Merchandise & Ticketing - GCC

  • GCC
  • In the GCC, revenue in the Merchandise & Ticketing market market is projected to reach US$1.8m in 2024.
  • This revenue is anticipated to display an annual growth rate (CAGR 2024-2029) of 7.51%, leading to a projected market volume of US$2.6m by 2029.
  • Although the GCC market is growing, it is important to note that the majority of revenue in the Merchandise & Ticketing market sector is generated China, with a projected market volume of US$88.8m in 2024.
  • By 2029, the number of users in the Merchandise & Ticketing market market in the GCC is expected to amount to 207.4k users.
  • User penetration in the GCC will be 0.4% in 2024 and is forecasted to increase to 0.4% by 2029.
  • Additionally, the average revenue per user (ARPU) in the GCC is expected to amount to US$10.1.
  • The GCC region is increasingly embracing eSports merchandise and ticketing, reflecting a growing youth culture and investment in digital entertainment.

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

 
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Analyst Opinion

The eSports market in GCC is witnessing a gradual growth due to factors such as increasing popularity of digital platforms, rising awareness about eSports, and the convenience of online ticketing for events. However, subdued growth rates are impacted by limited infrastructure and lower purchasing power of the region.

Customer preferences:
Consumers in the Merchandise & Ticketing Market within the eSports Market are increasingly looking for personalized and immersive experiences. This has led to a rise in demand for virtual reality and augmented reality merchandise and ticketing options. Additionally, advancements in technology have made it easier for fans to purchase and access merchandise and tickets online, reducing the need for physical stores and traditional ticketing methods. This shift towards digital purchasing and consumption is driven by the desire for convenience and the growing popularity of eSports among younger demographics who are more tech-savvy.

Trends in the market:
In the GCC region, the eSports market is experiencing a surge in demand for merchandise and tickets, driven by the growing popularity of eSports events and teams. This trend is expected to continue, as more companies enter the market to capitalize on the growing fan base. For example, major sports brands like Nike and Adidas have started sponsoring eSports teams, while online platforms like Twitch are offering virtual tickets to live events. This trend not only presents new revenue opportunities for industry stakeholders, but also highlights the increasing mainstream recognition of eSports as a legitimate form of entertainment.

Local special circumstances:
In GCC countries, the eSports Merchandise & Ticketing Market is shaped by the region's strong focus on luxury and entertainment. The affluent population and the growing popularity of eSports have led to the development of high-end merchandise and exclusive event experiences. Additionally, the strict regulations on traditional forms of entertainment have also contributed to the rise of eSports in the region, as it offers a new and innovative form of entertainment for the younger population. These factors have created a unique market with a strong emphasis on luxury and exclusivity.

Underlying macroeconomic factors:
The Merchandise & Ticketing Market within the eSports Market is significantly impacted by macroeconomic factors such as global economic trends, national economic health, fiscal policies, and other relevant financial indicators. Countries with strong economic growth and stable fiscal policies are expected to experience higher demand for merchandise and tickets in the eSports market. This can be attributed to the high disposable income and consumer spending power in these countries, leading to a larger fanbase and higher demand for merchandise and tickets. Additionally, countries with favorable regulatory environments and efficient distribution channels are likely to see faster market growth compared to regions with regulatory challenges and limited infrastructure. These factors are further amplified by the increasing popularity of eSports globally, leading to a higher demand for merchandise and tickets.

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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