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.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
The eSports market in United Arab Emirates has seen subdued growth due to factors such as limited local interest and lack of government support. Despite this, with the rise of digital technologies and increasing awareness, the Merchandise & Ticketing sector is expected to experience steady growth in the future.
Customer preferences: As the eSports industry continues to grow in the UAE, there has been a noticeable increase in demand for merchandise and tickets. This trend is driven by the rise in popularity of eSports among younger generations, who are more interested in attending live events and purchasing merchandise to support their favorite teams and players. Additionally, with the emergence of social media influencers and online personalities within the eSports community, there is a growing trend of fans wanting to showcase their support through merchandise and attend events to meet their idols in person. This shift towards a more interactive and personalized experience is expected to continue to drive the growth of the merchandise and ticketing market in the UAE.
Trends in the market: In the United Arab Emirates, the Merchandise & Ticketing Market within the eSports Market is experiencing a surge in online sales and virtual events due to the COVID-19 pandemic. With restrictions on large gatherings, eSports events are moving to a digital platform, leading to increased demand for virtual tickets and merchandise. This trend is expected to continue even after the pandemic, as it allows for a wider audience reach and reduces costs for event organizers. Industry stakeholders, such as eSports teams and merchandise vendors, will need to adapt to this shift and invest in online marketing and sales strategies to stay competitive. Additionally, the rise of virtual events and online sales may create new opportunities for partnerships and collaborations within the eSports industry.
Local special circumstances: In the United Arab Emirates, the Merchandise & Ticketing Market within the eSports Market is influenced by its affluent population and their high demand for luxury goods. This has led to the development of premium eSports merchandise and high-end ticketing options. Additionally, the country's strict regulations on gambling have limited the growth of online betting in the eSports market, prompting companies to focus more on merchandise and ticket sales. The UAE's cultural affinity for technology and digital innovation also drives the popularity of eSports events and merchandise, creating a unique market dynamic.
Underlying macroeconomic factors: The Merchandise & Ticketing Market within the eSports Market in the United Arab Emirates is heavily influenced by macroeconomic factors such as the country's strong economic health, favorable fiscal policies, and increasing investments in the eSports industry. With Dubai being a major hub for international events and the UAE being a popular tourist destination, the demand for merchandise and tickets for eSports events is expected to continue growing. Additionally, the government's support for the development of the eSports industry and the country's advanced technological infrastructure are contributing to the overall growth of the market. Moreover, the rising interest in eSports among the youth population and the increasing popularity of online gaming platforms are also driving the demand for merchandise and tickets in the UAE.
Most recent update: Aug 2024
Source: Statista Market Insights
Most recent update: Aug 2024
Source: Statista Market Insights
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.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Sep 2024
Source: Statista Market Insights