Baseball Merchandise - Japan

  • Japan
  • Revenue in the Baseball Merchandise market is projected to reach €198.20m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 2.69%, resulting in a projected market volume of €226.30m by 2029.
  • In global comparison, most revenue will be generated in the United States (€1,162.00m in 2024).
  • The average revenue per user (ARPU) in the Baseball Merchandise market is projected to amount to €8.66 in 2024.
  • In the Baseball Merchandise market, the number of users is expected to amount to 25.8m users by 2029.
  • User penetration in the Baseball Merchandise market will be at 18.7% in 2024.
 
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Analyst Opinion

The Baseball Merchandise Market in Japan is seeing minimal growth due to factors such as low consumer demand for merchandise and the availability of cheaper alternatives. This slow growth can also be attributed to the decline in popularity of baseball as a sport in Japan in recent years.

Customer preferences:
As the popularity of baseball continues to grow in Japan, there has been a noticeable increase in the demand for personalized and customized team merchandise. This trend is largely driven by the strong sense of cultural identity and community among Japanese baseball fans. Additionally, with the rise of social media and influencer culture, there has been a shift towards more unique and exclusive merchandise designs, catering to the diverse interests and tastes of consumers. This has led to collaborations between baseball teams and popular artists, further fueling the demand for limited edition merchandise.

Trends in the market:
Within the Baseball Merchandise Market of the Baseball Market in Japan, there is a notable trend towards the production and sale of more sustainable and eco-friendly merchandise. This trend is being driven by increasing consumer awareness and demand for environmentally-friendly products. As a result, companies in this market are investing in sustainable materials and manufacturing processes to meet consumer preferences. This trend is expected to continue, with potential implications for industry stakeholders such as increased competitiveness and potential for growth in new markets.

Local special circumstances:
In Japan, the Baseball Merchandise market is heavily influenced by the countrys obsession with the sport and its long history of success in it. The highly competitive local league, along with the popularity of the national team, drives demand for merchandise among passionate fans. Additionally, the strict regulations on the use of team logos and player images by non-official retailers create a unique market environment that fosters collaborations between teams and licensed brands. Japans cultural emphasis on collectivism also contributes to the popularity of fan merchandise as a way to show support and solidarity for their beloved teams.

Underlying macroeconomic factors:
In Japan, the Baseball Merchandise Market of the Baseball Market within the Sports Market is heavily impacted by macroeconomic factors such as consumer spending power, market competition, and socio-cultural trends. The countrys strong economy and high disposable income levels have resulted in a robust demand for baseball merchandise, as fans are willing to spend on premium quality products. Additionally, the cultural significance of baseball in Japan, along with the intense rivalry between various teams, has created a strong market for merchandise. However, with the ongoing economic challenges, such as the low birth rate and an aging population, the market may face a slowdown in the coming years. It is crucial for market players to adapt to changing consumer preferences and innovate their products to maintain a competitive edge in the market.

Methodology

Data coverage:

The data encompasses B2C revenues. Figures are based on merchandise spending. All monetary figures refer to consumer spending on goods in the respective segment, which can be online and offline.

Modeling approach / Market size:

Market sizes are determined through a combination of bottom-up and top-down approaches, building on specific predefined factors for each market segment. As a basis for evaluating markets, 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 ticket, price on sport goods). In addition, we use relevant key market indicators and data from country-specific associations, such as GDP, number of internet users, and internet consumption. This data helps us estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, the S-curve function or linear forecasting, as it fits the development of either strong growing markets or more sophistacted and saturated markets, such as soccer in Europe.

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 impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. 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). We also account for the different cycles of international tournaments, such as world cups or continent cups. Consumer Insights data is reweighted for representativeness.

Vue d’ensemble

  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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