Sports Tech Market Size & Share Analysis - Growth Trends & Forecasts (2025 - 2030)

Sports Tech Market is Segmented by Technology Type (Wearable Sensors and Devices, Smart Stadium and Venue Solutions, and More), Sports Type (Football, Cricket, Baseball, Basketball, and More), End-User (Professional Teams and Leagues, Colleges and Universities, Sports Associations and Federations, Broadcasters and Media Networks, Fans / Consumers), Geography. The Market Forecasts are Provided in Terms of Value (USD).

Sports Tech Market Size and Share

Image © Mordor Intelligence. Reuse requires attribution under CC BY 4.0.

Compare market size and growth of Sports Tech Market with other markets in Technology, Media and Telecom Industry

Sports Tech Market Analysis by Mordor Intelligence

The Sports Tech Market size is estimated at USD 22.86 billion in 2025, and is expected to reach USD 60.49 billion by 2030, at a CAGR of 21.49% during the forecast period (2025-2030).

Momentum originates from three converging forces: 5G reaching private-network economics, edge servers moving analytics on-premise, and subscription software replacing one-off device sales. Stadium operators now treat connectivity, point-of-sale, and security as one backbone, creating a clear path for augmented-reality navigation and cashier-less concessions. Clubs renew data analytics licenses each season instead of replacing wearables every few years, so suppliers secure recurring revenue. Interoperability concerns persist, but published API roadmaps are winning bids, shifting power toward solution suites. By 2030, more than half of all revenue is expected outside North America as Asia-Pacific, buoyed by cricket, esports, and mobile commerce, leapfrogs retrofit-heavy regions.

Key Report Takeaways

  • By technology type, wearables led with roughly one-third of 2024 revenue, while esports platforms are projected to expand at a 26.5% CAGR through 2030.
  • By sports type, football commanded 28% of the Sports Technology market share in 2024; cricket is forecast to grow at about 23% CAGR to 2030.
  • By end-user, professional teams and leagues controlled close to 40% of the 2024 Sports Technology market size, but consumer-facing apps are advancing at above 27% CAGR.
  • By geography, North America held 35% revenue share in 2024, whereas Asia-Pacific is poised for a 25% CAGR through 2030.

Segment Analysis

By Technology Type: Wearables Dominate while Esports Platforms Accelerate

Wearable sensors accounted for roughly one-third of 2024 revenue, the highest share among all technologies in the Sports Technology market. Teams link load-monitoring straps to cloud dashboards and reported fewer non-contact injuries during the 2024-2025 season, reinforcing renewal intent and converting device purchases into annual analytics fees. This transition anchors recurring revenue and raises enterprise valuations. Esports platforms are the quickest-advancing component, tracking a 26.5% CAGR through 2030 as purpose-built arenas roll out fibre-to-seat cabling and global streaming partners pursue seasonal circuits in days rather than months. The Sports Technology market size for esports is projected to multiply as cloud-native stacks lower entry costs for tournament organisers. Sports performance and video analytics benefit from computer vision that halves tagging time, while fan-engagement suites merge ticketing, loyalty, and merchandising in a single interface.

In the second paragraph, the focus shifts to interoperability across technologies. Middleware now merges wearable telemetry with AI-captured match footage, creating integrated performance reports that raise the standard coaching baseline. Developers treat esports as a proving ground for interactive overlays that later migrate to broadcast TV. Vendors publish API roadmaps to calm integration worries, cementing platform preference over point devices. The Sports Technology market continues to reward suppliers that pair hardware with data subscriptions, allowing annuity revenue to supplant one-off sales.

Image © Mordor Intelligence. Reuse requires attribution under CC BY 4.0.

Note: Segment shares of all individual segments available upon report purchase

By Sports Type: Football Leads while Cricket Gains Pace

Football captured 28% of the 2024 Sports Technology market share, reflecting global followership and high club budgets. Spending targets owned streaming services, which remove geographic blackout rules and funnel first-party data into dynamic ticket-pricing engines. Clubs integrate sponsorship inventory with real-time player milestones, expanding revenue categories. Cricket shows the steepest CAGR, near 23%, thanks to Asia-Pacific appetite and experimental formats such as umpire cam and ball-trail heat maps. The Sports Technology market size allocated to cricket broadcasting is poised to grow sharply as advertisers value on-screen analytics inventory over traditional ad breaks.

Cricket’s momentum encourages regional broadcasters to adopt cloud production, and federations invest in analytics to optimise player workloads across dense schedules. Meanwhile, football continues to pioneer direct-to-fan commerce and augmented-reality replays. Data-rich environments raise athlete bargaining power through performance-linked incentives. Across both sports, open data standards remain pivotal for cross-league sponsorship packages, ensuring scalability for global fan bases.

Image © Mordor Intelligence. Reuse requires attribution under CC BY 4.0.

Note: Segment shares of all individual segments available upon report purchase

By End-user: Professional Leagues Hold Scale while Consumer Apps Expand Fastest

Professional teams and leagues accounted for nearly 40% of 2024 revenue, the largest stakeholder group in the Sports Technology market. League bargaining frameworks now embed technology upgrades, converting stadium improvements into collective-benefit initiatives. Clubs apply analytics to set ticket prices in real time, matching seat value with on-field narratives. Consumer-facing apps, though smaller today, are projected to grow above 27% annually. OneFootball’s 170 million monthly users prove the reach possible when live chat, playlists, and personalised feeds converge in one place.

Higher education joins the mix as North American conferences sign exclusive streaming deals covering more than 800 events each season, widening audience reach. Insurance firms offer premium discounts for verified injury-prevention wearables, aligning financial incentives with technology deployment. The Sports Technology industry increasingly bundles compliance modules within athlete-management software, reducing administrative work and strengthening renewal rates.

Geography Analysis

North America retained 35% of 2024 revenue, driven by leagues that embed connectivity targets in labour agreements. The February 2025 5G expansion at Caesars Superdome doubled radio density and showcased network resilience under a 70,000-fan load. Clubs use data to adjust ticket prices in near real time, and impending privacy legislation is set to raise compliance outlays but can translate into brand trust for early adopters.

Asia-Pacific is forecast to achieve a 25% CAGR to 2030, the fastest of any region. Kayo Sports’ AI-generated cricket highlights proved that cloud vision engines sustain prime-time engagement without full production crews. Domestic IT champions now exceed USD 1.4 billion in tech revenues, providing local capacity to supply home-grown solutions. Ongoing sub-6 GHz 5G rollout across India and Indonesia positions mobile networks as the primary fan-engagement rail.

Europe faces higher retrofit complexity. Wembley’s 2025 standalone 5G upgrade required heritage-grade aesthetics and precise cable routing. Clubs counter these costs with e-commerce platforms that serve global supporters; Arsenal cut page-load times by one-third after a 2025 cloud migration. Strict data-protection rules slow experimental rollouts but create a standards-led ecosystem that incoming vendors must respect.

Sports Tech Market
Image © Mordor Intelligence. Reuse requires attribution under CC BY 4.0.

Competitive Landscape

The Sports Technology market is fragmented but trending toward platform consolidation. Sportradar’s USD 225 million purchase of IMG ARENA united near-real-time data for 70,000 live events with betting-odds services, expanding cross-sell potential. IBM positions its watsonx AI as a neutral engine that clubs can embed within existing stacks, emphasising explainable models over black-box forecasts [3]IBM Corp., “Watsonx for Sports,” ibm.com. Start-ups holding patents for low-light object tracking attract acquirers keen on night-game analytics. White-space remains in consent-management software that reconciles athlete, fan, and media data under uniform governance.

A second wave of capital targets esports infrastructure. Saudi Arabia’s Vision 2030 backs a 25,000 m² Riyadh complex with fibre-to-seat cabling and 8K broadcast control, aiming for international finals by 2025. Publishers plan seasonal circuits that culminate in Gulf events, adding tourism and sponsorship appeal. Vendors able to meet sub-5 ms round-trip latency secure preferred-supplier status.

Established apparel brands integrate sensors in smart garments. Amer Sports reported record Q1 2025 sales of USD 1,473 million, citing embedded performance insights that connect to athlete-management dashboards. Mergers and strategic alliances indicate that end-to-end ecosystems will shape bargaining strength over the coming cycle.

Sports Tech Industry Leaders

  1. IBM Corporation

  2. Cisco Systems Inc.

  3. SAP SE

  4. Oracle Corporation

  5. Apple Inc.

  6. *Disclaimer: Major Players sorted in no particular order
Sports Tech Market Concentration
Image © Mordor Intelligence. Reuse requires attribution under CC BY 4.0.
Need More Details on Market Players and Competitors?
Download PDF

Recent Industry Developments

  • May 2025: Amer Sports reported record Q1 revenue of USD 1,473 million, crediting demand for connected technical apparel with embedded insights.
  • March 2025: StumpEye appointed Simon Taufel as brand ambassador to advance stump-camera technology for umpiring and grassroots coaching.
  • February 2025: FloSports and East Coast Conference signed an exclusive media-rights deal to stream 800+ collegiate events per season on FloCollege, backed by a USD 50 million platform investment.
  • February 2025: Verizon doubled 5G capacity at Caesars Superdome, demonstrating resilience under a 70,000-fan load.

Table of Contents for Sports Tech Industry Report

1. INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2. RESEARCH METHODOLOGY

3. EXECUTIVE SUMMARY

4. MARKET LANDSCAPE

  • 4.1 Market Overview
  • 4.2 Market Drivers
    • 4.2.1 Growing Deployment of 5G Enabled Connected Stadium Infrastructure
    • 4.2.2 Real-Time Player Tracking Mandated by Major Leagues in North America and Europe
    • 4.2.3 Surge in AI-Powered Video Analytics for Rights-Holder Monetisation in Asia
    • 4.2.4 Shift to Direct-to-Fan Digital Commerce among Premier Football Clubs
    • 4.2.5 Explosive venture-capital inflow into esports platforms
    • 4.2.6 Institutional push for injury-prevention wearables
  • 4.3 Market Restraints
    • 4.3.1 Capital-Intensive Retrofit of Legacy Venues in Europe and Japan
    • 4.3.2 Fragmented Data Standards Hampering Interoperability Across Vendor Ecosystems
    • 4.3.3 Intellectual-property litigation on computer-vision algorithms
    • 4.3.4 Privacy backlash on biometric data collection
  • 4.4 Regulatory Outlook
  • 4.5 Technological Outlook
  • 4.6 Porter's Five Forces Analysis
    • 4.6.1 Bargaining Power of Suppliers
    • 4.6.2 Bargaining Power of Consumers
    • 4.6.3 Threat of New Entrants
    • 4.6.4 Threat of Substitute Products
    • 4.6.5 Intensity of Competitive Rivalry
  • 4.7 Assessment of Macroeconomic Trends

5. MARKET SIZE AND GROWTH FORECASTS (VALUE)

  • 5.1 By Technology Type
    • 5.1.1 Wearable Sensors and Devices
    • 5.1.2 Smart Stadium and Venue Solutions
    • 5.1.3 Sports Performance and Video Analytics
    • 5.1.4 Fan Engagement and Sponsorship Tech
    • 5.1.5 Esports Platforms and Infrastructure
    • 5.1.6 Immersive Media (AR/VR and Metaverse)
  • 5.2 By Sports Type
    • 5.2.1 Football (Soccer)
    • 5.2.2 Cricket
    • 5.2.3 Baseball
    • 5.2.4 Basketball
    • 5.2.5 Tennis
    • 5.2.6 Motorsports
    • 5.2.7 Other Sports
  • 5.3 By End-user
    • 5.3.1 Professional Teams and Leagues
    • 5.3.2 Colleges and Universities
    • 5.3.3 Sports Associations and Federations
    • 5.3.4 Broadcasters and Media Networks
    • 5.3.5 Fans / Consumers
  • 5.4 By Geography
    • 5.4.1 North America
    • 5.4.1.1 United States
    • 5.4.1.2 Canada
    • 5.4.1.3 Mexico
    • 5.4.2 South America
    • 5.4.2.1 Brazil
    • 5.4.2.2 Argentina
    • 5.4.2.3 Rest of South America
    • 5.4.3 Europe
    • 5.4.3.1 Germany
    • 5.4.3.2 United Kingdom
    • 5.4.3.3 France
    • 5.4.3.4 Italy
    • 5.4.3.5 Spain
    • 5.4.3.6 Rest of Europe
    • 5.4.4 Asia-Pacific
    • 5.4.4.1 China
    • 5.4.4.2 Japan
    • 5.4.4.3 South Korea
    • 5.4.4.4 India
    • 5.4.4.5 Rest of Asia-Pacific
    • 5.4.5 Middle East and Africa
    • 5.4.5.1 United Arab Emirates
    • 5.4.5.2 Saudi Arabia
    • 5.4.5.3 South Africa
    • 5.4.5.4 Rest of Middle East and Africa

6. COMPETITIVE LANDSCAPE

  • 6.1 Strategic Developments
  • 6.2 Vendor Positioning Analysis
  • 6.3 Company Profiles (includes Global level Overview, Market level overview, Core Segments, Financials as available, Strategic Information, Products and Services, and Recent Developments)
    • 6.3.1 IBM Corporation
    • 6.3.2 Cisco Systems Inc.
    • 6.3.3 SAP SE
    • 6.3.4 Oracle Corporation
    • 6.3.5 Apple Inc.
    • 6.3.6 Samsung Electronics Co. Ltd.
    • 6.3.7 Garmin Ltd.
    • 6.3.8 Fitbit LLC
    • 6.3.9 Ericsson AB
    • 6.3.10 Deltatre
    • 6.3.11 Catapult Group International Ltd.
    • 6.3.12 Agile Sports Technologies Inc. (Hudl)
    • 6.3.13 Stats Perform
    • 6.3.14 Sportradar AG
    • 6.3.15 Hawk-Eye Innovations Ltd.
    • 6.3.16 Zebra Technologies Corp.
    • 6.3.17 STATSports Technologies Ltd.
    • 6.3.18 Pixellot
    • 6.3.19 Quintic Consultancy Ltd.
    • 6.3.20 Unity Technologies

7. MARKET OPPORTUNITIES AND FUTURE OUTLOOK

  • 7.1 White-Space and Unmet-Need Assessment
You Can Purchase Parts Of This Report. Check Out Prices For Specific Sections
Get Price Break-up Now

Global Sports Tech Market Report Scope

Sports Technology refers to the use of technology to improve athletic performance, training, analysis, and overall sports experience. It encompasses a wide range of areas, from wearable technology and data analysis to virtual reality and e-gaming.

The sports tech market is segmented by sports type (football, cricket, baseball, tennis, other type), by geography (North America, Europe, Asia-Pacific, Latin America, Middle East and Africa). The market sizes and forecasts are provided in terms of value (USD) for all the above segments.

By Technology Type Wearable Sensors and Devices
Smart Stadium and Venue Solutions
Sports Performance and Video Analytics
Fan Engagement and Sponsorship Tech
Esports Platforms and Infrastructure
Immersive Media (AR/VR and Metaverse)
By Sports Type Football (Soccer)
Cricket
Baseball
Basketball
Tennis
Motorsports
Other Sports
By End-user Professional Teams and Leagues
Colleges and Universities
Sports Associations and Federations
Broadcasters and Media Networks
Fans / Consumers
By Geography North America United States
Canada
Mexico
South America Brazil
Argentina
Rest of South America
Europe Germany
United Kingdom
France
Italy
Spain
Rest of Europe
Asia-Pacific China
Japan
South Korea
India
Rest of Asia-Pacific
Middle East and Africa United Arab Emirates
Saudi Arabia
South Africa
Rest of Middle East and Africa
By Technology Type
Wearable Sensors and Devices
Smart Stadium and Venue Solutions
Sports Performance and Video Analytics
Fan Engagement and Sponsorship Tech
Esports Platforms and Infrastructure
Immersive Media (AR/VR and Metaverse)
By Sports Type
Football (Soccer)
Cricket
Baseball
Basketball
Tennis
Motorsports
Other Sports
By End-user
Professional Teams and Leagues
Colleges and Universities
Sports Associations and Federations
Broadcasters and Media Networks
Fans / Consumers
By Geography
North America United States
Canada
Mexico
South America Brazil
Argentina
Rest of South America
Europe Germany
United Kingdom
France
Italy
Spain
Rest of Europe
Asia-Pacific China
Japan
South Korea
India
Rest of Asia-Pacific
Middle East and Africa United Arab Emirates
Saudi Arabia
South Africa
Rest of Middle East and Africa
Need A Different Region or Segment?
Customize Now

Key Questions Answered in the Report

How large will the Sports Technology market size be by 2030?

The market is expected to reach USD 60.49 billion, up from USD 22.86 billion in 2025, representing a 21.49% CAGR.

Which technology segment is growing the fastest?

Esports platforms show the highest growth, recording a projected 26.5% CAGR between 2025 and 2030.

Why is Asia-Pacific pivotal for future expansion?

Youthful demographics, rapid 5G rollout, and a surge in cricket and esports viewership underpin a 25% regional CAGR through 2030.

How are clubs capturing direct-to-fan revenue?

Multilingual e-commerce engines tied to live match events enable one-click kit purchases and predictive ticket offers, lifting basket value.

What main obstacle hampers European venue upgrades?

Heritage-building constraints and high retrofit costs challenge fibre and 5G installation, lengthening project timelines.

How does real-time player tracking benefit teams?

Continuous positional and biometric data surfaces injury-risk indicators days in advance, supporting workload adjustments and longer careers.

Access Report