Merchandise & Ticketing - Netherlands

  • Netherlands
  • The projected revenue in the Merchandise & Ticketing market in the Netherlands is expected to reach €1.0m in 2024.
  • This revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 1.4%, resulting in a projected market volume of €1.2m by 2029.
  • China is currently the leading generator of revenue in this market segment, with a projected market volume of €82.4m in 2024.
  • In the Netherlands, the number of users in the Merchandise & Ticketing market is expected to reach 274.7k users by 2029.
  • The user penetration rate is projected to be 1.4% in 2024 and is expected to increase to 1.5% by 2029.
  • The average revenue per user (ARPU) is expected to amount to €3.9.
  • The Netherlands is experiencing a surge in merchandise and ticketing sales in the Esports market, driven by the country's strong gaming culture and growing fanbase.

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

 
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Analyst Opinion

The eSports market in Netherlands is seeing minimal growth in the Merchandise & Ticketing sector, influenced by factors such as limited online presence of teams and lack of physical events. Despite this, the market is expected to grow due to increasing interest in eSports and the convenience of online purchases.

Customer preferences:
With the rapid growth of the eSports market in the Netherlands, there has been a noticeable increase in demand for merchandise and tickets. This trend can be attributed to the rising popularity of live events and tournaments, as well as the increasing number of fans who want to support their favorite teams and players. Additionally, the younger demographic of eSports fans are more likely to spend money on merchandise and tickets compared to traditional sports fans, indicating a shift in consumer preferences towards digital and virtual experiences. This trend is further emphasized by the rise of social media and online streaming platforms, which provide easy access to eSports content and allow for a more immersive and interactive fan experience.

Trends in the market:
In the Netherlands, there is a growing trend in the eSports market towards offering exclusive merchandise and ticketing options to fans. This trend is being driven by the increasing popularity of eSports events and the desire for fans to have a more immersive experience. This trend is expected to continue, with industry stakeholders investing in creating unique and personalized merchandise and ticketing options to cater to the growing demand. Additionally, this trend is also expected to have a significant impact on revenue generation for eSports organizations, as well as provide a new stream of income for players and teams. As the eSports market continues to grow, this trend is likely to become a key component in the overall industry landscape.

Local special circumstances:
In the Netherlands, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the country's thriving gaming culture and strong tech infrastructure. With a high level of digital literacy and widespread use of online payment systems, the market has seen a significant rise in online ticket sales and merchandise purchases. Additionally, the country's strict regulations on online gambling have also impacted the market, as eSports events and tournaments often involve some form of betting or fantasy leagues.

Underlying macroeconomic factors:
The Merchandise & Ticketing Market within the eSports Market in the Netherlands is strongly influenced by macroeconomic factors such as the overall economic health of the country, government policies and initiatives, and international economic trends. The country's stable economy and high disposable income of its citizens have contributed to the growth of the eSports market, leading to increased demand for merchandise and tickets. Additionally, the Dutch government has been supportive of the eSports industry, providing regulatory support and investing in infrastructure to facilitate its growth. However, fluctuations in global economic conditions and changes in fiscal policies could impact market performance in the Netherlands, making it important for market players to closely monitor these factors.

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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