Merchandise & Ticketing - New Zealand

  • New Zealand
  • In New Zealand, revenue in the Merchandise & Ticketing market market is projected to reach €138.2k in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 3.92%, leading to a projected market volume of €167.5k by 2029.
  • While a projected market volume of €82.4m in 2024 indicates that most revenue is generated China, it is essential to note the dynamics of the New Zealand market in this context.
  • In the Merchandise & Ticketing market market, the number of users in New Zealand is expected to amount to 40.0k users by 2029.
  • User penetration in New Zealand will be 0.7% in 2024 and is anticipated to increase to 0.7% by 2029.
  • The average revenue per user (ARPU) in New Zealand is expected to amount to €3.9.
  • In New Zealand, the eSports merchandise and ticketing market is experiencing a surge in popularity, reflecting the country's growing engagement with competitive gaming culture.

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

 
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Analyst Opinion

The eSports market in New Zealand is seeing minimal growth due to various factors such as limited merchandise and ticketing options, low consumer awareness, and lack of online convenience. These factors have contributed to the market's slow growth rate.

Customer preferences:
The Merchandise & Ticketing Market within the eSports Market in New Zealand has seen a significant increase in demand for unique and personalized merchandise. As eSports continues to gain popularity among younger generations, consumers are increasingly looking for ways to support their favorite teams and players through merchandise purchases. This trend has been further amplified by the rise of e-commerce and social media platforms, allowing fans to easily access and purchase limited edition items. Additionally, the emergence of digital collectibles and in-game purchases has also contributed to the growth of the merchandise market within eSports. This shift towards digital merchandise has opened up new opportunities for businesses to reach a wider audience and capitalize on the growing popularity of eSports.

Trends in the market:
In New Zealand, the eSports market is seeing a growing trend in the Merchandise & Ticketing sector, with an increase in online ticket sales and merchandise purchases. This is largely due to the rise in popularity of eSports events and the increasing number of fans. As more companies enter the eSports market, there is also a rise in the availability of official merchandise and tickets, providing more opportunities for fans to support their favorite teams and players. This trend is expected to continue to grow, especially with the rise of live streaming and online events. For industry stakeholders, this presents an opportunity to capitalize on this trend by expanding their offerings and partnerships in this market. It also highlights the importance of creating a seamless online purchasing experience for fans to increase sales and engagement.

Local special circumstances:
In New Zealand, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the country's small but passionate gaming community. The market is driven by the strong presence of local gaming events and tournaments, as well as the country's love for sports and outdoor activities. Additionally, New Zealand's strict regulations on gambling have led to a unique focus on non-gambling forms of eSports betting, such as fantasy leagues and virtual item trading. This has created a distinct market dynamic compared to other regions, with a strong emphasis on community engagement and fan-driven merchandise and ticketing sales.

Underlying macroeconomic factors:
The Merchandise & Ticketing Market within the eSports Market in New Zealand is impacted by macroeconomic factors such as the country's economic stability, consumer spending habits, and government policies. With a strong economy and high levels of disposable income, New Zealanders have shown a willingness to invest in eSports merchandise and tickets. Additionally, the government's support for the growth of the technology sector and its investment in digital infrastructure have created a favorable environment for the eSports market. However, any changes in global economic trends or shifts in consumer spending patterns could have a significant impact on the market's performance.

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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