Merchandise & Ticketing - Denmark

  • Denmark
  • In Denmark, revenue in the Merchandise & Ticketing market market is projected to reach €0.9m in 2024.
  • Revenue in this market is expected to show an annual growth rate (CAGR 2024-2029) of 7.67%, resulting in a projected market volume of €1.4m by 2029.
  • While most revenue is generated China, Denmark's Merchandise & Ticketing market market is noteworthy in its own right.
  • In the Merchandise & Ticketing market market, the number of users in Denmark is expected to amount to 71.4k users by 2029.
  • User penetration in Denmark will be 1.1% in 2024 and is expected to hit 1.2% by 2029.
  • The average revenue per user (ARPU) in Denmark is expected to amount to €14.4.
  • Denmark's eSports market is witnessing a surge in merchandise and ticketing sales, fueled by a growing youth engagement and local team fervor.

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

 
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Analyst Opinion

The eSports market in Denmark has seen a steady but subdued growth in the merchandise and ticketing sector. Factors such as the increasing popularity of digital platforms, rising interest in eSports among consumers, and the convenience of online services have contributed to this growth rate. However, limited access to high-speed internet and low adoption of digital technologies are impacting the market's growth potential.

Customer preferences:
The eSports market in Denmark has seen a steady increase in demand for virtual merchandise and tickets, as fans seek to support their favorite teams and players. With the rise of online gaming and streaming platforms, there is a growing trend towards digital purchases and transactions, making it easier for consumers to access and purchase merchandise and tickets. Additionally, the younger demographic of eSports enthusiasts in Denmark is driving the demand for unique and exclusive merchandise, showcasing their loyalty and passion for the sport. This trend is also fueled by the increasing popularity of eSports events and tournaments, leading to a surge in ticket sales and creating a thriving market for merchandise and ticketing within the eSports industry.

Trends in the market:
In Denmark, the Merchandise & Ticketing Market within the eSports Market is experiencing a surge in online sales of merchandise, as fans increasingly prefer to purchase items from the comfort of their own homes. This trend is expected to continue, with the rise of online shopping and the convenience it offers. Additionally, there is a growing trend of offering exclusive merchandise at live events, creating a sense of urgency and excitement among fans. This trend has significant implications for industry stakeholders, as it allows for more targeted marketing and increased revenue opportunities. However, it also poses a challenge for traditional brick-and-mortar retailers, who may struggle to compete with the convenience and variety of online merchandise options. As the eSports market continues to grow, we can expect to see a further shift towards online sales and a greater emphasis on creating unique and exclusive merchandise for fans.

Local special circumstances:
In Denmark, the eSports Merchandise & Ticketing Market is heavily influenced by the country's strong gaming culture and high internet penetration rates. The market is also supported by the government's encouragement of eSports as a legitimate sport, leading to the rise of local tournaments and events. Additionally, Denmark's small size and close-knit community have created a strong demand for exclusive and collectible merchandise, making it a key driver of the market.

Underlying macroeconomic factors:
The Merchandise & Ticketing Market within the eSports Market in Denmark is heavily influenced by macroeconomic factors such as technological advancements, consumer spending, and government policies. With the rise of digital platforms and the increasing popularity of eSports, there has been a surge in demand for merchandise and tickets. Additionally, Denmark's strong economy and high disposable income levels contribute to the growth of this market. Moreover, the government's support for the development of eSports and investments in digital infrastructure further drive the market's growth. With a young and tech-savvy population, Denmark is well-positioned to continue experiencing significant growth in the Merchandise & Ticketing Market within the eSports 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.

Visión general

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