Merchandise & Ticketing - United Kingdom

  • United Kingdom
  • The Merchandise & Ticketing market in the United Kingdom is projected to reach a revenue of US$13.8m by 2024.
  • This indicates an expected annual growth rate (CAGR 2024-2029) of 8.38%, resulting in a projected market volume of US$20.6m by 2029.
  • In the United Kingdom, the market volume is projected to be US$88.8m in 2024, making it the country with the highest revenue generation in the Merchandise & Ticketing market.
  • By 2029, the number of users in the United Kingdom is expected to reach 696.7k users.
  • The user penetration rate is projected to be 0.9% in 2024 and is expected to increase to 1.0% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$22.4 in the United Kingdom.
  • The United Kingdom is experiencing a surge in demand for Esports merchandise and tickets, reflecting the growing popularity of the competitive gaming industry in the country.

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

 
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Analyst Opinion

The Merchandise & Ticketing market in the UK eSports market is experiencing subdued growth, impacted by factors such as limited audience size and lack of mainstream recognition. However, with the rising popularity of eSports, the market is expected to see significant growth in the near future. Convenience and increased awareness about eSports are also contributing to this growth.

Customer preferences:
As the eSports market continues to grow in popularity, there has been a notable shift towards online purchasing of merchandise and tickets. This trend is driven by the convenience and accessibility of digital platforms, catering to the preferences of younger demographics who are highly engaged in the eSports community. Additionally, the rise of virtual events and tournaments has also increased the demand for online ticketing, allowing fans to easily access and participate in these events from the comfort of their own homes. This shift towards digital merchandise and ticketing highlights the importance of catering to the evolving lifestyle and purchasing preferences of the eSports audience.

Trends in the market:
In the United Kingdom, the eSports Merchandise & Ticketing Market is experiencing a surge in online sales and virtual events due to the COVID-19 pandemic. This trend is expected to continue even after the pandemic, as it allows for a larger global audience and eliminates geographical barriers. This shift towards digital platforms also presents an opportunity for industry stakeholders to explore new revenue streams, such as virtual merchandise and sponsorship deals. However, with the rise of digital piracy and counterfeiting, proper intellectual property protection measures must be put in place to safeguard the industry's profitability.

Local special circumstances:
In the United Kingdom, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the country's long-standing love for traditional sports and the rise of online gaming. This unique combination has led to a diverse fan base and a high demand for merchandise and tickets. Additionally, the UK's well-established regulatory framework and strong consumer protection laws provide a sense of security for consumers, making it an attractive market for international players to enter. The country's strong economy and high disposable income also contribute to the growth of the market.

Underlying macroeconomic factors:
The Merchandise & Ticketing Market within the eSports Market in the United Kingdom is greatly impacted by macroeconomic factors such as consumer spending, economic stability, and government policies. The country's thriving economy and high disposable income have resulted in a strong demand for eSports merchandise and tickets. Additionally, the UK government's support for the eSports industry through initiatives and investments has further boosted the market growth. However, fluctuations in the stock market and changes in fiscal policies can greatly influence consumer behavior and affect the demand for merchandise and tickets. Furthermore, the country's overall economic health and stability greatly impact the purchasing power and financial confidence of consumers, directly impacting the performance of the Merchandise & Ticketing Market within the eSports Market in the United Kingdom.

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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