Sports - Worldwide

  • Worldwide
  • Revenue in the Sports market is projected to reach US$112.40bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 4.16%, resulting in a projected market volume of US$137.80bn by 2029.
  • In global comparison, most revenue will be generated in the United States (US$49,760.00m in 2024).
  • The average revenue per user (ARPU) in the Sports market is projected to amount to US$73.71 in 2024.
 
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Analyst Opinion

The global Sports market is witnessing a steady growth rate, influenced by factors like increasing popularity of digital technologies among consumers, rising health consciousness, and the convenience of online sports services. The sub-markets of Soccer, American Football, Basketball, Baseball, and Cricket contribute to this growth through their respective fan bases and player participation. The minimal growth rate can be attributed to factors such as changing dynamics within the sports industry.

Customer preferences:
Consumers in the Sports Market are increasingly looking for convenient and personalized ways to engage in physical activity. This has led to a rise in popularity for virtual fitness classes and online coaching services. Additionally, the trend towards clean and organic living has also translated into the Sports market, with a growing demand for sustainable and eco-friendly sports clothing and gear. With a focus on holistic wellness, consumers are also gravitating towards sports that offer mental and emotional benefits such as yoga, meditation, and outdoor activities.

Trends in the market:
In the global Sports market, there has been a significant increase in the utilization of technology for fan engagement and revenue generation. With the rise of mobile devices and social media, sports leagues and teams are investing in creating digital experiences for fans, such as live streaming, augmented reality, and social media campaigns. This trend is expected to continue, with projections indicating that the sports technology market will surpass $30 billion by 2024. These advancements in technology not only enhance the overall fan experience but also allow for data-driven decision-making for teams and leagues. Additionally, esports, or competitive video gaming, is emerging as a significant trend in the sports industry, with a growing audience and lucrative sponsorship opportunities. The integration of technology and sports is expected to have a profound impact on industry stakeholders, such as teams, leagues, broadcasters, and advertisers, as it presents new opportunities for revenue and consumer engagement.

Local special circumstances:
In Brazil, the Sports Market is thriving thanks to the strong cultural emphasis on physical activity and an increasing interest in competitive sports. The countrys large population and growing middle class have also contributed to the markets growth, with more individuals seeking out sports as a leisure activity. As a result, the demand for sports equipment, apparel, and access to sporting facilities has surged. Additionally, Brazils diverse landscape and favorable climate provide opportunities for a wide range of sports, making it a popular destination for international sports events and tournaments. The countrys government has also implemented initiatives to promote and support the sports industry, further fueling its growth and market dynamics.

Underlying macroeconomic factors:
The Sports Market market is greatly impacted by macroeconomic factors such as consumer spending, employment rates, and global economic trends. Countries with strong economies and high consumer spending are expected to see a higher demand for sports products and services. Additionally, government investments in sports infrastructure and events, as well as favorable regulatory policies and tax incentives, can greatly influence the growth of the market. A growing interest in sports and physical fitness, particularly in emerging economies, also presents opportunities for market expansion. Conversely, economic downturns or government budget cuts can have a negative impact on the markets growth.

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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