Sports - New Zealand

  • New Zealand
  • Revenue in the Sports market is projected to reach €38.51m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 2.17%, resulting in a projected market volume of €42.87m by 2029.
  • In global comparison, most revenue will be generated in the United States (€46,140.00m in 2024).
  • The average revenue per user (ARPU) in the Sports market is projected to amount to €23.10 in 2024.
 
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Analyst Opinion

The Sports market in New Zealand is experiencing minimal growth. This can be attributed to various factors, such as declining interest in certain sub-markets, the emergence of alternative leisure activities, and the impact of the global economic downturn on consumer spending. Despite the slow growth rate, the convenience offered by online sports services and increasing health awareness among consumers are still driving factors for the overall market.

Customer preferences:
The rise of social media and digital platforms has had a significant impact on the Sports market in New Zealand. With consumers spending more time online, there has been a shift towards virtual sports and live streaming events. This trend has been accelerated by the recent restrictions on public gatherings due to the COVID-19 pandemic. Additionally, there has been an increase in demand for personalized and interactive sports experiences, such as virtual coaching, fitness challenges, and online sports communities. This shift towards digital engagement in the Sports market is fueled by the desire for convenient and accessible ways to stay connected and engaged with the sports community.

Trends in the market:
In New Zealand, the Sports Market industry is experiencing a rise in the use of technology and digital tools. As consumers become more health-conscious, there is a growing trend of using fitness and wellness apps to track activities and monitor progress. This not only provides convenience for users, but also allows businesses to gain valuable insights into consumer behavior and preferences. Additionally, digital platforms for online coaching and training are gaining popularity, allowing individuals to access personalized training programs and connect with professional coaches remotely. These trends highlight the increasing demand for digital integration in the Sports market, presenting opportunities for industry stakeholders to innovate and tap into this market.

Local special circumstances:
In New Zealand, the Sports market is heavily influenced by the countrys strong culture of embracing outdoor activities and physical fitness. The nations beautiful landscapes and mild climate make it an ideal location for sporting events and popular outdoor activities like hiking, surfing, and rugby. Additionally, the government supports the sports industry by investing in infrastructure and initiatives to promote healthy living. The country also has strict regulations in place for safety and fair competition, ensuring a thriving and competitive Sports market.

Underlying macroeconomic factors:
The Sports Market in New Zealand is primarily influenced by macroeconomic factors such as the countrys economic stability, government policies, and global economic trends. The national economic health of New Zealand plays a significant role in the performance of the Sports Market, as a stable and growing economy creates a favorable environment for consumer spending on sports-related activities and products. Moreover, fiscal policies, such as tax incentives and subsidies for sports-related businesses, can provide a boost to the markets growth. Additionally, global economic trends, such as the rise of e-commerce and increased disposable income, have resulted in the expansion of the Sports Market in New Zealand. Overall, a combination of these macroeconomic factors is expected to have a positive impact on the growth of the Sports Market in the country.

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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