Racket Sports Equipment Market to Reach $272.40 Mn, Globally, by 2031 at 4.3% CAGR: Allied Market Research

Growing popularity of table tennis and increase in participation in the game globally, rise in awareness about fitness, sports activities and exercise among people due to rise in sports education and sports training in academics, and rise in sport initiatives by governments in emerging economies drive the growth of the global racket sports equipment market.

PORTLAND, Ore. , Aug. 22, 2022 /PRNewswire/ — Allied Market Research published a report, titled, Racket sports equipment Market by Product Type (Rackets, Balls, Eyewares, Racket Bags, Accessories), by End User (Men, Women, Kids), by Application (Badminton, Racquetball, Squash, Tennis), by Distribution Channel (Hypermarket, Specialty Stores, E-Commerce, Others): Global Opportunity Analysis and Industry Forecast, 2022-2031.” According to the report, the global racket sports equipment industry generated $176.80 million in 2021, and is estimated to reach $272.40 million by 2031, witnessing a CAGR of 4.3% from 2022 to 2031. The report offers a detailed analysis of changing market trends, top segments, key investment pockets, value chain, regional landscape, and competitive scenario.

Drivers and Opportunities

Growing popularity of table tennis and increase in participation in the game globally, rise in awareness about fitness, sports activities and exercise among people due to rise in sports education and sports training in academics, and rise in sport initiatives by governments in emerging economies drive the growth of the global racket sports equipment market. However, growing penetration of the internet, smartphones, computers and other electronic media & entertainment devices which lead to an increase in involvement of youth towards indoor activities hamper the market growth. On the other hand, entry of big brands in markets where there is lack of availability of sports facilities and products, setting up of sports facilities, sports centers and play grounds by key players, donation of sports equipment, building sports facilities, conducting free of cost

Read More

MLB lockout: Five takeaways as Rob Manfred cancels regular season games after owners, MLBPA fail to reach deal

After an extension of Monday’s informal deadline, Major League Baseball and the MLB Players Association were unable to strike a new collective bargaining agreement that would end the owner-imposed lockout on Tuesday. MLB, which set a 5 p.m. ET deadline for a deal, made what it called its “best and final offer” Tuesday afternoon, which was unanimously rejected by the union. Soon thereafter, commissioner Rob Manfred announced in a press conference that regular season games will be canceled. 

“I had hoped against hope I wouldn’t have to have this press conference where I am going to cancel some regular season games,” Manfred said. “We worked hard to avoid an outcome that’s bad for our fans, bad for our players, and bad for our clubs. Our failure to reach an agreement was not due to a lack of effort by either party.”  

Manfred added the first two series of the 2022 season will not be played as scheduled. Opening Day was originally scheduled for Thursday, March 31, and has been pushed back at least one week. Manfred laughed and joked his way through part of Tuesday’s press conference and it was not lost on the players.

“Today is a sad day. We came to Florida to navigate and negotiate for a fair collective bargaining agreement. Despite meeting daily, there is still significant work to be done,” MLBPA executive Tony Clark said Tuesday. “The reason we are not playing is simple: a lockout is the ultimate economic weapon. In a $10 billion dollar industry, the owners have decided to use this weapon against the greatest asset they have: the players.”

The MLBPA issued the following statement Tuesday evening:

Rob Manfred and MLB’s owners have cancelled the start of the season. Players and fans around the world who love baseball are disgusted, but

Read More

Esports Industry to Reach $4.75 Bn, Globally, by 2030 at 17.5% CAGR: Allied Market Research

PORTLAND, Ore., Jan. 25, 2022 /PRNewswire/ — Allied Sector Exploration revealed a report, titled, “Esports market by Application (Platform, and Assistance), Streaming Form (Stay, and On-demand from customers), Product Style (Intelligent Mobile phone, Sensible Tv set, Desktop-Laptop computer-Tablets, Gaming Console), and Profits Stream (Media Legal rights, Match Publisher Cost, Sponsorship, Digital Ad, Tickets, and Items): International Chance Examination and Industry Forecast, 2020-2030“. In accordance to the report, the world-wide Esports industry garnered $.94 billion in 2020, and is envisioned to generate $4.75 billion by 2030, witnessing a CAGR of 17.5% from 2021 to 2030.

Motorists, restraints, and opportunities

Rising inclination toward movie games and increase in recognition of e-sports activities party drive the growth of the global Esports market. On the other hand, lack of standardization in on line gaming celebration and on-line threats these types of as gambling impede the expansion to some extent. Nevertheless, rise in number of tournaments & gatherings and with extended term financial investment options have been effective for the sector expansion.

Download Sample Report (Get Total Insights in PDF – 265 Web pages) at: https://www.alliedmarketresearch.com/ask for-sample/14579

Covid-19 Scenario

  • The outbreak of the pandemic impacted the implementation of Esports, particularly through the original phase.
  • Nonetheless, rise in desire for interactive virtual and on the net gaming is expected to aid the current market recoup shortly.

Get comprehensive COVID-19 influence assessment on the Esports field: https://www.alliedmarketresearch.com/ask for-for-customization/14579

The system section to maintain its lion’s share

On the foundation of element, the platform segment accounted for the optimum marketplace share in 2020, building extra than two-thirds of the international Esports industry. This is owing to surge in adoption of Esports among the creating as very well as designed nations around the world to get strategic as perfectly as aggressive edge in excess of their

Read More

Global Licensed Sports Merchandise Market to Reach US$27.2 Billion by the Year 2026

Abstract: Global Licensed Sports Merchandise Market to Reach US$27. 2 Billion by the Year 2026 . Licensed sports merchandise includes different products endorsed by a sports club or sportsperson, and products such as sports apparel, gear, games, accessories, and footwear for women, children, and men are available in a range of variants, sizes, and colors.

New York, Jan. 18, 2022 (GLOBE NEWSWIRE) — Reportlinker.com announces the release of the report “Global Licensed Sports Merchandise Industry” – https://www.reportlinker.com/p05899827/?utm_source=GNW
The licensing companies pay some royalty to sports entities for merchandise sold with copyrighted designs, logos, and various brandings, which minimizes violation of players` and teams` trademarks and assists in restraining the manufacturing the sports-related counterfeit products. Effective sports marketing implementation assists in attaining organizations` and sports clubs` financial success. Sports tournaments and events commercialization have stimulated growth in the sports merchandise market. The state and government authorities are investing extensively in sports merchandise due to the government authorities` desire to promote sports events. Over the past years, rise in sports participation due to rising awareness regarding health, whereby there is increase in physical activity, is fueling demand for licensed sports brands. The expansion of sports to different regions and growing media coverage for different sports has propelled the market growth of sports merchandise. The launch of several sporting leagues and growing fan participation caused the sports sector to be the powerhouse of countless opportunities and untapped avenues. Endurance sports, too, paved a powerful platform for sports enthusiasts to grip a variety of sports goods, thus accelerating the market growth of licensed sports merchandise.

Amid the COVID-19 crisis, the global market for Licensed Sports Merchandise estimated at US$22.3 Billion in the year 2020, is projected to reach a revised size of US$27.2 Billion by 2026, growing at a CAGR of 3.4% over the

Read More

Global Licensed Sports Merchandise Market Report 2022: U.S. Market is Estimated at $5.4 Billion in 2021, While China is Forecast to Reach $4.1 Billion by 2026 | News

DUBLIN, Jan. 14, 2022 /PRNewswire/ — The “Licensed Sports Merchandise – Global Market Trajectory & Analytics” report has been added to ResearchAndMarkets.com‘s offering.

Global Licensed Sports Merchandise Market to Reach US$27.2 Billion by the Year 2026

Global market for Licensed Sports Merchandise estimated at US$22.3 Billion in the year 2020, is projected to reach a revised size of US$27.2 Billion by 2026, growing at a CAGR of 3.4% over the analysis period. Apparel & Footwear, one of the segments analyzed in the report, is projected to grow at a 4% CAGR to reach US$10.4 Billion by the end of the analysis period.

After a thorough analysis of the business implications of the pandemic and its induced economic crisis, growth in the Toys & Games segment is readjusted to a revised 3% CAGR for the next 7-year period. This segment currently accounts for a 22.2% share of the global Licensed Sports Merchandise market. Sports apparel & footwear represents the leading segment, driven by the huge population’s growing inclination towards routine and fitness workouts.

Merchandise footwear licensed by celebrities such as LeBron James and Michael Jordan have gained increased popularity among urban consumers worldwide. The sports toys & accessories segment is anticipated to grow rapidly due to the advancements in technology like 3D printing in a range of sports accessories improved the product appearance causing an increased the 3D printed licensed demand for sports balls, keychains, team flags, and celebrity figures.

Effective sports marketing implementation assists in attaining organizations` and sports clubs` financial success. Sports tournaments and events commercialization have stimulated growth in the sports merchandise market. The state and government authorities are investing extensively in sports merchandise due to the government authorities` desire to promote sports events.

Over the past years, rise in sports participation due to rising awareness

Read More

Esports Market to Reach $4.75 Billion, Globally, by 2030

In accordance to a new report from Allied Sector Investigation, the world wide Esports market generated $940 million in 2020, and is anticipated to strike $4.75 billion by 2030.

The report, is titled (get a deep breath) “Esports Market by Application, Streaming Style, Machine Kind, and Profits Stream: World Prospect Examination and Market Forecast, 2020-2030″.

Primary determinants of expansion

There has been a significant change towards on the net gaming as properly as an maximize in the acceptance of esports. A spike in events and tournaments has pushed the development of the worldwide Esports market place. Having said that, a deficiency of standardization in on-line gaming occasions, and on-line threats (such as gambling) hinder the industry progress.

On the other hand, an maximize in the quantity of tournaments and activities with huge prizes for winners and runner-up teams will build expenditure possibilities in the coming yrs.

The system segment really should manage its management standing

Centered on elements, the platform section held the best marketplace share in 2020, accounting for a lot more than two-thirds of the worldwide Esports industry, and is believed to retain its management status all over the forecast time period. This is attributed to the raising adoption of Esports among the formulated nations to get a strategic, as very well as competitive, advantage above their competitors.

However, the expert services section is projected to manifest the maximum CAGR of 18.6% from 2021 to 2030. That spike is owed to a surge in on the net gaming and digital tournaments.

Photo by Sean Do on Unsplash

The on-demand from customers segment should really manage its direct placement

Primarily based on streaming kind, the on-demand segment accounted for the premier share in 2020, contributing to 3-fifths of the world-wide Esports sector, and is projected to preserve its lead

Read More