Merchandise & Ticketing - Benelux

  • Benelux
  • In Benelux, revenue in the Merchandise & Ticketing market market is projected to reach €2.0m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.16%, leading to a projected market volume of €2.7m by 2029.
  • Although the most revenue in the Merchandise & Ticketing market market is generated China, the figures for Benelux are significant as well.
  • In the Merchandise & Ticketing market market withBenelux, the number of users is expected to amount to 362.0k users by 2029.
  • User penetration in Benelux will be 1.1% in 2024 and is anticipated to reach 1.2% by 2029.
  • The average revenue per user (ARPU) in this market is expected to amount to €6.0.
  • In the Benelux region, the eSports Merchandise & Ticketing market is witnessing a surge in demand, reflecting the growing enthusiasm for competitive gaming events.

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

 
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Analyst Opinion

The eSports industry in Benelux is seeing subdued growth in the Merchandise & Ticketing market. Factors such as increasing digitalization, high consumer health awareness, and the convenience of online services are impacting this slow growth rate.

Customer preferences:
The rise of virtual events and online tournaments has opened up new opportunities for the Merchandise & Ticketing Market within the eSports Market. With the growing popularity of eSports, fans are now willing to spend more on exclusive merchandise and tickets for live events. This trend is further fueled by the increasing number of Gen Z and Millennial consumers, who value experiences over material possessions. As a result, we can expect to see a shift towards more innovative and interactive merchandise and ticketing options to cater to the evolving preferences of these younger generations.

Trends in the market:
In Benelux, there is a growing trend of partnerships between eSports teams and major clothing brands to produce exclusive merchandise lines. This allows fans to show their support for their favorite teams and players, while also generating additional revenue for both parties. Additionally, the use of virtual and augmented reality in ticketing is on the rise, allowing for a more immersive and interactive experience for attendees. These trends have significant potential for growth, as they tap into the increasing popularity of eSports and the desire for unique and personalized experiences. Industry stakeholders should closely monitor these developments and consider incorporating them into their business strategies to stay competitive in the rapidly evolving eSports market.

Local special circumstances:
In Benelux, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the region's strong presence in the gaming industry and its supportive government policies. The Netherlands, for example, has a thriving gaming culture and a well-established eSports scene, leading to a high demand for merchandise and tickets. In Belgium, strict regulations on online gambling have resulted in a limited market for eSports betting, but the country's love for traditional sports has created a unique market for traditional sports merchandise.

Underlying macroeconomic factors:
The growth of the Merchandise & Ticketing Market within the eSports Market is heavily influenced by macroeconomic factors such as consumer spending power, economic stability, and government policies. Countries with strong economies and high levels of disposable income are experiencing a surge in demand for eSports merchandise and tickets. On the other hand, regions with economic uncertainty and low consumer confidence may see a slower growth rate in this market. Additionally, government policies that encourage the development of eSports and its related industries can also have a positive impact on the market's growth potential.

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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