Sports - Europe

  • Europe
  • Revenue in the Sports market is projected to reach €33.68bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 3.15%, resulting in a projected market volume of €39.32bn by 2029.
  • In global comparison, most revenue will be generated in the United States (€45,660.00m in 2024).
  • The average revenue per user (ARPU) in the Sports market is projected to amount to €142.70 in 2024.
 
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Analyst Opinion

The Sports market in Europe is currently experiencing minimal growth due to various factors, such as increasing competition among sub-markets like soccer, American football, basketball, baseball, and cricket. Other factors impacting the overall market include stagnating consumer interest and limited investment in technological advancements. However, with the rise of online streaming platforms and global events, the market is expected to pick up pace in the upcoming years.

Customer preferences:
As the Sports market continues to grow in popularity in Europe, there is a notable trend towards using technology for training and performance enhancement. This includes the use of wearable devices and data tracking to monitor and improve athletic performance. Additionally, there is a growing demand for online coaching and training programs, as well as virtual competitions, reflecting the shift towards a more digital and connected sports experience. This is driven by a younger generation of consumers who are tech-savvy and prioritize convenience and customization in their fitness routines.

Trends in the market:
In Europe, the Sports Market industry is seeing a surge in the use of technology to enhance athletic performance. With the rise of wearables and mobile apps, athletes are able to track their training progress and monitor their health and fitness levels. This trend is expected to continue as more sports organizations incorporate technology into their training programs. Additionally, there is a growing market for virtual sports and eSports, which could have significant implications for traditional sports and entertainment industries. The future of sports in Europe is likely to involve more integration with technology and virtual experiences for both players and fans.

Local special circumstances:
In Europe, the Sports Market is heavily influenced by the continents strong sporting culture and the growing popularity of online streaming services. In countries like Germany and Spain, where football is a major source of national pride, online platforms offering coverage of matches and exclusive content have gained significant traction. Additionally, the regions stringent regulations on doping and match-fixing have shaped the industrys integrity, creating a more level playing field for athletes and enhancing the trust of consumers in the market.

Underlying macroeconomic factors:
The Sports Market market in Europe is heavily impacted by macroeconomic factors such as economic stability, consumer spending power, and government policies. With the region experiencing overall economic growth and stability, there is an increase in disposable income, leading to higher demand for sports products and services. Furthermore, governments in Europe have been promoting sports and fitness initiatives, which incentivize individuals to participate in various sports activities, thus driving market growth. Additionally, the growing popularity of e-sports and the rapid advancements in digital technology have led to the emergence of new revenue streams, further boosting the European Sports market.

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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