AI in Sports Market

$4,995.00$9,995.00

Artificial Intelligence in Sports Market: AI in Sports by Technology, Applications, Sports Level (Olympic, Professional, College), Sports Type, User Type (Owner, Coach, Player, Spectator), Use Case, Deployment, Region and Country 2019 – 2024

This AI in sports market report provides an assessment of the technologies, companies, strategies and solutions involved in leveraging artificial intelligence in sports market. The report analyzes AI in sports market by sports level, type of sport, user type, and deployment options.

The report provides AI in sports market sizing for the aforementioned as well as forecast for AI in sports market by region and country from 2019 to 2024. It is important to note that certain countries focus on very specific sports, so AI in sports will vary significantly on a country by country basis and not just by comparative population or per-capita GDP.



    Request more information about this report



    REQUEST TYPE


    Sample of Report RequestQuestion About Report

    Provide the requested Contact Information below and we'll email you a Sample of Report

    CONTACT INFORMATION









    (*required field)


    TELL US ABOUT YOUR QUESTION




    DATA PRIVACY






    Description

    This is the only research available that focuses on Artificial Intelligence (AI) in the sports industry. This report evaluates AI in sports market by Technology (Machine Learning, Natural Language Processing, Cognitive Computing, Computer Vision, Data Analytics, Decisions as a Service), Sports Level (Olympic, Private, Professional, Collegiate, High School, Middle School, and Early Childhood Sports and Fitness), sports type (Baseball, Basketball, Boxing, Cricket, Football (American), Golf, Gymnastics, Hockey (Field), Hockey (Ice), Mixed Martial Arts, Racing (Automobiles), Racing (Horses), Rugby, Skiing, Soccer (Association Football), Table Tennis (Ping Pong), Tennis, Volleyball, and Wrestling), User Type (Owner, Coach, Player, Spectator, Investor), Use Cases, Deployment (Software, Decision Support, DaaS, Decisions as a Service), Region and Countries. AI in sports market represents a substantial opportunity for operational improvements including efficiency and effectiveness enhancements that ultimately lead to substantive team game performance.

    AI in Sports Market Dynamics

    Improving the overall efficiency and effectiveness of teams and individual athletes a big implications as sports related activities and events have become a major industry in the last few decades. Professional sports in particular has become a big business with the asset value of major teams at well over $1 billion each and generating triple digit millions in revenue annually. For example, the New England Patriots (American) football team is valued at roughly $3.8 billion, and generates over $500 million in total revenue annually. With about $103 million in revenue due to gate receipts, it is clear that a large portion of professional sports teams rely on non-venue related revenue including sponsorship, media rights, and merchandising. With level of financials involved for a given organization, AI in sports market is a meaningful investment for most team owners.

    Sports at the Olympic, professional, and collegiate levels has become very data driven as decisions ranging from recruitment and training to strategy and in-game tactics rely upon statistics and a dynamic set of variables including personnel, game conditions, and scenarios. Would be Olympians depend on sponsors, trainers, and coaches for major funding and support. Sponsorship is a multi-million investment for each athlete, underscoring the need to make the best decisions possible for sovereign nations and companies involved in deciding who will be developed with the intent of representing a country in a given sport and sporting event for the Olympics. Wise implementation of AI in sport market represents a means of sponsoring countries, companies, and wealthy benefactors to maximize their investment in the best world athletes.

    At the collegiate level, a great deal is at stake in terms of recruiting athletes to become professionals. There is also great importance for National Collegiate Athletic Association division IA teams who vie for various milestones such as winning seasons, division leadership, league championships, playoff appearances, and championships. Much is at stake from an alumni good will perspective, which translates into donations for sporting programs, which funds university and college development. AI in sports market at the collegiate level provides this type of indirect benefit as college sports programs must be careful to not step over the line in terms of rules regarding financial benefits to players.

    AI in Sports Market Report

    This AI in sports market report provides an assessment of the technologies, companies, strategies and solutions involved in leveraging artificial intelligence in sports market. The report analyzes AI in sports market by sports level, type of sport, user type, and deployment options.

    The report provides AI in sports market sizing for the aforementioned as well as forecast for AI in sports market by region and country from 2019 to 2024. It is important to note that certain countries focus on very specific sports, so AI in sports will vary significantly on a country by country basis and not just by comparative population or per-capita GDP. All direct purchases of Mind Commerce reports includes time with an expert analyst who will help you link key findings in the report to the business issues you’re addressing. This needs to be used within three months of purchasing the report.

    Click Here for More Mind Commerce Artificial Intelligence Reports

    Additional information

    Published

    2019

    Pages

    198

    Target Audience

    AI and Machine Learning Companies, Application Developers, Big Data and Analytics Companies, Cloud and Internet of Things Companies, Communications Services Providers, Data Management Companies, ICT Infrastructure Providers, Management Consultants, Research and Development Organizations, Wearable Technology Developers

    License Type

    , , ,

    Report Benefits

    • Only report of its type focusing on AI in sports market
    • Understand how AI in sports will improve sports operations
    • Identify opportunities and challenges of implementing AI in sports
    • Understand how AI in sports relies upon other supporting technologies

    Select Findings

    • AI improves the value of cross-training by team role/position between 9 and 32 percent
    • Up to 65% of long-term cognitive dysfunction due to concussions is preventable through use of AI
    • AI in sports will improve individual and team performance by average of 17% and 28% respectively
    • Top benefits of AI in sports include performance improvement, injury prevention, and recruitment
    • AI will improve revenue, reduce operational costs, and improve valuations of professional sports teams

    Companies in Report

    • 24/7.ai Inc.
    • Ai
    • Advanced Micro Devices (AMD) Inc.
    • AIBrian Inc.
    • Amazon Inc.
    • Anodot
    • AOL Inc.
    • Apple Inc.
    • ARM Limited
    • Baidu Inc.
    • Cisco Systems
    • DeepScale
    • Digital Reasoning Systems Inc.
    • Facebook Inc.
    • Fujitsu Ltd.
    • General Electric (GE)
    • General Vision Inc.
    • Google Inc.
    • Graphcore
    • H20ai
    • Haier Group Corporation
    • Haptik
    • Hewlett Packard Enterprise (HPE)
    • Huawei Technologies Co. Ltd.
    • IBM Corporation
    • Intel Corporation
    • InteliWISE
    • IPsoft Inc.
    • iRobot Corp.
    • Juniper Networks, Inc.
    • Leap Motion Inc.
    • LG Electronics
    • Micron Technology
    • Microsoft Corporation
    • MicroStrategy Incorporated
    • Motion Controls Robotics Inc.
    • MotionAI
    • Neurala
    • Next IT Corporation
    • Nokia Corporation
    • Nuance Communications Inc.
    • Oracle Corporation
    • Panasonic Corporation
    • QlikTech International AB
    • Qualcomm Incorporated
    • Rethink Robotics
    • Rockwell Automation Inc.
    • Samsung Electronics Co Ltd.
    • SAP
    • SAS Institute Inc.
    • Sentient Technologies Holdings Limited
    • Siemens AG
    • SoftBank Robotics Holding Corp.
    • SparkCognition Inc.
    • Tellmeplus
    • Texas Instruments Inc.
    • Umbo Computer Vision
    • vPhrase
    • Wade & Wendy
    • Wind River Systems Inc.
    • Xiaomi Technology Co. Ltd.
    • XILINX Inc.

    Table of Contents

    1. Executive Summary
    2. Introduction
    2.1. Why AI in Sports?
    2.2. Risks and Benefits
    2.3. Opportunities and Challenges
    3. AI in Sports and Related Technologies
    3.1. AI and Computing
    3.1.1. Machine Learning
    3.1.2. Data Analytics
    3.1.3. Natural Language Processing
    3.1.4. Cognitive Computing
    3.1.5. Computer Vision
    3.2. Data Solutions
    3.2.1. Data Analytics
    3.2.2. Data as a Service
    3.2.3. Decisions as a Service
    3.3. Internet of Things
    3.3.1. Wearable Devices
    3.3.2. M2M Connectivity
    3.3.3. IoT Messaging
    3.3.4. IoT Command and Control
    4. AI Applications
    4.1. AI in Sports Recruitment
    4.2. AI in Performance Improvement
    4.3. AI in Game Planning
    4.4. AI in Game Tactics
    4.5. AI in Injury Prevention
    5. AI in Sports by Level
    5.1. Olympic
    5.2. Private
    5.3. Professional
    5.4. Collegiate
    5.5. High School
    5.6. Middle School
    5.7. Early Childhood Sports and Fitness
    6. AI in Sports by Type
    6.1. Baseball
    6.2. Basketball
    6.3. Boxing
    6.4. Cricket
    6.5. Football (American)
    6.6. Golf
    6.7. Gymnastics
    6.8. Hockey (Field)
    6.9. Hockey (Ice)
    6.10. Mixed Martial Arts
    6.11. Racing (automobiles)
    6.12. Racing (horses)
    6.13. Rugby
    6.14. Skiing
    6.15. Soccer (association football)
    6.16. Table Tennis (ping pong)
    6.17. Tennis
    6.18. Volleyball
    6.19. Wrestling
    7. AI in Sports Operations
    7.1. Long Term Planning
    7.1.1. Team Planning
    7.1.2. Budget Planning
    7.1.3. Recruitment
    7.1.4. Long Term Injury Prevention
    7.2. Game Strategy
    7.2.1. Game Preparation
    7.2.2. Game Plan Development
    7.2.3. Evaluating the Data
    7.2.4. AI Enabled VR Simulations
    7.3. Game Tactics
    7.3.1. Game Plan Execution
    7.3.2. In-game Adjustments
    7.3.3. Improved Communication
    8. AI in Sports Spectatorship
    8.1. During the Game
    8.1.1. Interactive Sports
    8.1.2. Game Watching
    8.1.3. Game Attendance
    8.2. Between Game Engagement
    8.2.1. Player, Coach, and Fan Interaction
    8.2.2. Predicting Outcomes
    8.3. Other Fan Involvement
    8.3.1. Fantasy Sports
    8.3.2. Gambling
    8.3.3. Traditional Sports and eSports
    9. AI Company Analysis
    9.1. 24/7.ai Inc.
    9.2. Active.Ai
    9.3. Advanced Micro Devices (AMD) Inc.
    9.4. AIBrian Inc.
    9.5. Amazon Inc.
    9.6. Anodot
    9.7. AOL Inc.
    9.8. Apple Inc.
    9.9. ARM Limited
    9.10. Atmel Corporation
    9.11. Baidu Inc.
    9.12. Cisco Systems
    9.13. DeepScale
    9.14. Digital Reasoning Systems Inc.
    9.15. Directly
    9.16. Facebook Inc.
    9.17. Fujitsu Ltd.
    9.18. Gamaya
    9.19. Gemalto N.V.
    9.20. General Electric (GE)
    9.21. General Vision Inc.
    9.22. Google Inc.
    9.23. Graphcore
    9.24. H2O.ai
    9.25. Haier Group Corporation
    9.26. Haptik
    9.27. Hewlett Packard Enterprise (HPE)
    9.28. Huawei Technologies Co. Ltd.
    9.29. IBM Corporation
    9.30. Imagen Technologies
    9.31. Inbenta Technologies Inc.
    9.32. Intel Corporation
    9.33. InteliWISE
    9.34. IPsoft Inc.
    9.35. iRobot Corp.
    9.36. Juniper Networks, Inc.
    9.37. Koninklijke Philips N.V
    9.38. Kreditech
    9.39. KUKA AG
    9.40. Leap Motion Inc.
    9.41. LG Electronics
    9.42. Lockheed Martin
    9.43. MAANA
    9.44. Micron Technology
    9.45. Microsoft Corporation
    9.46. MicroStrategy Incorporated
    9.47. Miele
    9.48. Motion Controls Robotics Inc.
    9.49. motion.ai
    9.50. Neurala
    9.51. NewtonX
    9.52. Next IT Corporation
    9.53. Nokia Corporation
    9.54. Nuance Communications Inc.
    9.55. OccamzRazor
    9.56. Omron Adept Technology
    9.57. Onfido
    9.58. Oracle Corporation
    9.59. Panasonic Corporation
    9.60. Petuum
    9.61. PointGrab Ltd.
    9.62. QlikTech International AB
    9.63. Qualcomm Incorporated
    9.64. Rethink Robotics
    9.65. Rockwell Automation Inc.
    9.66. Salesforce
    9.67. Samsung Electronics Co Ltd.
    9.68. SAP
    9.69. SAS Institute Inc.
    9.70. Sentient Technologies Holdings Limited
    9.71. Siemens AG
    9.72. Signal Media
    9.73. SoftBank Robotics Holding Corp.
    9.74. SparkCognition Inc.
    9.75. Spatial
    9.76. Specif.io
    9.77. Tellmeplus
    9.78. Tend.ai
    9.79. Tesla Inc.
    9.80. Texas Instruments Inc.
    9.81. Textio
    9.82. Umbo Computer Vision
    9.83. Veros Systems Inc.
    9.84. vPhrase
    9.85. Wade & Wendy
    9.86. Wind River Systems Inc.
    9.87. Woobo.io
    9.88. Xiaomi Technology Co. Ltd.
    9.89. XILINX Inc.
    9.90. Yanu
    10. AI in Sports Market Analysis and Forecasts 2019 – 2024
    10.1. Global Aggregate AI in Sports Market 2019 – 2024
    10.2. AI in Sports Market by Technology 2019 – 2024
    10.2.1. Machine Learning in Sports Market
    10.2.2. NLP in Sports Market
    10.2.3. Cognitive Computing in Sports Market
    10.2.4. Computer Vision in Sports Market
    10.2.5. Data as a Service in Sports Market
    10.2.6. Decisions as a Service in Sports Market
    10.3. AI in Sports Market by Sports Level 2019 – 2024
    10.3.1. Olympic
    10.3.2. Private Teams
    10.3.3. Professional
    10.3.4. Collegiate
    10.3.5. High School
    10.3.6. Middle School
    10.3.7. Early Child Sports and Fitness
    10.4. AI in Sports Market by Type 2019 – 2024
    10.4.1. Baseball
    10.4.2. Basketball
    10.4.3. Boxing
    10.4.4. Cricket
    10.4.5. Football (American)
    10.4.6. Golf
    10.4.7. Gymnastics
    10.4.8. Hockey (Field)
    10.4.9. Hockey (Ice)
    10.4.10. Mixed Martial Arts
    10.4.11. Racing (Automobiles)
    10.4.12. Racing (Horses)
    10.4.13. Rugby
    10.4.14. Skiing
    10.4.15. Soccer (Association Football)
    10.4.16. Table Tennis (Ping Pong)
    10.4.17. Tennis
    10.4.18. Volleyball
    10.4.19. Wrestling
    10.5. AI in Sports Market by User Type 2019 – 2024
    10.5.1. Owners
    10.5.2. Coaches
    10.5.3. Players
    10.5.4. Spectators
    10.6. AI in Sports Market by Use Case 2019 – 2024
    10.6.1. Performance Improvement
    10.6.2. Long-term Injury Prevention
    10.6.3. Game Planning and Preparation
    10.6.4. In-game Decision Making
    10.6.5. Personnel Management
    10.7. AI in Sports by Deployment 2019 – 2024
    10.7.1. Embedded AI Software
    10.7.2. Decision Support Systems
    10.7.3. Data as a Service
    10.7.4. Decisions as a Service
    10.8. AI in Sports by Region 2019 – 2024
    10.8.1. North America
    10.8.2. Europe
    10.8.3. Asia Pac
    10.8.4. Middle East and Africa
    10.8.5. Latin America
    11. Summary and Recommendations
    12. Appendix: AI Technologies and Solutions

    Figures

    Figure 1 AI in Sports
    Figure 2 Specific AI in Sports Solutions
    Figure 3 AI in Sports Use Cases
    Figure 4 AI in Sports User Types
    Figure 5 AI in Sports Deployment Models
    Figure 6 AI in Sports Business Case
    Figure 7 AI in Sports Investment
    Figure 8 AI and IoT – AIoT in Sports
    Figure 9 Future of AI in Sports

    Tables

    Table 1 Global AI in Sports Revenue by Technology 2019 – 2024
    Table 2 Global AI in Sports Revenue by Machine Learning 2019 – 2024
    Table 3 Global AI in Sports Revenue by Data Analytics 2019 – 2024
    Table 4 Global AI in Sports Revenue by Natural Language Processing 2019 – 2024
    Table 5 Global AI in Sports Revenue by Cognitive Computing 2019 – 2024
    Table 6 Global AI in Sports Revenue by Computer Vision 2019 – 2024
    Table 7 Global AI in Sports Revenue by Applications 2019 – 2024
    Table 8 Global AI in Sports Revenue by Recruitment App 2019 – 2024
    Table 9 Global AI in Sports Revenue by Performance Improvement App 2019 – 2024
    Table 10 Global AI in Sports Revenue by Game Planning App 2019 – 2024
    Table 11 Global AI in Sports Revenue by Game Tactics App 2019 – 2024
    Table 12 Global AI in Sports Revenue by Sports Level 2019 – 2024
    Table 13 Global AI in Sports by Sports Level 2019 – 2024
    Table 14 Global AI in Sports by Olympic 2019 – 2024
    Table 15 Global AI in Sports by Private Level 2019 – 2024
    Table 16 Global AI in Sports by Professional Level 2019 – 2024
    Table 17 Global AI in Sports by Collegiate Level 2019 – 2024
    Table 18 Global AI in Sports by High School Level 2019 – 2024
    Table 19 Global AI in Sports by Middle School Level 2019 – 2024
    Table 20 Global AI in Sports by Early Childhood Sports and Fitness 2019 – 2024
    Table 21 Global AI in Sports Revenue by Sports Type 2019 – 2024
    Table 22 Global AI in Sports Revenue by User Type 2019 – 2024
    Table 23 Global AI in Sports Revenue by Owner 2019 – 2024
    Table 24 Global AI in Sports Revenue by Coach 2019 – 2024
    Table 25 Global AI in Sports Revenue by Player Type 2019 – 2024
    Table 26 Global AI in Sports Revenue by Spectator Type 2019 – 2024
    Table 27 Global AI in Sports Revenue by Investor 2019 – 2024
    Table 28 Global AI in Sports Revenue by Use Case 2019 – 2024
    Table 29 Global AI in Sports Revenue by Performance Improvement 2019 – 2024
    Table 30 Global AI in Sports Revenue by Long-term Injury Prevention 2019 – 2024
    Table 31 Global AI in Sports Revenue by Game Planning and Preparation 2019 – 2024
    Table 32 Global AI in Sports Revenue by In-game Decision Making 2019 – 2024
    Table 33 Global AI in Sports Revenue by Personnel Management 2019 – 2024
    Table 34 Global AI in Sports Revenue by Deployment 2019 – 2024
    Table 35 Global AI in Sports Revenue by Embedded AI Software 2019 – 2024
    Table 36 Global AI in Sports Revenue by Decision Support Systems 2019 – 2024
    Table 37 Global AI in Sports Revenue by Data as a Service 2019 – 2024
    Table 38 Global AI in Sports Revenue by Decisions as a Service 2019 – 2024
    Table 39 AI in Sports Revenue by Region 2019 – 2024
    Table 40 AI in Sports Revenue in North America 2019 – 2024
    Table 41 AI in Sports Revenue in North America by Major Country 2019 – 2024
    Table 42 AI in Sports Revenue in Europe 2019 – 2024
    Table 43 AI in Sports Revenue in Europe by Major Country 2019 – 2024
    Table 44 AI in Sports Revenue in Asia Pac 2019 – 2024
    Table 45 AI in Sports Revenue in Asia Pac by Major Country 2019 – 2024
    Table 46 AI in Sports Revenue in Middle East and Africa 2019 – 2024
    Table 47 AI in Sports Revenue in Middle East and Africa by Major Country 2019 – 2024
    Table 48 AI in Sports Revenue in Latin America 2019 – 2024
    Table 49 AI in Sports Revenue in Latin America by Major Country 2019 – 2024

    License Types

    Licensing Rights and Privileges
    Our publications represent client privileged information. No material in them may be stored, reproduced, distributed, in whole or in part, without prior written permission from Mind Commerce.


    License Types

    Single-User: Provides the right to the purchaser or their designee to utilize a publication including reading, printing, and storing on one machine such as a laptop or desktop computer. This license is appropriate for an individual or single-person usage within a company.

    Multi-User: Provides the right for a group of up to five people within an organization to utilize a publication including reading, printing, and storing on one machine for each respective user. (Note: Let us know if you need a special license for more than five people but less than an entire corporate site).

    Enterprise Site: Provides the right for a Single Site of an Organization to store, read, and distribute a publication within its own organization. This licensing option is often chosen by businesses or NGO’s that have a single site/location.

    Global Enterprise: Provides the right for an Entire Global Organization to store, read, and distribute a publication within its own organization (including placement on corporate intranet), but not distribute outside the enterprise to any third party. This licensing option is often chosen by large businesses, governments, or NGO’s to Benefit all Employees and also to Maintain Organizational Intellectual Property Compliance.

    Payment Options

    Mind Commerce offers flexible and convenient methods for ordering research and paying for purchases:

    • Credit Card: Major credit cards via secure online, fax, or over the phone – Read More
    • Purchase Order: We accept corporate PO to initiate a research order – Read More
    • Prepayment: Purchase prepaid credit for future research requests – Read More
    • Payment via Check, ACH, or Wire: Electronica of physical check – Read More
    • Alternative Payments: Payment via a client’s PayPal account – Read More