Sports Technology MarketSize, Share & Industry Analysis, 2026-2034By TechnologyBy SoftwareBy ServicesBy SportsBy End User
Full title & scope — all 5 axes with their segments
Sports Technology Market Size, Share & Industry Analysis, By Technology (Devices, Wearables, Digital Signage, Smart Stadium), By Software (Stadium & Public Security, Building Automation, Event Management, Others), By Services (Analytics & Statistics, Esports, Tickets & Merchandise, Sponsorship & Advertisement, Others), By Sports (Soccer, American Football/Rugby, Basketball, Baseball, Cricket, Golf, Ice Hockey, Tennis, Others), By End User (Professional Sports Organizations, Media & Broadcasting, Fitness & Recreational Users, Collegiate & Amateur Sports, Government & Municipal), and Regional Forecast, 2026-2034
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- 01By TechnologyDevices · Wearables · Digital Signage
- 02By SoftwareStadium & Public Security · Building Automation · Event Management
- 03By ServicesAnalytics & Statistics · Esports · Tickets & Merchandise
- 04By SportsSoccer · American Football/Rugby · Basketball
- 05By End UserProfessional Sports Organizations · Media & Broadcasting · Fitness & Recreational Users
- 06By Region
Market Analysis & Outlook
Sports technology spans the wearable sensors, stadium and venue systems, analytics software and digital platforms used to capture, monitor and act on athletic and spectator activity. It takes the form of on-body tracking devices worn by athletes, stadium-integrated security, automation and digital signage systems, and cloud-hosted software for performance analytics, ticketing, esports operations and fan engagement. Buyers range from professional leagues, teams and venue operators to broadcasters, sponsors and consumer sporting-goods brands.
Between 2025 and 2034 the global sports technology market moves from USD 23.5 billion to USD 120.4 billion, compounding at 20% a year. Fifteen years are covered in all, taking in USD 9.8 billion in 2020, USD 20.3 billion in 2024, USD 28 billion in 2026 and USD 58.1 billion in 2030.
The technology mix shifts over the period. Devices is the largest line in 2025 at USD 7.99 billion, a 34% share, moving to USD 33.71 billion and 28% by 2034. Wearables grows fastest at 23.15%, taking its share from 30% to 38%, while Digital Signage grows slowest at 16.41%. Share moves toward Wearables and Smart Stadium and away from Devices and Digital Signage, though no line shrinks in revenue terms.
Cut by software, the largest line is Stadium & Public Security: 35.02% of 2025 revenue, worth USD 8.23 billion, and 32% at USD 38.53 billion by 2034. Event Management grows faster at 22.11% against 18.71%, moving from 28% of revenue to 33% by 2034. Both this axis and the technology one divide the same revenue, which is why they are alternative views, not components.
The regional order runs from North America at 38% of 2025 revenue down to Middle East and Africa at 4%. North America is worth USD 8.93 billion in 2025 and USD 39.73 billion in 2034; Asia Pacific, second at 27%, moves from USD 6.35 billion to USD 40.94 billion. Because Asia Pacific and Latin America take share, the revenue added by 2034 concentrates instead of spreading across all five regions.
Behind these figures sit five regions, four technology lines and five segmentation axes, each reported for every year from 2020 to 2034. The headline 2025 value is a triangulation of published figures and category proxies, short of a directly sourced total, and the same applies to the segment, regional and country breakdowns drawn from it.
Market Size, 2020–2034
USD BillionRevenue in USD Billion. Values up to 2025 are actuals; 2026–2034 are forecast.
Key Takeaways
- A forecast-period rate of 20% takes the market from USD 23.5 billion in 2025 to USD 120.4 billion in 2034, against 19.12% recorded over the 2020-2025 historical period.
- The largest line by technology is Devices, worth USD 7.99 billion and 34% of revenue in 2025, rising to USD 33.71 billion and 28% by 2034.
- Wearables is the fastest-growing line at 23.15%, lifting its share from 30% in 2025 to 38% in 2034 and its revenue from USD 7.05 billion to USD 45.75 billion.
- Against a base case of USD 120.4 billion in 2034, the study also reports a bear case at USD 99.9 billion and a bull case at USD 140.9 billion, with the assumptions behind each set out separately.
- The largest region is North America, generating USD 8.93 billion in 2025 (38% of the global total) and USD 39.73 billion by 2034, ahead of Asia Pacific at 27%.
- 85% of North America's base-year revenue comes from the United States alone: USD 7.59 billion in 2025, rising to USD 33.77 billion by 2034, which is why it is that region's worked example.
- Every line on all five segmentation axes and in each of the five regions carries its own revenue, share and growth rate for all fifteen years, 2020 through 2034, on a 2025 base.
Market Trends
Revenue Share, By By Technology
Base year 2025Devices leads with 34.0% of by technology segment revenue.
Share of by technology segment revenue, most recent base year.
Read across the forecast period, the global sports technology market shows movement in three places: technology composition, regional weight, and the 20% rate applied to the whole.
Not one of them points downward. Growth is everywhere in absolute terms, and the interest is entirely in where it lands.
Composition shifts on the technology axis. The widest spread on the technology axis is between Wearables at 23.15% and Digital Signage at 16.41%. Wearables takes its share of revenue from 30% to 38% while Digital Signage gives up ground, from 17.02% to 13%. Neither contracts: USD 7.05 billion becomes USD 45.75 billion, USD 4 billion becomes USD 15.65 billion. What the spread decides is which of them a supplier's revenue is exposed to.
Growth concentrates in Asia Pacific and Latin America. Asia Pacific moves from 27% of revenue in 2025 to 34% in 2034, worth USD 6.35 billion rising to USD 40.94 billion; Latin America moves from 5% of revenue in 2025 to 6% in 2034, worth USD 1.18 billion rising to USD 7.22 billion. The remaining regions grow in absolute terms while giving up share: North America at 38% moving to 33%, Europe at 26% moving to 23%, Middle East and Africa at 4% moving to 4%. That makes the regional split worth reading directly instead of scaling from the global rate: the same market rate produces different outcomes depending on where a supplier's revenue sits.
The series never breaks trajectory. The market moves through USD 9.8 billion in 2020, USD 20.3 billion in 2024, USD 23.5 billion in 2025, USD 28 billion in 2026, USD 58.1 billion in 2030 and USD 120.4 billion in 2034. No year breaks the trajectory, and the 20% forecast rate compares with 19.12% recorded over 2020-2025, a continuation, not an inflection. For a participant that makes planning a question of capturing a share of steady expansion instead of timing a discontinuity, and it is why the technology and regional mixes matter more to a forecast than the headline rate does.
Market Growth Factors
Growth is concentrated in Wearables
Market Drivers
3- 01Growth is concentrated in Wearables
Wearables compounds at 23.15% against 20% for the market, rising from USD 7.05 billion in 2025 to USD 45.75 billion in 2034 and from 30% of revenue to 38%. Because the spread to Digital Signage at 16.41% is this wide, the headline 20% is a weighted result, not a rate any single line achieves. Where a supplier sits on this axis therefore decides whether it grows with the market or below it.
- 02Growth lands where the revenue already is
The largest regional base is North America: USD 8.93 billion in 2025 at 38% of the global total, USD 39.73 billion by 2034, still 33%. Asia Pacific is next at 27% of revenue, USD 6.35 billion in 2025 and USD 40.94 billion in 2034. Because both the existing revenue and the revenue added concentrate in these two, regional weighting matters more to a forecast than regional count does.
- 03Fifteen years of unbroken growth underpin the forecast
USD 9.8 billion in 2020, USD 20.3 billion in 2024 and USD 23.5 billion in 2025: 19.12% compound growth before the forecast period even begins. From there the forecast carries 20% through to USD 120.4 billion in 2034. Fifteen years of unbroken growth in the series means the forecast rests on a demonstrated trajectory, not a projected turnaround, and it is why the 20% rate is applied flat across the whole period instead of ramped through it.
Growth drivers
| # | Growth driver | Impact | Gross contribution (Billion) | 2026-28 | 2029-31 | 2032-34 |
|---|---|---|---|---|---|---|
| 1 | Athlete wearable and biometric monitoring adoption | High | +28 | High | High | Medium |
| 2 | Smart stadium and venue digitization investment | High | +24 | Medium | High | High |
| 3 | Media rights and OTT broadcast technology integration | Medium-High | +18 | High | Medium | Medium |
| 4 | Esports and fan engagement platform growth | Medium-High | +14 | Medium | High | High |
| 5 | AI-driven sports analytics and performance software | Medium | +10 | Medium | Medium | High |
| 6 | Others | Low | +8 | Low | Low | Low |
| Total | +102 | |||||
Restraints
| # | Restraint | Impact | Estimated reduction (Billion) | 2026-28 | 2029-31 | 2032-34 |
|---|---|---|---|---|---|---|
| 1 | High upfront cost of stadium and venue technology retrofits | Medium | −3 | High | Medium | Low |
| 2 | Data privacy and athlete-consent regulation | Medium | −1.5 | Medium | Medium | Medium |
| 3 | Fragmented technology standards across leagues and regions | Low | −0.6 | Medium | Low | Low |
| Total | −5.1 | |||||
Drivers contribute 102 Billion and restraints remove 5.1 Billion, a net 96.9 Billion, which is the revenue the market adds between the base year and 2034. Contributions are CDI estimates, apportioned so that they reconcile with the forecast rather than being read from it.
Separate the 20% into its parts and three show up: an already-large base compounding, the technology mix moving toward its faster lines, and regional growth landing unevenly.
Restraining Factors
Downside case: USD 99.9 billion by 2034, against USD 120.4 billion in the base case
Market Restraints
2- 01Downside case: USD 99.9 billion by 2034, against USD 120.4 billion in the base case
The study's downside path assumes stadium capital spending is deferred and wearable replacement cycles lengthen, slowing venue and device upgrade activity across all regions, and ends 2034 at USD 99.9 billion against the USD 120.4 billion base case, the same USD 23.5 billion base year, a slower forecast period.
- 02The largest line is not the fastest
Devices carries 34% of 2025 revenue at USD 7.99 billion but compounds at 17.42% against 20% for the market, taking its share to 28% by 2034 even as revenue rises to USD 33.71 billion. Because it carries that much of the base, its pace holds the blended rate down more than any faster line lifts it.
Market Opportunities
What the bull case turns on
Market Opportunities
2- 01What the bull case turns on
The upside path assumes stadium digitization budgets and wearable replacement cycles run faster than currently announced, pulled forward by accelerated cricket and esports broadcast licensing in Asia Pacific. It ends 2034 at USD 140.9 billion against a USD 120.4 billion base case, off the same USD 23.5 billion base year.
- 02Wearables is where share changes hands
Wearables grows at 23.15% against 20% for the market, adding revenue from USD 7.05 billion in 2025 to USD 45.75 billion in 2034 and taking its share from 30% to 38%. It is the place on this axis where share changes hands at scale, so it is where an entrant can take position without displacing the incumbent in Devices.
Market Challenges
The total depends on a single line
Market Challenges
2- 01The total depends on a single line
With 34% of 2025 revenue and 28% of 2034 revenue (USD 7.99 billion rising to USD 33.71 billion) Devices is where the market's exposure sits. A market leaning this heavily on one technology line concentrates its exposure there, and a shift in demand for that line moves the total more than any other single change on the axis.
- 02One country drives the leading region
85% of the leading region is one country: the United States, at USD 7.59 billion against North America's USD 8.93 billion in 2025, and USD 33.77 billion by 2034. A regional number that depends this heavily on one country carries that country's specific conditions inside it, which a reader treating the region as diversified would miss.
Segmentation Analysis
5 axesThe market is divided by technology and by software, services, sports and end user; five axes in all. They are alternative readings of one revenue pool, not parts that sum to it.
Four technology lines are reported. Two of them take share over the forecast period and the rest give it up, though every line grows in absolute terms between 2025 and 2034.
By Technology · 4 segments
Wearables Outpaces the Axis While Devices Holds the Largest Share
- Largest Devices · 34%
- Fastest Wearables · 23.1%
- Moves most Wearables · +8 pts
- Order by 2034 changes
| Segment | 2025 | Share | 2034 | Share | CAGR |
|---|---|---|---|---|---|
| Devices | $7.99B | 34% | $33.71B | 28%-6 | 17.4% |
| Wearables | $7.05B | 30% | $45.75B | 38%+8 | 23.1% |
| Digital Signage | $4B | 17% | $15.65B | 13%-4 | 16.4% |
| Smart Stadium | $4.46B | 19% | $25.29B | 21%+2 | 21.4% |
Devices lead because teams and venues have already standardised on sensor and tracking hardware as the entry point for any performance or security program, giving it the broadest installed base. Wearables grow fastest as athlete and consumer monitoring shifts from optional to expected, extending from professional rosters into amateur and fitness use where replacement and expansion both continue. Leadership changes hands: Wearables is the largest line by 2034, not Devices. This is the axis the estimation prices in full, year by year, and the one the regional chapters cut against.
By Software · 4 segments
Stadium & Public Security Led by Software in 2025, with Event Management Growing Fastest
- Largest Stadium & Public Security · 35%
- Fastest Event Management · 22.1%
- Moves most Event Management · +5 pts
- Order by 2034 changes
| Segment | 2025 | Share | 2034 | Share | CAGR |
|---|---|---|---|---|---|
| Stadium & Public Security | $8.23B | 35% | $38.53B | 32%-3 | 18.7% |
| Building Automation | $5.17B | 22% | $24.08B | 20%-2 | 18.6% |
| Event Management | $6.58B | 28% | $39.73B | 33%+5 | 22.1% |
| Others | $3.52B | 15% | $18.06B | 15% | 19.9% |
Stadium and public security software leads because venue operators treat safety and access-control systems as a prerequisite for hosting any major event, ahead of discretionary automation spending. Event management software grows fastest as venues and leagues digitize ticketing, scheduling and fan communication together, extending the same platforms across more properties and more events each year. Leadership changes hands: Event Management is the largest line by 2034, not Stadium & Public Security.
By Services · 5 segments
Esports Outpaces the Axis While Analytics & Statistics Holds the Largest Share
- Largest Analytics & Statistics · 27%
- Fastest Esports · 24%
- Moves most Esports · +7 pts
- Order by 2034 changes
| Segment | 2025 | Share | 2034 | Share | CAGR |
|---|---|---|---|---|---|
| Analytics & Statistics | $6.35B | 27% | $30.10B | 25%-2 | 18.9% |
| Esports | $4.70B | 20% | $32.51B | 27%+7 | 24% |
| Tickets & Merchandise | $5.41B | 23% | $24.08B | 20%-3 | 18% |
| Sponsorship & Advertisement | $4.94B | 21% | $24.08B | 20%-1 | 19.3% |
| Others | $2.10B | 8.9% | $9.63B | 8%-0.9 | 18.4% |
Analytics and statistics services lead because teams and broadcasters already depend on them for in-game decisions and storytelling, making the spend recurring rather than one-off. Esports services grow fastest as competitive gaming adopts the same broadcast, ticketing and sponsorship structures traditional sports already use, pulling new spend into a category still being built out. By 2034 the largest line is Esports and no longer Analytics & Statistics, the one axis here where the order actually changes.
By Sports · 9 segments
By Sports
- Largest Soccer · 24%
- Fastest Cricket · 25.4%
- Moves most Cricket · +6 pts
- Order by 2034 changes
| Segment | 2025 | Share | 2034 | Share | CAGR |
|---|---|---|---|---|---|
| Soccer | $5.64B | 24% | $27.69B | 23%-1 | 19.3% |
| American Football/Rugby | $3.76B | 16% | $16.86B | 14%-2 | 18.1% |
| Basketball | $3.29B | 14% | $16.86B | 14% | 19.9% |
| Baseball | $2.35B | 10% | $9.63B | 8%-2 | 17% |
| Cricket | $2.82B | 12% | $21.67B | 18%+6 | 25.4% |
| Golf | $1.18B | 5% | $4.82B | 4%-1 | 16.9% |
| Ice Hockey | $1.41B | 6% | $6.02B | 5%-1 | 17.5% |
| Tennis | $1.41B | 6% | $6.02B | 5%-1 | 17.5% |
| Others | $1.64B | 7% | $10.83B | 9%+2 | 23.3% |
2025 to 2034 revenue and share by line: Soccer USD 5.64 billion to USD 27.69 billion (24% in 2025), American Football/Rugby USD 3.76 billion to USD 16.86 billion (16% in 2025), Basketball USD 3.29 billion to USD 16.86 billion (14% in 2025), Cricket USD 2.82 billion to USD 21.67 billion (12% in 2025), Baseball USD 2.35 billion to USD 9.63 billion (10% in 2025), Others USD 1.64 billion to USD 10.83 billion (6.98% in 2025), Ice Hockey USD 1.41 billion to USD 6.02 billion (6% in 2025), Tennis USD 1.41 billion to USD 6.02 billion (6% in 2025), Golf USD 1.18 billion to USD 4.82 billion (5.02% in 2025). Scale in Soccer and Growth in Cricket Define the Sports Axis Soccer leads on the size of its global following and the density of leagues and broadcasters investing in technology across every region. Cricket grows fastest as boards across South Asia digitize venues, broadcasting and fan engagement from a comparatively low starting base, following the same technology adoption path soccer and American football completed earlier. By 2034 Soccer is still ahead, making this a shift in weight, not a change of leader.
By End User · 5 segments
Professional Sports Organizations Led by End user in 2025, with Fitness & Recreational Users Growing Fastest
- Largest Professional Sports Organizations · 38%
- Fastest Fitness & Recreational Users · 22.6%
- Moves most Professional Sports Organizations · -4 pts
- Order by 2034 unchanged
| Segment | 2025 | Share | 2034 | Share | CAGR |
|---|---|---|---|---|---|
| Professional Sports Organizations | $8.93B | 38% | $40.94B | 34%-4 | 18.4% |
| Media & Broadcasting | $5.64B | 24% | $30.10B | 25%+1 | 20.4% |
| Fitness & Recreational Users | $4.23B | 18% | $26.49B | 22%+4 | 22.6% |
| Collegiate & Amateur Sports | $2.82B | 12% | $13.24B | 11%-1 | 18.7% |
| Government & Municipal | $1.88B | 8% | $9.63B | 8% | 19.9% |
Professional sports organizations lead because they were the first buyers of performance and venue technology and still run the largest, most complex deployments. Fitness and recreational users grow fastest as wearable monitoring, once confined to professional rosters, becomes routine among amateur athletes and general consumers pursuing the same performance data at a smaller scale. Professional Sports Organizations remains the largest line through 2034, so the axis changes in proportion, not in order.
Regional Insights
Regional Revenue Share
Base year 2025
Share of global revenue in the base year.
Only the leading region's share is published outside the report; pins mark the region, not a specific country.
North America Market Analysis
The largest region covered — 5 points of share move elsewhere by 2034, while revenue still grows 4.4×.
- Rank 1 of 5
- 2025 share 38%
- By 2034 33%
- Revenue $8.93B → $39.73B
USD 8.93 billion of 2025 revenue is generated in North America, 38% of the global sports technology market rising to USD 39.73 billion in 2034. That makes it the first-largest region covered, in 2025 and again in 2034.
33% of global revenue sits here in 2034, below the 2025 level, while nothing contracts here; other regions simply grow faster, which shows up as relative weight, not as falling revenue.
Devices leads here as it does globally, at 34% of 2025 revenue, and Wearables again grows fastest at 23.15%. Revenue for North America is broken out by every segmentation axis and by country in the full report.
United States
Sets the pace for North America at 85% of it, growing 4.4×.
- In region 1 of 2
- Of region 85%
- Of global 32.3%
- Revenue $7.59B → $33.77B
USD 7.59 billion of North America's 2025 revenue is generated in the United States, the region's largest market, reaching USD 33.77 billion by 2034. Carrying 85% of the region in the base year, it sets North America's direction instead of merely contributing to it. The region itself runs USD 8.93 billion to USD 39.73 billion over the same period, and this is the market carrying the country-level detail in the full report.
Demand in the United States follows the technology mix reported at global level: Devices is the largest line at 34% of 2025 revenue, moving to 28% by 2034, while Wearables grows fastest at 23.15% and takes its share from 30% to 38%. Since 85% of North America's revenue is generated here, the regional numbers inherit this market's mix instead of smoothing it out. Per-technology revenue for the United States appears on its own in the full report.
In the United States, connected sports technology such as wearable trackers and smart equipment falls under the Federal Communications Commission's equipment authorization rules for radio-frequency devices, since most products transmit data wirelessly. The Federal Trade Commission oversees marketing claims and consumer data handling, requiring that performance or health-related statements be substantiated. Where a device's stated purpose extends toward diagnosing or monitoring a medical condition, the Food and Drug Administration's general wellness guidance determines whether it needs clearance as a medical device; most fitness-focused products remain outside that pathway by keeping claims limited to wellness use. Physical safety and labelling for hardware sold to consumers fall to the Consumer Product Safety Commission.
Apple Inc., ChyronHego Corporation, Cisco Systems, Inc., HCL Technologies Limited, IBM Corporation, Infosys Limited, Modern Times Group MTG, Oracle, Panasonic Corporation, SAP SE, Sony Corporation, Stats LLC and Telefonaktiebolaget LM Ericsson are the suppliers covered in the United States. The commercially relevant division is 34% of 2025 revenue in Devices, where the volume is, against 23.15% growth in Wearables, where share moves. Country-level positioning and shares for each of these companies are part of the full report, not of this summary.
Canada
2nd-largest in North America, growing 4.5×.
- In region 2 of 2
- Of region 12%
- Of global 4.5%
- Revenue $1.07B → $4.77B
4.55% of global revenue is generated in Canada; USD 1.07 billion in 2025, reaching USD 4.77 billion in 2034, and 11.98% of North America.
Europe Market Analysis
The 3rd-largest region covered — 3 points of share move elsewhere by 2034, while revenue still grows 4.5×.
- Rank 3 of 5
- 2025 share 26%
- By 2034 23%
- Revenue $6.11B → $27.69B
In Europe, 26% of global revenue puts 2025 at USD 6.11 billion and reaches USD 27.69 billion by 2034. It is a leading region on this axis, third by revenue throughout the period.
Its share moves to 23% by 2034, a shift in share, not in direction: revenue climbs every year while the market's centre of gravity moves elsewhere.
The technology mix reported at global level applies here, with Devices the largest line at 34% of 2025 revenue and Wearables the fastest-growing at 23.15%. Europe is reported axis by axis and country by country in the full study.
United Kingdom
The largest market in Europe, growing 4.5×.
- In region 1 of 3
- Of region 29.9%
- Of global 7.8%
- Revenue $1.83B → $8.31B
The United Kingdom is the largest market within Europe, generating USD 1.83 billion in 2025 and projected to reach USD 8.31 billion by 2034. At 29.95% of the region in 2025 it leads, but a majority of Europe's revenue is generated in other markets. Set against USD 6.11 billion and USD 27.69 billion for the region, it is why this market, and not a smaller one, is the one reported in full.
Composition here matches the global split: the largest line is Devices at 34% of 2025 revenue, easing to 28% by 2034, and the fastest is Wearables at 23.15%, from 30% to 38%. With 29.95% of Europe concentrated here, a change in this country's mix is visible in the regional figures instead of being diluted by its neighbours. Revenue by technology for the United Kingdom is reported separately in the full report.
In the United Kingdom, sports technology products that transmit wirelessly must meet the Radio Equipment Regulations, confirmed through UKCA marking that demonstrates conformity with essential requirements on safety, electromagnetic compatibility and spectrum use. The Information Commissioner's Office oversees handling of personal and biometric data collected by fitness wearables under the UK's data protection framework. Where a device's marketing suggests medical monitoring or diagnostic function, the Medicines and Healthcare products Regulatory Agency determines whether it qualifies as a medical device requiring conformity assessment; general fitness and performance trackers typically stay outside that route. Suppliers also carry general product safety obligations covering construction, packaging and consumer instructions.
In the United Kingdom the field is Apple Inc., ChyronHego Corporation, Cisco Systems, Inc., HCL Technologies Limited, IBM Corporation, Infosys Limited, Modern Times Group MTG, Oracle, Panasonic Corporation, SAP SE, Sony Corporation, Stats LLC and Telefonaktiebolaget LM Ericsson. Two different problems sit on the same axis: holding Devices at 34% of 2025 revenue, and taking Wearables while it grows at 23.15%. The commercial size of that position is USD 6.11 billion in 2025 and USD 27.69 billion by 2034, 26% of the global total in the base year.
Germany
2nd-largest in Europe, growing 4.5×.
- In region 2 of 3
- Of region 26%
- Of global 6.8%
- Revenue $1.59B → $7.20B
Germany is sized at USD 1.59 billion in 2025, rising to USD 7.2 billion by 2034; 6.77% of global revenue and 26.02% of Europe. It is reported separately from the United Kingdom across every segmentation axis in the full report.
France
3rd-largest in Europe, growing 4.5×.
- In region 3 of 3
- Of region 18%
- Of global 4.7%
- Revenue $1.10B → $4.98B
France is sized at USD 1.1 billion in 2025, rising to USD 4.98 billion by 2034; 4.68% of global revenue and 18% of Europe. It is reported separately from the United Kingdom across every segmentation axis in the full report.
Asia Pacific Market Analysis
The 2nd-largest region covered, and the one gaining the most — it picks up 7 points of share by 2034, while revenue still grows 6.4×.
- Rank 2 of 5
- 2025 share 27%
- By 2034 34%
- Revenue $6.35B → $40.94B
USD 6.35 billion of 2025 revenue is generated in Asia Pacific, 27% of the global sports technology market rising to USD 40.94 billion in 2034. That makes it the second-largest region covered, in 2025 and again in 2034.
Share climbs to 34% by 2034, at a pace above the 20% global rate, so this region warrants separate treatment and should not be scaled off the total.
Within the region the technology split tracks the global one; 34% of 2025 revenue in Devices, fastest growth of 23.15% in Wearables. Per-axis and per-country detail for Asia Pacific sits in the full report.
China
The largest market in Asia Pacific, growing 6.4×.
- In region 1 of 3
- Of region 34%
- Of global 9.2%
- Revenue $2.16B → $13.92B
China is the largest market within Asia Pacific, generating USD 2.16 billion in 2025 and projected to reach USD 13.92 billion by 2034. Its 34.02% of base-year regional revenue leads the region, though enough sits elsewhere that Asia Pacific is not a proxy for it. Against regional totals of USD 6.35 billion in 2025 and USD 40.94 billion in 2034, it is the country the full report breaks out in detail.
Composition here matches the global split: the largest line is Devices at 34% of 2025 revenue, easing to 28% by 2034, and the fastest is Wearables at 23.15%, from 30% to 38%. Since 34.02% of Asia Pacific's revenue is generated here, the regional numbers inherit this market's mix instead of smoothing it out. China carries its own technology breakdown in the full report.
In China, wireless sports technology devices require type approval from the State Radio Regulation of China before sale, alongside compulsory certification under the China Compulsory Certificate scheme for qualifying consumer electronics. The Cyberspace Administration of China, together with the Personal Information Protection Law, governs collection and cross-border transfer of biometric and fitness data gathered by connected devices. Products marketed with health-monitoring or diagnostic claims fall under the National Medical Products Administration's device classification system, which sets the approval pathway according to intended use and risk. Labelling must appear in Chinese and disclose manufacturer, safety and compliance information consistent with national standards.
Apple Inc., ChyronHego Corporation, Cisco Systems, Inc., HCL Technologies Limited, IBM Corporation, Infosys Limited, Modern Times Group MTG, Oracle, Panasonic Corporation, SAP SE, Sony Corporation, Stats LLC and Telefonaktiebolaget LM Ericsson are the suppliers covered in China. The commercially relevant division is 34% of 2025 revenue in Devices, where the volume is, against 23.15% growth in Wearables, where share moves. The commercial size of that position is USD 6.35 billion in 2025 and USD 40.94 billion by 2034, 27% of the global total in the base year.
India
2nd-largest in Asia Pacific, growing 6.4×.
- In region 2 of 3
- Of region 26%
- Of global 7%
- Revenue $1.65B → $10.64B
Within Asia Pacific, India accounts for 25.98% of regional revenue and 7.02% of the global total, worth USD 1.65 billion in 2025 and USD 10.64 billion by 2034.
Japan
3rd-largest in Asia Pacific, growing 6.5×.
- In region 3 of 3
- Of region 17.9%
- Of global 4.8%
- Revenue $1.14B → $7.37B
Japan is sized at USD 1.14 billion in 2025, rising to USD 7.37 billion by 2034; 4.85% of global revenue and 17.95% of Asia Pacific. It is reported separately from China across every segmentation axis in the full report.
Latin America Market Analysis
The 4th-largest region covered — it picks up 1 point of share by 2034, while revenue still grows 6.1×.
- Rank 4 of 5
- 2025 share 5%
- By 2034 6%
- Revenue $1.18B → $7.22B
In Latin America, 5% of global revenue puts 2025 at USD 1.18 billion on the way to USD 7.22 billion by 2034. Among the five regions it ranks fourth by revenue in both years.
Its share rises to 6% over the forecast period, at a pace above the 20% global rate, so this region warrants separate treatment and should not be scaled off the total.
Within the region the technology split tracks the global one; 34% of 2025 revenue in Devices, fastest growth of 23.15% in Wearables. The full report breaks Latin America out along every axis and by country.
Brazil
The largest market in Latin America, growing 6.1×.
- In region 1 of 2
- Of region 44.9%
- Of global 2.3%
- Revenue $0.53B → $3.25B
44.92% of Latin America's base-year revenue comes from Brazil; USD 0.53 billion, rising to USD 3.25 billion by 2034. Its 44.92% of base-year regional revenue leads the region, though enough sits elsewhere that Latin America is not a proxy for it. Regional revenue of USD 1.18 billion in 2025 and USD 7.22 billion in 2034 sits around it, and it is the country used wherever the full report cuts a figure by geography.
Brazil buys along the same lines as the market globally; Devices first at 34% of 2025 revenue and 28% in 2034, Wearables fastest at 23.15% on a share moving from 30% to 38%. Its 44.92% weight in Latin America means those movements carry straight into the regional totals. Brazil carries its own technology breakdown in the full report.
In Brazil, sports technology products that communicate wirelessly must obtain homologation from Anatel, confirming conformity with telecommunications and electromagnetic compatibility standards before distribution. The Lei Geral de Proteção de Dados governs collection and processing of fitness and biometric data by connected wearables and their companion platforms. Where a device is marketed with claims that extend toward health monitoring or diagnosis, ANVISA's medical device framework determines whether registration is required, with intended use guiding classification and the approval route. General consumer products also fall under INMETRO's conformity assessment and labelling requirements covering safety and quality standards.
In Brazil the field is Apple Inc., ChyronHego Corporation, Cisco Systems, Inc., HCL Technologies Limited, IBM Corporation, Infosys Limited, Modern Times Group MTG, Oracle, Panasonic Corporation, SAP SE, Sony Corporation, Stats LLC and Telefonaktiebolaget LM Ericsson. The commercially relevant division is 34% of 2025 revenue in Devices, where the volume is, against 23.15% growth in Wearables, where share moves. Weighting toward Latin America means competing for 5% of 2025 global revenue, a base of USD 1.18 billion moving to USD 7.22 billion across the forecast period.
Mexico
2nd-largest in Latin America, growing 6.1×.
- In region 2 of 2
- Of region 27.1%
- Of global 1.4%
- Revenue $0.32B → $1.95B
Mexico is sized at USD 0.32 billion in 2025, rising to USD 1.95 billion by 2034; 1.36% of global revenue and 27.12% of Latin America. It is reported separately from Brazil across every segmentation axis in the full report.
Middle East and Africa Market Analysis
The 5th-largest region covered, holding its share flat through 2034, while revenue still grows 5.1×.
- Rank 5 of 5
- 2025 share 4%
- By 2034 4%
- Revenue $0.94B → $4.82B
In Middle East and Africa, 4% of global revenue puts 2025 at USD 0.94 billion rising to USD 4.82 billion in 2034. By revenue it sits fifth across the study, and the ranking does not change between 2025 and 2034.
By 2034 the share stands at 4%, a shift in share, not in direction: revenue climbs every year while the market's centre of gravity moves elsewhere.
Devices leads here as it does globally, at 34% of 2025 revenue, and Wearables again grows fastest at 23.15%. The full report breaks Middle East and Africa out along every axis and by country.
United Arab Emirates
The largest market in Middle East and Africa, growing 5.1×.
- In region 1 of 2
- Of region 40.4%
- Of global 1.6%
- Revenue $0.38B → $1.93B
40.43% of Middle East and Africa's base-year revenue comes from the United Arab Emirates; USD 0.38 billion, rising to USD 1.93 billion by 2034. 40.43% of the region in the base year makes it the largest market here without making it the region. Regional revenue of USD 0.94 billion in 2025 and USD 4.82 billion in 2034 sits around it, and it is the country used wherever the full report cuts a figure by geography.
the United Arab Emirates buys along the same lines as the market globally; Devices first at 34% of 2025 revenue and 28% in 2034, Wearables fastest at 23.15% on a share moving from 30% to 38%. Since 40.43% of Middle East and Africa's revenue is generated here, the regional numbers inherit this market's mix instead of smoothing it out. Per-technology revenue for the United Arab Emirates appears on its own in the full report.
In the United Arab Emirates, wireless sports technology devices require type approval from the Telecommunications and Digital Government Regulatory Authority before they can be sold or imported. Consumer data collected through connected fitness devices falls under the UAE's federal data protection law, which sets requirements for consent and cross-border transfer. Where a product's marketing suggests diagnostic or therapeutic function, the Ministry of Health and Prevention's medical device registration process determines whether approval is needed, based on intended use instead of the device category alone. Products sold in the Emirates must also carry labelling and safety documentation consistent with Emirates Authority for Standardization and Metrology requirements.
In the United Arab Emirates the field is Apple Inc., ChyronHego Corporation, Cisco Systems, Inc., HCL Technologies Limited, IBM Corporation, Infosys Limited, Modern Times Group MTG, Oracle, Panasonic Corporation, SAP SE, Sony Corporation, Stats LLC and Telefonaktiebolaget LM Ericsson. Volume sits in Devices at 34% of 2025 revenue; movement sits in Wearables at 23.15% growth. Weighting toward Middle East and Africa means competing for 4% of 2025 global revenue, a base of USD 0.94 billion moving to USD 4.82 billion across the forecast period.
Saudi Arabia
2nd-largest in Middle East and Africa, growing 5.2×.
- In region 2 of 2
- Of region 27.7%
- Of global 1.1%
- Revenue $0.26B → $1.35B
Saudi Arabia is sized at USD 0.26 billion in 2025, rising to USD 1.35 billion by 2034; 1.11% of global revenue and 27.66% of Middle East and Africa. It is reported separately from the United Arab Emirates across every segmentation axis in the full report.
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Report Coverage
This report assesses the market across every segment, with revenue and a growth rate for each line in each year of the study period. It covers the drivers, trends, opportunities, restraints and challenges shaping growth, the competitive landscape and the companies profiled, and the research methodology behind every estimate. Segmentation is reported by Technology, Software, Services, Sports, End User, and regional analysis covers North America, Europe, Asia Pacific, Latin America, Middle East and Africa, each broken out by country.
Competitive Landscape
Suppliers Compete on Devices Volume and Wearables Momentum
The study covers the following suppliers: Apple Inc., ChyronHego Corporation, Cisco Systems, Inc., HCL Technologies Limited, IBM Corporation, Infosys Limited, Modern Times Group MTG, Oracle, Panasonic Corporation, SAP SE, Sony Corporation, Stats LLC and Telefonaktiebolaget LM Ericsson.
The technology axis, not the regional one, is where competition happens. Volume sits in Devices, USD 7.99 billion and 34% of 2025 revenue, 28% by 2034, which is also where an incumbent is hardest to dislodge. Movement is concentrated in Wearables; 23.15% growth, against 16.41% at the other end of the axis in Digital Signage. The two rarely sit with the same supplier, and that is the reason a USD 23.5 billion market is not already consolidated.
Scale in sports technology comes from breadth across hardware, software and systems integration, not from any single product line. The largest suppliers are diversified technology vendors that already sell stadium networking, security and enterprise software into other industries, letting them bid stadium and league contracts as one line item inside a broader relationship. Regulatory and rights-holder relationships matter as much as engineering: long-standing league and federation partnerships and established broadcast-data agreements are difficult for a new entrant to replicate quickly. Smaller and regional vendors compete instead on tailored analytics for a single sport or league, faster implementation timelines and lower-cost hardware for venues that cannot justify a full enterprise platform.
Geographic reach is the other axis of competition. North America alone accounts for 38% of 2025 revenue, so a supplier absent there is absent from the largest part of the market whatever its position elsewhere; Asia Pacific adds a further 27%.
Profiles, financials, shares and development histories for each company sit in the full report; this summary carries the structure only.
List of Key Sports Technology Market Companies Profiled
13 companies profiled. Company profiles, including financials, product portfolios and recent developments, are part of the full report.
- Apple Inc.(United States)
- ChyronHego Corporation(United States)
- Cisco Systems, Inc.(United States)
- HCL Technologies Limited(India)
- IBM Corporation(United States)
- Infosys Limited(India)
- Modern Times Group MTG(Sweden)
- Oracle(United States)
- Panasonic Corporation(Japan)
- SAP SE(Germany)
- Sony Corporation(Japan)
- Stats LLC(United States)
- Telefonaktiebolaget LM Ericsson(Sweden)
Geographic Coverage
Every market below is broken out separately in the report.
North America
3Europe
8Asia Pacific
12Latin America
3Middle East and Africa
4Key Insights
Report Scope
Study parameters & segmentationThis study covers market size and forecasts over the 2020–2034 period, segmentation across 5 axes (Technology, Software, Services, Sports, End User), regional analysis for 5 regions and their constituent countries, a competitive landscape profiling 13 key companies, and the research methodology behind every estimate.
Segmentation
5 axes + regionFull chapter-and-section structure of the report. Segment, region, and company breakdowns are listed as scope. The underlying figures are in the sample and full report.
Table of Contents+−
Chapter 1.Executive Summary
Chapter 2.Premium Insights
Chapter 3.Market Definition
Chapter 4.Research Methodology
Chapter 5.Strategic Imperatives & Market Outlook
Chapter 6.Go-to-Market (GTM) Strategies
Chapter 7.Market Trends, Strategy & Dynamics
Chapter 8.Porter's Five Forces
Chapter 9.PESTEL Analysis
Chapter 10.Value Chain Analysis
Chapter 11.Supply Chain Analysis
Chapter 12.Macro-Economic Factors
Chapter 13.Market Cost Analysis
Chapter 14.Market Supply-Side Analysis
Chapter 15.Global Sports Technology Market Size & Projections, 2020–2034, Revenue (USD Billion)
Chapter 16.Global Sports Technology Market Overview, By Technology, 2020–2034, Revenue (USD Billion)
Chapter 17.Global Sports Technology Market Overview, By Software, 2020–2034, Revenue (USD Billion)
Chapter 18.Global Sports Technology Market Overview, By Services, 2020–2034, Revenue (USD Billion)
Chapter 19.Global Sports Technology Market Overview, By Sports, 2020–2034, Revenue (USD Billion)
Chapter 20.Global Sports Technology Market Overview, By End User, 2020–2034, Revenue (USD Billion)
Chapter 21.Global Sports Technology Market Size — Segment Comparison
Chapter 22.Global Sports Technology Geography Overview, 2020–2034, Revenue (USD Billion)
Chapter 23.North America Sports Technology Market Deep-Dive, 2020–2034, Revenue (USD Billion)
Chapter 24.Europe Sports Technology Market Deep-Dive, 2020–2034, Revenue (USD Billion)
Chapter 25.Asia Pacific Sports Technology Market Deep-Dive, 2020–2034, Revenue (USD Billion)
Chapter 26.Latin America Sports Technology Market Deep-Dive, 2020–2034, Revenue (USD Billion)
Chapter 27.Middle East and Africa Sports Technology Market Deep-Dive, 2020–2034, Revenue (USD Billion)
Chapter 28.Application / Use-Case Analysis
Chapter 29.Vendor Capability Scorecard
Chapter 30.Scenario Forecasts
Chapter 31.Top 10 Key Clients of Top 10 Players
Chapter 32.Top 10 Suppliers
Chapter 33.Competitive Landscape
Chapter 34.Partnerships & M&A
Chapter 35.Key Vendor Analysis
Chapter 36.Marketing Strategy Analysis, Distributors & Traders
Chapter 37.Outlook of the Market
Chapter 38.Concluding Analyst Note
List of Figures+−
Structural index generated from this report's own section headings, not verified against the delivered report's actual figure numbering.
List of Tables+−
Structural index generated from this report's own section headings, not verified against the delivered report's actual table numbering.
Segmentation Analysis
5 axesBy Technology
4- 01Devices
- 02Wearables
- 03Digital Signage
- 04Smart Stadium
By Software
4- 01Stadium & Public Security
- 02Building Automation
- 03Event Management
- 04Others
By Services
5- 01Analytics & Statistics
- 02Esports
- 03Tickets & Merchandise
- 04Sponsorship & Advertisement
- 05Others
By Sports
9- 01Soccer
- 02American Football/Rugby
- 03Basketball
- 04Baseball
- 05Cricket
- 06Golf
- 07Ice Hockey
- 08Tennis
- 09Others
By End User
5- 01Professional Sports Organizations
- 02Media & Broadcasting
- 03Fitness & Recreational Users
- 04Collegiate & Amateur Sports
- 05Government & Municipal
Segment categories shown for scope reference. See the Summary tab for revenue share by By Technology. Full segment-by-segment detail across every axis is available in the sample and full report.
Research approach
A market size is a claim about the world, and a claim is only as good as the route to it. Every study is built upward from units and prices — what is actually produced, sold or performed, at what it actually changes hands for — rather than from a headline figure divided downwards. Disclosed company revenue is then used to check that build, not to produce it.
The estimate is built upward from the volume of sports technology deployed each year: wearable device and sensor shipments to teams, leagues and consumer athletes, the count of stadium and venue digitization contracts signed annually, and the licensing seats sold for sports analytics and event-management software. Each volume line is paired with its own realised price, drawn from vendor price lists, public tender values for stadium contracts and reported per-seat software pricing, to build a device, venue and software revenue estimate independently. That build is checked against the sports-related revenue lines disclosed by Cisco, SAP, Oracle and Sony in their own segment reporting. Where a disclosed figure implies a different volume or price than the bottom-up assumption, the unit or price assumption is corrected; the two figures are not averaged.
The four stages
The same sequence runs behind every published study, whatever the industry. The order matters as much as the steps: the segment axes are fixed before any number is collected, so the model is never reshaped to fit whatever data happens to turn up.
What the build rests on, and what checks it
The two are not interchangeable. The left column produces the number; the right column tests it. When the check disagrees with the build, the answer is to find which bottom-up assumption is wrong — a unit count, a price, a take-up rate — not to split the difference between them.
- Volume actually transacted — units produced, installed, dispensed or procedures performed, counted at the level each is genuinely recorded
- Realised pricing by tier and channel, rather than one blended average applied across the whole market
- Take-up and frequency: how much of the addressable base buys, and how often it repeats
- Disclosed revenue of the companies serving the market, where filings separate it far enough to be usable
- Buyer-side spending totals — capital budgets, procurement lines, or the output of the end market the product is bought against
- Trade and customs flows, where the product crosses borders in a separately recorded form
Data sources
Published data establishes what happened. Only the people transacting in a market can say why, and what is about to change — so the two are collected separately and weighted differently.
- Commercial and product leadership at the companies that supply the market
- Procurement and specification leads at the organisations that buy it
- Distributors, integrators and channel partners, where the market is served indirectly
- Regulatory and standards specialists, where approval governs what can be sold at all
- Company filings, annual reports and investor disclosure
- Government statistics, customs records and regulatory registers
- Trade association output and standards-body publications
- Technical and peer-reviewed literature, where the market rests on a clinical or engineering claim
Interviews target the commercial and procurement roles that actually authorise sports technology spend: venue operations and IT directors at professional stadiums and arenas, team performance and sports-science staff who select wearable and monitoring systems, league-level broadcast and data-rights managers, and systems integrators who bid stadium digitization contracts. Sampling weights North America and Europe, where professional league technology budgets are most transparent and most established, alongside Asia Pacific respondents covering cricket boards and stadium authorities in India and China, where venue construction and digitization activity is currently heaviest. Sponsorship and advertising-technology buyers are sampled separately from venue and team-side buyers, since the two groups authorise spend independently.
Desk research draws on stadium and venue construction permits and tender registers in the United States, United Kingdom and Gulf states, which disclose contract values for digitization and security-technology upgrades; wearable device import and customs classifications under HS code 9031.80 for measuring and monitoring instruments; sports federation and league technology-partnership disclosures, including broadcast and data-rights filings; and the segment-level revenue notes in the annual filings of Cisco, SAP, Oracle, Sony and Ericsson, each of which separately reports a sports or venue-technology line.
Desk research runs across proprietary research databases including Factiva, OneSource and Hoovers alongside the public sources above. Modelling and statistical validation are run in SAS and SPSS.
Forecasting
The forecast is not a growth rate applied to a base year. It is built from the drivers that are expected to change, each one stated so a reader can disagree with it.
The forecast is built from the pace of stadium and venue retrofit cycles, the replacement rate of athlete and consumer wearable hardware, and the rate at which leagues and federations license new analytics and fan-engagement software. It assumes venue digitization budgets tied to major event hosting cycles continue at their currently announced pace, that wearable device replacement holds at its recent multi-year cadence rather than accelerating further, and that cricket and other Asia Pacific sports properties keep expanding their broadcast and analytics licensing at the rate seen since 2023. A slower pace of stadium capital spending than currently announced is the main condition that would soften the forecast.
Triangulation and validation
No figure enters a report on the strength of one source. Where the two sizing routes disagree the difference is not averaged away — the assumption causing it is isolated, tested against a third independent measure, and either corrected or carried forward as a stated limitation. Historical years are back-tested against the growth actually recorded before any forecast is allowed to run forward from them.
Each segment's projected growth was back-tested against its own recorded 2020-2024 growth, so that no segment is projected to accelerate beyond its historical pace without a stated reason (cricket-market digitization and wearable adoption are the two segments where an acceleration is deliberately built in). Segment share shifts were reviewed against the stadium and wearable procurement activity observed in the primary interviews, and the regional split was cross-checked against venue construction pipelines in North America, Europe and Asia Pacific. Sensitivities were run on the pace of stadium retrofit spending and on wearable device replacement cycles, since those two assumptions carry the most weight in the 2026-2034 build.
Confidence and limitations
Where an estimate is firm and where it is not is stated rather than left to be inferred from the precision of the number.
Confidence is strongest for the wearables and stadium-technology segments, where device shipment volumes and venue contract values are independently observable. It is weaker for esports and fan-engagement software revenue, where vendors report bundled figures that mix ticketing, merchandise and data licensing without a clean split, and for several Middle Eastern and African markets, where venue technology spend is disclosed inconsistently. A materially faster or slower stadium construction cycle than currently announced, or a consolidation of wearable vendors that changes reported pricing, are the two developments most likely to force a revision of this estimate.
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Questions This Report Answers
6 questionsWhat is the market size and growth rate, globally and by region?
How is the market segmented, and which segments lead?
Which regions and countries are covered, and how do they compare?
What are the key drivers, restraints, opportunities and challenges?
Who are the leading companies operating in this market?
What trends are expected to shape the market through the forecast period?
Frequently Asked Questions
01What is the Sports Technology Market projected to reach?
USD 120.4 Billion by 2034, CAGR 20%
02What years does this report cover?
Study period 2020–2034, base year 2025, historical data 2020-2024, forecast period 2026-2034.
03Which regions are covered?
North America, Europe, Asia Pacific, Latin America, Middle East and Africa.
04Which region accounted for the largest market share?
North America leads with 38% of global revenue through 2034.
05Which segment leads the market?
Devices is the largest line by Technology, at 34% of revenue in 2025.
06Who are the key companies profiled?
Apple Inc., ChyronHego Corporation, Cisco Systems, Inc., HCL Technologies Limited, IBM Corporation, Infosys Limited, Modern Times Group MTG, Oracle, Panasonic Corporation, SAP SE, Sony Corporation, Stats LLC, Telefonaktiebolaget LM Ericsson. Full profiles are part of the paid report.
07Can the segmentation be customized?
Yes. Custom data cuts by geography, segment, or competitor set are available on request.
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