Research Summary
Licensed merchandise refers to products that bear the branding, logos, characters, or intellectual property of a specific brand, franchise, sports team, celebrity, or other licensed entity. These products are officially authorized and approved by the rights holder, typically through licensing agreements. Licensed merchandise spans a wide range of categories, including clothing, accessories, toys, collectibles, home decor, games, and more. It allows fans and consumers to show their support, loyalty, or affiliation with a particular brand or intellectual property. Licensed merchandise is often sought after by fans and collectors who want to express their admiration for a specific brand or franchise, and it serves as a way for the licensing entity to expand its reach, generate revenue, and strengthen its brand presence in the market. The popularity and demand for licensed merchandise have led to a robust industry with a vast array of products available for fans and consumers to enjoy.
According to DIResearch's in-depth investigation and research, the global Licensed Merchandise market size was valued at XX Million USD in 2024 and is projected to reach XX Million USD by 2032, with a CAGR of XX% (2025-2032). Notably, the China market has changed rapidly in the past few years. By 2024, China's market size is expected to be XX Million USD, representing approximately XX% of the global market share. By 2032, it is anticipated to grow further to XX Million USD, contributing XX% to the worldwide market share.
The major global manufacturers of Licensed Merchandise include The Walt Disney Company, Meredith Corporation, PVH Corp, Iconix Brand Group, Authentic Brands Group, Universal Brand Development, Nickelodeon(ViacomCBS), Major League Baseball, Learfield IMG College, Sanrio, Sequential Brands Group, Hasbro, General Motors, National Basketball Association, Electrolux, National Football League, WarnerMedia, The Pokémon Company International, Procter & Gamble, Ferrari, Ralph Lauren, Mattel, Ford Motor Company, BBC Worldwide, Stanley Black & Decker, The Hershey Company, PGA Tour, National Hockey League, Sunkist Growers, WWE etc. The global players competition landscape in this report is divided into three tiers. The first tier comprises global leading enterprises that command a substantial market share, hold a dominant industry position, possess strong competitiveness and influence, and generate significant revenue. The second tier includes companies with a notable market presence and reputation; these firms actively follow industry leaders in product, service, or technological innovation and maintain a moderate revenue scale. The third tier consists of smaller companies with limited market share and lower brand recognition, primarily focused on local markets and generating comparatively lower revenue.
This report studies the market size, price trends and future development prospects of Licensed Merchandise. Focus on analysing the market share, product portfolio, prices, sales, revenue and gross profit margin of global major manufacturers, as well as the market status and trends of different product types and applications in the global Licensed Merchandise market. The report data covers historical data from 2020 to 2024, based year in 2025 and forecast data from 2026 to 2032.
The regions and countries in the report include North America, Europe, China, APAC (excl. China), Latin America and Middle East and Africa, covering the Licensed Merchandise market conditions and future development trends of key regions and countries, combined with industry-related policies and the latest technological developments, analyze the development characteristics of Licensed Merchandise industries in various regions and countries, help companies understand the development characteristics of each region, help companies formulate business strategies, and achieve the ultimate goal of the company's global development strategy.
The data sources of this report mainly include the National Bureau of Statistics, customs databases, industry associations, corporate financial reports, third-party databases, etc. Among them, macroeconomic data mainly comes from the National Bureau of Statistics, International Economic Research Organization; industry statistical data mainly come from industry associations; company data mainly comes from interviews, public information collection, third-party reliable databases, and price data mainly comes from various markets monitoring database.
Global Key Manufacturers of Licensed Merchandise Include:
The Walt Disney Company
Meredith Corporation
PVH Corp
Iconix Brand Group
Authentic Brands Group
Universal Brand Development
Nickelodeon(ViacomCBS)
Major League Baseball
Learfield IMG College
Sanrio
Sequential Brands Group
Hasbro
General Motors
National Basketball Association
Electrolux
National Football League
WarnerMedia
The Pokémon Company International
Procter & Gamble
Ferrari
Ralph Lauren
Mattel
Ford Motor Company
BBC Worldwide
Stanley Black & Decker
The Hershey Company
PGA Tour
National Hockey League
Sunkist Growers
WWE
Licensed Merchandise Product Segment Include:
Apparels
Toys
Accessories
Home Decoration
Software/Video Games
Food and Beverage
Others
Licensed Merchandise Product Application Include:
Entertainment
Corporate Trademarks/Brand
Fashion
Sports
Others
Chapter Scope
Chapter 1: Product Research Range, Product Types and Applications, Market Overview, Market Situation and Trends
Chapter 2: Global Licensed Merchandise Industry PESTEL Analysis
Chapter 3: Global Licensed Merchandise Industry Porter’s Five Forces Analysis
Chapter 4: Global Licensed Merchandise Major Regional Market Size and Forecast Analysis
Chapter 5: Global Licensed Merchandise Market Size and Forecast by Type and Application Analysis
Chapter 6: North America Passenger Licensed Merchandise Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 7: Europe Licensed Merchandise Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 8: China Licensed Merchandise Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 9: APAC (Excl. China) Licensed Merchandise Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 10: Latin America Licensed Merchandise Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 11: Middle East and Africa Licensed Merchandise Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 12: Global Licensed Merchandise Competitive Analysis of Key Manufacturers (Revenue, Market Share, Regional Distribution and Industry Concentration)
Chapter 13: Key Company Profiles (Product Portfolio, Revenue and Gross Margin)
Chapter 14: Industrial Chain Analysis, Include Raw Material Suppliers, Distributors and Customers
Chapter 15: Research Findings and Conclusion
Chapter 16: Methodology and Data Sources
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