The revenue in the 'Merchandise & Ticketing' segment of the esports market in Indonesia was forecast to continuously increase between 2024 and 2029 by in total 0.6 million U.S. dollars (+54.05 percent). After the ninth consecutive increasing year, the revenue is estimated to reach 1.72 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.
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Statista. (September 4, 2024). Revenue of the esports merchandise & ticketing industry in Indonesia 2020-2029 (in million U.S. dollars) [Graph]. In Statista. Retrieved October 12, 2024, from https://www.statista.com/forecasts/1372043/indonesia-esports-revenue-from-merchandise-and-ticketing
Statista. "Revenue of the esports merchandise & ticketing industry in Indonesia 2020-2029 (in million U.S. dollars)." Chart. September 4, 2024. Statista. Accessed October 12, 2024. https://www.statista.com/forecasts/1372043/indonesia-esports-revenue-from-merchandise-and-ticketing
Statista. (2024). Revenue of the esports merchandise & ticketing industry in Indonesia 2020-2029 (in million U.S. dollars). Statista. Statista Inc.. Accessed: October 12, 2024. https://www.statista.com/forecasts/1372043/indonesia-esports-revenue-from-merchandise-and-ticketing
Statista. "Revenue of The Esports Merchandise & Ticketing Industry in Indonesia 2020-2029 (in Million U.S. Dollars)." Statista, Statista Inc., 4 Sep 2024, https://www.statista.com/forecasts/1372043/indonesia-esports-revenue-from-merchandise-and-ticketing
Statista, Revenue of the esports merchandise & ticketing industry in Indonesia 2020-2029 (in million U.S. dollars) Statista, https://www.statista.com/forecasts/1372043/indonesia-esports-revenue-from-merchandise-and-ticketing (last visited October 12, 2024)
Revenue of the esports merchandise & ticketing industry in Indonesia 2020-2029 (in million U.S. dollars) [Graph], Statista, September 4, 2024. [Online]. Available: https://www.statista.com/forecasts/1372043/indonesia-esports-revenue-from-merchandise-and-ticketing