Merchandise & Ticketing - Asia

  • Asia
  • In Asia, revenue in the Merchandise & Ticketing market market is projected to reach US$114.3m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.46%, leading to a projected market volume of US$156.3m by 2029.
  • Most of the revenue in this market is generated China, with a projected market volume of US$88.8m in 2024.
  • The number of users in the Merchandise & Ticketing market market in Asia is expected to amount to 14.6m users by 2029.
  • User penetration will be 0.3% in 2024 and is anticipated to reach 0.4% by 2029.
  • The average revenue per user (ARPU) is expected to be US$8.9.
  • In Asia, particularly in South Korea, the Merchandise & Ticketing segment of the eSports market is witnessing innovative collaborations between gaming companies and fashion brands to enhance fan engagement.

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

 
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Analyst Opinion

The eSports market in Asia has seen steady growth due to the rise in popularity of digital merchandise and ticketing options. However, subdued growth is seen due to limited access to high-speed internet and low awareness of eSports in some regions.

Customer preferences:
Consumers in the eSports market are increasingly demanding merchandise and ticketing options that cater to their specific interests and preferences. This has led to a rise in customized merchandise, such as team jerseys and collectible items, as well as a surge in online ticket sales. Additionally, the growing popularity of eSports in Asia has created a demand for culturally relevant merchandise and ticketing options, highlighting the importance of understanding regional preferences and trends in this market.

Trends in the market:
In Asia, the Merchandise & Ticketing Market within the eSports Market is experiencing a surge in online sales and virtual events. With the rise of online gaming and eSports tournaments, there is a growing demand for branded merchandise and tickets to these events. This trend is expected to continue, as the eSports industry becomes more mainstream and attracts a larger audience. In addition, the use of mobile and digital platforms for purchasing merchandise and tickets is becoming increasingly popular, providing convenience and accessibility for consumers. Industry stakeholders should take note of these trends and invest in digital strategies to capitalize on this growing market.

Local special circumstances:
In Asia, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the region's strong gaming culture and tech-savvy population. In South Korea, eSports tournaments attract massive crowds and generate significant merchandise sales. In China, the market is driven by the popularity of mobile gaming and the government's support for eSports. In Japan, the market is shaped by the country's love for traditional games like fighting and role-playing games, leading to a demand for related merchandise and tickets.

Underlying macroeconomic factors:
The Merchandise & Ticketing Market within the eSports Market is greatly impacted by macroeconomic factors, including global economic trends, national economic health, fiscal policies, and financial indicators. Countries with strong economies and policies that support the growth of the eSports industry, such as South Korea and China, are experiencing a significant increase in demand for merchandise and tickets. On the other hand, regions with economic challenges and limited investments in eSports, like some countries in Southeast Asia, are seeing slower market growth. With the rise of eSports as a popular form of entertainment, the demand for merchandise and tickets is expected to continue to grow, especially in countries with strong macroeconomic conditions.

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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