Global Licensed Entertainment and Character Merchandise Market Research Report 2025
The global Licensed Entertainment and Character Merchandise market was valued at US$ 166.78 billion in 2024 and is anticipated to reach US$ 268.81 billion by 2031, witnessing a CAGR of 6.77% during the forecast period 2025-2031.
The major global companies of Licensed Entertainment and Character Merchandise include The Walt Disney Company, Hasbro, Warner Bros. Discovery, The Pokémon Company, Mattel, Paramount, NBCUniversal, Toei Animation, Sanrio, etc. The top five vendors held 47.67% of the market, in terms of Licensed Entertainment and Character Merchandise Retail Sales Revenue in 2024.
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, analyse 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 Retail Sales Revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. This report segments the global Licensed Entertainment and Character Merchandise market comprehensively. Regional market sizes, concerning products by Merchandise Types, by Entertainment and Character Types, 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 Retail Sales Revenues for the overall market and the sub-segments across the different segments, by company, by Merchandise Types, by Entertainment and Character Types, and by regions.
Market Segmentation
By Company
The Walt Disney Company
Hasbro
Warner Bros. Discovery
The Pokémon Company
Mattel
Paramount
NBCUniversal
Toei Animation
Sanrio
Authentic Brands Group
WildBrain
Bandai Namco Entertainment
Jazwares
Sony
Spin Master
SEGA Corporation
Toho
Moomin Characters
Alpha Group
Segment by Merchandise Types
Toys
Apparel
Entertainment & Media
Home Products
Others
Segment by Entertainment and Character Types
Movies & TV Shows
Animation & Cartoons
Games
Others
By Region
North America
United States
Canada
Asia-Pacific
China
Japan
South Korea
Southeast Asia
Australia
Others
Europe
Germany
France
UK
Italy
Netherlands
Others
South America
Brazil
Mexico
Others
Middle East & Africa
Middle East
Africa
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Merchandise Types, by Entertainment and Character Types), 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, Retail Sales Revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by Merchandise Types, 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 Entertainment and Character Types, 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.
Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, Retail Sales Revenue, price, gross margin, product introduction.
Chapter 12: The main points and conclusions of the report.