Youth and Amateur Adult League Sports Software Market” Forecast $6.9 Billion By 2023. In a $9 billion U.S. youth sports market, the software for youth and amateur adult league teams at $1.2 represents only a portion of the total spending on the market. 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.
Browse Youth and Amateur Adult League Sports Software: Market Shares, Strategies, and Forecasts, Worldwide, 2017 to 2023 Report at www.reportsnreports.com/reports/11…2017-to-2023.html.
In a $9 billion U.S. youth sports market, the software for youth and amateur adult league teams at $1.2 represents only a portion of the total spending on the market. This is a nascent market, there is no end in sight, and markets are expected to reach $6.9 billion by 2023.
Sports teams will continue to get more organized and depend on software to provide increased management efficiency.Worldwide youth sports software markets are poised to achieve significant growth and enormous market consolidation as youth and recreational teams move to automated process.
Key Topics covered under this report: Youth Sports Software, Recreational League Sports Software, Amateur Adult 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 Websites, Sports Technology, Team Roster Software, Team Registration Management, Volunteer Management Software, Flexible payment options., Youth Sports Team Communication.
The youth sports software is sold or given away free to teams, leagues and tournaments. Often a league will distribute the software to teams, clubs, or tournaments.
Sometimes teams and clubs buy the software directly. A lot of youth sports software had been homegrown functionality bolted onto a stable platform.
This homegrown small market software has basically become outdated, slated to be replaced with packaged, licensed or cloud software that is more robust.
The youth sports software provides registration and payment collection. The payment collection aspect of the software is sometimes important because it creates a way to collect a transaction fee that is used to pay for the software and provide continuing revenue to the provider.
Youth sports package software often generates revenue by 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. Software license revenue is a market factor.
SaaS applications are sure to emerge as cloud computing becomes more relevant to the software industry.
Report at www.reportsnreports.com/.aspx?name=1134678.
Market Leaders: ACTIVE Network / ACTIVE Sports, NBC Sports / SportsEngine, Time / Sports Illustrated Play, TeamSnap, EZFacility, Blue Star Sports, Hudl, Affinity Sports, Dicks / Blue Sombrero, Cogran Systems
Market Participants: 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 and more ..