Merchandise & Ticketing - Sweden

  • Sweden
  • Revenue in the Merchandise & Ticketing market market in Sweden is projected to reach US$4.8m in 2024.
  • Revenue is expected to display an annual growth rate (CAGR 2024-2029) of 9.44%, leading to a projected market volume of US$7.5m by 2029.
  • While China is anticipated to generate the majority of revenue with a projected market volume of US$88.8m in 2024, Sweden's market dynamics will also be influenced by these trends.
  • In the Merchandise & Ticketing market market, the number of users in Sweden is expected to amount to 153.5k users by 2029.
  • User penetration in Sweden will be 1.3% in 2024 and is expected to reach 1.4% by 2029.
  • The average revenue per user (ARPU) in Sweden is expected to amount to US$35.1.
  • In Sweden, the Merchandise & Ticketing sector of the eSports market is experiencing an upswing as fan engagement and digital experiences continue to evolve.

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

 
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Analyst Opinion

The eSports market in Sweden is currently experiencing mild growth, influenced by factors such as the rising popularity of digital merchandise and ticketing options, increased awareness of eSports among consumers, and the convenience of online purchasing.

Customer preferences:
The eSports market in Sweden has seen a significant increase in demand for merchandise and ticketing, driven by the growing popularity of eSports tournaments and events. This trend is further fueled by the rising interest of younger generations in gaming and eSports. As a result, companies are now focusing on creating unique and high-quality merchandise to cater to the diverse preferences of the eSports community. Additionally, with the rise of online gaming and virtual events, there is a growing demand for digital ticketing and merchandise options, reflecting the shift towards digital consumption in the eSports industry.

Trends in the market:
In Sweden, the Merchandise & Ticketing Market within the eSports Market is experiencing a surge in demand for online purchases and virtual event tickets. This trend is driven by the increasing popularity of eSports and the ongoing pandemic restrictions on in-person events. As a result, industry stakeholders are investing in digital platforms and partnerships to enhance the online shopping and ticketing experience. This trend is likely to continue as the eSports market continues to grow in Sweden, providing new opportunities for merchandisers and event organizers. It also presents potential challenges for traditional retail and event venues, as they may need to adapt their business models to stay competitive in the evolving market.

Local special circumstances:
In Sweden, the Merchandise & Ticketing Market within the eSports Market has been influenced by the country's strong gaming culture and high internet penetration. The market has also been shaped by the country's strict regulations on gambling, which has limited the growth of eSports betting. Additionally, the country's cold climate has led to the popularity of indoor events and tournaments, making it a key market for merchandise and ticket sales.

Underlying macroeconomic factors:
The Merchandise & Ticketing Market within the eSports Market in Sweden is influenced by macroeconomic factors such as the country's strong economic health, favorable fiscal policies, and high levels of technological advancements. These factors contribute to the overall growth of the market by creating a positive environment for investment and innovation. In addition, the increasing popularity of eSports and the growing fan base in Sweden also play a significant role in driving the demand for merchandise and tickets, further boosting the market's growth. Furthermore, the country's strong regulatory support for the eSports industry and its investment in digital infrastructure also contribute to the market's positive performance. Overall, Sweden's favorable macroeconomic conditions make it a highly attractive market for players in the Merchandise & Ticketing Market within the eSports Market.

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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