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Key regions: France, South Korea, Europe, China, United States
The eSports market in South Africa has seen moderate growth due to factors such as the growing popularity of online gaming, increasing awareness of eSports, and the convenience of digital ticketing. However, minimal growth has been impacted by low internet penetration and limited access to technology.
Customer preferences: With the rise of online gaming and live streaming in the eSports market, there has been a noticeable increase in demand for virtual merchandise and tickets. This trend is particularly prominent among younger consumers, who are more likely to embrace digital platforms for purchasing and attending events. As a result, there has been a growing emphasis on creating unique and exclusive digital merchandise and ticketing options, catering to the preferences of this tech-savvy demographic. This shift towards digital merchandising and ticketing is also influenced by the increasing use of social media and online communities within the eSports ecosystem, further driving the demand for virtual products and services.
Trends in the market: In South Africa, the eSports market is experiencing a surge in demand for merchandise and ticketing options. This trend is being driven by the growing popularity of competitive gaming and the rise of eSports events in the region. With the increasing availability of online ticketing platforms and the development of merchandise stores, fans can now easily purchase tickets and official merchandise for their favorite teams and tournaments. This trend is expected to continue as eSports gains mainstream recognition and more investment is poured into the industry. It presents significant opportunities for industry stakeholders such as event organizers, teams, and merchandisers to tap into this growing market and cater to the needs of avid eSports fans in South Africa. Additionally, this trend will also lead to the development of ancillary services, such as fan experiences and VIP packages, which can further enhance the overall eSports event experience.
Local special circumstances: In South Africa, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the country's diverse cultural landscape and its growing tech-savvy population. The market has seen a rise in online ticketing platforms, catering to the increasing demand for convenient and accessible ways to purchase tickets for eSports events. Additionally, the country's regulatory environment, with its focus on consumer protection, has led to the emergence of secure and transparent merchandise sales platforms, contributing to the growth of the market.
Underlying macroeconomic factors: The Merchandise & Ticketing Market within the eSports Market in South Africa is heavily impacted by macroeconomic factors such as economic stability, consumer spending power, and government policies. As South Africa's economy continues to recover from the effects of the pandemic, consumer confidence and disposable income are expected to increase, leading to higher spending on eSports merchandise and tickets. Furthermore, the government's support for the growth of the eSports industry through tax incentives and infrastructure investments is expected to further drive the market's expansion. However, potential challenges such as currency fluctuations and inflation could affect consumer purchasing power and ultimately impact market performance.
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.Mon - Fri, 9am - 6pm (EST)
Mon - Fri, 9am - 5pm (SGT)
Mon - Fri, 10:00am - 6:00pm (JST)
Mon - Fri, 9:30am - 5pm (GMT)
Mon - Fri, 9am - 6pm (EST)