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Merchandise & Ticketing - Turkey

Turkey
  • In Turkey, revenue in the Merchandise & Ticketing market market is projected to reach US$410.1k in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 4.22%, resulting in a projected market volume of US$504.2k by 2029.
  • While most revenue is generated China, it is important to note the growing potential of the Merchandise & Ticketing market market in Turkey.
  • In this market, the number of users in Turkey is expected to amount to 338.2k users by 2029.
  • User penetration in Turkey will be 0.4% in 2024 and is expected to hit 0.4% by 2029.
  • The average revenue per user (ARPU) in Turkey is expected to amount to US$1.4.
  • The eSports merchandise and ticketing market in Turkey is experiencing a surge in demand, driven by increasing youth engagement and local tournament popularity.

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 Turkey is seeing minimal growth due to various factors like the increasing use of digital technologies, growing awareness about eSports, and the convenience of online ticketing and merchandise. This trend is expected to continue in the near future.

    Customer preferences:
    As the eSports industry continues to grow in Turkey, there has been a noticeable increase in the popularity of merchandise and ticketing among consumers. This trend can be attributed to the rise of gaming culture and the desire for a more immersive experience among fans. Additionally, with the introduction of virtual events and competitions, the demand for digital merchandise and online ticket sales has also risen. This shift towards digital platforms is indicative of the growing preference for convenience and accessibility in the eSports market.

    Trends in the market:
    In Turkey, the eSports market is experiencing a surge in the Merchandise & Ticketing sector. With the rising popularity of eSports events and tournaments, there is a growing trend of fans purchasing team jerseys, merchandise, and tickets to attend live events. This trend is expected to continue as more brands and companies enter the market, offering a wide range of products and experiences for fans. This has significant implications for industry stakeholders, such as teams, event organizers, and sponsors, who can capitalize on this trend to increase their revenue and engage with their fan base. Additionally, the online sale of tickets and merchandise provides a convenient and accessible platform for fans, further driving the growth of this market. As the eSports industry continues to expand, it is essential for stakeholders to adapt and innovate in the Merchandise & Ticketing Market to meet the changing demands of fans.

    Local special circumstances:
    In Turkey, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the country's strong gaming culture and growing interest in competitive gaming. Additionally, the government's investment in infrastructure and favorable regulations for the industry have contributed to the market's growth. In terms of merchandise, Turkish consumers have a strong preference for locally-designed and branded products, creating a unique market for domestic eSports merchandise. Furthermore, the country's young population and high internet penetration rate also contribute to the increasing demand for eSports tickets and events.

    Underlying macroeconomic factors:
    The Merchandise & Ticketing Market within the eSports Market in Turkey is affected by macroeconomic factors such as the country's economic health, government policies, and global economic trends. The growth of this market is heavily influenced by the overall economic stability and consumer spending power. Favorable economic conditions, along with supportive government policies, drive the demand for merchandise and tickets in the eSports industry. Additionally, the growing popularity of eSports and the increasing number of online viewers and participants contribute to the market's growth. However, economic downturns and unfavorable policies can hinder market growth by limiting consumer purchasing power and reducing investments in the eSports sector.

    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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