Merchandise & Ticketing - Spain

  • Spain
  • In Spain, revenue in the Merchandise & Ticketing market market is projected to reach US$8.6m in 2024.
  • The revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 9.48%, leading to a projected market volume of US$13.5m by 2029.
  • While most revenue in the global context is generated China, the Spanish market is also significant.
  • Within the Merchandise & Ticketing market market in Spain, the number of users is anticipated to total 411.1k users by 2029.
  • User penetration in Spain will be 0.8% in 2024 and is forecasted to increase to 0.9% by 2029.
  • Furthermore, the average revenue per user (ARPU) in Spain is expected to reach US$23.8.
  • In Spain, the eSports merchandise and ticketing market is experiencing a surge in demand, driven by increasing youth engagement and a burgeoning gaming culture.

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

 
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Analyst Opinion

The eSports merchandise & ticketing market in Spain is seeing slight growth, influenced by factors like increasing interest in digital technologies, growing consumer awareness of eSports, and the convenience of online services.

Customer preferences:
As the eSports industry continues to gain popularity in Spain, there has been a noticeable increase in the demand for merchandise and tickets among consumers. This can be attributed to the growing trend of eSports fans wanting to show their support for their favorite teams and players. Additionally, with the rise of online streaming and virtual events, there has been a shift towards digital ticketing and virtual merchandise, allowing for a more convenient and accessible experience for fans. This trend is also influenced by the younger demographic of eSports enthusiasts, who are more tech-savvy and prefer digital options over traditional methods. Furthermore, the incorporation of virtual reality and augmented reality technology in the eSports merchandise and ticketing market is expected to further enhance the consumer experience and drive growth in this sector.

Trends in the market:
In Spain, the Merchandise & Ticketing Market within the eSports Market is experiencing a surge in online sales and digital ticketing platforms. This trend is driven by the increasing popularity of eSports events and tournaments, prompting organizers to adopt more efficient and convenient methods for fans to purchase tickets and merchandise. Furthermore, there is a growing demand for unique and exclusive merchandise, such as limited edition jerseys and collectibles, among eSports enthusiasts. This trend is expected to continue as the eSports industry continues to grow and attract a larger audience, creating new opportunities for players, teams, and event organizers.

Local special circumstances:
In Spain, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the country's strong passion for football and its thriving sporting culture. This has led to a high demand for merchandise and tickets for major eSports events, with fans eager to show their support for their favorite teams and players. Additionally, Spain's well-developed infrastructure and high internet penetration rate have made it a prime market for online ticket sales and merchandise purchases. Furthermore, the Spanish government's support for eSports and its recognition as an official sport has also contributed to the growth of the market.

Underlying macroeconomic factors:
The Merchandise & Ticketing Market within the eSports Market in Spain is impacted by macroeconomic factors such as the overall economic health of the country, government policies, and global economic trends. Countries with strong economic growth and stable fiscal policies are likely to see a higher demand for merchandise and tickets in the eSports market. Additionally, regions with favorable regulatory environments and investments in digital infrastructure are experiencing faster market growth compared to those facing regulatory challenges and limited funding. The increasing popularity of eSports and the growing audience of younger generations are also contributing to the demand for merchandise and tickets in Spain.

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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