Merchandise & Ticketing - Ireland

  • Ireland
  • In Ireland, revenue in the Merchandise & Ticketing market market is projected to reach €167.9k in 2024.
  • Revenue is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 3.82%, leading to a projected market volume of €202.5k by 2029.
  • While most revenue in the global context is generated China, the local market dynamics in Ireland are still significant.
  • In the Merchandise & Ticketing market market withIreland, the number of users is expected to amount to 53.7k users by 2029.
  • User penetration in Ireland will be 1.0% in 2024 and is expected to increase to 1.0% by 2029.
  • The average revenue per user (ARPU) in Ireland is projected to reach €3.4.
  • In Ireland, the eSports market is witnessing a surge in merchandise and ticketing opportunities, reflecting the growing popularity of competitive gaming among local audiences.

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

 
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Analyst Opinion

The eSports market in Ireland is seeing minimal growth due to various factors like limited merchandise options and low ticket sales. Despite rising awareness, the convenience of online services has not translated into significant growth.

Customer preferences:
The eSports market in Ireland has seen a significant increase in demand for virtual merchandise and online ticketing options. With the rise of digital gaming and virtual events, consumers are increasingly looking for convenient and accessible ways to purchase merchandise and tickets. This trend is also driven by the younger demographic of eSports fans, who are more likely to prefer digital solutions and have a strong online presence. As a result, companies are investing in online platforms and innovative technologies to cater to this growing demand.

Trends in the market:
In Ireland, the eSports industry is seeing a surge in the Merchandise & Ticketing Market, with more fans willing to purchase branded merchandise and attend live events. This trend is expected to continue as the popularity of eSports grows, providing opportunities for industry stakeholders to capitalize on this market. Additionally, with the rise of online streaming platforms and virtual events, there is a growing demand for digital merchandise and ticketing options, allowing for a more global reach and increased revenue potential. As the industry continues to evolve, stakeholders need to stay informed and adapt to these trends in order to remain competitive and meet the demands of their target audience.

Local special circumstances:
In Ireland, the eSports Merchandise & Ticketing Market is heavily influenced by the country's strong gaming culture and growing interest in competitive gaming. The market is also impacted by Ireland's favorable business environment and government support for the gaming industry. Additionally, the country's small size and close-knit community have led to a high demand for local and community-based events, creating a unique market for merchandise and ticket sales.

Underlying macroeconomic factors:
The Merchandise & Ticketing Market within the eSports Market in Ireland is influenced by macroeconomic factors such as the overall economic health of the country, government policies, and global economic trends. Countries with stable economic systems and a supportive regulatory environment tend to experience higher market growth compared to those with economic challenges and strict regulations. Additionally, the increasing popularity of eSports and the growing number of avid fans in Ireland are driving the demand for merchandise and tickets, contributing to the overall growth of 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
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