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Global Sports League Software Market Size study, by Product (On-Premises, Cloud based), by Application (Large Enterprises, SMEs) and Regional Forecasts 2019-2026

July 2019 | 200 pages | ID: G1A247EB37CEN
Bizwit Research & Consulting LLP

US$ 3,950.00

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Global Sports League Software Market valued approximately USD 851.6 million in 2018 is anticipated to grow with a CAGR of 3.10% over the forecasted period of 2019-2026. Sports league management software is intended to help amateur sports teams and leagues organize their members, games, tournaments, and more. League organizers need tools that will streamline scheduling games, organizing tournaments, registering players, and potentially collecting membership or registration fees. Sports league management software often contains scheduling, messaging, registration, and billing features; different tools can offer different feature configurations depending on whether the tool is aimed at adult leagues or children’s teams. It may integrate with calendars, business websites, mobile apps, payment gateways, and email in order to create a one-stop shop for both league organizers and participants. The market growth is primarily driven owing to escalating trend of sports events, surging development of E-ticketing platforms and surging demand for sports events management considering the global scenario.














The regional analysis of Global Sports League Software Market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America and Rest of the World. North America is the fastest growing region across the world in terms of market share. Whereas, owing to the countries such as China, Japan, and India, Asia Pacific region is anticipated to be the dominating region over the forecast period 2019-2026.

The leading market players mainly include-
Playyon
League Apps
Engage Sports
EZ Facility
TeamSnap
Sports Engine
The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

By Product:

On-Premises
Cloud Based
By Application:

Large Enterprises
SMEs

By Regions:
North America
U.S.
Canada
Europe
UK
Germany
Asia Pacific
China
India
Japan
Latin America
Brazil
Mexico
Rest of the World

Furthermore, years considered for the study are as follows:

Historical year – 2016, 2017
Base year – 2018
Forecast period – 2019 to 2026

Target Audience of the Global Sports League Software Market in Market Study:

Key Consulting Companies & Advisors
Large, medium-sized, and small enterprises
Venture capitalists
Value-Added Resellers (VARs)
Third-party knowledge providers
Investment bankers
Investors
CHAPTER 1.EXECUTIVE SUMMARY

1.1.Market Snapshot
1.2.Key Trends
1.3.Global & Segmental Market Estimates & Forecasts, 2016-2026 (USD Billion)
  1.3.1.Urgent Care Center Market, by Service, 2016-2026 (USD Billion)
  1.3.2.Urgent Care Center Market, by Ownership, 2016-2026 (USD Billion)
  1.3.3.Urgent Care Center Market, by Region, 2016-2026 (USD Billion)
1.4.Estimation Methodology
1.5.Research Assumption

CHAPTER 2.GLOBAL URGENT CARE CENTER MARKET DEFINITION AND SCOPE

2.1.Objective of the Study
2.2.Market Definition & Scope
  2.2.1.Industry Evolution
  2.2.2.Scope of the Study
2.3.Years Considered for the Study
2.4.Currency Conversion Rates

CHAPTER 3.GLOBAL URGENT CARE CENTER MARKET DYNAMICS

3.1.See Saw Analysis
  3.1.1.Market Drivers
  3.1.2.Market Challenges
  3.1.3.Market Opportunities

CHAPTER 4.GLOBAL URGENT CARE CENTER MARKET INDUSTRY ANALYSIS

4.1.Porter’s 5 Force Model
  4.1.1.Bargaining Power of Buyers
  4.1.2.Bargaining Power of Suppliers
  4.1.3.Threat of New Entrants
  4.1.4.Threat of Substitutes
  4.1.5.Competitive Rivalry
  4.1.6.Futuristic Approach to Porter’s 5 Force Model
4.2.PEST Analysis
  4.2.1.Political Scenario
  4.2.2.Economic Scenario
  4.2.3.Social Scenario
  4.2.4.Technological Scenario
4.3.Key Buying Criteria (On Demand)
4.4.Regulatory Framework (On Demand)
4.5.Investment Vs Adoption Scenario (On Demand)
4.6.Analyst Recommendation & Conclusion

CHAPTER 5.GLOBAL SPORTS LEAGUE SOFTWARE MARKET, BY PRODUCT

5.1.Market Snapshot
5.2.Market Performance - Potential Model
5.3.Sports League Software Market, Sub Segment Analysis
  5.3.1. On-Premises
    5.3.1.1.Market estimates & forecasts, 2016-2026 (USD Billion)
    5.3.1.2.Regional breakdown estimates & forecasts, 2016-2026 (USD Billion)
  5.3.2. Cloud-Based
    5.3.2.1.Market estimates & forecasts, 2016-2026 (USD Billion)
    5.3.2.2.Regional breakdown estimates & forecasts, 2016-2026 (USD Billion)

CHAPTER 6.GLOBAL SPORTS LEAGUE SOFTWARE MARKET, BY APPLICATION

6.1.Market Snapshot
6.2.Market Performance - Potential Model
6.3.Sports League Software Market, Sub Segment Analysis
  6.3.1. Large Enterprises
    6.3.1.1.Market estimates & forecasts, 2016-2026 (USD Billion)
    6.3.1.2.Regional breakdown estimates & forecasts, 2016-2026 (USD Billion)
  6.3.2. SMEs
    6.3.2.1.Market estimates & forecasts, 2016-2026 (USD Billion)
    6.3.2.2.Regional breakdown estimates & forecasts, 2016-2026 (USD Billion)

CHAPTER 7.GLOBAL SPORTS LEAGUE SOFTWARE MARKET, BY REGIONAL ANALYSIS

7.1.Sports League Software Market, Regional Market Snapshot (2016-2026)
7.2.North America Sports League Software Market Snapshot
  7.2.1.U.S.
    7.2.1.1.Market estimates & forecasts, 2016-2026 (USD Billion)
    7.2.1.2.Product breakdown estimates & forecasts, 2016-2026 (USD Billion)
    7.2.1.3.Application breakdown estimates & forecasts, 2016-2026 (USD Billion)
  7.2.2.Canada
    7.2.2.1.Market estimates & forecasts, 2016-2026 (USD Billion)
    7.2.2.2.Product breakdown estimates & forecasts, 2016-2026 (USD Billion)
    7.2.2.3.Application breakdown estimates & forecasts, 2016-2026 (USD Billion
7.3.Europe Sports League Software Market Snapshot
  7.3.1.U.K.
    7.3.1.1.Market estimates & forecasts, 2016-2026 (USD Billion)
    7.3.1.2.Product breakdown estimates & forecasts, 2016-2026 (USD Billion)
    7.3.1.3.Application breakdown estimates & forecasts, 2016-2026 (USD Billion)
  7.3.2.Germany
    7.3.2.1.Market estimates & forecasts, 2016-2026 (USD Billion)
    7.3.2.2.Product breakdown estimates & forecasts, 2016-2026 (USD Billion)
    7.3.2.3.Application breakdown estimates & forecasts, 2016-2026 (USD Billion)
  7.3.3.Rest of Europe
    7.3.3.1.Market estimates & forecasts, 2016-2026 (USD Billion)
    7.3.3.2.Product breakdown estimates & forecasts, 2016-2026 (USD Billion)
    7.3.3.3.Application breakdown estimates & forecasts, 2016-2026 (USD Billion)
7.4.Asia Sports League Software Market Snapshot
  7.4.1.China
    7.4.1.1.Market estimates & forecasts, 2016-2026 (USD Billion)
    7.4.1.2.Product breakdown estimates & forecasts, 2016-2026 (USD Billion)
    7.4.1.3.Application breakdown estimates & forecasts, 2016-2026 (USD Billion)
  7.4.2.India
    7.4.2.1.Market estimates & forecasts, 2016-2026 (USD Billion)
    7.4.2.2.Product breakdown estimates & forecasts, 2016-2026 (USD Billion)
    7.4.2.3.Application breakdown estimates & forecasts, 2016-2026 (USD Billion)
  7.4.3.Japan
    7.4.3.1.Market estimates & forecasts, 2016-2026 (USD Billion)
    7.4.3.2.Product breakdown estimates & forecasts, 2016-2026 (USD Billion)
    7.4.3.3.Application breakdown estimates & forecasts, 2016-2026 (USD Billion)
  7.4.4.Rest of Asia Pacific
    7.4.4.1.Market estimates & forecasts, 2016-2026 (USD Billion)
    7.4.4.2.Product breakdown estimates & forecasts, 2016-2026 (USD Billion)
    7.4.4.3.Application breakdown estimates & forecasts, 2016-2026 (USD Billion)
7.5.Latin America Sports League Software Market Snapshot
  7.5.1.Brazil
    7.5.1.1.Market estimates & forecasts, 2016-2026 (USD Billion)
    7.5.1.2.Product breakdown estimates & forecasts, 2016-2026 (USD Billion)
    7.5.1.3.Application breakdown estimates & forecasts, 2016-2026 (USD Billion)
  7.5.2.Mexico
    7.5.2.1.Market estimates & forecasts, 2016-2026 (USD Billion)
    7.5.2.2.Product breakdown estimates & forecasts, 2016-2026 (USD Billion)
    7.5.2.3.Application breakdown estimates & forecasts, 2016-2026 (USD Billion)
7.6.Rest of The World
  7.6.1.South America
    7.6.1.1.Market estimates & forecasts, 2016-2026 (USD Billion)
    7.6.1.2.Product breakdown estimates & forecasts, 2016-2026 (USD Billion)
    7.6.1.3.Application breakdown estimates & forecasts, 2016-2026 (USD Billion)
  7.6.2.Middle East and Africa
    7.6.2.1.Market estimates & forecasts, 2016-2026 (USD Billion)
    7.6.2.2.Product breakdown estimates & forecasts, 2016-2026 (USD Billion)
    7.6.2.3.Application breakdown estimates & forecasts, 2016-2026 (USD Billion)

CHAPTER 8.COMPETITIVE INTELLIGENCE

8.1.Company Market Share (Subject to Data Availability)
8.2.Top Market Strategies
8.3.Company Profiles
  8.3.1. Playyon
    8.3.1.1.Overview
    8.3.1.2.Financial (Subject to Data Availability)
    8.3.1.3.Product Summary
    8.3.1.4.Recent Developments
  8.3.2. League Apps
  8.3.3. Engage Sports
  8.3.4. EZ Facility
  8.3.5. Club Manager
  8.3.6. Sports Engine
  8.3.7. Team Sideline
  8.3.8. Team Tracky

CHAPTER 9.RESEARCH PROCESS

9.1.Research Process
  9.1.1.Data Mining
  9.1.2.Analysis
  9.1.3.Market Estimation
  9.1.4.Validation
  9.1.5.Publishing
  9.1.6.Research Assumption


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