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Merchandise & Ticketing - Switzerland

Switzerland
  • In Switzerland, revenue in the Merchandise & Ticketing market market is projected to reach US$1.0m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.13%, resulting in a projected market volume of US$1.5m by 2029.
  • Although most revenue is generated China, the projected market volume in Switzerland is anticipated to be US$88.8m in 2024.
  • In the Merchandise & Ticketing market market, the number of users in Switzerland is expected to amount to 89.2k users by 2029.
  • User penetration in Switzerland will be 0.9% in 2024 and is expected to hit 1.0% by 2029.
  • The average revenue per user (ARPU) in Switzerland is expected to amount to US$12.8.
  • Switzerland's eSports market is witnessing a surge in merchandise and ticketing sales, driven by increasing local engagement and the rise of competitive gaming events.

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

    In Switzerland, the eSports market for merchandise and ticketing is experiencing subdued growth. Factors such as limited awareness of eSports and traditional sports dominating the market have impacted this growth rate. However, with increasing interest in eSports and online ticketing convenience, the market is expected to witness significant growth in the near future.

    Customer preferences:
    The eSports market in Switzerland has seen a rise in demand for merchandise and tickets, driven by a growing trend of dedicated fan bases and the increasing popularity of major tournaments and events. This has led to a shift towards online ticket sales and virtual merch stores, catering to the convenience and preferences of tech-savvy consumers. Additionally, the rise of social media influencers and celebrity endorsements has also influenced consumer behavior, with fans seeking to emulate their favorite players through branded merchandise. These developments highlight a strong connection between consumer preferences and digital innovations in the eSports industry, shaping the landscape for merchandise and ticketing in the country.

    Trends in the market:
    In Switzerland, there is a steady increase in the popularity of eSports, leading to a rise in demand for merchandise and tickets. This trend is expected to continue with the growing number of major eSports events in the country. Furthermore, there is a shift towards online ticketing platforms, offering convenience and accessibility to fans. This trend is significant as it opens up new revenue streams for eSports organizations and provides a more streamlined experience for fans. However, it also raises concerns about the exclusion of non-tech-savvy fans and the potential for scalping. As the eSports market continues to grow, stakeholders must carefully navigate these trends to ensure a sustainable and inclusive industry.

    Local special circumstances:
    In Switzerland, the Merchandise & Ticketing Market within the eSports Market is driven by the country's strong economy and high disposable income. The Swiss are avid fans of traditional sports, making them prime targets for eSports merchandise and ticket sales. Additionally, the country's strict regulations on gambling have led to a thriving eSports betting market. The cultural emphasis on efficiency and technology also contributes to the growth of online ticketing platforms and the adoption of innovative merchandise delivery methods.

    Underlying macroeconomic factors:
    The Merchandise & Ticketing Market within the eSports Market in Switzerland is heavily influenced by macroeconomic factors such as the overall economic health of the country, global economic trends, and fiscal policies. With a strong and stable economy, Switzerland is a desirable market for eSports merchandise and ticketing sales. Additionally, the country's favorable regulatory environment and high level of investment in technology and infrastructure make it a prime location for the growth of the eSports market. The increasing popularity of eSports and the rise of digitalization in the entertainment industry also contribute to the growth of the Merchandise & Ticketing Market in Switzerland.

    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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