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Merchandise & Ticketing - Philippines

Philippines
  • In the Philippines, revenue in the Merchandise & Ticketing market market is projected to reach US$1.7m in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 10.00%, leading to a projected market volume of US$2.7m by 2029.
  • While in the Philippines is part of the broader market, the majority of revenue is generated China, with a projected market volume of US$88.8m in 2024.
  • Within the Merchandise & Ticketing market market in the Philippines, the number of users is anticipated to amount to 258.8k users by 2029.
  • User penetration is projected to be 0.2% in 2024, with expectations to reach 0.2% by 2029.
  • The average revenue per user (ARPU) in this market is expected to amount to US$7.3.
  • The Philippines is witnessing a surge in eSports merchandise and ticketing demand, reflecting the nation’s growing enthusiasm for competitive gaming culture.

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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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 the Philippines is witnessing a mild growth, influenced by factors such as the increasing popularity of online gaming, rising interest in competitive gaming, and the convenience of purchasing merchandise and tickets online. This trend is expected to continue due to the growing digital presence of the gaming industry.

    Customer preferences:
    Consumer preferences in the Merchandise & Ticketing Market within the eSports Market in the Philippines have been heavily influenced by the rise of online shopping and virtual events. With the pandemic restricting physical interactions, consumers are now seeking digital avenues to purchase merchandise and attend gaming tournaments. This shift towards virtual transactions has also led to an increase in demand for authentic and exclusive merchandise, as fans look for ways to support their favorite teams and players from the comfort of their own homes. Additionally, with the rise of streaming services and online platforms, there has been a growing trend of purchasing virtual tickets to live eSports events, further driving the growth of the Merchandise & Ticketing Market within the eSports Market in the Philippines.

    Trends in the market:
    In the Philippines, the eSports market is experiencing a significant surge in popularity, with a growing number of players and tournaments. This is leading to an increase in demand for merchandise and tickets, as fans look to show their support and attend live events. This trend is expected to continue, with eSports becoming more mainstream and attracting a wider audience. As a result, merchandising and ticketing companies are seeing a rise in revenue and are investing in innovative technologies to enhance the fan experience. This presents opportunities for industry stakeholders to capitalize on the growing eSports market and cater to the evolving needs of fans.

    Local special circumstances:
    In the Philippines, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the country's widespread internet connectivity and tech-savvy population. This has led to a high demand for online ticketing platforms and merchandise sales through e-commerce channels. Additionally, the country's strong passion for gaming and its growing eSports scene have also contributed to the growth of this market. However, the lack of regulations surrounding eSports in the Philippines has presented challenges for event organizers and merchants, creating a unique market dynamic compared to other countries.

    Underlying macroeconomic factors:
    The Merchandise & Ticketing Market within the eSports Market in the Philippines is heavily influenced by macroeconomic factors such as consumer spending, disposable income, and overall economic growth. As the country's economy continues to strengthen and consumer purchasing power increases, there is a growing demand for entertainment and leisure activities, including eSports events. Additionally, favorable government policies and investments in the country's digital infrastructure have also contributed to the growth of the eSports market in the Philippines. With a young and tech-savvy population, the Philippines is well-positioned to capitalize on the growth of the global eSports industry.

    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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