The global market for Entertainment Licensing was estimated to be worth US$ million in 2023 and is forecast to a readjusted size of US$ million by 2030 with a CAGR of % during the forecast period 2024-2030.
North American market for Entertainment Licensing was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for Entertainment Licensing was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Europe market for Entertainment Licensing was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The global key companies of Entertainment Licensing include ViacomCBS Inc. (VIAC), Warner Bros, Mattel, WWE, Summit Entertainment, Comcast Corp., Charter Communications Inc. (CHTR), The Walt Disney Company and Meredith Corporation, etc. In 2023, the global five largest players hold a share approximately % in terms of revenue.
Report Scope
This report aims to provide a comprehensive presentation of the global market for Entertainment Licensing, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of Entertainment Licensing by region & country, by Type, and by Application.
The Entertainment Licensing market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. With both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Entertainment Licensing.
麻豆原创 Segmentation
By Company
ViacomCBS Inc. (VIAC)
Warner Bros
Mattel
WWE
Summit Entertainment
Comcast Corp.
Charter Communications Inc. (CHTR)
The Walt Disney Company
Meredith Corporation
Bollor茅 SA (BOIVF)
Netflix Inc. (NFLX)
Fox Corp. (FOXA)
Segment by Type:
Screening Films
Music and Dance Performances
Combat Sports Performances
Segment by Application
Live Music Venues
Cinemas
Larger Theatres
Larger Street and Open Air Festivals
Larger Indoor Sporting Arena
By Region
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
China Taiwan
Southeast Asia
India
Latin America
Mexico
Brazil
Argentina
Middle East & Africa
Turkey
Saudi Arabia
UAE
Chapter Outline
Chapter 1: Introduces the report scope of the report, global total market size. This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 2: Detailed analysis of Entertainment Licensing manufacturers competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 4: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 5: Revenue of Entertainment Licensing in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 6: Revenue of Entertainment Licensing in country level. It provides sigmate data by Type, and by Application for each country/region.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Conclusion.
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1 麻豆原创 Overview
1.1 Entertainment Licensing Product Introduction
1.2 Global Entertainment Licensing 麻豆原创 Size Forecast
1.3 Entertainment Licensing 麻豆原创 Trends & Drivers
1.3.1 Entertainment Licensing Industry Trends
1.3.2 Entertainment Licensing 麻豆原创 Drivers & Opportunity
1.3.3 Entertainment Licensing 麻豆原创 Challenges
1.3.4 Entertainment Licensing 麻豆原创 Restraints
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Competitive Analysis by Company
2.1 Global Entertainment Licensing Players Revenue Ranking (2023)
2.2 Global Entertainment Licensing Revenue by Company (2019-2024)
2.3 Key Companies Entertainment Licensing Manufacturing Base Distribution and Headquarters
2.4 Key Companies Entertainment Licensing Product Offered
2.5 Key Companies Time to Begin Mass Production of Entertainment Licensing
2.6 Entertainment Licensing 麻豆原创 Competitive Analysis
2.6.1 Entertainment Licensing 麻豆原创 Concentration Rate (2019-2024)
2.6.2 Global 5 and 10 Largest Companies by Entertainment Licensing Revenue in 2023
2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Entertainment Licensing as of 2023)
2.7 Mergers & Acquisitions, Expansion
3 Segmentation by Type
3.1 Introduction by Type
3.1.1 Screening Films
3.1.2 Music and Dance Performances
3.1.3 Combat Sports Performances
3.2 Global Entertainment Licensing Sales Value by Type
3.2.1 Global Entertainment Licensing Sales Value by Type (2019 VS 2023 VS 2030)
3.2.2 Global Entertainment Licensing Sales Value, by Type (2019-2030)
3.2.3 Global Entertainment Licensing Sales Value, by Type (%) (2019-2030)
4 Segmentation by Application
4.1 Introduction by Application
4.1.1 Live Music Venues
4.1.2 Cinemas
4.1.3 Larger Theatres
4.1.4 Larger Street and Open Air Festivals
4.1.5 Larger Indoor Sporting Arena
4.2 Global Entertainment Licensing Sales Value by Application
4.2.1 Global Entertainment Licensing Sales Value by Application (2019 VS 2023 VS 2030)
4.2.2 Global Entertainment Licensing Sales Value, by Application (2019-2030)
4.2.3 Global Entertainment Licensing Sales Value, by Application (%) (2019-2030)
5 Segmentation by Region
5.1 Global Entertainment Licensing Sales Value by Region
5.1.1 Global Entertainment Licensing Sales Value by Region: 2019 VS 2023 VS 2030
5.1.2 Global Entertainment Licensing Sales Value by Region (2019-2024)
5.1.3 Global Entertainment Licensing Sales Value by Region (2025-2030)
5.1.4 Global Entertainment Licensing Sales Value by Region (%), (2019-2030)
5.2 North America
5.2.1 North America Entertainment Licensing Sales Value, 2019-2030
5.2.2 North America Entertainment Licensing Sales Value by Country (%), 2023 VS 2030
5.3 Europe
5.3.1 Europe Entertainment Licensing Sales Value, 2019-2030
5.3.2 Europe Entertainment Licensing Sales Value by Country (%), 2023 VS 2030
5.4 Asia Pacific
5.4.1 Asia Pacific Entertainment Licensing Sales Value, 2019-2030
5.4.2 Asia Pacific Entertainment Licensing Sales Value by Country (%), 2023 VS 2030
5.5 South America
5.5.1 South America Entertainment Licensing Sales Value, 2019-2030
5.5.2 South America Entertainment Licensing Sales Value by Country (%), 2023 VS 2030
5.6 Middle East & Africa
5.6.1 Middle East & Africa Entertainment Licensing Sales Value, 2019-2030
5.6.2 Middle East & Africa Entertainment Licensing Sales Value by Country (%), 2023 VS 2030
6 Segmentation by Key Countries/Regions
6.1 Key Countries/Regions Entertainment Licensing Sales Value Growth Trends, 2019 VS 2023 VS 2030
6.2 Key Countries/Regions Entertainment Licensing Sales Value
6.3 United States
6.3.1 United States Entertainment Licensing Sales Value, 2019-2030
6.3.2 United States Entertainment Licensing Sales Value by Type (%), 2023 VS 2030
6.3.3 United States Entertainment Licensing Sales Value by Application, 2023 VS 2030
6.4 Europe
6.4.1 Europe Entertainment Licensing Sales Value, 2019-2030
6.4.2 Europe Entertainment Licensing Sales Value by Type (%), 2023 VS 2030
6.4.3 Europe Entertainment Licensing Sales Value by Application, 2023 VS 2030
6.5 China
6.5.1 China Entertainment Licensing Sales Value, 2019-2030
6.5.2 China Entertainment Licensing Sales Value by Type (%), 2023 VS 2030
6.5.3 China Entertainment Licensing Sales Value by Application, 2023 VS 2030
6.6 Japan
6.6.1 Japan Entertainment Licensing Sales Value, 2019-2030
6.6.2 Japan Entertainment Licensing Sales Value by Type (%), 2023 VS 2030
6.6.3 Japan Entertainment Licensing Sales Value by Application, 2023 VS 2030
6.7 South Korea
6.7.1 South Korea Entertainment Licensing Sales Value, 2019-2030
6.7.2 South Korea Entertainment Licensing Sales Value by Type (%), 2023 VS 2030
6.7.3 South Korea Entertainment Licensing Sales Value by Application, 2023 VS 2030
6.8 Southeast Asia
6.8.1 Southeast Asia Entertainment Licensing Sales Value, 2019-2030
6.8.2 Southeast Asia Entertainment Licensing Sales Value by Type (%), 2023 VS 2030
6.8.3 Southeast Asia Entertainment Licensing Sales Value by Application, 2023 VS 2030
6.9 India
6.9.1 India Entertainment Licensing Sales Value, 2019-2030
6.9.2 India Entertainment Licensing Sales Value by Type (%), 2023 VS 2030
6.9.3 India Entertainment Licensing Sales Value by Application, 2023 VS 2030
7 Company Profiles
7.1 ViacomCBS Inc. (VIAC)
7.1.1 ViacomCBS Inc. (VIAC) Profile
7.1.2 ViacomCBS Inc. (VIAC) Main Business
7.1.3 ViacomCBS Inc. (VIAC) Entertainment Licensing Products, Services and Solutions
7.1.4 ViacomCBS Inc. (VIAC) Entertainment Licensing Revenue (US$ Million) & (2019-2024)
7.1.5 ViacomCBS Inc. (VIAC) Recent Developments
7.2 Warner Bros
7.2.1 Warner Bros Profile
7.2.2 Warner Bros Main Business
7.2.3 Warner Bros Entertainment Licensing Products, Services and Solutions
7.2.4 Warner Bros Entertainment Licensing Revenue (US$ Million) & (2019-2024)
7.2.5 Warner Bros Recent Developments
7.3 Mattel
7.3.1 Mattel Profile
7.3.2 Mattel Main Business
7.3.3 Mattel Entertainment Licensing Products, Services and Solutions
7.3.4 Mattel Entertainment Licensing Revenue (US$ Million) & (2019-2024)
7.3.5 WWE Recent Developments
7.4 WWE
7.4.1 WWE Profile
7.4.2 WWE Main Business
7.4.3 WWE Entertainment Licensing Products, Services and Solutions
7.4.4 WWE Entertainment Licensing Revenue (US$ Million) & (2019-2024)
7.4.5 WWE Recent Developments
7.5 Summit Entertainment
7.5.1 Summit Entertainment Profile
7.5.2 Summit Entertainment Main Business
7.5.3 Summit Entertainment Entertainment Licensing Products, Services and Solutions
7.5.4 Summit Entertainment Entertainment Licensing Revenue (US$ Million) & (2019-2024)
7.5.5 Summit Entertainment Recent Developments
7.6 Comcast Corp.
7.6.1 Comcast Corp. Profile
7.6.2 Comcast Corp. Main Business
7.6.3 Comcast Corp. Entertainment Licensing Products, Services and Solutions
7.6.4 Comcast Corp. Entertainment Licensing Revenue (US$ Million) & (2019-2024)
7.6.5 Comcast Corp. Recent Developments
7.7 Charter Communications Inc. (CHTR)
7.7.1 Charter Communications Inc. (CHTR) Profile
7.7.2 Charter Communications Inc. (CHTR) Main Business
7.7.3 Charter Communications Inc. (CHTR) Entertainment Licensing Products, Services and Solutions
7.7.4 Charter Communications Inc. (CHTR) Entertainment Licensing Revenue (US$ Million) & (2019-2024)
7.7.5 Charter Communications Inc. (CHTR) Recent Developments
7.8 The Walt Disney Company
7.8.1 The Walt Disney Company Profile
7.8.2 The Walt Disney Company Main Business
7.8.3 The Walt Disney Company Entertainment Licensing Products, Services and Solutions
7.8.4 The Walt Disney Company Entertainment Licensing Revenue (US$ Million) & (2019-2024)
7.8.5 The Walt Disney Company Recent Developments
7.9 Meredith Corporation
7.9.1 Meredith Corporation Profile
7.9.2 Meredith Corporation Main Business
7.9.3 Meredith Corporation Entertainment Licensing Products, Services and Solutions
7.9.4 Meredith Corporation Entertainment Licensing Revenue (US$ Million) & (2019-2024)
7.9.5 Meredith Corporation Recent Developments
7.10 Bollor茅 SA (BOIVF)
7.10.1 Bollor茅 SA (BOIVF) Profile
7.10.2 Bollor茅 SA (BOIVF) Main Business
7.10.3 Bollor茅 SA (BOIVF) Entertainment Licensing Products, Services and Solutions
7.10.4 Bollor茅 SA (BOIVF) Entertainment Licensing Revenue (US$ Million) & (2019-2024)
7.10.5 Bollor茅 SA (BOIVF) Recent Developments
7.11 Netflix Inc. (NFLX)
7.11.1 Netflix Inc. (NFLX) Profile
7.11.2 Netflix Inc. (NFLX) Main Business
7.11.3 Netflix Inc. (NFLX) Entertainment Licensing Products, Services and Solutions
7.11.4 Netflix Inc. (NFLX) Entertainment Licensing Revenue (US$ Million) & (2019-2024)
7.11.5 Netflix Inc. (NFLX) Recent Developments
7.12 Fox Corp. (FOXA)
7.12.1 Fox Corp. (FOXA) Profile
7.12.2 Fox Corp. (FOXA) Main Business
7.12.3 Fox Corp. (FOXA) Entertainment Licensing Products, Services and Solutions
7.12.4 Fox Corp. (FOXA) Entertainment Licensing Revenue (US$ Million) & (2019-2024)
7.12.5 Fox Corp. (FOXA) Recent Developments
8 Industry Chain Analysis
8.1 Entertainment Licensing Industrial Chain
8.2 Entertainment Licensing Upstream Analysis
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.2.3 Manufacturing Cost Structure
8.3 Midstream Analysis
8.4 Downstream Analysis (Customers Analysis)
8.5 Sales Model and Sales Channels
8.5.1 Entertainment Licensing Sales Model
8.5.2 Sales Channel
8.5.3 Entertainment Licensing Distributors
9 Research Findings and Conclusion
10 Appendix
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.2 Data Source
10.2 Author Details
10.3 Disclaimer
ViacomCBS Inc. (VIAC)
Warner Bros
Mattel
WWE
Summit Entertainment
Comcast Corp.
Charter Communications Inc. (CHTR)
The Walt Disney Company
Meredith Corporation
Bollor茅 SA (BOIVF)
Netflix Inc. (NFLX)
Fox Corp. (FOXA)
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*If Applicable.