MARKET ANALYSIS OF SPORTS APPLICATIONS

Document Type : Original research papers

Authors

1 No. 3, 5th Alley, Miremad Street, Motahhari Street, Tehran, Iran.

2 Assistant Professor, Department of Sport Management, Faculty of Sport Sciences and Health, University of Tehran, Tehran, Iran.

3 Ms student of Tolue Mehr University/ Qom

4 Ph.D. student, Department of Sport Management, Faculty of Physical Education and Sport Sciences, University of Tehran, Tehran, Iran

10.22098/jast.2025.15317.1360

Abstract

In order to identify the market for sports applications within the domestic market and to examine past and future trends, the present study aimed to investigate the status of the sports application market. The research methodology included both quantitative and qualitative content analysis. To categorize the applications, the Myket and Café Bazaar markets were searched using sports-related keywords. The identified applications were then named based on thematic relevance and placed into related categories. In this phase, a total of 2720 sports-related applications were identified, with 1640 domestic applications and 1080 foreign applications. The entire population of the study was considered as the sample and examined accordingly. In the second phase, the applications were statistically analyzed based on available indices, including size, average rating, place of origin, and number of installs, and their status and position were displayed using descriptive statistics. To identify the factors contributing to user satisfaction and dissatisfaction with sports applications, the last 20 user comments related to the top 10 applications (by number of installs) in each category were identified and analyzed using qualitative content analysis. The results showed that domestic applications occupy a larger portion of the market compared to foreign ones; however, foreign applications have a better installation rate. Among these, sports game applications, and specifically football applications, had the highest numbers. User comment analysis revealed feedback in three main areas: user interface, user experience, and content. The findings of this research can provide a suitable perspective for sports application developers aiming to enter the market.

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