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.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
The eSports market in Belgium has seen moderate growth due to various factors such as the increasing popularity of online gaming, rising consumer interest, and the convenience of digital ticketing. However, the subdued growth rate is impacted by the limited awareness and acceptance of eSports in traditional sports-dominated market in the country.
Customer preferences: As eSports continues to gain popularity in Belgium, there has been a noticeable increase in demand for merchandise and tickets among fans. This trend can be attributed to the growing interest in gaming culture and the desire for a more immersive gaming experience. Additionally, the rise of social media and influencer marketing has also played a significant role in driving consumer preferences towards purchasing merchandise and tickets for eSports events. As digital platforms continue to dominate the market, the demand for virtual tickets and exclusive online merchandise is expected to further increase.
Trends in the market: In Belgium, the Merchandise & Ticketing Market within the eSports Market is experiencing a surge in online sales, as more consumers shift towards digital platforms for purchasing merchandise and tickets. This trend is expected to continue as the eSports market grows in popularity, providing a convenient and efficient way for fans to access and purchase their desired items. This presents an opportunity for industry stakeholders to capitalize on the online market and invest in developing user-friendly platforms. However, it also poses a threat to traditional brick-and-mortar retailers, who may struggle to compete with the convenience and accessibility of online sales. As such, it is crucial for stakeholders to adapt to the changing market landscape and incorporate digital strategies to remain competitive.
Local special circumstances: In Belgium, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the country's strong gaming culture and high internet penetration. Additionally, the strict regulations on gambling and advertising have limited the growth of eSports betting, leading to a focus on merchandise and ticket sales. The small size of the country also allows for a close-knit community, leading to a high demand for in-person events and merchandise among fans.
Underlying macroeconomic factors: The eSports Merchandise & Ticketing Market in Belgium is heavily influenced by macroeconomic factors such as consumer spending, government policies, and overall economic stability. As the global eSports market continues to grow, Belgium's strong economic health and supportive fiscal policies have contributed to the country's robust market performance. Furthermore, the growing popularity of eSports among the younger population and the increasing availability of high-speed internet have also played a significant role in driving demand for merchandise and tickets. However, challenges such as regulatory barriers and limited investments in infrastructure may hinder the market's growth potential in the country.
Most recent update: Aug 2024
Source: Statista Market Insights
Most recent update: Aug 2024
Source: Statista Market Insights
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.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Sep 2024
Source: Statista Market Insights