Merchandise & Ticketing - Morocco

  • Morocco
  • In Morocco, revenue in the Merchandise & Ticketing market market is projected to reach US$50.0k in 2024.
  • Revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 4.65%, which would result in a projected market volume of US$62.8k by 2029.
  • While most revenue is generated China, the dynamics of the Merchandise & Ticketing market market in Morocco are noteworthy.
  • In this market, the number of users in Morocco is expected to amount to 97.8k users by 2029.
  • User penetration in Morocco will be 0.2% in 2024 and is predicted to increase to 0.2% by 2029.
  • The average revenue per user (ARPU) in the Merchandise & Ticketing market market in Morocco is expected to amount to US$0.6.
  • In Morocco, the burgeoning eSports scene is fostering a unique merchandise and ticketing market, reflecting a growing youth engagement and digital culture.

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

 
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Analyst Opinion

The eSports market in Morocco is experiencing minimal growth due to various factors such as limited access to technology, lack of awareness among consumers, and the preference for traditional sports. The merchandise and ticketing segment is particularly impacted by the low adoption of digital platforms and the limited availability of eSports events in the country. However, with the increasing popularity of eSports globally, there is potential for this market to grow in the future.

Customer preferences:
As the popularity of eSports continues to rise in Morocco, there has been a significant increase in demand for merchandise and tickets among fans. This trend is driven by the younger demographic, who are more likely to spend money on their favorite teams and players. Additionally, with the rise of social media and online streaming platforms, there is a growing market for limited edition merchandise and virtual tickets, creating new opportunities for revenue generation within the eSports market. As digital consumption becomes more prevalent, traditional physical merchandise and ticket sales are also being complemented by online sales and subscriptions, catering to the changing preferences of consumers.

Trends in the market:
In Morocco, the eSports market is experiencing a surge in demand for merchandise and ticketing services. This trend is driven by the increasing popularity of eSports events and tournaments in the country, as well as the growing number of fans and players. The trajectory of this trend is expected to continue upwards, with more companies and brands investing in the market. This trend is significant for industry stakeholders as it presents new opportunities for revenue and growth. It also emphasizes the need for innovative and engaging merchandise and ticketing strategies to cater to the evolving needs of eSports fans. Moreover, this trend has the potential to boost the overall growth and development of the eSports market in Morocco.

Local special circumstances:
In Morocco, the Merchandise & Ticketing Market within the eSports Market is influenced by the country's growing youth population and their strong interest in gaming. With a high internet penetration rate and a thriving gaming community, the demand for merchandise and tickets in the eSports market is on the rise. Additionally, the country's unique cultural and geographical location, as a gateway between Europe and Africa, creates opportunities for cross-cultural collaborations and events, further driving the growth of the merchandise and ticketing market in Morocco.

Underlying macroeconomic factors:
The Merchandise & Ticketing Market within the eSports Market market in Morocco is influenced by various macroeconomic factors. These include the country's economic growth, government policies, and global economic trends. Countries with strong economic growth and favorable policies, such as investment in digital technologies, are experiencing faster market growth. Additionally, the increasing popularity of eSports and the growing young population in Morocco are driving the demand for merchandise and ticketing solutions. Moreover, the government's support for the development of the digital economy is expected to further boost the market in the coming years.

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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