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The Basketball market within the Sports Market Worldwide is experiencing slow growth due to various factors such as saturation in Basketball Media, market maturity in Basketball Merchandise and declining interest among consumers in buying Basketball tickets. This stagnant growth can also be attributed to the increasing competition from other sports and the lack of innovation in the sector. To boost growth, stakeholders must focus on providing more value to consumers through digital technologies and targeting untapped markets in the Asia-Pacific and African regions.
Customer preferences:
The popularity of social media among younger generations has greatly impacted the Basketball Market within the Sports Market. Fans now have easy access to game highlights, player interactions, and behind-the-scenes content, making it easier for them to engage with their favorite teams and players. Additionally, the rise of social media influencers has also influenced consumer preferences, with sponsors leveraging these influencers to promote products and events. This shift towards social media has also led to a global reach and a more diverse fan base in the basketball industry.
Trends in the market: In the Basketball Market within the Sports Market, technological advancements are driving the global growth of the industry. In the United States, more NBA teams are utilizing virtual reality training programs to improve player performance and reduce injuries. In China, there is a rise in the use of wearable technology, such as smart jerseys and fitness tracking devices, to enhance fan engagement and collect player data. Europe is also seeing a trend towards data analytics in basketball, with teams and coaches using advanced statistics to make strategic decisions and improve team performance. This shift towards a more data-driven approach in the basketball market is significant for industry stakeholders, as it can lead to improved player development, fan engagement, and revenue opportunities. Additionally, the adoption of technology in basketball is leveling the playing field, allowing smaller markets and teams to compete with larger ones. However, as with any industry, there are potential challenges and ethical considerations that stakeholders must be mindful of, such as player privacy and data security. Overall, the incorporation of technology in the basketball market is expected to continue its upward trajectory and have a major impact on the industry in the coming years.
Local special circumstances: In China, basketball holds a significant cultural and historical value, with the sport being popularized by NBA stars and government support for its growth. This has led to the rise of a massive market for basketball merchandise, events, and sponsorships. In Europe, the market is heavily influenced by the regions strong basketball tradition and fanatical fan base. The popularity of various leagues, such as Euroleague and Eurocup, also contributes to the growth of the market, along with the emergence of new technologies and innovative training methods in the sport.
Underlying macroeconomic factors: The global growth of the Basketball Market within the Sports Market is strongly influenced by macroeconomic factors such as the overall strength of national economies, government policies affecting sports industries, and consumer spending on recreational activities. Countries with strong economic growth and government support for sports, such as China and the United States, are experiencing significant growth in their basketball markets. On the other hand, economic challenges and budget constraints in some regions have resulted in slower growth or even decline in the basketball market. Additionally, the growing popularity of basketball as a leisure activity and the rise of international leagues have also contributed to the global expansion of the market.
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.Lun - Ven, 9:00 - 18:00 h (EST)
Lun - Ven, 9:00 - 18:00 h (EST)
Lun - Ven, 9:00 - 17:00 h (SGT)
Lun - Ven, 10:00 - 18:00 h (JST)
Lun - Ven, 9:00 - 18:00 h (GMT)
Lun - Ven, 9:00 - 18:00 h (EST)