E-sports merchandise and ticketing segments revenue in Poland 2020-2029

Revenue of the e-sports market in Poland from 2020 to 2029, by segment

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Release date

September 2024

Region

Poland

Survey time period

2020 to 2029

Supplementary notes

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.

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Statistics on " E-sports in Poland "

Other statistics that may interest you E-sports in Poland

Overview

4

Tournaments

5

Teams and players

8

Live-streaming

7

Platforms

8
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