The global Licensed Entertainment and Character Merchandise market was valued at US$ 147630 million in 2023 and is anticipated to reach US$ 271970 million by 2030, witnessing a CAGR of 9.7% during the forecast period 2024-2030.
Licensed entertainment and character merchandise refers to products that feature characters, brands, or elements from films, television shows, video games, or other forms of media, which are produced under a licensing agreement. This means that the rights to use these characters or brands are granted by the original creators or owners to a manufacturer or retailer.
North American market for Licensed Entertainment and Character Merchandise is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for Licensed Entertainment and Character Merchandise is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The global market for Licensed Entertainment and Character Merchandise in Under 12 Years Old is estimated to increase from $ million in 2023 to $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The major global companies of Licensed Entertainment and Character Merchandise include The Walt Disney Company, Meredith Corporation, PVH Corp, Iconix Brand Group, Authentic Brands Group, Universal Brand Development, Nickelodeon, Major League Baseball, IMG College (Collegiate Licensing Company), Sanrio, etc. In 2023, the world's top three vendors accounted for approximately % of the revenue.
This report aims to provide a comprehensive presentation of the global market for Licensed Entertainment and Character Merchandise, 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 Licensed Entertainment and Character Merchandise.
The Licensed Entertainment and Character Merchandise market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Licensed Entertainment and Character Merchandise 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 Licensed Entertainment and Character Merchandise 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.
麻豆原创 Segmentation
By Company
The Walt Disney Company
Meredith Corporation
PVH Corp
Iconix Brand Group
Authentic Brands Group
Universal Brand Development
Nickelodeon
Major League Baseball
IMG College (Collegiate Licensing Company)
Sanrio
Sequential Brands Group
Westinghouse
Hasbro
FOXA
Segment by Type
Licensed Apparel
Accessories
Publishing
Paper Products
Food and Beverage
Others
Segment by Application
Under 12 Years Old
12-22 Years Old
Over 22 Years Old
By Region
North America
United States
Canada
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Rest of Europe
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by 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 Licensed Entertainment and Character Merchandise company 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 main companies in the market in detail, including product sales, revenue, price, 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 麻豆原创 Analysis by Type
1.2.1 Global Licensed Entertainment and Character Merchandise 麻豆原创 Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Licensed Apparel
1.2.3 Accessories
1.2.4 Publishing
1.2.5 Paper Products
1.2.6 Food and Beverage
1.2.7 Others
1.3 麻豆原创 by Application
1.3.1 Global Licensed Entertainment and Character Merchandise 麻豆原创 Growth by Application: 2019 VS 2023 VS 2030
1.3.2 Under 12 Years Old
1.3.3 12-22 Years Old
1.3.4 Over 22 Years Old
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Licensed Entertainment and Character Merchandise 麻豆原创 Perspective (2019-2030)
2.2 Global Licensed Entertainment and Character Merchandise Growth Trends by Region
2.2.1 Global Licensed Entertainment and Character Merchandise 麻豆原创 Size by Region: 2019 VS 2023 VS 2030
2.2.2 Licensed Entertainment and Character Merchandise Historic 麻豆原创 Size by Region (2019-2024)
2.2.3 Licensed Entertainment and Character Merchandise Forecasted 麻豆原创 Size by Region (2025-2030)
2.3 Licensed Entertainment and Character Merchandise 麻豆原创 Dynamics
2.3.1 Licensed Entertainment and Character Merchandise Industry Trends
2.3.2 Licensed Entertainment and Character Merchandise 麻豆原创 Drivers
2.3.3 Licensed Entertainment and Character Merchandise 麻豆原创 Challenges
2.3.4 Licensed Entertainment and Character Merchandise 麻豆原创 Restraints
3 Competition Landscape by Key Players
3.1 Global Top Licensed Entertainment and Character Merchandise Players by Revenue
3.1.1 Global Top Licensed Entertainment and Character Merchandise Players by Revenue (2019-2024)
3.1.2 Global Licensed Entertainment and Character Merchandise Revenue 麻豆原创 Share by Players (2019-2024)
3.2 Global Licensed Entertainment and Character Merchandise 麻豆原创 Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players Ranking by Licensed Entertainment and Character Merchandise Revenue
3.4 Global Licensed Entertainment and Character Merchandise 麻豆原创 Concentration Ratio
3.4.1 Global Licensed Entertainment and Character Merchandise 麻豆原创 Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Licensed Entertainment and Character Merchandise Revenue in 2023
3.5 Global Key Players of Licensed Entertainment and Character Merchandise Head office and Area Served
3.6 Global Key Players of Licensed Entertainment and Character Merchandise, Product and Application
3.7 Global Key Players of Licensed Entertainment and Character Merchandise, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 Licensed Entertainment and Character Merchandise Breakdown Data by Type
4.1 Global Licensed Entertainment and Character Merchandise Historic 麻豆原创 Size by Type (2019-2024)
4.2 Global Licensed Entertainment and Character Merchandise Forecasted 麻豆原创 Size by Type (2025-2030)
5 Licensed Entertainment and Character Merchandise Breakdown Data by Application
5.1 Global Licensed Entertainment and Character Merchandise Historic 麻豆原创 Size by Application (2019-2024)
5.2 Global Licensed Entertainment and Character Merchandise Forecasted 麻豆原创 Size by Application (2025-2030)
6 North America
6.1 North America Licensed Entertainment and Character Merchandise 麻豆原创 Size (2019-2030)
6.2 North America Licensed Entertainment and Character Merchandise 麻豆原创 Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America Licensed Entertainment and Character Merchandise 麻豆原创 Size by Country (2019-2024)
6.4 North America Licensed Entertainment and Character Merchandise 麻豆原创 Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Licensed Entertainment and Character Merchandise 麻豆原创 Size (2019-2030)
7.2 Europe Licensed Entertainment and Character Merchandise 麻豆原创 Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe Licensed Entertainment and Character Merchandise 麻豆原创 Size by Country (2019-2024)
7.4 Europe Licensed Entertainment and Character Merchandise 麻豆原创 Size by Country (2025-2030)
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 Licensed Entertainment and Character Merchandise 麻豆原创 Size (2019-2030)
8.2 Asia-Pacific Licensed Entertainment and Character Merchandise 麻豆原创 Growth Rate by Country: 2019 VS 2023 VS 2030
8.3 Asia-Pacific Licensed Entertainment and Character Merchandise 麻豆原创 Size by Region (2019-2024)
8.4 Asia-Pacific Licensed Entertainment and Character Merchandise 麻豆原创 Size by Region (2025-2030)
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 Licensed Entertainment and Character Merchandise 麻豆原创 Size (2019-2030)
9.2 Latin America Licensed Entertainment and Character Merchandise 麻豆原创 Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America Licensed Entertainment and Character Merchandise 麻豆原创 Size by Country (2019-2024)
9.4 Latin America Licensed Entertainment and Character Merchandise 麻豆原创 Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Licensed Entertainment and Character Merchandise 麻豆原创 Size (2019-2030)
10.2 Middle East & Africa Licensed Entertainment and Character Merchandise 麻豆原创 Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa Licensed Entertainment and Character Merchandise 麻豆原创 Size by Country (2019-2024)
10.4 Middle East & Africa Licensed Entertainment and Character Merchandise 麻豆原创 Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 The Walt Disney Company
11.1.1 The Walt Disney Company Company Details
11.1.2 The Walt Disney Company Business Overview
11.1.3 The Walt Disney Company Licensed Entertainment and Character Merchandise Introduction
11.1.4 The Walt Disney Company Revenue in Licensed Entertainment and Character Merchandise Business (2019-2024)
11.1.5 The Walt Disney Company Recent Development
11.2 Meredith Corporation
11.2.1 Meredith Corporation Company Details
11.2.2 Meredith Corporation Business Overview
11.2.3 Meredith Corporation Licensed Entertainment and Character Merchandise Introduction
11.2.4 Meredith Corporation Revenue in Licensed Entertainment and Character Merchandise Business (2019-2024)
11.2.5 Meredith Corporation Recent Development
11.3 PVH Corp
11.3.1 PVH Corp Company Details
11.3.2 PVH Corp Business Overview
11.3.3 PVH Corp Licensed Entertainment and Character Merchandise Introduction
11.3.4 PVH Corp Revenue in Licensed Entertainment and Character Merchandise Business (2019-2024)
11.3.5 PVH Corp Recent Development
11.4 Iconix Brand Group
11.4.1 Iconix Brand Group Company Details
11.4.2 Iconix Brand Group Business Overview
11.4.3 Iconix Brand Group Licensed Entertainment and Character Merchandise Introduction
11.4.4 Iconix Brand Group Revenue in Licensed Entertainment and Character Merchandise Business (2019-2024)
11.4.5 Iconix Brand Group Recent Development
11.5 Authentic Brands Group
11.5.1 Authentic Brands Group Company Details
11.5.2 Authentic Brands Group Business Overview
11.5.3 Authentic Brands Group Licensed Entertainment and Character Merchandise Introduction
11.5.4 Authentic Brands Group Revenue in Licensed Entertainment and Character Merchandise Business (2019-2024)
11.5.5 Authentic Brands Group Recent Development
11.6 Universal Brand Development
11.6.1 Universal Brand Development Company Details
11.6.2 Universal Brand Development Business Overview
11.6.3 Universal Brand Development Licensed Entertainment and Character Merchandise Introduction
11.6.4 Universal Brand Development Revenue in Licensed Entertainment and Character Merchandise Business (2019-2024)
11.6.5 Universal Brand Development Recent Development
11.7 Nickelodeon
11.7.1 Nickelodeon Company Details
11.7.2 Nickelodeon Business Overview
11.7.3 Nickelodeon Licensed Entertainment and Character Merchandise Introduction
11.7.4 Nickelodeon Revenue in Licensed Entertainment and Character Merchandise Business (2019-2024)
11.7.5 Nickelodeon Recent Development
11.8 Major League Baseball
11.8.1 Major League Baseball Company Details
11.8.2 Major League Baseball Business Overview
11.8.3 Major League Baseball Licensed Entertainment and Character Merchandise Introduction
11.8.4 Major League Baseball Revenue in Licensed Entertainment and Character Merchandise Business (2019-2024)
11.8.5 Major League Baseball Recent Development
11.9 IMG College (Collegiate Licensing Company)
11.9.1 IMG College (Collegiate Licensing Company) Company Details
11.9.2 IMG College (Collegiate Licensing Company) Business Overview
11.9.3 IMG College (Collegiate Licensing Company) Licensed Entertainment and Character Merchandise Introduction
11.9.4 IMG College (Collegiate Licensing Company) Revenue in Licensed Entertainment and Character Merchandise Business (2019-2024)
11.9.5 IMG College (Collegiate Licensing Company) Recent Development
11.10 Sanrio
11.10.1 Sanrio Company Details
11.10.2 Sanrio Business Overview
11.10.3 Sanrio Licensed Entertainment and Character Merchandise Introduction
11.10.4 Sanrio Revenue in Licensed Entertainment and Character Merchandise Business (2019-2024)
11.10.5 Sanrio Recent Development
11.11 Sequential Brands Group
11.11.1 Sequential Brands Group Company Details
11.11.2 Sequential Brands Group Business Overview
11.11.3 Sequential Brands Group Licensed Entertainment and Character Merchandise Introduction
11.11.4 Sequential Brands Group Revenue in Licensed Entertainment and Character Merchandise Business (2019-2024)
11.11.5 Sequential Brands Group Recent Development
11.12 Westinghouse
11.12.1 Westinghouse Company Details
11.12.2 Westinghouse Business Overview
11.12.3 Westinghouse Licensed Entertainment and Character Merchandise Introduction
11.12.4 Westinghouse Revenue in Licensed Entertainment and Character Merchandise Business (2019-2024)
11.12.5 Westinghouse Recent Development
11.13 Hasbro
11.13.1 Hasbro Company Details
11.13.2 Hasbro Business Overview
11.13.3 Hasbro Licensed Entertainment and Character Merchandise Introduction
11.13.4 Hasbro Revenue in Licensed Entertainment and Character Merchandise Business (2019-2024)
11.13.5 Hasbro Recent Development
11.14 FOXA
11.14.1 FOXA Company Details
11.14.2 FOXA Business Overview
11.14.3 FOXA Licensed Entertainment and Character Merchandise Introduction
11.14.4 FOXA Revenue in Licensed Entertainment and Character Merchandise Business (2019-2024)
11.14.5 FOXA Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.1.1 Research Programs/Design
13.1.1.2 麻豆原创 Size Estimation
13.1.1.3 麻豆原创 Breakdown and Data Triangulation
13.1.2 Data Source
13.1.2.1 Secondary Sources
13.1.2.2 Primary Sources
13.2 Author Details
13.3 Disclaimer
The Walt Disney Company
Meredith Corporation
PVH Corp
Iconix Brand Group
Authentic Brands Group
Universal Brand Development
Nickelodeon
Major League Baseball
IMG College (Collegiate Licensing Company)
Sanrio
Sequential Brands Group
Westinghouse
Hasbro
FOXA
听
听
*If Applicable.