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Merchandise & Ticketing - Nordics

Nordics
  • In the Nordics, revenue in the Merchandise & Ticketing market market is projected to reach US$6.5m in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 8.71%, leading to a projected market volume of US$9.8m by 2029.
  • While the Nordics are a notable market, most revenue in the Merchandise & Ticketing market sector is generated China, with a projected market volume of US$88.8m in 2024.
  • In this market, the number of users in the Nordics is anticipated to reach 353.2k users by 2029.
  • User penetration is forecasted to be 1.2% in 2024 and is expected to rise to 1.2% by 2029.
  • The average revenue per user (ARPU) in the Nordics is expected to be US$20.3.
  • In the Nordics, the eSports merchandise and ticketing market is witnessing a surge in consumer engagement, driven by the region's robust gaming culture and community events.

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 Nordics nan is seeing mild growth, influenced by factors such as the increasing popularity of digital platforms, rising interest and awareness in eSports among consumers, and the convenience of online merchandise and ticketing services.

    Customer preferences:
    With the rapid growth of the eSports market in the Nordics, there has also been a significant increase in demand for merchandise and tickets among fans. This trend has been driven by the rise of social media and online streaming platforms, which has allowed for easier access to merchandise and tickets. Additionally, the younger demographic of eSports viewers has led to a shift towards more digital and mobile-friendly purchasing options. As a result, companies are now investing in online merchandise stores and implementing mobile ticketing systems to cater to the changing preferences of consumers.

    Trends in the market:
    In the Nordics, the eSports Merchandise & Ticketing market is experiencing a surge in online sales, as consumers increasingly turn to digital platforms for purchasing merchandise and tickets. This trend is driven by the rising popularity of eSports events and the convenience of online shopping. Additionally, there is a growing trend towards offering exclusive merchandise and limited edition tickets, further driving online sales. This trajectory is expected to continue, with potential implications for industry stakeholders such as increased competition and the need for innovative online marketing strategies.

    Local special circumstances:
    In the Nordics, the eSports Merchandise & Ticketing Market is heavily influenced by the region's high internet penetration rates and tech-savvy population. This has led to the popularity of online ticketing platforms and digital merchandise stores. Additionally, the region's strong gaming culture and support from local governments have created a thriving market for eSports events and merchandise. In countries like Sweden, where eSports is recognized as an official sport, there is a strong demand for authentic merchandise and official event tickets.

    Underlying macroeconomic factors:
    The Merchandise & Ticketing Market within the eSports Market in Nordic countries is heavily influenced by macroeconomic factors such as consumer spending, economic stability, and government policies. The growing popularity of eSports globally has led to increased investments in the industry, resulting in the development of modern arenas and merchandise offerings. Countries with strong economic growth and favorable business environments, such as Sweden and Denmark, are experiencing a surge in demand for eSports merchandise and ticketing. Additionally, the rise of digital payment methods and the increasing purchasing power of consumers in the region are also contributing to the growth of the market.

    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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