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Sports - Asia

Asia
  • Revenue in the Sports market is projected to reach US$15.18bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 2.60%, resulting in a projected market volume of US$17.26bn by 2029.
  • In global comparison, most revenue will be generated United States (US$49.76bn in 2024).
  • The average revenue per user (ARPU) in the Sports market is projected to amount to US$18.82 in 2024.

Definition:

The sports market encompasses various segments related to popular sports such as Soccer, Football, Basketball, Baseball, and Cricket. These segments include media, ticket sales, and merchandise sales, catering to the diverse needs of sports enthusiasts worldwide.

Structure:

  • Media: This market focuses on revenues generated from broadcasting rights, digital streaming services, advertising, and sponsorships related to sporting events. It encompasses television broadcasting, online streaming platforms, and radio broadcasts dedicated to Soccer, Football, Basketball, Baseball, and Cricket.
  • Ticket Sales: This part comprises revenues generated from the sale of tickets for live sporting events, including matches, tournaments, and championships in Soccer, Football, Basketball, Baseball, and Cricket. It encompasses sales from both physical ticket outlets and online ticketing platforms.
  • Merchandise Sales: This market includes revenues derived from the sale of sports-related merchandise such as jerseys, caps, memorabilia, equipment, and accessories associated with Soccer, Football, Basketball, Baseball, and Cricket. It covers sales through retail outlets, online stores, and official team or league merchandise shops.

Additional information:

The market metrics include revenues, users, average revenue per user, and market penetration rates. Revenues are primarily driven by consumer spending on media subscriptions, ticket purchases, and merchandise. Insights into the consumer market also encompass data on specific sports events, teams, and leagues, providing comprehensive analytics for informed decision-making.

Key players in the sports market include major sports leagues, broadcasting networks, sports apparel brands, and retail chains specializing in sports merchandise. For further details on the data presented, refer to the information provided alongside the respective data sets.

In-Scope

  • Ticket sales from games, such as league games
  • Revenue from merchandise, such as jerseys
  • Revenue from media rights, such as TV broadcasting

Out-Of-Scope

  • Revenue from player transfers, such as transfer fees
  • Tickets sold on the secondary market, such as on eBay
  • Revenue from licensing or sponsorship, such as from logos
Sports: market data & analysis - Cover

Market Insights report

Sports: market data & analysis

Study Details

    Revenue

    Most recent update: Jul 2024

    Source: Statista Market Insights

    Most recent update: Jul 2024

    Source: Statista Market Insights

    Most recent update: Jul 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Sports market in Asia is currently witnessing a slow growth rate, influenced by factors such as region-specific sports preferences, limited media coverage, and cultural barriers. Despite this, increasing digitalization and rising health consciousness among consumers could potentially drive the market forward. Online services providing convenience and accessibility could also play a significant role in its growth in the future.

    Customer preferences:
    In Asia, there has been a significant rise in the demand for sports and fitness products, with consumers becoming more health-conscious. This trend has been driven by the increasing disposable income of younger demographics, as well as growing awareness of the importance of physical well-being. As a result, there has been a surge in the sale of athleisure clothing and fitness equipment, as well as a rise in the popularity of virtual training programs and online fitness classes. This shift towards a more holistic approach to health and wellness is expected to continue and impact the Sports market in the coming years.

    Trends in the market:
    In Asias Sports Market, the use of technology in sports is on the rise. From wearable devices that track physical activity and performance to virtual coaching platforms, the demand for these products and services is growing rapidly. This trend has significant implications for athletes, coaches, and sports organizations, as it allows for more accurate training and performance analysis, as well as the potential for increased revenue streams through sponsorships and partnerships with technology companies. However, there are concerns regarding data privacy and ethical issues surrounding the use of these technologies, which must be addressed by industry stakeholders.

    Local special circumstances:
    In China, the Sports Market has been growing rapidly due to the countrys populations increasing interest in physical activity and government initiatives promoting sports participation. The countrys unique sports culture, including the popularity of traditional sports like martial arts and table tennis, has also contributed to the markets growth. Additionally, Chinas digital landscape, with its massive mobile user base and innovative technologies like e-sports, has created opportunities for sports businesses to reach a large audience and engage fans in new ways.

    Underlying macroeconomic factors:
    The Sports Market market in Asia is heavily impacted by macroeconomic factors such as economic growth, consumer spending, and government policies. As the region continues to experience rapid economic growth, disposable income and spending power have increased, leading to a rise in demand for sports products and services. Additionally, favorable government policies and investments in sports infrastructure have contributed to the growth of the market. However, political instability, fluctuating exchange rates, and trade tensions have the potential to negatively impact the market. Moreover, the increasing interest in sports and the growing popularity of e-sports in the region present significant opportunities for market growth.

    Reach

    Most recent update: Jul 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Jul 2024

    Source: Statista Market Insights

    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.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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