The Youth and Amateur Adult League Sports Software Markets Are Expected to Reach $5.9 Billion by 2022

MarketResearchReports.Biz has announced addition of new report “Youth And Amateur Adult League Sports Software: Market Shares, Strategies, And Forecasts, Worldwide, 2016 To 2022” to its database.


Albany, NY -- (SBWIRE) -- 11/10/2016 -- 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.

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Companies Profiled

Market Leaders:

ACTIVE Network / ACTIVE Sports
Blue Star Sports
NBC Sports / Sport Ngin Hudl
Time / Sports Illustrated Play
Affinity Sports
Dicks / Blue Sombrero
Cogran Systems

Market Participants:

Affinity Sports
Atheletrax / mysportsort
Bear Dev
Coach Logic
Engage Sports
FiXi Competition Management
Jonas Software / EZFacility
Sideline Sports
Team Topia / SwimTopia
Time / Sports Illustrated Play
Vista Equity Partners Fund IV and Vista Equity Partners Fund III / Active Network / ActiveSports / Lanyon
Front Desk
Bm Sports Leagues New York
Team Sports Admin
Bonzi Technology
TopDog Sports
Upper Hand

Key Topics:

Youth Sports Software
Recreational League Sports Software
Youth Organization Of Baseball
Youth Organization Of Softball
Youth Organization Of Basketball
Youth Organization Of Football leagues
Sports Platform
Sports Coaching
Sports Training
Sports Oxygen
Sports Wearables

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