The global Entertainment Licensing market was valued at US$ million in 2022 and is anticipated to reach US$ million by 2029, witnessing a CAGR of % during the forecast period 2023-2029. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
North American market for Entertainment Licensing is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
Asia-Pacific market for Entertainment Licensing is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
The global market for Entertainment Licensing in Live Music Venues is estimated to increase from $ million in 2023 to $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
The key global 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 2022, the world's top three vendors accounted for approximately % of the revenue.
Report Scope
This report aims to provide a comprehensive presentation of the global market for Entertainment Licensing, 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.
The Entertainment Licensing market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2022 as the base year, with history and forecast data for the period from 2018 to 2029. This report segments the global Entertainment Licensing market comprehensively. Regional market sizes, concerning products by type, by application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Entertainment Licensing companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, by type, by application, and by regions.
By Company
ViacomCBS Inc. (VIAC)
Warner Bros
Mattel
WWE
Summit Entertainment
Comcast Corp.
Charter Communications Inc. (CHTR)
The Walt Disney Company
Meredith Corporation
Bolloré 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
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Core Chapters
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Entertainment Licensing companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: 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 5: 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 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the key companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
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1 Report Overview
1.1 Study Scope
1.2 Âé¶¹Ô´´ Analysis by Type
1.2.1 Global Entertainment Licensing Âé¶¹Ô´´ Size Growth Rate by Type: 2018 VS 2022 VS 2029
1.2.2 Screening Films
1.2.3 Music and Dance Performances
1.2.4 Combat Sports Performances
1.3 Âé¶¹Ô´´ by Application
1.3.1 Global Entertainment Licensing Âé¶¹Ô´´ Growth by Application: 2018 VS 2022 VS 2029
1.3.2 Live Music Venues
1.3.3 Cinemas
1.3.4 Larger Theatres
1.3.5 Larger Street and Open Air Festivals
1.3.6 Larger Indoor Sporting Arena
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Entertainment Licensing Âé¶¹Ô´´ Perspective (2018-2029)
2.2 Entertainment Licensing Growth Trends by Region
2.2.1 Global Entertainment Licensing Âé¶¹Ô´´ Size by Region: 2018 VS 2022 VS 2029
2.2.2 Entertainment Licensing Historic Âé¶¹Ô´´ Size by Region (2018-2023)
2.2.3 Entertainment Licensing Forecasted Âé¶¹Ô´´ Size by Region (2024-2029)
2.3 Entertainment Licensing Âé¶¹Ô´´ Dynamics
2.3.1 Entertainment Licensing Industry Trends
2.3.2 Entertainment Licensing Âé¶¹Ô´´ Drivers
2.3.3 Entertainment Licensing Âé¶¹Ô´´ Challenges
2.3.4 Entertainment Licensing Âé¶¹Ô´´ Restraints
3 Competition Landscape by Key Players
3.1 Global Top Entertainment Licensing Players by Revenue
3.1.1 Global Top Entertainment Licensing Players by Revenue (2018-2023)
3.1.2 Global Entertainment Licensing Revenue Âé¶¹Ô´´ Share by Players (2018-2023)
3.2 Global Entertainment Licensing Âé¶¹Ô´´ Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Entertainment Licensing Revenue
3.4 Global Entertainment Licensing Âé¶¹Ô´´ Concentration Ratio
3.4.1 Global Entertainment Licensing Âé¶¹Ô´´ Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Entertainment Licensing Revenue in 2022
3.5 Entertainment Licensing Key Players Head office and Area Served
3.6 Key Players Entertainment Licensing Product Solution and Service
3.7 Date of Enter into Entertainment Licensing Âé¶¹Ô´´
3.8 Mergers & Acquisitions, Expansion Plans
4 Entertainment Licensing Breakdown Data by Type
4.1 Global Entertainment Licensing Historic Âé¶¹Ô´´ Size by Type (2018-2023)
4.2 Global Entertainment Licensing Forecasted Âé¶¹Ô´´ Size by Type (2024-2029)
5 Entertainment Licensing Breakdown Data by Application
5.1 Global Entertainment Licensing Historic Âé¶¹Ô´´ Size by Application (2018-2023)
5.2 Global Entertainment Licensing Forecasted Âé¶¹Ô´´ Size by Application (2024-2029)
6 North America
6.1 North America Entertainment Licensing Âé¶¹Ô´´ Size (2018-2029)
6.2 North America Entertainment Licensing Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
6.3 North America Entertainment Licensing Âé¶¹Ô´´ Size by Country (2018-2023)
6.4 North America Entertainment Licensing Âé¶¹Ô´´ Size by Country (2024-2029)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Entertainment Licensing Âé¶¹Ô´´ Size (2018-2029)
7.2 Europe Entertainment Licensing Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
7.3 Europe Entertainment Licensing Âé¶¹Ô´´ Size by Country (2018-2023)
7.4 Europe Entertainment Licensing Âé¶¹Ô´´ Size by Country (2024-2029)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Entertainment Licensing Âé¶¹Ô´´ Size (2018-2029)
8.2 Asia-Pacific Entertainment Licensing Âé¶¹Ô´´ Growth Rate by Region: 2018 VS 2022 VS 2029
8.3 Asia-Pacific Entertainment Licensing Âé¶¹Ô´´ Size by Region (2018-2023)
8.4 Asia-Pacific Entertainment Licensing Âé¶¹Ô´´ Size by Region (2024-2029)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Entertainment Licensing Âé¶¹Ô´´ Size (2018-2029)
9.2 Latin America Entertainment Licensing Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
9.3 Latin America Entertainment Licensing Âé¶¹Ô´´ Size by Country (2018-2023)
9.4 Latin America Entertainment Licensing Âé¶¹Ô´´ Size by Country (2024-2029)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Entertainment Licensing Âé¶¹Ô´´ Size (2018-2029)
10.2 Middle East & Africa Entertainment Licensing Âé¶¹Ô´´ Growth Rate by Country: 2018 VS 2022 VS 2029
10.3 Middle East & Africa Entertainment Licensing Âé¶¹Ô´´ Size by Country (2018-2023)
10.4 Middle East & Africa Entertainment Licensing Âé¶¹Ô´´ Size by Country (2024-2029)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 ViacomCBS Inc. (VIAC)
11.1.1 ViacomCBS Inc. (VIAC) Company Detail
11.1.2 ViacomCBS Inc. (VIAC) Business Overview
11.1.3 ViacomCBS Inc. (VIAC) Entertainment Licensing Introduction
11.1.4 ViacomCBS Inc. (VIAC) Revenue in Entertainment Licensing Business (2018-2023)
11.1.5 ViacomCBS Inc. (VIAC) Recent Development
11.2 Warner Bros
11.2.1 Warner Bros Company Detail
11.2.2 Warner Bros Business Overview
11.2.3 Warner Bros Entertainment Licensing Introduction
11.2.4 Warner Bros Revenue in Entertainment Licensing Business (2018-2023)
11.2.5 Warner Bros Recent Development
11.3 Mattel
11.3.1 Mattel Company Detail
11.3.2 Mattel Business Overview
11.3.3 Mattel Entertainment Licensing Introduction
11.3.4 Mattel Revenue in Entertainment Licensing Business (2018-2023)
11.3.5 Mattel Recent Development
11.4 WWE
11.4.1 WWE Company Detail
11.4.2 WWE Business Overview
11.4.3 WWE Entertainment Licensing Introduction
11.4.4 WWE Revenue in Entertainment Licensing Business (2018-2023)
11.4.5 WWE Recent Development
11.5 Summit Entertainment
11.5.1 Summit Entertainment Company Detail
11.5.2 Summit Entertainment Business Overview
11.5.3 Summit Entertainment Entertainment Licensing Introduction
11.5.4 Summit Entertainment Revenue in Entertainment Licensing Business (2018-2023)
11.5.5 Summit Entertainment Recent Development
11.6 Comcast Corp.
11.6.1 Comcast Corp. Company Detail
11.6.2 Comcast Corp. Business Overview
11.6.3 Comcast Corp. Entertainment Licensing Introduction
11.6.4 Comcast Corp. Revenue in Entertainment Licensing Business (2018-2023)
11.6.5 Comcast Corp. Recent Development
11.7 Charter Communications Inc. (CHTR)
11.7.1 Charter Communications Inc. (CHTR) Company Detail
11.7.2 Charter Communications Inc. (CHTR) Business Overview
11.7.3 Charter Communications Inc. (CHTR) Entertainment Licensing Introduction
11.7.4 Charter Communications Inc. (CHTR) Revenue in Entertainment Licensing Business (2018-2023)
11.7.5 Charter Communications Inc. (CHTR) Recent Development
11.8 The Walt Disney Company
11.8.1 The Walt Disney Company Company Detail
11.8.2 The Walt Disney Company Business Overview
11.8.3 The Walt Disney Company Entertainment Licensing Introduction
11.8.4 The Walt Disney Company Revenue in Entertainment Licensing Business (2018-2023)
11.8.5 The Walt Disney Company Recent Development
11.9 Meredith Corporation
11.9.1 Meredith Corporation Company Detail
11.9.2 Meredith Corporation Business Overview
11.9.3 Meredith Corporation Entertainment Licensing Introduction
11.9.4 Meredith Corporation Revenue in Entertainment Licensing Business (2018-2023)
11.9.5 Meredith Corporation Recent Development
11.10 Bolloré SA (BOIVF)
11.10.1 Bolloré SA (BOIVF) Company Detail
11.10.2 Bolloré SA (BOIVF) Business Overview
11.10.3 Bolloré SA (BOIVF) Entertainment Licensing Introduction
11.10.4 Bolloré SA (BOIVF) Revenue in Entertainment Licensing Business (2018-2023)
11.10.5 Bolloré SA (BOIVF) Recent Development
11.11 Netflix Inc. (NFLX)
11.11.1 Netflix Inc. (NFLX) Company Detail
11.11.2 Netflix Inc. (NFLX) Business Overview
11.11.3 Netflix Inc. (NFLX) Entertainment Licensing Introduction
11.11.4 Netflix Inc. (NFLX) Revenue in Entertainment Licensing Business (2018-2023)
11.11.5 Netflix Inc. (NFLX) Recent Development
11.12 Fox Corp. (FOXA)
11.12.1 Fox Corp. (FOXA) Company Detail
11.12.2 Fox Corp. (FOXA) Business Overview
11.12.3 Fox Corp. (FOXA) Entertainment Licensing Introduction
11.12.4 Fox Corp. (FOXA) Revenue in Entertainment Licensing Business (2018-2023)
11.12.5 Fox Corp. (FOXA) Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
ViacomCBS Inc. (VIAC)
Warner Bros
Mattel
WWE
Summit Entertainment
Comcast Corp.
Charter Communications Inc. (CHTR)
The Walt Disney Company
Meredith Corporation
Bolloré SA (BOIVF)
Netflix Inc. (NFLX)
Fox Corp. (FOXA)
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*If Applicable.