Merchandise & Ticketing - G7

  • G7
  • In G7 countries, revenue in the Merchandise & Ticketing market market is projected to reach US$104.2m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 9.46%, which would result in a projected market volume of US$163.7m by 2029.
  • In G7 countries, the projected market volume is US$88.8m in 2024, with most revenue being generated China.
  • Within the Merchandise & Ticketing market market in G7 countries, the number of users is anticipated to amount to 10.6m users by 2029.
  • User penetration in G7 countries will be 1.2% in 2024 and is expected to reach 1.4% by 2029.
  • The average revenue per user (ARPU) in G7 countries is expected to amount to US$11.4.
  • In the United States, the Merchandise & Ticketing segment of the eSports market is increasingly leveraging digital platforms to enhance fan engagement and streamline purchasing experiences.

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

 
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Analyst Opinion

The eSports market in G7 nan is experiencing mild growth, driven by factors such as increasing demand for merchandise and tickets, growing awareness of eSports, and the convenience of online purchasing. This growth rate is impacted by the current trend of virtual events and the rise of digital platforms for merchandising and ticketing in the eSports industry.

Customer preferences:
The eSports industry has seen a rise in the demand for exclusive merchandise and ticketing options, with consumers seeking unique and personalized experiences. This trend is influenced by the growing popularity of eSports among younger demographics, who value self-expression and community engagement. Additionally, the increasing adoption of digital platforms for purchasing and accessing merchandise and tickets has provided convenience and accessibility for fans. Brands are also leveraging this trend by creating limited edition merchandise and offering VIP experiences for events, catering to the desire for exclusivity and collectibility.

Trends in the market:
In the eSports Merchandise & Ticketing Market, there is a growing trend of incorporating virtual and augmented reality experiences to enhance the fan experience. This trend is expected to continue in the coming years, as technology advancements allow for more immersive and interactive experiences. Additionally, the shift towards online sales and digital ticketing is gaining momentum, providing convenience for both fans and event organizers. This trend also presents opportunities for merchandising companies to expand their reach and offer a wider variety of products. As the eSports industry continues to grow, these trends will play a crucial role in shaping the future of merchandise and ticketing.

Local special circumstances:
In South Korea, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the country's strong gaming culture and its status as the birthplace of eSports. The popularity of eSports events and tournaments has led to a thriving market for merchandise and tickets, with fans willing to spend large sums of money on exclusive items and experiences. Additionally, the country's advanced technological infrastructure and high internet penetration rates have created a conducive environment for the growth of online ticketing and merchandising platforms.

Underlying macroeconomic factors:
The Merchandise & Ticketing Market within the eSports Market is heavily impacted by macroeconomic factors such as consumer spending, disposable income, and economic stability. Countries with strong economies and high levels of disposable income tend to have a larger market for merchandise and tickets, as consumers are more likely to spend on non-essential items. Additionally, countries with favorable fiscal policies, such as tax incentives for businesses in the eSports industry, can also contribute to market growth. On the other hand, countries with economic instability and low consumer spending may see slower growth in this market.

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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