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Merchandise & Ticketing - Romania

Romania
  • In Romania, revenue in the Merchandise & Ticketing market market is projected to reach US$66.5k in 2024.
  • Revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 5.24%, leading to a projected market volume of US$85.9k by 2029.
  • Although the highest revenue is generated China, the Merchandise & Ticketing market market in Romania is also significant.
  • By 2029, the number of users in the Merchandise & Ticketing market market is expected to amount to 72.1k users.
  • User penetration in Romania will be 0.3% in 2024 and is forecasted to increase to 0.4% by 2029.
  • The average revenue per user (ARPU) in this market is projected to amount to US$1.0.
  • In Romania, the eSports merchandise and ticketing market is experiencing a surge in interest, reflecting the country's growing gaming culture and community 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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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 Romania has shown minimal growth due to factors such as limited adoption of digital technologies, low health awareness among consumers, and lack of availability of online health services.

    Customer preferences:
    As the eSports market continues to grow in Romania, there has been a noticeable increase in demand for eSports merchandise and tickets. This can be attributed to a shift in consumer preferences towards digital content and experiences. With the rise of online streaming and virtual events, consumers are now looking for ways to support their favorite eSports teams and players. Additionally, the younger demographic of eSports fans has a strong affinity for collectibles and limited edition items, driving the demand for merchandise and tickets in this market. This trend is expected to continue as the eSports industry becomes more mainstream and integrated into popular culture.

    Trends in the market:
    In Romania, the Merchandise & Ticketing Market within the eSports Market is experiencing a surge in online sales, with more fans opting to purchase merchandise and tickets through digital platforms. This trend is expected to continue as the country's eSports scene grows in popularity. Additionally, there is a rising trend of offering exclusive merchandise and VIP ticket packages, catering to the demand for a more immersive and personalized experience. This presents opportunities for industry stakeholders to capitalize on the growing market and offer innovative and engaging products and services. Furthermore, the shift towards online sales and digital platforms also opens up possibilities for data-driven marketing strategies and targeted promotions, allowing for a more efficient and effective way to reach potential customers.

    Local special circumstances:
    In Romania, the eSports Merchandise & Ticketing Market is influenced by the country's strong gaming culture and the growing popularity of eSports events. The market is also shaped by the country's relatively low internet and smartphone penetration rates, which may limit the online sales potential for merchandise and tickets. Additionally, the lack of robust payment infrastructure and consumer trust in online transactions may pose challenges for the market's growth. However, the market is expected to see growth opportunities with the increasing adoption of digital payment solutions and the government's efforts to promote eSports as a legitimate industry.

    Underlying macroeconomic factors:
    The Merchandise & Ticketing Market within the eSports Market in Romania is greatly impacted by macroeconomic factors such as the country's economic stability, government policies, and the overall global economic climate. The growth of this market is heavily influenced by the availability of resources, technological advancements, and the purchasing power of consumers. Countries with strong economies and investment in eSports infrastructure are experiencing a surge in demand for merchandise and tickets, while those with economic challenges and limited investment are facing slower market growth. Additionally, the increasing popularity of eSports globally and the growing number of fans are also contributing to the growth of the Merchandise & Ticketing Market in Romania.

    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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