Merchandise & Ticketing - Norway

  • Norway
  • In Norway, the Merchandise & Ticketing market market is projected to achieve a revenue of US$412.2k in 2024.
  • This revenue is anticipated to grow at an annual growth rate (CAGR 2024-2029) of 3.96%, leading to an estimated market volume of US$500.6k by 2029.
  • While the majority of revenue in the Merchandise & Ticketing market market is generated China, Norway's market dynamics will still reflect these trends.
  • By 2029, the number of users in Norway's Merchandise & Ticketing market market is expected to reach 66.8k users.
  • User penetration in Norway is forecasted to be 1.1% in 2024, with an increase to 1.2% by 2029.
  • Furthermore, the average revenue per user (ARPU) in Norway is projected to be US$6.8.
  • Norway's eSports market is witnessing a surge in merchandise and ticketing sales, driven by an increasingly engaged gaming community and rising international events.

Key regions: France, South Korea, Europe, China, United States

 
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Analyst Opinion

The eSports market in Norway is seeing minimal growth due to factors such as limited awareness among consumers and the slow adoption of digital technologies. Convenience offered by online services is also impacting the market's growth rate.

Customer preferences:
With the rise of eSports popularity in Norway, the Merchandise & Ticketing Market has also seen a significant shift towards digital solutions. Consumers are now more inclined towards purchasing virtual merchandise and tickets, rather than physical ones. This trend is driven by the convenience and accessibility of digital platforms, as well as the growing preference for contactless transactions. Additionally, the younger demographic, who are avid followers of eSports, are more comfortable with digital transactions and are also more likely to make impulsive purchases through online channels. This shift towards digital merchandise and ticketing is expected to continue as the eSports market in Norway continues to grow.

Trends in the market:
In Norway, the eSports market is experiencing a surge in merchandise and ticketing sales as more fans are purchasing team jerseys, hats, and event tickets. This trend is expected to continue, with a projected growth of 9.8% in the next five years. This highlights the significance of eSports as a global industry, and presents opportunities for stakeholders to capitalize on this growing trend. Additionally, the rise of live streaming platforms and online ticketing services has made it easier for fans to access and purchase merchandise and event tickets, further boosting sales in this market. As a result, industry stakeholders can expect an increase in revenue and brand recognition, while also catering to the demands of eSports enthusiasts.

Local special circumstances:
In Norway, the Merchandise & Ticketing Market within the eSports Market is influenced by the country's strong gaming culture and high internet penetration rates. The market is also affected by strict consumer protection laws, which ensure fair practices for consumers when purchasing digital goods and services. Additionally, the popularity of eSports events and tournaments in Norway has led to a demand for merchandise and tickets, driving growth in this market.

Underlying macroeconomic factors:
The Merchandise & Ticketing Market within the eSports Market in Norway is impacted by various macroeconomic factors. The country's strong economy and stable political climate create a favorable environment for market growth. Additionally, the increasing popularity of eSports globally and the growing trend of online shopping are driving the demand for merchandise and tickets in the market. Furthermore, government support for the development of the eSports industry and investments in digital infrastructure are contributing to the growth of the market. Moreover, the high disposable income and purchasing power of the Norwegian population are also driving the demand for merchandise and tickets in the eSports market. Overall, these macroeconomic factors are expected to continue influencing the growth of the Merchandise & Ticketing Market within the eSports Market in Norway.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Merchandise & Ticketing market, which comprises revenues from ticket or merchandise sales relating to live Esports events. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

Modeling approach / market size:

The market size is determined through a bottom-up approach. 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 product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita and consumer spending per capita.

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 data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. 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). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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