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Cricket - Indonesia

Indonesia
  • Revenue in the Cricket market is projected to reach US$801.20k in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 1.28%, resulting in a projected market volume of US$853.80k by 2029.
  • In global comparison, most revenue will be generated India (US$2.27bn in 2024).
  • The average revenue per user (ARPU) in the Cricket market is projected to amount to US$0.50 in 2024.
  • In the Cricket market, the number of users is expected to amount to 1.7m users by 2029.
  • User penetration in the Cricket market will be at 0.6% in 2024.

Definition:

The Cricket Market encompasses various aspects of the sport, including media coverage and ticket sales, catering to the immense global fanbase of cricket. It encompasses platforms and channels dedicated to delivering news, analysis, and entertainment related to cricket events worldwide, as well as the sale of tickets for live cricket matches.

Structure:

  • Cricket Media: This component includes revenues from television and online streaming rights for cricket matches, providing fans with access to live coverage and analysis.
  • Cricket Ticket Sales: This component comprises revenues from the sale of tickets for cricket matches held in stadiums, online ticketing platforms facilitating ticket purchases, and season ticket packages.
  • Additional information:

    Key metrics within the Cricket Market include revenues, users, ticket sales volumes, and merchandise sales volumes. 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 Cricket Market include broadcasting networks, cricket 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 Sports industry in Indonesia, particularly the Cricket market, has witnessed a sluggish growth rate due to economic uncertainties, limited investment activities, and changing consumer preferences. However, the growing popularity of digital and online platforms, along with the increasing health and fitness awareness among the population, is expected to drive market growth in the coming years.

    Customer preferences:
    Consumers in Indonesia are increasingly participating in Cricket as a form of leisure and fitness activity, influenced by the growing popularity of the sport in neighboring countries such as India and Australia. As a result, there is a rising demand for high-quality cricket equipment and gear, particularly among the younger demographic. Additionally, the emergence of social media platforms has facilitated the growth of online cricket communities, allowing fans to connect and engage with each other, thereby creating a sense of belonging and camaraderie within the sport.

    Trends in the market:
    In Indonesia, there is a growing trend towards the adoption of digital technologies in the Cricket Market within the Sports Market industry. This includes the use of digital platforms for ticket sales and streaming services, as well as social media platforms for marketing and fan engagement. With the rise of smartphone penetration and internet usage in the country, this trend is expected to continue its upward trajectory. This shift towards digital channels presents opportunities for industry stakeholders to reach a wider audience and drive revenue growth. However, it also highlights the need for seamless integration of technology and a strong digital strategy to keep up with changing consumer behaviors and remain relevant in the highly competitive Sports market.

    Local special circumstances:
    In Indonesia, the Cricket Market has seen significant growth over the years due to the countrys rich and diverse cultural heritage, making it an attractive destination for popular international tournaments. Additionally, the tropical climate and large population also provide ample opportunities for the sport to thrive. Moreover, the countrys relaxed regulatory policies towards sports have further boosted the development of the Cricket Market, with various domestic leagues being established to cater to the growing demand for the sport.

    Underlying macroeconomic factors:
    The growth of the Cricket Market within the Sports Market market in Indonesia is heavily influenced by macroeconomic factors such as the countrys economic stability, government policies, and investment in sports infrastructure. Indonesias rapidly growing economy and efforts to promote sports and recreation have led to an increased interest in cricket, especially among young people. Additionally, Indonesias growing middle class and their rising disposable incomes are driving the demand for sports and leisure activities, including cricket. However, challenges such as limited media exposure and lack of infrastructure for professional cricket leagues still pose obstacles to the markets growth.

    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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