Basketball Media - China

  • China
  • Revenue in the Basketball Media market is projected to reach €0.36bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of -4.90%, resulting in a projected market volume of €0.28bn by 2029.
  • In global comparison, most revenue will be generated in the United States (€5,487.00m in 2024).
  • The average revenue per user (ARPU) in the Basketball Media market is projected to amount to €5.46 in 2024.
  • In the Basketball Media market, the number of users is expected to amount to 74.0m users by 2029.
  • User penetration in the Basketball Media market will be at 4.6% in 2024.
 
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Analyst Opinion

The Basketball Media market in China is currently experiencing a slight growth rate, influenced by factors such as the increasing demand for digital services, growing interest in health among consumers, and the convenience of online platforms.

Customer preferences:
As China continues to invest in the development of their basketball industry, consumers are showing a strong preference for content that provides behind-the-scenes access to players and teams. This trend is fueled by the growing popularity of social media platforms and the increasing use of influencers to promote basketball-related products. Additionally, younger demographics are favoring short-form video content, leading to a rise in the production of bite-sized, easily consumable content in the basketball media market.

Trends in the market:
In Chinas Basketball Media Market, there is a rapid growth in the use of social media platforms to engage with fans and promote the sport. This trend is driven by the increasing popularity of basketball in the country and the ease of access to smartphones and internet. This trend is expected to continue in the future, with the emergence of new technologies such as live streaming and virtual reality. This presents opportunities for industry stakeholders to enhance fan engagement and drive revenue through advertising and sponsorship deals. However, there may also be challenges in terms of content regulation and competition from other popular sports in the Chinese market.

Local special circumstances:
In China, the Basketball Media Market is heavily influenced by the countrys deep-rooted love for the sport and its growing economic power. The market is dominated by digital platforms such as Weibo and WeChat, creating a unique landscape for basketball content. Additionally, government regulations and censorship play a significant role in shaping the content and distribution of basketball media. These factors have also led to the rise of esports and online basketball streaming, catering to Chinas massive online audience.

Underlying macroeconomic factors:
The Basketball Media Market in China is heavily influenced by macroeconomic factors such as the countrys overall economic growth, government policies and investment initiatives, and the increasing popularity of basketball as a sport. With Chinas rapidly growing economy and a large population of avid basketball fans, the demand for media content related to the sport is also on the rise. Furthermore, the governments support and investment in developing the sports industry, along with the rise of digital platforms and social media, are creating new opportunities for growth and innovation in the Basketball Media Market in China. Additionally, the rising disposable income and purchasing power of the Chinese population, paired with the countrys growing middle class, are also contributing to the markets growth as more people have access to and are willing to spend on premium basketball media content and products.

Methodology

Data coverage:

The data encompasses B2B revenues. Figures are based on media spending from businesses to several clubs. That also includes the revenues from advertising as this is part of media and broadcasting contracts the individual clubs have with their respective leagues.

Modeling approach / Market size:

Market sizes are determined through a top-down approach, 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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