Sportstech 2026: Physital Sports Market

Language:
Japanese
Product Code No:
C68110300
Issued In:
2026/09
#of Pages:
297
Publication Cycle:
  
Format:
PDF

Price

300,000 yen ($1,900.66)
(excluding consumption tax)
600,000 yen ($3,801.32)
(excluding consumption tax)
900,000 yen ($5,701.98)
(excluding consumption tax)
* Equivalent value in US$ (Today's rate : $1= 157.84 yen , 2026/10/04 Japan)
*Scope of Each License Type

Research Content:

Advances in sensor, XR, and telecommunications technologies are reshaping the sports landscape, creating new ways for people to participate in, experience, and engage with sports. The convergence of digital technologies and physical activities has expanded beyond traditional competitive sports and athletic training, finding applications across leisure, healthcare, education, commercial facilities, and regional development initiatives. In this report, this emerging domain is referred to as the Physital Sports Market. Physital sports are the physical experiences enhanced by digital technologies, creating new value through greater competitiveness, entertainment, interactivity, and data utilization. As the concept continues to evolve, physital sports are attracting growing interest from a wide range of industries, including sports, leisure, education, healthcare, retail, and public-sector organizations.
This report provides a comprehensive analysis of the Physital Sports Market, covering its definition, key categories, industry structure, market size, major industry participants, business models, and emerging business opportunities. By examining current trends and future growth potential, the report serves as a valuable resource for companies seeking to develop new products, services, and business strategies in this rapidly evolving field.

TOC:

I   The Convergence of Sport and Technology

  1. Overview
    1. Applications and Developments
    2. Digital Technologies and Developments
    3. Significance of Digital Technologies in Sport Policies
  2. Convergence of Sports and Technology
    1. Participation – Spectatorship - Enablement
    2. Scope of Each Domain
    3. Customer Value
  3. Participation
    1. Current Status
    2. Key Technologies and End Users
    3. Leading Products and Services
  4. Spectatorship
    1. Current Status
    2. Key Technologies and End Users
    3. Leading Products and Services
  5. Enablement
    1. Current Status
    2. Key Technologies and End Users
    3. Leading Products and Services
  6. Hybrid/Interdisciplinary Usage
    1. Interdisciplinary Usage
    2. Technologies Supporting Interdisciplinary Usage

 

II   Physital Sports Market

  1. Definition of Physital Sports and Background
    1. New sport domain created by advancements in digital technology
    2. Concept and definition of physital sports
    3. Relation to peripheral markets
    4. Transition in the development of physital sports
    5. Social and technological market drivers
  2. Types of Physital Sports and Characteristics
    1. Four Types and Their Characteristics
    2. Supply to Continuous Use
  3. Industry Structure
    1. Current Status and Development
    2. Market Size
    3. Market Structure
    4. Market Size Transition and Outlook

 

III   Market Player Trends

  1. Composition of Business Entities and Type of Market Players
    1. Major market players and their roles
    2. Market positioning
  2. Trends at Major Market Players
    1. Backgrounds/objectives of market entry
    2. Golf Simulator Solutions
    3. Next-Generation Sports Experience
    4. Sports, Health, and Competitive Sports
  3. Business Models
  4. Business Developments
    1. Typical Pattern
    2. Sales Channel and User Base
    3. Attempts to Promote Continuous Use
    4. Business Expansion Factors

 

IV   Physital Sports as Business Opportunities

  1. Current Status
    1. Applications
    2. Commercial, Leisure
    3. Education, Welfare
    4. Sports Facilities, Fitness Gyms
    5. Enterprises, Local Government, Municipalities
  2. Objectives and Offering Formats
    1. Permanent Installation
    2. Even-Based
    3. Sales, Rental, Lease
    4. Hybrid
  3. Examples and Challenges
    1. Test Pilot to Installation
    2. Enrollment in Education and Other Regular Activities
    3. Requirements for Continuous Operation
  4. Potentials for The Future
    1. Combination with Existing Facilities and Services
    2. Requirements and Challenges for Penetration
    3. New Customer Segments and Opportunities

 

V   Company Profiles

15 entities (including industry associations)

Price

300,000 yen ($1,900.66)
(excluding consumption tax)
600,000 yen ($3,801.32)
(excluding consumption tax)
900,000 yen ($5,701.98)
(excluding consumption tax)
* Equivalent value in US$ (Today's rate : $1= 157.84 yen , 2026/10/04 Japan)
*Scope of Each License Type