Soccer - Lithuania

  • Lithuania
  • Revenue in the Soccer market is projected to reach US$10.08m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 2.76%, resulting in a projected market volume of US$11.55m by 2029.
  • In global comparison, most revenue will be generated in the United Kingdom (US$9,696.00m in 2024).
  • The average revenue per user (ARPU) in the Soccer market is projected to amount to US$36.34 in 2024.
  • In the Soccer market, the number of users is expected to amount to 286.7k users by 2029.
  • User penetration in the Soccer market will be at 10.3% in 2024.
 
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Analyst Opinion

The Soccer Market in Lithuania has seen limited growth due to factors such as low consumer interest in digital platforms for sports, limited availability and high costs of soccer merchandise, and declining attendance at games due to the popularity of other sports. Aiming to boost growth, companies within this market are investing in innovative technologies to enhance the fan experience and attract a younger demographic. However, slow adoption of these technologies and low purchasing power of consumers in Lithuania continue to hinder significant growth in the overall market.

Customer preferences:
As the popularity of soccer in Lithuania continues to grow, we see a parallel increase in the adoption of virtual training and gaming options. With the rise of e-sports and online gaming platforms, many young soccer enthusiasts are turning to virtual simulations as a means to fulfill their passion for the sport. This trend is further fueled by the countrys high-tech infrastructure and digital literacy, allowing for easy access to advanced gaming technology. Additionally, the growing interest in virtual competitions and tournaments provides a new avenue for athletes to showcase their skills and gain recognition.

Trends in the market:
In Lithuania, the Soccer Market within the Sports Market is experiencing a rise in popularity due to increased investment in the sport by both domestic and international stakeholders. This has led to a boost in the quality of players, facilities, and overall interest in the sport among the countrys population. Additionally, there is a growing trend of utilizing data and technology in player training and performance analysis, resulting in improved on-field performance. This trend is expected to continue, with potential implications for industry stakeholders such as clubs, sponsors, and broadcasters.

Local special circumstances:
In Lithuania, the Soccer Market is heavily influenced by the nations strong passion for the sport. With a small population and limited leisure options, soccer holds a significant place in the countrys cultural and social activities. Additionally, government support and investments in infrastructure have led to the development of modern stadiums and training facilities, creating conducive conditions for the growth of the market. The popularity of local teams and rivalries also adds to the overall demand for soccer in the country.

Underlying macroeconomic factors:
The Soccer Market within the Sports Market in Lithuania is heavily influenced by macroeconomic factors such as the overall health of the countrys economy, the level of sports culture and government investment in sports infrastructure. This can have a direct impact on the demand for sports-related products and services, including soccer. Additionally, global economic trends and fiscal policies can also play a role in shaping the growth and performance of the Soccer Market, as they can impact consumer spending and investments in the sports industry. Furthermore, the increasing popularity of soccer in Lithuania can be attributed to the countrys stable economic growth and growing interest in the sport among its population. As a result, the Soccer Market is expected to continue registering steady growth in the foreseeable future.

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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