives

12.2. Whoop

12.2.1. Company Overview

12.2.2. Product Offerings

12.2.3. Financial Performance

12.2.4. Recent Initiatives

12.3. Stupa Sports Analytics

12.3.1. Company Overview

12.3.2. Product Offerings

12.3.3. Financial Performance

12.3.4. Recent Initiatives

12.4. Catapult Sports

12.4.1. Company Overview

12.4.2. Product Offerings

12.4.3. Financial Performance

12.4.4. Recent Initiatives

12.5. Kitman Labs Limited

12.5.1. Company Overview

12.5.2. Product Offerings

12.5.3. Financial Performance

12.5.4. Recent Initiatives

12.6. Pixellot

12.6.1. Company Overview

12.6.2. Product Offerings

12.6.3. Financial Performance

12.6.4. Recent Initiatives

12.7. Adidas

12.7.1. Company Overview

12.7.2. Product Offerings

12.7.3. Financial Performance

12.7.4. Recent Initiatives

12.8. Hudl

12.8.1. Company Overview

12.8.2. Product Offerings

12.8.3. Financial Performance

12.8.4. Recent Initiatives

12.9. Deloitte

12.9.1. Company Overview

12.9.2. Product Offerings

12.9.3. Financial Performance

12.9.4. Recent Initiatives

12.10. Panasonic

12.10.1. Company Overview

12.10.2. Product Offerings

12.10.3. Financial Performance

12.10.4. Recent Initiatives

Chapter 13. Research Methodology

13.1. Primary Research

13.2. Secondary Research

13.3. Assumptions

Chapter 14. Appendix

14.1. About Us

14.2. Glossary of Terms

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Frequently Asked Questions

The global sports technology market size is expected to increase USD 117.93 billion by 2034 from USD 17.81 billion in 2024.

The sports technology market is anticipated to grow at a CAGR of over 20.81% between 2025 and 2034.

The major players operating in the sports technology market are Genius Sports, Whoop, Stupa Sports Analytics, Catapult Sports, Kitman Labs Limited, Pixellot, Adidas, Hudl, Deloitte, Panasonic, Sony, Telemetry Sports, Nextiles, VALD Performance, Strava, Stack Sports, and Others.

The driving factors of the sports technology market are the increasing competition among athletes and increasing engagement of audience.

Europe region will lead the global sports technology market during the forecast period 2025 to 2034.

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