Baseball - EU-27

  • EU-27
  • Revenue in the Baseball market is projected to reach US$40.68m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 3.12%, resulting in a projected market volume of US$47.44m by 2029.
  • In global comparison, most revenue will be generated in the United States (US$9,965.00m in 2024).
  • The average revenue per user (ARPU) in the Baseball market is projected to amount to US$3.45 in 2024.
  • In the Baseball market, the number of users is expected to amount to 15.2m users by 2029.
  • User penetration in the Baseball market will be at 2.6% in 2024.
 
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Analyst Opinion

The EU-27 Baseball market is slowly growing, impacted by factors such as digitalization, fan engagement, and merchandise sales. The rising health awareness among consumers drives ticket sales, while online services provide convenience. However, the negligible growth rate may be driven by challenges such as rising costs and competition within the sub-markets.

Customer preferences:
With the increasing awareness about healthy lifestyles and the growing popularity of virtual fitness classes and online fitness challenges, the demand for digital health and wellness solutions in the Baseball Market within the Sports Market market has seen a significant surge. This trend is fueled by the need for convenience and accessibility, as well as the rising interest in using technology to monitor and improve overall health and well-being. The shift towards digital platforms in the health and wellness sector also allows for more convenient ways to manage chronic conditions, making it a key factor in the industrys evolution.

Trends in the market:
In the EU-27, the Baseball Market within the Sports Market is experiencing an increase in online ticket sales and fan engagement through social media platforms. In response to this trend, some teams have implemented virtual games and interactive experiences for fans. Additionally, there is a growing interest in the use of advanced analytics and technology in player development and performance evaluation. These trends are significant as they enhance the fan experience and improve the overall competitiveness of the league. Industry stakeholders should take advantage of these developments by investing in digital infrastructure and technology to stay competitive in the market.

Local special circumstances:
In Japan, baseball is deeply ingrained in the countrys culture and has been a national pastime for over a century. This has created a unique market where the demand for baseball-related goods and services is constantly high. Additionally, Japans strong domestic baseball league and its active fanbase have given rise to a thriving market for baseball merchandise and memorabilia. The countrys technological advancements and love for the sport have also led to the popularity of online streaming and virtual reality experiences, making Japan a leader in adopting innovative technologies in the baseball market.

Underlying macroeconomic factors:
In the EU-27, the Baseball Market within the Sports Market is influenced by macroeconomic factors such as consumer spending, disposable income, and population growth. As the economy grows and consumer confidence increases, individuals are more likely to attend baseball games and purchase related merchandise. However, economic downturns and tightening budgets can lead to a decline in market performance. National economic policies and fiscal decisions that impact taxes and disposable income can also play a role in market performance. Furthermore, global economic trends, such as trade agreements and foreign investment, can affect the overall health and competitiveness of the market. It is important for companies operating in this market to carefully monitor these macroeconomic factors in order to make strategic business decisions and adapt to changing market conditions.

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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