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

Published: Aug 4, 2016 | Pages: 389 | Publisher: WinterGreen Research | Industry: Sports Equipment | Report Format: Electronic (PDF)

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.

Companies Profiled

Market Leaders

    -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

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
    -Front Desk
    -ClubManager
    -Bm Sports Leagues New York
    -Team Sports Admin
    -WatchMeGoPro
    -JDPreneur
    -Bonzi Technology
    -TopDog Sports
    -Upper Hand

    Key Topics
    
-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
 Table of Contents

Youth and Amateur Adult League Sports Software	
Executive Summary	25
Youth League Sports Software Market Driving Forecasts 25
Youth League Sports Software Functions	27
Youth Team Sports Software Company Acquisitions	28
Youth League Sports Software Market Shares	31
Youth League Sports Software Market Forecasts	32
WinterGreen Research Global Market Intelligence Company	34

1. Youth League Sports Software: Market Description and Market Dynamics		35
1.1	Appeal Of Youth Sports		35
1.1.1 Youth League Sports Market Dynamics	35
1.2	Youth Sports League Software Is Highly Specialized	36
1.3	Barriers to Youth Sports Participation	37
1.4	Youth Team Web Sites		39
1.4.1 Youth Sports Software Web Presence	43
1.5	Youth Sports Software Industry Transitions	47
1.6	Youth Team Software Products Address Automation of Process	48
1.7	Youth Team Software Products Automation of Finances	48
1.8	Sports League Software Specialized Revenue Models	49
1.8.1 Youth Sports League Software Revenue Models	49
1.8.2 Youth League Sports Software Different Business Models	51
1.9	Supervising the Money from Youth Team Sports	54
1.10 Youth Sports Software Communications Functions	55
WinterGreen Research Global Market Intelligence Company	56
Report Description: Youth League Sports Software and Revenue Models Matter 56			

2.  Youth and Amateur Adult League Sports Software Market Shares and Forecasts		57
2.1	Youth League Sports Software Market Driving Forces	57
2.1.1 Youth League Sports Software Functions	59
2.1.2 Youth Team Sports Software Company Acquisitions	60
2.2	Youth League Sports Software Market Shares	63
2.2.1 Active Network / Active Sports		69
2.2.2 Blue Star Sports		69
2.2.3 Blue Star Sports Analysis	69
2.2.4	Affinity Sports	70
2.2.5	Affinity Sports API	71
2.2.6	Sports Ngin	71
2.2.7	Blue Star Sports	71
2.2.8	Hudl	71
2.2.9	Sports Illustrated Play	71
2.2.10 Team Tennis	72
2.2.11 Dicks Blue Sombrero	72
2.3Youth League Sports Software Market Forecasts	72
2.3.1 Youth Sports League Software Penetration Analysis	75
2.3.2	Youth and Amateur Adult Team Sports League Software Unit Analysis Assumptions 77 
2.3.3	Youth Team Sports Software Functional Models Registration,  Communication, and Web Site Development or Combination	77
2.3.4 Protecting the Money Collected for a Youth Sports League	81
2.3.5	Applications	82
2.3.6  League Software and App Revenue Models	84
2.3.7Transactional App Revenue Model	85
2.3.1 Charge Card Revenue per Transaction	89
2.3.2	Software Licensing Model	91
2.3.3	Advertising Model	93
2.3.4 Extracting Value from Data	94
2.3.5	Youth League Sports Software Shipments by Sport: US and Worldwide 95 
2.4	League Software Larger Market		96
2.5	Youth League Software by Sports		99
2.5.1	Swimming Example		100
2.6	Youth League Sports Software Prices / Sports Software Pricing	101
2.6.1	Hudl Prices		102
2.6.2 Blue Star Sports Prices		103
2.6.3	Affinity Sports		105
2.7	Youth League Sports Software Regional Market Analysis	105
2.7.1	US		106
2.7.2	Canada		108
2.8	Youth Team Sites Revenue Model		108
2.8.1	Applications		114

3. Youth League Sports Software Product Description 115
3.1	Vendors Address Needs of Different Types of Teams	115
3.1.1	Active Sports Strengths		116
3.1.2	Active Sports Challenges		116
3.1.3 Active Sports Online Sports Management Software	116
3.2	Sport Ngin		120
3.2.1	Sport Ngin Strengths		120
3.2.2	Sport Ngin Challenges		120
3.3	Dicks Sporting Goods / Blue Sombrero	121
3.3.1	Blue Sombrero Strengths		121
3.3.2	Blue Sombrero Challenges		
3.4 Sports Illustrated Play / League Athletics	122
3.4.1Sports Illustrated League and Club Team Software Strengths	123
3.4.2 Sports Illustrated League and Club Team Software Challenges	123
3.4.3 Sports Illustrated Youth Software Revenue Model	124
3.5 Blue Star Sports	125
3.5.1 Blue Star Sports Strengths	128
3.5.2 Blue Star Sports Challenges	129
3.5.3 Blue Star Sports Vision Is to Connect All the Technologies And Services In The Market 130
3.6	TeamSideline.com		131
3.7	Teamsnap		132
3.7.1 Teamsnap to Add League Services	132
3.7.2	TeamSnap Strengths		133
3.7.3	TeamSnap Challenges		133
3.7.4 Teamsnap to Add League Services	133
3.8 EZFacility.com Sports Facility & League Software	135
3.8.1	EZFacility Strengths		135
3.8.2	EZFacility Challenges		136
3.8.3	EZFacility Features		137
3.9	Cogran		138
3.9.1	Cogran Strengths		138
3.9.2	Cogran Challenges		139
3.9.3 Cogran Handles Sports League Management	139
3.9.4	Cogran Revenue		141
3.9.5 Cogran Systems Sports League Management	143
3.9.6 Cogran Revenue		144
3.10 RosterBot		145
3.11 Manage Your League		145
3.12 LeagueApps		146
3.12.1 LeagueApps Cloud Based Software	146
3.13 LeagueLobster		150
3.13.1 LeagueLobster Sports League Management Software	150
3.13.2 League Management Software with Stats Tracking	151
3.13.3 League Management Software Automatic Match Invite and Sports Team Automatic RSVP		152
3.13.4 League Management Software Payment Collector for Sports Teams 152
3.13.5 League Management Software Free Agent List	152
3.13.6 The Hub, Basket Ball information powered by LeagueLobster	152
3.13.7 LeagueLobster Hub Partners		153
3.14 Front Desk		155
3.15 ClubManager		155
3.16 Engage Sports		156
3.17 Bm Sports Leagues New York		156
3.18 Team Sports Admin		158
3.19 WatchMeGoPro		158
3.20 SwimTopia		159
3.20.1 SwimTopia Revenue		160
3.21 JDPreneur		160
3.22 Bonzi Technology		162
3.23 TopDog Sports		164
3.23.1Top Dog Tennis Interclub Leagues Software	165
3.23.2	TopDog Sports Stats:	168
3.23.3 TopDog Sports Reservations	168
3.23.4	TopDog Sports Profiles	169
3.23.5 TopDog Sports Round Robin Schedules	169
3.23.6 TopDog Sports	169
3.24	Zuluru	171
3.24.1	Zuluru Open Source Project, Funded Partially Through Donations	172
3.25 LeagueLineup	172
3.26 Upper Hand	173

4. Youth and Recreational League Sports Software	 Research and Technology	174
4.1	Payment Gateways	174
4.1.1 Payment Processing Solutions For a League	174
4.1.2 Recommended Merchant Broker Authorize.net Gateway	174
4.2	Responsive Web Design	175
4.2.1	Robust Website Structure	176
4.3	Tournament Types	176
4.3.1	MatchDay types	177
4.4	Season Registration & eSport Configuration	178
4.5	Venue	178
4.6	FE management	179
4.6.1	Extra fields	179
4.7	Artificial Intelligence And Software	179
4.8	Nike Open Source Software	180

5. Youth and Recreational League Sports Software  Company Profiles	181
5.1	Acitve Network	181
5.1.1 Active Network Follow On Acquisition	182
5.1.2 Ministry Brands Acquires ACTIVE Network’s Faith Division	183
5.1.3 Active Network / Active Sports	183
5.1.4	Active Sports Strengths	184
5.1.5	Active Sports Challenges	184
5.1.6 Active Sports Revenue Model	185
5.1.7 Lanyon Solutions / Active Networks / Active Sports	185
5.2	Affinity Sports	185
5.2.1	Affinity Sports API	186
5.3	Atheletrax / mysportsort	186
5.4	Bear Dev	187
5.5	BenchBucket	188
5.6	Blue Star Sports	188
5.6.1 Blue Star Sports Goalline	190
5.7	Catapult	190
5.7.1	Catapult Acquisitions	191
5.7.2	Catapult Customers	192
5.7.3 Catapult Team Customer Base	193
5.7.4 Catapult Monitoring Elite Athletes	242
5.8	Coach Logic	246
5.9	Cogran	247
5.10 Dicks / Blue Sombrero	248
5.10.1	Revenue Model		249
5.11 Easyteammanager		250
5.12 Engage Sports		250
5.13 FiXi Competition Management		252
5.13.1	FiXi Competition Management Revenue Model	252
5.13.2	FiXi Competition Management Features and Functions	253
5.13.3	FiXi Competition Management Target Markets	253
5.13.4	FiXi Competition Management Customization and League Requirements	253			
5.14 HorizonWebRef.com		254
5.14.1	HorizonWebRef Revenue Model	254
5.15 Hudl			256
5.15.1	Hudl Acquisitions		256
5.15.2	Hudl Revenue Model		257
5.15.3	Hudl Financing		258
5.15.4	Hudl Partnership with Nike		259
5.16 Jevin			259
5.17 Jonas Software / EZFacility		260
5.17.1	EZFacility Sports Facility & League Software	261
5.17.2	Revenue Model		262
5.17.3	EZFacility Features and Functions	262
5.17.4	EZFacility Target Market		263
5.18 JoomSport		264
5.18.1	JoomSport Revenue Model		264
5.18.2	JoomSport Target Market	
5.18.3 JoomSport Features		266
5.19 LeagueApps		266
5.19.1 LeagueApps Revenue Model		267
5.19.2 LeagueApps Features and Functions	268
5.19.3 LeagueApps Target Market		269
5.20 LeagueLobster		269
5.21 LeagueRepublic		270
5.21.1	LeagueRepublic Features		270
5.22 Nike+		273
5.22.1	Nike Personal Analytics		273
5.22.2	Nike Partnership with Hudl		274
5.23 QSTC		274
5.24 RosterBot		274
5.24.1 Rosterbot Team Management Service	274
5.25 Sideline Sports		275
5.25.1	Sideline Sports XPS Network		275
5.25.2	Sideline Sports XPS Network for Coaches	276
5.25.3	Sideline Sports Tools		276
5.26 NBC / Sport Ngin		278
5.27Sportlyzer		279
5.28 Swimtopia		281
5.28.1 Team Topia / SwimTopia		281
5.28.2 Team Topia Revenue Model		282
5.29 Teamer		283
5.30 TeamSideline.com		283
5.30.1	TeamSideline Features	284
5.30.2	TeamSideline Team Sites	285
5.31 TeamSnap	285
5.31.19 Million People Use TeamSnap:	289
5.31.2	TeamSnap Target Sports	292
5.31.3	TeamSnap / Manage League	301
5.31.4	TeamSnap Metrics	301
5.31.5	Teamsnap $10 Million Investment Led by Northgate Capital	302
5.32 Time		303
5.32.1	Sports Illustrated Play	303
5.32.2	Sports Illustrated Play	304
5.32.3	Sports Illustrated Strengths	304
5.32.4	Sports Illustrated Challenges	305
5.32.5	Si Acquires League Athletics	305
5.32.6	LeagueAthletics.com	305
5.32.7	LeagueAthletics Revenue Model	305
5.32.8	LeagueAthletics Features and Functions	306
5.32.9	Tourney Machine Partnership with Sports Illustrated Play Prelude to Acquisition	306	
5.32.10 Sports Illustrated Play acquires Iowa based Tourney Machine	307
5.32.11 SI Online Sports Registration	307
5.32.12 SI Play Secure Communication	308
5.32.13 SI Play: Information About The Game Matters	312
5.32.14 SiPlay Online Registration Secure Online Payments	313
5.32.15 Sports Illustrated Play Teamwall Mobile App	313
5.32.16 SiPlay Customizable Online Registration	314
5.32.17 Revenue Model	315
5.32.18 Time Acquires Viant	315
5.32.19 Viant	316
5.33 Vista Equity Partners Fund IV and Vista Equity Partners Fund III / Active Network / ActiveSports / Lanyon 316
5.33.1 Sister Companies San Diego software firm Active Network and Lanyon, both Part of Vista Equity Partners’ Portfolio		317
5.33.2 ActiveSports		321
5.33.3 STATS		321
5.33.4 Amisco Prozone ("Prozone")		322
5.33.5 Automated Insights		322
5.33.6 The Sports Network (TSN)		323
5.33.7 Bloomberg Sports		323
5.34 Wooter		324
5.35 Zuluru		325
5.35.1 Zuluru Revenue Model		325
5.36 YourTeamOnline		326
List of Tables and Figures

Table ES 1		Youth League Sports Software Market Driving Forces		26
Table ES 2			Youth League Sports Software Functions			27
Table ES 3			Youth League Sports Software Market Factors		29
Table ES 4			Youth League Sports Software Market Demands		30
Figure ES 5			Youth Sports League Software: Market Shares, Dollars, Worldwide, 2015	31
Figure ES 6			Youth Sports League Software Forecasts, Dollars, Worldwide, 2016 2022	33
Table 1 1			Barriers To Youth Sports Participation			38
Table 1 2			Youth League Sports Software Sample Market Driving Forces		41
Table 1 3			Youth League Sports Software Market Driving Forces		44
Table 1 4			Youth League Sports Software Market Factors		45
Table 1 5			Youth League Sports Software Demands			46
Table 1 6			Barriers to Youth Sports Participation			53
Table 1 7			Youth Sports Software Communications Functions		55
Table 2 1			Youth League Sports Software Market Driving Forces		58
Table 2 2			Youth League Sports Software Functions			59
Table 2 3			Youth League Sports Software Market Factors		61
Table 2 4			Youth League Sports Software Market Demands		62
Figure 2 5			Youth Sports League Software: Market Shares, Dollars, Worldwide, 2015	63
Table 2 6			Youth Sports League Software, Dollars, Worldwide, 2015		64
Table 2 7			Youth, High School, College and Adult Sports League Software, Market Shares,	Dollars, Worldwide, 2015			66
Table 2 8			Youth, High School, College and Adult Sports League Software, Market Shares,		Percent, Worldwide, 2015			67
Table 2 9			College and University Sports League Participation, United States and Worldwide,Number of Players, 2015			68
Figure 2 10			Youth Sports League Software Forecasts, Dollars, Worldwide, 2016 2022	73
Table 2 11			Youth and Amateur Adult Team Sports Software Revenue Models Market		Forecasts, Dollars and Percent Growth, Worldwide, 2016 2022		74
Figure 2 12			Market Division Between Youth And Amateur Adult Sport Leagues		74
Table 2 13	Youth and Amateur Adult Team Sports League Software Unit Analysis Percent	Penetration, Worldwide, 2016 2022	76
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	79
Figure 2 15	Youth and Adult Sports League Software Unit Analysis, Dollars per Unit, Units andDollars, US, 2015	83
Table 2 16	Youth Team Sports Software Revenue Models Market Forecasts, Transactional Apps, Free Apps Information Based License Fee per Software Package, Per UserFee, Dollars, Worldwide, 2016 2022	84
Table 2 17	Team Sports Software License, Transaction, and Advertising Revenue Models	Market Forecasts, Number of Players, Worldwide, 2016 2022	85
Table 2 18	Active Sport Sliding Scale Registration Fee: Transaction Processing fee	87
Table 2 19	Average Credit Card Processing Fees	88
Figure 2 20	Youth Team Sports Software Transactional Revenue Models Market Forecasts,	Dollars, Worldwide, 2016 2022	89
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		91
Table 2 22		Youth Team Sports Software Revenue Models Market Forecasts, Free App	Software Package, Per User Fee, Dollars, Worldwide, 2016 2022	94
Table 2 23	Youth and Amateur Adult Team Sports Participation, United States and	Worldwide, Number of Players, 2016	96
Table 2 24	Applications for Youth Sports Software Platforms	97
Table 2 25	Cogran Organizations Served	98
Figure 2 26	Youth and Adult Sports League Participation, United States and Worldwide,	Number of Players, 2015	100
Figure 2 27	Blue Star Sports Prices for Software	103
Figure 2 28	Blue Star Sports Tools	104
Figure 2 29	Youth and Amateur Adult Sports League Software Regional Market Segments,Dollars, 2015	105
Figure 2 30	106Youth and Amateur Adult League Sports Software Regional Market Segments, 2015 106
Table 2 31	Number of Youth Sports Players US and Worldwide, Dollars per Player, 2015	107
Table 2 32	Youth Team Sports Software Revenue Models Market Forecasts, Transactional Apps, Free Apps Information Based License Fee per Software Package, Per UserFee, Dollars, Worldwide, 2016 2022
Table 2 33	Youth Sports League Participation, US and Worldwide, Dollars per Player, 2015 111	
Table 2 34	Youth Sports League Participation, United States and Worldwide, Number of	Players, 2015	113
Table 3 1	Active Sports National Sports Governing Body Partners	118
Table 3 2	EZFacility Sports Facility & League Software Scheduling & Management Types 136
Table 3 3	Cogran Organizations Served	140
Table 3 4	Cogran Systems Flexible Payments Systems Functions	142
Table 3 5	Cogran Supports Major Payment Processors:	143
Table 3 6	Cogran Youth League Functions	144
Figure 3 7	League Apps Software Functions	147
Table 3 8	LeagueApps Sports Organization Software Modules	148
Table 3 9 LeagueApps Sports Target Markets	148
Figure 3 10	LeagueApps Schedule	149
Figure 3 11		LeagueLobster Management Software		150
Table 3 12		LeagueLobster League Management Software Benefits	153
Figure 3 13		TopDog Sports Tennis Sports Management	165
Table 3 14		TopDog Sports Online Tennis League Management Functions	170
Figure 4 1		Responsive Web Design (RWD) Illustrated	175
Figure 4 2		Robust Website Structure		176
Figure 4 3		Division of Tournament Types		177
Table 5 1		Crowdfunding for Sports Teams		187
Table 5 2		Catapult Team Customer Base		194
Table 5 3		Catapult for Coaches Providing Scientifically Validated Metrics on AthletePerformance		243
Table 5 4		Engage Sports Tools		251
Figure 5 5		HorizonWebRef Pricing per Official		255
Table 5 6		EZ Facility Key Features		262
Figure 5 7		EZFacility Target Markets		263
Table 5 8		LeagueRepublic Sports Software Functions	271
Table 5 9	Sideline Sports XPS Network Functions		275
Table 5 10		Sideline Sports Clients by Category And Sport	277
Table 5 11		Sportlyzer Sports Customers		279
Table 5 12		Sportlyzer Sports Metrics		280
Figure 5 13		SwimTopia Investors		281
Figure 5 14		TeamSnap Employees		286
Table 5 15		TeamSnap Coaching Platform Toolset Tasks	287
Table 5 16		TeamSnap Platforms Supported		288
Table 5 17		TeamSnap Target Market		288
Figure 5 18		TeamSnap Online Sports Team Management Application	289
Table 5 19		TeamSnap Online Features		290
Table 5 20		TeamSnap Benefits		291
Figure 5 21		TeamSnap Mobile App		292
Table 5 22		TeamSnap Team Management Sports Targeted	293
Table 5 23		TeamSnap Integration Features		294
Table 5 24		TeamSnap Free Features		295
Table 5 25		TeamSnap Basic Prices and Features		296
Table 5 26		TeamSnap Premium Features		297
Table 5 27		TeamSnap Ultra Prices and Features		298
Table 5 28		TeamSnap Smartphone App Functions		300
Table 5 29		TeamSnap Smartphone System Requirements	301
Figure 5 30		Sports Illustrated Si Play		304
Figure 5 31		SI Communication Smart Phone and Online	308
Figure 5 32		SI Play Sending League Members An Email Or Text Message	309
Figure 5 33	Game And Player Statistics	310
Table 5 34	Sports Illustrated League and Club Team Software Strengths	311
Table 5 35	Sports Illustrated League and Club Team Software Challenges	311
Figure 5 36	Sports Illustrated TeamWall Mobile App	314
Figure 5 37	Vista Equity Partners Portfolio Companies’	318 



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Global lignin market size is expected to exceed USD 6 billion by 2022, growing at 4.9% from 2015 to 2022. Rising demand for animal feed and potential as a feedstock substitute to crude oil are expected to drive lignin market demand over the forecast

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