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Merchandise & Ticketing - Australia & Oceania

Australia & Oceania
  • In Australia & Oceania, revenue in the Merchandise & Ticketing market market is projected to reach US$1.7m in 2024.
  • Revenue is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 5.69%, leading to a projected market volume of US$2.2m by 2029.
  • Although most revenue in the Merchandise & Ticketing market market is generated China, in Australia & Oceania will also see significant activity.
  • In this market, the number of users in Australia & Oceania is expected to amount to 222.3k users by 2029.
  • User penetration in the region will be 0.6% in 2024 and is forecasted to reach 0.7% by 2029.
  • The average revenue per user (ARPU) in Australia & Oceania is expected to amount to US$8.6.
  • Australia's eSports merchandise and ticketing market is experiencing a surge in popularity, reflecting the country's growing enthusiasm for competitive gaming and live events.

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 Australia & Oceania is seeing minimal growth due to factors like lower consumer awareness, lack of infrastructure & limited government support. However, the market is still expected to grow due to the increasing popularity of online gaming & the rise of professional eSports teams.

    Customer preferences:
    With the rapid growth of the eSports industry in Australia and Oceania, there has been a significant increase in the demand for merchandise and tickets. This trend is largely driven by the cultural nuances of the region, where gaming is deeply ingrained in the lifestyle of the younger demographic. As a result, there has been a shift towards online purchases of merchandise and tickets, with fans preferring the convenience and ease of digital platforms. This trend is expected to continue in the future, as the eSports market in Australia and Oceania continues to expand.

    Trends in the market:
    In Australia & Oceania, the eSports market is experiencing a surge in the Merchandise & Ticketing sector, with increasing demand for branded merchandise and event tickets. This trend is driven by the growing popularity of eSports tournaments and leagues, resulting in higher attendance and fan engagement. The trajectory of this trend is expected to continue upwards, providing significant opportunities for industry stakeholders to capitalize on the lucrative market. Additionally, as eSports continues to gain mainstream recognition, the potential for partnerships and sponsorships with major brands is also on the rise, further driving growth in the Merchandise & Ticketing Market.

    Local special circumstances:
    In Australia and Oceania, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the region's strong sporting culture and passion for competitive gaming. This has led to a flourishing market for merchandise, with fans eagerly purchasing team jerseys, hats, and other branded items. Additionally, the region's strict regulatory environment and high cost of living can impact ticket sales, making it necessary for event organizers to carefully price and market tickets to attract audiences.

    Underlying macroeconomic factors:
    The Merchandise & Ticketing Market within the eSports Market in Australia & Oceania is heavily impacted by macroeconomic factors such as consumer spending habits, disposable income levels, and overall economic health of the region. In countries with strong economies and high consumer confidence, there is greater demand for merchandise and tickets for eSports events, leading to a thriving market. On the other hand, countries with struggling economies and low consumer confidence may see a decline in demand for merchandise and tickets. Additionally, government fiscal policies and taxation can also play a role in the market's performance, as they can affect the purchasing power of consumers and the profitability of businesses. Overall, the strength of the local economy and consumer confidence are key factors that influence the growth of the Merchandise & Ticketing Market within the eSports Market in Australia & Oceania.

    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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