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Merchandise & Ticketing - Africa

Africa
  • In Africa, revenue in the Merchandise & Ticketing market market is projected to reach US$610.7k in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 5.43%, leading to a projected market volume of US$795.5k by 2029.
  • Although most revenue is generated China, the projected market volume in Africa is expected to be US$88.8m in 2024.
  • In the Merchandise & Ticketing market market withAfrica, the number of users is anticipated to reach 672.2k users by 2029.
  • User penetration in Africa will be 0.1% in 2024 and is expected to remain at 0.1% by 2029.
  • The average revenue per user (ARPU) in Africa is expected to amount to US$1.0.
  • In Africa, the burgeoning eSports market is witnessing a significant rise in merchandise and ticketing opportunities, reflecting the continent's growing youth engagement in competitive gaming.

Definition:

Esports Merchandise & Ticketing encompasses the sale of branded products and event access within the esports industry, catering to a dedicated fanbase that supports their favorite teams, players, and events. This market includes the production and distribution of apparel, accessories, and collectibles featuring esports logos, themes, and player likenesses, as well as the sale of tickets for live and virtual esports events. By offering fans tangible ways to express their loyalty and participate in the esports community, this sector drives significant revenue and plays a key role in enhancing fan engagement, fostering a deeper connection between fans and the esports ecosystem.

Additional information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through consumer spending. Sales channel data shows both online and offline revenues. All monetary figures refer to the annual gross revenue.
Key players of the market include companies or teams such as FaZe, Cloud9 or TSM.
For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Merchandise sales of live events
  • Ticket sales of live events

Out-Of-Scope

  • Merchandise outside of the Esports ecosystem
  • Event tickets outside of the Esports ecosystem
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Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Analyst Opinion

    The eSports market in Africa has seen minimal growth due to various factors such as limited access to technology, low awareness of eSports, and lack of investment. Despite this, the merchandise and ticketing market is slowly expanding, driven by increasing interest in eSports events and the convenience of online purchases.

    Customer preferences:
    With the rise of eSports in Africa, there has been a notable increase in demand for merchandise and tickets among younger generations. This trend is driven by the growing popularity of eSports as a form of entertainment and the desire to support their favorite teams and players. Additionally, the use of social media platforms and online marketplaces has made it easier for consumers to purchase merchandise and tickets, further fueling the growth of this market. As African youth continue to embrace the digital age, the demand for virtual goods and digital tickets is expected to increase, creating new opportunities for the eSports market.

    Trends in the market:
    In Africa, the eSports market is seeing a rise in merchandise and ticketing sales, with more companies offering exclusive merchandise and VIP ticket packages to fans. In addition, there is a growing trend of using mobile apps to purchase tickets and merchandise, making it more convenient for fans to support their favorite teams and players. This trend is significant as it allows for increased revenue for both the eSports industry and individual teams. It also has the potential to attract more sponsorships and partnerships as the market continues to grow. However, there may also be implications for smaller teams or players who may struggle to compete with larger, more established teams in terms of merchandise and ticket sales. It will be important for industry stakeholders to monitor this trend and adapt their strategies accordingly to ensure inclusivity for all players in the market.

    Local special circumstances:
    In Africa, the Merchandise & Ticketing Market within the eSports Market is influenced by the region's limited internet access and low purchasing power. This creates challenges for online ticket sales and merchandise distribution. However, the growing popularity of mobile gaming and the rise of eSports tournaments in major cities like Lagos and Johannesburg present opportunities for market growth. Additionally, regulatory barriers and cultural attitudes towards gaming may also impact the market, with some countries banning certain types of games or limiting access to eSports events.

    Underlying macroeconomic factors:
    The Merchandise & Ticketing Market within the eSports Market in Africa is heavily influenced by macroeconomic factors such as the overall economic stability of the region, government policies on sports and entertainment, and the availability of disposable income. Countries with stable economies and a strong focus on promoting eSports are experiencing significant growth in the Merchandise & Ticketing Market, with a rise in demand for merchandise and tickets. On the other hand, countries with economic challenges and limited government support for eSports are experiencing slower market growth. Additionally, the increasing popularity of eSports among young adults in Africa and the rise of disposable income in the region are also contributing to the growth of the Merchandise & Ticketing Market within the eSports Market.

    Reach

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on the Merchandise & Ticketing market, which comprises revenues from ticket or merchandise sales relating to live Esports events. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

    Modeling approach / market size:

    The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

    Forecasts:

    We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita and consumer spending per capita.

    Additional notes:

    The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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