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Cricket - Malta

Malta
  • Revenue in the Cricket market is projected to reach US$9.41k in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 2.09%, resulting in a projected market volume of US$10.43k 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$3.57 in 2024.
  • In the Cricket market, the number of users is expected to amount to 3.0k users by 2029.
  • User penetration in the Cricket market will be at 0.5% 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 popularity of Cricket in the Malta Sports market has been slowing down due to minimal growth rates. Various factors such as declining interest in Cricket Media and decrease in Cricket ticket sales have impacted the overall market growth. Changing consumer preferences and lack of innovation in the industry may also be contributing to the decline in growth.

    Customer preferences:
    With the rise of e-sports, there has been a noticeable shift in consumer preferences towards virtual and online cricket tournaments. This trend is particularly evident among younger generations who are avid fans of both cricket and video gaming. As a result, there has been a growing demand for high-quality virtual cricket games and online streaming services. This shift can also be attributed to the convenience and accessibility of online platforms, as well as the increasing influence of digital media in shaping consumer preferences.

    Trends in the market:
    In Malta, the Cricket Market is experiencing a rise in popularity and participation, with more youth and adults taking to the sport. This trend is significant as it indicates a growing interest in cricket outside of traditional cricket-playing countries. It also presents opportunities for industry stakeholders to tap into this market and offer new products and services. Additionally, there is a trend towards incorporating technology in cricket, such as using mobile apps to track players performance and creating virtual coaching programs. These trends are expected to continue, leading to a more competitive and technologically advanced cricket market in Malta.

    Local special circumstances:
    In Malta, the Cricket Market within the Sports Market is heavily influenced by the countrys small size and limited number of players. This creates a close-knit community, with cricket often played as a social activity rather than a highly competitive sport. Additionally, due to Maltas location in the Mediterranean, the sport has a significant British influence, with many players and teams having ties to the United Kingdom. This mix of local and international influence creates a unique dynamic in the Cricket Market, making it unlike any other in the world.

    Underlying macroeconomic factors:
    The Cricket Market within the Sports Market in Malta is heavily influenced by macroeconomic factors such as economic stability, government policies, and foreign investment. Countries with strong economic growth and stable political climates typically have a higher demand for sports and entertainment, leading to growth in the Cricket market. Additionally, favorable tax structures and government initiatives to promote sports and tourism can also contribute to market growth. On the other hand, economic downturns and unstable political environments may hinder the growth of the market. Furthermore, with Malta being a popular tourist destination, the performance of the Cricket market may also be impacted by global economic trends and fluctuations in tourism industry. Overall, a strong and stable economy, along with supportive government policies, can foster a thriving Cricket market in Malta.

    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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