Merchandise & Ticketing - China

  • China
  • In China, revenue in the Merchandise & Ticketing market market is projected to reach €82.4m in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.36%, resulting in a projected market volume of €112.1m by 2029.
  • With this projected market volume of €82.4m in 2024, it is noted that most revenue is generated China.
  • In the Merchandise & Ticketing market market with[globalrevenue_currentlayer_yeartoday_maxcountrynameprep], the number of users is expected to amount to 7.8m users by 2029.
  • User penetration China will be 0.5% in 2024 and is anticipated to reach 0.6% by 2029.
  • The average revenue per user (ARPU) China is expected to amount to €12.1.
  • In China, the burgeoning eSports market is witnessing a significant surge in merchandise and ticketing sales, driven by increased consumer engagement and event popularity.

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

 
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Analyst Opinion

The eSports market in China is seeing subdued growth, impacted by factors such as regulatory challenges and limited access to high-speed internet. Despite this, the Merchandise & Ticketing sector is still experiencing growth, fueled by the increasing popularity of eSports and the convenience of online purchasing options.

Customer preferences:
With the rapid growth of the eSports market in China, there has been a noticeable increase in consumer demand for eSports merchandise and tickets. This trend can be attributed to the rising popularity of eSports events and teams, as well as the growing interest in gaming culture among the younger generation. In addition, the influence of social media and online communities has also played a significant role in driving the demand for merchandise and tickets, as fans seek to show their support and connect with their favorite players and teams. As a result, we are seeing an emergence of new and innovative ways for consumers to engage with and show their loyalty to the eSports industry.

Trends in the market:
In China, the eSports industry is experiencing a surge in demand for merchandise and ticketing products. There is a growing trend of consumers purchasing licensed merchandise, such as team jerseys and accessories, to show their support for their favorite teams and players. This trend is expected to continue as the eSports market in China continues to grow. Additionally, the rise of online ticketing platforms has made it easier for fans to purchase tickets for live events, increasing the overall revenue for the industry. These trends not only signify the increasing popularity of eSports in China but also present opportunities for merchandise and ticketing companies to tap into this lucrative market. Industry stakeholders can benefit from strategic partnerships with eSports teams and leagues, as well as investing in digital platforms to enhance the online shopping and ticketing experience for consumers.

Local special circumstances:
In China, the eSports Merchandise & Ticketing Market is thriving due to the country's large gaming population and government support for the industry. The market is driven by the popularity of live streaming platforms and the strong presence of eSports teams and events. Unique factors such as China's strict regulations on foreign game companies and cultural preferences for in-game purchases have a significant impact on market growth. Additionally, the rise of mobile gaming in China has also led to the emergence of a mobile eSports market, further shaping the merchandise and ticketing landscape.

Underlying macroeconomic factors:
The Merchandise & Ticketing Market within the eSports Market in China is heavily influenced by various macroeconomic factors. These include the country's strong economic growth, increasing popularity of eSports, and favorable government policies promoting the development of the industry. Additionally, the rising disposable income of Chinese consumers and their growing interest in eSports further drive the demand for merchandise and tickets. Furthermore, the increasing penetration of internet and mobile technologies in China has made it easier for eSports companies to reach a wider audience and sell their products and services.

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.

Vue d’ensemble

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