Merchandise & Ticketing - Argentina

  • Argentina
  • In Argentina, revenue in the Merchandise & Ticketing market market is projected to reach US$192.2k in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 4.60%, leading to a projected market volume of US$240.7k by 2029.
  • While most revenue in the global context is generated China, the Merchandise & Ticketing market market in Argentina is still significant.
  • In this market, the number of users in Argentina is anticipated to amount to 176.0k users by 2029.
  • User penetration will be 0.3% in 2024 and is expected to increase to 0.4% by 2029.
  • The average revenue per user (ARPU) in Argentina is projected to amount to US$1.2.
  • In Argentina, the eSports merchandise and ticketing market is experiencing a surge, driven by increasing youth engagement and the rise of local gaming events.

Key regions: France, South Korea, Europe, China, United States

 
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Analyst Opinion

The eSports market in Argentina is seeing minimal growth, influenced by factors such as the increasing use of digital technologies, rising popularity of eSports among consumers, and the convenience of online merchandise and ticketing services.

Customer preferences:
As the eSports industry continues to gain popularity in Argentina, there has been a noticeable increase in demand for merchandise and ticketing options among consumers. This trend is driven by the growing interest in live events and the desire for fans to show their support for their favorite teams and players. Additionally, with the rise of online streaming and virtual events, there is a growing need for digital merchandise and ticketing options, catering to the preferences of tech-savvy consumers. This shift towards digital solutions highlights the importance of convenience and accessibility in consumer preferences.

Trends in the market:
In Argentina, the Merchandise & Ticketing Market within the eSports Market is seeing a rise in online sales and virtual events. This trend is significant as it allows for a larger reach and potential global audience. It also provides opportunities for sponsors and advertisers to reach a targeted audience. However, this shift may also have implications for traditional brick-and-mortar stores and event venues. With the trajectory of this trend likely to continue, industry stakeholders will need to adapt and innovate to stay competitive in this evolving market.

Local special circumstances:
In Argentina, the eSports Merchandise & Ticketing Market is influenced by the country's strong passion for sports and gaming. The market has seen significant growth due to the increasing availability of high-speed internet and the rise of gaming cafes. Additionally, Argentina's favorable economic conditions and government support for the gaming industry have contributed to the market's success. However, strict regulations on online transactions and lack of infrastructure in some areas have posed challenges for market growth.

Underlying macroeconomic factors:
The growth of the Merchandise & Ticketing Market within the eSports Market in Argentina is heavily influenced by macroeconomic factors such as consumer spending, currency exchange rates, and government regulations. The overall health of the national economy, as well as global economic trends, can also impact the demand for merchandise and tickets in this market. Furthermore, fiscal policies, such as taxes and tariffs, can significantly affect the cost and availability of products in the market. Therefore, countries with stable economies and favorable regulatory environments tend to experience higher growth in the Merchandise & Ticketing Market within the eSports Market, while those with economic challenges and restrictive policies may struggle to keep up with market demand.

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.

Overview

  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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