American Football - EU-27

  • EU-27
  • Revenue in the American Football market is projected to reach US$162.60m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 4.10%, resulting in a projected market volume of US$198.80m by 2029.
  • In global comparison, most revenue will be generated in the United States (US$25,840.00m in 2024).
  • The average revenue per user (ARPU) in the American Football market is projected to amount to US$13.70 in 2024.
  • In the American Football market, the number of users is expected to amount to 13.2m users by 2029.
  • User penetration in the American Football market will be at 2.6% in 2024.
 
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Analyst Opinion

The American Football market in EU-27 is experiencing minimal growth, influenced by factors such as increasing demand for digital media, rising popularity of merchandise, and the convenience of online ticket sales. However, slower growth may also be impacted by external market factors such as competition from other sports and economic fluctuations.

Customer preferences:
According to recent trends, the American Football Market within the Sports Market is witnessing a significant rise in the demand for eco-friendly and sustainable products. This shift is largely driven by the growing awareness and concern among consumers for the environment. This has led to an increase in demand for eco-friendly sporting equipment and apparel made from sustainable materials. The emphasis on sustainability has also extended to the use of greener energy sources for sporting events, as well as the implementation of sustainable practices in sports facilities and stadiums.

Trends in the market:
In Europe, the American Football market is experiencing a growing interest in virtual reality technology. This trend is driven by the increasing demand for more immersive and engaging fan experiences. With VR headsets becoming more accessible, teams and leagues are incorporating this technology into their marketing strategies to give fans a unique perspective of the game. Additionally, VR is being utilized for player training and development, providing a more cost-effective and interactive option compared to traditional methods. This trend is expected to continue, with potential implications for the industry including increased revenue from VR merchandise, partnerships with VR companies, and a larger fan base.

Local special circumstances:
In the EU-27, American Football Market has gained popularity largely due to the widespread love for traditional sports and a growing interest in international events. However, in the US, the market is heavily influenced by cultural factors such as the deep-rooted tradition of American Football and its connection to national identity. Furthermore, the strict regulations and safety standards for the sport have played a significant role in shaping the market, with strict enforcement promoting innovations in player safety and technology. Additionally, the geographical distribution of the population and the concentration of teams in specific regions also impact the market dynamics.

Underlying macroeconomic factors:
The American Football Market within the Sports Market is impacted by macroeconomic forces such as consumer spending, income levels, and societal attitudes towards sports. In countries with a strong sports culture and high disposable incomes, the American Football Market is thriving. On the other hand, regions with low consumer spending and limited interest in American Football see slower market growth. Additionally, global economic trends such as trade policies and currency exchange rates can also affect the market, as they influence the cost of importing and exporting American Football equipment and merchandise.

Methodology

Data coverage:

The data encompasses B2C and B2B revenues. Figures are based on media spending, merchandise spending, and ticket spending. All monetary figures for merchandise and tickets refer to consumer spending on goods or tickets in the respective segment, which can be online and offline.

Modeling approach / Market size:

Market sizes are determined through a combination of bottom-up and top-down approaches, building on specific predefined factors for each market segment. As a basis for evaluating markets, 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 ticket, price on sport goods). In addition, we use relevant key market indicators and data from country-specific associations, such as GDP, number of internet users, and internet consumption. This data helps us estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, the S-curve function or linear forecasting, as it fits the development of either strong growing markets or more sophistacted and saturated markets, such as soccer in Europe.

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 impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. 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). We also account for the different cycles of international tournaments, such as world cups or continent cups. Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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