The Asia Pacific Sports Technology Market is expected to witness market growth of 17.4% CAGR during the forecast period (2022-2028).
This service, which functions like a social networking platform but is geared toward exercise, allows athletes, coaches, and trainers to communicate with each other using the patient data they submit. Sports are increasingly utilizing technology. Modern technologies, for instance, are used in football for a variety of objectives, such as assisting referees in making decisions and monitoring athletes' performance throughout a game to help the coach develop the practice schedule and game strategy.
"Goal-line technology" is one of the most well-known and current football technologies. To assist the referee, it is used to evaluate if a ball has passed the goal line. Instead, many types of equipment have been developed in recent years for measuring athletes' performance throughout a football game. The global positioning system (GPS), accelerometer, and gyroscope sensors, which are used to describe the athletes' movement and physical demands, were connected with wearable devices that can measure heart rate.
These new technologies can therefore estimate the number of collisions and hops that take place during a game. Athletic trainers use these data to create training plans that are specific to each athlete's needs during the preseason and the regular season. For instance, several technologies have been developed to improve the game's physiological and psychological components.
The top professional goes player from South Korea, Lee Sedol, and the Chinese go master Ke Jie were both defeated by AlphaGo, Google DeepMind's AI Go-playing computer, in 2016 and 2017, respectively. Due to the extensive use of AI technology in the board game, Go, AI-playing algorithms have been used to improve players' skills. To maximize human potential, AI has been included in every facet of the Go game, including competition, training, learning, research, and instructions.
The China market dominated the Asia Pacific Sports Technology Market by Country in 2021, and is expected to continue to be a dominant market till 2028; thereby, achieving a market value of $3,769.1 million by 2028.The Japan market is estimated to grow a CAGR of 16.7% during (2022 - 2028). Additionally, The India market is expected to experience a CAGR of 18.1% during (2022 - 2028).
Based on Technology, the market is segmented into Smart Stadiums, Device, Sports Analytics and eSports. Based on Smart Stadiums Offering, the market is segmented into Software and Services. Based on Devices Type, the market is segmented into Digital Signage & Sports Camera and Wearables. Based on Sports Type, the market is segmented into Soccer, Basketball, Cricket, Baseball, Rugby, Tennis, Esports and Others. Based on countries, the market is segmented into China, Japan, India, Australia, South Korea, Malaysia, and Rest of Asia Pacific.
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Fujitsu Limited, LG Electronics, Inc. (LG Corporation), Sharp Corporation, Oracle Corporation, IBM Corporation, Cisco Systems, Inc., Samsung Electronics Co., Ltd. (Samsung Group), Ericsson AB , NEC Corporation, and SAP SE.
This service, which functions like a social networking platform but is geared toward exercise, allows athletes, coaches, and trainers to communicate with each other using the patient data they submit. Sports are increasingly utilizing technology. Modern technologies, for instance, are used in football for a variety of objectives, such as assisting referees in making decisions and monitoring athletes' performance throughout a game to help the coach develop the practice schedule and game strategy.
"Goal-line technology" is one of the most well-known and current football technologies. To assist the referee, it is used to evaluate if a ball has passed the goal line. Instead, many types of equipment have been developed in recent years for measuring athletes' performance throughout a football game. The global positioning system (GPS), accelerometer, and gyroscope sensors, which are used to describe the athletes' movement and physical demands, were connected with wearable devices that can measure heart rate.
These new technologies can therefore estimate the number of collisions and hops that take place during a game. Athletic trainers use these data to create training plans that are specific to each athlete's needs during the preseason and the regular season. For instance, several technologies have been developed to improve the game's physiological and psychological components.
The top professional goes player from South Korea, Lee Sedol, and the Chinese go master Ke Jie were both defeated by AlphaGo, Google DeepMind's AI Go-playing computer, in 2016 and 2017, respectively. Due to the extensive use of AI technology in the board game, Go, AI-playing algorithms have been used to improve players' skills. To maximize human potential, AI has been included in every facet of the Go game, including competition, training, learning, research, and instructions.
The China market dominated the Asia Pacific Sports Technology Market by Country in 2021, and is expected to continue to be a dominant market till 2028; thereby, achieving a market value of $3,769.1 million by 2028.The Japan market is estimated to grow a CAGR of 16.7% during (2022 - 2028). Additionally, The India market is expected to experience a CAGR of 18.1% during (2022 - 2028).
Based on Technology, the market is segmented into Smart Stadiums, Device, Sports Analytics and eSports. Based on Smart Stadiums Offering, the market is segmented into Software and Services. Based on Devices Type, the market is segmented into Digital Signage & Sports Camera and Wearables. Based on Sports Type, the market is segmented into Soccer, Basketball, Cricket, Baseball, Rugby, Tennis, Esports and Others. Based on countries, the market is segmented into China, Japan, India, Australia, South Korea, Malaysia, and Rest of Asia Pacific.
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Fujitsu Limited, LG Electronics, Inc. (LG Corporation), Sharp Corporation, Oracle Corporation, IBM Corporation, Cisco Systems, Inc., Samsung Electronics Co., Ltd. (Samsung Group), Ericsson AB , NEC Corporation, and SAP SE.
Scope of the Study
Market Segments Covered in the Report:
By Technology- Smart Stadiums
- Software
- Services
- Device
- Digital Signage & Sports Camera
- Wearables
- Sports Analytics
- eSports
- Soccer
- Basketball
- Cricket
- Baseball
- Rugby
- Tennis
- Esports
- Others
- China
- Japan
- India
- South Korea
- Australia
- Malaysia
- Rest of Asia Pacific
Key Market Players
List of Companies Profiled in the Report:
- Fujitsu Limited
- LG Electronics, Inc. (LG Corporation)
- Sharp Corporation
- Oracle Corporation
- IBM Corporation
- Cisco Systems, Inc.
- Samsung Electronics Co., Ltd. (Samsung Group)
- Ericsson AB
- NEC Corporation
- SAP SE
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Table of Contents
Chapter 1. Market Scope & Methodology
Chapter 2. Market Overview
Chapter 3. Competition Analysis - Global
Chapter 4. Asia Pacific Sports Technology Market by Technology
Chapter 5. Asia Pacific Sports Technology Market by Sports Type
Chapter 6. Asia Pacific Sports Technology Market by Country
Chapter 7. Company Profiles
Companies Mentioned
- Fujitsu Limited
- LG Electronics, Inc. (LG Corporation)
- Sharp Corporation
- Oracle Corporation
- IBM Corporation
- Cisco Systems, Inc.
- Samsung Electronics Co., Ltd. (Samsung Group)
- Ericsson AB
- NEC Corporation
- SAP SE
Methodology
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