Basketball - Asia

  • Asia
  • Revenue in the Basketball market is projected to reach €874.90m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of -2.18%, resulting in a projected market volume of €783.50m by 2029.
  • In global comparison, most revenue will be generated in the United States (€8,842.00m in 2024).
  • The average revenue per user (ARPU) in the Basketball market is projected to amount to €7.74 in 2024.
  • In the Basketball market, the number of users is expected to amount to 127.0m users by 2029.
  • User penetration in the Basketball market will be at 2.5% in 2024.
 
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Analyst Opinion

The Basketball market in Asia is facing minimal growth due to various factors such as saturation of digital media, limited merchandise options, and high ticket prices. The regions Sports market is experiencing a shift towards alternative forms of entertainment, causing a sluggish growth rate for Basketball. The rise of e-commerce platforms and an increasing focus on sustainable consumption may also impact the markets growth. However, with the implementation of innovative technologies and targeting new demographics, the market could experience a surge in growth in the future.

Customer preferences:
With a growing interest in health and wellness across Asia, consumers are increasingly turning to basketball as a form of physical activity and stress relief. This trend has sparked a rise in demand for high-quality basketball equipment and apparel, particularly from the younger demographic. Furthermore, the popularity of basketball in Asian countries such as China and South Korea has led to an increase in collaborations between internationally renowned brands and local teams and athletes, catering to the unique preferences and tastes of Asian consumers.

Trends in the market:
In Asia, the Basketball market is seeing an increasing interest and investment in e-sports, specifically in the development of professional leagues and tournaments. This trend is driven by the regions growing population of tech-savvy and digitally connected youth, who are avid fans of basketball and are looking for alternative ways to engage with the sport. Furthermore, the rise of live streaming platforms has made it easier for fans to consume e-sports content, fueling its popularity and potential for growth. This trend presents opportunities for industry stakeholders, including broadcasters, advertisers, and sponsors, who can tap into this emerging market to reach a highly engaged audience. However, it also poses challenges for traditional sports leagues, as they will need to adapt to this shift in consumer preferences and find ways to integrate e-sports into their overall business strategy. As such, the trajectory of this trend will likely continue upwards, with implications for both established and emerging players in the Basketball market.

Local special circumstances:
In Asia, the Basketball Market is heavily influenced by the regions strong passion for the sport and its rich basketball history. In countries like China and the Philippines, where basketball is a national obsession, there is a large market for merchandise, team sponsorships, and professional leagues. In addition, regulations such as the import player rule, which limits the number of non-national players in a team, have a significant impact on the dynamics of the market. Geographically, the immense population and rapid urbanization in Asia create a massive potential for growth in the basketball market, with untapped markets in smaller cities and rural areas. Furthermore, cultural factors, such as the popularity of street basketball and influences from NBA players, have shaped the markets trends and preferences.

Underlying macroeconomic factors:
The Basketball Market within the Sports Market in Asia is greatly impacted by macroeconomic factors such as economic growth, consumer spending, and government policies. Countries with strong economic growth and a rising middle class, such as China and India, are seeing an increase in demand for basketball products and services. In addition, government initiatives to promote sports and investments in infrastructure for hosting international tournaments are driving the growth of the market. This growth is expected to continue as Asias economy continues to expand and governments continue to support the development of the sports industry.

Methodology

Data coverage:

The data encompasses B2C and B2B revenues. Figures are based on media spending, merchandise spending, and ticket spending. All monetary figures for merchandise and tickets refer to consumer spending on goods or tickets 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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