Tech in Sports – Report Bundle (5 Reports)

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Tech in Sports Market Bundle Report Overview

“The world of games and sports is growing at a fast pace with new inventions and innovations. One sport that has been able to resist the use of high-tech assistance until very recently is soccer/football. But who knew that gone are the days when only human eyes had to make judgments just based on player movements? Thanks to today’s rise of everything from GPS trackers to RFID chips, sports officials can calculate scores with instant and impartial data.”

As a part of this bundle, you will gain access to in-depth insights available in the following reports:

Report 1: Thematic Report: Sports Viewership

GlobalData estimated that the global sports media rights market will grow to almost $60 billion by the end of 2024, with a CAGR of more than 30% between 2020 and 2024. Business models within sports teams are now determined on how to win new fans. The strategy that many major sports leagues and teams employ nowadays is to win over new fans across the globe, broadening their appeal and trying to increase the number of potential business opportunities. Social media networks have become an integral part of sports viewership, as fans often post comments and messages on platforms like Twitter and Instagram while watching their favorite teams play. The incessant development of virtual reality tech has seen sports teams utilize it to capture the attention of fans. Several years ago, the Boston Red Sox installed VR booths at their home venue, Fenway Park, to allow fans to experience baseball games in closer detail.

Report 2: Thematic Research – Digital Media and Sport

The explosion of internet sites, social media platforms, and online media has changed the way fans consume sports content. Many now set up social media feeds to follow their favorite teams and view short highlights, as well as follow the leagues via streaming services. The embracing of social media by many sports leagues has drastically accelerated their global development and popularity. Even the scope of esports is moving from local area network-based (LAN) wired connectivity to 5G-powered wireless connections. Over the next few years, organizers will explore the potential for cross-platform competitions using 5G’s low latency and high bandwidth capabilities. Theoretically, gamers can enjoy lag-free esports and viewers will get faster, portable, uninterrupted 4K streaming content.

Report 3: Thematic Research – Internet of Things in Sport

The IoT market size was US$622 billion in 2020. The market is expected to grow at a CAGR of more than 12% over the forecast period 2020-2024. Within two IoT segments, enterprise IoT will be dominating the overall market in focus in the coming years. Wearable tech is the area of IoT that provides the strongest possibility of increasing athlete performance, and its uses in the sector have been growing over the last few years. The main uses in sports have largely applied to optimizing player performance and monitoring the physical conditions of players to minimize the risk of injuries. Clubs are also using IoT-based apps to relay information to fans’ smartphones with real-time inputs and predictions.

Report 4: Thematic Research – Piracy in Sport

As a result of increasing prices, many sports fans have been illegally viewing sports events, with many finding links online to watch live events at no cost. While some of these providers have faced legal issues and the risk of being shut down, the enormous demand means that those who are determined to find a way to view for free will continue to do so. Pirate streams of sporting events are not difficult to find on the internet and shutting these down has proved to be an impossible task for sports leagues. While legal action has been successfully brought against several illegal streamers, many are still fully operational. While sports leagues such as the NFL, NBA, NHL, and the Premier League are committed to tackling the problem, it seems incredibly easy to set up replacements. Younger fans largely watch sports online, but the lack of affordability and legal streaming options in some countries contributes to piracy. Legal options need to be made available in all countries, and existing options should be made cheaper. However, this would impact revenues generated by broadcasters and sports leagues, who would be unwilling to potentially lose money.

Report 5: Thematic Research – Social Media & Sport

Big Tech companies dominate the social media space. Facebook (Meta) has almost 3 billion monthly users, while YouTube has more than 2 billion monthly users. In most segments, big platforms benefit from network effects, and, thanks to their larger number of users, they are the most attractive to both consumers and advertisers. Few players offer a comparable portfolio of services to Facebook, preferring instead to offer more specialized services. For example, LinkedIn positions itself as a social media platform for consumers’ professional networks. The most successful social media companies have built large ecosystems of complementary products and services around their core operations. Their vast databanks make it possible for these super-platforms to expand their services into new markets, some of which are traditionally dominated by non-digital firms. For example, Facebook is expanding into financial services and cryptocurrencies, while Tencent has moved into lending and wealth management.

Thematic Report: Sports Viewership

  • Amazon

  • BT

  • DAZN

  • ESPN

  • NBC

  • Sky


Thematic Research - Digital Media and Sport

  • Amazon

  • DAZN

  • Twitch

  • Facebook

  • YouTube

  • Twitter

  • Spotify


Thematic Research - Internet of Things in Sport

  • Formula One

  • National Football League

  • Major League Baseball

  • BT Sport

  • Catapult Sports


Thematic Research - Piracy in Sport

  • Apple

  • beIN

  • Disney

  • Napster

  • Netflix

  • Sky

  • Spotify

  • Warner Bros


Thematic Research - Social Media & Sport

  • Alphabet

  • Amazon

  • ByteDance

  • Facebook

  • Reddit

  • Roblox

  • Signal

  • Snap

  • Telegram

  • Tencent

  • Twitter


Table of Contents

Thematic Report: Sports Viewership

Executive Summary – Brief overview of the sports viewership theme

Players – List of leaders and business challenges across the sports viewership industry value chain

Thematic Briefing – Comprehension of the sports viewership theme         

Trends – Major trends influencing the sports viewership theme   

  • Technology trends
  • Industry trends

Industry Analysis – Data and insights related to the sports viewership theme

  • Market size and growth forecasts
  • Timeline

Value Chain – Detailed information on the sports viewership theme

  • Sporting events

Companies – List of leading companies and their competitive positions in the sports viewership theme

Further Reading             

Our Thematic Research Methodology   

About GlobalData         

Contact Us

Thematic Research – Digital Media and Sport

Executive Summary – Brief overview of the Digital Media and Sport theme

Players – List of leaders and business challenges across Digital Media

Thematic Briefing – Comprehension of the Digital Media and Sport theme

Trends – Major trends influencing the Digital Media theme and Sport industry

  • Technology trends
  • Industry trends

Industry Analysis – Data and insights related to Digital Media and Sport

  • Market size and growth forecasts
  • Timeline

Value Chain – Detailed information on Digital Media value chain

  • Content layer
  • Channel layer
  • Revenue generators
  • End users

Companies – List of leading companies and their competitive positions in the Digital Media and Sport industry

Further Reading

Our Thematic Research Methodology

About GlobalData

Contact Us

Thematic Research – Internet of Things in Sport

Executive Summary – Brief overview of IoT in Sport

IoT Value Chain – Detailed information on GlobalData defined IoT value chain

  • Device layer
  • Connectivity layer
  • Data layer
  • App layer
  • Services layer

Sport Challenges – Key challenges in the Sport sector  

The Impact of IoT on Sport – Areas of IoT where Sport companies should focus

Case Studies – Examples of IoT within the Sport sector

Market Size and Growth Forecasts – IoT in Sport market-related data and insights

Partnerships

Mergers and Acquisitions – Key M&A transactions associated with the IoT theme in the Sport sector

IoT Timeline – Key milestones of the IoT 

Companies – List of leading companies and their competitive positions in the IoT theme in Sport

  • Leading IoT adopters in Sport
  • Leading IoT vendors
  • Specialist IoT vendors in Sport

Sector scorecards – GlobalData’s scorecards highlighting the impact of IoT theme on Sport sector

  • Sport sector scorecard

Glossary 

Further reading 

Our thematic research methodology 

About GlobalData 

Contact Us 

Thematic Research – Piracy in Sport

Executive Summary – Brief overview of Piracy in Sport theme

Players – List of leaders and business challenges across Piracy in Sport theme

Thematic Briefing – Comprehension of the Piracy in Sport theme

Trends – Major trends influencing Piracy in Sport theme 

  • Technology trends
  • Industry trends

Industry Analysis – Data and insights related to Piracy in Sport

  • Market size and growth forecasts
  • Timeline

Value Chain – Detailed information on Piracy in Sport

  • Sporting events

Companies – List of leading companies and their competitive positions in the Piracy in Sport theme            

  • Public companies

Further Reading             

Our Thematic Research Methodology   

About GlobalData         

Contact Us        

Thematic Research – Social Media & Sport

Executive summary – Brief overview of the Social Media & Sport theme

Players – List of leaders and business challenges across the Social Media value chain

Thematic briefing – Comprehension of the Social Media & Sport theme

Trends – Major trends influencing the Social Media theme in Sport

  • Technology trends
  • Macroeconomic trends
  • Regulatory trends
  • Sports industry trends

Mergers and acquisitions – Key M&A transactions associated with the Social Media theme in Sport industry

Timeline – The evolution of Social Media

Value chain – Detailed information on Social Media

  • Content layer
  • Distribution layer
  • Data layer
  • Services layer
  • Customer layer

Companies – List of leading companies and their competitive positions in the Social Media & Sport theme

Glossary

Further reading

Our thematic research methodology

About GlobalData

Contact Us

Frequently asked questions

Tech in Sports – Report Bundle (5 Reports) thematic reports
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