Merchandise & Ticketing - Portugal

  • Portugal
  • In Portugal, revenue in the Merchandise & Ticketing market market is projected to reach €114.2k in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 3.56%, leading to a projected market volume of €136.0k by 2029.
  • While the projected market volume in Portugal is significantly lower than that of China, which is €81.5m in 2024, it still reflects growth potential.
  • In the Merchandise & Ticketing market market withPortugal, the number of users is anticipated to reach 68.7k users by 2029.
  • User penetration in Portugal will be 0.6% in 2024 and is expected to increase to 0.7% by 2029.
  • Additionally, the average revenue per user (ARPU) in Portugal is expected to amount to €1.8.
  • In Portugal, the eSports merchandise and ticketing market is experiencing a surge in popularity as local gaming communities increasingly engage with international tournaments.

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

 
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Analyst Opinion

The eSports market in Portugal is seeing minimal growth due to factors like limited audience reach and lack of government support. Despite this, the merchandise & ticketing segment is still experiencing growth due to increasing fan engagement and rising popularity of eSports events in the country.

Customer preferences:
The eSports market in Portugal has seen a significant increase in demand for merchandise and ticketing options, especially among younger generations. This trend is driven by the growing popularity of eSports events and the desire for unique and exclusive merchandise. Additionally, the rise of social media and influencers in the gaming community has led to a surge in demand for limited edition merchandise and collectibles. As eSports continues to gain mainstream recognition, consumers are also seeking more convenient ways to purchase tickets and merchandise, such as through online platforms and mobile apps. This shift towards digital solutions highlights the impact of technology and changing consumer preferences in the eSports market.

Trends in the market:
In Portugal, the Merchandise & Ticketing Market within the eSports Market is experiencing a surge in online sales, as more consumers turn to digital channels for purchasing merchandise and tickets for eSports events. This trend is fueled by the increasing popularity of eSports in the country, as well as the convenience and accessibility of online shopping. Furthermore, with the rise of eSports tournaments and events in Portugal, there is a growing demand for exclusive and limited edition merchandise, driving the trend of collectible items in the market. This trend is significant for industry stakeholders as it presents new opportunities for revenue growth and brand expansion. However, it also poses challenges such as maintaining inventory and ensuring customer satisfaction with online purchases. As the eSports market continues to grow in Portugal, these trends are expected to continue and potentially lead to the development of innovative merchandise and ticketing strategies by industry players.

Local special circumstances:
In Portugal, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the country's strong gaming culture and growing interest in eSports. The market is also impacted by the country's small size, making it easier for events and tournaments to attract a large audience. Additionally, Portugal's favorable tax policies for eSports organizations have led to a rise in local teams and events. These factors contribute to a unique and thriving market for merchandise and ticketing in the eSports industry in Portugal.

Underlying macroeconomic factors:
The Merchandise & Ticketing Market within the eSports Market in Portugal is heavily influenced by macroeconomic factors such as consumer spending, economic stability, and government policies. With a strong national economy and a growing interest in eSports, Portugal is experiencing a thriving market for merchandise and ticket sales. Additionally, favorable government policies and investments in eSports infrastructure have further propelled market growth. However, global economic trends and fluctuations in consumer spending could potentially impact the performance of the market in the country. Furthermore, the rise of digital platforms and online ticket sales may also play a significant role in shaping the future of the Merchandise & Ticketing Market within the eSports Market in Portugal.

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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