Merchandise & Ticketing - Canada

  • Canada
  • In Canada, revenue in the Merchandise & Ticketing market market is projected to reach US$1.8m in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 4.26%, resulting in a projected market volume of US$2.2m by 2029.
  • While most revenue in the global context is generated China, the Canadian market is positioned to grow significantly.
  • In the Merchandise & Ticketing market market withCanada, the number of users is expected to amount to 257.1k users by 2029.
  • User penetration will be 0.6% in 2024 and is anticipated to reach 0.6% by 2029.
  • The average revenue per user (ARPU) in Canada is expected to amount to US$7.9.
  • In Canada, the eSports merchandise and ticketing market is witnessing a surge in demand as local events gain popularity among dedicated gaming communities.

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

 
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Analyst Opinion

The eSports market in Canada is seeing minimal growth, influenced by factors such as limited consumer awareness, lack of investment, and regulatory challenges. Despite this, the market is expected to witness steady growth due to the rising popularity of gaming and increasing investments in the industry.

Customer preferences:
The eSports industry has seen a rise in demand for virtual merchandise and ticketing options, as consumers increasingly engage in remote gaming events and tournaments. This trend is driven by the growing popularity of eSports among younger demographics and the shift towards digital platforms for entertainment and socializing. Additionally, with the rise of online streaming and social media, virtual merchandise and ticketing options have become an integral part of the eSports fan experience, providing a new and exciting way for fans to support their favorite teams and players.

Trends in the market:
In Canada, the Merchandise & Ticketing Market within the eSports Market is experiencing a surge in online sales, with more consumers turning to digital platforms for purchasing tickets and merchandise. This trend is expected to continue as the eSports industry gains mainstream popularity and the demand for online shopping convenience rises. Additionally, there is a growing trend of using mobile apps for purchasing tickets and merchandise, making it easier for fans to access and purchase products on the go. This shift towards online sales and mobile purchasing has significant implications for industry stakeholders, as it allows for a wider reach and potential for increased revenue. It also highlights the need for businesses to invest in digital platforms and strategies to effectively cater to this growing trend.

Local special circumstances:
In Canada, the eSports Merchandise & Ticketing market is heavily influenced by the country's strong gaming culture and the popularity of major eSports events, such as the League of Legends World Championship. Additionally, Canada's strict regulations on online gambling have limited the growth of eSports betting, leading to a focus on merchandise and ticket sales as the primary revenue streams in the market. The country's large and diverse population also creates opportunities for niche merchandise and ticketing options, catering to specific gaming communities and events.

Underlying macroeconomic factors:
The Merchandise & Ticketing Market within the eSports Market in Canada is significantly impacted by macroeconomic factors such as disposable income, consumer spending, and consumer confidence. As the Canadian economy continues to grow and consumer confidence remains high, consumers are more likely to spend on non-essential items such as merchandise and event tickets within the eSports industry. Additionally, the growing popularity of eSports globally is also driving the demand for merchandise and tickets in Canada. Furthermore, favorable government policies and investments in the eSports industry in Canada are creating a conducive environment for market growth. This is further supported by the increasing number of major eSports events being hosted in Canada, attracting both domestic and international audiences.

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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