Basketball Merchandise - Finland

  • Finland
  • Revenue in the Basketball Merchandise market is projected to reach US$0.63m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 1.24%, resulting in a projected market volume of US$0.67m by 2029.
  • In global comparison, most revenue will be generated in the United States (US$1,113.00m in 2024).
  • The average revenue per user (ARPU) in the Basketball Merchandise market is projected to amount to US$8.51 in 2024.
  • In the Basketball Merchandise market, the number of users is expected to amount to 29.1k users by 2029.
  • User penetration in the Basketball Merchandise market will be at 1.3% in 2024.
 
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Analyst Opinion

The Basketball Merchandise Market in Finland has witnessed modest growth due to factors such as the rising popularity of basketball, increasing fan base, and convenience of online shopping. However, the negligible growth rate is influenced by the saturated market and limited purchasing power of consumers.

Customer preferences:
With the rising popularity of basketball in Finland, there has been a notable shift in consumer preferences towards authentic and unique basketball merchandise. This trend has been driven by the countrys strong passion for the sport, with fans showing a particular interest in collectible items such as signed jerseys and limited edition merchandise. The increasing demand for sustainable and ethical products has also influenced consumer choices in the basketball merchandise market, with a growing preference for environmentally conscious brands and products. Additionally, the rise of influencer marketing and social media has played a significant role in shaping consumer behavior, leading to the emergence of new trends and collaborations in the basketball merchandise market.

Trends in the market:
In Finland, the Basketball Merchandise Market of the Basketball Market within the Sports Market is experiencing an increase in e-commerce sales, with more consumers opting to purchase merchandise online rather than in traditional brick-and-mortar stores. This trend is driven by the convenience and wide variety of options available online. Additionally, there is a growing demand for sustainable and ethically-produced merchandise, as consumers become more conscious about their purchasing decisions. This trend is expected to continue, bringing opportunities for retailers to tap into the online market and cater to the changing preferences of consumers.

Local special circumstances:
In Finland, the Basketball Merchandise Market is influenced by the countrys strong basketball culture and love for the sport. This has led to a demand for high-quality, authentic basketball merchandise among fans. Additionally, the countrys cold climate fosters indoor sports, making basketball a popular choice. Furthermore, the countrys strong economy and high purchasing power of its citizens contribute to the growth of the market. This has resulted in a competitive market with a range of options for consumers, such as online stores and physical retail outlets. The Finnish love for the sport and its strong economy make the Basketball Merchandise Market a lucrative and dynamic one.

Underlying macroeconomic factors:
The Basketball Merchandise Market in Finland is greatly impacted by macroeconomic factors such as overall consumer spending, GDP growth, and inflation rates. In recent years, Finland has experienced moderate economic growth, driven by its strong exports and robust consumer demand. This has resulted in higher purchasing power among consumers, which has positively influenced the Basketball Merchandise Market. In addition, the governments fiscal policies, such as tax incentives and investment in infrastructure, have contributed to the growth of the market and increased consumer confidence in the economy. However, fluctuations in exchange rates and changes in consumer behavior may also have an impact on the performance of the Basketball Merchandise Market in Finland.

Methodology

Data coverage:

The data encompasses B2C revenues. Figures are based on merchandise spending. All monetary figures refer to consumer spending on goods 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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