Market Dimension was at $24 Billion in 2018, $28.7 Billion in 2019 however Dropped to $6.7 Billion in 2020 as a Results of the Pandemic

Dublin, November 19, 2020 (GLOBE NEWSWIRE) – Wintergreen Research, Inc report “Youth Team, League and Tournament Sports: Market Share, Strategy and Forecast, COVID-19 and Post-COVID-19, Worldwide, 2020 to 2027” report Offer.

Worldwide in 2018, youth sports markets will see significant growth of $ 28.7 billion after the pandemic has subsided.

Once COVID-19 is over, travel teams will become increasingly popular as families relearn how to enjoy time together during a weekend sporting event. COVID-19 has virtually brought the youth sports tournaments, trips and leagues that make up the majority of the market to a standstill.

The market size, which was $ 24 billion in 2018 and $ 28.7 in 2019, declined to $ 6.7 billion in 2020 due to the pandemic.

Usually leagues buy and distribute sports software, clothing and equipment to teams and clubs. The pandemic has changed the market. As soon as things return to normal, it is expected that leagues that have created a large market out of previously disparate small companies that operate local youth sports will be intact. The availability of training from dedicated, professional coaches has enabled the development of hundreds of thousands of elite teams which, in ordinary times, form a youth sports market. Unfortunately, these are not normal times.

The recovery from the COVID-19 market downturn will come as tremendous market efficiency will be achieved as the youth and recreational teams move on to an automated process. Apps used to book hotels and make travel arrangements are likely to evolve. Youth sports facilities are part of a community development program.

Every team, every sport has appeal and as there is more free time and the economy at the top of the economic scale creates more and more wealth, there is more spending on sports as people no longer worry about the spread of COVID-19.

The regrowth of the market after COVID-19 results from the increased advantages of the organization in youth sports leagues. Travel teams and tournaments are trendy. These don’t happen in a consistent manner unless there is an automated process in place. The automated process is just better for keeping a team running smoothly and eliminating large amounts of politics.

Shared resources are always a problem; automated management is better. Once any aspect of team management is automated, there is a need to automate all processes across the board, resulting in numerous consolidations and acquisitions in this market.

Main topics covered:

1. Youth team, league and tournament sport: market description and market dynamics
1.1 COVID-19
1.2 Participation in sport develops core values ​​in youth
1.3 Clothing and clothing are a central aspect of the youth sports market
1.4 Hotels use the positioning of providers in youth sports markets
1.5 The software of the Youth Sports League is highly specialized
1.6 Obstacles to participation in youth sports
1.7 Youth Team Websites
1.8 Monitoring of money from youth team sports
1.9 Communication functions of the youth sports software

2. Market shares and forecasts for youth team, league and tournament sports – effects of COVID-19
2.1 Youth team, league and tournament sports COVID-19 Impact and Market Driving Forces
2.2 Market shares of youth league sports
2.3 Youth Team, League and Tournament Facilities Market Including High School, College, Market Share, Number Field Rentals
2.4 Segments of youth team, league and tournament sports
2.4.1 Youth sports trips, field and ice rinks
2.5 Market forecasts for youth teams, leagues and tournament sports
2.6 Participation in the Adult Sports League
2.7 Regional market analysis for sports software of the youth league
2.8 Regional analysis of US youth sport by MSA region
2.9 Revenue model for youth team websites
2.10 Software Pricing for Youth Sports Providers

3 Youth League Sports Product Description
3.1 Providers build a brand with a significant, targeted demographics of the upper middle class

4 Sports research and technology of the youth and leisure league
4.1 Payment gateways
4.2 Responsive web design
4.3 Types of tournaments
4.4 Season registration and eSport configuration
4.5 Venue
4.6 FE management
4.7 Artificial intelligence and software
4.8 Nike Open Source Software

5 company profiles of youth and leisure league sports software
5.1 Acquisition of sports software for the youth and leisure league
5.2 Adidas
5.3 Global Payments / Active Network
5.4 Agile sports technologies / Hudl
5.5 Amer Sports / Wilson
5.6 Aspen Institute
5.7 Athletrax / Mysportsort
5.8 farmer
5.9 Bear Dev
5.10 catapult
5.11 Coach Logic
5.12 Cogran
5.13 Comcast / NBC / Sport Engine
5.14 Dick’s
5.15 Exercise
5.16 FiXi competition management
5.18 InterContinental Hotels Group IHG
5.19 Jevin
5.20 Jonas Software / EZFacility
5.21 JoomSport
5.22 LeagueApps
5.23 League Lobster
5.24 LeagueRepublic
5.25 Marriott
5.26 NBC / SportsEngine
5.27 Nike
5.28 QSTC
5.29 RosterBot
5.30 SFA Sports Facility Consulting & Sports Facility Management
5.31 Secondary Sports
5.32 SIP
5.33 Sixgill
5.34 Sportlyzer
5.35 SPay / Stack Sports
5.28 steel sport
5.29 SwimTopia
5.30 teamer
5.32 TeamSnap
5.33 Under armor
5.34 Vista Equity Partners Fund IV and Vista Equity Partners Fund III / Lanyon
5.35 VNN Sport
5.36 Wooter
5.37 YourTeamOnline
5.38 Sports Solutions from Zebra Technologies
5.39 Zuluru
5.40 Selected list of youth sports software companies

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