Merchandise & Ticketing - Malaysia

  • Malaysia
  • In Malaysia, revenue in the Merchandise & Ticketing market market is projected to reach €802.7k in 2024.
  • Revenue within this market is expected to show an annual growth rate (CAGR 2024-2029) of 10.00%, resulting in a projected market volume of €1,293.0k by 2029.
  • While most revenue is generated China, Malaysia's projected market volume is €81.5m in 2024.
  • In the Merchandise & Ticketing market market, the number of users in Malaysia is expected to amount to 110.4k users by 2029.
  • User penetration in Malaysia will be 0.3% in 2024 and is expected to hit 0.3% by 2029.
  • The average revenue per user (ARPU) in Malaysia is expected to amount to €8.1.
  • In Malaysia, the eSports merchandise and ticketing market is witnessing a surge in consumer engagement, reflecting the growing popularity of competitive gaming events.

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

 
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Analyst Opinion

The eSports market in Malaysia is experiencing mild growth, impacted by factors such as increasing adoption of digital platforms, growing interest in gaming, and the convenience of online merchandise and ticketing services.

Customer preferences:
The eSports market in Malaysia has seen a significant rise in demand for merchandise and ticketing, as more consumers are seeking immersive and experiential opportunities. This trend is driven by the growing popularity of eSports events and tournaments, which are seen as a form of entertainment and social activity among younger demographics. Additionally, the rise of social media and streaming platforms has allowed for easy access to these events, leading to a surge in online ticket sales and merchandise purchases. This shift towards digital engagement and consumption is also influenced by the growing tech-savvy and digitally connected youth culture in Malaysia.

Trends in the market:
In Malaysia, the eSports market is experiencing a surge in demand for merchandise and ticketing. This trend is driven by the increasing popularity of eSports events and tournaments, which attract a large and dedicated fan base. This trajectory is significant for industry stakeholders as it presents new revenue opportunities and expands the reach of the market. Additionally, the rise of online ticketing platforms and the availability of exclusive merchandise items have made it easier for fans to engage with their favorite teams and players. This trend is likely to continue in the future, with potential implications for the development of the overall eSports industry in Malaysia.

Local special circumstances:
In Malaysia, the eSports market is heavily influenced by the country's strong gaming culture and the rise of local professional teams. This has led to a high demand for merchandise and tickets for live events, especially among the younger generation. Additionally, the government's support for the development of the eSports industry has created a conducive environment for the growth of the merchandise and ticketing market. Furthermore, Malaysia's strategic location in Southeast Asia and its large population of tech-savvy individuals have also contributed to the success of the eSports merchandise and ticketing market.

Underlying macroeconomic factors:
The Merchandise & Ticketing Market within the eSports Market in Malaysia is heavily influenced by macroeconomic factors such as consumer spending, technological advancements, and government policies. With a growing economy and increasing disposable income, the demand for merchandise and tickets in the eSports market is expected to rise. Additionally, the government's efforts to promote the country as a hub for eSports events and investments in digital infrastructure are contributing to the market's growth. However, economic downturns and fluctuations in currency exchange rates can negatively impact consumer spending and hinder market growth.

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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