Basketball - Ireland

  • Ireland
  • Revenue in the Basketball market is projected to reach €1.76m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 0.00%, resulting in a projected market volume of €1.76m 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 €9.66 in 2024.
  • In the Basketball market, the number of users is expected to amount to 249.3k users by 2029.
  • User penetration in the Basketball market will be at 3.6% in 2024.
 
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Analyst Opinion

The Irish Basketball market has seen slight growth in recent years, influenced by factors such as the increasing popularity of digital technology in media coverage and online merchandise purchasing. However, ticket sales have been impacted by limited arena capacity and competition from other sports. Overall, the market faces challenges in maintaining growth due to its niche appeal and limited resources.

Customer preferences:
The popularity of social media and influencer marketing in Ireland has greatly influenced the Basketball Market within the Sports Market. With a strong social media presence, athletes and teams are able to reach a larger audience and attract more interest and fans. This has also led to an increased demand for merchandise and collaborations with popular brands, as well as online ticket purchases and viewing options. The younger, tech-savvy population of Ireland is also driving the trend of live streaming and online content consumption, highlighting the need for digital strategies and partnerships in the Basketball Market.

Trends in the market:
In Ireland, the Basketball Market has been steadily growing in popularity, with increasing participation rates and the emergence of new clubs and leagues. This trend is expected to continue, fueled by the success of the Irish national team and the growing interest in the NBA. Additionally, there has been a rise in digitalization within the Sports market, with the use of online platforms and apps for ticket sales, merchandise, and live streaming. This presents opportunities for industry stakeholders to tap into the digital landscape and reach a wider audience, while also creating a more convenient and interactive experience for fans. However, this trend also poses challenges for traditional brick-and-mortar businesses, as they may struggle to compete with the convenience and accessibility of online platforms. As such, it is crucial for industry stakeholders to adapt and embrace the digital landscape to stay relevant and competitive in the Basketball Market in Ireland.

Local special circumstances:
In Ireland, the Basketball Market is influenced by the countrys love for sports, particularly Gaelic games and rugby. However, the rise of international basketball leagues and the success of Irish players such as Michael Jordan and Kevin Durant have sparked a growing interest in the sport. Additionally, the Irish government has invested in basketball facilities and programs, leading to a surge in participation among young people. This combination of cultural and regulatory factors has contributed to the growth of the basketball market in Ireland.

Underlying macroeconomic factors:
The Basketball Market within the Sports Market in Ireland is greatly impacted by macroeconomic factors such as economic growth, consumer spending patterns, and investment in infrastructure. As the economy continues to grow, demand for sports activities and events, including basketball, is expected to rise. Moreover, favorable fiscal policies and government initiatives to promote sports and physical activity also play a role in driving market growth. Additionally, the global popularity of basketball as a sport and the increasing presence of international players in the Irish leagues contribute to the markets growth.

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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