Merchandise & Ticketing - EAEU

  • EAEU
  • In the EAEU, revenue in the Merchandise & Ticketing market market is projected to reach US$1.7m in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 5.95%, leading to a projected market volume of US$2.3m by 2029.
  • While the EAEU market is significant, most revenue is generated China, with a projected market volume of US$88.8m in 2024.
  • In the Merchandise & Ticketing market market within the EAEU, the number of users is anticipated to amount to 567.9k users by 2029.
  • User penetration in the EAEU is forecasted to be 0.3% in 2024 and is expected to rise to 0.4% by 2029.
  • The average revenue per user (ARPU) in the EAEU is expected to reach US$3.4.
  • The EAEU is witnessing a burgeoning interest in eSports merchandise and ticketing, reflecting a growing cultural acceptance and investment in digital entertainment.

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

 
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Analyst Opinion

The eSports market in EAEU nan has seen a subdued growth rate, impacted by factors such as slow adoption of digital technologies and limited awareness among consumers. However, the convenience of online merchandise & ticketing services may drive growth in the future.

Customer preferences:
There is a growing trend among eSports enthusiasts to purchase merchandise and tickets online, rather than through traditional brick-and-mortar retailers. This shift is driven by the convenience and accessibility of online shopping, as well as the desire to support and engage with the eSports community through digital platforms. As the eSports market continues to expand in the EAEU region, we can expect to see a rise in virtual events and digital merchandise options, catering to the preferences of tech-savvy consumers.

Trends in the market:
In the EAEU region, the Merchandise & Ticketing Market within the eSports Market is experiencing a surge in digital ticketing platforms, allowing for easier and faster access to events. Furthermore, there is a growing trend of eSports teams partnering with clothing brands to offer exclusive merchandise to fans. In addition, there has been an increase in the use of blockchain technology to ensure authenticity of merchandise sales and ticketing transactions. These trends demonstrate a shift towards a more streamlined and secure experience for consumers, while also providing new opportunities for revenue generation for industry stakeholders. As the eSports market continues to grow, these trends are likely to become even more prevalent, creating a more efficient and profitable marketplace for all involved.

Local special circumstances:
In the EAEU, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the region's unique cultural and geographical factors. The use of cashless payments is widespread, making it easier for fans to purchase merchandise and tickets online. Additionally, the growing popularity of eSports in the region has led to a rise in demand for in-person events, leading to the emergence of local ticketing platforms. The region's strong gaming culture also drives the demand for unique merchandise, such as collectible items and limited edition products. These factors contribute to the dynamic growth of the Merchandise & Ticketing Market within the eSports Market in the EAEU.

Underlying macroeconomic factors:
The Merchandise & Ticketing Market within the eSports Market in the EAEU is influenced by macroeconomic factors such as technological advancements, regulatory support, and investment in digital infrastructure. Countries with favorable regulatory environments and strong investment in digital technologies are experiencing faster market growth compared to regions with regulatory challenges and limited funding. Additionally, the increasing popularity of eSports and the growing fan base worldwide are driving demand for merchandise and tickets, leading to market growth.

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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