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Merchandise & Ticketing - Greece

Greece
  • In Greece, revenue in the Merchandise & Ticketing market market is projected to reach US$77.2k in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 3.71%, resulting in a projected market volume of US$92.6k by 2029.
  • While China generates most revenue, Greece's Merchandise & Ticketing market market is also significant with a projected market volume of US$88.8m in 2024.
  • In Greece, the number of users in the Merchandise & Ticketing market market is expected to amount to 59.2k users by 2029.
  • User penetration will be 0.5% in 2024 and is expected to increase to 0.6% by 2029.
  • The average revenue per user (ARPU) in Greece is expected to amount to US$1.4.
  • Greece's eSports market is witnessing a growing interest in merchandise and ticketing, reflecting the increasing enthusiasm for competitive gaming among its youth.

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 Greece is witnessing minimal growth, influenced by factors such as limited awareness and lack of infrastructure. Despite this, the merchandise and ticketing market within the industry is gaining traction as online sales and events become more popular.

    Customer preferences:
    The eSports industry in Greece has seen a rise in demand for virtual merchandise and ticketing options as the COVID-19 pandemic has limited in-person events. This shift has not only catered to the younger demographic, but also to older generations who are now more familiar with digital platforms. This trend is expected to continue as the convenience of purchasing and accessing virtual merchandise and tickets becomes more attractive to consumers. Additionally, the rise in eSports popularity has also led to an increase in demand for physical merchandise, such as team jerseys and accessories, as fans seek to show their support for their favorite teams and players.

    Trends in the market:
    In Greece, the Merchandise & Ticketing Market within the eSports Market is experiencing a surge in online sales, with more fans purchasing merchandise and tickets through digital platforms. This trend is expected to continue, as the eSports industry continues to grow and attract a larger audience. This shift towards online purchases has significant implications for industry stakeholders, as it allows for greater reach and engagement with fans, and also presents opportunities for targeted marketing and data collection. Additionally, the rise of digital platforms in the Merchandise & Ticketing Market allows for more efficient and streamlined processes, benefiting both fans and businesses.

    Local special circumstances:
    In Greece, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the country's strong enthusiasm for sports and gaming. With a rich history in competitive sports, Greek consumers are highly engaged in the eSports scene, leading to a high demand for merchandise and tickets. Additionally, the country's favorable regulatory environment for online betting and gaming has further propelled the growth of the market. This unique combination of factors sets the Greek market apart from others and continues to drive its growth.

    Underlying macroeconomic factors:
    The Merchandise & Ticketing Market within the eSports Market in Greece is also influenced by macroeconomic factors such as consumer spending, government policies, and overall economic stability. As the Greek economy continues to recover from the financial crisis, consumer confidence and spending power are growing, leading to an increase in demand for entertainment and leisure activities, including eSports events. Additionally, the government's efforts to attract foreign investment and promote economic growth have created a favorable environment for businesses in the country, including those in the eSports market. However, challenges such as high unemployment rates and strict regulations on gambling and gaming may hinder the growth of the market in Greece.

    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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