Merchandise & Ticketing - Asia

  • Asia
  • The Merchandise & Ticketing market in Asia is expected to witness significant growth in the coming years.
  • According to projections, the revenue in this market is set to reach US$114.3m by 2024.
  • Moreover, it is anticipated that the market will experience an annual growth rate of 6.89% from 2024 to 2028, resulting in a projected market volume of US$149.2m by the end of 2028.
  • in China stands out as the leading revenue generator in the Merchandise & Ticketing market, with a projected market volume of US$88.8m by 2024.
  • This showcases the country's dominance in this segment within the Asian region.
  • In terms of user base, it is estimated that the number of users in the Merchandise & Ticketing market will reach 9.0m users by 2028.
  • The user penetration rate, which measures the percentage of the population using these services, is projected to increase from 0.2% in 2024 to 0.2% by 2028.
  • Furthermore, the average revenue per user (ARPU) in this market is expected to be US$14.2.
  • This metric reflects the average amount of revenue generated by each user in the Merchandise & Ticketing market sector.
  • Overall, Asia's Merchandise & Ticketing market shows promising potential for growth, with in China leading the way in terms of revenue generation.
  • The increasing user base and ARPU further indicate the market's upward trajectory in the coming years.
  • In Asia's Esports market, South Korea continues to dominate the Merchandise & Ticketing segment with its thriving fan culture and high demand for team merchandise.

Key regions: Asia, United Kingdom, China, India, Sweden

 
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Analyst Opinion

Esports is a fast-growing market within the world of gaming, mainly driven by the ongoing digitalization, increasing smartphone usage, and rising awareness of gaming. Faster and better technology opens up new possibilities, with the COVID-19 pandemic fueling the demand for Esports. The market will constantly grow due to the creation of more teams, tournaments, companies, and hence a wide-reaching platform for sponsorship and advertisement. Not only does the prize money from tournaments rise but also the amount invested into different teams, owing to the increase in live stream viewers and profitability. With China remaining the biggest market and the U.S. and Germany following behind, the Esports market is expected to witness strong double-digit growth. Recent consolidation in the gaming industry and the entry of FaZe Clan into the stock market have drawn further attention to the market.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Merchandise & Ticketing market, which comprises revenues from ticket or merchandise sales relating to live Esports events. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita and consumer spending per capita.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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