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Merchandise & Ticketing - Portugal

Portugal
  • In Portugal, revenue in the Merchandise & Ticketing market market is projected to reach US$124.4k in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 3.72%, leading to a projected market volume of US$149.4k by 2029.
  • While the projected market volume in Portugal is significantly lower than that of China, which is US$88.8m in 2024, it still reflects growth potential.
  • In the Merchandise & Ticketing market market withPortugal, the number of users is anticipated to reach 68.7k users by 2029.
  • User penetration in Portugal will be 0.6% in 2024 and is expected to increase to 0.7% by 2029.
  • Additionally, the average revenue per user (ARPU) in Portugal is expected to amount to US$2.0.
  • In Portugal, the eSports merchandise and ticketing market is experiencing a surge in popularity as local gaming communities increasingly engage with international tournaments.

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 Portugal is seeing minimal growth due to factors like limited audience reach and lack of government support. Despite this, the merchandise & ticketing segment is still experiencing growth due to increasing fan engagement and rising popularity of eSports events in the country.

    Customer preferences:
    The eSports market in Portugal has seen a significant increase in demand for merchandise and ticketing options, especially among younger generations. This trend is driven by the growing popularity of eSports events and the desire for unique and exclusive merchandise. Additionally, the rise of social media and influencers in the gaming community has led to a surge in demand for limited edition merchandise and collectibles. As eSports continues to gain mainstream recognition, consumers are also seeking more convenient ways to purchase tickets and merchandise, such as through online platforms and mobile apps. This shift towards digital solutions highlights the impact of technology and changing consumer preferences in the eSports market.

    Trends in the market:
    In Portugal, the Merchandise & Ticketing Market within the eSports Market is experiencing a surge in online sales, as more consumers turn to digital channels for purchasing merchandise and tickets for eSports events. This trend is fueled by the increasing popularity of eSports in the country, as well as the convenience and accessibility of online shopping. Furthermore, with the rise of eSports tournaments and events in Portugal, there is a growing demand for exclusive and limited edition merchandise, driving the trend of collectible items in the market. This trend is significant for industry stakeholders as it presents new opportunities for revenue growth and brand expansion. However, it also poses challenges such as maintaining inventory and ensuring customer satisfaction with online purchases. As the eSports market continues to grow in Portugal, these trends are expected to continue and potentially lead to the development of innovative merchandise and ticketing strategies by industry players.

    Local special circumstances:
    In Portugal, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the country's strong gaming culture and growing interest in eSports. The market is also impacted by the country's small size, making it easier for events and tournaments to attract a large audience. Additionally, Portugal's favorable tax policies for eSports organizations have led to a rise in local teams and events. These factors contribute to a unique and thriving market for merchandise and ticketing in the eSports industry in Portugal.

    Underlying macroeconomic factors:
    The Merchandise & Ticketing Market within the eSports Market in Portugal is heavily influenced by macroeconomic factors such as consumer spending, economic stability, and government policies. With a strong national economy and a growing interest in eSports, Portugal is experiencing a thriving market for merchandise and ticket sales. Additionally, favorable government policies and investments in eSports infrastructure have further propelled market growth. However, global economic trends and fluctuations in consumer spending could potentially impact the performance of the market in the country. Furthermore, the rise of digital platforms and online ticket sales may also play a significant role in shaping the future of the Merchandise & Ticketing Market within the eSports Market in Portugal.

    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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