Merchandise & Ticketing - EU-27

  • EU-27
  • Revenue in the Merchandise & Ticketing market market in the EU-27 is projected to reach US$58.0m in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 9.00%, leading to a projected market volume of US$89.2m by 2029.
  • While most revenue is generated China, the projected market volume in the EU-27 is expected to be US$88.8m in 2024.
  • In this market, the number of users in the EU-27 is anticipated to reach 4.3m users by 2029.
  • User penetration is forecasted to be 0.9% in 2024, increasing to 1.0% by 2029.
  • The average revenue per user (ARPU) in the EU-27 is expected to be US$15.3.
  • In the EU-27, merchandise and ticketing in the eSports market are increasingly driven by a surge in fan engagement and localized events.

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

 
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Analyst Opinion

The eSports market in EU-27 is seeing mild growth, influenced by factors such as the rising popularity of digital merchandise and ticketing, increasing awareness among consumers, and the convenience of online services.

Customer preferences:
As the popularity of eSports continues to grow in the EU-27, so does the demand for merchandise and tickets. With the rise of online shopping and digital platforms, consumers are increasingly looking for convenient ways to purchase tickets and merchandise related to their favorite teams and events. This has led to a shift towards online ticket sales and an increase in the availability of virtual merchandise, catering to the evolving lifestyle of tech-savvy consumers. Additionally, the rise of social media and influencer marketing has also played a role in driving consumer preferences for unique and limited edition merchandise, highlighting the influence of cultural nuances and demographic shifts in the eSports market.

Trends in the market:
In the EU-27, the Merchandise & Ticketing Market within the eSports Market is experiencing a surge in online ticket sales, as more events are being held virtually due to the pandemic. Additionally, there is a growing trend of offering limited edition merchandise and collectibles, creating a sense of exclusivity and driving sales. This shift towards digital transactions is significant for industry stakeholders, as it allows for greater reach and profitability. However, it also poses challenges for traditional ticketing and merchandise vendors. As the trend towards virtual events and online sales continues, industry players will need to adapt and innovate to stay competitive.

Local special circumstances:
In the EU-27 region, the Merchandise & Ticketing Market within the eSports Market is influenced by the strong presence of traditional sports and fan culture. This has led to a demand for high-quality merchandise and exclusive ticketing options. Additionally, the region's strict data privacy laws have shaped the market's digital infrastructure and consumer trust. In contrast, in the US, the market is driven by the country's tech-savvy population, resulting in a high adoption of digital ticketing solutions and virtual merchandise sales.

Underlying macroeconomic factors:
The Merchandise & Ticketing Market within the eSports Market in the EU-27 is greatly impacted by macroeconomic factors such as consumer spending, economic growth, and government policies. The overall economic health of the region, along with global economic trends, plays a significant role in determining the demand for merchandise and tickets in the eSports market. Countries with strong economic growth and favorable fiscal policies are likely to see a higher demand for merchandise and tickets as consumers have more disposable income to spend on non-essential items such as eSports merchandise and tickets. Additionally, government support and investment in the eSports industry can also drive market growth by creating a favorable environment for businesses to operate and attract more consumers. However, economic downturns and restrictive government policies can hinder market growth by reducing consumer spending and limiting investment opportunities.

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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