Merchandise & Ticketing - Israel

  • Israel
  • In Israel, revenue in the Merchandise & Ticketing market market is projected to reach US$141.6k in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 4.03%, resulting in a projected market volume of US$172.5k by 2029.
  • Although most revenue in the global Merchandise & Ticketing market market is generated China, it is important to note the dynamics withIsrael.
  • In the Merchandise & Ticketing market market, the number of users in Israel is expected to amount to 75.8k users by 2029.
  • User penetration will be 0.8% in 2024 and is expected to hit 0.8% by 2029.
  • The average revenue per user (ARPU) in Israel is expected to amount to US$2.0.
  • In Israel, the eSports merchandise and ticketing market is witnessing a surge in demand, reflecting the country's growing gaming culture and community engagement.

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

 
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Analyst Opinion

The eSports market in Israel is witnessing minimal growth due to factors like lack of infrastructure, limited audience reach, and low awareness. Despite these challenges, the market is expected to experience steady growth in the coming years with increasing investments and government initiatives promoting the industry.

Customer preferences:
With the rise of online gaming and eSports tournaments, there has been a growing interest in merchandise and ticketing within the industry. This has led to a shift in consumer preferences towards unique and exclusive merchandise, such as limited edition collectibles and virtual items. Additionally, there has been a rise in demand for virtual tickets to live streaming events, as well as in-person tickets to offline tournaments. This trend is driven by the desire for a more immersive and interactive experience, as well as the increasing popularity of eSports among younger demographics.

Trends in the market:
In Israel, the Merchandise & Ticketing Market within the eSports Market is experiencing a surge in online sales and virtual events. This trend is driven by the COVID-19 pandemic, which has accelerated the adoption of digital platforms for purchasing merchandise and accessing live games. As a result, industry stakeholders are investing in developing innovative online shopping and ticketing experiences to meet the growing demand. This trend is expected to continue post-pandemic, shaping the future of the market and presenting new opportunities for revenue growth. Additionally, the rise of e-sports betting is also contributing to the growth of the Merchandise & Ticketing Market, as fans are increasingly looking for ways to engage with their favorite teams and players beyond traditional ticket sales. As the eSports market continues to expand, the Merchandise & Ticketing Market is likely to witness further evolution and innovation, making it a crucial aspect for industry stakeholders to keep up with.

Local special circumstances:
In Israel, the eSports Merchandise & Ticketing Market is heavily influenced by the country's thriving tech industry and strong entrepreneurial culture. This has led to the development of innovative and cutting-edge ticketing platforms and merchandise delivery systems. Additionally, the country's small size and dense population make it an ideal market for live eSports events, creating a high demand for tickets and merchandise. Furthermore, Israel's unique regulatory environment, which is supportive of the tech industry, has also played a role in the growth of the eSports Merchandise & Ticketing Market.

Underlying macroeconomic factors:
In Israel, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by macroeconomic factors such as consumer spending, technological advancements, and government policies. With a strong economy and high levels of technological innovation, Israel offers a favorable environment for the growth of the eSports market. Additionally, government support and investments in the country's digital infrastructure contribute to the increasing demand for eSports merchandise and tickets. However, fluctuations in global economic conditions and changes in consumer behavior can also impact market performance. As such, it is important for companies operating in this market to closely monitor macroeconomic indicators and adapt their strategies accordingly.

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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