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Merchandise & Ticketing - Baltics

Baltics
  • In the Baltics, revenue in the Merchandise & Ticketing market market is projected to reach US$66.2k in 2024.
  • Revenue in this market is expected to exhibit an annual growth rate (CAGR 2024-2029) of 8.09%, leading to a projected market volume of US$97.8k by 2029.
  • Although the Baltics is not the primary market, the overall projected market volume globally is US$88.8m in 2024, with most revenue generated China.
  • In the Merchandise & Ticketing market market, the number of users in the Baltics is anticipated to amount to 21.0k users by 2029.
  • User penetration in the Baltics will be 0.7% in 2024 and is expected to increase to 0.8% by 2029.
  • The average revenue per user (ARPU) in the Baltics is expected to be US$3.4.
  • In the Baltics, the eSports Merchandise & Ticketing market is increasingly aligning with local cultural trends, reflecting a growing youth engagement in competitive gaming.

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 the Baltics is experiencing subdued growth, with the merchandise and ticketing segment being one of the key factors. This can be attributed to factors such as lower consumer spending, limited access to technology, and lack of awareness about eSports events. Despite this, there is still potential for growth as the market continues to evolve and gain recognition in the region.

    Customer preferences:
    As the eSports industry continues to gain traction in the Baltics, the Merchandise & Ticketing Market is also witnessing a shift towards online purchasing and digital ticketing. This trend is driven by the increasing preference for convenience and contactless transactions among consumers. Additionally, the rise of virtual events and tournaments has resulted in a growing demand for exclusive and limited edition merchandise, further driving the growth of the market. This shift towards digital platforms and unique merchandise offerings is a reflection of the evolving lifestyle and technological preferences of the younger demographic in the region.

    Trends in the market:
    In the Baltics, the eSports Merchandise & Ticketing Market is seeing a significant increase in online sales and virtual events. This trend is driven by the growing popularity of eSports tournaments and the shift towards digital consumption. As more consumers turn to online platforms for their merchandise and ticketing needs, stakeholders in the industry are investing in innovative solutions to enhance the virtual experience and capture a larger market share. This trend is expected to continue in the future, posing potential challenges for traditional brick-and-mortar retailers and event organizers.

    Local special circumstances:
    In the Baltics, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the region's tech-savvy population and strong gaming culture. The countries' small size and high internet penetration also contribute to the popularity of eSport events and merchandise sales. Additionally, favorable government policies and support for the eSports industry have further boosted its growth. In contrast, other markets may face challenges such as limited infrastructure and regulatory hurdles, making the Baltics a unique and promising market for the Merchandise & Ticketing Market within the eSports Market.

    Underlying macroeconomic factors:
    The Merchandise & Ticketing Market within the eSports Market in the Baltics is heavily influenced by macroeconomic factors such as consumer spending, economic stability, and government policies. Countries with strong economies and high levels of disposable income are more likely to have a thriving market for eSports merchandise and tickets. Additionally, favorable government policies that support the growth of the eSports industry and investments in infrastructure for hosting events can also contribute to the market's success. On the other hand, economic downturns and uncertainties can impact consumer spending and lead to a decline in the market. Therefore, it is crucial to closely monitor and analyze macroeconomic indicators to understand the potential growth and challenges of the Merchandise & Ticketing Market within the eSports Market in the Baltics.

    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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