Sport Events - Sweden

  • Sweden
  • Revenue in the Sport Events market is projected to reach US$244.50m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2028) of 1.72%, resulting in a projected market volume of US$261.80m by 2028.
  • In the Sport Events market, the number of users is expected to amount to 1.2m users by 2028.
  • User penetration will be 11.6% in 2024 and is expected to hit 11.6% by 2028.
  • The average revenue per user (ARPU) is expected to amount to US$203.30.
  • 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 Sweden has been experiencing significant growth in recent years. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors have all contributed to this development. Customer preferences in the Sport Events market in Sweden have shifted towards more interactive and immersive experiences. Consumers are looking for events that offer unique and engaging activities, such as obstacle courses, virtual reality experiences, and live performances. They also value events that promote health and wellness, with a focus on activities like marathons, yoga retreats, and outdoor adventure races. Trends in the market have also played a role in the growth of the Sport Events industry in Sweden. One notable trend is the increasing popularity of niche sports events. These events cater to specific interests and passions, such as extreme sports, e-sports, and women's sports. By targeting a specific audience, these events are able to attract dedicated fans and participants, leading to increased attendance and revenue. Another trend in the market is the integration of technology into sport events. This includes the use of mobile apps for ticketing and event information, live streaming of events for remote viewers, and the incorporation of virtual reality and augmented reality experiences. These technological advancements enhance the overall event experience and attract a younger demographic who are more tech-savvy and digitally connected. Local special circumstances have also contributed to the growth of the Sport Events market in Sweden. The country has a strong sporting culture, with a high level of participation in various sports and outdoor activities. This creates a demand for sport events that allow people to engage in their favorite activities and connect with like-minded individuals. Additionally, Sweden has a well-developed infrastructure for hosting events, with modern stadiums, arenas, and sports facilities that can accommodate large crowds. Underlying macroeconomic factors have also played a role in the growth of the Sport Events market in Sweden. The country has a stable economy with a high disposable income and a strong welfare system. This allows people to allocate a portion of their income towards leisure activities, including attending sport events. Additionally, Sweden has a strong tourism industry, with many international visitors coming to the country to experience its natural beauty and cultural offerings. This influx of tourists contributes to the demand for sport events and provides a boost to the local economy. Overall, the Sport Events market in Sweden is thriving due to customer preferences for interactive and immersive experiences, trends in the market towards niche sports events and technology integration, local special circumstances such as a strong sporting culture and well-developed infrastructure, and underlying macroeconomic factors such as a stable economy and a high disposable income.

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