Merchandise & Ticketing - Brazil

  • Brazil
  • In Brazil, revenue in the Merchandise & Ticketing market market is projected to reach US$1.3m in 2025.
  • Revenue in this sector is expected to demonstrate an annual growth rate (CAGR 2025-2029) of 6.57%, leading to a projected market volume of US$1.7m by 2029.
  • While the majority of revenue is generated China, in Brazil is part of the broader market dynamics.
  • In the Merchandise & Ticketing market market withBrazil, the number of users is anticipated to reach 675.2k users by 2029.
  • User penetration in Brazil will be 0.3% in 2025 and is expected to increase to 0.3% by 2029.
  • The average revenue per user (ARPU) in Brazil is expected to amount to US$2.1.
  • Brazil's eSports market is witnessing a surge in merchandise and ticketing sales, driven by an increasingly engaged fanbase and growing event attendance.

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

 
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Analyst Opinion

The eSports market in Brazil is witnessing subdued growth due to factors like limited merchandise options and ticketing infrastructure. Despite rising awareness and convenience, the market is growing slowly at a rate below expectations.

Customer preferences:
As the eSports industry continues to grow in Brazil, there has been a noticeable increase in demand for merchandise and ticketing options. This can be attributed to the rise of influencers and content creators within the eSports community, as well as the growing popularity of live events and tournaments. Furthermore, with the rise of digital platforms and social media, consumers are now able to easily access and purchase merchandise and tickets, driving the growth of this market. This trend is indicative of a shift towards digital consumption and the increasing importance of branding and community within the eSports market.

Trends in the market:
In Brazil, the eSports market has seen a significant increase in the popularity of merchandise and ticketing, with more fans attending live events and purchasing branded products. This trend is expected to continue, driven by the growing fan base and increasing investment from companies in the industry. As a result, there is a potential for the market to become more competitive, with companies vying for a larger share of the market. Additionally, this trend may also lead to the development of more innovative and interactive experiences for fans, as companies look for new ways to engage with their audience.

Local special circumstances:
In Brazil, the Merchandise & Ticketing Market within the eSports Market is thriving due to the country's strong passion for sports and gaming. The popularity of eSports events, such as the Brazil Game Show, has led to a high demand for merchandise and tickets. Additionally, Brazil has a large and diverse population, allowing for a variety of merchandise options to cater to different demographics. The country's relatively lenient regulations on online sales have also contributed to the growth of the market. Furthermore, the current economic climate in Brazil, with a growing middle class and increasing disposable income, presents a favorable environment for the growth of the Merchandise & Ticketing Market within the eSports Market.

Underlying macroeconomic factors:
The Merchandise & Ticketing Market within the eSports Market in Brazil is heavily influenced by macroeconomic factors such as the overall health of the national economy, global economic trends, and fiscal policies. Brazil's rapidly growing economy and increasing disposable income have led to a rise in consumer spending, particularly in the entertainment and leisure sectors. This, coupled with the country's large and enthusiastic gaming community, has created a favorable market for eSports merchandise and ticketing. Additionally, Brazil's growing middle class and a young population are contributing to the market's growth, as they are more likely to engage in eSports and purchase related merchandise and tickets. However, challenges such as high tax rates and regulatory barriers continue to hinder the full potential of the market. As Brazil's economy continues to improve and investments in digital technologies and infrastructure increase, the Merchandise & Ticketing Market within the eSports Market is expected to experience sustained growth in the coming years.

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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