Merchandise & Ticketing - D-A-CH

  • D-A-CH
  • In the D-A-CH region, revenue in the Merchandise & Ticketing market market is projected to reach US$13.6m in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 8.56%, leading to a projected market volume of US$20.5m by 2029.
  • Although most revenue in the global Merchandise & Ticketing market market is generated China, the D-A-CH region is also significant.
  • In the Merchandise & Ticketing market market, the number of users in the D-A-CH region is expected to amount to 1.2m users by 2029.
  • User penetration in the D-A-CH region will be 1.1% in 2024 and is anticipated to reach 1.2% by 2029.
  • The average revenue per user (ARPU) in this market is expected to amount to US$12.7.
  • In Germany, the eSports merchandise and ticketing market is witnessing a surge in demand, driven by increasing youth engagement and digital interaction.

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

 
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Analyst Opinion

The eSports market in D-A-CH has been experiencing mild growth, driven by factors such as increasing demand for merchandise and tickets, growing awareness of eSports among consumers, and the convenience of online purchasing. This growth rate is impacted by the region's strong presence in the gaming industry and the rising popularity of eSports events.

Customer preferences:
The Merchandise & Ticketing Market within the eSports Market has seen a significant rise in demand for virtual and digital merchandise, as well as online ticket sales. This shift is largely driven by a growing preference for convenient and contactless purchasing options, as well as the increasing popularity of online gaming and streaming. Additionally, the rise of influencer marketing and collaborations with popular eSports teams and players has also played a role in driving consumer interest in merchandise and ticketing within the eSports market.

Trends in the market:
In the D-A-CH region, the eSports Merchandise & Ticketing Market is experiencing a surge in online sales and virtual events due to the COVID-19 pandemic. This trend is expected to continue, as more companies invest in digital solutions and virtual experiences to engage with fans. In addition, there is a growing trend of collaborations between eSports teams and traditional sports teams, providing opportunities for cross-promotion and expanding the reach of eSports merchandise and ticketing. These developments are significant for industry stakeholders, as they open up new revenue streams and broaden the audience for eSports. However, with the increasing reliance on digital platforms, there may be implications for traditional retail and physical events, which may require adaptation to stay relevant in the evolving eSports market.

Local special circumstances:
In Germany, the eSports Merchandise & Ticketing Market is heavily influenced by the country's strong traditional sports culture. This has led to a high demand for physical merchandise, such as team jerseys and collectibles. Additionally, strict regulations on gambling have limited the growth of eSports betting, creating a unique market dynamic. In Austria, the market is driven by the country's high disposable income and tech-savvy population, resulting in a strong demand for virtual tickets and online streaming services. Switzerland, on the other hand, has a smaller eSports market due to its smaller population size, but has a strong focus on premium VIP experiences for live events.

Underlying macroeconomic factors:
The Merchandise & Ticketing Market within the eSports Market in D-A-CH is significantly impacted by macroeconomic factors such as consumer spending, economic growth, and government policies. In countries with strong economic growth and high consumer spending, the market is expected to experience robust growth due to increased demand for merchandise and tickets. On the other hand, countries with slower economic growth and weaker consumer spending may see stagnant market growth. Government policies, such as tax incentives and regulations, can also affect market performance by either encouraging or hindering investments in the eSports market. Moreover, global economic trends, such as trade agreements and currency fluctuations, can also have a significant impact on the market in D-A-CH.

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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