Merchandise & Ticketing - Saudi Arabia

  • Saudi Arabia
  • In Saudi Arabia, revenue in the Merchandise & Ticketing market market is projected to reach US$310.6k in 2025.
  • Revenue is expected to show an annual growth rate (CAGR 2025-2029) of 4.88%, resulting in a projected market volume of US$375.8k by 2029.
  • While most revenue in the global Merchandise & Ticketing market market is generated China, in Saudi Arabia is also experiencing growth in this sector.
  • In the Merchandise & Ticketing market market withSaudi_Arabia, the number of users is expected to amount to 126.0k users by 2029.
  • User penetration will be 0.3% in 2025 and is expected to hit 0.3% by 2029.
  • The average revenue per user (ARPU) in Saudi Arabia is expected to amount to US$2.8.
  • Saudi Arabia's burgeoning eSports market is witnessing a surge in merchandise and ticketing sales, reflecting the nation's growing investment in digital entertainment and youth engagement.

Key regions: France, South Korea, Europe, China, United States

 
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Analyst Opinion

The eSports market in Saudi Arabia is witnessing minimal growth, influenced by factors such as the limited adoption of digital technologies, low awareness among consumers, and lack of convenience in online merchandise and ticketing services.

Customer preferences:
As the eSports industry continues to grow in Saudi Arabia, there has been a notable shift towards online ticketing and merchandise purchases among consumers. This trend is largely driven by the convenience and accessibility of digital platforms, catering to the tech-savvy and digitally-dependent population. Additionally, the rise of e-commerce and digital payment options has further encouraged this shift towards online purchasing, making it the preferred method for many eSports enthusiasts in the country.

Trends in the market:
In Saudi Arabia, the eSports market is experiencing a significant growth in the Merchandise & Ticketing sector. This is driven by the increasing popularity of eSports events, with a growing number of fans attending live tournaments and purchasing merchandise. This trend is expected to continue in the coming years, with the potential for expansion into other Middle Eastern countries. This presents opportunities for industry stakeholders, including event organizers, merchandise companies, and ticketing platforms, to capitalize on the growing demand for eSports experiences. Additionally, the rise of online streaming platforms for eSports events is also expected to fuel the growth of the merchandise and ticketing market, as fans from around the world can now participate in and support their favorite teams and players. This trend not only offers revenue opportunities but also allows for a more diverse and global fan base, further solidifying the position of eSports as a mainstream form of entertainment. However, with this growth comes the challenge of meeting the demand for high-quality merchandise and efficient ticketing processes, which industry stakeholders must navigate to ensure a seamless fan experience.

Local special circumstances:
In Saudi Arabia, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the country's strict religious and cultural norms. This has led to limitations on certain types of merchandise and ticketing promotions, as well as restrictions on female participation in eSports events. Additionally, the country's hot climate and high disposable income among its youth population have created a demand for indoor entertainment options, making eSports an attractive and growing market in the region.

Underlying macroeconomic factors:
The Merchandise & Ticketing Market within the eSports Market in Saudi Arabia is greatly impacted by macroeconomic factors such as the country's national economic health and fiscal policies. The overall growth of the eSports market is heavily influenced by global economic trends, with a strong correlation to the performance of the overall economy. In Saudi Arabia, government support and investments in the eSports industry have led to a rise in the popularity of eSports and increased demand for merchandise and tickets. Additionally, as the country continues to diversify its economy and invest in technology, the eSports market is expected to see further growth and development.

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.

Overview

  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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