Athletic competition management is a crucial aspect of the sports industry. With the increasing popularity of sports events, it has become essential to have efficient systems in place to manage the logistics, communication, and administration of these events.

In this blog post, we will delve into the latest statistics and trends in athletic competition management to understand the industry’s growth and adoption.

Key Athletic Competition Statistics 2023 – MY Choice

  • Over 70% of sports organizations use technology for athletic competition management.
  • Online registration and event management platforms have increased efficiency by 40% in athletic competition management.
  • Athletic competition management software reduces the average time spent on administrative tasks by over 50%.
  • Nearly 90% of sports organizations report improved communication with athletes and teams through athletic competition management technology.
  • Athletic competition management solutions have increased revenue for sports organizations by over 25%.
  • Over 80% of sports organizations use athletic competition management technology for scheduling and logistics management.
  • Mobile app usage for athletic competition management has increased by 40% in the past year.
  • Athlete and fan engagement have increased by 60% with the implementation of athletic competition management technology.
  • Nearly 70% of sports organizations reported increased event attendance after implementing athletic competition management technology.
  • The use of cloud-based technology in athletic competition management has reduced costs by over 30%.

Trends in Athletic Competition Management

Athletic competition management is rapidly evolving with the advent of technology. Over the years, there has been a significant increase in the use of technology for athletic competition management. As per the statistics, over 70% of sports organizations use technology for athletic competition management, and this number is only increasing.

Adoption of Athletic Competition Management Technology

The adoption of technology in athletic competition management has increased efficiency by 40%. Online registration and event management platforms have made it easier to manage athletic competitions, reducing the time spent on administrative tasks by over 50%. In addition, athletic competition management software has improved communication between sports organizations and athletes, with nearly 90% of sports organizations reporting better communication through the use of technology.

Market Analysis of Athletic Competition Management

The market for athletic competition management technology is growing, with revenue for sports organizations increasing by over 25%. With the increasing popularity of sports events, the demand for efficient management systems is also increasing. Athletic competition management technology is becoming increasingly popular for its ability to provide real-time insights and data-driven decision-making.

Demographics of Athletic Competition Management

Athletic competition management technology is being used by sports organizations of all sizes, from amateur leagues to professional sports organizations. The use of technology in athletic competition management has also resulted in a more diverse candidate pool for sports organizations, making it easier to reach a wider audience.

More Athletic Competition Management Statistics

  • Over 80% of sports organizations use athletic competition management technology for scheduling and logistics management.
  • Mobile app usage for athletic competition management has increased by 40% in the past year.
  • Athlete and fan engagement have increased by 60% with the implementation of athletic competition management technology.
  • Nearly 70% of sports organizations reported increased event attendance after implementing athletic competition management technology.
  • The use of cloud-based technology in athletic competition management has reduced costs by over 30%.

Athletic Competition Management Usage Statistics

  1. Among those interviewed, helmet usage has increased by 180 percent since the 2002 2003 season, when only 25 percent of skiers and snowboarders reported wearing helmets. 
  2. The policy developed after research undertaken by the CSC showed that helmet usage in Canada is increasing steadily, with more than 50 percent of Canadian skiers and boarders wearing helmets. 
  3. Quebec had the highest rate of usage at 65 percent, with the lowest rate in Western Canada at 50 percent. 
  4. Helmet usage increases with ability level, rising from 26 percent usage by beginners, to 38 percent by intermediates, to 55 percent by advanced/expert participants. 
  5. Helmet usage is higher for children ages 9 and under (89%) and 1014 (83%), and adults ages 55 64 (76%) and 65+ (81%). 
  6. Helmet usage is lowest among 1824year. 

Athletic Competition Management Market Statistics

  1. With 5.79 billion hours of viewing over the quarter, it represents 70.5% of the market share for hours watched. 
  2. Twitch’s dominance is even more apparent when looking at total hours streamed, where Twitch had 89.7% of the live game streaming market, compared to Facebook Gaming’s 6.9% and YouTube Gaming Live’s 3.4%. 
  3. “Fear of failure, portrayal of the sales professional in films like Wall Street and Glengarry Glenross, the ‘no’ factor (hearing no 90 97% of the time). 

Athletic Competition Management Latest Statistics

  1. According to Lewis there are two main theories that are being used to narrow the selection process. 
  2. “People are in the habit of listing their teams offensive statistics according to batting averages rather than in order of runs scored”. 
  3. James believes that “a hitter’s job is not to compile a high batting average, maintain a high on base percentage, create a high slugging percentage, get 200 hits, or hit home runs”. 
  4. This formula works 90 % of the time and gives a total of the team’s actual scored runs within 5 %. 
  5. Moneyball statistics from their rookie year to their 4th year of playing professionally were utilized. 
  6. In the 2003 FirstYear Player Draft, more than 70 % of the players drafted through the first twenty rounds were from a four year college or a junior college. 
  7. “The group includes 1,024 collegians, 398 of whom (38.9 %) reached the Majors” and “920 prepsters, 259 (28.2 %). 
  8. However, “further research noted that 90 college players (8.8 %) and 77 high school players (8.4 %). 
  9. Employment of athletes and sports competitors is projected to grow 38 percent from 2020 to 2030, much faster than the average for all occupations. 
  10. But if reality sets in for you, like it has for the 99.995% of us that never got paid to light up the scoreboard, a new truth can emerge. 
  11. According to the latest figures from Plunkett Researcha reasonable estimate of the total revenue deriving from the sports industry in the US would be between $440 and $470 billion yearly. 
  12. According to the Centers for Disease Control and Prevention’s 1991 2019 High School Youth Risk Behavior Survey Data, about 57% of high school students played on at least one school or community sports team in the past year. 
  13. All high school students 57.4% 9th grade 61.9% 10th grade 57.9% 11th grade 59.1% 12th grade 49.8%. 
  14. In the 201819 school year, according to data from the National Federation of State High School Associations, the sport with the most participants for boys nationally was 11 player football with 1,006,013 participants. 
  15. Girls now make up almost 43% of high school athletes, according to data from the National Federation of State High School Associations. 
  16. There are some pretty unique school sports out there, according to 2018 19 data from the National Federation of State High School Associations. 
  17. Chicago shot 39 percent, the second time in three games the Bulls have shot less than 40 percent. 
  18. The Bulls are shooting just 37 percent. 
  19. They shot 39.5 percent, got outscored 110 on fastbreak points, 2210 on paint points and shot only one free throw a DeMar DeRozan and. 
  20. The Bulls made only 7of 21 shots and watched Bucks role player Grayson Allen get going early with nine points in six minutes off the bench. 
  21. The Bureau of Labor Statistics is predicting an increase of 29% in jobs in coaching and scouting through 2020 and a 10% increase in agents and managers of artists, performers and athletes through 2016. 
  22. Increasing sports related injuries, with 2.6 million emergency room visits a year for those aged 5–24 years, a 70%–80% attrition rate by the time a child is 15 years of age, and programs overemphasizing winning are problems encountered in youth sport. 
  23. The popularity of youth sports continues to rise, with an estimated 45 million child and adolescent participants in the US.1,2 Seventyfive percent of US families with school aged children have at least one child who participates in organized sports.3,4. 
  24. Less than 20 percent of the 2–4 million “little league” coaches and less than 8% of high school coaches have received formal training.6. 
  25. Each year approximately 35% of young athletes quit participation in sport, and whether an athlete returns to participation at a later date. 
  26. By the time children are 15 years of age, 70%–80% are no longer engaged in sport.1,8. 
  27. According to physical, psychological, and cognitive development, a child should be at least 6 years of age before participating in organized team sport, such as soccer and baseball.7. 
  28. The average American now consumes 31% more calories, 56% more fat, and 14% more sugar than in previous years.13 Organized sports comply with Michelle Obama’s initiative. 
  29. Both male and female athletes were more likely to eat fruit and vegetables, and less likely to engage in smoking and illicit drug. 
  30. The frequency of binge drinking remained consistent between athletes and nonathletes of both genders.22 Male athletes were also less likely than their nonathletic counterparts to sniff glue or carry a weapon.22. 
  31. The amount and type of risky behaviors engaged in by adolescent athletes and nonathletes have been shown to vary according to gender, ethnicity, and socioeconomic status.22. 
  32. When youth sports coaches were instructed in coach effectiveness training, an enhanced sporting experience was reported by most athletes.29–31. 
  33. It is estimated that two billion dollars are spent in the US health care system each year on the management of sports injuries.1. 
  34. Despite the fact that 67% of injuries occur during practice session, many parents enforce fewer safety precautions during these times than during competition.5 At least half of all injuries sustained by young athletes result from overuse. 
  35. Seventy five percent of the States mandate schools provide physical education in the elementary, middle, and high school curricula; however, only 12% of states include. 
  36. frequency and duration requirements throughout all grade levels.40 More than 80% of states require physical education at some time during grades K through 12. 
  37. Limiting increases in training volume to 10% weekly. 
  38. It is estimated that one in 6000 high school football players will play in the National Football League, and that only 2–3 in 10,000 high school basketball players will play for the National Basketball. 
  39. In addition, less than 20% of junior elite athletes and 0.2% of high school athletes will achieve elite status in adulthood.41. 
  40. For children who do have access to organized sport, the majority of them being Caucasian from suburban neighborhoods, the influential role of the youth sports coach cannot be overestimated.5,46. 
  41. With less than 20% of high school students involved in sport, reducing attrition rates for those engaged in youth sport is important. 
  42. As disposable income accelerates and consumer confidence rises following the COVID 19 pandemic in XXX, sports participation rates will likely increase in tandem, thereby bolstering demand for industry services. 
  43. attach_money Market Size $1bn business Number of Businesses 12,008 poll Average Industry Profit Margin x.x% Purchase this report or a membership to unlock the average company profit margin for this industry. 
  44. Organizing indoor sports leagues 00.5% increase 0. 
  45. The Bureau of Labor Statistics predicts increasing opportunity in this field, projecting that the demand for coaches and scouts will increase by 11% between 2018 and 2028. 
  46. Now, almost 80% of its students are offered jobs before they even graduate, and OU’s alumni network just keeps getting larger and more powerful. 
  47. According to Forbes, the North American sports industry was worth approximately $73.5 billion in 2019, marking a 21.5% increase from its 2014 valuation. 
  48. Media broadcasting rights continue to climb dramatically in value, appreciating at an average annual rate of 7.2%. 
  49. Between 2018 and 2019, there was a 12.3% increase year over year. 
  50. Newzoo expected growth to continue through 2021, with 8.7% yearon year growth, ending the year with 240.0 million occasional viewers and 234.0 million eSports enthusiasts, a total eSports audience of 474.0 million. 
  51. By 2024, Newzoo predicts that the Compound Annual Growth Rate for eSports enthusiasts from 2019 to 2024 will be approximately 7.7%. 
  52. According to the earlier Newzoo analysis, there was an average revenue increase of more than 30% annually until 2018. 
  53. The rate of increase decreased at this point; however, eSports revenue in 2019 was $957.5 million, still a 23.3% YOY growth. 
  54. Yet, COVID 19 had a noticeable impact on eSports revenue, and Newzoo revised its 2020 eSports revenue estimates downward from $1100.1 million to $950.3 million globally. 
  55. This represented a fall of 1.1% in YOY revenues. 
  56. Newzoo predicted yearly revenues to reach $1084.1 million, representing yearon year growth of 14.5%. 
  57. Looking further forward to 2024, Newzoo predicts eSports revenues to reach $1617.7 million, showing a Compound Annual Growth Rate of 11.1% from 2019 to 2024. 
  58. Newzoo’s latest estimates of eSports revenue streams suggested that the 2021 total of $1084.1 million was likely to be made up as follows sponsorship $641.0 million (up 11.6% YoY), media rights $192.6 million (up 13.4%). 
  59. , publisher fees $126.6 million (up 22.6%), merchandise & tickets $66.65 million (up 13.8%), digital $32.3 million (up 50.4%), and streaming $25.1 million (up 25.7%). 
  60. The 11.7% growth over 2020 was caused by the increased time spent at home and social distancing requirements during the pandemic. 
  61. Newzoo predicted further growth of 10.0% to 728.8 million viewers in 2021. 
  62. By 2024, they believe that the global gaming livestreaming audience will be 830.3 million, a CAGR of 9.2% over 2019. 
  63. Spanish streams grew by 369% to 1.4 billion hours watched, and Portuguese by 189% to 1.1 billion hours watched. 
  64. According to Newzoo predictions, global awareness of eSports was expected to rise to 2.0 billion in 2020, including 530.4 million Chinese. 
  65. Viewership for YouTube Gaming has plummeted by about 540 million hours from Q3 2020 to Q3 2021 to reach 1.13 billion hours, 13.8% of all game streaming hours watched. 
  66. Correspondingly, total hours streamed on YouTube Gaming Live in Q3 2021 fell from 12.5 million (5.5%) to 8.4 million (3.4%). 
  67. On the other hand, Facebook Gaming viewership grew by about 250 million hours to 1.29 billion hours in Q3 2021 compared to the same quarter in 2020, 15.7% of the total hours watched. 
  68. Total hours streamed on YouTube Gaming Live in Q3 2021 rose from 7.6 million (3.4%) to 17.1 million (6.9%). 
  69. This number increased by 20% in 2019, with 49,500 average concurrent live channels. 
  70. In 2020, the increase was 77%, with 87,500 average concurrent live channels. 
  71. In 2021, this increased a further 20% to 105,000 average concurrent streamers. 
  72. Numbers have fallen 4% to 100,500 so far in 2023, with more streamers back at work and school. 
  73. They saw virtual reality as the most significant growth segment, with 30% growth in that timeframe, followed closely by cinema (29%) and data consumption (27%). 
  74. They lumped video games and eSports together and predicted that they would show a combined 6% CAGR over the five years. 
  75. PWC observes that “sponsorship and media rights revenue in eConsumer tickets sales Sports are the main drivers in the segment and increase at a 14.7% and 26.8% CAGR respectively to 2023.”. 
  76. According to eSports Earnings, a total of $1,182,221,050.12 has now been paid out as prize money in eSports tournaments. 
  77. Perhaps surprisingly, his most frequent tournament game is Super Smash Bros. Melee, which he has competed in 355 times, 57.72% of his tournament results. 
  78. There are an estimated 1.7 to 3.8 million traumatic brain injuries each year in the United States, according to the CDC, of which 10 percent arise due to sports and recreational activities. 
  79. Amongst American children and adolescents, sports and recreational activities contribute to over 21 percent of all traumatic brain injuries. 
  80. A research study conducted in 2017 at Boston University examined 202 brains from deceased football players and found that 177 of them (87%). 
  81. According to CPSC data, there were an estimated 454,407 sports related head injuries treated at U.S. hospital emergency rooms in 2018. 
  82. The following sports/recreational activities represent the categories contributing to the highest number of estimated head injuries treated in U.S. hospital emergency rooms in 2018. 
  83. *Note Reported incidence is known to be significantly underreported (up to 50%, McCrea Clin J Sports med 131317, 2004). 
  84. According to the Journal of Combative Sport , from January of 1960 to August of 2011, there were 488 boxing. 
  85. The journal attributes 66 percent of these deaths to head, brain or neck injuries; one was attributed to a skull fracture. 
  86. In several studies, 1540 percent of ex boxers have been found to have symptoms of chronic brain injury. 
  87. According to 2010 cheerleading data from the CPSC, head and neck injuries accounted for 19.3 percent of total cheerleading injuries. 
  88. The majority of the reported concussions and closed head injuries were led by the cheerleader performing a stunt. 
  89. Nearly 90 percent of the most serious fall related injuries were sustained while the cheerleaders were performing on artificial turf, grass, traditional foam floors or wood floors. 
  90. Injuries to the head/face accounted for 36.5 percent of all cheerleading injuries in the 2012. 
  91. It is estimated that up to 85 percent of head injuries are preventative with proper use of helmets, such as those approved by The Snell Memorial Foundation American National Standards Institute American Society for Testing and Materials. 
  92. According to Safe Kids Worldwide , more children from ages five to 14 visit emergency rooms for biking related injuries than from any other sport. 
  93. Helmets can reduce the risk of severe brain injuries by 88 percent. 
  94. However, approximately 55 percent of children are reported not always wearing a helmet while bike riding. 
  95. Approximately 50 percent of U.S. children between 5and 14 years own a helmet, and only 25 percent report regularly wearing it while bicycling. 
  96. Helmets reduce the risk of head injury by at least 45 percent, brain injury by 33 percent, facial injury by 27 percent, and fatal injury by 29 percent. 
  97. This is the smallest number of deaths since 1999, and a 56percent reduction in the number of deaths since, with a 59 percent decrease in the death rate. 
  98. Tackling has been associated with 67 percent of the catastrophic injuries since 1977. 
  99. Defensive backs were involved with 34.6 percent of the permanent cervical cord injuries followed by member of the kick off team at 9.2 percent and linebackers at 9.5 percent. 
  100. According to page 59 of the 2013 2014 edition, “…Any athlete who is diagnosed with a concussion must not return to play or practice that day and must be cleared by a healthcare professional before returning to play or practice.”. 
  101. While head injuries comprise about 18 percent of all horseback riding injuries, they are the number one reason for hospital admission. 
  102. A 2007 study by the Centers for Disease Control and Prevention found that horseback riding resulted in 11.7 percent of all traumatic brain injuries in recreational sports from 2001 to 2005, the highest of any athletic activity. 
  103. Of the estimated 14,446 horseback related head injuries treated in 2009, 3,798 were serious enough to require hospitalization. 
  104. According to the Equestrian Medical Safety Association, head injuries account for an estimated 60 percent of deaths resulting from equestrian accidents. 
  105. Riders ages 10 14 are most likely to be involved in an accident with a horse. 
  106. According to the New England Journal of Medicine, helmets can reduce head and brain injuries by 85 percent. 
  107. According to a John Hopkins Medicine led study , approximately 10 million Americans ski or snowboard in the United States each year, with about 600,000 injuries reported annually. 
  108. Severe head trauma accounts for about 20 percent of all skiingand snowboarding related injuries, and of those head injuries, 22 percent are severe enough to cause loss of consciousness or concussion. 
  109. According to the National Ski Areas Association’s 2012 2013 National Demographic Study, 70 percent of skiers and snowboarders wore helmets during the most recent ski season. 
  110. This shows a 5percent increase from the 2011. 
  111. More importantly, 80 percent of skiers and snowboarders age 17 and under reported wearing helmets on the slopes during the 2012. 
  112. Skiers and snowboarders ages 18 24 have traditionally represented the lowest percentage of helmet use among all age groups. 
  113. In the 20122013 season, 60 percent of all 18 to 24 years olds interviewed wore helmets, a 13percent increase from the 2011 2012 season, when only 53 percent wore helmets. 
  114. Meanwhile, helmet use has been mandatory for snowpark users in Quebec, Canada, since the winter of 2006 2007, according to the Quebec Ski Areas Association. 
  115. Usage is much greater among youth, reaching 90 percent in many areas. 
  116. In a February 2010 release from Quebec’s Trauma Centres and the ASSQ, Dr. Tarek Razek, director of the Montreal General Hospital Trauma Program, said, “Wearing a helmet reduces the risk of head injuries in skiers and snowboarders by approximately 35 percent.”. 
  117. As part of a survey of 80 Canadian ski areas Area operators estimated that 55 percent of all skiers and boarders wore helmets. 
  118. Fifty four percent of the parents of Snowpass holders reported wearing helmets regularly, and 93 percent of youth participants reported wearing helmets on a regular basis. 
  119. A survey of 1,500 attendees conducted at the Toronto Ski Show in October of 2008 found that 55.3 percent of men and 57.6 percent of women wore helmets all or most of the time. 
  120. A McGill University study found more than 60 percent of college level soccer players reported symptoms of concussion during a single season. 
  121. According to CPSC statistics, 40 percent of soccer concussions are attributed to head to player contact; 10.3 percent are head to ground, goal post, wall, etc.; 12.6 percent are head to soccer ball, including accidents; and 37 percent are not specified. 
  122. Prevention Tips Buy and use helmets or protective headgear approved by the ASTM for specific sports 100 percent of the time.

As the demand for sports events continues to grow, the importance of effective athletic competition management will only increase. The integration of technology into athletic competition management has greatly improved the overall experience for both athletes and fans. By providing real-time insights and improved communication, athletic competition management technology has streamlined the management process and allowed sports organizations to focus on what really matters – creating the best possible experience for athletes and fans alike.

Additionally, the growth of cloud-based technology has made athletic competition management more accessible and affordable for organizations of all sizes. This has opened up new opportunities for amateur and recreational sports organizations to invest in technology that will help them provide a better experience for their athletes and fans.

It’s also worth noting that with the increasing focus on data-driven decision-making, athletic competition management technology is playing a crucial role in providing valuable insights into the performance and behavior of athletes and fans. This information can then be used to make informed decisions about event management, scheduling, and marketing efforts.

In conclusion, the athletic competition management industry is thriving and has much room for growth. With technology at its forefront, the future looks bright for the industry. So, whether you’re a seasoned sports organization or a start-up just getting started, investing in athletic competition management technology is a smart choice that will benefit your organization in the long run.

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