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Key regions: France, South Korea, Europe, China, United States
The eSports market in BRICS nations is facing subdued growth due to factors such as limited investment and lack of infrastructure. Despite this, the market for merchandise and ticketing is steadily growing, driven by the increasing popularity of eSports and the convenience of online purchasing. The market is expected to continue growing in the coming years, with a focus on improving infrastructure and increasing investments in the industry.
Customer preferences: As the eSports industry continues to grow, there has been a significant increase in demand for branded merchandise and tickets among fans. This trend is driven by the increasing popularity of eSports events and tournaments, as well as the desire for fans to show their support for their favorite teams and players through merchandise. Additionally, the rise of social media and influencer marketing has also contributed to the growth of the merchandise and ticketing market, as fans are increasingly looking for unique and exclusive items to showcase their loyalty to the eSports community. This trend is likely to continue as the eSports market expands and becomes more mainstream, with a greater focus on creating a sense of community and belonging among fans.
Trends in the market: In BRICS, the Merchandise & Ticketing Market within the eSports Market is experiencing a surge in online sales due to the increasing popularity of virtual gaming events. In China, there is a rising trend of using livestreaming platforms to sell merchandise and offer virtual tickets for eSports tournaments. In Brazil, there is a growing demand for exclusive merchandise and collectible items from popular eSports teams. In India, there is a trend of offering discounted tickets for online tournaments as a way to attract new players. These trends indicate a shift towards digitalization and the potential for increased revenue through online sales and partnerships with e-commerce platforms. This could have significant implications for industry stakeholders, including eSports teams, event organizers, and merchandise retailers, as they adapt to the changing landscape of the eSports market.
Local special circumstances: In China, the Merchandise & Ticketing Market within the eSports Market is thriving due to the country's large population and strong gaming culture. The rise of mobile gaming and the government's support for eSports as an officially recognized sport have also contributed to its growth. In South Africa, the market is driven by the increasing popularity of eSports among the youth and the rise of local gaming tournaments. The country's lack of physical sports infrastructure has also led to a greater focus on eSports as a competitive and entertaining alternative.
Underlying macroeconomic factors: The Merchandise & Ticketing Market within the eSports Market is greatly impacted by macroeconomic factors such as consumer spending, disposable income, and overall economic stability. Countries with strong economic growth and increasing disposable income, such as China and India in the BRICS region, have seen a surge in demand for eSports merchandise and tickets. On the other hand, regions with economic downturns and low consumer spending, like Brazil and South Africa, have experienced slower growth in this market. Additionally, government policies and regulations regarding the eSports industry can also significantly affect the performance of the Merchandise & Ticketing Market.
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.Mon - Fri, 9am - 6pm (EST)
Mon - Fri, 9am - 5pm (SGT)
Mon - Fri, 10:00am - 6:00pm (JST)
Mon - Fri, 9:30am - 5pm (GMT)
Mon - Fri, 9am - 6pm (EST)