The revenue in the 'Merchandise & Ticketing' segment of the esports market in Asia was forecast to continuously increase between 2024 and 2029 by in total 42 million U.S. dollars (+36.73 percent). After the ninth consecutive increasing year, the revenue is estimated to reach 156.34 million U.S. dollars and therefore a new peak in 2029. Notably, the revenue of the 'Merchandise & Ticketing' segment of the esports market was continuously increasing over the past years.
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.
Learn more about how Statista can support your business.
Statista. (September 4, 2024). Revenue of the e-sports merchandise & ticketing market in Asia from 2020 to 2029 (in million U.S. dollars) [Graph]. In Statista. Retrieved November 23, 2024, from https://www.statista.com/forecasts/1307956/asia-esports-revenue-from-merchandise-and-ticketing
Statista. "Revenue of the e-sports merchandise & ticketing market in Asia from 2020 to 2029 (in million U.S. dollars)." Chart. September 4, 2024. Statista. Accessed November 23, 2024. https://www.statista.com/forecasts/1307956/asia-esports-revenue-from-merchandise-and-ticketing
Statista. (2024). Revenue of the e-sports merchandise & ticketing market in Asia from 2020 to 2029 (in million U.S. dollars). Statista. Statista Inc.. Accessed: November 23, 2024. https://www.statista.com/forecasts/1307956/asia-esports-revenue-from-merchandise-and-ticketing
Statista. "Revenue of The E-sports Merchandise & Ticketing Market in Asia from 2020 to 2029 (in Million U.S. Dollars)." Statista, Statista Inc., 4 Sep 2024, https://www.statista.com/forecasts/1307956/asia-esports-revenue-from-merchandise-and-ticketing
Statista, Revenue of the e-sports merchandise & ticketing market in Asia from 2020 to 2029 (in million U.S. dollars) Statista, https://www.statista.com/forecasts/1307956/asia-esports-revenue-from-merchandise-and-ticketing (last visited November 23, 2024)
Revenue of the e-sports merchandise & ticketing market in Asia from 2020 to 2029 (in million U.S. dollars) [Graph], Statista, September 4, 2024. [Online]. Available: https://www.statista.com/forecasts/1307956/asia-esports-revenue-from-merchandise-and-ticketing