Basketball Merchandise - Latvia

  • Latvia
  • Revenue in the Basketball Merchandise market is projected to reach US$137.10k in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 1.01%, resulting in a projected market volume of US$144.20k 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$9.60 in 2024.
  • In the Basketball Merchandise market, the number of users is expected to amount to 5.5k users by 2029.
  • User penetration in the Basketball Merchandise market will be at 0.8% in 2024.
 
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Analyst Opinion

The Basketball Merchandise Market in Latvia is experiencing slow growth due to factors such as high competition and relatively low consumer interest. The markets growth is being impacted by external factors such as the countrys economic situation and the limited spending power of the population. Online sales have also been affected by the lack of trust in online transactions.

Customer preferences:
In Latvia, the Basketball Merchandise Market is seeing a growing trend towards locally made, sustainable products. This is due to a rising consumer awareness about the environmental impact of fast fashion and a desire for unique, locally sourced items. Additionally, younger demographics are driving demand for trendy, eco-friendly and socially responsible merchandise, leading to collaborations between basketball brands and sustainable businesses. This shift towards conscious consumerism is also reflected in the emphasis on ethical and fair-trade production practices within the basketball merchandise industry.

Trends in the market:
In Latvia, the Basketball Merchandise Market within the Sports Market is experiencing a surge in e-commerce sales, driven by the increasing popularity of online shopping among consumers. This trend is expected to continue as more retailers expand their online presence and offer a wider selection of basketball merchandise. Additionally, there is a rising demand for sustainable and ethically-sourced products, which is influencing the purchasing decisions of many consumers. This trend presents opportunities for industry stakeholders to differentiate themselves and cater to the evolving preferences of consumers. It also highlights the need for responsible sourcing and transparent supply chains in the basketball merchandise market.

Local special circumstances:
In Latvia, the Basketball Merchandise Market is heavily influenced by the countrys longstanding love for the sport. This cultural affinity for basketball has led to a high demand for basketball merchandise, particularly from local teams and players. Additionally, Latvias small size and close-knit community make it easier for businesses to establish strong relationships with customers, leading to a loyal and engaged customer base. Furthermore, the countrys membership in the EU allows for easy import and export of basketball merchandise, making it a desirable market for international brands looking to tap into the passionate Latvian fan base.

Underlying macroeconomic factors:
The Basketball Merchandise Market within the Sports Market in Latvia is greatly impacted by macroeconomic factors. The global economic climate, including trade policies and exchange rates, directly affects both the supply and demand of basketball merchandise. The countrys own economic health, including GDP, unemployment rate, and consumer confidence, also plays a significant role in market performance. Fiscal policies, such as taxation and government spending, can influence production costs and consumer purchasing power. Other financial indicators, such as inflation and interest rates, can further impact market dynamics. It is crucial for companies operating in this market to closely monitor and understand these macroeconomic factors to effectively navigate and compete in the basketball merchandise market in Latvia.

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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