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Merchandise & Ticketing - Serbia

Serbia
  • In Serbia, revenue in the Merchandise & Ticketing market market is projected to reach US$13.2k in 2024.
  • It is anticipated that revenue will exhibit an annual growth rate (CAGR 2024-2029) of 3.72%, resulting in a projected market volume of US$15.9k by 2029.
  • While the projected market volume is US$88.8m in 2024, it is important to note that most revenue is generated China.
  • In Serbia's Merchandise & Ticketing market market, the number of users is expected to amount to 40.2k users by 2029.
  • User penetration is anticipated to be 0.5% in 2024 and is expected to rise to 0.6% by 2029.
  • The average revenue per user (ARPU) is projected to amount to US$0.4.
  • In Serbia, the burgeoning eSports scene is increasingly driving demand for digital merchandise and ticketing, reflecting a youthful, tech-savvy consumer base.

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 Merchandise & Ticketing Market in the eSports Market in Serbia is experiencing steady growth, influenced by factors such as the increasing popularity of eSports, growing fan base, and the convenience of online ticket sales. However, the market's growth rate is minimal, impacted by the limited reach and awareness of eSports in Serbia.

    Customer preferences:
    As the eSports industry continues to gain popularity in Serbia, there has been a noticeable increase in demand for merchandise and tickets related to eSports events. This trend can be attributed to the growing interest and participation in eSports among younger demographics in the country. Additionally, the rise of online streaming platforms for eSports tournaments has made it easier for fans to follow their favorite players and teams, leading to a higher demand for related merchandise and tickets. This shift towards digital platforms and virtual experiences is expected to continue, as it offers convenience and accessibility for fans to engage with the eSports market.

    Trends in the market:
    In Serbia, the eSports market is seeing a surge in demand for merchandise and tickets. This trend is expected to continue as eSports becomes more mainstream and attracts a larger audience. The significance of this trend lies in the potential for increased revenue and brand exposure for industry stakeholders. Furthermore, as the eSports industry continues to grow, the demand for merchandise and tickets will also increase, creating new opportunities for businesses to enter this market. However, this trend also poses potential challenges for smaller businesses to compete with larger companies that have established partnerships with eSports teams and leagues. As such, it is important for industry stakeholders to carefully navigate this trend and explore innovative strategies to stand out in this competitive market.

    Local special circumstances:
    In Serbia, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the country's strong gaming culture and the popularity of traditional sports like basketball and soccer. Additionally, the lack of regulatory restrictions in the eSports industry allows for more flexibility and innovation in the market. This has led to a unique ecosystem of local gaming events, merchandise vendors, and ticketing platforms catering to the country's avid gaming community. Furthermore, Serbia's central location in the Balkans and its strong internet infrastructure make it a prime destination for international eSports tournaments, adding to the growth of the market.

    Underlying macroeconomic factors:
    The Merchandise & Ticketing Market within the eSports Market in Serbia is heavily influenced by macroeconomic factors such as the overall economic health of the country, trends in global markets, and fiscal policies. The performance of the market is also impacted by factors such as consumer spending power, unemployment rates, and inflation rates. Additionally, government policies and regulations related to the gaming industry, as well as investment in digital infrastructure, can also play a significant role in shaping the market. In countries with stable economies and favorable regulatory environments, the market for eSports merchandise and tickets is expected to experience faster growth, while regions with economic challenges and limited investment in digital infrastructure may struggle to keep up with the demand. Furthermore, the rising popularity of eSports among younger demographics and the growing trend of online shopping for gaming-related merchandise are also key drivers of market growth.

    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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