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

Press Release   •   Nov 21, 2016 06:20 EST has recently announced the addition of a market study “ Youth and Amateur Adult League Sports Software: Market Shares, Strategies, and Forecasts, Worldwide, 2016 to 2022 ”, is a comparative analysis of the global 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

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


Team web site communications

Effective communications capability






Multipurpose rooms


Background Screening

Equipment Tracking

Facility Management

Game Results Tracking

Online Registration


Team Assignments

Volunteer Management

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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.

“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.

Table Of Content

Youth And Amateur Adult League Sports Software Executive Summary 25

Youth League Sports Software Market Driving Forces 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

2.3 Youth 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

2.3.7 Transactional 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