Youth and Amateur Adult League Sports Software Market to Reach $5.9 Billion By 2022
Youth and Amateur Adult League Sports Software Market Forecast $5.9 Billion By 2022. In a $9 billion U.S. youth sports market, the software for youth and amateur adult league teams at $389.4 represents 4.3% of the total spending.
[UKPRwire, Fri Aug 19 2016] MarketReportsHub.com provides “The Youth and Amateur Adult League Sports Software Market Shares, Strategies, and Forecasts, Worldwide 2016” new report to its store with 389 pages, 185 tables and Figures. According to report analysts, “Vendors are making acquisitions to make the software able to provide a large set of capabilities. Modules brought in from different companies and developers are difficult to integrate into a functioning platform. Frequently functionality brought in from an acquisition is torn down and rewritten to make it conform to a platform standard.”
Complete Report Available @ http://www.marketreportshub.com/youth-amateur-adult-league-sports-software-market-wintergreen-research.html.
Key Topics Covered in this “Youth and Amateur Adult League Sports Software Market” Report: Youth Sports Software, Recreational League Sports Software, Youth Organization Of Baseball, Youth Organization Of Softball, Youth Organization Of Basketball, Youth Organization Of Football leagues, Sports Platform, Sports Coaching, Sports Training, Sports Oxygen, Sports Wearables.
Worldwide Youth and Amateur Adult League Sports Software markets are poised to achieve significant growth and enormous market consolidation as youth and recreational teams move to automated process.
Integration of a variety of technologies is the functional direction of market development as vendors seek to build out a platform. As companies try to build out specialized payment processing, registration, scheduling, and team communications capability, the platforms become very complex and difficult to change. The classic software problems associated with integration of different software modules begin to plague systems developers.
The platform can include a lot of different functions illustrated below.
Sports Software, Club Management, Sports Websites, Sports Technology, Team Roster Software, Team Registration Management, Volunteer Management Software, Flexible payment options, Users can choose from various payment methods, Pay by check or by credit card, Track cash payments, Make payment on account, Provides an advertising base for retail outlets, Advertising base has local reach, Broad functionality, Administrators can collect online payment securely, One tap payment, Discounts & coupons are supported, Create one multifaceted product, Tracks rosters, schedules, game attendance, practice attendance, Tracks availability, team payments, and statistics, Text communications, Email communications, Messaging, Team web site communications, Effective communications capability, Fields, Courts, Lessons, Referees, Parties, Multipurpose rooms, Equipment, Background Screening, Equipment Tracking, Facility Management, Game Results Tracking, Online Registration, Scheduling, Team Assignments, Volunteer Management.
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Youth sports package software often generates revenue b taking a small percentage of the transactions that are run through the software by the teams. Standard software licenses are also used to pay for the software. A third revenue model depends on an annual fee per registration. In some cases, the fee is $50 per web site and an additional $299 annually A vendor typically charges $2.50 per registrant. Custom graphics are available for $599 typically.
Market growth comes from increased benefits of organization in youth and amateur adult sports leagues. Travel teams and tournaments are in vogue. These do not happen in a consistent manner unless there is automated process in place. Automated process is just better for making a team function smoothly, eliminating vast amounts of politics. Shared resource is always a problem, having automated management is better. Once one aspect of the team management is automated, there is demand to automate all the processes across the board leading to plenty of consolidation and acquisitions in this market.
In a $9 billion U.S. youth sports market, the software for youth and amateur adult league teams at $389.4 represents 4.3% of the total spending. This is a nascent market, there is no end in sight, markets are expected to reach $5.9 billion by 2022. Sports teams will continue to get more organized and depend on software to provide increased management efficiency.
ACTIVE Network / ACTIVE Sports, Blue Star Sports, NBC Sports / Sport Ngin Hudl, Time / Sports Illustrated Play, Affinity Sports, TeamSnap, Dicks / Blue Sombrero, EZFacility, Cogran Systems
Affinity Sports, Atheletrax / mysportsort, Bear Dev, BenchBucket, Catapult, Coach Logic, Cogran, Easyteammanager, Engage Sports, FiXi Competition Management, HorizonWebRef.com, Jevin, Jonas Software / EZFacility, JoomSport, LeagueApps, LeagueLineup, LeagueLobster, LeagueRepublic, Nike+, QSTC, RosterBot, Sideline Sports, Sportlyzer, Swimtopia, Team Topia / SwimTopia, Teamer, TeamSideline.com, TeamSnap, Time / Sports Illustrated Play, Vista Equity Partners Fund IV and Vista Equity Partners Fund III / Active Network / ActiveSports / Lanyon, Wooter, Zuluru, YourTeamOnline, Front Desk, ClubManager, Bm Sports Leagues New York, Team Sports Admin, WatchMeGoPro, JDPreneur, Bonzi Technology, TopDog Sports, Upper Hand.
Table of Contents
Youth and Amateur Adult League Sports Software Executive Summary
Youth League Sports Software: Market Description and Market Dynamics
Youth and Amateur Adult League Sports Software Market Shares and Forecasts
Youth League Sports Software Product Description
Youth and Recreational League Sports Software Research and Technology
Youth and Recreational League Sports Software Company Profiles