Basketball - Eastern Asia

  • Eastern Asia
  • Revenue in the Basketball market is projected to reach US$648.90m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of -1.91%, resulting in a projected market volume of US$589.40m 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$8.88 in 2024.
  • In the Basketball market, the number of users is expected to amount to 82.0m users by 2029.
  • User penetration in the Basketball market will be at 4.5% in 2024.
 
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Analyst Opinion

The Basketball market in Eastern Asia has shown slow growth due to factors such as limited media coverage, lack of merchandise diversity, and high ticket prices. However, the growing popularity of digital technologies and increased awareness of health benefits may contribute to future growth in this market.

Customer preferences:
The popularity of eSports in East Asia has led to a rise in virtual basketball tournaments and gaming leagues. These digital platforms have opened up new opportunities for marketing campaigns and sponsorships, catering to the tech-savvy and gaming-oriented consumer market. Additionally, the increasing adoption of mobile devices and online gaming has transformed the way fans engage with basketball content, leading to a greater emphasis on immersive and interactive experiences. This shift is also influenced by the growth of Gen Z and millennial demographics, who prioritize convenience and personalized experiences.

Trends in the market:
In Eastern Asia, the Basketball market is experiencing a surge in popularity, with both professional and amateur leagues gaining a larger fanbase. The rise of streaming services and online platforms has made it easier for fans to access live games and statistics, leading to a rise in viewership. Additionally, there has been a trend towards integrating technology into the game, with the use of analytics, tracking devices, and virtual reality training methods. This trend is expected to continue, providing new opportunities for industry stakeholders, such as companies developing new technologies and leagues looking to expand their reach. However, it also poses challenges for traditional methods and may lead to a shift in the power dynamics within the market.

Local special circumstances:
In China, the Basketball Market is strongly influenced by the countrys cultural obsession with the sport. Basketball is considered a national pastime and has a large following, both domestically and globally. Local companies have been quick to capitalize on this passion for the sport, with lucrative sponsorships and endorsements deals. Additionally, strict government regulations on foreign sports leagues have created a unique market for domestic basketball leagues to thrive, leading to a diverse and competitive market for both players and teams.

Underlying macroeconomic factors:
The Basketball Market within the Sports Market in Eastern Asia is primarily affected by macroeconomic factors such as economic stability, consumer spending power, and government policies on sports and health. With the rise of disposable income and a growing interest in physical fitness, the demand for sports products, including basketball equipment, is on the rise. However, economic downturns or unstable fiscal policies could potentially have a negative impact on consumer spending, resulting in a decline in the market. Additionally, government initiatives to promote sports participation and invest in sports infrastructure can also greatly impact the growth of the basketball market in this region. Therefore, factors such as economic growth, consumer spending habits, and government policies are crucial in determining the success of the basketball market in Eastern Asia.

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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