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Game IP Licensed Peripherals Market to Hit USD 79.35 Billion by 2031, Growing at 5.1% CAGR

05-15-2025 01:56 PM CET | Advertising, Media Consulting, Marketing Research

Press release from: QYResearch Inc.

Game IP Licensed Peripherals Market to Hit USD 79.35 Billion

Los Angeles-United State: QY Research has recently published a research report titled, "Game IP Licensed Peripherals - Global Market Share and Ranking, Overall Sales and Demand Forecast 2025-2031" assessing various factors impacting its trajectory. The market research report is a perfect tool for digging deep into critical aspects of the global Game IP Licensed Peripherals market and closely understanding factors that influence its growth. Our research analysts are experienced enough to provide you the right information about the global Game IP Licensed Peripherals market to help your business propel forward in the coming years. What makes us different from other market researchers is our high level of analysis that helps you to identify key opportunities available in the global Game IP Licensed Peripherals market.

The global market for Game IP Licensed Peripherals was estimated to be worth US$ 54860 million in 2024 and is forecast to a readjusted size of US$ 79350 million by 2031 with a CAGR of 5.1% during the forecast period 2025-2031.

Get Full PDF Sample Copy of Report: (Including Full TOC, List of Tables & Figures, Chart) https://www.qyresearch.in/request-sample/service-software-game-ip-licensed-peripherals-global-market-share-and-ranking-overall-sales-and-demand-forecast-2025-2031

Using the competitive analysis offered in the Game IP Licensed Peripherals report, players can gain sound understanding of certain behaviors of other market participants. This equips them to make the required changes in their marketing strategies and improve their business tactics to strongly position themselves in the global Game IP Licensed Peripherals market. With detailed mapping of the vendor landscape, the report highlights highly competitive areas of the global Game IP Licensed Peripherals market. The report also talks about the nature of the vendor landscape and reasons supporting it. It profiles some of the prominent names in the Game IP Licensed Peripherals industry.

Our market analysts are experts in deeply segmenting the global Game IP Licensed Peripherals market and thoroughly evaluating the growth potential of each and every segment studied in the report. Right at the beginning of the research study, the segments are compared on the basis of consumption and growth rate for a review period of nine years. The segmentation study included in the report offers a brilliant analysis of the global Game IP Licensed Peripherals market, taking into consideration the market potential of different segments studied. It assists market participants to focus on high-growth areas of the global Game IP Licensed Peripherals market and plan powerful business tactics to secure a position of strength in the industry.

Details of Game IP Licensed Peripherals Market Segmentation: -

Segment by Key Manufacturers:

Tencent
Microsoft
Nintendo
SONY
NetEase
Disney
Nexon
Ubisoft
miHoYo
Square Enix
Razer
Logitech G
Fangamer
McFarlane Toys

Segment by Type

Toys
Clothing Accessories
PC Game Peripheral
Books and Posters
Others

Segment by Application

Online
Retail
Specialty Stores

A market research study is incomplete without regional analysis, and we are well aware of it. That is why, the report includes a comprehensive and all-inclusive study that solely concentrates on the geographical growth of the global Game IP Licensed Peripherals market. The study also includes accurate estimations about market growth at the global, regional, and country levels. It empowers you to understand why some regional markets are flourishing while others are seeing a decline in growth. It also allows you to focus on geographies that hold the potential to create lucrative prospects in the near future.

What to expect in our report?

(1) A complete section of the report is dedicated for market dynamics, which include influence factors, market drivers, challenges, opportunities, and trends.

(2) Another broad section of the research study is reserved for regional analysis of the global Game IP Licensed Peripherals market where important regions and countries are assessed for their growth potential, consumption, market share, and other vital factors indicating their market growth.

(3) Players can use the competitive analysis provided in the report to build new strategies or fine-tune their existing ones to rise above market challenges and increase their share of the global Game IP Licensed Peripherals market.

(4) The report also discusses competitive situation and trends and sheds light on company expansions and merger and acquisition taking place in the global Game IP Licensed Peripherals market. Moreover, it brings to light the market concentration rate and market shares of top three and five players.

(5) Readers are provided with findings and conclusion of the research study provided in the report.

Unlock Exclusive Market Insights - Customize Your Research Report Now! https://www.qyresearch.in/pre-order-inquiry/service-software-game-ip-licensed-peripherals-global-market-share-and-ranking-overall-sales-and-demand-forecast-2025-2031

Table of Contents

1 Market Overview
1.1 Game IP Licensed Peripherals Product Introduction
1.2 Global Game IP Licensed Peripherals Market Size Forecast (2020-2031)
1.3 Game IP Licensed Peripherals Market Trends & Drivers
1.3.1 Game IP Licensed Peripherals Industry Trends
1.3.2 Game IP Licensed Peripherals Market Drivers & Opportunity
1.3.3 Game IP Licensed Peripherals Market Challenges
1.3.4 Game IP Licensed Peripherals Market Restraints
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered

2 Competitive Analysis by Company
2.1 Global Game IP Licensed Peripherals Players Revenue Ranking (2024)
2.2 Global Game IP Licensed Peripherals Revenue by Company (2020-2025)
2.3 Key Companies Game IP Licensed Peripherals Manufacturing Base Distribution and Headquarters
2.4 Key Companies Game IP Licensed Peripherals Product Offered
2.5 Key Companies Time to Begin Mass Production of Game IP Licensed Peripherals
2.6 Game IP Licensed Peripherals Market Competitive Analysis
2.6.1 Game IP Licensed Peripherals Market Concentration Rate (2020-2025)
2.6.2 Global 5 and 10 Largest Companies by Game IP Licensed Peripherals Revenue in 2024
2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Game IP Licensed Peripherals as of 2024)
2.7 Mergers & Acquisitions, Expansion

3 Segmentation by Type
3.1 Introduction by Type
3.1.1 Toys
3.1.2 Clothing Accessories
3.1.3 PC Game Peripheral
3.1.4 Books and Posters
3.1.5 Others
3.2 Global Game IP Licensed Peripherals Sales Value by Type
3.2.1 Global Game IP Licensed Peripherals Sales Value by Type (2020 VS 2024 VS 2031)
3.2.2 Global Game IP Licensed Peripherals Sales Value, by Type (2020-2031)
3.2.3 Global Game IP Licensed Peripherals Sales Value, by Type (%) (2020-2031)

4 Segmentation by Application
4.1 Introduction by Application
4.1.1 Online
4.1.2 Retail
4.1.3 Specialty Stores
4.2 Global Game IP Licensed Peripherals Sales Value by Application
4.2.1 Global Game IP Licensed Peripherals Sales Value by Application (2020 VS 2024 VS 2031)
4.2.2 Global Game IP Licensed Peripherals Sales Value, by Application (2020-2031)
4.2.3 Global Game IP Licensed Peripherals Sales Value, by Application (%) (2020-2031)

5 Segmentation by Region
5.1 Global Game IP Licensed Peripherals Sales Value by Region
5.1.1 Global Game IP Licensed Peripherals Sales Value by Region: 2020 VS 2024 VS 2031
5.1.2 Global Game IP Licensed Peripherals Sales Value by Region (2020-2025)
5.1.3 Global Game IP Licensed Peripherals Sales Value by Region (2026-2031)
5.1.4 Global Game IP Licensed Peripherals Sales Value by Region (%), (2020-2031)
5.2 North America
5.2.1 North America Game IP Licensed Peripherals Sales Value, 2020-2031
5.2.2 North America Game IP Licensed Peripherals Sales Value by Country (%), 2024 VS 2031
5.3 Europe
5.3.1 Europe Game IP Licensed Peripherals Sales Value, 2020-2031
5.3.2 Europe Game IP Licensed Peripherals Sales Value by Country (%), 2024 VS 2031
5.4 Asia Pacific
5.4.1 Asia Pacific Game IP Licensed Peripherals Sales Value, 2020-2031
5.4.2 Asia Pacific Game IP Licensed Peripherals Sales Value by Region (%), 2024 VS 2031
5.5 South America
5.5.1 South America Game IP Licensed Peripherals Sales Value, 2020-2031
5.5.2 South America Game IP Licensed Peripherals Sales Value by Country (%), 2024 VS 2031
5.6 Middle East & Africa
5.6.1 Middle East & Africa Game IP Licensed Peripherals Sales Value, 2020-2031
5.6.2 Middle East & Africa Game IP Licensed Peripherals Sales Value by Country (%), 2024 VS 2031

6 Segmentation by Key Countries/Regions
6.1 Key Countries/Regions Game IP Licensed Peripherals Sales Value Growth Trends, 2020 VS 2024 VS 2031
6.2 Key Countries/Regions Game IP Licensed Peripherals Sales Value, 2020-2031
6.3 United States
6.3.1 United States Game IP Licensed Peripherals Sales Value, 2020-2031
6.3.2 United States Game IP Licensed Peripherals Sales Value by Type (%), 2024 VS 2031
6.3.3 United States Game IP Licensed Peripherals Sales Value by Application, 2024 VS 2031
6.4 Europe
6.4.1 Europe Game IP Licensed Peripherals Sales Value, 2020-2031
6.4.2 Europe Game IP Licensed Peripherals Sales Value by Type (%), 2024 VS 2031
6.4.3 Europe Game IP Licensed Peripherals Sales Value by Application, 2024 VS 2031
6.5 China
6.5.1 China Game IP Licensed Peripherals Sales Value, 2020-2031
6.5.2 China Game IP Licensed Peripherals Sales Value by Type (%), 2024 VS 2031
6.5.3 China Game IP Licensed Peripherals Sales Value by Application, 2024 VS 2031
6.6 Japan
6.6.1 Japan Game IP Licensed Peripherals Sales Value, 2020-2031
6.6.2 Japan Game IP Licensed Peripherals Sales Value by Type (%), 2024 VS 2031
6.6.3 Japan Game IP Licensed Peripherals Sales Value by Application, 2024 VS 2031
6.7 South Korea
6.7.1 South Korea Game IP Licensed Peripherals Sales Value, 2020-2031
6.7.2 South Korea Game IP Licensed Peripherals Sales Value by Type (%), 2024 VS 2031
6.7.3 South Korea Game IP Licensed Peripherals Sales Value by Application, 2024 VS 2031
6.8 Southeast Asia
6.8.1 Southeast Asia Game IP Licensed Peripherals Sales Value, 2020-2031
6.8.2 Southeast Asia Game IP Licensed Peripherals Sales Value by Type (%), 2024 VS 2031
6.8.3 Southeast Asia Game IP Licensed Peripherals Sales Value by Application, 2024 VS 2031
6.9 India
6.9.1 India Game IP Licensed Peripherals Sales Value, 2020-2031
6.9.2 India Game IP Licensed Peripherals Sales Value by Type (%), 2024 VS 2031
6.9.3 India Game IP Licensed Peripherals Sales Value by Application, 2024 VS 2031

7 Company Profiles
7.1 Tencent
7.1.1 Tencent Profile
7.1.2 Tencent Main Business
7.1.3 Tencent Game IP Licensed Peripherals Products, Services and Solutions
7.1.4 Tencent Game IP Licensed Peripherals Revenue (US$ Million) & (2020-2025)
7.1.5 Tencent Recent Developments
7.2 Microsoft
7.2.1 Microsoft Profile
7.2.2 Microsoft Main Business
7.2.3 Microsoft Game IP Licensed Peripherals Products, Services and Solutions
7.2.4 Microsoft Game IP Licensed Peripherals Revenue (US$ Million) & (2020-2025)
7.2.5 Microsoft Recent Developments
7.3 Nintendo
7.3.1 Nintendo Profile
7.3.2 Nintendo Main Business
7.3.3 Nintendo Game IP Licensed Peripherals Products, Services and Solutions
7.3.4 Nintendo Game IP Licensed Peripherals Revenue (US$ Million) & (2020-2025)
7.3.5 Nintendo Recent Developments
7.4 SONY
7.4.1 SONY Profile
7.4.2 SONY Main Business
7.4.3 SONY Game IP Licensed Peripherals Products, Services and Solutions
7.4.4 SONY Game IP Licensed Peripherals Revenue (US$ Million) & (2020-2025)
7.4.5 SONY Recent Developments
7.5 NetEase
7.5.1 NetEase Profile
7.5.2 NetEase Main Business
7.5.3 NetEase Game IP Licensed Peripherals Products, Services and Solutions
7.5.4 NetEase Game IP Licensed Peripherals Revenue (US$ Million) & (2020-2025)
7.5.5 NetEase Recent Developments
7.6 Disney
7.6.1 Disney Profile
7.6.2 Disney Main Business
7.6.3 Disney Game IP Licensed Peripherals Products, Services and Solutions
7.6.4 Disney Game IP Licensed Peripherals Revenue (US$ Million) & (2020-2025)
7.6.5 Disney Recent Developments
7.7 Nexon
7.7.1 Nexon Profile
7.7.2 Nexon Main Business
7.7.3 Nexon Game IP Licensed Peripherals Products, Services and Solutions
7.7.4 Nexon Game IP Licensed Peripherals Revenue (US$ Million) & (2020-2025)
7.7.5 Nexon Recent Developments
7.8 Ubisoft
7.8.1 Ubisoft Profile
7.8.2 Ubisoft Main Business
7.8.3 Ubisoft Game IP Licensed Peripherals Products, Services and Solutions
7.8.4 Ubisoft Game IP Licensed Peripherals Revenue (US$ Million) & (2020-2025)
7.8.5 Ubisoft Recent Developments
7.9 miHoYo
7.9.1 miHoYo Profile
7.9.2 miHoYo Main Business
7.9.3 miHoYo Game IP Licensed Peripherals Products, Services and Solutions
7.9.4 miHoYo Game IP Licensed Peripherals Revenue (US$ Million) & (2020-2025)
7.9.5 miHoYo Recent Developments
7.10 Square Enix
7.10.1 Square Enix Profile
7.10.2 Square Enix Main Business
7.10.3 Square Enix Game IP Licensed Peripherals Products, Services and Solutions
7.10.4 Square Enix Game IP Licensed Peripherals Revenue (US$ Million) & (2020-2025)
7.10.5 Square Enix Recent Developments
7.11 Razer
7.11.1 Razer Profile
7.11.2 Razer Main Business
7.11.3 Razer Game IP Licensed Peripherals Products, Services and Solutions
7.11.4 Razer Game IP Licensed Peripherals Revenue (US$ Million) & (2020-2025)
7.11.5 Razer Recent Developments
7.12 Logitech G
7.12.1 Logitech G Profile
7.12.2 Logitech G Main Business
7.12.3 Logitech G Game IP Licensed Peripherals Products, Services and Solutions
7.12.4 Logitech G Game IP Licensed Peripherals Revenue (US$ Million) & (2020-2025)
7.12.5 Logitech G Recent Developments
7.13 Fangamer
7.13.1 Fangamer Profile
7.13.2 Fangamer Main Business
7.13.3 Fangamer Game IP Licensed Peripherals Products, Services and Solutions
7.13.4 Fangamer Game IP Licensed Peripherals Revenue (US$ Million) & (2020-2025)
7.13.5 Fangamer Recent Developments
7.14 McFarlane Toys
7.14.1 McFarlane Toys Profile
7.14.2 McFarlane Toys Main Business
7.14.3 McFarlane Toys Game IP Licensed Peripherals Products, Services and Solutions
7.14.4 McFarlane Toys Game IP Licensed Peripherals Revenue (US$ Million) & (2020-2025)
7.14.5 McFarlane Toys Recent Developments

8 Industry Chain Analysis
8.1 Game IP Licensed Peripherals Industrial Chain
8.2 Game IP Licensed Peripherals 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 Game IP Licensed Peripherals Sales Model
8.5.2 Sales Channel
8.5.3 Game IP Licensed Peripherals Distributors

9 Research Findings and Conclusion

10 Appendix
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.1.1 Research Programs/Design
10.1.1.2 Market Size Estimation
10.1.1.3 Market Breakdown and Data Triangulation
10.1.2 Data Source
10.1.2.1 Secondary Sources
10.1.2.2 Primary Sources
10.2 Author Details
10.3 Disclaimer

About US:

QYResearch is a leading global market research and consulting company established in 2007. With over 17 years' experience and professional research team in various cities over the world QY Research focuses on management consulting, database and seminar services, IPO consulting, industry chain research and customized research to help our clients in providing non-linear revenue model and make them successful. We are globally recognized for our expansive portfolio of services, good corporate citizenship, and our strong commitment to sustainability.

Contact US

QY RESEARCH, INC.
17890 CASTLETON STREET
SUITE 369, CITY OF INDUSTRY
CA - 91748, UNITED STATES OF AMERICA
Web - https://www.qyresearch.in
Tel: +91-8149736330
Email- ankit@qyresearch.com

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