Basketball - Americas

  • Americas
  • Revenue in the Basketball market is projected to reach US$9.69bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 1.13%, resulting in a projected market volume of US$10.25bn by 2029.
  • In global comparison, most revenue will be generated in the United States (US$9,535.00m in 2024).
  • The average revenue per user (ARPU) in the Basketball market is projected to amount to US$189.20 in 2024.
  • In the Basketball market, the number of users is expected to amount to 55.4m users by 2029.
  • User penetration in the Basketball market will be at 5.0% in 2024.
 
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Analyst Opinion

The Basketball Market in the Americas is facing sluggish growth due to factors such as declining media interest, increasing competition in the merchandise sector, and high ticket prices. The markets negligible growth can also be attributed to the increasing popularity of other sports and the impact of the COVID-19 pandemic on live events. However, the market is expected to rebound with the implementation of digital technologies and targeted marketing strategies to attract a wider audience.

Customer preferences:
With the rise of social media and influencer culture, consumers in the Americas are increasingly looking for personalized and immersive experiences within the basketball market. This includes virtual reality and augmented reality training programs, as well as interactive fan experiences during games. Additionally, there has been a growing demand for sustainable and eco-friendly merchandise, as consumers become more conscious of their impact on the environment. This shift in consumer preferences highlights the importance of catering to diverse and evolving lifestyle factors in order to stay competitive in the Sports market.

Trends in the market:
In America, the Basketball Market within the Sports Market is seeing a surge in the use of technology, particularly in the realm of fan engagement. With the rise of social media, teams and leagues are utilizing various platforms to connect with fans and provide unique experiences. This trend is expected to continue, with advancements in virtual and augmented reality enhancing the fan experience. Additionally, the growing popularity of e-sports and fantasy sports within the Basketball market is creating opportunities for new revenue streams and expanding the market to a younger, tech-savvy demographic. Industry stakeholders should carefully consider these trends and their implications, as they have the potential to greatly impact the future of the Basketball Market within the Sports Market, driving growth and profitability.

Local special circumstances:
In the Americas, the Basketball Market is heavily influenced by the cultural passion for the sport and the infrastructure built specifically for basketball. Compared to other markets, the Americas have a long history of developing and promoting basketball, with professional leagues and elite training programs. The success of the sport is also shaped by government support and investment in youth programs, leading to a steady stream of talented players. Additionally, the popularity of basketball in the region has also led to the creation of niche markets, such as sneaker culture and streetwear brands, making it a unique market within the larger sports industry.

Underlying macroeconomic factors:
The Americas and Basketball Market within the Sports Market are greatly impacted by macroeconomic factors such as GDP growth, consumer spending, and government spending. A strong economy with high GDP growth rates and consumer spending power drives the demand for sports and recreational activities, including basketball. Additionally, government policies that prioritize investments in sports infrastructure, education and training programs, and promotion of professional leagues and tournaments also play a significant role in the growth of the Basketball Market. Moreover, favorable economic conditions such as low unemployment rates and rising disposable incomes allow for increased participation in organized sports, ultimately contributing to the growth of the market.

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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