Merchandise & Ticketing - ASEAN

  • ASEAN
  • In ASEAN, revenue in the Merchandise & Ticketing market market is projected to reach US$6.3m in 2025.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2025-2029) of 8.55%, resulting in a projected market volume of US$8.8m by 2029.
  • Most revenue is generated China, with a projected market volume of US$97.4m in 2025.
  • In the Merchandise & Ticketing market market within ASEAN, the number of users is anticipated to amount to 1.3m users by 2029.
  • User penetration will be 0.2% in 2025 and is forecasted to reach 0.2% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$5.3.
  • In ASEAN, the Philippines is witnessing a surge in eSports merchandise and ticketing, driven by its vibrant gaming community and increasing event attendance.

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

 
Market
 
Region
 
Region comparison
 
Currency
 

Analyst Opinion

The eSports market in ASEAN is seeing mild growth due to the rising popularity of digital gaming, increasing investments in merchandise and ticketing, and the growing interest in eSports events. This trend is driven by the convenience of online ticketing and the demand for exclusive merchandise among avid gamers.

Customer preferences:
As the eSports market continues to grow in ASEAN, there has been a noticeable shift in consumer preferences towards personalized and exclusive merchandise and ticketing options. This can be attributed to the rise of influencer culture and the desire for unique and limited edition products. Additionally, the increasing popularity of eSports events and tournaments has led to a higher demand for tickets, especially among younger demographics. This trend is further amplified by the convenience and accessibility of online ticketing platforms, catering to the fast-paced lifestyle of modern gamers.

Trends in the market:
In the ASEAN region, the Merchandise & Ticketing Market within the eSports Market is experiencing a surge in online sales and digital ticketing platforms. This trend is driven by the increasing popularity of eSports events and the convenience of purchasing merchandise and tickets online. In addition, there is a growing demand for exclusive and limited edition merchandise, creating opportunities for retailers to collaborate with eSports teams and players. This trend is expected to continue as the eSports industry continues to grow and expand in the region, providing a significant revenue stream for industry stakeholders. However, it also poses challenges for traditional retail channels and ticketing systems, who may need to adapt and evolve to stay competitive in this rapidly changing market.

Local special circumstances:
In ASEAN, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the region's diverse culture and rapid technological advancements. For instance, countries like Singapore, Malaysia, and Thailand have a strong presence of online marketplaces, making it easier for eSports merchandise to reach consumers. In addition, countries like Indonesia and the Philippines have a large youth population and a growing interest in eSports, driving the demand for merchandise and tickets. Furthermore, the presence of government support and initiatives promoting eSports in countries like Vietnam and Thailand has also contributed to the market's growth.

Underlying macroeconomic factors:
The growth of the Merchandise & Ticketing Market within the eSports Market is greatly impacted by macroeconomic factors such as consumer spending, disposable income, and overall economic stability. Countries with a strong economy and high levels of consumer spending are expected to see a higher demand for merchandise and tickets within the eSports market. Additionally, favorable regulatory environments and government support for the eSports industry can also contribute to market growth. On the other hand, countries with economic instability and low consumer spending may see slower growth in the Merchandise & Ticketing Market within the eSports Market. Overall, the market is heavily influenced by the economic health of a country and its ability to support and invest in the eSports industry.

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
Please wait

Contact

Get in touch with us. We are happy to help.
Statista Locations
Contact Meredith Alda
Meredith Alda
Sales Manager– Contact (United States)

Mon - Fri, 9am - 6pm (EST)

Contact Yolanda Mega
Yolanda Mega
Operations Manager– Contact (Asia)

Mon - Fri, 9am - 5pm (SGT)

Contact Ayana Mizuno
Ayana Mizuno
Junior Business Development Manager– Contact (Asia)

Mon - Fri, 10:00am - 6:00pm (JST)

Contact Lodovica Biagi
Lodovica Biagi
Director of Operations– Contact (Europe)

Mon - Fri, 9:30am - 5pm (GMT)

Contact Carolina Dulin
Carolina Dulin
Group Director - LATAM– Contact (Latin America)

Mon - Fri, 9am - 6pm (EST)