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Merchandise & Ticketing - South America

South America
  • In South America, revenue in the Merchandise & Ticketing market market is projected to reach US$1.8m in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 6.58%, leading to a projected market volume of US$2.4m by 2029.
  • Although most revenue in the Merchandise & Ticketing market market is generated China, in South America is also witnessing growth.
  • By 2029, the number of users in the Merchandise & Ticketing market market in South America is expected to amount to 1.2m users.
  • User penetration will be 0.3% in 2024, and it is anticipated to reach 0.3% by 2029.
  • The average revenue per user (ARPU) in South America is expected to amount to US$1.7.
  • In South America, the eSports merchandise and ticketing market is experiencing a surge in consumer engagement, reflecting the region's growing enthusiasm for competitive gaming.

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 South America has seen moderate growth due to factors such as the increasing popularity of online gaming, rising interest in competitive gaming, and the convenience of purchasing merchandise and tickets online. However, the growth rate is subdued due to economic challenges and limited infrastructure for eSports events in the region.

    Customer preferences:
    As the eSports industry continues to gain popularity in South America, there has been a noticeable increase in demand for merchandise and tickets among fans. With the rise of online streaming and virtual events, consumers are now turning to digital platforms to purchase their favorite team's merchandise and secure tickets to live tournaments. This shift towards digital purchasing options is influenced by the convenience and accessibility it offers, catering to a tech-savvy and digitally connected audience. Additionally, the growing interest in eSports among younger demographics has contributed to the rise in demand for merchandise and tickets, as this generation is more likely to invest in their passion for gaming and eSports.

    Trends in the market:
    In South America, the eSports market is experiencing a surge in the Merchandise & Ticketing sector, with an increasing number of fans purchasing merchandise and tickets for live events. This trend is expected to continue as the popularity of eSports grows in the region. Additionally, there is a rise in partnerships between eSports teams and major brands, providing more opportunities for merchandising and ticket sales. This trend signifies the increasing mainstream acceptance of eSports and its potential for revenue generation. It also highlights the importance for industry stakeholders to capitalize on this trend and develop innovative strategies to engage with fans and drive sales.

    Local special circumstances:
    In South America, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the region's passionate fan base for gaming and sports. Brazil, the largest market in the region, has a strong culture of gaming and has seen a rise in eSport tournaments and events. Argentina, on the other hand, has a strong traditional sports culture, leading to a growing trend of combining traditional sports events with eSports tournaments. Additionally, regulatory challenges, such as taxation and regulations on online gaming, vary across countries in South America and can significantly impact the development and growth of the market.

    Underlying macroeconomic factors:
    The growth of the Merchandise & Ticketing Market within the eSports Market in South America is heavily influenced by macroeconomic factors such as regional economic trends, government policies, and consumer spending habits. Countries with stable economies and supportive government policies have seen a significant increase in market growth compared to those with economic instability and unfavorable regulations. Furthermore, the rising popularity of eSports and the increasing disposable income of the population have also contributed to the growth of the Merchandise & Ticketing Market in the region. These factors are expected to continue driving market growth in the coming years.

    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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