Basketball - Portugal

  • Portugal
  • Revenue in the Basketball market is projected to reach US$4.39m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 0.23%, resulting in a projected market volume of US$4.44m 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$14.22 in 2024.
  • In the Basketball market, the number of users is expected to amount to 422.2k users by 2029.
  • User penetration in the Basketball market will be at 3.0% in 2024.
 
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Analyst Opinion

The basketball market in Portugal has experienced minimal growth, hindered by factors such as the growing popularity of other sports, low investment in media coverage and limited fan engagement. However, with increasing focus on digital platforms, rising interest in basketball merchandise and innovative ticketing strategies, the market has the potential to grow in the near future.

Customer preferences:
Consumer preferences are shifting towards personalized and premium experiences in the Basketball Market within the Sports Market in Portugal. This is driven by a growing interest in health and wellness, with consumers seeking innovative products and services that cater to their individual needs. This trend is also reflected in the demand for high-quality equipment and customized training programs. Additionally, the increasing popularity of social media platforms has created a demand for unique and photogenic basketball experiences, further highlighting the focus on individualization and modernization in the market.

Trends in the market:
In Portugal, the Basketball Market within the Sports Market is witnessing a rise in digital media consumption, with more fans engaging with their favorite teams and players through social media platforms. There is also a growing trend of incorporating technology into training and game methods, with virtual reality and data analytics being utilized to enhance player performance. This trend has significant implications for industry stakeholders, as it opens up opportunities for fan engagement and revenue generation. It also emphasizes the importance of investing in technology and innovation to stay competitive in the market.

Local special circumstances:
In Portugal, Basketball is one of the most popular sports, with a strong and enthusiastic fan base. This is due in part to the geographical and cultural influence of the country. Portugal is a coastal nation with a mild climate, making outdoor sports like basketball easily accessible. Additionally, the country has a long history and tradition of basketball, with its national team achieving success in international competitions. Furthermore, Portugal has a strong regulatory system in place that supports sports organizations and provides a competitive environment for the basketball market to thrive. These unique factors make Portugal a key market for basketball in the sports industry.

Underlying macroeconomic factors:
The growth of the Basketball Market within the Sports Market is heavily impacted by macroeconomic factors such as consumer spending, economic stability, and government policies. Countries with healthy economic growth, stable political climate, and favorable regulations for sports entertainment are experiencing higher demand for basketball events and equipment. Additionally, the increasing popularity of basketball as a global sport and the rise of professional leagues in various countries are driving the growth of the market. Moreover, the lucrative sponsorship deals and television broadcasting rights are also contributing to the growth of the basketball market in Portugal. These factors highlight the significant role of macroeconomic conditions in shaping the performance of the Basketball Market within the Sports Market in a given country.

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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