Sport App Market Size, Share, and Trends 2025 to 2034

The global sport app market size is calculated at USD 5.32 billion in 2025 and is forecasted to reach around USD 13.22 billion by 2034, accelerating at a CAGR of 10.64% from 2025 to 2034. The North America market size surpassed USD 1.78 billion in 2024 and is expanding at a CAGR of 10.79% during the forecast period. The market sizing and forecasts are revenue-based (USD Million/Billion), with 2024 as the base year.

Last Updated : July 2025  |  Report Code : 6379  |  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

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 Sport App Market 

5.1. COVID-19 Landscape: Sport App 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 Sport App Market, By Type of App

8.1. Sport App Market, by Type of App

8.1.1. Fitness & Training Apps (Largest)

8.1.1.1. Market Revenue and Forecast

8.1.2. Fantasy Sports Apps

8.1.2.1. Market Revenue and Forecast

8.1.3. Live Sports Streaming Apps

8.1.3.1. Market Revenue and Forecast

8.1.4. Team & Player Management Apps

8.1.4.1. Market Revenue and Forecast

8.1.5. Sports Betting Apps

8.1.5.1. Market Revenue and Forecast

8.1.6. Fan Engagement & Social Sports Apps

8.1.6.1. Market Revenue and Forecast

Chapter 9. Global Sport App Market, By Sports Category

9.1. Sport App Market, by Sports Category

9.1.1. General Fitness & Multiple Sports Apps

9.1.1.1. Market Revenue and Forecast

9.1.2. Football/Soccer Apps

9.1.2.1. Market Revenue and Forecast

9.1.3. Cricket Apps

9.1.3.1. Market Revenue and Forecast

9.1.4. Running & Cycling Apps

9.1.4.1. Market Revenue and Forecast

9.1.5. Basketball Apps

9.1.5.1. Market Revenue and Forecast

9.1.6. Tennis & Racket Sports Apps

9.1.6.1. Market Revenue and Forecast

9.1.7. Winter and Extreme Sports Apps

9.1.7.1. Market Revenue and Forecast

Chapter 10. Global Sport App Market, By User Type 

10.1. Sport App Market, by User Type

10.1.1. Consumers (Amateurs, Fitness Enthusiasts)

10.1.1.1. Market Revenue and Forecast

10.1.2. Professional Athletes & Teams

10.1.2.1. Market Revenue and Forecast

10.1.3. Sports Fans

10.1.3.1. Market Revenue and Forecast

10.1.4. Coaches & Trainers

10.1.4.1. Market Revenue and Forecast

10.1.5. Sports Organisations & Broadcasters

10.1.5.1. Market Revenue and Forecast

Chapter 11. Global Sport App Market, By Platform

11.1. Sport App Market, by Platform

11.1.1. Mobile Apps (iOS/Android)

11.1.1.1. Market Revenue and Forecast

11.1.2. Wearable-Integrated Apps

11.1.2.1. Market Revenue and Forecast

11.1.3. Web/Desktop Apps

11.1.3.1. Market Revenue and Forecast

Chapter 12. Global Sport App Market, By Revenue Model

12.1. Sport App Market, by Revenue Model

12.1.1. Freemium (Free + Premium Features)

12.1.1.1. Market Revenue and Forecast

12.1.2. Subscription-Based

12.1.2.1. Market Revenue and Forecast

12.1.3. In-App Purchases

12.1.3.1. Market Revenue and Forecast

12.1.4. Advertising-Supported

12.1.4.1. Market Revenue and Forecast

12.1.5. Pay-Per-View / Paywall

12.1.5.1. Market Revenue and Forecast

Chapter 13. Global Sport App Market, Regional Estimates and Trend Forecast

13.1. North America

13.1.1. Market Revenue and Forecast, by Type of App

13.1.2. Market Revenue and Forecast, by Sports Category

13.1.3. Market Revenue and Forecast, by User Type

13.1.4. Market Revenue and Forecast, by Platform

13.1.5. Market Revenue and Forecast, by Revenue Model

13.1.6. U.S.

13.1.6.1. Market Revenue and Forecast, by Type of App

13.1.6.2. Market Revenue and Forecast, by Sports Category

13.1.6.3. Market Revenue and Forecast, by User Type

13.1.6.4. Market Revenue and Forecast, by Platform

13.1.6.5. Market Revenue and Forecast, by Revenue Model  

13.1.7. Rest of North America

13.1.7.1. Market Revenue and Forecast, by Type of App

13.1.7.2. Market Revenue and Forecast, by Sports Category

13.1.7.3. Market Revenue and Forecast, by User Type

13.1.7.4. Market Revenue and Forecast, by Platform

13.1.7.5. Market Revenue and Forecast, by Revenue Model

13.2. Europe

13.2.1. Market Revenue and Forecast, by Type of App

13.2.2. Market Revenue and Forecast, by Sports Category

13.2.3. Market Revenue and Forecast, by User Type

13.2.4. Market Revenue and Forecast, by Platform  

13.2.5. Market Revenue and Forecast, by Revenue Model  

13.2.6. UK

13.2.6.1. Market Revenue and Forecast, by Type of App

13.2.6.2. Market Revenue and Forecast, by Sports Category

13.2.6.3. Market Revenue and Forecast, by User Type

13.2.7. Market Revenue and Forecast, by Platform  

13.2.8. Market Revenue and Forecast, by Revenue Model  

13.2.9. Germany

13.2.9.1. Market Revenue and Forecast, by Type of App

13.2.9.2. Market Revenue and Forecast, by Sports Category

13.2.9.3. Market Revenue and Forecast, by User Type

13.2.10. Market Revenue and Forecast, by Platform

13.2.11. Market Revenue and Forecast, by Revenue Model

13.2.12. France

13.2.12.1. Market Revenue and Forecast, by Type of App

13.2.12.2. Market Revenue and Forecast, by Sports Category

13.2.12.3. Market Revenue and Forecast, by User Type

13.2.12.4. Market Revenue and Forecast, by Platform

13.2.13. Market Revenue and Forecast, by Revenue Model

13.2.14. Rest of Europe

13.2.14.1. Market Revenue and Forecast, by Type of App

13.2.14.2. Market Revenue and Forecast, by Sports Category

13.2.14.3. Market Revenue and Forecast, by User Type

13.2.14.4. Market Revenue and Forecast, by Platform

13.2.15. Market Revenue and Forecast, by Revenue Model

13.3. APAC

13.3.1. Market Revenue and Forecast, by Type of App

13.3.2. Market Revenue and Forecast, by Sports Category

13.3.3. Market Revenue and Forecast, by User Type

13.3.4. Market Revenue and Forecast, by Platform

13.3.5. Market Revenue and Forecast, by Revenue Model

13.3.6. India

13.3.6.1. Market Revenue and Forecast, by Type of App

13.3.6.2. Market Revenue and Forecast, by Sports Category

13.3.6.3. Market Revenue and Forecast, by User Type

13.3.6.4. Market Revenue and Forecast, by Platform

13.3.7. Market Revenue and Forecast, by Revenue Model

13.3.8. China

13.3.8.1. Market Revenue and Forecast, by Type of App

13.3.8.2. Market Revenue and Forecast, by Sports Category

13.3.8.3. Market Revenue and Forecast, by User Type

13.3.8.4. Market Revenue and Forecast, by Platform

13.3.9. Market Revenue and Forecast, by Revenue Model

13.3.10. Japan

13.3.10.1. Market Revenue and Forecast, by Type of App

13.3.10.2. Market Revenue and Forecast, by Sports Category

13.3.10.3. Market Revenue and Forecast, by User Type

13.3.10.4. Market Revenue and Forecast, by Platform

13.3.10.5. Market Revenue and Forecast, by Revenue Model

13.3.11. Rest of APAC

13.3.11.1. Market Revenue and Forecast, by Type of App

13.3.11.2. Market Revenue and Forecast, by Sports Category

13.3.11.3. Market Revenue and Forecast, by User Type

13.3.11.4. Market Revenue and Forecast, by Platform

13.3.11.5. Market Revenue and Forecast, by Revenue Model

13.4. MEA

13.4.1. Market Revenue and Forecast, by Type of App

13.4.2. Market Revenue and Forecast, by Sports Category

13.4.3. Market Revenue and Forecast, by User Type

13.4.4. Market Revenue and Forecast, by Platform

13.4.5. Market Revenue and Forecast, by Revenue Model

13.4.6. GCC

13.4.6.1. Market Revenue and Forecast, by Type of App

13.4.6.2. Market Revenue and Forecast, by Sports Category

13.4.6.3. Market Revenue and Forecast, by User Type

13.4.6.4. Market Revenue and Forecast, by Platform

13.4.7. Market Revenue and Forecast, by Revenue Model

13.4.8. North Africa

13.4.8.1. Market Revenue and Forecast, by Type of App

13.4.8.2. Market Revenue and Forecast, by Sports Category

13.4.8.3. Market Revenue and Forecast, by User Type

13.4.8.4. Market Revenue and Forecast, by Platform

13.4.9. Market Revenue and Forecast, by Revenue Model

13.4.10. South Africa

13.4.10.1. Market Revenue and Forecast, by Type of App

13.4.10.2. Market Revenue and Forecast, by Sports Category

13.4.10.3. Market Revenue and Forecast, by User Type

13.4.10.4. Market Revenue and Forecast, by Platform

13.4.10.5. Market Revenue and Forecast, by Revenue Model

13.4.11. Rest of MEA

13.4.11.1. Market Revenue and Forecast, by Type of App

13.4.11.2. Market Revenue and Forecast, by Sports Category

13.4.11.3. Market Revenue and Forecast, by User Type

13.4.11.4. Market Revenue and Forecast, by Platform

13.4.11.5. Market Revenue and Forecast, by Revenue Model

13.5. Latin America

13.5.1. Market Revenue and Forecast, by Type of App

13.5.2. Market Revenue and Forecast, by Sports Category

13.5.3. Market Revenue and Forecast, by User Type

13.5.4. Market Revenue and Forecast, by Platform

13.5.5. Market Revenue and Forecast, by Revenue Model

13.5.6. Brazil

13.5.6.1. Market Revenue and Forecast, by Type of App

13.5.6.2. Market Revenue and Forecast, by Sports Category

13.5.6.3. Market Revenue and Forecast, by User Type

13.5.6.4. Market Revenue and Forecast, by Platform

13.5.7. Market Revenue and Forecast, by Revenue Model

13.5.8. Rest of LATAM

13.5.8.1. Market Revenue and Forecast, by Type of App

13.5.8.2. Market Revenue and Forecast, by Sports Category

13.5.8.3. Market Revenue and Forecast, by User Type

13.5.8.4. Market Revenue and Forecast, by Platform

13.5.8.5. Market Revenue and Forecast, by Revenue Model

Chapter 14. Company Profiles

14.1. Nike Training Club

14.1.1. Company Overview

14.1.2. Product Offerings

14.1.3. Financial Performance

14.1.4. Recent Initiatives

14.2. Strava

14.2.1. Company Overview

14.2.2. Product Offerings

14.2.3. Financial Performance

14.2.4. Recent Initiatives

14.3. Adidas Running (Runtastic)

14.3.1. Company Overview

14.3.2. Product Offerings

14.3.3. Financial Performance

14.3.4. Recent Initiatives

14.4. MyFitnessPal

14.4.1. Company Overview

14.4.2. Product Offerings

14.4.3. Financial Performance

14.4.4. Recent Initiatives

14.5. Under Armour (MapMyRun, MapMyFitness)

14.5.1. Company Overview

14.5.2. Product Offerings

14.5.3. Financial Performance

14.5.4. Recent Initiatives

14.6. ESPN App

14.6.1. Company Overview

14.6.2. Product Offerings

14.6.3. Financial Performance

14.6.4. Recent Initiatives

14.7. CBS Sports

14.7.1. Company Overview

14.7.2. Product Offerings

14.7.3. Financial Performance

14.7.4. Recent Initiatives

14.8. DAZN

14.8.1. Company Overview

14.8.2. Product Offerings

14.8.3. Financial Performance

14.8.4. Recent Initiatives

14.9. Dream11

14.9.1. Company Overview

14.9.2. Product Offerings

14.9.3. Financial Performance

14.9.4. Recent Initiatives

14.10. FanDuel

14.10.1. Company Overview

14.10.2. Product Offerings

14.10.3. Financial Performance

14.10.4. Recent Initiatives

Chapter 15. Research Methodology

15.1. Primary Research

15.2. Secondary Research

15.3. Assumptions

Chapter 16. Appendix

16.1. About Us

16.2. Glossary of Terms

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Frequently Asked Questions

The sport app market size is expected to increase from USD 4.81 billion in 2024 to USD 13.22 billion by 2034.

The sport app market is expected to grow at a compound annual growth rate (CAGR) of around 10.64% from 2025 to 2034.

The major players in the sport app market include Nike Training Club, Strava, Adidas Running (Runtastic), MyFitnessPal, Under Armour (MapMyRun, MapMyFitness), ESPN App, CBS Sports, DAZN, Dream11, FanDuel, Zova, Coach’s Eye, TeamSnap, Hudl, Bleacher Report, OneFootball, WHOOP, Betradar, SofaScore, and Kooora App.

The driving factors of the sport app market are the increasing popularity of esports and fantasy sports, live sports streaming services, penetration of reliable internet connectivity, and increasing awareness regarding health and fitness.

North America region will lead the global sport app market during the forecast period 2025 to 2034.

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