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Merchandise & Ticketing - Mexico

Mexico
  • In Mexico, revenue in the Merchandise & Ticketing market market is projected to reach US$513.5k in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 4.84%, resulting in a projected market volume of US$650.4k by 2029.
  • While a projected market volume of US$88.8m in 2024 indicates that most revenue is generated China, the dynamics of the Merchandise & Ticketing market market in Mexico are also noteworthy.
  • In this market, the number of users in Mexico is expected to amount to 413.6k users by 2029.
  • User penetration in Mexico will be 0.3% in 2024 and is expected to hit 0.3% by 2029.
  • The average revenue per user (ARPU) in Mexico is expected to amount to US$1.4.
  • Mexico's eSports merchandise and ticketing market is witnessing a surge in interest, driven by the growing youth demographic and increased digital engagement.

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

    In Mexico, the eSports Merchandise & Ticketing market is growing at a minimal rate due to factors like limited awareness, low digital adoption, and lack of convenience in online services. This has hindered the overall growth of the market, keeping it at a stagnant pace.

    Customer preferences:
    As the eSports market continues to grow in Mexico, there is a noticeable increase in demand for merchandise and tickets. This is driven by the rise of gaming culture and the desire for fans to show their support for their favorite teams and players. With the younger generation being the primary audience for eSports, there is a strong preference for digital purchases and online ticketing options. Additionally, as the popularity of eSports events continues to rise, there is a trend towards larger and more elaborate merchandise offerings, catering to the diverse interests of fans.

    Trends in the market:
    In Mexico, the eSports market is experiencing a surge in demand for merchandise and tickets, with fans eager to show their support for their favorite teams and players. This trend is expected to continue in the coming years, as the popularity of eSports grows and more live events are organized. This presents opportunities for industry stakeholders to capitalize on this trend by expanding their merchandise offerings and creating engaging live events. Furthermore, with the rise of online streaming platforms, there is potential for virtual ticketing and merchandise sales, expanding the reach of the market beyond physical events. This shift towards digitalization in the Merchandise & Ticketing Market within the eSports Market market has the potential to revolutionize the industry and provide new revenue streams for stakeholders.

    Local special circumstances:
    In Mexico, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the country's strong passion for traditional sports, such as soccer and boxing. This has led to a unique blend of sports culture and gaming culture, with many eSports events incorporating elements of traditional sports. Additionally, Mexico's close proximity to the United States has allowed for easy access to popular international eSports events, further fueling the growth of the market. However, regulatory challenges, such as the classification of eSports as gambling in some regions, continue to impact the market's development.

    Underlying macroeconomic factors:
    The Merchandise & Ticketing Market within the eSports Market in Mexico is affected by macroeconomic factors such as the country's economic stability, government policies, and consumer spending patterns. The overall economic health of Mexico, as well as its fiscal policies and investment in infrastructure, can have a significant impact on the market's performance. Moreover, global trends in the eSports industry, such as the growth of online gaming and the increasing popularity of competitive gaming events, also play a role in shaping the market in Mexico. Additionally, the expanding middle class and rising disposable incomes in Mexico are driving the demand for merchandise and tickets in the eSports market, making it a lucrative market for companies involved in this sector.

    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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