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Published: Sep, 2018 | Pages:
338 | Publisher: WinterGreen Research
Industry: Travel Services | Report Format: Electronic (PDF)
Worldwide $22 billion youth sports markets are poised to achieve significant growth as travel teams become more popular and families learn to enjoy time together during a weekend sporting event. Enormous market efficiency is being achieved as youth and recreational teams move to automated process. Apps can be used to book hotels and make travel arrangements. A $17 billion market in the US, the youth sports market rivals the size of the $15 billion NFL. Youth sports markets are comprised of segments that represent revenue generation from travel, equipment, team membership, facility construction, software, and venue rental. Leagues who purchase and distribute sports software to teams or clubs have created a large market from what were previously disparate parts of what was not ever not even a market, just people buying clothes and equipment, and loosely organized groups of youth playing games on community fields. As a result of this coalescence of the varying market segments brought about by youth sports software, the youth sports market has become well defined. Apps are used for communication. The primary purpose of youth and adult sports team sports is to deliver fun for the youth. Other agendas get mixed in, like building a strong and healthy body, developing a well-rounded and pleasant personality, developing team skills, and preparing a child to be a professional athlete. Youth sports depend on communication, tournament play, and video coaching that are needed to run a team effectively. Transaction management, registration, and fee collection are key aspects of some of the software. Youth sports facilities can become part of a community development program. Every team, every sport has appeal and as there is more leisure, as the economy spins out more and more wealth at the top of the economic scale, there will be more spending on sports. Professional sports, betting, fantasy teams, semiprofessional teams, and teams just for fun will continue to look for venues and players. Youth sports are sure to benefit from this trend. The brightest and the best will want to get top notch sports training for their children, and the entire middle class will follow as best they can. Sports are fun, the professional teams have begun to recognize that they need to invest in team development programs targeting children starting at age 3. This is when you can get the attention of the child and build skills incrementally that are providing a steady stream of youth available later for the professional teams. Professional teams have noticed that the most ardent fans are those who played a sport as a youth. All the professional leagues have to invest in youth sports because otherwise they do not have players now and fans later. Foundations and corporate arms of all large companies want to invest in supporting youth of the country and what better way than through sports. They can tie educational advancement of the sport interest. Communities have to invest in youth sports providing activities that are supervised and better for all the residents, sports and teams have greater society benefits than the enjoyment of team play. Communities have found that it is cheaper to invest in planned sporting activities and keep children involved than to deal with the problems caused by kids that grow up without supervision, getting in trouble all the time. The police departments have become interested in connecting with youth in a positive manner, spending money and time to get to know kids and provide guidance when needed. They are active in getting communities to fund development of facilities. It will be a problem to pay for all the facilities that communities want to build, so it will be interesting to see if communities find ways to contribute to the capital investment needed. Private investment that sees benefit youth sporting programs is building in quantity. Foundations generally see the benefit of children being given sport opportunities. The schools have by and large defunded gym programs for children creating a healthcare crisis of major proportion in the US and other parts of the world with childhood obesity and asthma creating lifelong chronic disease problems. The good news is that youth sports programs are becoming more available in more affluent parts of the world, poised to deliver healthy activity and build life long habits of movement and athletic skills development. The market opportunity for youth team sports depends on a strong alliance between the schools and modern recreational facilities that meld education, drama, music and sports in a manner that supports learning and athletic development as one melded event. With the advent of online learning, more students can move at their own pace and achieve academic excellence. One challenge is to make this happen in the context of incorporating sports achievement at the same time. Athleticism and brain development can be melded if education is done right. Six in 10 children ages 6-12 regularly participate in team sports in the US. These sports programs are organized or casual. With organized sports, there has been a rise in the number of travel teams, with the programs active at ever-earlier ages. There has been significant definition and growth in the youth sports industry. The coaching and league formation task is demanding for kids, families, and communities. Much of the organizational process has been automated with software. The youth sports market is set to grow in response to increased interest worldwide in youth sports development programs. The programs are inherently satisfying to children and youth, giving them skills and accompanying self-esteem that translates to support academic skills as well as athletic ones. Software has become an important aspect of making team play easy to manage. More changes are coming as digitization drives use of video so parents and children can share on the Internet the experience of team play. Video capture of game and practice play is poised to provide coaches and assistant coaches with an ever-increasing array of ways to help players improve play on the field. Little league coaches bring a lot to the children whom they coach. The individual attention to skills development is a treasure to each child it touches. Stories proliferate about the value of little league coaches to girls and boys who had a dad or mom missing at crucial times of growing up. The same is true for the Girl’s and Boy’s clubs. In these cases, a substitute parent is an invaluable part of forming a strong personality, able to be responsive to others, fit into a team, and perform with integrity. The coaches teach values in a context of fun. Youth sports facilities can become part of a community development program. Every team, every sport has appeal and as there is more leisure, as the economy spins out more and more wealth at the top of the economic scale, there will be more spending on sports. Professional sports, betting, fantasy teams, semiprofessional teams, and teams just for fun will continue to look for venues and players. Youth sports are sure to benefit from this trend. The brightest and the best will want to get top notch sports training for their children, and the entire middle class will follow as best they can. Sports are fun, the professional teams have begun to recognize that they need to invest in team development programs targeting children starting at age 3. This is when you can get the attention of the child and build skills incrementally that are providing a steady stream of youth available later for the professional teams. Professional teams have noticed that the most ardent fans are those who played a sport as a youth. All the professional leagues have to invest in youth sports because otherwise they do not have players now and fans later, The youth sports software is sold or given away free to teams, leagues and tournaments. Often a league will distribute the software to teams, clubs, or tournaments. Sometimes teams and clubs buy the software directly. A lot of youth sports software had been homegrown functionality bolted onto a stable platform. This homegrown small market software has basically become outdated, slated to be replaced with packaged, licensed or cloud software that is more robust. The youth sports software provides registration and payment collection. The payment collection aspect of the software is sometimes important because it creates a way to collect a transaction fee that is used to pay for the software and provide continuing revenue to the provider. The primary purpose of youth and adult sports team software is to deliver robust, automated process for the registration, scheduling, web site construction, coaching management, communication, tournament play, and video coaching that are needed to run a team effectively. Transaction management and fee collection are key aspects of some of the software. According to Susan Eustis, leader of the market research team that prepared the study for WinterGreen Research, “Vendors are making acquisitions to upgrade software so it is able to provide a wide range of capabilities. Modules brought in from different companies and developers are difficult to integrate into a functioning platform. Once a platform is in place, the organization of travel teams is facilitated.” Market growth comes from increased benefits of organization in youth sports leagues. Travel teams and tournaments are in vogue. These do not happen in a consistent manner unless there is automated process in place. Automated process is just better for making a team function smoothly, eliminating vast amounts of politics. Shared resource is always a problem, having automated management is better. Once one aspect of the team management is automated, there is demand to automate all the processes across the board leading to plenty of consolidation and acquisitions in this market. In a $22 billion worldwide market, a $17 billion U.S. youth sports market, the youth sports team, tournament, and league play is big business. League travel teams are gaining traction because they provide family vacation fun while improving skills of a youthful player. This is a nascent market, there is no end to growth in sight. Markets are expected to reach $57.8 billion by 2024. Youth sports teams will continue to get more organized and depend on software to provide increased management efficiency. Video images of play will provide better coaching. Companies Profiled Market Leaders • Nike • Ameri Sports / Wilson • Adias • Underarmor • InterContinental Hotels Group Marriott • Bauer • Sports Facilities Advisory • Blue Star Sports • NBC Sports / SportsEngine • Time / Sports Illustrated Play Key Topics • Youth Sports • Youth development programs • Youth Travel Teams • Youth Sports Software • Recreational League Sports Software • League Software • Youth Sports Coaching • Sports Team Refistration • Sports Wearables • Travel Teams • Team Volunteer Management • Team Flexible payment • Team One tap payment • Sports Software • Club Management • Sports Websites • Sports Technology • Team Roster Software • Team Registration Management • Volunteer Management Software • Flexible payment options. • Youth Sports Team Communication
Table of Contents Abstract: Youth and Recreational Sports League Markets are at $22 Billion Worldwide, $17 Billion in the US 1 Youth Team, League, and Tournament Sports Executive Summary 24 Youth Team, League, and Tournament Sports Market Driving Forces 24 Six in 10 Children Ages 6-12 Regularly Participate In Team Sports in the US 31 Youth League Sports Market Dynamics 33 Youth League Sports Market Shares 35 Two Major Segments to Youth Team, League, and Tournament Sports 35 1. Youth Team, League, and Tournament Sports: Market Description and Market Dynamics 40 1.1 Sport Participation Develops Core Values 40 1.1.1 Professional Sports Embrace Youth Development Programs 41 1.1.2 Jr.NBA.com Emphasizes Fundamentals for Youth 42 1.2 Clothing and Apparel a Core Aspect of Youth Sports Market 43 1.2.1 Little League Chose Dick’s Team Sports HQ As Its Tech Provider 44 1.3 Hotels Leverage Vendor Positioning in Youth Sports Markets 45 1.4 Youth Sports League Software Is Highly Specialized 46 1.5 Barriers to Youth Sports Participation 47 1.5.1 Barriers To Youth Sports Participation 48 1.5.2 Aim To Ensure That All Kids Have The Chance To Grow Up Fit And Strong 50 1.5.3 Developing the Athletic and Human Potential of a Child 51 1.6 Youth Team Web Sites 52 1.6.1 Youth Sports Team Web Presence 55 1.7 Supervising the Money from Youth Team Sports 59 1.8 Youth Sports Software Communications Functions 60 2. Youth Team, League, and Tournament Sports Market Shares and Forecasts 61 2.1 Youth Team, League, and Tournament Sports Market Driving Forces 61 2.1.1 Six in 10 Children Ages 6-12 Regularly Participate In Team Sports in the US 68 2.1.2 Youth League Sports Market Dynamics 70 2.1.3 Innovation Is Core To The Market Growth Of The Youth Sports Organizations 71 2.1.4 Backyard Sports 71 2.1.5 Movement Toward Travel Teams 72 2.1.6 Linking To Team Sponsors 74 2.1.7 Youth League Sports Market Growth Development Programs 75 2.1.8 Youth League Sports Software Functions 77 2.1.9 Protecting the Money Collected for a Youth Sports League 78 2.1.1 Team Sports Financial Reporting 79 2.1.2 Youth Team Sports Acquisitions 81 2.1.3 Youth League Sports Apps Model Market Factors 82 2.1.4 Applications 85 2.2 Youth League Sports Market Shares 86 2.2.1 Stack Sports 89 2.2.2 Comcast / NBC Universal / SportsEngine 91 2.2.3 Active Network / Active Sports 91 2.2.4 Hudl 91 2.2.5 TeamSnap 92 2.2.6 Dicks Sporting Goods 92 2.3 Youth Team, League, and Tournament Facilities Market including High School, College, Market Shares, Number Field Rentals, Worldwide, 2017 94 2.3.1 Youth Team, League, and Tournament Sports Software Number Employees vs. Revenue Analysis, Number Employees, Dollars per Employee 97 2.3.2 Youth Sports Athletic Footwear, Apparel And Equipment Market Shares 98 2.3.3 Youth Sports Team, League, and Tournament Facilities Consultants Market Shares102 2.3.4 Youth Sports Team, League, and Tournament Hotels and Motels Market Shares, Dollars, Worldwide, 2016 103 2.4 Segments of Youth Team, League, and Tournament Sports 104 2.4.1 Youth Sports Team, League, and Tournament Software: Market 112 2.5 Youth Sports Travel, Field, and Ice Rink 117 2.6 Youth Team, League, and Tournament Sports Market Forecasts 120 2.6.1 High School Football Participation Numbers Dropping Amid Health Concerns 127 2.7 Youth and Recreational League Sports Trends 128 2.8 Local Recreational Sports Facilities are Being Developed as Services 129 2.8.1 Further Leverage the Reach That Team Sponsors Have 130 2.8.2 League Registration Features 133 2.8.3 Youth Sports Tournaments and Hotels 135 2.8.4 Youth Sports League Penetration Analysis 135 2.8.5 Youth Team Sports League Unit Analysis Assumptions 138 2.8.6 Youth Team Sports Functional Models Registration, Communication, and Web Site Development or Combination 139 2.8.7 League Software and App Revenue Models 142 2.8.8 Transactional App Revenue Model 144 2.8.1 Charge Card Revenue per Transaction 148 2.8.2 Software Licensing Model 149 2.8.3 Advertising Model 151 2.8.4 Extracting Value from Data 152 2.8.5 Youth League Sports Software Shipments by Sport: US and Worldwide 153 2.8.6 League Software Larger Market 155 2.8.7 Youth League Software by Sports 158 2.9 Healthcare and Youth Sports 160 2.10 Varsity and Collegiate Intermural and Club Sports 162 2.11 Youth and Adult Sports League Participation, United States and Worldwide, Number of Players, 2016 164 2.11.1 Youth Team, League, and Tournament Sports Software Revenue Models Market Forecasts, Transactional Apps, Free Apps Information Based License Fee per Software Package, Cloud Based SaaS Model, Dollars, Worldwide, 2017-2023 165 2.12 Youth Sports Travel Teams 173 2.13 Youth League Sports Software Prices / Sports Software Pricing 175 2.13.1 Hudl Prices 179 2.13.2 Hudl Revenue Model 180 2.13.3 Stack Sports Prices 183 2.13.4 Affinity Sports 185 2.14 Youth League Sports Software Regional Market Analysis 186 2.14.1 US 189 2.14.2 Canada 191 2.15 Youth Team Sites Revenue Model 192 2.15.1 Applications 194 3. Youth League Sports Product Description 195 3.1 Vendors Build Brand with Significant Well Targeted Demographic 195 3.1.1 Vendors Address Needs of Different Types of Teams 195 3.1.2 Stack Sports GoalLine 196 3.1.3 Stack Sports Strengths 197 3.1.4 Stack Sports Challenges 198 4. Youth and Recreational League Sports Software Research and Technology 201 4.1 Payment Gateways 201 4.1.1 Payment Processing Solutions For a League 201 4.1.2 Recommended Merchant Broker Authorize.net Gateway 201 4.2 Responsive Web Design 202 4.2.1 Robust Website Structure 203 4.3 Tournament Types 204 4.3.1 MatchDay Types 205 4.4 Season Registration & eSport Configuration 205 4.5 Venue 205 4.6 FE management 206 4.6.1 Extra fields 206 4.7 Artificial Intelligence And Software 206 4.8 Nike Open Source Software 207 5. Youth and Recreational League Sports Software Company Profiles 208 5.1 Youth and Recreational League Sports Software Acquisitions 208 5.2 Global Payments / Active Network 211 5.2.1 Active Network 212 5.2.2 Active Network Global Payments 212 5.2.3 Active Network / Active Sports 217 5.2.4 Active Sports Strengths 218 5.2.5 Active Sports Challenges 218 5.2.6 Active Sports Revenue Model 219 5.3 Affinity Sports 219 5.3.1 Affinity Sports Concussion Protocols and Product Positioning 220 5.4 Amer Sports / Wilson 221 5.5 Aspen Institute 221 5.6 Atheletrax / mysportsort 224 5.7 Bauer 225 5.8 Bear Dev 225 5.9 Catapult 226 5.9.1 Catapult Acquisitions 226 5.9.2 Catapult Customers 227 5.10 Coach Logic 228 5.11 Cogran 229 5.12 Comcast / NBC / Sport Engine 231 5.12.1 Comcast Revenue 231 5.12.2 Comcast Business 231 5.12.3 NBC Sports Group Purchases Sport Ngin 233 5.12.4 NBC Universal / SportsEngine 235 5.12.5 SportsEngine Culture 236 5.13 Dick’s / Blue Sombrero 237 5.13.1 Dick’s Sporting Goods Revenue 237 5.13.2 Dick’s Sporting Goods Acquisition Of Affinity Sports 241 5.13.3 Dick’s Sporting Goods Business 241 5.13.4 Dick’s Sporting Goods Competition 242 5.14 Engage Sports 244 5.15 EZFacility 246 5.16 FiXi Competition Management 246 5.16.1 FiXi Competition Management Revenue Model 247 5.16.2 FiXi Competition Management Features and Functions 247 5.16.3 FiXi Competition Management Target Markets 247 5.16.4 FiXi Competition Management Customization and League Requirements 248 5.17 HorizonWebRef.com 248 5.17.1 HorizonWebRef Revenue Model 249 5.18 Hudl 250 5.18.1 Hudl Acquisitions 251 5.18.2 Hudl Financing 252 5.18.3 Hudl Partnership with Nike 253 5.19 InterContinental Hotels Group IHG 254 5.19.1 IHG Strategic Priorities 256 5.19.2 InterContinental Hotels Group IHG's Holiday Inn Express 256 5.19.3 Holiday Inn Express 258 5.20 Jevin 258 5.21 Jonas Software / EZFacility 259 5.21.1 EZFacility Sports Facility & League Software 260 5.21.2 Revenue Model 261 5.21.3 EZFacility Features and Functions 261 5.21.4 EZFacility Target Market 262 5.22 JoomSport 263 5.22.1 JoomSport Revenue Model 263 5.22.2 JoomSport Target Market 264 5.22.3 JoomSport Features 265 5.23 LeagueApps 265 5.23.1 LeagueApps 266 5.23.2 LeagueApps Revenue Model 266 5.23.3 LeagueApps Features and Functions 267 5.23.4 LeagueApps Target Market 268 5.24 LeagueLobster 268 5.25 LeagueRepublic 269 5.25.1 LeagueRepublic Features 269 5.26 Marriott 273 5.27 Nike 273 5.27.1 Nike Personal Analytics 275 5.27.2 Nike Partnership with Hudl 276 5.28 QSTC 276 5.29 RosterBot 276 5.29.1 Rosterbot Team Management Service 277 5.30 Sideline Sports 277 5.30.1 Sideline Sports XPS Network 277 5.30.2 Sideline Sports XPS Network for Coaches 278 5.30.3 Sideline Sports Tools 279 5.31 Sports Facilities Advisory & Sports Facilities Management (SFA | SFM) 281 5.32 5.27 Sportlyzer 282 5.32.1 Sportlyzer Team Management Software 284 5.33 Stack Sports 287 5.33.1 Stack Sports Soccer 291 5.33.2 Stack Sports Is Building Through Acquisition 292 5.33.3 Stack Sports Goalline 294 5.34 Steel Sports 294 5.28 Swimtopia 295 5.28.1 Swimtopia Summer Swim Teams 295 5.28.2 SwimTopia Summer Swim Leagues 295 5.28.3 SwimTopia Revenue 297 5.28.4 Team Topia / SwimTopia 297 5.28.5 Team Topia Revenue Model 298 5.29 Teamer 298 5.30 TeamSideline.com 299 5.30.1 TeamSideline Features 299 5.30.2 TeamSideline Team Sites 300 5.31 TeamSnap 301 5.31.1 TeamSnap Sports Teams 302 5.31.2 20 Million in 2017, Up from 9 Million in 2015 Use TeamSnap: 304 5.32 Vista Equity Partners Fund IV and Vista Equity Partners Fund III / Lanyon 310 5.32.1 Vista Equity Partners STATS 312 5.32.2 Vista Equity Partners Amisco Prozone ("Prozone") 312 5.32.3 Vista Equity Partners Automated Insights 313 5.32.4 Vista Equity Partners The Sports Network (TSN) 313 5.32.5 Vista Equity Partners Bloomberg Sports 313 5.33 Under Armour 314 5.34 Wooter 314 5.35 YourTeamOnline 315 5.36 Zebra Technologies Sports Solutions 315 5.36.1 Zebra / NFL Partnership 317 5.37 Zuluru 318 5.37.1 Zuluru Revenue Model 318 5.38 Selected List of Youth Sports Software Companies 319 WinterGreen Research, 333 WinterGreen Research Methodology 333 WinterGreen Research Process 335 Market Research Study 335 WinterGreen Research Global Market Intelligence Company 336 Report Description: Youth League Sports Software and Revenue Models Matter 337
List of Figures Figure 1. Market Growth Factors in High End Youth Sports Schools and Facilities 24 Figure 2. Market Growth in Youth Sports Driving Forces 25 Figure 3. Market Growth in Youth Sports Driving Factors 26 Figure 4. Driving Forces for Market Growth in Community Development Using Youth Sports 27 Figure 5. Youth Sports Driving Forces for Community Development 28 Figure 6. Youth League Sports Market Driving Forces 32 Figure 7. Youth Sports Team, League, and Tournament, Market Shares, Dollars, Worldwide, 2016 35 Figure 8. Youth Sports League Major Market Segments, Dollars, US, 2016 36 Figure 9. Youth Sports League Software, Equipment and Facilities, Game Equipment and Apparel: Market Shares, Dollars, Worldwide, 2016 37 Figure 10. Youth Team, League, and Tournament Sports Software, Apparel, Equipment Market Segments by Sport Dollars, US, 2016 38 Figure 11. Youth Team, League, Tournament Sports Forecasts, Dollars, Worldwide, 2017-2023 39 Figure 12. Barriers to Youth Sports Participation 48 Figure 13. Challenges To Youth Sports Participation 49 Figure 14. Aim to Ensure That All Kids Have The Chance To Grow Up Fit And Strong 50 Figure 15. Youth Team Sports Organization Aspects 51 Figure 16. Youth League Sports Software Market Driving Forces 53 Figure 17. Youth League Sports Development Mapping 54 Figure 18. Youth League Sports Market Factors 57 Figure 19. Youth League Sports Software Functions1 58 Figure 20. Youth Sports Software Communications Functions 60 Figure 21. Market Growth Factors in High End Youth Sports Schools and Facilities 61 Figure 22. Market Growth in Youth Sports Driving Forces 62 Figure 23. Market Growth in Youth Sports Driving Factors 63 Figure 24. Driving Forces for Market Growth in Community Development Using Youth Sports 64 Figure 25. Youth Sports Driving Forces for Community Development 65 Figure 26. Youth League Sports Market Driving Forces 69 Figure 27. Youth League Sports Movement Toward Travel Teams 73 Figure 28. Youth League Sports Market Growth Development Programs 75 Figure 29. Youth League Sports Team Sponsors 76 Figure 30. Youth League Sports Software Functions 77 Figure 31. Team Sports HQ Reporting Functions 79 Figure 32. Team Sports Payments and Order Tracking Functions 80 Figure 33. Youth League Sports Software Revenue Model Market Factors 83 Figure 34. Youth League Sports Software Market Demands 84 Figure 35. Youth Sports Team, League, and Tournament, Software Market Shares, Dollars, Worldwide, 2017 86 Figure 36. Youth Sports Team, League, and Tournament, Market Shares, Dollars, Worldwide, 2017 87 Figure 37. Youth Sports Team, League, and Tournament, Market Shares, Dollars, Worldwide, 2017 88 Figure 38. Stack Sports One-Stop Shop For Sports Registration, Payments And Management 90 Figure 39. Youth Team, League, and Tournament Facilities Market including High School, College, Market Shares, Number Field Rentals, Worldwide, 2017 94 Figure 40. Youth Team, League, and Tournament Participation, United States and Worldwide, Number of Players, 2017 95 Figure 41. Youth Team, League, and Tournament Software Markets by Sport, Units and Dollars, 2017 96 Figure 42. Efficiency Of The Various Software Providers, Revenue per Employee 2017 97 Figure 43. Aspects of Competition in Youth Sports Team, League, and Tournament Apparel and Equipment Markets 99 Figure 44. Youth Sports Team, League, and Tournament Apparel and Equipment Market Shares, Dollars, Worldwide, 2017 100 Figure 45. Youth Sports Team, League, and Tournament, Apparel and Equipment Market Shares, Dollars, Worldwide, 2017 101 Figure 46. Youth Sports Team, League, and Tournament Facilities Consultants Market Shares, Dollars, Worldwide, 2017 102 Figure 47. Youth Sports Team, League, and Tournament Hotels and Motels Market Shares, Dollars, Worldwide, 2017 103 Figure 48. Youth Sports League Major Market Segments, Dollars, Worldwide, 2017 104 Figure 49. Youth Sports League Software, Equipment and Facilities, Game Equipment and Apparel: Market Shares, Dollars, Worldwide, 2017 105 Figure 50. Youth Team, League, and Tournament Sports Software, Apparel, Equipment Market Segments by Sport Dollars, US, 2017 106 Figure 51. Youth Sports Team, League, and Tournament Market Segments, Dollars, Worldwide, 2017 107 Figure 52. Youth Sports Team, League, and Tournament Market Segments, Dollars, Worldwide, 2017 108 Figure 53. Youth Sports Team, League, and Tournament Software, Market Shares, Users, Worldwide, 2017 109 Figure 54. Youth Sports Team, League, and Tournament Apparel and Equipment Market Shares, Dollars, Worldwide, 2017 110 Figure 55. Youth Sports Team, League, and Tournament, Apparel and Gear Market Shares, Dollars, US, 2017 111 Figure 56. Youth Sports Team, League, and Tournament Software: Market Shares, Dollars, Worldwide, 2017 112 Figure 57. Youth Sports Team, League, and Tournament Software, Market Shares, Dollars, Worldwide, 2017 113 Figure 58. College and University Sports League Participation, United States and Worldwide, Number of Players, 2015 115 Figure 59. College and University Team, League, and Tournament Sports Participation, United States and Worldwide, Number of Players, 2017 116 Figure 60. Youth Sports Team, League, and Tournament Travel Destination Market Segments, Dollars, Worldwide, 2017 117 Figure 61. Youth Sports Team, League, and Tournament Hotels and Motels Market Shares, Dollars, Worldwide, 2017 118 Figure 62. Youth Team, League, Tournament Sports Forecasts, Dollars, Worldwide, 2018-2024 121 Figure 63. Youth Organized Sports Market Segments, Travel, Motels, Facilities, Construction, Apparel and Gear, Facility Fees, and Software, Dollars, Worldwide, 2018-2024 122 Figure 64. Youth Organized Sports Market Segments, Travel, Motels, Facility Construction, Apparel and Gear, Facility Fees, and Software, Dollars, Worldwide, 2018-2024 123 Figure 65. Youth Organized Sports Market Segments, Travel, Motels Facility Construction, Apparel and Gear, Facility Fees, and Software Percent, Worldwide, 2018-2024 124 Figure 66. Youth and Recreational League Sports Trends 128 Figure 67. League Software Functions 132 Figure 68. League Registration Features 133 Figure 69. Youth Sports Hotels and Motels 135 Figure 70. Youth and Amateur Adult Team Sports League Software Unit Analysis Percent Penetration, Worldwide, 2016-2022 137 Figure 71. Youth Team Sports Software Functional Models Market Forecasts, Simple Registration, Registration, Communication and Web Site Development, or Combination with Coaching Video, Dollars, Worldwide, 2017-2023 140 Figure 72. Youth Team, League, and Tournament Sports Software Revenue Models Market Forecasts, Transactional Apps, Free Apps Information Based License Fee per Software Package, Per User Fee, Dollars, Worldwide, 2016-2022 143 Figure 73. Team Sports Software License, Transaction, and Advertising Revenue Models Market Forecasts, Number of Players, Worldwide, 2017-2023 144 Figure 74. Active Sport Sliding Scale Registration Fee: Transaction Processing Fee 146 Figure 75. Average Credit Card Processing Fees 147 Figure 76. Youth Team, League, Tournament Sports Software Transactional Revenue Models Market Forecasts, Dollars, Worldwide, 2017-2023 148 Figure 77. Youth, High School, University, College and Adult Team, League, Tournament Sports Software Revenue Models Market Forecasts, License Fee per Software Package, Dollars, Worldwide, 2017-2023 149 Figure 78. Youth Team Sports Software Revenue Models Market Forecasts, Free App Software Package, Per User Fee, Dollars, Worldwide, 2017-2023 152 Figure 79. Youth and Amateur Adult Team Sports Participation, United States and Worldwide, Number of Players, 2017-2023 154 Figure 80. Applications for Youth Sports Software Platforms 156 Figure 81. Organizations Served: Parks and Recreation 157 Figure 82. Youth Team, League, and Tournament Sports Software Market Segments by Sport, Units and Dollars, US, 2016 159 Figure 83. Youth Team, League, and Tournament Facilities Market including High School, College, Number Fields of Play Used Games and Practice, $ per Field, US, 2017 160 Figure 84. College and University Team, League, and Tournament Sports Participation, United States and Worldwide, Number of Players, 2016 163 Figure 85. Youth and Adult Sports League Participation, United States and Worldwide, Number of Players, 2016 164 Figure 86. Youth Team, League, and Tournament Sports Software Revenue Models Market Forecasts, Transactional Apps, Free Apps Information Based License Fee per Software Package, Cloud Based SaaS Model, Dollars, Worldwide, 2017-2023 166 Figure 87. Youth Team Sports Software Transactional Revenue Models Market Forecasts, Dollars, Worldwide, 2017-2023 167 Figure 88. Youth Team Sports Software Revenue Models Market Forecasts, Free App Software Package, Per User Fee, Dollars, Worldwide, 2017-2023 168 Figure 89. Youth, High School, University, College and Adult Team Sports Software Revenue Models Market Forecasts, License Fee per Software Package, Dollars, Worldwide, 2017-2023 168 Figure 90. Team Sports Software License Revenue Models Market Forecasts, Number of Players, Worldwide, 2017-2023 170 Figure 91. Team Sports Software License, Transaction, and Advertising Revenue Models Market Forecasts, Number of Players, Worldwide, 2017-2023 171 Figure 92. Youth Team Sports Software Functional Models Market Forecasts, Simple Registration, Registration, Communication and Web Site Development, or Combination with Coaching Video, Dollars, Worldwide, 2017-2023 172 Figure 93. Youth Team Organized Sports Travel Hotel, Motel, Bus, Airfare Market, and Total, Dollars, Worldwide, 2005-2014 and 2015-2025 174 Figure 94. TeamSnap Free Features 175 Figure 95. TeamSnap Basic Prices and Features 176 Figure 96. TeamSnap Premium Features 176 Figure 97. TeamSnap Ultra Prices and Features 178 Figure 98. Hudl Prices 180 Figure 99. Stack Sports Prices for Software 183 Figure 100. Stack Sports Tools 184 Figure 101. Youth Sports Team, League, and Tournament Software, Regional Market Segments, 2017 186 Figure 102. Youth Sports Team, League, and Tournament Software Regional Market Segments, 2017 187 Figure 103. Youth Sports Team, League, and Tournament Software Regional Market Segments, Dollars, 2016 188 Figure 104. Youth Sports Team, League, and Tournament Software Regional Market Segments, 2016 189 Figure 105. Number of Youth Sports Players US and Worldwide, Dollars per Player, 2016 190 Figure 106. $5.8 Billion Canadian Youth Sports Market 191 Figure 107. Stack Sports GoalLine Customers 196 Figure 108. Blue Star Sports One-Stop Shop For Sports Registration, Payments And Management 200 Figure 109. Responsive Web Design (RWD) Illustrated 202 Figure 110. Robust Website Structure 203 Figure 111. Division of Tournament Types 204 Figure 112. Active Sports Partners 211 Figure 113. Active Network Solutions: 214 Figure 114. Active Network Management Software Solutions: 215 Figure 115. Active Network Platform Features 216 Figure 116. Active Network Customers 217 Figure 117. Affinity Sports Software Functions 219 Figure 118. Crowdfunding for Sports Teams 224 Figure 119. Catapult Customers 227 Figure 120. Cogran Sports League Management Software Modules 230 Figure 121. NBC Sports SportsEngine Partners 235 Figure 122. Engage Sports Tools 245 Figure 123. EZFacility Target Markets 246 Figure 124. HorizonWebRef Pricing per Official 250 Figure 125. EZ Facility Key Features 261 Figure 126. EZFacility Target Markets 262 Figure 127. LeagueRepublic Sports Software Functions 271 Figure 128. Sideline Sports XPS Network Functions 278 Figure 129. Sideline Sports Clients by Category And Sport 279 Figure 130. Sportlyzer Monthly Recurring Revenue 282 Figure 131. Sportlyzer Market Exit Strategy 284 Figure 132. Sportlyzer Sports Customers 285 Figure 133. Sportlyzer Sports Metrics 286 Figure 134. Stack Sports Target Markets 288 Figure 135. Stack Sports Brands 289 Figure 136. Stack Sports Soccer 291 Figure 137. Stack Sports Software Competitive Advantage 293 Figure 138. TeamSnap Coaching Platform Toolset Tasks 302 Figure 139. TeamSnap Platforms Supported 303 Figure 140. TeamSnap Target Market 303 Figure 141. TeamSnap Online Sports Team Management Application 304 Figure 142. TeamSnap Online Features 305 Figure 143. Teamsnap Benefits 305 Figure 144. TeamSnap Team Management Sports Targeted 306 Figure 145. TeamSnap Integration Features 306 Figure 146. TeamSnap Smartphone App Functions 308 Figure 147. Average # of TeamSnap Touches/User/Month 309 Figure 148. Zebra Technologies RFID Sports Positioning 316 Figure 149. Zebra Has One Million RFID Tags in Place 317
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