Merchandise & Ticketing - India

  • India
  • In India, revenue in the Merchandise & Ticketing market market is projected to reach €2.5m in 2024.
  • Revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 8.56%, leading to a projected market volume of €3.7m by 2029.
  • The largest share of revenue in the Merchandise & Ticketing market market is anticipated to be generated China, with a projected market volume of €82.4m in 2024.
  • In India, the number of users in the Merchandise & Ticketing market market is expected to reach 3.5m users by 2029.
  • User penetration in India will be 0.2% in 2024, with expectations to increase to 0.2% by 2029.
  • The average revenue per user (ARPU) in India is expected to be €0.8.
  • India's burgeoning eSports market is witnessing a surge in merchandise and ticketing sales, driven by an increasingly engaged and passionate gaming community.

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

 
Marché
 
Région
 
Comparaison de régions
 
Monnaie
 

Analyst Opinion

The eSports market in India has seen moderate growth due to factors like increasing digitalization, rising interest in gaming, and convenience of online ticketing and merchandise. However, the market's growth rate is subdued due to challenges like lack of infrastructure and regulatory issues.

Customer preferences:
With the rise of eSports in India, there has been a notable shift in consumer preferences towards online merchandise and ticketing. This can be attributed to the increasing popularity of gaming among the youth and the convenience of purchasing tickets and merchandise online. Additionally, the rise of social media influencers and online gaming communities has led to a surge in demand for exclusive merchandise and limited edition tickets. This trend is further fueled by the growing digital literacy and purchasing power of India's young population, making the Merchandise & Ticketing Market within the eSports Market a lucrative industry.

Trends in the market:
In India, the Merchandise & Ticketing Market within the eSports Market is experiencing a surge in online ticket sales and merchandise purchases. This trend is driven by the increasing popularity of eSports events and the convenience of online transactions. With the rise of digital payments and the proliferation of social media, there is a growing demand for exclusive merchandise and limited edition tickets. This trend is expected to continue as the eSports market in India grows, providing opportunities for stakeholders to tap into this lucrative market. However, there may also be challenges in ensuring secure transactions and preventing counterfeit products in this rapidly evolving industry.

Local special circumstances:
In India, the Merchandise & Ticketing Market within the eSports Market is driven by the increasing popularity of online gaming and the country's large youth population. The market is also influenced by cultural factors, such as the popularity of cricket and the rise of professional gaming leagues. Additionally, regulatory measures, such as the recent recognition of eSports as an official sport, have further boosted the market. In contrast, in China, the market is dominated by government-regulated tournaments and the influence of traditional sports, leading to a different market landscape.

Underlying macroeconomic factors:
The Merchandise & Ticketing Market within the eSports Market in India is significantly impacted by macroeconomic factors such as the country's economic growth rate, government policies, and consumer spending trends. The rising disposable income of the Indian population has led to increased spending on entertainment and leisure activities, including eSports. Furthermore, the government's initiatives to promote digitalization and investment in technological infrastructure have created a conducive environment for the growth of the eSports market. However, challenges such as limited internet penetration and regulations on online transactions can hinder the market's growth potential. The increasing popularity of eSports among the young population and the growing online gaming industry in India are expected to drive the demand for merchandise and ticketing in the 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
Veuillez patienter

Contact

Des questions ? Nous nous ferons un plaisir de vous aider.
Statista Locations
Contact Camille Dubois
Camille Dubois
Customer Relations

Lun - Ven, 9:00 - 18:00 h (EST)

Contact Meredith Alda
Meredith Alda
Sales Manager– Contact (États-Unis)

Lun - Ven, 9:00 - 18:00 h (EST)

Contact Yolanda Mega
Yolanda Mega
Operations Manager– Contact (Asie)

Lun - Ven, 9:00 - 17:00 h (SGT)

Contact Ayana Mizuno
Ayana Mizuno
Junior Business Development Manager– Contact (Asie)

Lun - Ven, 10:00 - 18:00 h (JST)

Contact Lodovica Biagi
Lodovica Biagi
Director of Operations– Contact (Europe)

Lun - Ven, 9:00 - 18:00 h (GMT)

Contact Carolina Dulin
Carolina Dulin
Group Director - LATAM– Contact (Amérique latine)

Lun - Ven, 9:00 - 18:00 h (EST)