Youth and Amateur Adult League Sports Software Market Share, Analysis, Trends, Outlook, Growth 2016 to 2022 By Acute Market Reports


WinterGreen Research announces that it has published a new study Youth League Sports Software Market Shares, Strategy, and Forecasts, Worldwide, 2016 to 2022.  The 2016 study has 389 pages, 185 tables and figures.  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.

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•      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
•      Messaging
•      Team web site communications
•      Effective communications capability

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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.

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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.

According to Susan Eustis, leader of the market research team that prepared the study for WinterGreen Research, “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.”

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