Cricket - Benelux

  • Benelux
  • Revenue in the Cricket market is projected to reach €2.22m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 2.16%, resulting in a projected market volume of €2.47m by 2029.
  • In global comparison, most revenue will be generated in India (€2,088.00m in 2024).
  • The average revenue per user (ARPU) in the Cricket market is projected to amount to €6.29 in 2024.
  • In the Cricket market, the number of users is expected to amount to 401.0k users by 2029.
  • User penetration in the Cricket market will be at 1.2% in 2024.
 
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Analyst Opinion

The cricket market in Benelux is experiencing a slight decline in growth rate, as digital technologies, health awareness, and online services are not as prevalent in this industry. This can be attributed to a lack of investment in cricket media and ticket sales, as well as competing interests in other popular Sports markets within the region. However, with strategic investments and targeted marketing, the cricket market has potential to rebound and reach new heights in the Benelux region.

Customer preferences:
Being a historically popular sport in the Benelux region, cricket is beginning to attract a more diverse and younger fan base, driven by growing multiculturalism and the popularity of the Indian Premier League. As a result, there has been an increase in demand for cricket merchandise and live streaming services, highlighting a shift towards a more digital and global approach to the sport. Additionally, there has been a rise in the use of social media platforms to engage with cricket fans and promote the sport, with teams and players actively creating content to connect with their audience and expand their reach.

Trends in the market:
In Benelux, the Cricket Market is experiencing a surge in digital platforms for cricket training and coaching. These platforms offer personalized training plans, virtual coaching, and access to cricket drills and practice videos. This trend is significant as it allows players to improve their skills and technique, regardless of their geographical location. It also provides a new revenue stream for coaches and former players. However, there are concerns about the effectiveness of virtual coaching compared to in-person training. Industry stakeholders must carefully consider the implications of this trend and find ways to maintain the quality of coaching and training in the Cricket Market.

Local special circumstances:
In the Benelux region, the Cricket Market is heavily influenced by the cultural attachment to the sport, especially in the Netherlands and Belgium. This is evident in the high participation rates in amateur and recreational cricket leagues. Additionally, the flat topography and mild climate of the Benelux countries make it ideal for outdoor sports, especially cricket, leading to a strong fan following and a thriving market for related merchandise and events. Furthermore, the regulatory support and investments from the national cricket boards have also contributed to the growth of professional cricket leagues and tournaments in the region.

Underlying macroeconomic factors:
The Cricket Market within the Sports Market is heavily reliant on macroeconomic factors such as consumer spending, national sporting culture, and government initiatives towards promoting and investing in sports. As the Benelux region remains one of the top markets for cricket, global economic trends, national economic health, and fiscal policies play a crucial role in shaping its growth. Favorable economic conditions, infrastructure development, and increased disposable income have contributed to the popularity of cricket in the region. Additionally, the rising interest in cricket among the younger population and government support for developing sporting infrastructure are expected to drive the growth of the cricket market in the Benelux region.

Methodology

Data coverage:

The data encompasses B2C and B2B revenues. Figures are based on media spending, merchandise spending, and ticket spending. All monetary figures for merchandise and tickets refer to consumer spending on goods or tickets in the respective segment, which can be online and offline.

Modeling approach / Market size:

Market sizes are determined through a combination of bottom-up and top-down approaches, building on specific predefined factors for each market segment. As a basis for evaluating markets, 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 ticket, price on sport goods). In addition, we use relevant key market indicators and data from country-specific associations, such as GDP, number of internet users, and internet consumption. This data helps us estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, the S-curve function or linear forecasting, as it fits the development of either strong growing markets or more sophistacted and saturated markets, such as soccer in Europe.

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 impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. 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). We also account for the different cycles of international tournaments, such as world cups or continent cups. Consumer Insights data is reweighted for representativeness.

Visión general

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