The Future of Sports Content

The Future of Sports Content: Technologies, Broadcast Strategies & eSports 2018-2023

Juniper Research’s Future of Sport technology research provides the most comprehensive and progressive analysis of sport technology trends and broadcast strategies. The sport broadcast trends research enables industry stakeholders to understand key market disruptions and leading players shaping sector growth, accompanied by an in-depth market sizing and forecast analysis.   

This sport technology trends research provides the reader with insights into the sport technology market, including the key challenges, leading players, opportunities and growth potential for:
  • Future Sports Technologies – Advanced sports monitoring and data analysis tools.
  • Future Broadcast Technologies – New strategies and technologies set to impact the sports broadcast space, as well as the evolving TV sporting rights space.
  • Future Games Technologies – The new sports frontier, the competitive playing of video games; eSports.


Key Features

  • Sector Analysis: Juniper Research’s study of key trends and disruptive factors across the future of sports segments including:
    • Future Sports Technologies
    • Future Broadcast Technologies
    • Future Games Technologies
  • Trends Assessment & Player Analysis: Study of major trends and opportunities, as well as key players to watch. 
    • Identification of leading players to watch in each segment;
    • Key takeaways and strategic opportunities for stakeholders;
    • New technologies and prospects analysis;
    • Monetisation models and scenario analysis for US sports rights.
  • Benchmark Industry Forecasts: Provided for eSports and professional sports wearables, quantifying hardware spend, advertising spend and subscription revenues.
  • Case Studies: Analysis of leading industry stakeholders and players, including:
    • BBC Sport 360
    • Catapult
    • DribbleUp
    • ESL
    • Facebook
    • IBM
    • STRIVR
    • Twitch
    • Zebra

Key Questions

  1. What is the potential for new technologies such as VR in sports broadcasting?
  2. Which monetisation strategies should those in the sports wearables space seek to use?
  3. What are the drivers for this market?
  4. How are OTTs seeking to disrupt more traditional sports broadcast?
  5. How should content providers seek to modernise offerings in the future?

Companies Referenced

ABC, Accedo, AFC (American Football Conference), AGM, Airbus, Amazon, ATP (Association of Tennis Professionals), Australian Institute of Sport, BARB, Baseline, BBC, BT, Calloway, Catapult Sports, Channel 9, CINEVR, CRC (Cooperative Research Centres), Cricket Australia, Disney, DribbleUp, EA, EPL (English Premier League), ESL (Electronic Sports League), ESPN, Evolution Media, Facebook, FIFA (Fédération Internationale de Football Association), Fitbit, Formula E, Fox, Gatorade, Gazprom, GDC (Games Developer Conference), GEARS, Google, GPSports, Hart Systems, HTC, IBM, Intel, ITV, Liberty Global, Lynx, Mercedes-Benz, Microsoft, MLB (Major League Baseball), MLS (Major League Soccer), Motorola, Motus, Mountain Dew, myKicks, NASCAR, NBA (National Basketball Association), NBC, Netflix, NFL (National Football League), NHL (National Hockey League), NHRA, Nikon, NOW TV, NVIDIA, Oculus, OGN (Ongamenet), Playertek, Prevent Biometrics, Ralph Lauren, Reddit, Samsung, Silver.TV, Skillz, Sky, Skybox, SportsMed Elite, SportTechie, STRIVR, Taco Bell, Take Two Interactive, Telefonica, Telstra, Tencent, T-Mobile, TN Games, Turner, Twitch, Twitter, Ubisoft, UFC (Ultimate Fighting Championship), Underarmor, USGA (United States Golf Association), Verizon, Visa, Vision eSports, Warsteiner, WHOOP, Wired, Xfinity, XOS Digital, Yahoo, YouTube, Zebra Technologies.

Data & Interactive Forecast

Juniper Research’s Future of Sports forecast suite includes:
  • Data splits for 8 key global regions, in addition to country breakdowns for:
    • Canada
    • China
    • Germany
    • Japan
    • South Korea
    • UK
    • US
And additional country splits for professional wearables:
  • Denmark
  • Norway
  • Portugal
  • Spain
  • Sweden
  • Professional sports hardware and subscription revenues.
  • Online viewers of eSports services.
  • eSports subscription and advertising spend.
  • Interactive Scenario Tool allowing users to manipulate Juniper Research’s data for 3 different metrics.
  • Access to the full set of forecast data of 25 tables and over 3,600 datapoints.
Juniper Research’s highly granular interactive Excels enable clients to manipulate Juniper Research’s forecast data and charts to test their own assumptions using the Interactive Scenario Tool; and compare select markets side by side in customised charts and tables. IFxls greatly increase clients’ ability to both understand a particular market and to integrate their own views into the model.

The Future of Sports Content Research Report


Full Research Suite

The Future of Sports full research suite comprises:

  • The Future of Sports PDF report
  • Interactive Forecast IFXL spreadsheet
  • 12 months' access to The Future of Sports data updates in harvest


Click here for more information and purchase options

Jul 2018




Report PDF & Excel

The Future of Sports full report and forecasts only, comprising:

  • The Future of SportsPDF report
  • Interactive Forecast IFXL spreadsheet


Click here for more information and purchase options

Jul 2018




Research Details

Juniper Research
Lauren Foye
Content & Digital Media
8 Key Regions - includes North America, Latin America, West Europe, Central & East Europe, Far East & China, Indian Subcontinent, Rest of Asia Pacific and Africa & Middle East
Canada, China, Denmark, Japan, South Korea, Norway, Portugal, Spain, Sweden, UK, USA