Sport Events - Indonesia

  • Indonesia
  • Revenue in the Sport Events market is projected to reach US$154.70m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2028) of 2.64%, resulting in a projected market volume of US$171.70m by 2028.
  • In the Sport Events market, the number of users is expected to amount to 4.4m users by 2028.
  • User penetration will be 1.5% in 2024 and is expected to hit 1.5% by 2028.
  • The average revenue per user (ARPU) is expected to amount to US$35.75.
  • In global comparison, most revenue will be generated in the United States (US$16,430.00m in 2024).
  • With a projected rate of 17.1%, the user penetration in the Sport Events market is highest in Luxembourg.

Key regions: India, Brazil, Germany, South Korea, China

 
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Analyst Opinion

The Sport Events market in Indonesia has experienced significant growth in recent years, driven by a combination of customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
Indonesian consumers have shown a growing interest in sports events, both as participants and spectators. The popularity of sports such as football, badminton, and basketball has led to increased demand for live sporting experiences. Additionally, there is a growing interest in health and wellness, with many Indonesians participating in sports events as a way to stay active and maintain a healthy lifestyle.

Trends in the market:
One of the key trends in the Sport Events market in Indonesia is the increasing number of international sporting events being hosted in the country. This has been driven by the government's efforts to promote Indonesia as a sports tourism destination. The hosting of major events such as the Asian Games in 2018 and the upcoming FIFA U-20 World Cup in 2023 has not only attracted international participants and spectators but has also created opportunities for local businesses. Another trend in the market is the rise of e-sports events. E-sports, or competitive video gaming, has gained significant popularity in Indonesia, particularly among the younger generation. The growing interest in e-sports has led to the emergence of e-sports tournaments and events, attracting both local and international participants.

Local special circumstances:
Indonesia's large population and youthful demographic profile contribute to the growth of the Sport Events market. With a population of over 270 million people, there is a large potential customer base for sports events. Additionally, the relatively young population in Indonesia is more likely to participate in and attend sports events, further driving demand.

Underlying macroeconomic factors:
The growing middle class and increasing disposable income in Indonesia have also played a role in the development of the Sport Events market. As more Indonesians have the financial means to participate in and attend sports events, the demand for such events has increased. Furthermore, the government's focus on infrastructure development, including the construction of sports facilities, has improved the accessibility and quality of sports events in the country. In conclusion, the Sport Events market in Indonesia is experiencing growth due to customer preferences for live sporting experiences and a growing interest in health and wellness. The hosting of international events and the rise of e-sports are also contributing to the market's development. Indonesia's large population, youthful demographic profile, growing middle class, and infrastructure development are underlying macroeconomic factors that support the growth of the market.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on Gross Merchandise Value (GMV) and represent what consumers pay for these products and services. The user metrics show the number of customers who have made at least one online purchase within the past 12 months.

Modeling approach / Market size:

Market sizes are determined through a bottom-up approach, building on predefined factors for each market segment. As a basis for evaluating markets, we use annual financial reports of the market-leading companies, third-party studies and reports, as well as 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, GDP per capita, and internet connection speed. 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 and exponential trend smoothing. The main drivers are internet users, urban population, usage of key players, and attitudes toward online services.

Additional notes:

The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. GCS data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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