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Team Sports Equipment - Eastern Asia

Eastern Asia
  • In 2024, the revenue in the Team Sports Equipment market in Eastern Asia amounts to US$2.7bn.
  • This market segment is expected to grow annually by 5.78% (CAGR 2024-2029).
  • Among all countries, China generates the highest revenue with US$2.0bn in 2024.
  • When considering the total population, the per person revenue is US$1.63 in 2024.
  • In Japan, the market for team sports equipment is thriving, with a high demand for soccer, baseball, and rugby gear.

Definition:

Team sports equipment refers to the tools and accessories used for team-based sports such as basketball, soccer, football, hockey, and volleyball. The equipment can be broadly classified into two categories: protective gear and playing gear. Protective gear includes items such as helmets, pads, and mouthguards that are designed to protect players from injury. Playing gear includes items such as balls, bats, sticks, and goals that are used to play the sport. The team sports equipment market is highly dependent on factors such as the popularity of the sport, technological advancements in equipment design, and the availability of raw materials.

Additional Information:

The market comprises revenue and average revenue per capita. Figures are generated through both online and offline sales channels and include spending by consumers (B2C). Key players in the market are companies like Adidas, Nike, Under Armour, Puma, and New Balance. These companies are leaders in their respective segments and are known for their innovative products, brand reputation, and extensive distribution networks. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Balls
  • Gloves, shin guards, knee pads, helmets, and other protective gear
  • Hoops, nets, goals, and other court equipment

Out-Of-Scope

  • Hoodies, fleece shirts, tank tops, pants, and other sports apparel
  • Basketball, soccer, and volleyball shoes, sneakers, and other sports footwear

Revenue

Notes: Data was converted from local currencies using average exchange rates of the respective year.

Most recent update: Jul 2024

Source: Statista Market Insights

Most recent update: Jul 2024

Source: Statista Market Insights

Key Players

Most recent update: Mar 2024

Source: Statista Market Insights

Global Comparison

Most recent update: Jul 2024

Source: Statista Market Insights

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on consumer spending on goods people buy for their leisure activities and hobbies.

Modeling approach:

Market sizes are determined through a Top-Down approach, building on specific predefined factors for each market segment. As a basis for evaluating markets, we use in-house market research, national statistical offices, international institutions, trade associations, third-party studies, and survey results from our primary research (e.g., the Statista Global Consumer Survey). In addition, we use relevant key market indicators and data from country-specific associations, such as GDP, consumer spending, and household number. 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, exponential trend smoothing is well suited for forecasting the Toys & Hobby market with a projected steady growth. The main drivers are GDP per capita and consumer spending per capita.

Additional notes:

The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year.

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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