Abstract
At the present stage of civilization development, sports and health activities become the best areas of national economies, a popular social and cultural trend and image factor of the country. Physical education, sports and related fields that contribute to the development of a culture of healthy living in world practice use comprehensive state support. Of course, sports and health activities are one of the main trends in civilization, which are gaining momentum over the past 10 years. In countries with developed economies, many national and regional programs have been developed to encourage citizens to lead an active lifestyle and play sports. The purpose of the article is to study global trends in sports and health activities. The analysis showed that the global sports market in 2020 reached 388.3 billion dollars, increasing with a total annual growth rate of 3.4% since 2015. In 2020, the market volume accounted 388.3 billion dollars, and shortened in comparison to the previous year, 2019, by 15.4%, which occurred due to the outbreak of COVID-19 and measures to contain it. The analysis of growth indices of sports services showed a sharp increase in services in 2016 compared to 2015, which is typical for both Ukraine and the EU. At the same time, the growth rate in the EU showed a positive value throughout the period from 2016 to 2020. It has been determined that the COVID-19 epidemic has a significant healthy impact on the development of sports and health activities, which in 2020 as a result of severe restrictive measures led to a reduction in the market of sports services by 14% in Ukraine and 24% in EU countries. Conclusions. It is proved that among the main global trends in the development of sports and health activities are: digitalization of sports, strengthening the individuality of sports, the emergence and spread of new sports, further growth of the e-sports market, development of blockchain technology and mental health. Key words: global trends, sports and health activities, world sports market, e-sports, digitalization.
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