Merchandise & Ticketing - Egypt

  • Egypt
  • In Egypt, revenue in the Merchandise & Ticketing market market is projected to reach US$147.4k in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.68%, resulting in a projected market volume of US$203.7k by 2029.
  • While most revenue in the global Merchandise & Ticketing market market is generated China, the market in Egypt is also expected to grow significantly.
  • In the Merchandise & Ticketing market market withEgypt, the number of users is anticipated to amount to 144.5k users by 2029.
  • User penetration in Egypt will be 0.1% in 2024 and is expected to hit 0.1% by 2029.
  • Additionally, the average revenue per user (ARPU) in Egypt is expected to amount to US$1.2.
  • Egypt's burgeoning eSports scene is driving a surge in merchandise and ticketing sales, reflecting a growing passion for competitive gaming among local youth.

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

 
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Analyst Opinion

The eSports market in Egypt is experiencing subdued growth, influenced by factors such as limited audience awareness and low investment in the industry. Despite this, the market is still expected to see moderate growth due to the increasing popularity of online gaming and rising interest in competitive gaming events.

Customer preferences:
The Merchandise & Ticketing Market within the eSports Market in Egypt has seen an increase in demand for virtual merchandise and ticketing options, as consumers increasingly prioritize convenience and safety. This trend is driven by the growing popularity of online gaming and the need for contactless transactions amidst the COVID-19 pandemic. Additionally, the rise of digital payment methods and the availability of localized merchandise and ticketing options catered to the Egyptian market have also contributed to this shift.

Trends in the market:
In Egypt, the eSports market is experiencing a surge in the demand for merchandise and ticketing, with an increasing number of events and tournaments being organized. This trend is expected to continue as the popularity of eSports grows in the country. This presents a significant opportunity for industry stakeholders, such as event organizers, sponsors, and merchandise vendors, to capitalize on this trend and generate revenue. It also highlights the need for innovative ticketing and merchandise strategies to attract and retain fans in this highly competitive market. With the rise of online platforms and social media, there is a growing trend of selling merchandise and tickets online, providing convenience and accessibility for fans. This shift towards digital channels also opens up new opportunities for targeted marketing and data collection, allowing stakeholders to better understand their audience and tailor their offerings accordingly. However, it also poses challenges such as counterfeit merchandise and ticket scams, which industry players must address to maintain the trust and satisfaction of their customers. Overall, the trajectory of merchandise and ticketing trends in the eSports market in Egypt is on an upward trajectory, with significant implications for industry stakeholders in terms of revenue generation, customer engagement, and innovation.

Local special circumstances:
In Egypt, the Merchandise & Ticketing Market within the eSports Market is influenced by the country's large youth population and their high levels of internet and social media usage. Additionally, the government's efforts to promote the digital economy have led to an increase in online transactions and the acceptance of digital payments. These factors have contributed to the growth of the market, as well as the popularity of eSports events and merchandise among young Egyptians. Furthermore, cultural factors such as the strong interest in competitive gaming and the presence of local eSports teams have also played a role in shaping the market in Egypt.

Underlying macroeconomic factors:
The Merchandise & Ticketing Market within the eSports Market in Egypt is heavily influenced by macroeconomic factors such as the overall economic stability of the country, government policies towards the gaming industry, and the purchasing power of consumers. Egypt's growing economy, coupled with government support for the development of the eSports industry, has led to a significant increase in demand for merchandise and tickets. However, fluctuations in the national currency and political instability can negatively impact market growth. Additionally, as the eSports market continues to expand globally, competition among countries to attract major tournaments and events may also play a role in shaping the merchandise and ticketing market in Egypt.

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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