Sports tech refers to next-gen applications and devices that aim to improve various sports industry-related processes. These include solutions that aim to improve the viewing experience at sports stadiums and enhance fan engagement, sports betting and fantasy sports platforms, and online sports media platforms.
This report also includes sports organization-focused solutions such as sports team and league management applications, B2B sports data providers, training support and performance analytics platforms, and smart performance apparel products that aim to improve athlete performance by analyzing metrics like player statistics, health, and movement data.
*Note: Currently, we do not actively cover this industry, but we have identified it as a potential industry to add to our coverage.
Zwift is a provider of an interactive fitness platform used to transform monotonous solo indoor cycling and running workouts into dynamic and social adventures. Its platform connects users to physical indoor trainers so that cyclists can pedal inside while immersed in any number of virtual landscapes on a screen in front of them that enable users to join in rides together with friends. Zwift uses gaming technology to bring the outdoor experience indoors, making at-home exercise fun, and engaging. It promotes social experience by connecting cyclists and runners in 3D computer-generated platform. Users of the Zwift platform interact, train, and compete together by wirelessly pairing a bike trainer or treadmill to the Zwift app, to power their in-game avatars. Zwift was launched in 2014 by Alarik Myrin, Eric Min, Jon Mayfield, and Scott Barger and is headquartered in Long Beach, California.
Training support and performance analytics solutions:
Sports media platforms:
Sports betting and fantasy platforms:
No investor data is available