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Merchandise & Ticketing - Pakistan

Pakistan
  • In Pakistan, revenue in the Merchandise & Ticketing market market is projected to reach US$1.1m in 2024.
  • Revenue is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 5.29%, leading to a projected market volume of US$1.4m by 2029.
  • While the projected market volume in Pakistan is significantly lower than that of China, which is expected to generate US$88.8m in 2024, the country is still developing its market.
  • In the Merchandise & Ticketing market sector withPakistan, the number of users is expected to total 112.9k users by 2029.
  • User penetration in this market will be 0.0% in 2024 and is projected to remain at 0.0% by 2029.
  • The average revenue per user (ARPU) in Pakistan is expected to reach US$11.2.
  • The eSports market in Pakistan is witnessing a surge in merchandise and ticketing opportunities, driven by a growing youth demographic and increasing online 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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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 Pakistan is witnessing minimal growth due to factors such as lack of awareness and infrastructure, limited access to technology, and cultural barriers. Despite this, the merchandise and ticketing market within the eSports industry is steadily growing, driven by the increasing popularity of online gaming and tournaments.

    Customer preferences:
    With the rise of eSports in Pakistan, there has been a significant increase in demand for merchandise and tickets related to the industry. This trend is driven by the growing popularity of eSports among the country's youth, who are increasingly engaging in gaming culture. Additionally, the use of social media platforms and online streaming services has made it easier for fans to stay connected and support their favorite players and teams, leading to a surge in merchandise and ticket sales. As access to technology and the internet continues to expand in Pakistan, the online marketplace for eSports merchandise and tickets is expected to grow even further.

    Trends in the market:
    In Pakistan, the eSports market has seen a surge in the demand for merchandise and tickets, with the growing popularity of competitive gaming events. This has led to the emergence of online marketplaces and physical stores dedicated to selling eSports merchandise, such as jerseys, collectibles, and gaming peripherals. Furthermore, ticketing platforms have also gained traction, offering convenient and secure ways for fans to purchase tickets to live eSports tournaments. This trend is expected to continue, as the eSports industry in Pakistan continues to grow and attract a larger audience. As a result, industry stakeholders, such as game publishers, event organizers, and merchandise retailers, are likely to see increased profits and opportunities for partnerships and collaborations. It also presents opportunities for local businesses to enter the market and provide unique products and services to cater to the growing demand. However, as the market becomes more saturated, competition may intensify, leading to a need for innovative marketing strategies and partnerships to stand out in the market.

    Local special circumstances:
    In Pakistan, the Merchandise & Ticketing Market within the eSports Market is influenced by the country's young population and high internet penetration rates. Pakistan's eSports industry has been growing rapidly in recent years, with the government recognizing its potential and providing support through initiatives such as the formation of the Pakistan eSports Federation. Additionally, the country's large youth population and a growing interest in gaming have created a strong demand for merchandise and tickets for eSports events. However, the market is also affected by the country's conservative cultural norms, leading to stricter regulations on content and sponsorships in the eSports industry.

    Underlying macroeconomic factors:
    The Merchandise & Ticketing Market within the eSports Market in Pakistan is heavily influenced by macroeconomic factors such as the country's overall economic health, government policies, and global economic trends. The growth of this market is directly impacted by the country's technological advancements, regulatory environment, and investment in infrastructure. Countries with favorable economic conditions and strong support for the eSports industry are experiencing rapid market growth, while those with regulatory challenges and limited funding are facing slower growth. Additionally, the increasing popularity of eSports among the younger population and the rise of digital media consumption are contributing to the growth of the Merchandise & Ticketing Market in Pakistan.

    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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