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Merchandise & Ticketing - MENA

MENA
  • In MENA, revenue in the Merchandise & Ticketing market market is projected to reach US$2.6m in 2024.
  • Revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.75%, leading to a projected market volume of US$3.5m by 2029.
  • Although most revenue is generated China, MENA's market is also significant.
  • In the Merchandise & Ticketing market market within MENA, the number of users is expected to total 863.7k users by 2029.
  • User penetration in MENA will be 0.3% in 2024 and is expected to rise to 0.3% by 2029.
  • The average revenue per user (ARPU) in MENA is projected to reach US$3.3.
  • In the MENA region, particularly in Saudi Arabia, the Merchandise & Ticketing segment of the eSports market is experiencing robust growth driven by increasing youth engagement and government support for digital entertainment.

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 Merchandise & Ticketing market in the eSports market in MENA is experiencing subdued growth, due to factors such as limited consumer awareness and lack of infrastructure. However, with the increasing popularity of eSports and growing investments, the market is expected to witness significant growth in the near future. This can be attributed to the convenience and accessibility of online ticketing and merchandise purchasing for the rapidly expanding eSports audience.

    Customer preferences:
    As the eSports market continues to grow in MENA, we are seeing a rise in demand for exclusive merchandise and event tickets. This trend is driven by the desire for fans to feel more connected to their favorite teams and players, as well as the increasing popularity of live events. Additionally, with the rise of social media and influencer culture, consumers are also seeking limited edition merchandise and VIP experiences, further driving the growth of the Merchandise & Ticketing Market within the eSports Market in the region.

    Trends in the market:
    In the MENA region, the Merchandise & Ticketing Market within the eSports Market is experiencing a surge in online sales and digital ticketing, with a significant increase in the use of virtual events and eSports tournaments amid the COVID-19 pandemic. This trend is expected to continue, as it offers convenience and safety for both consumers and industry players. Additionally, there is a growing interest in collectible merchandise and limited edition ticket packages, creating a unique fan experience. This presents an opportunity for industry stakeholders to tap into the growing demand for virtual and digital experiences, while also diversifying their revenue streams.

    Local special circumstances:
    In the MENA region, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the region's young and tech-savvy population. With a high percentage of internet and mobile phone penetration, the market has seen a surge in online ticket sales and merchandise purchases. In addition, the cultural importance of traditional sports and competitive gaming has also contributed to the popularity of eSports in this region. However, with varying regulations and restrictions on gaming in different countries, the market dynamics can differ significantly between countries in the MENA region.

    Underlying macroeconomic factors:
    The Merchandise & Ticketing Market within the eSports Market market in MENA is heavily influenced by macroeconomic factors, such as the overall economic health of the region and global economic trends. Countries with stable economies and favorable fiscal policies are experiencing faster market growth compared to those with economic challenges. Additionally, government support and investments in the eSports industry, along with the increasing popularity of eSports among the younger population, are driving the demand for merchandise and tickets. As the region continues to develop economically and technologically, the Merchandise & Ticketing Market within the eSports Market is expected to witness substantial growth in the coming years.

    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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