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Merchandise & Ticketing - Finland

Finland
  • In Finland, revenue in the Merchandise & Ticketing market market is projected to reach US$211.5k in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 4.50%, leading to a projected market volume of US$263.6k by 2029.
  • The majority of revenue in the Merchandise & Ticketing market market is generated China, with a projected market volume of US$88.8m in 2024.
  • The number of users in the Merchandise & Ticketing market market in Finland is expected to total 61.4k users by 2029.
  • User penetration will be 1.0% in 2024 and is anticipated to reach 1.1% by 2029.
  • The average revenue per user (ARPU) in Finland is anticipated to amount to US$3.8.
  • In Finland, the eSports merchandise and ticketing market is experiencing a surge in popularity, reflecting the nation's growing enthusiasm for competitive gaming culture.

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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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 Finland is seeing minimal growth due to factors such as lack of awareness among consumers and limited availability of merchandise and tickets. Despite this, the market is expected to grow in the coming years with the increasing popularity of eSports in the region.

    Customer preferences:
    As the eSports market continues to grow in Finland, there has been a noticeable increase in demand for merchandise and ticketing options. This trend can be attributed to the rising popularity of eSports among younger demographics, who are highly engaged in online gaming and streaming platforms. Additionally, with the COVID-19 pandemic limiting in-person events, there has been a shift towards online ticketing and merchandise sales, providing a convenient and safe way for fans to support their favorite teams and players. This trend is likely to continue as the eSports market evolves and adapts to changing consumer preferences and lifestyle factors.

    Trends in the market:
    In Finland, there is a growing trend in the eSports market towards offering merchandise and ticketing services to fans. This trend has been driven by the increasing demand for eSports events and the desire for fans to show their support for their favorite teams and players. As a result, there has been a rise in the availability of official team merchandise and online ticketing platforms. This trend is expected to continue, with more partnerships between eSports organizations and merchandise companies being formed. This presents a significant opportunity for industry stakeholders, as it allows them to tap into the growing fan base and generate additional revenue streams. However, it also presents a challenge in terms of managing the logistics and distribution of merchandise, as well as ensuring the security and authenticity of tickets. As the eSports market continues to grow, the success of merchandise and ticketing strategies will play a crucial role in the overall sustainability of the industry.

    Local special circumstances:
    In Finland, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the country's technology-savvy culture and high internet penetration rate. This has led to the popularity of online merchandise and ticket sales, with many local e-commerce platforms catering specifically to the eSports market. Additionally, Finland's strict regulations on gambling have limited the growth of eSports betting, creating a unique market dynamic compared to other countries.

    Underlying macroeconomic factors:
    The Merchandise & Ticketing Market within the eSports Market in Finland is influenced by macroeconomic factors such as overall economic stability, consumer purchasing power, and government policies. As eSports continues to gain global recognition and popularity, it is expected that the market for related merchandise and ticketing will also grow. However, the success of this market is highly dependent on the overall economic health of the country and its ability to attract and retain investment. Additionally, government support and initiatives to promote eSports and its related industries can greatly impact the growth of the Merchandise & Ticketing Market within the eSports Market in Finland.

    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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