Basketball Merchandise

  • South Korea
  • Revenue in the Basketball Merchandise market is projected to reach €2.12m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 0.93%, resulting in a projected market volume of €2.22m by 2029.
  • In global comparison, most revenue will be generated in the United States (€1,032.00m in 2024).
  • The average revenue per user (ARPU) in the Basketball Merchandise market is projected to amount to €3.95 in 2024.
  • In the Basketball Merchandise market, the number of users is expected to amount to 200.8k users by 2029.
  • User penetration in the Basketball Merchandise market will be at 1.0% in 2024.
 
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Analyst Opinion

The Basketball Merchandise Market in South Korea is currently experiencing slow growth due to economic factors and saturation in the market. However, the growing interest in basketball among consumers and the convenience of online shopping could potentially drive future growth.

Customer preferences:
Consumers in South Korea are showing a growing interest in purchasing basketball merchandise online, driven by the convenience and variety offered by e-commerce platforms. This trend is further supported by the increasing participation of South Koreans in basketball, as well as the nations passion for sports and athletic apparel. As South Korean consumers continue to embrace digital shopping, retailers can tap into this market by expanding their online presence and offering a diverse range of basketball merchandise options.

Trends in the market:
In South Korea, the basketball merchandise market is experiencing a surge in popularity, driven by the increasing interest in professional basketball leagues and players. The market is also seeing a rise in online sales, with more consumers purchasing basketball merchandise through e-commerce platforms. Additionally, there is a growing trend of collaborations between major sportswear brands and popular basketball players, which has helped in expanding the market. These trends are expected to continue in the coming years, providing numerous opportunities for industry stakeholders to tap into the growing demand for basketball merchandise in South Korea.

Local special circumstances:
In South Korea, the Basketball Merchandise Market is heavily influenced by the countrys love for basketball and its thriving professional basketball league. The popularity of the sport has led to a strong demand for team merchandise, such as jerseys, caps, and other accessories. This demand is further fueled by the countrys strong consumer culture and interest in fashion, making basketball merchandise not just about supporting a team, but also making a fashion statement. Additionally, South Koreas strict licensing and merchandising laws also play a significant role in the market dynamics, with only a limited number of official distributors allowed to sell team merchandise, creating exclusivity and driving up prices.

Underlying macroeconomic factors:
The Basketball Merchandise Market within the Sports Market is heavily influenced by macroeconomic factors such as consumer spending, economic stability, and government policies. Countries with high disposable income and a strong economy tend to have a higher demand for basketball merchandise, leading to increased market growth. Similarly, governments that invest in sports infrastructure and initiatives to promote basketball often see a rise in merchandise sales. Additionally, global economic trends and trade policies can impact the availability and cost of raw materials used in basketball merchandise production, ultimately affecting market performance.

Methodology

Data coverage:

The data encompasses B2C revenues. Figures are based on merchandise spending. All monetary figures refer to consumer spending on goods 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.

Visión general

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