The Europe Sports Technology Market is expected to witness market growth of 16.4% CAGR during the forecast period (2022-2028).
Sports trainers can assess and monitor performance in real-time using sensors that are attached to the body or woven into "smart clothing," which is activewear with sensing fibers. Nearly every aspect of the athlete can be measured, including temperature, hydration, even respiration, and heart rate. The trainer can use these real-time metrics to assess which areas each athlete needs to pay closer attention to.
Numerous facets of the field of sports training now use lasers and GPS. Trainers may evaluate the precise location, distance, velocity, and velocity of athletes to understand better where they can improve rather than relying solely on times and splits. Finding more complicated information improves performance while reducing stress and harm risk. Communication during training has also been enhanced due to apps like YouTube.
On YouTube, anyone can readily access and share countless hours of workouts and gameplay. Athletes and coaches can upload and watch the required films during practice or on their own time to support education through studying films or debating plays. Other tools, like My Fitness Pal, personal digital health, food, and exercise log that can be viewed on a smartphone or computer, have improved communication even further.
The region features some of the most prestigious sports tournaments across all categories, making the uses of Sports technology quite potential. The New England Patriots also manage season ticket holder loyalty utilizing a range of behavioral characteristics. Additionally, their algorithms consider aspects like game attendance, team merchandise purchases, attendance at exclusive events for season ticket holders, and attendance at events like concerts or soccer matches at Gillette Stadium.
The Germany market dominated the Europe 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 $3,145.4 million by 2028.The UK market is anticipated to grow at a CAGR of 15.5% during (2022 - 2028). Additionally, The France market is expected to exhibit a CAGR of 17.2% 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 Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.
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.
Sports trainers can assess and monitor performance in real-time using sensors that are attached to the body or woven into "smart clothing," which is activewear with sensing fibers. Nearly every aspect of the athlete can be measured, including temperature, hydration, even respiration, and heart rate. The trainer can use these real-time metrics to assess which areas each athlete needs to pay closer attention to.
Numerous facets of the field of sports training now use lasers and GPS. Trainers may evaluate the precise location, distance, velocity, and velocity of athletes to understand better where they can improve rather than relying solely on times and splits. Finding more complicated information improves performance while reducing stress and harm risk. Communication during training has also been enhanced due to apps like YouTube.
On YouTube, anyone can readily access and share countless hours of workouts and gameplay. Athletes and coaches can upload and watch the required films during practice or on their own time to support education through studying films or debating plays. Other tools, like My Fitness Pal, personal digital health, food, and exercise log that can be viewed on a smartphone or computer, have improved communication even further.
The region features some of the most prestigious sports tournaments across all categories, making the uses of Sports technology quite potential. The New England Patriots also manage season ticket holder loyalty utilizing a range of behavioral characteristics. Additionally, their algorithms consider aspects like game attendance, team merchandise purchases, attendance at exclusive events for season ticket holders, and attendance at events like concerts or soccer matches at Gillette Stadium.
The Germany market dominated the Europe 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 $3,145.4 million by 2028.The UK market is anticipated to grow at a CAGR of 15.5% during (2022 - 2028). Additionally, The France market is expected to exhibit a CAGR of 17.2% 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 Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.
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
- US
- Canada
- Mexico
- Rest of North America
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. Europe Sports Technology Market by Technology
Chapter 5. Europe Sports Technology Market by Sports Type
Chapter 6. Europe 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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