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Youth and Amateur Adult League Sports Software: Market Shares, Strategies, and Forecasts, Worldwide, 2016-2022

August 2016 | 332 pages | ID: YF13DCE01B1EN
WinterGreen Research

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LEXINGTON, Massachusetts (August 3, 2016) – WinterGreen Research announces that it has published a new study Youth League Sports Software: Market Shares, Strategy, and Forecasts, Worldwide, 2016 to 2022. The 2016 study has 389 pages, 185 tables and figures. 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
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.

Several youth team software vendors provide web site design tools, other vendors permit users to work with a graphics team to support building the appropriate design. Most vendors offer premium features to make them available in high end web sites. This includes text messaging, team, and effective communications capability.

A very few vendors are specialists in payments processing. Credit card processing is an important part of running an team. The teams revolve around shared use of fields, courts or ice. Payments processing provides a way to collect the money easily, providing a base for the team. Most youth team software is available with an initial free trial. This lets people try out the web site for an organization. The strength of the software is the player registration process. Other vendors have strength in payments processing. Still others specialize in the web site design. A vendor that provides the best registration software considers it the bread and butter for the company.

Communication is a more elaborate software requirement and that is being upgraded by most vendors. Vendors work to make their software customizable. Vendors permit users to ask questions specific to the league, they can add an additional fee to be collected during the registration process. According to Susan Eustis, leader of the market research team that prepared the study for WinterGreen Research, “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.”

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.

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, and Thompson Financial.

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.

WinterGreen Research supports various market segment programs; provides trusted technical services to the marketing departments. It carries out accurate market share and forecast analysis services for a range of commercial and government customers globally. These are all vital market research support solutions requiring trust and integrity.
YOUTH AND AMATEUR ADULT LEAGUE SPORTS SOFTWARE EXECUTIVE SUMMARY

Youth League Sports Software Market Driving Forces
  Youth League Sports Software Functions
  Youth Team Sports Software Company Acquisitions
Youth League Sports Software Market Shares
Youth League Sports Software Market Forecasts
WinterGreen Research Global Market Intelligence Company

1. YOUTH LEAGUE SPORTS SOFTWARE: MARKET DESCRIPTION AND MARKET DYNAMICS

1.1 Appeal Of Youth Sports
  1.1.1 Youth League Sports Market Dynamics
1.2 Youth Sports League Software Is Highly Specialized
1.3 Barriers to Youth Sports Participation
1.4 Youth Team Web Sites
  1.4.1 Youth Sports Software Web Presence
1.5 Youth Sports Software Industry Transitions
1.6 Youth Team Software Products Address Automation of Process
1.7 Youth Team Software Products Automation of Finances
1.8 Sports League Software Specialized Revenue Models
  1.8.1 Youth Sports League Software Revenue Models
  1.8.2 Youth League Sports Software Different Business Models
1.9 Supervising the Money from Youth Team Sports
1.10 Youth Sports Software Communications Functions
WinterGreen Research Global Market Intelligence Company
Report Description: Youth League Sports Software and Revenue Models Matter

2. YOUTH AND AMATEUR ADULT LEAGUE SPORTS SOFTWARE MARKET SHARES AND FORECASTS

2.1 Youth League Sports Software Market Driving Forces
  2.1.1 Youth League Sports Software Functions
  2.1.2 Youth Team Sports Software Company Acquisitions
2.2 Youth League Sports Software Market Shares
  2.2.1 Active Network/Active Sports
  2.2.2 Blue Star Sports
  2.2.3 Blue Star Sports Analysis
  2.2.4 Affinity Sports
  2.2.5 Affinity Sports API
  2.2.6 Sports Ngin
  2.2.7 Blue Star Sports
  2.2.8 Hudl
  2.2.9 Sports Illustrated Play
  2.2.10 Team Tennis
  2.2.11 Dicks Blue Sombrero
2.3 Youth League Sports Software Market Forecasts
  2.3.1 Youth Sports League Software Penetration Analysis
  2.3.2 Youth and Amateur Adult Team Sports League Software Unit Analysis Assumptions
  2.3.3 Youth Team Sports Software Functional Models Registration, Communication, and Web Site Development or Combination
  2.3.4 Protecting the Money Collected for a Youth Sports League
  2.3.5 Applications
  2.3.6 League Software and App Revenue Models
  2.3.7 Transactional App Revenue Model
  2.3.1 Charge Card Revenue per Transaction
  2.3.2 Software Licensing Model
  2.3.3 Advertising Model
  2.3.4 Extracting Value from Data
  2.3.5 Youth League Sports Software Shipments by Sport: US and Worldwide
2.4 League Software Larger Market
2.5 Youth League Software by Sports
  2.5.1 Swimming Example
2.6 Youth League Sports Software Prices/Sports Software Pricing
  2.6.1 Hudl Prices
  2.6.2 Blue Star Sports Prices
  2.6.3 Affinity Sports
2.7 Youth League Sports Software Regional Market Analysis
  2.7.1 US
  2.7.2 Canada
2.8 Youth Team Sites Revenue Model
  2.8.1 Applications

3. YOUTH LEAGUE SPORTS SOFTWARE PRODUCT DESCRIPTION

3.1 Vendors Address Needs of Different Types of Teams
  3.1.1 Active Sports Strengths
  3.1.2 Active Sports Challenges
  3.1.3 Active Sports Online Sports Management Software
3.2 Sport Ngin
  3.2.1 Sport Ngin Strengths
  3.2.2 Sport Ngin Challenges
3.3 Dicks Sporting Goods/Blue Sombrero
  3.3.1 Blue Sombrero Strengths
  3.3.2 Blue Sombrero Challenges
3.4 Sports Illustrated Play/League Athletics
  3.4.1 Sports Illustrated League and Club Team Software Strengths
  3.4.2 Sports Illustrated League and Club Team Software Challenges
  3.4.3 Sports Illustrated Youth Software Revenue Model
3.5 Blue Star Sports
  3.5.1 Blue Star Sports Strengths
  3.5.2 Blue Star Sports Challenges
  3.5.3 Blue Star Sports Vision Is to Connect All the Technologies And Services In The Market
3.6 TeamSideline.com
3.7 Teamsnap
  3.7.1 Teamsnap to Add League Services
  3.7.2 TeamSnap Strengths
  3.7.3 TeamSnap Challenges
  3.7.4 Teamsnap to Add League Services
3.8 EZFacility.com Sports Facility & League Software
  3.8.1 EZFacility Strengths
  3.8.2 EZFacility Challenges
  3.8.3 EZFacility Features
3.9 Cogran
  3.9.1 Cogran Strengths
  3.9.2 Cogran Challenges
  3.9.3 Cogran Handles Sports League Management
  3.9.4 Cogran Revenue
  3.9.5 Cogran Systems Sports League Management
  3.9.6 Cogran Revenue
3.10 RosterBot
3.11 Manage Your League
3.12 LeagueApps
  3.12.1 LeagueApps Cloud Based Software
3.13 LeagueLobster
  3.13.1 LeagueLobster Sports League Management Software
  3.13.2 League Management Software with Stats Tracking
  3.13.3 League Management Software Automatic Match Invite and Sports Team Automatic RSVP
  3.13.4 League Management Software Payment Collector for Sports Teams
  3.13.5 League Management Software Free Agent List
  3.13.6 The Hub, Basket Ball information powered by LeagueLobster
  3.13.7 LeagueLobster Hub Partners
3.14 Front Desk
3.15 ClubManager
3.16 Engage Sports
3.17 Bm Sports Leagues New York
3.18 Team Sports Admin
3.19 WatchMeGoPro
3.20 SwimTopia
  3.20.1 SwimTopia Revenue
3.21 JDPreneur
3.22 Bonzi Technology
3.23 TopDog Sports
  3.23.1 Top Dog Tennis Interclub Leagues Software
  3.23.2 TopDog Sports Stats:
  3.23.3 TopDog Sports Reservations
  3.23.4 TopDog Sports Profiles
  3.23.5 TopDog Sports Round Robin Schedules
  3.23.6 TopDog Sports
3.24 Zuluru
  3.24.1 Zuluru Open-Source Project, Funded Partially Through Donations
3.25 LeagueLineup
3.26 Upper Hand

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 Acitve Network
  5.1.1 Active Network Follow-On Acquisition
  5.1.2 Ministry Brands Acquires ACTIVE Network’s Faith Division
  5.1.3 Active Network/Active Sports
  5.1.4 Active Sports Strengths
  5.1.5 Active Sports Challenges
  5.1.6 Active Sports Revenue Model
  5.1.7 Lanyon Solutions/Active Networks/Active Sports
5.2 Affinity Sports
  5.2.1 Affinity Sports API
5.3 Atheletrax/mysportsort
5.4 Bear Dev
5.5 BenchBucket
5.6 Blue Star Sports
  5.6.1 Blue Star Sports Goalline
5.7 Catapult
  5.7.1 Catapult Acquisitions
  5.7.2 Catapult Customers
  5.7.3 Catapult Team Customer Base
  5.7.4 Catapult Monitoring Elite Athletes
5.8 Coach Logic
5.9 Cogran
5.10 Dicks/Blue Sombrero
  5.10.1 Revenue Model
5.11 Easyteammanager
5.12 Engage Sports
5.13 FiXi Competition Management
  5.13.1 FiXi Competition Management Revenue Model
  5.13.2 FiXi Competition Management Features and Functions
  5.13.3 FiXi Competition Management Target Markets
  5.13.4 FiXi Competition Management Customization and League Requirements
5.14 HorizonWebRef.com
  5.14.1 HorizonWebRef Revenue Model
5.15 Hudl
  5.15.1 Hudl Acquisitions
  5.15.2 Hudl Revenue Model
  5.15.3 Hudl Financing
  5.15.4 Hudl Partnership with Nike
5.16 Jevin
5.17 Jonas Software/EZFacility
  5.17.1 EZFacility Sports Facility & League Software
  5.17.2 Revenue Model
  5.17.3 EZFacility Features and Functions
  5.17.4 EZFacility Target Market
5.18 JoomSport
  5.18.1 JoomSport Revenue Model
  5.18.2 JoomSport Target Market
  5.18.3 JoomSport Features
5.19 LeagueApps
  5.19.1 LeagueApps Revenue Model
  5.19.2 LeagueApps Features and Functions
  5.19.3 LeagueApps Target Market
5.20 LeagueLobster
5.21 LeagueRepublic
  5.21.1 LeagueRepublic Features
5.22 Nike+
  5.22.1 Nike Personal Analytics
  5.22.2 Nike Partnership with Hudl
5.23 QSTC
5.24 RosterBot
  5.24.1 Rosterbot Team Management Service
5.25 Sideline Sports
  5.25.1 Sideline Sports XPS Network
  5.25.2 Sideline Sports XPS Network for Coaches
  5.25.3 Sideline Sports Tools
5.26 NBC/Sport Ngin
5.27 Sportlyzer
5.28 Swimtopia
  5.28.1 Team Topia/SwimTopia
  5.28.2 Team Topia Revenue Model
5.29 Teamer
5.30 TeamSideline.com
  5.30.1 TeamSideline Features
  5.30.2 TeamSideline Team Sites
5.31 TeamSnap
  5.31.1 9 Million People Use TeamSnap:
  5.31.2 TeamSnap Target Sports
  5.31.3 TeamSnap/Manage League
  5.31.4 TeamSnap Metrics
  5.31.5 Teamsnap $10 Million Investment Led by Northgate Capital
5.32 Time
  5.32.1 Sports Illustrated Play
  5.32.2 Sports Illustrated Play
  5.32.3 Sports Illustrated Strengths
  5.32.4 Sports Illustrated Challenges
  5.32.5 Si Acquires League Athletics
  5.32.6 LeagueAthletics.com
  5.32.7 LeagueAthletics Revenue Model
  5.32.8 LeagueAthletics Features and Functions
  5.32.9 Tourney Machine Partnership with Sports Illustrated Play Prelude to Acquisition
  5.32.10 Sports Illustrated Play acquires Iowa-based Tourney Machine
  5.32.11 SI Online Sports Registration
  5.32.12 SI Play Secure Communication
  5.32.13 SI Play: Information About The Game Matters
  5.32.14 SiPlay-Online-Registration-Secure Online Payments
  5.32.15 Sports Illustrated Play Teamwall Mobile App
  5.32.16 SiPlay-Customizable Online-Registration
  5.32.17 Revenue Model
  5.32.18 Time Acquires Viant
  5.32.19 Viant
5.33 Vista Equity Partners Fund IV and Vista Equity Partners Fund III/Active Network/ActiveSports/Lanyon
  5.33.1 Sister Companies San Diego software firm Active Network and Lanyon, both Part of Vista Equity Partners’ Portfolio
  5.33.2 ActiveSports
  5.33.3 STATS
  5.33.4 Amisco Prozone ('Prozone')
  5.33.5 Automated Insights
  5.33.6 The Sports Network (TSN)
  5.33.7 Bloomberg Sports
5.34 Wooter
5.35 Zuluru
  5.35.1 Zuluru Revenue Model
5.36 YourTeamOnline

WINTERGREEN RESEARCH

WinterGreen Research Methodology
WinterGreen Research Process
Market Research Study

LIST OF TABLES AND FIGURES

Table ES-1 Youth League Sports Software Market Driving Forces
Table ES-2 Youth League Sports Software Functions
Table ES-3 Youth League Sports Software Market Factors
Table ES-4 Youth League Sports Software Market Demands
Figure ES-5 Youth Sports League Software: Market Shares, Dollars, Worldwide, 2015
Figure ES-6 Youth Sports League Software Forecasts, Dollars, Worldwide, 2016-2022
Table 1-1 Barriers To Youth Sports Participation
Table 1-2 Youth League Sports Software Sample Market Driving Forces
Table 1-3 Youth League Sports Software Market Driving Forces
Table 1-4 Youth League Sports Software Market Factors
Table 1-5 Youth League Sports Software Demands
Table 1-6 Barriers to Youth Sports Participation
Table 1-7 Youth Sports Software Communications Functions
Table 2-1 Youth League Sports Software Market Driving Forces
Table 2-2 Youth League Sports Software Functions
Table 2-3 Youth League Sports Software Market Factors
Table 2-4 Youth League Sports Software Market Demands
Figure 2-5 Youth Sports League Software: Market Shares, Dollars, Worldwide, 2015
Table 2-6 Youth Sports League Software, Dollars, Worldwide, 2015
Table 2-7 Youth, High School, College and Adult Sports League Software, Market Shares, Dollars, Worldwide, 2015
Table 2-8 Youth, High School, College and Adult Sports League Software, Market Shares, Percent, Worldwide, 2015
Table 2-9 College and University Sports League Participation, United States and Worldwide, Number of Players, 2015
Figure 2-10 Youth Sports League Software Forecasts, Dollars, Worldwide, 2016-2022
Table 2-11 Youth and Amateur Adult Team Sports Software Revenue Models Market Forecasts, Dollars and Percent Growth, Worldwide, 2016-2022
Figure 2-12 Market Division Between Youth And Amateur Adult Sport Leagues
Table 2-13 Youth and Amateur Adult Team Sports League Software Unit Analysis Percent Penetration, Worldwide, 2016-2022
Table 2-14 Youth Team Sports Software Functional Models Market Forecasts, Simple Registration, Registration, Communication and Web Site Development, or Combination with Coaching Video, Dollars, Worldwide, 2016-2022
Figure 2-15 Youth and Adult Sports League Software Unit Analysis, Dollars per Unit, Units and Dollars, US, 2015
Table 2-16 Youth Team Sports Software Revenue Models Market Forecasts, Transactional Apps, Free Apps Information Based License Fee per Software Package, Per User Fee, Dollars, Worldwide, 2016-2022
Table 2-17 Team Sports Software License, Transaction, and Advertising Revenue Models Market Forecasts, Number of Players, Worldwide, 2016-2022
Table 2-18 Active Sport Sliding Scale Registration Fee: Transaction Processing fee
Table 2-19 Average Credit Card Processing Fees
Figure 2-20 Youth Team Sports Software Transactional Revenue Models Market Forecasts, Dollars, Worldwide, 2016-2022
Table 2-21 Youth, High School, University, College and Adult Team Sports Software Revenue Models Market Forecasts, License Fee per Software Package, Dollars, Worldwide, 2016-2022
Table 2-22 Youth Team Sports Software Revenue Models Market Forecasts, Free App Software Package, Per User Fee, Dollars, Worldwide, 2016-2022
Table 2-23 Youth and Amateur Adult Team Sports Participation, United States and Worldwide, Number of Players, 2016
Table 2-24 Applications for Youth Sports Software Platforms
Table 2-25 Cogran Organizations Served
Figure 2-26 Youth and Adult Sports League Participation, United States and Worldwide, Number of Players, 2015
Figure 2-27 Blue Star Sports Prices for Software
Figure 2-28 Blue Star Sports Tools
Figure 2-29 Youth and Amateur Adult Sports League Software Regional Market Segments, Dollars, 2015
Figure 2-30 Youth and Amateur Adult League Sports Software Regional Market Segments, 2015
Table 2-31 Number of Youth Sports Players US and Worldwide, Dollars per Player, 2015
Table 2-32 Youth Team Sports Software Revenue Models Market Forecasts, Transactional Apps, Free Apps Information Based License Fee per Software Package, Per User Fee, Dollars, Worldwide, 2016-2022
Table 2-33 Youth Sports League Participation, US and Worldwide, Dollars per Player, 2015
Table 2-34 Youth Sports League Participation, United States and Worldwide, Number of Players, 2015
Table 3-1 Active Sports National Sports Governing Body Partners
Table 3-2 EZFacility Sports Facility & League Software Scheduling & Management Types136
Table 3-3 Cogran Organizations Served
Table 3-4 Cogran Systems Flexible Payments Systems Functions
Table 3-5 Cogran Supports Major Payment Processors:
Table 3-6 Cogran Youth League Functions
Figure 3-7 League Apps Software Functions
Table 3-8 LeagueApps Sports Organization Software Modules
Table 3-9 LeagueApps Sports Target Markets
Figure 3-10 LeagueApps Schedule
Figure 3-11 LeagueLobster Management Software
Table 3-12 LeagueLobster League Management Software Benefits
Figure 3-13 TopDog Sports Tennis Sports Management
Table 3-14 TopDog Sports Online Tennis League Management Functions
Figure 4-1 Responsive Web Design (RWD) Illustrated
Figure 4-2 Robust Website Structure
Figure 4-3 Division of Tournament Types
Table 5-1 Crowdfunding for Sports Teams
Table 5-2 Catapult Team Customer Base
Table 5-3 Catapult for Coaches Providing Scientifically-Validated Metrics on Athlete Performance
Table 5-4 Engage Sports Tools
Figure 5-5 HorizonWebRef Pricing per Official
Table 5-6 EZ Facility Key Features
Figure 5-7 EZFacility Target Markets
Table 5-8 LeagueRepublic Sports Software Functions
Table 5-9 Sideline Sports XPS Network Functions
Table 5-10 Sideline Sports Clients by Category And Sport
Table 5-11 Sportlyzer Sports Customers
Table 5-12 Sportlyzer Sports Metrics
Figure 5-13 SwimTopia Investors
Figure 5-14 TeamSnap Employees
Table 5-15 TeamSnap Coaching Platform Toolset Tasks
Table 5-16 TeamSnap Platforms Supported
Table 5-17 TeamSnap Target Market
Figure 5-18 TeamSnap Online Sports Team Management Application
Table 5-19 TeamSnap Online Features
Table 5-20 TeamSnap Benefits
Figure 5-21 TeamSnap Mobile App
Table 5-22 TeamSnap Team Management Sports Targeted
Table 5-23 TeamSnap Integration Features
Table 5-24 TeamSnap Free Features
Table 5-25 TeamSnap Basic Prices and Features
Table 5-26 TeamSnap Premium Features
Table 5-27 TeamSnap Ultra Prices and Features
Table 5-28 TeamSnap Smartphone App Functions
Table 5-29 TeamSnap Smartphone System Requirements
Figure 5-30 Sports Illustrated Si Play
Figure 5-31 SI Communication Smart Phone and Online
Figure 5-32 SI Play Sending League Members An Email Or Text Message
Figure 5-33 Game And Player Statistics
Table 5-34 Sports Illustrated League and Club Team Software Strengths
Table 5-35 Sports Illustrated League and Club Team Software Challenges
Figure 5-36 Sports Illustrated TeamWall Mobile App
Figure 5-37 Vista Equity Partners Portfolio Companies’


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