Merchandise & Ticketing - Germany

  • Germany
  • In Germany, revenue in the Merchandise & Ticketing market market is projected to reach €10.9m in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 8.95%, leading to a projected market volume of €16.8m by 2029.
  • While most revenue is generated China, the projections for Germany indicate a significant presence in the Merchandise & Ticketing market market.
  • In this sector, the number of users in Germany is expected to amount to 1.1m users by 2029.
  • User penetration in Germany will be 1.1% in 2024, with expectations to increase to 1.3% by 2029.
  • The average revenue per user (ARPU) in Germany is anticipated to amount to €11.8.
  • Germany's eSports market is increasingly prioritizing innovative merchandise and ticketing experiences, reflecting a growing demand for immersive fan engagement and community connection.

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

 
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Analyst Opinion

The eSports market in Germany is experiencing mild growth, influenced by the increasing popularity of digital technologies and growing interest in online ticketing and merchandise. Factors such as the convenience of online services and the rising awareness of eSports among consumers are also impacting this growth rate.

Customer preferences:
The growth of the eSports market in Germany has led to a rise in demand for merchandise and tickets. With the rise of digital platforms and online shopping, consumers are increasingly looking for convenient ways to purchase merchandise and tickets for their favorite eSports events. This trend is particularly evident among younger demographics, who are more likely to prefer digital transactions over traditional methods. In addition, the increasing popularity of eSports among mainstream audiences has also contributed to the growth of the merchandise and ticketing market. As eSports continues to gain mainstream recognition, it is expected that the demand for merchandise and tickets will continue to rise, further fueling the growth of this market.

Trends in the market:
In Germany, the merchandise and ticketing market within the eSports market is experiencing a surge in online sales, with more fans purchasing merchandise and tickets through digital platforms. This trend is expected to continue as eSports events become more popular and attract larger audiences. Additionally, there is a growing trend of offering exclusive merchandise and VIP ticket options, catering to the demand for unique experiences and collectibles. This trend has significant implications for industry stakeholders, as it presents new opportunities for revenue generation and fan engagement through targeted marketing strategies and collaborations with eSports teams and players. As digitalization continues to shape the eSports market, merchandise and ticketing platforms must innovate and adapt to meet the changing demands of tech-savvy fans.

Local special circumstances:
In Germany, the eSports Merchandise & Ticketing market is heavily influenced by the country's strong sporting culture, particularly in football. The country's high disposable income and tech-savvy population also contribute to the market's growth. Additionally, Germany has strict regulations on gambling and betting, limiting the potential for eSports betting in the country. This has resulted in a focus on merchandise and ticket sales as the main revenue streams for eSports events. Additionally, the German market has a strong emphasis on merchandise quality and authenticity, with a preference for official team merchandise.

Underlying macroeconomic factors:
The Merchandise & Ticketing Market within the eSports Market in Germany is heavily influenced by macroeconomic factors such as overall economic growth, government policies, and consumer spending patterns. Germany's strong economy and high per capita income have led to a large and enthusiastic fan base for eSports, driving demand for merchandise and tickets. Additionally, the country's supportive regulatory environment and investments in digital infrastructure have created a favorable market for eSports merchandise and ticketing. The growing popularity of eSports among the younger demographic and the increasing trend towards online shopping are also contributing to the growth of this market.

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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