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Basketball - Indonesia

Indonesia
  • Revenue in the Basketball market is projected to reach US$27.39m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of -2.25%, resulting in a projected market volume of US$24.45m by 2029.
  • In global comparison, most revenue will be generated United States (US$9.54bn in 2024).
  • The average revenue per user (ARPU) in the Basketball market is projected to amount to US$12.16 in 2024.
  • In the Basketball market, the number of users is expected to amount to 2.4m users by 2029.
  • User penetration in the Basketball market will be at 0.8% in 2024.

Definition:

The Basketball Market encompasses various facets of the sport, including media coverage, ticket sales, and merchandise, catering to the extensive global fanbase of basketball. It includes platforms and channels dedicated to delivering news, analysis, and entertainment related to basketball events worldwide, as well as the sale of tickets for live basketball games and various basketball-related merchandise.

Structure:

  • Basketball Media: This segment includes revenues from television and online streaming rights for basketball games, providing fans with access to live coverage and analysis.
  • Basketball Ticket Sales: This segment comprises revenues from the sale of tickets for basketball games held in arenas, online ticketing platforms facilitating ticket purchases, and season ticket packages.
  • Basketball Merchandise: This segment encompasses revenues from the sale of various basketball-related products and merchandise, such as team jerseys, basketballs, apparel, and memorabilia, allowing fans to showcase their support for their favorite teams and players.

Additional information:

Key metrics within the Basketball Market include revenues, viewers, ticket sales volumes, merchandise sales volumes, and market penetration rates. Revenue streams primarily come from advertising, subscription fees, ticket sales, merchandise sales, and sponsorship deals. Data on broadcasting rights, online viewership, ticketing platforms, popular merchandise items, and fan preferences are essential for understanding market dynamics. Key players in the Basketball Market include broadcasting networks, basketball teams, sports apparel brands, ticketing agencies, and online marketplaces.

For more detailed insights, refer to the additional information provided next to the respective data points.

In-Scope

  • Ticket sales from games, such as league games
  • Revenue from merchandise, such as jerseys
  • Revenue from media rights, such as TV broadcasting

Out-Of-Scope

  • Revenue from player transfers, such as transfer fees
  • Tickets sold on the secondary market, such as on eBay
  • Revenue from licensing or sponsorship, such as from logos
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Study Details

    Revenue

    Most recent update: Jul 2024

    Source: Statista Market Insights

    Most recent update: Jul 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Basketball Market in Indonesia is undergoing slow growth due to various factors such as limited media coverage, lack of availability of merchandise, and expensive ticket prices. Despite a growing interest in the sport, these challenges hinder the market from reaching its full potential. However, with increasing consumer awareness and the potential for digital advancements, the market has the potential to experience significant growth in the future.

    Customer preferences:
    With the rise of social media and digital platforms, there has been a noticeable increase in consumer interest and engagement in basketball, especially among younger generations. This has led to a growing demand for online content, such as live streaming of games and highlights, as well as interactive fan experiences. Furthermore, the incorporation of virtual and augmented reality technologies in basketball games and events has also attracted a new wave of followers, indicating a shift towards more immersive and interactive sports experiences in Indonesia.

    Trends in the market:
    In Indonesia, the Basketball Market within the Sports Market is seeing a surge in esports collaborations. Local basketball clubs have increasingly partnered with gaming companies, providing opportunities for players to compete in virtual tournaments and engage with younger, tech-savvy audiences. This trend is likely to continue as the popularity of esports in Indonesia grows exponentially. As a result, industry stakeholders can expect to see innovative sponsorships, merchandising opportunities, and fan engagement strategies to incorporate gaming and attract a diverse and engaged audience.

    Local special circumstances:
    In Indonesia, the Basketball Market within the Sports Market is heavily influenced by geographical factors. The countrys archipelago of over 17,000 islands presents significant logistics challenges, resulting in limited access to high-quality facilities for training and games. Additionally, Indonesias rich cultural diversity brings a unique fan base to the Basketball Market, with strong support from local communities. On the regulatory front, the governments recent initiatives to boost sports development and promote healthy lifestyles have created a conducive environment for growth in the Basketball Market. These factors make Indonesias Basketball Market a dynamic and attractive market for players, coaches, and fans alike, setting it apart from other markets in the region.

    Underlying macroeconomic factors:
    The basketball market in Indonesia is heavily influenced by macroeconomic factors such as the countrys economic health and investment in sports infrastructure. Indonesias strong economic growth, favorable regulatory environment, and increasing focus on sports development have all contributed to the growth of the basketball market. Additionally, the rising popularity of basketball among the younger population and Indonesias continuously expanding middle class are driving the demand for quality basketball products and services. Moreover, the increasing presence of international brands in the market and the growth of e-commerce platforms have also played a significant role in expanding the reach of the basketball market in Indonesia.

    Reach

    Most recent update: Jul 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Jul 2024

    Source: Statista Market Insights

    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.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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