NEW YORK, Dec. 16, 2016 /PRNewswire/ -- This report analyses the digital services and technologies deployed in sport. Particular emphasis is given to wearables, which now account for the majority of products marketed in connected sport.
The report provides an overview of the services and technologies that accompany connected sport.
It goes on to present the positioning and strategies of the main players along the market's value chain.
Lastly, the report provides an estimate of the market up to 2021, and analyses the obstacles and incentives affecting its development.
Adidas/Runtastic, Amazon, Amgen, Apple, Asics/Runkeeper, Asus, AT&T, Athos, Axa, Babolat, Barclays, Basis, BodyCap, Capturs, CitizenScience, Connected Cycle, DaVita, Decathlon, Discovery Vitality, Equisense, E-traces, Exoskin, Fatsecret, Fitguard, Forcine Alpine, Fwd Powershot, Garmin, Google, HealthCare Partners, HoopTracker, HTC, HydrateMe, IBM, Inside Coach, Instabeat, Intel, Iofit, Jawbone, John Hancock, Kaiser Foundation Group, LeEco, LG, Lifebeam, Lifesum, Livall, Lockton, Lynxfit, MC10, Microsoft, Misfit, Moi, Moijo, Moov, Motorola, NewBalance, Nike, Nokia, Noom, North, Oakley, Orange, PIQ, Polar, Qualcomm, Ralph Lauren, Recon, Reebok, RideOn, Rossignol, Samsung, Schockbox, Sensoria, ShotTracker, Sigfox, SmartHalo, Smash, Sony, Sophia, Speedo, Statsports, Strava, Suunto, Swimbot, Syrno, Telefónica, Timex, Tmobile, TomTom, Trace, Under Armour/Endomondo, United Health, Vanhawks, Verizon, Vert, ViperPod, Vitality, Vodafone, Volvo, Wilson, Withings, Xiaomi, Xon-snow-1, Zebra, Zepp
The methods employed by IDATE's teams of analysts and consultants are based on an approach that combines:
- research and validation of data collected in the field;
- the application of classic industry and market analysis tools: segmentation, competition analysis, strategic strengths, modelling, assessment and forecasts…;
- the expertise of specialists who contribute their own analytical capabilities and those of their network of market analysts.
Scope of the report
Connected sport is defined by the practice of sport using connected objects, and by the use of digital tools for sporting events (second screens, digital ticketing systems, social media, etc.). This report focuses on the practice of sport and therefore covers neither the services nor the technologies used in sporting events.
Particular emphasis is given to wearables, which now account for the majority of products marketed in the field of connected sport.
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