Sports - Americas

  • Americas
  • Revenue in the Sports market is projected to reach US$56.00bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.21%, resulting in a projected market volume of US$72.20bn by 2029.
  • In global comparison, most revenue will be generated in the United States (US$49,760.00m in 2024).
  • The average revenue per user (ARPU) in the Sports market is projected to amount to US$143.80 in 2024.
 
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Analyst Opinion

The Sports Market in the Americas is experiencing slight growth, influenced by various elements such as increasing interest in digital platforms, rising health consciousness among consumers, and the convenience provided by online sports services. This minimal growth rate could be affected by factors such as competition within the sub-markets and shifting consumer preferences.

Customer preferences:
As the popularity of competitive gaming continues to rise, consumers are increasingly seeking out innovative and immersive ways to engage with their favorite sports. This has led to a surge in demand for virtual reality and esports experiences, as well as a growing interest in fantasy sports leagues. Furthermore, the shift towards digital fan engagement is due to the continued integration of technology in sports, catering to the younger, tech-savvy demographic.

Trends in the market:
In the United States, the Sports market has seen a surge in the use of technology to enhance the overall fan experience. Mobile apps and virtual reality experiences are becoming more prevalent, allowing fans to engage with their favorite teams and athletes in new and innovative ways. In addition, there is an increasing focus on incorporating data analytics and player performance tracking into sports for improved training and strategic decision-making. These trends are significant as they cater to the changing preferences of modern sports fans and provide opportunities for industry stakeholders to monetize fan engagement. However, they also raise concerns about privacy and potential bias in data analysis. Ultimately, the incorporation of technology in the Sports market is reshaping the industry and will continue to do so in the future.

Local special circumstances:
In Latin America, the Sports Market industry is heavily influenced by the regions deep-rooted passion for sports and its impact on social and cultural aspects of life. The popularity of soccer and other sports in the region creates a unique demand for sports-related products and services, resulting in a bustling market for sports merchandise, event tickets, and athlete endorsements. Additionally, varying economic policies and regulations in different countries can affect market growth and distribution channels. As a result, companies must consider these factors when entering the Latin American Sports Market in order to successfully navigate the dynamic landscape.

Underlying macroeconomic factors:
The success of the Sports Market market is heavily influenced by macroeconomic factors such as consumer trends, government policies, and overall economic strength. In countries with a strong sports culture and high levels of disposable income, the demand for sports products and services is likely to be higher, leading to market growth. Additionally, countries with favorable government policies, such as tax incentives for sports-related investments, can stimulate market growth. However, economic downturns or political instability in a country can adversely affect the demand for sports products and services and hinder market growth.

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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