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Merchandise & Ticketing - Peru

Peru
  • In Peru, revenue in the Merchandise & Ticketing market market is projected to reach US$126.6k in 2024.
  • Revenue is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 4.74%, leading to a projected market volume of US$159.5k by 2029.
  • Although the most revenue is generated China, Peru's market is also developing, with a projected market volume of US$88.8m in 2024.
  • In the Merchandise & Ticketing market market withPeru, the number of users is expected to amount to 60.2k users by 2029.
  • User penetration in Peru will be 0.2% in 2024 and is expected to rise to 0.2% by 2029.
  • Additionally, the average revenue per user (ARPU) in Peru is projected to reach US$2.4.
  • Peru's burgeoning eSports scene is increasingly driving demand for branded merchandise and event ticketing, reflecting a growing cultural acceptance and enthusiasm for competitive gaming.

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

    Peru's eSports merchandise and ticketing market has seen minimal growth due to factors such as lower consumer awareness and limited online services. However, with the increasing popularity of eSports in the country, this market is expected to experience steady growth in the coming years.

    Customer preferences:
    With the rise of eSports in Peru, the Merchandise & Ticketing Market has also seen significant growth. In particular, there has been a noticeable shift towards online purchases of merchandise and tickets, as well as a demand for exclusive and limited edition items. This can be attributed to the increasing influence of social media in the country, as well as the growing popularity of eSports among younger demographics. Additionally, the rise of digital payment methods has made it easier for consumers to make purchases online, further fueling the growth of the Merchandise & Ticketing Market within the eSports industry in Peru.

    Trends in the market:
    In Peru, the Merchandise & Ticketing Market within the eSports Market is experiencing a surge in online sales and digital ticketing platforms. This trend is expected to continue as more consumers embrace e-commerce and online purchasing. Furthermore, there is a growing demand for exclusive merchandise and limited edition tickets, creating a sense of urgency and exclusivity among fans. These trends indicate a shift towards a more digital and technology-driven approach to merchandise and ticketing, which presents opportunities for industry stakeholders to enhance fan engagement and increase revenue. Implementing innovative strategies such as virtual meet-and-greets and interactive merchandise releases can further drive this trend and solidify the eSports market as a leader in digital commerce.

    Local special circumstances:
    In Peru, the Merchandise & Ticketing Market within the eSports Market is influenced by the country's strong gaming culture and growing internet and smartphone usage. This has led to the emergence of online marketplaces for merchandise, as well as the popularity of online ticketing platforms for eSports events. Additionally, the Peruvian government has taken steps to promote eSports, such as hosting international tournaments and providing tax incentives for eSports companies. These factors have contributed to the rapid growth of the Merchandise & Ticketing Market within the eSports Market in Peru.

    Underlying macroeconomic factors:
    In Peru, the Merchandise & Ticketing Market within the eSports Market is influenced by macroeconomic factors such as the country's economic stability, consumer spending power, and government policies that support the growth of the eSports industry. Countries with strong economic growth and a growing middle class, like Peru, are experiencing a surge in demand for eSports merchandise and tickets. Additionally, the increasing popularity of eSports globally and the rise of online gaming platforms have also contributed to the growth of the Merchandise & Ticketing Market in Peru. Furthermore, the government's efforts to promote and invest in the development of the eSports industry in the country have also played a significant role in driving market growth. As the eSports market in Peru continues to grow, there is immense potential for further expansion and investment in the Merchandise & Ticketing 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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