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Merchandise & Ticketing - Lithuania

Lithuania
  • In Lithuania, revenue in the Merchandise & Ticketing market market is projected to reach US$66.2k in 2024.
  • Revenue in this market is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 8.09%, leading to a projected market volume of US$97.8k by 2029.
  • Although most revenue is generated China, Lithuania's market volume is projected to be US$88.8m in 2024.
  • In the Merchandise & Ticketing market market, the number of users in Lithuania is anticipated to amount to 21.0k users by 2029.
  • User penetration in Lithuania will be 0.7% in 2024 and is expected to increase to 0.8% by 2029.
  • The average revenue per user (ARPU) in Lithuania is expected to amount to US$3.4.
  • In Lithuania, the eSports merchandise and ticketing market is experiencing a surge in popularity, driven by a growing youth demographic and increased tournament attendance.

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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Esports: market data & analysis

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 Lithuania is seeing a steady growth rate, impacted by factors like limited access to high-speed internet and low public awareness. Despite this, the market is expected to continue its upward trend due to the growing popularity of eSports events and merchandise.

    Customer preferences:
    As the popularity of eSports continues to rise in Lithuania, there has been a noticeable shift in consumer preferences towards purchasing merchandise and tickets online. This trend is fueled by the convenience and accessibility of digital platforms, allowing fans to connect with their favorite teams and events from the comfort of their own homes. Additionally, the younger demographic of eSports enthusiasts, who are more tech-savvy and digitally connected, are driving this trend. This has led to an increase in the development and availability of online ticketing and merchandise platforms, catering specifically to the eSports market. As the demand for virtual experiences and online purchases grows, we can expect to see further innovations in the Merchandise & Ticketing Market within the eSports Market, catering to the evolving lifestyle and preferences of modern consumers.

    Trends in the market:
    In Lithuania, the eSports market is experiencing a surge in merchandise and ticketing sales, with a growing number of events and tournaments being held. This trend is largely driven by the increasing popularity of eSports among young adults and the rise of professional teams and players. As a result, industry stakeholders are investing in expanding their merchandise offerings and partnering with major events to sell tickets. This trajectory is expected to continue in the coming years, with potential implications including increased revenue and fan engagement for both organizers and teams. Additionally, the use of virtual and augmented reality technologies in merchandise and ticket sales could also enhance the overall fan experience and drive further growth in this market.

    Local special circumstances:
    In Lithuania, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the country's strong gaming culture and tech-savvy population. The relatively small market size, coupled with the high demand for eSports events and merchandise, creates a unique environment for local businesses to thrive. Additionally, Lithuania's favorable regulatory environment and low production costs make it an attractive destination for international eSports companies looking to expand into Europe. These factors contribute to the rapid growth of the Merchandise & Ticketing Market within the eSports Market in Lithuania.

    Underlying macroeconomic factors:
    The Merchandise & Ticketing Market within the eSports Market in Lithuania is heavily influenced by macroeconomic factors such as the overall health of the national economy, global economic trends, and government fiscal policies. Countries with stable economic growth and favorable investment opportunities are likely to experience a higher demand for eSports merchandise and tickets. Additionally, factors such as consumer purchasing power and disposable income also play a role in the performance of this market, as they affect the willingness and ability of consumers to spend on non-essential goods such as eSports merchandise and tickets. The growing popularity of eSports globally and the increasing number of tournaments and events are also contributing to the growth of the Merchandise & Ticketing Market in Lithuania, as it presents a lucrative opportunity for both local and international investors.

    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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