Merchandise & Ticketing - Australia

  • Australia
  • In Australia, revenue in the Merchandise & Ticketing market market is projected to reach €1.4m in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 5.74%, which will result in a projected market volume of €1.9m by 2029.
  • While most revenue in the global Merchandise & Ticketing market market is generated China, in Australia is also a significant player with a projected market volume of €81.5m in 2024.
  • The number of users in the Merchandise & Ticketing market market withAustralia is anticipated to amount to 182.3k users by 2029.
  • User penetration in Australia will be 0.6% in 2024 and is expected to rise to 0.7% by 2029.
  • Furthermore, the average revenue per user (ARPU) in Australia is expected to amount to €8.8.
  • In Australia, the eSports merchandise and ticketing market is witnessing a surge in demand, reflecting the growing popularity and cultural acceptance of competitive gaming.

Key regions: France, South Korea, Europe, China, United States

 
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Analyst Opinion

The eSports market in Australia has seen moderate growth, influenced by factors such as the rising popularity of online gaming, increasing consumer interest, and the convenience of ticketing and merchandise sales. However, the market's growth rate remains minimal due to limited awareness and competition from traditional sports.

Customer preferences:
The eSports market in Australia has witnessed a significant increase in demand for virtual merchandise and digital ticketing options. This trend can be attributed to the growing preference for contactless transactions and the convenience of purchasing and accessing event tickets online. Additionally, with the rise in popularity of eSports among younger demographics, there has been a shift towards more personalized and interactive merchandise, catering to the cultural influences and lifestyle preferences of this audience.

Trends in the market:
In Australia, the Merchandise & Ticketing Market within the eSports Market is seeing a surge in online ticket sales and virtual merchandise purchases. This trend is driven by the increasing popularity of eSports events, with more fans opting for virtual attendance. Additionally, the use of digital platforms for ticketing and merchandise sales is streamlining the process for both consumers and industry players. This trend is expected to continue, with potential implications for traditional ticketing and merchandise sales channels. As such, industry stakeholders need to adapt to the changing landscape and embrace digital solutions to remain competitive in the market.

Local special circumstances:
In Australia, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the country's strong sports culture and advanced digital infrastructure. With a high level of internet penetration, Australian fans have easy access to online ticketing and merchandise purchasing platforms. Additionally, the country's strict regulations on gambling and advertising have led to a unique market landscape, with a focus on responsible and ethical practices. These factors have contributed to the rapid growth of the eSports market in Australia, with a strong emphasis on fan engagement and community building.

Underlying macroeconomic factors:
The Merchandise & Ticketing Market within the eSports Market in Australia is heavily influenced by macroeconomic factors such as the overall global economic trends, the national economic health of the country, and fiscal policies. As Australia's economy continues to grow and diversify, there is a high demand for entertainment and leisure activities, leading to a rise in the popularity of eSports. Additionally, favorable government policies and investments in the country's digital infrastructure have created a conducive environment for the growth of the eSports market. The increasing disposable income of consumers and the rising prevalence of online gaming among the younger population have also contributed to the growth of the Merchandise & Ticketing Market within the eSports Market in Australia.

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.

Visión general

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