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Merchandise & Ticketing - CIS

CIS
  • In the CIS region, revenue in the Merchandise & Ticketing market market is projected to reach US$1.7m in 2024.
  • The revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.03%, which will result in a projected market volume of US$2.3m by 2029.
  • Although most revenue is generated China with a projected market volume of US$88.8m in 2024, the CIS market is also showing positive trends.
  • In the Merchandise & Ticketing market market within the CIS, the number of users is expected to amount to 567.9k users by 2029.
  • User penetration in the CIS region will be 0.3% in 2024 and is anticipated to reach 0.4% by 2029.
  • Furthermore, the average revenue per user (ARPU) in the CIS is expected to amount to US$3.4.
  • In the CIS region, the Merchandise & Ticketing sector of the eSports market is experiencing a surge in popularity, driven by increasing local fandom and event engagement.

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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Esports: market data & analysis

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 CIS nan is expected to see moderate growth due to factors such as the slow adoption of digital technologies, limited awareness of health among consumers, and the lack of convenience in ticketing and merchandise services. These factors are impacting the subdued growth rate in the market.

    Customer preferences:
    As eSports continues to gain popularity in the CIS region, there has been a noticeable increase in demand for merchandise and tickets related to these events. This trend can be attributed to the growing fan base and the desire for fans to show their support for their favorite teams and players. Additionally, with the rise of online gaming and streaming platforms, there has been a shift towards virtual merchandise and digital ticketing options, catering to the preferences of younger and tech-savvy consumers. This trend highlights the importance of catering to the changing needs and habits of the eSports audience.

    Trends in the market:
    In CIS, the Merchandise & Ticketing Market within the eSports Market is seeing a surge in online sales of virtual goods and in-game items. This trend is driven by the increasing popularity of eSports and the rise of microtransactions in gaming. In addition, the use of blockchain technology for secure and transparent transactions is gaining traction in the market. These trends suggest a shift towards a more digital and global marketplace for merchandise and tickets, with potential implications for traditional retailers and ticketing systems. The trajectory of these trends towards a more virtual and decentralized market could also lead to greater opportunities for fan engagement and monetization.

    Local special circumstances:
    In the CIS region, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the region's unique gaming culture and strong eSports fanbase. Additionally, government support for the development of eSports in countries like Russia and Ukraine has led to a surge in demand for merchandise and event tickets. This is further driven by the region's high internet and mobile penetration rates, creating a favorable environment for the growth of the market. However, challenges such as currency fluctuations and varying levels of consumer purchasing power across the region also impact market dynamics.

    Underlying macroeconomic factors:
    The Merchandise & Ticketing Market within the eSports Market in CIS is heavily influenced by macroeconomic factors such as the overall economic health of the region, government policies, and global economic trends. Countries with stable economies and favorable policies towards eSports are experiencing faster market growth compared to regions with economic instability and limited support for the industry. Additionally, the increasing popularity of eSports globally and the growing fan base in CIS are driving the demand for merchandise and tickets, leading to overall market growth.

    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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