Last Updated: 22 Aug 2025
Source: Statifacts
The global sports technology market size was valued at USD 26.79 billion in 2024 and is projected to reach around USD 15.81 billion by 2034, registering a CAGR of 23.2% from 2025 to 2034.
The sports technology industry's development is occurring at a rapid pace as global investment in smart wearables, real time data analytics, and AI-enabled performance tracking expands, in addition to rising demand for technologies that engage fans through an experience, like augmented & virtual reality and virtual stadium experiences. Rapid expansion within sport is being driven by fan engagement in various forms, the popularity of eSports and fitness app tracking among youth professional athletes, a greater adoption of cloud-based platforms by sports organizations, sport management organizations supporting youth sport, and targeted government initiatives to promote sports infrastructure and investment in IoT that supports injury prevention and health monitoring of players.
Reports Attributes | Statistics |
Market Size in 2024 | USD 26.79 Million |
Market Size in 2025 | USD 33.01 Million |
Market Size in 2031 | USD 115.41 Million |
Market Size by 2034 | USD 215.81 Million |
CAGR 2025 to 2034 | 23.2% |
Base Year | 2024 |
Forecast Period | 2025 to 2034 |
The sports technology market encompasses a variety of sport technology including wearables, data analytics platforms, athlete performance tracking software, smart stadium infrastructure, and broadcasting technology, widely used by professional sporting events, athletic training centers, gyms, eSports arenas, and platforms that engage fan through experience. Sport technologies improve sport in different ways, including performance optimization, injury prevention, spectator experience, and athlete management/administration. The demand for athlete performance management and injury prevention is growing in areas such as healthcare (rehabilitation), media (interactive content), and education (athletics/sport training). Most fundamentally, AI and IoT are transforming both training activities and entertainment options for spectators.
The market trends in the sports technology market are defined by rising fan engagement through AI and rising investment and deal flow.
Rising fan engagement through AI
AI is facilitating sustained growth as it makes the sports experience better, more engaging, and personalized for fans. All this lets fans feel more connected to the sport and ultimately leads to better subscription and merchandise sales. AI is also utilized to deliver a fans experience through personalized highlight reels, live athlete and team statistics, augmented statistics overlays, and virtual reality (VR) or immersive viewing experience options. As leagues scuffle for more global fans, these services all support keeping viewers engaged and loyal.
Rising investment and deal flow
One of the key drivers for the sports technology market in 2024 has been a continued active investment environment and post-COVID-19. Venture capital and private equity funding to startups and data platforms has continued to pour into sports tech, with large corporations acquiring smaller companies to add capabilities to their technology offerings. This investment has spurred innovation in wearables, AI analytics, and fan engagement mechanisms. This inflow of cash has allowed startups to grow more quickly and larger companies to reach new subsegments. With more deal making, the market can now pivot from early-stage project phases to mainstream technology adoption and thus also in the development of new technologies across coaching, training and broadcasting.
Restraints in the sports technology market include privacy and data use concerns and trust in AI decisions.
Privacy and data use concerns
The sports technology market faces a key constraint with regard to privacy, how data is used, and where it is stored. Sports tech tools collect and transmit sensitive health and biometric data from players through wearables and AI systems. Stakeholders are concerned about sharing or using personal data in unexpected ways or in ways an athlete would not have consented to should their data protections regarding that sensitive data not be made clear. These concerns are heightened in youth sports and smaller clubs and organizations that don't have sophisticated data governance practices in place. Increased sensitivity around biometric tracking has also led to many organizations being slow to adopt these types of wearables and data systems.
Trust in AI decisions
Another restraint in the sports technology market comes from the trust gap surrounding the use of AI for officiating purposes and assisting with strategic decisions. Fans, players, and officials often remain skeptical that a machine should be allowed to automate the majority of important calls made during the game. Leagues that have tested AI umpire systems of ball-strike detection have found some resistance as to whether those algorithms are unbiased and just. Until on-field stakeholders are equipped with full confidence regarding automated-officiating systems or tactical recommendations, the adoption will remain lukewarm.
Key opportunities in the sports technology market are driven by expansion into youth and grassroots sports and immersive fan engagement and XR adoption.
Expansion into youth and grassroots sports
A sizable opportunity for sports technology is expanding into youth and grassroots sports. As devices and platforms become less expensive and easier to use, local clubs, schools, and amateur leagues are starting to utilize the same tools that have previously predominately belonged to professionals. Coaches are able to use wearable trackers and analytics-driven apps to manage our young athletes, not only egregiously recognizing injury risks, but building improvements on their techniques early. Parents and local teams will also recognize the value of data-driven coaching. Parallely, interest from investors going down the youth sports avenues has grown take sites like GameChanger and Unrivaled Sports that received massive funding.
Immersive fan engagement and XR adoption
Another opportunity in the coming years is immersive fan engagement through Extended Reality (XR), Virtual Reality (VR), and Augmented Reality (AR). Greater capabilities in display hardware and market access reduces barriers for many implementations from a cost perspective, opening up another avenue for sports leagues and broadcasters around using XR to create an interactive experience inclusive of live overlays and virtual stadium tours, not to mention live commentary in multiple languages.
"We are excited to bring MYLAPS and their trusted timing technologies into the Garmin family."
"a global leader in sports technology, inventing automatic sports timing and revolutionizing how athletes, racers and events measure performance."
“The construction of a modern arena is an opportunity to create space that will benefit both our students and the residents of Gdańsk,”
The wearable technology segment captured a significant portion of the market in 2024. Athletes and coaches extensively used devices such as smartwatches and fitness bands to track their speed, sleep, and levels of injury risk. In 2024 various clubs in the Premier League and La Liga began implementing higher levels of wearable technology to improve the health of players while also considering the significant benefits of being able to track performance over discrete time periods during matches and training sessions.
The VR/AR technology segment is set to experience the fastest rate of market growth from 2025 to 2034 due to fans and athletes wanting to increasingly immersive experiences. This demonstrates that there is the emergence of fans accessing commercial technology for their own sporting experience for viewing matches virtually, live stats overlays in either real-world or virtual formats, and truly realistic viewing simulations of competing in sporting activities.
The performance enhancement segment registered its dominance over the market in 2024 as teams were thinking continuously of improving the results of their athletes through data and AI. Clubs around the globe were using smart wearable technology and AI tools to help in movement analysis of athletic performance for the intended purpose of strategy planning, practice models of previous performances or injury preventative analysis.
The fan experience & engagement segment is anticipated to grow with the highest CAGR in the market during the forecasted period because fans wanted smarter and more exciting ways to experience games. In 2025 the Premier League working with Microsoft and launched a game with an accompanying AI Copilot that not only answered questions from fans but allows fans to see custom highlights of matches faster, which ultimately made the interaction of fans quicker, more personal and far more interactive.
The sports organizations & leagues segment accounted for a considerable share of the market in 2024 because they used artificial intelligence and Internet of Things (IoT) as a means to better coach, develop game strategy, and manage player health.
The broadcasters and media company segment are projected to expand rapidly in the market in the coming years by leveraging artificial intelligence and augmented reality to bring coverage live and provide enriched insight into matches.
North America
North America dominated the market with the highest market share because of success in the region with strong existing sports leagues, like the NFL, NBA, and the MLB, that make investments in wearables, AI, and data tools. Teams and organizations were utilizing AI tools to gain the most output from their players, and to increase safety through the prevention of injuries. The U.S. sports technology market is ahead of other markets in smart stadium and fan engagement technology (VR and real time stats). There are a lot of tech companies based in the U.S., reducing the time it takes to test new products and find ways to grow them and implement them in local management.
Asia-Pacific
Asia-Pacific is expected to grow at the highest CAGR in the sports technology market, with more people playing sports and engaging with each other online through viewing and playing games. There were rapid and broad increases in the number of users of smart wearables and eSports players in 2024, particularly in countries like China and India. Since 2024, each government in many of the Asia-Pacific countries have utilized increased spending amounts, with the expectation of developing more stadiums, training grounds or centers and sporting environments using new technology. The incline in AR headsets in China specifically has highlighted an established interest in virtual sports experiences and potential fan growth. Additionally, a lot of local tech start-up companies are producing sporting apps and focused tech that cater to their communities.
The sports technology market is higly competitive. Some of the prominent companies in the market include Apple Inc., Samsung, Cisco Systems, Inc., IBM Corporation, Catapult, Telefonaktiebolaget LM Ericsson, Garmin Ltd., Johnson Controls, Huawei Technologies Co., Ltd., Hudl, Schneider Electric, and Adidas
There are many prominent companies in the market but the key players among them are:
Hudl creates video and data tools for sports teams to review games and improve athletic performance, operating in over 100 countries. Hudl provides Ottawa an opportunity to better serve teams, coaches, athletes, and analysts in both the school and professional sports.
Catapult produces wearable devices and software as a means to track how athletes move, train, and play. Catapult has made a significant contribution to the sports science sector and played an important role in athlete safety.
Adidas has a global reach as a sportswear manufacturer, which includes shoes, clothing, and smart wearables. Adidas operates in more than 160 countries, and has become renowned for the launch of technology-driven shoes and tracking devices.
Published by Yogesh Kulkarni
Subsegment | 2024 | 2025 | 2026 | 2027 | 2028 | 2029 | 2030 | 2031 | 2032 | 2033 | 2034 |
---|---|---|---|---|---|---|---|---|---|---|---|
Wearable Technology | 2.45 | 2.83 | 3.28 | 3.79 | 4.39 | 5.07 | 5.87 | 6.79 | 7.85 | 9.08 | 10.51 |
AI and ML | 2.28 | 2.68 | 3.14 | 3.68 | 4.32 | 5.07 | 5.95 | 6.98 | 8.18 | 9.60 | 11.26 |
GPS & Motion Tracking | 2.66 | 3.02 | 3.44 | 3.91 | 4.45 | 5.07 | 5.76 | 6.56 | 7.46 | 8.49 | 9.66 |
VR/AR | 2.62 | 2.99 | 3.41 | 3.89 | 4.44 | 5.07 | 5.78 | 6.60 | 7.52 | 8.58 | 9.79 |
Cloud & Big Data IoT | 2.55 | 2.93 | 3.36 | 3.85 | 4.42 | 5.07 | 5.82 | 6.68 | 7.66 | 8.79 | 10.08 |
Others (Computer Vision, etc.) | 2.54 | 2.92 | 3.35 | 3.85 | 4.42 | 5.07 | 5.82 | 6.68 | 7.67 | 8.81 | 10.11 |
Subsegment | 2024 | 2025 | 2026 | 2027 | 2028 | 2029 | 2030 | 2031 | 2032 | 2033 | 2034 |
---|---|---|---|---|---|---|---|---|---|---|---|
Performance Enhancement | 2.46 | 2.84 | 3.29 | 3.80 | 4.39 | 5.07 | 5.86 | 6.78 | 7.83 | 9.06 | 10.47 |
Injury Prevention & Recovery | 2.55 | 2.93 | 3.36 | 3.85 | 4.42 | 5.07 | 5.82 | 6.67 | 7.65 | 8.78 | 10.07 |
Talent Scouting & Recruitment | 2.23 | 2.63 | 3.10 | 3.65 | 4.30 | 5.07 | 5.97 | 7.03 | 8.28 | 9.75 | 11.49 |
Fan Experience & Engagement | 2.67 | 3.04 | 3.45 | 3.92 | 4.46 | 5.06 | 5.76 | 6.54 | 7.43 | 8.45 | 9.60 |
Broadcast & Media Analytics | 2.23 | 2.62 | 3.09 | 3.65 | 4.30 | 5.07 | 5.97 | 7.04 | 8.30 | 9.78 | 11.52 |
Fitness & Health Monitoring | 2.50 | 2.88 | 3.32 | 3.82 | 4.40 | 5.07 | 5.84 | 6.73 | 7.76 | 8.94 | 10.30 |
Game Strategy & Tactical Analysis | 2.51 | 2.89 | 3.32 | 3.83 | 4.41 | 5.07 | 5.84 | 6.73 | 7.75 | 8.92 | 10.27 |
Subsegment | 2024 | 2025 | 2026 | 2027 | 2028 | 2029 | 2030 | 2031 | 2032 | 2033 | 2034 |
---|---|---|---|---|---|---|---|---|---|---|---|
Sports Organizations & Leagues | 2.69 | 3.05 | 3.46 | 3.93 | 4.46 | 5.06 | 5.75 | 6.52 | 7.41 | 8.41 | 9.54 |
Broadcasters and Media Companies | 2.52 | 2.90 | 3.33 | 3.83 | 4.41 | 5.07 | 5.83 | 6.71 | 7.72 | 8.87 | 10.21 |
Sports Clubs | 2.33 | 2.72 | 3.18 | 3.71 | 4.34 | 5.07 | 5.93 | 6.93 | 8.09 | 9.46 | 11.05 |
Others (Athletes, Coaches & Trainers, etc.) | 2.42 | 2.80 | 3.25 | 3.77 | 4.37 | 5.07 | 5.88 | 6.82 | 7.91 | 9.18 | 10.65 |
Subsegment | 2024 | 2025 | 2026 | 2027 | 2028 | 2029 | 2030 | 2031 | 2032 | 2033 | 2034 |
---|---|---|---|---|---|---|---|---|---|---|---|
North America | 2.25 | 2.65 | 3.11 | 3.66 | 4.31 | 5.07 | 5.96 | 7.01 | 8.25 | 9.70 | 11.41 |
Europe | 2.33 | 2.72 | 3.18 | 3.72 | 4.34 | 5.07 | 5.92 | 6.92 | 8.08 | 9.44 | 11.03 |
Asia Pacific | 2.45 | 2.84 | 3.28 | 3.79 | 4.39 | 5.07 | 5.87 | 6.78 | 7.84 | 9.07 | 10.49 |
Latin America | 2.29 | 2.69 | 3.15 | 3.69 | 4.33 | 5.07 | 5.94 | 6.96 | 8.16 | 9.56 | 11.20 |
Middle East and Africa | 2.39 | 2.77 | 3.23 | 3.75 | 4.36 | 5.07 | 5.90 | 6.86 | 7.98 | 9.28 | 10.79 |
Last Updated: 22 Aug 2025
Source: Statifacts
Subsegment | 2024 | 2025 | 2026 | 2027 | 2028 | 2029 | 2030 | 2031 | 2032 | 2033 | 2034 |
---|---|---|---|---|---|---|---|---|---|---|---|
Wearable Technology | 2.45 | 2.83 | 3.28 | 3.79 | 4.39 | 5.07 | 5.87 | 6.79 | 7.85 | 9.08 | 10.51 |
AI and ML | 2.28 | 2.68 | 3.14 | 3.68 | 4.32 | 5.07 | 5.95 | 6.98 | 8.18 | 9.60 | 11.26 |
GPS & Motion Tracking | 2.66 | 3.02 | 3.44 | 3.91 | 4.45 | 5.07 | 5.76 | 6.56 | 7.46 | 8.49 | 9.66 |
VR/AR | 2.62 | 2.99 | 3.41 | 3.89 | 4.44 | 5.07 | 5.78 | 6.60 | 7.52 | 8.58 | 9.79 |
Cloud & Big Data IoT | 2.55 | 2.93 | 3.36 | 3.85 | 4.42 | 5.07 | 5.82 | 6.68 | 7.66 | 8.79 | 10.08 |
Others (Computer Vision, etc.) | 2.54 | 2.92 | 3.35 | 3.85 | 4.42 | 5.07 | 5.82 | 6.68 | 7.67 | 8.81 | 10.11 |
Subsegment | 2024 | 2025 | 2026 | 2027 | 2028 | 2029 | 2030 | 2031 | 2032 | 2033 | 2034 |
---|---|---|---|---|---|---|---|---|---|---|---|
Performance Enhancement | 2.46 | 2.84 | 3.29 | 3.80 | 4.39 | 5.07 | 5.86 | 6.78 | 7.83 | 9.06 | 10.47 |
Injury Prevention & Recovery | 2.55 | 2.93 | 3.36 | 3.85 | 4.42 | 5.07 | 5.82 | 6.67 | 7.65 | 8.78 | 10.07 |
Talent Scouting & Recruitment | 2.23 | 2.63 | 3.10 | 3.65 | 4.30 | 5.07 | 5.97 | 7.03 | 8.28 | 9.75 | 11.49 |
Fan Experience & Engagement | 2.67 | 3.04 | 3.45 | 3.92 | 4.46 | 5.06 | 5.76 | 6.54 | 7.43 | 8.45 | 9.60 |
Broadcast & Media Analytics | 2.23 | 2.62 | 3.09 | 3.65 | 4.30 | 5.07 | 5.97 | 7.04 | 8.30 | 9.78 | 11.52 |
Fitness & Health Monitoring | 2.50 | 2.88 | 3.32 | 3.82 | 4.40 | 5.07 | 5.84 | 6.73 | 7.76 | 8.94 | 10.30 |
Game Strategy & Tactical Analysis | 2.51 | 2.89 | 3.32 | 3.83 | 4.41 | 5.07 | 5.84 | 6.73 | 7.75 | 8.92 | 10.27 |
Subsegment | 2024 | 2025 | 2026 | 2027 | 2028 | 2029 | 2030 | 2031 | 2032 | 2033 | 2034 |
---|---|---|---|---|---|---|---|---|---|---|---|
Sports Organizations & Leagues | 2.69 | 3.05 | 3.46 | 3.93 | 4.46 | 5.06 | 5.75 | 6.52 | 7.41 | 8.41 | 9.54 |
Broadcasters and Media Companies | 2.52 | 2.90 | 3.33 | 3.83 | 4.41 | 5.07 | 5.83 | 6.71 | 7.72 | 8.87 | 10.21 |
Sports Clubs | 2.33 | 2.72 | 3.18 | 3.71 | 4.34 | 5.07 | 5.93 | 6.93 | 8.09 | 9.46 | 11.05 |
Others (Athletes, Coaches & Trainers, etc.) | 2.42 | 2.80 | 3.25 | 3.77 | 4.37 | 5.07 | 5.88 | 6.82 | 7.91 | 9.18 | 10.65 |
Subsegment | 2024 | 2025 | 2026 | 2027 | 2028 | 2029 | 2030 | 2031 | 2032 | 2033 | 2034 |
---|---|---|---|---|---|---|---|---|---|---|---|
North America | 2.25 | 2.65 | 3.11 | 3.66 | 4.31 | 5.07 | 5.96 | 7.01 | 8.25 | 9.70 | 11.41 |
Europe | 2.33 | 2.72 | 3.18 | 3.72 | 4.34 | 5.07 | 5.92 | 6.92 | 8.08 | 9.44 | 11.03 |
Asia Pacific | 2.45 | 2.84 | 3.28 | 3.79 | 4.39 | 5.07 | 5.87 | 6.78 | 7.84 | 9.07 | 10.49 |
Latin America | 2.29 | 2.69 | 3.15 | 3.69 | 4.33 | 5.07 | 5.94 | 6.96 | 8.16 | 9.56 | 11.20 |
Middle East and Africa | 2.39 | 2.77 | 3.23 | 3.75 | 4.36 | 5.07 | 5.90 | 6.86 | 7.98 | 9.28 | 10.79 |
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