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Market Analysis

Why no existing product fits, and what the commercial landscape looks like. This is the research that led to the build-it-yourself decision (ADR-0001).

Can you read an existing tracker from a phone app?

Two very different problems:

Capability Feasibility
Detect that a device is present (BLE advertising: MAC/UUID, RSSI/proximity) Easy — any phone can scan BLE (Android BluetoothLeScanner, iOS CoreBluetooth).
Read and use the tracker's performance data Hard / usually impossible from outside — closed proprietary BLE (undocumented GATT), pairing encryption, and most devices store-and-sync to the vendor cloud rather than streaming live.

Reading a commercial tracker's data realistically requires one of: (a) a public API/SDK from the maker (rare on consumer gear, more common on pro), (b) exporting from their app/cloud and building on the export, or (c) reverse-engineering the BLE protocol (hard, often blocked by encryption, and may breach their terms).

Who offers a public API/SDK?

Only a few pro brands — and crucially these are cloud APIs, not BLE/device SDKs. You pull data from their cloud after a session syncs; you do not talk to the device over Bluetooth.

Brand API Nature Catch
Catapult OpenField Cloud + Connect API; official catapultR R package (SBGSports/catapultr) Cloud REST, token auth Must be a Catapult customer with credentials enabled via customer success
STATSports Cloud integration (Apex/Sonra), Team Id / Custom Player Id Cloud, for teams/customers Not an open dev SDK
WIMU (RealTrack, via Hudl) Raw data API access, FIFA-certified Cloud / pro Pro system, expensive

What does not exist: a consumer football tracker that gives you an open BLE SDK to talk to the device directly. Almost everything is: team customer → token → REST/cloud API.

Device pricing (per player)

The market splits sharply into one-off purchase vs per-player annual subscription — and the subscription model is what hurts a 10–20 child squad.

One-off (best for a youth team)

  • Footbar Meteor — ~€100, no subscription. App free (optional €4.99/mo premium). Not true GPS — a calf-worn accelerometer measuring passes, shots, distance, sprint speed. Available via Decathlon (regionally obtainable).
  • STATSports Apex Athlete Series — true GPS vest, FIFA-approved, ~€250 one-off. Free Academy app (iOS/Android), lifetime access, no monthly fees.

Per-player subscription (more expensive over time)

  • Catapult One (Team) — $180/player/year, 2-year commitment, minimum 10 players.
  • PlayerMaker / CITYPLAY — boot-mounted, technique focus (touches, passes); ~$180–200 + mandatory membership ~£150/year.
  • Pro systems (WIMU, Catapult Vector) — hundreds to €1000+/unit plus software. Overkill for youth.

Total cost of ownership — 10 players, by season (EUR, rounded)

Device Upfront End S1 End S2 End S3
Footbar Meteor €1,000 €1,000 €1,000 €1,000
STATSports Athlete €2,500 €2,500 €2,500 €2,500
Catapult One Team €1,650 €3,300 €4,950
PlayerMaker €3,500 €5,250 €7,000

(Footbar ~€100/player and STATSports ~€250/player are one-off; Catapult ~€165/player/yr; PlayerMaker ~€175 device + ~€175/yr membership.)

Reading: Footbar is cheapest (€1,000 flat, forever) but is accelerometer-only — no full GPS load profile. STATSports Athlete is the sweet spot for real GPS with no recurring cost. Catapult looks cheaper in year 1 but crosses STATSports during season 2 and keeps climbing. PlayerMaker is most expensive long-term due to membership.

Prices are international retail; for Serbia add VAT/customs/shipping and FX, so real cost is somewhat higher.

The gap this project fills

Two structural facts drive the whole project:

  1. Cheap + open API don't coexist. The youth-affordable devices (Footbar, STATSports Athlete) are exactly the closed ones; the ones with APIs (Catapult, WIMU) are the expensive subscription/pro systems.
  2. Real-time + "all mine" means building it. Every real-time commercial system is closed.

→ A custom WiFi wearable + owned backend is the only way to get live data + full ownership at a youth-team price. See system-architecture.md.