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.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
In the rapidly growing eSports market in Poland, the Merchandise & Ticketing sector has recorded minimal growth. This can be attributed to factors such as limited awareness and understanding of eSports among the general public, lack of infrastructure, and low disposable income of the target audience. However, with increasing investments in the market and growing interest from international players, the Merchandise & Ticketing market is expected to experience significant growth in the coming years.
Customer preferences: With the rapid growth of the eSports industry in Poland, there has been a noticeable increase in consumer demand for merchandise and tickets. This trend is driven by the growing popularity of eSports competitions and events, especially among younger generations. As a result, there has been a shift towards online ticket sales and virtual merchandise stores, catering to the convenience and preferences of tech-savvy consumers. Additionally, with the rise of digital platforms and social media, there has been a surge in demand for limited edition and exclusive merchandise, creating a sense of exclusivity and collectibility among fans.
Trends in the market: In Poland, the eSports market is experiencing a surge in demand for merchandise and tickets, with more fans looking to support their favorite teams and attend live events. This trend is expected to continue on an upward trajectory, driven by the growing popularity of eSports in the country. As a result, industry stakeholders, such as event organizers and merchandise retailers, are investing in digital platforms and partnerships to enhance the overall fan experience and capitalize on this trend. Additionally, with the rise of online streaming and virtual events, there is a potential for the eSports merchandise and ticketing market to become more globalized, offering opportunities for international partnerships and growth. This trend highlights the importance of staying ahead of the curve and adapting to the ever-evolving landscape of the eSports industry.
Local special circumstances: In Poland, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the country's strong gaming culture and the increasing popularity of competitive gaming events. Additionally, the country's geographic location in central Europe allows for easy access to other European markets, providing opportunities for cross-border partnerships and collaborations. Furthermore, Poland's favorable regulatory environment and government support for the tech industry have contributed to the growth of the eSports market and its related merchandise and ticketing sectors. These factors have resulted in a unique market landscape that sets it apart from other regions.
Underlying macroeconomic factors: The Merchandise & Ticketing Market within the eSports Market in Poland is greatly impacted by macroeconomic factors such as the country's economic stability, government policies, and consumer spending habits. As Poland's economy continues to grow and its citizens have more disposable income, the demand for eSports merchandise and tickets is expected to increase. Additionally, government support and investment in the eSports industry, along with favorable regulatory policies, are creating a conducive environment for market growth. Furthermore, the rising popularity of eSports among younger demographics and the increasing trend of online shopping are also contributing to the growth of the Merchandise & Ticketing Market in Poland.
Most recent update: Aug 2024
Source: Statista Market Insights
Most recent update: Aug 2024
Source: Statista Market Insights
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.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Sep 2024
Source: Statista Market Insights