Merchandise & Ticketing - Indonesia

  • Indonesia
  • In Indonesia, revenue in the Merchandise & Ticketing market market is projected to reach US$1.1m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 9.15%, leading to a projected market volume of US$1.7m by 2029.
  • While most revenue is generated China, in Indonesia is also part of this market landscape.
  • In the Merchandise & Ticketing market market withIndonesia, the number of users is anticipated to amount to 596.0k users by 2029.
  • User penetration in Indonesia will be 0.2% in 2024 and is expected to increase to 0.2% by 2029.
  • The average revenue per user (ARPU) in Indonesia is projected to amount to US$2.2.
  • Indonesia is witnessing a surge in eSports merchandise and ticketing sales, reflecting the country's growing enthusiasm for competitive gaming and digital entertainment experiences.

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

 
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Analyst Opinion

The eSports market in Indonesia is seeing mild growth due to factors such as rising interest in digital gaming, increasing use of online ticketing services, and growing awareness of merchandise options. These developments are impacting the market's slow but steady growth rate.

Customer preferences:
With the growing popularity of eSports in Indonesia, there has been a significant increase in the demand for merchandise and tickets. This can be attributed to the rise of a younger audience who are highly engaged in gaming culture. As a result, there has been a shift towards online ticketing and merchandising platforms, allowing for easier and more convenient access for consumers. Additionally, the incorporation of local cultural elements and branding in merchandise has also become a trend, appealing to the unique preferences of the Indonesian market.

Trends in the market:
In Indonesia, the Merchandise & Ticketing Market within the eSports Market is experiencing a surge in demand, driven by the growing popularity of eSports tournaments and events. This trend is expected to continue as the country's gaming industry continues to expand. Additionally, there is a rising trend of using online platforms to purchase merchandise and tickets for eSports events, providing convenience and accessibility for fans. This trend is significant for industry stakeholders as it presents new opportunities for revenue generation and engagement with fans. However, it also poses challenges in terms of managing ticket sales and ensuring the authenticity of merchandise. As the eSports market in Indonesia continues to grow, it is crucial for industry stakeholders to stay updated on these trends and adapt their strategies accordingly to capitalize on the potential opportunities while addressing any potential implications.

Local special circumstances:
In Indonesia, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the country's strong traditional gaming culture and the rise of mobile gaming. Additionally, the government's support for the development of eSports has led to a growing fan base and demand for merchandise and tickets. With a large and diverse population spread across thousands of islands, local partnerships and collaborations are crucial for successful merchandise and ticketing strategies.

Underlying macroeconomic factors:
The Merchandise & Ticketing Market within the eSports Market in Indonesia is heavily influenced by macroeconomic factors such as the country's economic health, government policies, and global economic trends. With Indonesia being one of the fastest-growing economies in Southeast Asia, the market is expected to experience significant growth due to increased consumer spending and a growing middle class. Additionally, the government's initiatives to promote the development of eSports in the country and the rising popularity of video game tournaments are also driving the demand for merchandise and ticketing services. However, factors such as currency fluctuations, inflation, and political instability can also impact the market's performance.

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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