Merchandise

What 13-18 year olds actually buy, what they pay for it, and what stops them. This is the second survey pillar and nothing here is written yet.

Not written yet — nothing on this page is a finding.

There is no write-up for this section. What follows is the intended scope, plus whatever has already been logged in the source register. None of it is a finding.

What this section will cover

  1. 1Market sizing model and the single estimated input it rests on.
  2. 2Purchase drivers: team loyalty, creators, design, drops, peer influence.
  3. 3Realistic price points against current PT and BR org-store pricing.
  4. 4Barriers: price, availability, shipping, and simply not knowing where to look.

Already logged6 claims

  • 40.9% of Gen Z esports fans buy physical merchandise

    The Esports Generation whitepaper (ESL FACEIT Group + Niko Partners, 8,000 fans 13-30) · checked 2026-07

    Sample is 13-30; used as proxy for 13-18.

    40.9%

    Verified

  • ~50% of merch buyers repeat within 12 months

    The Esports Generation whitepaper · checked 2026-07

    Retention metric, not a funnel stage.

    50%

    Verified

  • 65.5-66% of Gen Z merch purchases are collab/lifestyle-driven

    The Esports Generation whitepaper · checked 2026-07

    66%

    Verified

  • Average youth merch spend of EUR 60 per buyer per year

    Own estimate, anchored to PT store pricing (items EUR 15-65) · checked 2026-07

    THE one unsourced model input. Label as estimate everywhere.

    EUR 60

    Estimate

  • PT youth merch market ~EUR 633K/yr (516K x 5% x 40.9% x EUR 60)

    Own model from sources 1,2,3,6 · checked 2026-07

    ~EUR 316K recurring at 50% repeat.

    EUR 633,000

    Estimate

  • FURIA jersey pricing vs SAW

    Org stores (Fluxo W7M, FURIA CS Nations, SAW) · checked 2026-07

    Needs current FX check and more SKUs before firm claim.

    R$149.90-169 (~EUR 24-27) vs EUR 65

    Preliminary