Merchandise & Ticketing - Thailand

  • Thailand
  • In Thailand, revenue in the Merchandise & Ticketing market market is projected to reach €827.9k in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 9.60%, leading to a projected market volume of €1,309.0k by 2029.
  • While the projected market volume in Thailand is not specified, it is noteworthy that most revenue in the Merchandise & Ticketing market market is generated China, with a market volume of €81.5m in 2024.
  • In Thailand, the number of users in the Merchandise & Ticketing market market is expected to amount to 127.0k users by 2029.
  • User penetration in Thailand will be 0.2% in 2024, and it is anticipated to increase to 0.2% by 2029.
  • The average revenue per user (ARPU) in Thailand is expected to amount to €7.2.
  • Thailand's eSports market is witnessing a surge in merchandise and ticketing sales, driven by an increasingly passionate gaming community and vibrant local tournaments.

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

 
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Analyst Opinion

The eSports market in Thailand is seeing mild growth due to factors such as increasing interest in digital gaming, growing awareness of eSports among consumers, and the convenience of online ticketing and merchandise sales.

Customer preferences:
The eSports market has seen a significant increase in demand for merchandise and ticketing, as more consumers are looking for ways to support their favorite teams and players. This trend is driven by a growing fan base and a desire to express their loyalty through physical items. Additionally, with the rise of social media, there has been a shift towards using merchandise as a way to showcase one's identity and belonging to a specific community. This has led to a surge in unique and creative merchandise options to cater to the diverse preferences of eSports fans.

Trends in the market:
In Thailand, the eSports market is experiencing a surge in popularity, with tournaments and events drawing large audiences and generating significant revenue. This trend has led to a growing demand for merchandise and ticketing services within the industry. As a result, we are seeing an increase in the availability of official merchandise and ticketing platforms for eSports events. This trend is expected to continue, as more companies recognize the potential for profit in this market. Additionally, we are also seeing a shift towards digital merchandise and ticketing, with online sales and e-ticketing becoming more prevalent. This not only provides convenience for consumers, but also allows for better data tracking and targeted marketing for industry stakeholders. Overall, the rise of merchandise and ticketing in the eSports market signifies the industry's growing maturity and potential for further growth and development.

Local special circumstances:
In Thailand, the Merchandise & Ticketing Market within the eSports Market is heavily influenced by the country's strong passion for gaming and its large youth population. This has led to the rise of local gaming events and tournaments, as well as a growing demand for merchandise and tickets. Additionally, the country's unique regulatory environment, with strict laws on gambling, has also shaped the market by limiting the presence of betting and gambling-related activities in the eSports scene. Furthermore, Thailand's geographic location as a hub for Southeast Asia has attracted international eSports events, driving the growth of the local merchandise and ticketing market.

Underlying macroeconomic factors:
The Merchandise & Ticketing Market within the eSports Market in Thailand is highly influenced by macroeconomic factors such as the country's economic stability, government policies, and investment in the eSports industry. As global economic trends continue to show an increase in consumer spending on entertainment and leisure activities, Thailand's growing economy and favorable regulatory environment make it a prime market for the growth of the Merchandise & Ticketing Market within the eSports Market. Additionally, the government's support and investment in the eSports industry, along with the increasing popularity of eSports among the younger population, are expected to drive the demand for merchandise and ticketing services in the country.

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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