The revenue is forecast to experience significant growth in all segments in 2029. As part of the positive trend, the revenue reaches the maximum value for all two different segments at the end of the comparison period. Particularly noteworthy is the segment Merchandise, which has the highest value of 0.76 million U.S. dollars.
Data provided by Statista Market Insights are estimates.
Definition:
Esports Merchandise & Ticketing encompasses the sale of branded products and event access within the esports industry, catering to a dedicated fanbase that supports their favorite teams, players, and events. This market includes the production and distribution of apparel, accessories, and collectibles featuring esports logos, themes, and player likenesses, as well as the sale of tickets for live and virtual esports events. By offering fans tangible ways to express their loyalty and participate in the esports community, this sector drives significant revenue and plays a key role in enhancing fan engagement, fostering a deeper connection between fans and the esports ecosystem.
Additional information:
The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through consumer spending. Sales channel data shows both online and offline revenues. All monetary figures refer to the annual gross revenue. Key players of the market include companies or teams such as FaZe, Cloud9 or TSM. For more information on the data displayed, use the info button right next to the boxes.
Profit from the additional features of your individual account
Currently, you are using a shared account. To use individual functions (e.g., mark statistics as favourites, set
statistic alerts) please log in with your personal account.
If you are an admin, please authenticate by logging in again.
All features, all contents, at all times: Learn more about our professional solutions.
Learn more about how Statista can support your business.
Statista. (September 4, 2024). Revenue of the e-sports market in Poland from 2020 to 2029, by segment (in million U.S. dollars) [Graph]. In Statista. Retrieved December 03, 2024, from https://www.statista.com/forecasts/1295996/e-sports-merchandise-and-ticketing-segments-revenue-in-poland
Statista. "Revenue of the e-sports market in Poland from 2020 to 2029, by segment (in million U.S. dollars)." Chart. September 4, 2024. Statista. Accessed December 03, 2024. https://www.statista.com/forecasts/1295996/e-sports-merchandise-and-ticketing-segments-revenue-in-poland
Statista. (2024). Revenue of the e-sports market in Poland from 2020 to 2029, by segment (in million U.S. dollars). Statista. Statista Inc.. Accessed: December 03, 2024. https://www.statista.com/forecasts/1295996/e-sports-merchandise-and-ticketing-segments-revenue-in-poland
Statista. "Revenue of The E-sports Market in Poland from 2020 to 2029, by Segment (in Million U.S. Dollars)." Statista, Statista Inc., 4 Sep 2024, https://www.statista.com/forecasts/1295996/e-sports-merchandise-and-ticketing-segments-revenue-in-poland
Statista, Revenue of the e-sports market in Poland from 2020 to 2029, by segment (in million U.S. dollars) Statista, https://www.statista.com/forecasts/1295996/e-sports-merchandise-and-ticketing-segments-revenue-in-poland (last visited December 03, 2024)
Revenue of the e-sports market in Poland from 2020 to 2029, by segment (in million U.S. dollars) [Graph], Statista, September 4, 2024. [Online]. Available: https://www.statista.com/forecasts/1295996/e-sports-merchandise-and-ticketing-segments-revenue-in-poland