Merchandise & Ticketing - Vietnam

  • Vietnam
  • In Vietnam, revenue in the Merchandise & Ticketing market market is projected to reach US$838.3k in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 10.03%, leading to a projected market volume of US$1,352.0k by 2029.
  • While most revenue is generated China, in Vietnam is also part of this market.
  • In the Merchandise & Ticketing market market, the number of users in Vietnam is anticipated to reach 127.5k users by 2029.
  • User penetration in Vietnam will be 0.1% in 2024 and is expected to remain at 0.1% by 2029.
  • The average revenue per user (ARPU) in Vietnam is expected to amount to US$7.3.
  • Vietnam's rapidly growing eSports scene is driving significant interest in merchandise and ticketing, reflecting a vibrant youth culture eager for immersive gaming experiences.

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

 
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Analyst Opinion

The eSports market in Vietnam is experiencing mild growth, driven by factors such as increasing interest in digital technologies, growing awareness of competitive gaming, and the convenience of online ticketing and merchandise services. These factors are impacting the market's growth rate positively.

Customer preferences:
With the rise of eSports in Vietnam, there has been a noticeable increase in demand for merchandise and tickets related to this market. However, there has also been a shift towards digital purchases and virtual events, as consumers prioritize convenience and safety amid the ongoing pandemic. This trend is also reflective of the growing tech-savvy demographic in the country, with more individuals turning to online platforms for their entertainment and shopping needs. In addition, the emergence of eSports as a mainstream form of entertainment has led to a surge in demand for collectibles and exclusive merchandise, catering to the fandom and loyalty of fans towards their favorite teams and players.

Trends in the market:
In Vietnam, the eSports market is experiencing a surge in popularity and with it, a growing demand for merchandise and tickets. This trend is expected to continue as more companies invest in eSports events and competitions in the country. The significance of this trend lies in the potential for increased revenue for industry stakeholders, such as event organizers, teams, and players. Furthermore, it creates opportunities for partnerships and collaborations between eSports and traditional sports brands, as well as the potential for merchandising and ticketing innovations. This trend also has implications for the overall growth and recognition of the eSports industry in Vietnam, as it solidifies its position as a key player in the global market.

Local special circumstances:
In Vietnam, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the country's young and tech-savvy population, with a high percentage of gamers. This has led to a strong demand for merchandise and tickets for eSports events, driving the market's growth. Additionally, the country's developing economy and increasing disposable income have made eSports more accessible to the general public. Furthermore, favorable government policies and partnerships with local businesses have also contributed to the market's success.

Underlying macroeconomic factors:
The Merchandise & Ticketing Market within the eSports Market in Vietnam is heavily influenced by macroeconomic factors such as consumer spending, government policies, and infrastructure development. As the Vietnamese economy continues to grow and become more stable, consumers are increasingly willing to allocate their disposable income towards entertainment, including eSports. Furthermore, the government's support for the development of the digital economy and its investments in technological infrastructure have created a favorable environment for the growth of the eSports market. Additionally, with a young and tech-savvy population, Vietnam is well-positioned to capitalize on the global trend of increasing participation in eSports as a form of entertainment.

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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