Merchandise & Ticketing - France

  • France
  • The Merchandise & Ticketing market in France is projected to reach a revenue of €15.4m in 2024.
  • This is expected to show an annual growth rate (CAGR 2024-2029) of 1.1%, resulting in a projected market volume of €24.5m by 2029.
  • However, it is worth noting that China currently dominates the market with a projected market volume of €82.4m in 2024.
  • In terms of user base, the number of users in the Merchandise & Ticketing market in France is expected to amount to 0.8m users by 2029.
  • The user penetration rate is projected to be 1.1% in 2024 and is expected to increase to 1.3% by 2029.
  • Additionally, the average revenue per user (ARPU) is expected to amount to €21.2.
  • France's thriving Esports market has seen a surge in merchandise and ticketing sales, with fans eager to support their favorite teams and attend live events.

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

 
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Analyst Opinion

The eSports market in France is experiencing mild growth due to factors such as increasing interest in digital entertainment, rising awareness among consumers, and the convenience of online merchandise and ticketing services.

Customer preferences:
As eSports continues to gain mainstream popularity in France, the demand for merchandise and tickets has also seen a significant increase. This trend can be attributed to the younger demographic's preference for experiential and exclusive offerings, in addition to the cultural value placed on collectibles. The rise of online marketplaces and virtual events has also made it easier for fans to access and purchase merchandise and tickets, catering to their evolving lifestyle and consumption habits.

Trends in the market:
In France, the eSports market is experiencing a surge in the Merchandise & Ticketing Market, with a growing number of companies offering merchandise and ticketing services for eSports events. This trend is driven by the increasing popularity of eSports in France and the growing demand for unique and exclusive merchandise from fans. Additionally, the rise of online ticketing platforms and virtual events has made it easier for fans to purchase tickets and merchandise, further driving the growth of this market. This trend is expected to continue in the coming years, presenting opportunities for industry stakeholders to tap into the growing eSports market in France.

Local special circumstances:
In France, the Merchandise & Ticketing Market within the eSports Market is influenced by the country's strong tradition of sports fans and its well-established fashion and luxury industries. This has led to an emphasis on high-quality, stylish merchandise and an emphasis on live events and experiences. Additionally, strict regulations on gambling have limited the growth of eSports betting, but have also led to innovative non-monetary forms of engagement, such as virtual item trading.

Underlying macroeconomic factors:
The Merchandise & Ticketing Market within the eSports Market in France is primarily influenced by macroeconomic factors such as consumer spending, technological advancements, and government policies. The growth of the eSports market is closely tied to the overall economic health of the country, with higher disposable income leading to increased consumer spending on eSports merchandise and tickets. Additionally, technological advancements in the gaming industry, such as virtual reality and live streaming, have greatly enhanced the fan experience and boosted demand for merchandise and tickets. Moreover, favorable government policies and investments in eSports infrastructure have also contributed to the growth of the market in France. However, economic downturns and regulatory challenges can hinder market growth, as seen during the recent COVID-19 pandemic.

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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