Merchandise & Ticketing - United States

  • United States
  • The Merchandise & Ticketing market in the United States is projected to reach a revenue of US$46.2m in 2024.
  • This represents an annual growth rate (CAGR 2024-2029) of 10.29%, resulting in a projected market volume of US$75.5m by 2029.
  • China, on the other hand, is expected to generate the highest revenue in the Merchandise & Ticketing market with a projected market volume of US$88.8m in 2024.
  • In terms of user base, the number of users in the United States is expected to reach 6.9m users by 2029.
  • The user penetration rate is projected to be 1.7% in 2024 and is expected to increase to 2.0% by 2029.
  • Furthermore, the average revenue per user (ARPU) in the United States is expected to amount to US$7.9.
  • The United States is experiencing a surge in demand for merchandise and tickets in the Esports market, fueled by a growing fanbase and increasing popularity of competitive gaming.

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

 
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Analyst Opinion

The eSports market in the United States is experiencing average growth, fueled by factors such as the increasing popularity of digital technologies, growing interest in eSports among consumers, and the convenience of online merchandise and ticketing services. These factors are impacting the growth rate of the market in a positive manner.

Customer preferences:
As the popularity of eSports continues to grow, there has been a significant increase in demand for merchandise and tickets within the market. This trend is driven by an emerging shift in consumer preferences, as more individuals are seeking unique and exclusive products and experiences related to their favorite eSports teams and players. This trend is also influenced by the rise of social media and the desire for fans to showcase their support for their favorite teams and players. Additionally, the growing diversity and inclusivity in the eSports community has led to a wider range of merchandise options, catering to a more diverse consumer base.

Trends in the market:
In the United States, the eSports market is experiencing a surge in merchandise and ticketing sales, with more fans eager to support their favorite teams and players. This trend is expected to continue as the industry gains mainstream recognition and attracts more sponsors and investors. As a result, we can expect to see an increase in the availability and variety of merchandise, as well as the implementation of innovative ticketing strategies such as virtual and augmented reality experiences. This could have significant implications for industry stakeholders, including teams, event organizers, and retailers, as they adapt to meet the demands of this growing market.

Local special circumstances:
In the United States, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the country's strong fanbase for traditional sports and entertainment. This has led to a high demand for physical merchandise and in-person events, resulting in a thriving market for eSports merchandise and ticket sales. Additionally, the country's well-established e-commerce infrastructure has made it easier for fans to purchase merchandise and tickets online, contributing to the market's growth. However, strict regulations on gambling and online transactions in certain states can pose challenges for the market.

Underlying macroeconomic factors:
The Merchandise & Ticketing Market within the eSports Market in the United States is heavily influenced by macroeconomic factors such as consumer spending, economic growth, and government policies. The country's strong economic health, with low unemployment rates and high disposable income, has resulted in a large consumer base with high purchasing power, driving demand for merchandise and tickets within the eSports market. Additionally, favorable government policies, such as tax incentives for businesses and investments in sports infrastructure, have supported the growth of the market. However, fluctuations in the global economy and changes in consumer behavior could impact the market's growth in the future.

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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