表紙:スポーツにおける拡張現実(AR):テーマ別調査
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スポーツにおける拡張現実(AR):テーマ別調査

Augmented Reality (AR) in Sport - Thematic Research

出版日: | 発行: GlobalData | ページ情報: 英文 55 Pages | 納期: 即納可能 即納可能とは

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スポーツにおける拡張現実(AR):テーマ別調査
出版日: 2022年04月01日
発行: GlobalData
ページ情報: 英文 55 Pages
納期: 即納可能 即納可能とは
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  • 目次
概要

拡張現実(AR)は、常に進化している動きの速い業界であり、時間の経過とともに投資が増加しています。技術系企業は、この分野に大きな成長の余地があることを認識しており、一部のスポーツチームや組織は、これまでのところ限られた範囲内ではありますが、この分野の開拓に着手しています。

多くのスポーツ団体が、ファンのエンゲージメントを高めたり、アスリートの健康状態をモニターしたり、マーケティング活動を支援したりするために、ARを効果的に活用できることを認識し始めています。しかし、スポーツにおけるARの広範なアプリケーションはまだほとんどありません。業界が今後数年間に消費者向けおよび企業向けアプリケーションの両方の製品を開発し続けることで、ARの利用は増加する見通しです。

当レポートでは、スポーツにおける拡張現実(AR)について調査しており、技術、動向、業界分析、市場企業などの情報を提供しています。

目次

目次

第1章 エグゼクティブサマリー

第2章 市場企業

第3章 テクノロジーブリーフィング

第4章 動向

第5章 業界分析

第6章 バリューチェーン

第7章 企業

第8章 用語集

第9章 参考資料

第10章 GlobalDataについて

第11章 お問い合わせ

目次
Product Code: GDSPO-TR-017

AR is establishing itself in specific areas of sports. For example, the AR line of scrimmage in the NFL was premiered by ESPN in 1998. New and innovative AR use cases are regularly being announced, which will pave the way for widespread AR adoption in the industry, as evidenced by Manchester City Football Club announcing plans to create a virtual stadium in the metaverse in February 2022. Research and innovation by big teams will trickle down to smaller sports teams and federations.

Fan experiences in broadcasting and mobile devices offer the most lucrative and accessible opportunities for AR integration. AR graphics in broadcasting creates a more engaging and insightful analysis of events, while AR on personal devices is a novel marketing introduction, increasing fan engagement.

As media competition intensifies for sports rights with the rise of over-the-top (OTT) platforms, broadcasters will invest in more sophisticated technology to attract or keep contracts and engage with fans. For example, Sky Sports invested in AR-driven avatars of players competing in The Hundred cricket tournament, enhancing analysis and fan engagement. AR on mobile is also an accessible platform for marketing sports and engaging with a younger audience. TikTok has partnered with sports federations, such as the Confederation of African Football, and Rugby Six Nations, creating AR social media filters for fan engagement.

Scope

  • The global AR software market is projected to rise exponentially over the rest of this decade. In 2020 AR software was worth $6bn globally, and by 2030, GlobalData forecasts the AR software market will be worth $100bn.
  • AR adoption in the sports industry is specific, but increasing, and fan engagement will drive AR in broadcasting and on mobile devices.
  • Tech sponsorships and partnerships will advance AR in sport. In 2021, telecommunication operators accounted for $420.56M of sports sponsorships deals and IT services companies spent $205.85M.
  • Improved infrastructure from tech sponsorships and partnerships will advance AR in sport, however smaller sports federations will miss out on large-scale technological partnerships and investment. For example, Verizon is the official 5G partner of the National Hockey League (NHL) and is trialing its 5G network for in- stadium AR experiences on mobile.
  • Leading sports federations and teams adopting AR are the NFL, NHL, the International Olympic Committee (IOC), and Manchester City Football Club.
  • Leading sponsors and vendors supporting AR in sport are Verizon, Sony, Douyin (TikTok), Brainstorm, and Vizrt AR

Reasons to Buy

  • Market size and grown forecasts of the AR software market
  • Primary research case studies with the Director of Cricket and NFL at Sky Sports, sports marketing agency CSM, and AR broadcasting vendor Brainstorm, who was responsible for the AR virtual set during the BBC coverage of the Tokyo 2020 Olympic games.
  • Comprehensive lists and analysis of AR related sports deals and partnerships over the last two years
  • Alternative datasets and analysis showing AR patent and job trends in the sport sector
  • Comprehensive analysis of challenges facing the sports industry, and impact assessment of how AR can resolve these challenges.
  • Augmented Reality value chain and in depth descriptions of key technologies, like semiconductors, memory chips, motion-tracking, batteries, machine vision, platforms, apps and content, and more.

Table of Contents

Table of Contents

  • Executive Summary
  • Augmented Reality Value Chain
  • Sport Challenges
  • The Impact of Augmented Reality on Sport
  • Case Studies
  • Data Analysis
  • Companies
  • Sector Scorecard
  • Glossary
  • Further Reading
  • Our Thematic Research Methodology
  • About GlobalData
  • Contact Us