Youth and Amateur Adult League Sports Software Market Shares, Strategies, and Forecasts, Worldwide, 2016 to 2022

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, Youth League Sports Software market 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.

Market 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.

  • 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
  • Messaging
  • Team web site communications
  • Effective communications capability
  • Fields
  • Courts
  • Lessons
  • Referees
  • Parties
  • Multipurpose rooms
  • Equipment
  • Background Screening
  • Equipment Tracking
  • Facility Management
  • Game Results Tracking
  • Online Registration
  • Scheduling
  • Team Assignments
  • Volunteer Management

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.

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

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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Youth and Amateur Adult League Sports Software Executive Summary 25
Youth League Sports Software Market Driving Forces 25
Youth League Sports Software Functions 27
Youth Team Sports Software Company Acquisitions 28
Youth League Sports Software Market Shares 31
Youth League Sports Software Market Forecasts 32
WinterGreen Research Global Market Intelligence Company 34

1. Youth League Sports Software: Market Description and Market Dynamics 35
1.1 Appeal of Youth Sports 35
1.1.1 Youth League Sports Market Dynamics 35
1.2 Youth Sports League Software Is Highly Specialized 36
1.3 Barriers to Youth Sports Participation 37
1.4 Youth Team Web Sites 39
1.4.1 Youth Sports Software Web Presence 43
1.5 Youth Sports Software Industry Transitions 47
1.6 Youth Team Software Products Address Automation of Process 48
1.7 Youth Team Software Products Automation of Finances 48
1.8 Sports League Software Specialized Revenue Models 49
1.8.1 Youth Sports League Software Revenue Models 49
1.8.2 Youth League Sports Software Different Business Models 51
1.9 Supervising the Money from Youth Team Sports 54
1.10 Youth Sports Software Communications Functions 55
WinterGreen Research Global Market Intelligence Company 56
Report Description: Youth League Sports Software and Revenue Models Matter 56

2. Youth and Amateur Adult League Sports Software Market Shares and Forecasts 57
2.1 Youth League Sports Software Market Driving Forces 57
2.1.1 Youth League Sports Software Functions 59
2.1.2 Youth Team Sports Software Company Acquisitions 60
2.2 Youth League Sports Software Market Shares 63
2.2.1 Active Network / Active Sports 69
2.2.2 Blue Star Sports 69
2.2.3 Blue Star Sports Analysis 69
2.2.4 Affinity Sports 70
2.2.5 Affinity Sports API 71
2.2.6 Sports Ngin 71
2.2.7 Blue Star Sports 71
2.2.8 Hudl 71
2.2.9 Sports Illustrated Play 71
2.2.10 Team Tennis 72
2.2.11 Dicks Blue Sombrero 72
2.3 Youth League Sports Software Market Forecasts 72
2.3.1 Youth Sports League Software Penetration Analysis 75
2.3.2 Youth and Amateur Adult Team Sports League Software Unit Analysis Assumptions 77
2.3.3 Youth Team Sports Software Functional Models Registration, Communication, and Web Site Development or Combination 77
2.3.4 Protecting the Money Collected for a Youth Sports League 81
2.3.5 Applications 82
2.3.6 League Software and App Revenue Models 84
2.3.7 Transactional App Revenue Model 85
2.3.1 Charge Card Revenue per Transaction 89
2.3.2 Software Licensing Model 91
2.3.3 Advertising Model 93
2.3.4 Extracting Value from Data 94
2.3.5 Youth League Sports Software Shipments by Sport: US and Worldwide 95
2.4 League Software Larger Market 96
2.5 Youth League Software by Sports 99
2.5.1 Swimming Example 100
2.6 Youth League Sports Software Prices / Sports Software Pricing 101
2.6.1 Hudl Prices 102
2.6.2 Blue Star Sports Prices 103
2.6.3 Affinity Sports 105
2.7 Youth League Sports Software Regional Market Analysis 105
2.7.1 US 106
2.7.2 Canada 108
2.8 Youth Team Sites Revenue Model 108
2.8.1 Applications 114

3. Youth League Sports Software Product Description 115
3.1 Vendors Address Needs of Different Types of Teams 115
3.1.1 Active Sports Strengths 116
3.1.2 Active Sports Challenges 116
3.1.3 Active Sports Online Sports Management Software 116
3.2 Sport Ngin 120
3.2.1 Sport Ngin Strengths 120
3.2.2 Sport Ngin Challenges 120
3.3 Dicks Sporting Goods / Blue Sombrero 121
3.3.1 Blue Sombrero Strengths 121
3.3.2 Blue Sombrero Challenges 122
3.4 Sports Illustrated Play / League Athletics 122
3.4.1 Sports Illustrated League and Club Team Software Strengths 123
3.4.2 Sports Illustrated League and Club Team Software Challenges 123
3.4.3 Sports Illustrated Youth Software Revenue Model 124
3.5 Blue Star Sports 125
3.5.1 Blue Star Sports Strengths 128
3.5.2 Blue Star Sports Challenges 129
3.5.3 Blue Star Sports Vision Is to Connect All the Technologies And Services In The Market 130
3.6 TeamSideline.com 131
3.7 Teamsnap 132
3.7.1 Teamsnap to Add League Services 132
3.7.2 TeamSnap Strengths 133
3.7.3 TeamSnap Challenges 133
3.7.4 Teamsnap to Add League Services 133
3.8 EZFacility.com Sports Facility & League Software 135
3.8.1 EZFacility Strengths 135
3.8.2 EZFacility Challenges 136
3.8.3 EZFacility Features 137
3.9 Cogran 138
3.9.1 Cogran Strengths 138
3.9.2 Cogran Challenges 139
3.9.3 Cogran Handles Sports League Management 139
3.9.4 Cogran Revenue 141
3.9.5 Cogran Systems Sports League Management 143
3.9.6 Cogran Revenue 144
3.10 RosterBot 145
3.11 Manage Your League 145
3.12 LeagueApps 146
3.12.1 LeagueApps Cloud Based Software 146
3.13 LeagueLobster 150
3.13.1 LeagueLobster Sports League Management Software 150
3.13.2 League Management Software with Stats Tracking 151
3.13.3 League Management Software Automatic Match Invite and Sports Team Automatic RSVP 152
3.13.4 League Management Software Payment Collector for Sports Teams 152
3.13.5 League Management Software Free Agent List 152
3.13.6 The Hub, Basket Ball information powered by LeagueLobster 152
3.13.7 LeagueLobster Hub Partners 153
3.14 Front Desk 155
3.15 ClubManager 155
3.16 Engage Sports 156
3.17 Bm Sports Leagues New York 156
3.18 Team Sports Admin 158
3.19 WatchMeGoPro 158
3.20 SwimTopia 159
3.20.1 SwimTopia Revenue 160
3.21 JDPreneur 160
3.22 Bonzi Technology 162
3.23 TopDog Sports 164
3.23.1 Top Dog Tennis Interclub Leagues Software 165
3.23.2 TopDog Sports Stats: 168
3.23.3 TopDog Sports Reservations 168
3.23.4 TopDog Sports Profiles 169
3.23.5 TopDog Sports Round Robin Schedules 169
3.23.6 TopDog Sports 169
3.24 Zuluru 171
3.24.1 Zuluru Open-Source Project, Funded Partially Through Donations 172
3.25 LeagueLineup 172
3.26 Upper Hand 173

4. Youth and Recreational League Sports Software Research and Technology 174
4.1 Payment Gateways 174
4.1.1 Payment Processing Solutions For a League 174
4.1.2 Recommended Merchant Broker Authorize.net Gateway 174
4.2 Responsive Web Design 175
4.2.1 Robust Website Structure 176
4.3 Tournament Types 176
4.3.1 MatchDay types 177
4.4 Season Registration &eSport Configuration 178
4.5 Venue 178
4.6 FE management 179
4.6.1 Extra fields 179
4.7 Artificial Intelligence And Software 179
4.8 Nike Open Source Software 180

5. Youth and Recreational League Sports Software Company Profiles 181
5.1 Acitve Network 181
5.1.1 Active Network Follow-On Acquisition 182
5.1.2 Ministry Brands Acquires ACTIVE Network’s Faith Division 183
5.1.3 Active Network / Active Sports 183
5.1.4 Active Sports Strengths 184
5.1.5 Active Sports Challenges 184
5.1.6 Active Sports Revenue Model 185
5.1.7 Lanyon Solutions / Active Networks / Active Sports 185
5.2 Affinity Sports 185
5.2.1 Affinity Sports API 186
5.3 Atheletrax / mysportsort 186
5.4 Bear Dev 187
5.5 BenchBucket 188
5.6 Blue Star Sports 188
5.6.1 Blue Star Sports Goalline 190
5.7 Catapult 190
5.7.1 Catapult Acquisitions 191
5.7.2 Catapult Customers 192
5.7.3 Catapult Team Customer Base 193
5.7.4 Catapult Monitoring Elite Athletes 242
5.8 Coach Logic 246
5.9 Cogran 247
5.10 Dicks / Blue Sombrero 248
5.10.1 Revenue Model 249
5.11 Easyteammanager 250
5.12 Engage Sports 250
5.13 FiXi Competition Management 252
5.13.1 FiXi Competition Management Revenue Model 252
5.13.2 FiXi Competition Management Features and Functions 253
5.13.3 FiXi Competition Management Target Markets 253
5.13.4 FiXi Competition Management Customization and League
Requirements 253
5.14 HorizonWebRef.com 254
5.14.1 HorizonWebRef Revenue Model 254
5.15 Hudl 256
5.15.1 Hudl Acquisitions 256
5.15.2 Hudl Revenue Model 257
5.15.3 Hudl Financing 258
5.15.4 Hudl Partnership with Nike 259
5.16 Jevin 259
5.17 Jonas Software / EZFacility 260
5.17.1 EZFacility Sports Facility & League Software 261
5.17.2 Revenue Model 262
5.17.3 EZFacility Features and Functions 262
5.17.4 EZFacility Target Market 263
5.18 JoomSport 264
5.18.1 JoomSport Revenue Model 264
5.18.2 JoomSport Target Market 265
5.18.3 JoomSport Features 266
5.19 LeagueApps 266
5.19.1 LeagueApps Revenue Model 267
5.19.2 LeagueApps Features and Functions 268
5.19.3 LeagueApps Target Market 269
5.20 LeagueLobster 269
5.21 LeagueRepublic 270
5.21.1 LeagueRepublic Features 270
5.22 Nike+ 273
5.22.1 Nike Personal Analytics 273
5.22.2 Nike Partnership with Hudl 274
5.23 QSTC 274
5.24 RosterBot 274
5.24.1 Rosterbot Team Management Service 274
5.25 Sideline Sports 275
5.25.1 Sideline Sports XPS Network 275
5.25.2 Sideline Sports XPS Network for Coaches 276
5.25.3 Sideline Sports Tools 276
5.26 NBC / Sport Ngin 278
5.27 Sportlyzer 279
5.28 Swimtopia 281
5.28.1 Team Topia / SwimTopia 281
5.28.2 Team Topia Revenue Model 282
5.29 Teamer 283
5.30 TeamSideline.com 283
5.30.1 TeamSideline Features 284
5.30.2 TeamSideline Team Sites 285
5.31 TeamSnap 285
5.31.1 9 Million People Use TeamSnap: 289
5.31.2 TeamSnap Target Sports 292
5.31.3 TeamSnap / Manage League 301
5.31.4 TeamSnap Metrics 301
5.31.5 Teamsnap $10 Million Investment Led by Northgate Capital 302
5.32 Time 303
5.32.1 Sports Illustrated Play 303
5.32.2 Sports Illustrated Play 304
5.32.3 Sports Illustrated Strengths 304
5.32.4 Sports Illustrated Challenges 305
5.32.5 Si Acquires League Athletics 305
5.32.6 LeagueAthletics.com 305
5.32.7 LeagueAthletics Revenue Model 305
5.32.8 LeagueAthletics Features and Functions 306
5.32.9 Tourney Machine Partnership with Sports Illustrated Play Prelude to Acquisition 306
5.32.10 Sports Illustrated Play acquires Iowa-based Tourney Machine 307
5.32.11 SI Online Sports Registration 307
5.32.12 SI Play Secure Communication 308
5.32.13 SI Play: Information About The Game Matters 312
5.32.14 SiPlay-Online-Registration-Secure Online Payments 313
5.32.15 Sports Illustrated Play Teamwall Mobile App 313
5.32.16 SiPlay-Customizable Online-Registration 314
5.32.17 Revenue Model 315
5.32.18 Time Acquires Viant 315
5.32.19 Viant 316
5.33 Vista Equity Partners Fund IV and Vista Equity Partners Fund III / Active Network / ActiveSports / Lanyon 316
5.33.1 Sister Companies San Diego software firm Active Network and Lanyon, both Part of Vista Equity Partners’ Portfolio 317
5.33.2 ActiveSports 321
5.33.3 STATS 321
5.33.4 AmiscoProzone (“Prozone”) 322
5.33.5 Automated Insights 322
5.33.6 The Sports Network (TSN) 323
5.33.7 Bloomberg Sports 323
5.34 Wooter 324
5.35 Zuluru 325
5.35.1 Zuluru Revenue Model 325
5.36 YourTeamOnline 326

WinterGreen Research, 327
WinterGreen Research Methodology 328
WinterGreen Research Process 330
Market Research Study 330


List and Figures

Table ES-1 26
Youth League Sports Software Market Driving Forces 26
Table ES-2 27
Youth League Sports Software Functions 27
Table ES-3 29
Youth League Sports Software Market Factors 29
Table ES-4 30
Youth League Sports Software Market Demands 30
Figure ES-5 31
Youth Sports League Software: Market Shares, Dollars, Worldwide, 2015 31
Figure ES-6 33
Youth Sports League Software Forecasts, Dollars, Worldwide, 2016-2022 33
Table 1-1 38
Barriers To Youth Sports Participation 38
Table 1-2 41
Youth League Sports Software Sample Market Driving Forces 41
Table 1-3 44
Youth League Sports Software Market Driving Forces 44
Table 1-4 45
Youth League Sports Software Market Factors 45
Table 1-5 46
Youth League Sports Software Demands 46
Table 1-6 53
Barriers to Youth Sports Participation 53
Table 1-7 55
Youth Sports Software Communications Functions 55
Table 2-1 58
Youth League Sports Software Market Driving Forces 58
Table 2-2 59
Youth League Sports Software Functions 59
Table 2-3 61
Youth League Sports Software Market Factors 61
Table 2-4 62
Youth League Sports Software Market Demands 62
Figure 2-5 63
Youth Sports League Software: Market Shares, Dollars, Worldwide, 2015 63
Table 2-6 64
Youth Sports League Software, Dollars, Worldwide, 2015 64
Table 2-7 66
Youth, High School, College and Adult Sports League Software, Market Shares, Dollars, Worldwide, 2015 66
Table 2-8 67
Youth, High School, College and Adult Sports League Software, Market Shares, Percent, Worldwide, 2015 67
Table 2-9 68
College and University Sports League Participation, United States and Worldwide, Number of Players, 2015 68
Figure 2-10 73
Youth Sports League Software Forecasts, Dollars, Worldwide, 2016-2022 73
Table 2-11 74
Youth and Amateur Adult Team Sports Software Revenue Models Market Forecasts, Dollars and Percent Growth, Worldwide, 2016-2022 74
Figure 2-12 74
Market Division Between Youth And Amateur Adult Sport Leagues 74
Table 2-13 76
Youth and Amateur Adult Team Sports League Software Unit Analysis Percent Penetration, Worldwide, 2016-2022 76
Table 2-14 79
Youth Team Sports Software Functional Models Market Forecasts, Simple Registration, Registration, Communication and Web Site Development, or Combination with Coaching Video, Dollars, Worldwide, 2016-2022 79
Figure 2-15 83
Youth and Adult Sports League Software Unit Analysis, Dollars per Unit, Units and Dollars, US, 2015 83
Table 2-16 84
Youth Team Sports Software Revenue Models Market Forecasts, Transactional Apps, Free Apps Information Based License Fee per Software Package, Per User Fee, Dollars, Worldwide, 2016-2022 84
Table 2-17 85
Team Sports Software License, Transaction, and Advertising Revenue Models Market Forecasts, Number of Players, Worldwide, 2016-2022 85
Table 2-18 87
Active Sport Sliding Scale Registration Fee: Transaction Processing fee 87
Table 2-19 88
Average Credit Card Processing Fees 88
Figure 2-20 89
Youth Team Sports Software Transactional Revenue Models Market Forecasts, Dollars, Worldwide, 2016-2022 89
Table 2-21 91
Youth, High School, University, College and Adult Team Sports Software Revenue Models Market Forecasts, License Fee per Software Package, Dollars, Worldwide,
2016-2022 91
Table 2-22 94
Youth Team Sports Software Revenue Models Market Forecasts, Free App Software Package, Per User Fee, Dollars, Worldwide, 2016-2022 94
Table 2-23 96
Youth and Amateur Adult Team Sports Participation, United States and Worldwide, Number of Players, 2016 96
Table 2-24 97
Applications for Youth Sports Software Platforms 97
Table 2-25 98
Cogran Organizations Served 98
Figure 2-26 100
Youth and Adult Sports League Participation, United States and Worldwide, Number of Players, 2015 100
Figure 2-27 103
Blue Star Sports Prices for Software 103
Figure 2-28 104
Blue Star Sports Tools 104
Figure 2-29 105
Youth and Amateur Adult Sports League Software Regional Market Segments, Dollars, 2015 105
Figure 2-30 106
Youth and Amateur Adult League Sports Software Regional Market Segments, 2015 106
Table 2-31 107
Number of Youth Sports Players US and Worldwide, Dollars per Player, 2015 107
Table 2-32 109
Youth Team Sports Software Revenue Models Market Forecasts, TransactionalApps, Free Apps Information Based License Fee per Software Package, Per User Fee, Dollars, Worldwide, 2016-2022 109
Table 2-33 111
Youth Sports League Participation, US and Worldwide, Dollars per Player, 2015 111
Table 2-34 113
Youth Sports League Participation, United States and Worldwide, Number of Players, 2015 113
Table 3-1 118
Active Sports National Sports Governing Body Partners 118
Table 3-2 136
EZFacility Sports Facility & League Software Scheduling & Management Types136
Table 3-3 140
Cogran Organizations Served 140
Table 3-4 142
Cogran Systems Flexible Payments Systems Functions 142
Table 3-5 143
Cogran Supports Major Payment Processors: 143
Table 3-6 144
Cogran Youth League Functions 144
Figure 3-7 147
League Apps Software Functions 147
Table 3-8 148
LeagueApps Sports Organization Software Modules 148
Table 3-9 148
LeagueApps Sports Target Markets 148
Figure 3-10 149
LeagueApps Schedule 149
Figure 3-11 150
LeagueLobster Management Software 150
Table 3-12 153
LeagueLobster League Management Software Benefits 153
Figure 3-13 165
TopDog Sports Tennis Sports Management 165
Table 3-14 170
TopDog Sports Online Tennis League Management Functions 170
Figure 4-1 175
Responsive Web Design (RWD) Illustrated 175
Figure 4-2 176
Robust Website Structure 176
Figure 4-3 177
Division of Tournament Types 177
Table 5-1 187
Crowdfunding for Sports Teams 187
Table 5-2 194
Catapult Team Customer Base 194
Table 5-3 243
Catapult for Coaches Providing Scientifically-Validated Metrics on Athlete Performance 243
Table 5-4 251
Engage Sports Tools 251
Figure 5-5 255
HorizonWebRef Pricing per Official 255
Table 5-6 262
EZ Facility Key Features 262
Figure 5-7 263
EZFacility Target Markets 263
Table 5-8 271
LeagueRepublic Sports Software Functions 271
Table 5-9 275
Sideline Sports XPS Network Functions 275
Table 5-10 277
Sideline Sports Clients by Category And Sport 277
Table 5-11 279
Sportlyzer Sports Customers 279
Table 5-12 280
Sportlyzer Sports Metrics 280
Figure 5-13 281
SwimTopia Investors 281
Figure 5-14 286
TeamSnap Employees 286
Table 5-15 287
TeamSnap Coaching Platform Toolset Tasks 287
Table 5-16 288
TeamSnap Platforms Supported 288
Table 5-17 288
TeamSnap Target Market 288
Figure 5-18 289
TeamSnap Online Sports Team Management Application 289
Table 5-19 290
TeamSnap Online Features 290
Table 5-20 291
TeamSnap Benefits 291
Figure 5-21 292
TeamSnap Mobile App 292
Table 5-22 293
TeamSnap Team Management Sports Targeted 293
Table 5-23 294
TeamSnap Integration Features 294
Table 5-24 295
TeamSnap Free Features 295
Table 5-25 296
TeamSnap Basic Prices and Features 296
Table 5-26 297
TeamSnap Premium Features 297
Table 5-27 298
TeamSnap Ultra Prices and Features 298
Table 5-28 300
TeamSnap Smartphone App Functions 300
Table 5-29 301
TeamSnap Smartphone System Requirements 301
Figure 5-30 304
Sports Illustrated Si Play 304
Figure 5-31 308
SI Communication Smart Phone and Online 308
Figure 5-32 309
SI Play Sending League Members An Email Or Text Message 309
Figure 5-33 310
Game And Player Statistics 310
Table 5-34 311
Sports Illustrated League and Club Team Software Strengths 311
Table 5-35 311
Sports Illustrated League and Club Team Software Challenges 311
Figure 5-36 314
Sports Illustrated TeamWall Mobile App 314
Figure 5-37 318
Vista Equity Partners Portfolio Companies’ 318

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