Merchandise & Ticketing - Austria

  • Austria
  • In Austria, revenue in the Merchandise & Ticketing market market is projected to reach US$795.4k in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 8.17%, resulting in a projected market volume of US$1,178.0k by 2029.
  • While most revenue in the global context is generated China, the projected market volume in Austria is anticipated to be US$88.8m in 2024.
  • In the Merchandise & Ticketing market market withAustria, the number of users is expected to amount to 76.4k users by 2029.
  • User penetration in Austria will be 0.8% in 2024 and is expected to increase to 0.8% by 2029.
  • The average revenue per user (ARPU) in Austria is expected to amount to US$11.4.
  • In Austria, the burgeoning eSports scene is driving a notable surge in merchandise and ticketing sales, reflecting increased local engagement and fandom.

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

 
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Analyst Opinion

The eSports market in Austria has been experiencing subdued growth due to various factors, such as the slow adoption of digital technologies, lack of awareness in the merchandise and ticketing market, and limited convenience in online services. Despite this, the market is still seeing significant growth, driven by the increasing popularity of eSports among consumers.

Customer preferences:
With the growing popularity of eSports events, there has been a noticeable increase in demand for merchandise and tickets among fans. This trend can be attributed to the rise of a younger and more tech-savvy audience, who are eager to express their support for their favorite teams and players through branded merchandise. Additionally, the rise of social media and influencer culture has also played a significant role in driving the demand for merchandise and tickets, as fans seek opportunities to connect with their idols and be a part of the live experience.

Trends in the market:
In Austria, the Merchandise & Ticketing Market within the eSports Market is seeing a surge in online sales and virtual events due to the COVID-19 pandemic. This trend is expected to continue as the market becomes more digitalized and reaches a wider audience. Additionally, the increasing popularity of eSports in Austria has led to a growing demand for merchandise and tickets from fans. This trend is significant for industry stakeholders as it presents new opportunities for revenue and customer engagement. However, it also poses challenges in terms of managing online sales and ensuring a seamless virtual experience for fans. As such, industry players must continue to innovate and adapt to meet the changing demands of the market.

Local special circumstances:
In Austria, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the country's strong gaming culture and high purchasing power. The market is also impacted by the strict regulations on gambling, which has led to the popularity of in-game purchases and virtual merchandise sales. Additionally, the country's extensive network of live events and tournaments has created a strong demand for ticketing services, making it a key market for eSports companies.

Underlying macroeconomic factors:
The Merchandise & Ticketing Market within the eSports Market in Austria is greatly impacted by macroeconomic factors such as consumer spending, economic stability, and government policies. With a strong economy and high levels of disposable income, the country has a growing market for eSports merchandise and ticket sales. Additionally, favorable government policies and investments in infrastructure have led to the development of state-of-the-art eSports arenas and venues, further driving the demand for merchandise and ticketing. Furthermore, the increasing popularity of eSports worldwide has also contributed to the growth of the market in Austria, as more international events are being held in the country, attracting a larger audience and boosting sales.

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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