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What is the Impact of the Novel Coronavirus on the Youth Team, League, and Tournament Sports Market?

The 2019 study has 296 pages, 130 tables and figures.Worldwide $24.9 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 $19.2 billion market in the US, means 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.

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As a result of this coalescence of the varying market segments the youth sports market has become well defined.Apps are used for communication.The primary purpose of youth 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.

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 being integrated 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.This is a nascent market, there is no end to growth in sight.Markets are expected to reach $77.6 billion by 2026.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.

WinterGreen Research is an independent research organization funded by the sale of market research studies all over the world and by the implementation of ROI models that are used to calculate the total cost of ownership of equipment, services, and software.The company has 35 distributors worldwide, including Global Information Info Shop, Market Research.com, Research and Markets, electronics.ca.

WinterGreen Research is positioned to help customers facing challenges that define the modern enterprises. The increasingly global nature of science, technology and engineering is a reflection of the implementation of the globally integrated enterprise.Customers trust wintergreen research to work alongside them to ensure the success of the participation in a particular market segment.

Companies Profiled
Market Leaders

  • Nike
  • Ameri Sports / Wilson
  • Adias
  • Underarmor
  • InterContinental Hotels Group
  • Marriott
  • Bauer
  • Sports Facilities Advisory
  • Stack Sports
  • NBC Sports / SportsEngine

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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 Website
  • Sports Technology
  • Team Roster Software
  • Team Registration Management
  • Volunteer Management Software
  • Flexible payment options
  • Youth Sports Team Communication

Table of Content

1. Youth Team, League, and Tournament Sports: Market Description and Market Dynamics 38
1.1 Participation in Sports Develops Core Values 38
1.1.1 Professional Sports Embrace Youth Development Programs 39
1.1.2 Jr.NBA.com Emphasizes Fundamentals for Youth 40
1.2 Clothing and Apparel a Core Aspect of Youth Sports Market 41
1.2.1 Little League Chose Dick’s Team Sports HQ As Its Tech Provider 42
1.3 Hotels Leverage Vendor Positioning in Youth Sports Markets 43
1.4 Youth Sports League Software Is Highly Specialized 44
1.5 Barriers to Youth Sports Participation 45
1.5.1 Barriers to Youth Sports Participation 46
1.5.2 Aim to Ensure That All Kids Have the Chance to Grow Up Fit and Strong 48
1.5.3 Developing the Athletic and Human Potential of a Child 49
1.6 Youth Team Web Sites 50
1.6.1 Youth Sports Team Web Presence 54
1.7 Supervising the Money from Youth Team Sports 57
1.8 Youth Sports Software Communications Functions 58

2. Youth Team, League, and Tournament Sports Market Shares and Forecasts 59
2.1 Youth Team, League, and Tournament Sports Market Driving Forces 59
2.1.1 Six in Ten Children Ages 6-12 Regularly Participate in Team Sports in the US 66
2.1.2 Youth League Sports Market Dynamics 69
2.1.3 Innovation Is Core to the Market Growth of Youth Sports Organizations 70
2.1.4 Backyard Sports 70
2.1.5 Movement Toward Travel Teams 70
2.1.6 Linking to Team Sponsors 72
2.1.7 Youth League Sports Market Growth Development Programs 73
2.1.8 Youth League Sports Software Functions 75
2.1.9 Protecting the Money Collected for a Youth Sports League 76
2.1.10 Team Sports Financial Reporting 77
2.1.11 Youth Team Sports Acquisitions 78
2.1.12 Youth League Sports Apps Model Market Factors 80
2.1.13 Applications 82
2.2 Youth League Sports Market Shares 83
2.2.1 Youth Sports Team, League, and Tournament Software Market 87
2.2.2 Stack Sports 88
2.2.3 Comcast / NBC Universal / SportsEngine 91
2.2.4 Active Network / Active Sports 91
2.2.5 Hudl 91
2.2.6 TeamSnap 92
2.3 Youth Team, League, and Tournament Facilities Market including High School, College, Market Shares, Number Field Rentals 93
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 League Software, Equipment and Facilities, Game Equipment and Apparel 107
2.3.2 Youth Sports Team, League, and Tournament Market Segments 109
2.3.3 Youth Sports Team, League, and Tournament Software: Market 114
2.4 Youth Sports Travel, Field, and Ice Rink 119
2.5 Youth Team, League, and Tournament Sports Market Forecasts 121
2.6 Adult Sports League Participation 125
2.7 Youth League Sports Software Regional Market Analysis 126
2.7.2 U.S. Sports Profile 129
2.7.3 Canada 130
2.8 US Youth Sports Regional Analysis by MSA Region 131
2.9 Youth Team Sites Revenue Model 134
2.9.2 Applications 136
2.10 Youth Sports Vendor Software Pricing 137
2.10.2 Stack Sports 137
2.10.3 TeamSnap 137
2.10.4 Active Network 138
2.10.5 Hudl 138

3 Youth League Sports Product Description 139
3.1 Vendors Build Brand with Significant Well-Targeted Demographics 139
3.1.1 Vendors Address Needs of Different Types of Teams 139
3.1.2 Stack Sports GoalLine 140
3.1.3 Stack Sports Strengths 141
3.1.4 Stack Sports Challenges 142

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