Data room
Merch model
Merchandise is the clearest near-term revenue line, but the model rests on one estimated input.
Youth merch market model (interactive)
516,000
300,000900,000
5%
2%25%
40.9%
10.0%60.0%
€60
€20€120
Funnelbar width shows each assumption within its plausible range
- Teens who follow esports25,800
- …who buy merch in a year10,552
- …times average annual spend€633,132
516,000 × 5% × 40.9% × €60
population x followRate x buyRate x avgSpend — average spend is the one unsourced input in this model.