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Merchandise & Ticketing - NAFTA

NAFTA
  • In NAFTA, revenue in the Merchandise & Ticketing market market is projected to reach US$48.6m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 10.03%, resulting in a projected market volume of US$78.3m by 2029.
  • While a projected market volume of US$88.8m in 2024 indicates that most revenue is generated China, the focus remains on the NAFTA region.
  • In the Merchandise & Ticketing market market within NAFTA, the number of users is expected to amount to 7.6m users by 2029.
  • User penetration will be 1.3% in 2024 and is anticipated to rise to 1.4% by 2029.
  • The average revenue per user (ARPU) in NAFTA is expected to amount to US$7.5.
  • In the United States, the Merchandise & Ticketing segment of the eSports market is increasingly leveraging digital platforms to enhance fan engagement and streamline sales.

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 NAFTA nan is experiencing average growth, driven by factors such as increasing adoption of digital technologies, growing popularity of eSports among consumers, and the convenience of online merchandise and ticketing services. This market's growth rate is impacted by the rising demand for virtual events and the shift towards online gaming due to the COVID-19 pandemic.

    Customer preferences:
    With the growing popularity of eSports, the Merchandise & Ticketing Market has seen a rise in demand for exclusive, limited edition merchandise and tickets. This trend is driven by the desire for unique and collectible items, as well as the need to secure a spot at highly anticipated events. Additionally, there has been a shift towards online ticketing and merchandise purchasing, as consumers seek convenience and accessibility. This shift is also driven by the increasing global reach of eSports, making it easier for fans to purchase merchandise and tickets regardless of their location.

    Trends in the market:
    In the eSports market, there has been a significant increase in the demand for merchandise and ticketing, particularly in North America, Mexico, and Canada. This has been driven by the growing number of eSports events, which have seen a steady rise in attendance and viewership. Additionally, there has been a shift towards online sales of merchandise and tickets, with many companies utilizing digital platforms to reach a wider audience. This trend is expected to continue as the eSports industry continues to grow and attract more mainstream attention. This presents opportunities for industry stakeholders to tap into the growing market and reach a wider consumer base. However, there may also be challenges in terms of managing supply and demand, as well as ensuring the authenticity of merchandise and tickets sold online.

    Local special circumstances:
    In the NAFTA region, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the widespread popularity of professional sports leagues and events. In the US, the market is driven by the high demand for official team merchandise and tickets, fueled by the country's strong sports culture. In Canada, the market is shaped by the bilingual nature of the country, with a strong demand for merchandise and tickets from both English and French-speaking fans. In Mexico, the market is influenced by the country's growing middle class and their increasing purchasing power, leading to a rise in demand for high-quality eSports merchandise and tickets.

    Underlying macroeconomic factors:
    The Merchandise & Ticketing Market within the eSports Market is heavily influenced by macroeconomic factors such as global economic trends, national economic health, and fiscal policies. Countries with strong economies and favorable regulatory environments are experiencing higher growth in this market compared to regions with economic challenges and limited regulatory support. Additionally, the increasing popularity of eSports and the growing fan base are driving the demand for merchandise and tickets, resulting in a thriving market. Moreover, investments in digital technologies and infrastructure are also contributing to the growth of this market, as they enable easier access and better online purchasing options for fans.

    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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