A $15.5 billion market in the US, the youth sports market rivals the size of the $14 billion NFL
Worldwide 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.
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.
In a $15.5 billion U.S. youth sports market, the youth and amateur adult 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 $41.2 billion by 2023
. 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.
Key Topics Covered:
1. Youth Team, League, and Tournament Sports: Market Description and Market Dynamics 1.1 Sport Participation Develops Core Values 1.1.1 Professional Sports Embrace Youth Development Programs 1.1.2 Jr.NBA.com Emphasizes Fundamentals for Youth 1.2 Clothing and Apparel a Core Aspect of Youth Sports Market 1.2.1 Little League Chose Dick's Team Sports HQ As Its Tech Provider 1.3 Hotels Leverage Vendor Positioning in Youth Sports Markets 1.4 Youth Sports League Software Is Highly Specialized 1.5 Barriers to Youth Sports Participation 1.5.1 Barriers To Youth Sports Participation 1.5.2 Aim To Ensure That All Kids Have The Chance To Grow Up Fit And Strong 1.5.3 Developing the Athletic and Human Potential of a Child 1.6 Youth Team Web Sites 1.6.1 Youth Sports Team Web Presence 1.7 Supervising the Money from Youth Team Sports 1.8 Youth Sports Software Communications Functions
2. Youth Team, League, and Tournament Sports Market Shares and Forecasts 2.1 Youth Team, League, and Tournament Sports Market Driving Forces 2.1.1 Six in 10 Children Ages 6-12 Regularly Participate In Team Sports in the US 2.1.2 Youth League Sports Market Dynamics 2.1.3 Innovation Is Core To The Market Growth Of The Youth Sports Organizations 2.1.4 Backyard Sports 2.1.5 Movement Toward Travel Teams 2.1.6 Linking To Team Sponsors 2.1.7 Youth League Sports Market Growth Development Programs 2.1.8 Youth League Sports Software Functions 2.1.9 Protecting the Money Collected for a Youth Sports League 2.1.10 Team Sports Financial Reporting 2.1.11 Youth Team Sports Acquisitions 2.1.12 Youth League Sports Apps Model Market Factors 2.1.13 Applications 2.2 Youth League Sports Market Shares 2.2.1 Stack Sports 2.2.2 Comcast / NBC Universal / SportsEngine 2.2.3 Active Network / Active Sports 2.2.4 Hudl 2.2.5 TeamSnap 2.2.6 Dicks Sporting Goods 2.3 Youth Team, League, and Tournament Facilities Market including High School, College, Market Shares, Number Field Rentals, Worldwide, 2017 2.3.1 Youth Team, League, and Tournament Sports Software Number Employees vs. Revenue Analysis, Number Employees, Dollars per Employee 2.3.2 Youth Sports Athletic Footwear, Apparel And Equipment Market Shares 2.3.3 Youth Sports Team, League, and Tournament Facilities Consultants Market Shares 2.3.4 Youth Sports Team, League, and Tournament Hotels and Motels Market Shares, Dollars, Worldwide, 2016 2.4 Segments of Youth Team, League, and Tournament Sports 2.4.1 Youth Sports Team, League, and Tournament Software: Market 2.5 Youth Sports Travel, Field, and Ice Rink 2.6 Youth Team, League, and Tournament Sports Market Forecasts 2.6.1 High School Football Participation Numbers Dropping Amid Health Concerns 2.7 Youth and Recreational League Sports Trends 2.8 Local Recreational Sports Facilities are Being Developed as Services 2.8.1 Further Leverage the Reach That Team Sponsors Have 2.8.2 League Registration Features 2.8.3 Youth Sports Tournaments and Hotels 2.8.4 Youth Sports League Penetration Analysis 2.8.5 Youth Team Sports League Unit Analysis Assumptions 2.8.6 Youth Team Sports Functional Models Registration, Communication, and Web Site Development or Combination 2.8.7 League Software and App Revenue Models 2.8.8 Transactional App Revenue Model 2.8.9 Charge Card Revenue per Transaction 2.8.10 Software Licensing Model 2.8.11 Advertising Model 2.8.12 Extracting Value from Data 2.8.13 Youth League Sports Software Shipments by Sport: US and Worldwide 2.8.14 League Software Larger Market 2.8.15 Youth League Software by Sports 2.9 Healthcare and Youth Sports 2.10 Varsity and Collegiate Intermural and Club Sports 2.11 Youth and Adult Sports League Participation, United States and Worldwide, Number of Players, 2016 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 2.12 Youth Sports Travel Teams 2.13 Youth League Sports Software Prices / Sports Software Pricing 2.13.1 Hudl Prices 2.13.2 Hudl Revenue Model 2.13.3 Stack Sports Prices 2.13.4 Affinity Sports 2.14 Youth League Sports Software Regional Market Analysis 2.14.1 US 2.14.2 Canada 2.15 Youth Team Sites Revenue Model 2.15.1 Applications
3. Youth League Sports Product Description 3.1 Vendors Build Brand with Significant Well Targeted Demographic 3.1.1 Vendors Address Needs of Different Types of Teams 3.1.2 Stack Sports GoalLine 3.1.3 Stack Sports Strengths 3.1.4Stack Sports Challenges
4. Youth and Recreational League Sports Software Research and Technology 4.1 Payment Gateways 4.1.1 Payment Processing Solutions For a League 4.1.2 Recommended Merchant Broker Authorize.net Gateway 4.2 Responsive Web Design 4.2.1 Robust Website Structure 4.3 Tournament Types 4.3.1 MatchDay Types 4.4 Season Registration & eSport Configuration 4.5 Venue 4.6 FE management 4.6.1 Extra fields 4.7 Artificial Intelligence And Software 4.8 Nike Open Source Software
5. Youth and Recreational League Sports Software Company Profiles 5.1 Youth and Recreational League Sports Software Acquisitions 5.2 Global Payments / Active Network 5.2.1 Active Network 5.2.2 Active Network Global Payments 5.2.3 Active Network / Active Sports 5.2.4 Active Sports Strengths 5.2.5 Active Sports Challenges 5.2.6 Active Sports Revenue Model 5.3 Affinity Sports 5.3.1 Affinity Sports Concussion Protocols and Product Positioning 5.4 Amer Sports / Wilson 5.5 Aspen Institute 5.6 Atheletrax / mysportsort 5.7 Bauer 5.8 Bear Dev 5.9 Catapult 5.9.1 Catapult Acquisitions 5.9.2 Catapult Customers 5.10 Coach Logic 5.11 Cogran 5.12 Comcast / NBC / Sport Engine 5.12.1 Comcast Revenue 5.12.2 Comcast Business 5.12.3 NBC Sports Group Purchases Sport Ngin 5.12.4 NBC Universal / SportsEngine 5.12.5 SportsEngine Culture 5.13 Dick's / Blue Sombrero 5.13.1 Dick's Sporting Goods Revenue 5.13.2 Dick's Sporting Goods Acquisition Of Affinity Sports 5.13.3 Dick's Sporting Goods Business 5.13.4 Dick's Sporting Goods Competition 5.14 Engage Sports 5.15 EZFacility 5.16 FiXi Competition Management 5.16.1 FiXi Competition Management Revenue Model 5.16.2 FiXi Competition Management Features and Functions 5.16.3 FiXi Competition Management Target Markets 5.16.4 FiXi Competition Management Customization and League Requirements 5.17 HorizonWebRef.com 5.17.1 HorizonWebRef Revenue Model 5.18 Hudl 5.18.1 Hudl Acquisitions 5.18.2 Hudl Financing 5.18.3 Hudl Partnership with Nike 5.19 InterContinental Hotels Group IHG 5.19.1 IHG Strategic Priorities 5.19.2 InterContinental Hotels Group IHG's Holiday Inn Express 5.19.3 Holiday Inn Express 5.20 Jevin 5.21 Jonas Software / EZFacility 5.21.1 EZFacility Sports Facility & League Software 5.21.2 Revenue Model 5.21.3 EZFacility Features and Functions 5.21.4 EZFacility Target Market 5.22 JoomSport 5.22.1 JoomSport Revenue Model 5.22.2 JoomSport Target Market 5.22.3 JoomSport Features 5.23 LeagueApps 5.23.1 LeagueApps 5.23.2 LeagueApps Revenue Model 5.23.3 LeagueApps Features and Functions 5.23.4 LeagueApps Target Market 5.24 LeagueLobster 5.25 LeagueRepublic 5.25.1 LeagueRepublic Features 5.26 Marriott 5.27 Nike 5.27.1 Nike Personal Analytics 5.27.2 Nike Partnership with Hudl 5.28 QSTC 5.29 RosterBot 5.29.1 Rosterbot Team Management Service 5.30 Sideline Sports 5.30.1 Sideline Sports XPS Network 5.30.2 Sideline Sports XPS Network for Coaches 5.30.3 Sideline Sports Tools 5.31 Sports Facilities Advisory & Sports Facilities Management (SFA - SFM) 5.32 5.27 Sportlyzer 5.32.1 Sportlyzer Team Management Software 5.33 Stack Sports 5.33.1 Stack Sports Soccer 5.33.2 Stack Sports Is Building Through Acquisition 5.33.3 Stack Sports Goalline 5.34 Steel Sports 5.35 Swimtopia 5.35.1 Swimtopia Summer Swim Teams 5.35.2 SwimTopia Summer Swim Leagues 5.35.3 SwimTopia Revenue 5.35.4 Team Topia / SwimTopia 5.35.5 Team Topia Revenue Model 5.36 Teamer 5.37 TeamSideline.com 5.37.1 TeamSideline Features 5.37.2 TeamSideline Team Sites 5.38 TeamSnap 5.38.1 TeamSnap Sports Teams 5.38.2 20 Million in 2017, Up from 9 Million in 2015 Use TeamSnap: 5.39 Vista Equity Partners Fund IV and Vista Equity Partners Fund III / Lanyon 5.39.1 Vista Equity Partners STATS 5.39.2 Vista Equity Partners Amisco Prozone ("Prozone") 5.39.3 Vista Equity Partners Automated Insights 5.39.4 Vista Equity Partners The Sports Network (TSN) 5.39.5 Vista Equity Partners Bloomberg Sports 5.40 Under Armour 5.41 Wooter 5.42 YourTeamOnline 5.43 Zebra Technologies Sports Solutions 5.43.1 Zebra / NFL Partnership 5.44 Zuluru 5.44.1 Zuluru Revenue Model 5.45 Selected List of Youth Sports Software Companies