Press release
Licensed Entertainment and Character Merchandise Research:CAGR of 6.7% during the forecast period
QY Research Inc. (Global Market Report Research Publisher) announces the release of 2025 latest report "Licensed Entertainment and Character Merchandise- Global Market Share and Ranking, Overall Sales and Demand Forecast 2025-2031". Based on current situation and impact historical analysis (2020-2024) and forecast calculations (2025-2031), this report provides a comprehensive analysis of the global Wire Drawing Dies market, including market size, share, demand, industry development status, and forecasts for the next few years.The global market for Licensed Entertainment and Character Merchandise was estimated to be worth US$ 147630 million in 2023 and is forecast to a readjusted size of US$ 271970 million by 2030 with a CAGR of 9.7% during the forecast period 2024-2030.
【Get a free sample PDF of this report (Including Full TOC, List of Tables & Figures, Chart)】
https://www.qyresearch.com/reports/3370151/licensed-entertainment-and-character-merchandise
Licensed Entertainment and Character Merchandise Market Summary
The licensing market relies on innovation to stay relevant and meet evolving consumer expectations. Even during tough times, such as recessions, licensors and licensees often creatively adapt to ensure they stay relevant with their target audiences.
The rise of virtual worlds and online gaming has created opportunities for licensing digital assets, including skins, avatars, and NFTs.
Streaming platforms have opened up the licensing of digital content, such as themed merchandise related to popular shows or characters.
Cross-industry collaborations (e.g., a fashion brand partnering with a gaming company or a fast food chain) can generate excitement and appeal to different consumer groups.
According to the new market research report "Global Licensed Entertainment and Character Merchandise Market Report 2025-2031", published by QYResearch, the global Licensed Entertainment and Character Merchandise market size is projected to reach USD 268.81 billion by 2031, at a CAGR of 6.7% during the forecast period.
Global Licensed Entertainment and Character Merchandise MarketSize(US$ million), 2020-2031
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Above data is based on report from QYResearch: Global Licensed Entertainment and Character Merchandise Market Report 2025-2031 (published in 2025). If you need the latest data, plaese contact QYResearch.
Global Licensed Entertainment and Character Merchandise Top19Players Ranking and Market Share (Ranking is based on the revenue of 2024, continually updated)
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Above data is based on report from QYResearch: Global Licensed Entertainment and Character Merchandise Market Report 2025-2031 (published in 2025). If you need the latest data, plaese contact QYResearch.
According to QYResearch Top Players Research Center, the global key manufacturers of Licensed Entertainment and Character Merchandise include The Walt Disney Company, Hasbro, Warner Bros. Discovery, The Pokémon Company, Mattel, Paramount, NBCUniversal, Toei Animation, Sanrio, Authentic Brands Group, etc. In 2023, the global top 10 players had a share approximately 62.0% in terms of revenue.
Licensed Entertainment and Character Merchandise,Global Market Size, Split by Merchandise Type
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Based on or includes research from QYResearch: Global Licensed Entertainment and Character Merchandise Market Report 2025-2031.
In terms of Merchandise Type, currently Entertainment & Media is the largest segment, hold a share of 24.86%.
In terms of Entertainment and Character Type, currently Movies & TV Shows is the largest segment, hold a share of 34.88%.
The report provides a detailed analysis of the market size, growth potential, and key trends for each segment. Through detailed analysis, industry players can identify profit opportunities, develop strategies for specific customer segments, and allocate resources effectively.
The Licensed Entertainment and Character Merchandise market is segmented as below:
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
Each chapter of the report provides detailed information for readers to further understand the Licensed Entertainment and Character Merchandise market:
Chapter 1: Introduces the report scope of the Licensed Entertainment and Character Merchandise report, global total market size (valve, volume and price). 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. (2020-2031)
Chapter 2: Detailed analysis of Licensed Entertainment and Character Merchandise manufacturers competitive landscape, price, sales and revenue market share, latest development plan, merger, and acquisition information, etc. (2020-2025)
Chapter 3: Provides the analysis of various Licensed Entertainment and Character Merchandise 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. (2020-2031)
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.(2020-2031)
Chapter 5: Sales, revenue of Licensed Entertainment and Character Merchandise 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..(2020-2031)
Chapter 6: Sales, revenue of Licensed Entertainment and Character Merchandise in country level. It provides sigmate data by Type, and by Application for each country/region.(2020-2031)
Chapter 7: 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. (2020-2025)
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Conclusion.
Benefits of purchasing QYResearch report:
Competitive Analysis: QYResearch provides in-depth Licensed Entertainment and Character Merchandise competitive analysis, including information on key company profiles, new entrants, acquisitions, mergers, large market shear, opportunities, and challenges. These analyses provide clients with a comprehensive understanding of market conditions and competitive dynamics, enabling them to develop effective market strategies and maintain their competitive edge.
Industry Analysis: QYResearch provides Licensed Entertainment and Character Merchandise comprehensive industry data and trend analysis, including raw material analysis, market application analysis, product type analysis, market demand analysis, market supply analysis, downstream market analysis, and supply chain analysis.
and trend analysis. These analyses help clients understand the direction of industry development and make informed business decisions.
Market Size: QYResearch provides Licensed Entertainment and Character Merchandise market size analysis, including capacity, production, sales, production value, price, cost, and profit analysis. This data helps clients understand market size and development potential, and is an important reference for business development.
Other relevant reports of QYResearch:
Global Licensed Entertainment and Character Merchandise Market Research Report 2025
Global Licensed Entertainment and Character Merchandise Market Insights, Forecast to 2030
Global and China Licensed Entertainment and Character Merchandise Market Report & Forecast 2024-2030
Global Licensed Entertainment and Character Merchandise Market Research Report 2024
About Us:
QYResearch founded in California, USA in 2007, which is a leading global market research and consulting company. Our primary business include market research reports, custom reports, commissioned research, IPO consultancy, business plans, etc. With over 18 years of experience and a dedicated research team, we are well placed to provide useful information and data for your business, and we have established offices in 7 countries (include United States, Germany, Switzerland, Japan, Korea, China and India) and business partners in over 30 countries. We have provided industrial information services to more than 60,000 companies in over the world.
Contact Us:
If you have any queries regarding this report or if you would like further information, please contact us:
QY Research Inc.
Add: 17890 Castleton Street Suite 369 City of Industry CA 91748 United States
EN: https://www.qyresearch.com
Email: global@qyresearch.com
Tel: 001-626-842-1666(US)
JP: https://www.qyresearch.co.jp
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