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Global Licensed Entertainment and Character Merchandise Market Research Report 2024
Published Date: November 2024
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Report Code: QYRE-Auto-36H18456
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Global Licensed Entertainment and Character Merchandise Market Research Report 2024
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Global Licensed Entertainment and Character Merchandise Market Research Report 2024

Code: QYRE-Auto-36H18456
Report
November 2024
Pages:81
QYResearch
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DESCRIPTION
TABLE OF CONTENT
TABLES & FIGURES

Licensed Entertainment and Character Merchandise Market Size

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 Market

Licensed Entertainment and Character Merchandise Market Major Factors

Licensed entertainment and character merchandise grows through powerful storytelling ecosystems that span film, streaming, games, and social communities. Iconic characters catalyze repeat purchases across apparel, accessories, collectibles, and home goods, while crossovers keep franchises fresh. Retailers use themed drops and pop culture calendars to choreograph demand spikes. Fan conventions, cosplay, and creator collaborations deepen emotional attachment and create organic marketing. Global e-commerce enables niche fandoms to access limited editions, while direct-to-consumer stores gather preference data. Brand guardianship ensures design consistency, protecting trust. Seasonal releases tied to premieres sustain relevance. Licensors expand into lifestyle categories, unlocking everyday touchpoints.

Licensed Entertainment and Character Merchandise Market Trends

Transmedia storytelling reshapes product development, with narrative arcs planned alongside merchandise roadmaps from early concept stages. Studios and rights holders coordinate launch windows so episodes, games, and reveals cascade into themed capsules. Short-form video fuels micro-moments that brands convert into limited runs and surprise drops. Print-on-demand enables agile experimenting with art styles and slogans before scaling. Premium craftsmanship rises as fans treat pieces like art, embracing archival materials, subtle branding, and elevated packaging. Sustainability commitments shift sourcing toward recycled fabrics and durable builds that reward long-term fandom. Localization enables region-specific designs without diluting cohesion.

Licensing strategies increasingly embrace creator economies, inviting illustrators, fan artists, and independent studios into collaborations. Open briefs encourage fresh interpretations while style guides preserve recognizability. Digital collectibles add verifiable ownership and unlock community perks like early access or behind-the-scenes drops. Connected experiences link toys to apps and web mini-games, extending play patterns and building profiles that guide assortments. Retail partners curate pop-ups inside flagship stores to stage immersive worlds. Resale and refurbishment initiatives recirculate older pieces with authentication, preserving value and reducing waste. Accessibility design broadens appeal, considering sensory sensitivities, inclusive sizing, and adaptable packaging features.

Data-driven licensing is becoming core, with insights informing character selection, color palettes, and positioning. Social listening identifies breakout side characters and catchphrases that translate into wearable motifs. Retail media networks surface high-intent audiences for themed capsules, while loyalty programs reward collectors. Collaborations with sports, music, and lifestyle brands broaden reach and refresh aesthetics. Education franchises lean into skill-building kits that blend play with learning outcomes, appealing to caregivers seeking purposeful purchases. Smaller studios pursue boutique runs that emphasize craft and provenance, cultivating scarcity and premium storytelling. Cross-border partnerships align localization from inception, reducing friction at scale.

Licensed Entertainment and Character Merchandise Market Share

Market share concentrates around rights holders with deep libraries and steady pipelines that keep characters culturally present. Studios with cross-format reach convert screen attention into shelf presence through synchronized campaigns and disciplined brand stewardship. Category leaders defend positions by nurturing evergreen classics while introducing fresh arcs to attract new cohorts. Retail alliances amplify visibility through themed aisles, window displays, and exclusive assortments. Direct channels strengthen attachment and capture first-party data that informs future lines. Nimble licensees win subsegments by mastering materials, fit, and finishing details, building reputations for quality that encourage repeat purchases and strong word-of-mouth.

Emerging challengers build share by focusing on under-served fandoms, agile sizing, and inclusive representation that resonates across cultures. They harness community feedback loops to refine silhouettes, comfort features, and artwork placements, improving sell-through. Strategic collaborations with designers and influencers accelerate discovery, while marketplace storefronts simplify international reach. Supply partnerships that balance made-to-order and forecasted inventory limit excess and protect margins. Compliance excellence becomes differentiating as regulations tighten around safety, green claims, and privacy. Players showing transparent sourcing, fair licensing practices, and responsive service convert casual fans into loyal collectors, shifting category dynamics toward values-led leadership.

Market Segmentation

Scope of Licensed Entertainment and Character Merchandise Market Report

Report Metric Details
Report Name Licensed Entertainment and Character Merchandise Market
Accounted market size in 2023 US$ 147630 million
Forecasted market size in 2030 US$ 271970 million
CAGR 9.7%
Base Year 2023
Forecasted years 2024 - 2030
Segment by Type
Segment by Application
  • Under 12 Years Old
  • 12-22 Years Old
  • Over 22 Years Old
By Region
  • North America (United States, Canada)
  • Europe (Germany, France, UK, Italy, Russia) Rest of Europe
  • Nordic Countries
  • Asia-Pacific (China, Japan, South Korea)
  • Southeast Asia (India, Australia)
  • Rest of Asia
  • Latin America (Mexico, Brazil)
  • Rest of Latin America
  • Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of MEA)
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
Forecast units USD million in value
Report coverage Revenue and volume forecast, company share, competitive landscape, growth factors and trends

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.

FAQ for this report

How fast is Licensed Entertainment and Character Merchandise Market growing?

Ans: The Licensed Entertainment and Character Merchandise Market witnessing a CAGR of 9.7% during the forecast period 2024-2030.

What is the Licensed Entertainment and Character Merchandise Market size in 2030?

Ans: The Licensed Entertainment and Character Merchandise Market size in 2030 will be US$ 271970 million.

Who are the main players in the Licensed Entertainment and Character Merchandise Market report?

Ans: The main players in the Licensed Entertainment and Character Merchandise Market are 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

What are the Application segmentation covered in the Licensed Entertainment and Character Merchandise Market report?

Ans: The Applications covered in the Licensed Entertainment and Character Merchandise Market report are Under 12 Years Old, 12-22 Years Old, Over 22 Years Old

What are the Type segmentation covered in the Licensed Entertainment and Character Merchandise Market report?

Ans: The Types covered in the Licensed Entertainment and Character Merchandise Market report are Licensed Apparel, Accessories, Publishing, Paper Products, Food and Beverage, Others

Recommended Reports

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1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Licensed Entertainment and Character Merchandise Market 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 Market by Application
1.3.1 Global Licensed Entertainment and Character Merchandise Market 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 Market Perspective (2019-2030)
2.2 Global Licensed Entertainment and Character Merchandise Growth Trends by Region
2.2.1 Global Licensed Entertainment and Character Merchandise Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Licensed Entertainment and Character Merchandise Historic Market Size by Region (2019-2024)
2.2.3 Licensed Entertainment and Character Merchandise Forecasted Market Size by Region (2025-2030)
2.3 Licensed Entertainment and Character Merchandise Market Dynamics
2.3.1 Licensed Entertainment and Character Merchandise Industry Trends
2.3.2 Licensed Entertainment and Character Merchandise Market Drivers
2.3.3 Licensed Entertainment and Character Merchandise Market Challenges
2.3.4 Licensed Entertainment and Character Merchandise Market 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 Market Share by Players (2019-2024)
3.2 Global Licensed Entertainment and Character Merchandise Market 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 Market Concentration Ratio
3.4.1 Global Licensed Entertainment and Character Merchandise Market 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 Market Size by Type (2019-2024)
4.2 Global Licensed Entertainment and Character Merchandise Forecasted Market Size by Type (2025-2030)
5 Licensed Entertainment and Character Merchandise Breakdown Data by Application
5.1 Global Licensed Entertainment and Character Merchandise Historic Market Size by Application (2019-2024)
5.2 Global Licensed Entertainment and Character Merchandise Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Licensed Entertainment and Character Merchandise Market Size (2019-2030)
6.2 North America Licensed Entertainment and Character Merchandise Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America Licensed Entertainment and Character Merchandise Market Size by Country (2019-2024)
6.4 North America Licensed Entertainment and Character Merchandise Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Licensed Entertainment and Character Merchandise Market Size (2019-2030)
7.2 Europe Licensed Entertainment and Character Merchandise Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe Licensed Entertainment and Character Merchandise Market Size by Country (2019-2024)
7.4 Europe Licensed Entertainment and Character Merchandise Market 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 Market Size (2019-2030)
8.2 Asia-Pacific Licensed Entertainment and Character Merchandise Market Growth Rate by Country: 2019 VS 2023 VS 2030
8.3 Asia-Pacific Licensed Entertainment and Character Merchandise Market Size by Region (2019-2024)
8.4 Asia-Pacific Licensed Entertainment and Character Merchandise Market 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 Market Size (2019-2030)
9.2 Latin America Licensed Entertainment and Character Merchandise Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America Licensed Entertainment and Character Merchandise Market Size by Country (2019-2024)
9.4 Latin America Licensed Entertainment and Character Merchandise Market 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 Market Size (2019-2030)
10.2 Middle East & Africa Licensed Entertainment and Character Merchandise Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa Licensed Entertainment and Character Merchandise Market Size by Country (2019-2024)
10.4 Middle East & Africa Licensed Entertainment and Character Merchandise Market 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 Market Size Estimation
13.1.1.3 Market 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
List of Tables
 Table 1. Global Licensed Entertainment and Character Merchandise Market Size Growth Rate by Type (US$ Million): 2019 VS 2023 VS 2030
 Table 2. Key Players of Licensed Apparel
 Table 3. Key Players of Accessories
 Table 4. Key Players of Publishing
 Table 5. Key Players of Paper Products
 Table 6. Key Players of Food and Beverage
 Table 7. Key Players of Others
 Table 8. Global Licensed Entertainment and Character Merchandise Market Size Growth by Application (US$ Million): 2019 VS 2023 VS 2030
 Table 9. Global Licensed Entertainment and Character Merchandise Market Size by Region (US$ Million): 2019 VS 2023 VS 2030
 Table 10. Global Licensed Entertainment and Character Merchandise Market Size by Region (2019-2024) & (US$ Million)
 Table 11. Global Licensed Entertainment and Character Merchandise Market Share by Region (2019-2024)
 Table 12. Global Licensed Entertainment and Character Merchandise Forecasted Market Size by Region (2025-2030) & (US$ Million)
 Table 13. Global Licensed Entertainment and Character Merchandise Market Share by Region (2025-2030)
 Table 14. Licensed Entertainment and Character Merchandise Market Trends
 Table 15. Licensed Entertainment and Character Merchandise Market Drivers
 Table 16. Licensed Entertainment and Character Merchandise Market Challenges
 Table 17. Licensed Entertainment and Character Merchandise Market Restraints
 Table 18. Global Licensed Entertainment and Character Merchandise Revenue by Players (2019-2024) & (US$ Million)
 Table 19. Global Licensed Entertainment and Character Merchandise Market Share by Players (2019-2024)
 Table 20. Global Top Licensed Entertainment and Character Merchandise Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Licensed Entertainment and Character Merchandise as of 2023)
 Table 21. Ranking of Global Top Licensed Entertainment and Character Merchandise Companies by Revenue (US$ Million) in 2023
 Table 22. Global 5 Largest Players Market Share by Licensed Entertainment and Character Merchandise Revenue (CR5 and HHI) & (2019-2024)
 Table 23. Global Key Players of Licensed Entertainment and Character Merchandise, Headquarters and Area Served
 Table 24. Global Key Players of Licensed Entertainment and Character Merchandise, Product and Application
 Table 25. Global Key Players of Licensed Entertainment and Character Merchandise, Date of Enter into This Industry
 Table 26. Mergers & Acquisitions, Expansion Plans
 Table 27. Global Licensed Entertainment and Character Merchandise Market Size by Type (2019-2024) & (US$ Million)
 Table 28. Global Licensed Entertainment and Character Merchandise Revenue Market Share by Type (2019-2024)
 Table 29. Global Licensed Entertainment and Character Merchandise Forecasted Market Size by Type (2025-2030) & (US$ Million)
 Table 30. Global Licensed Entertainment and Character Merchandise Revenue Market Share by Type (2025-2030)
 Table 31. Global Licensed Entertainment and Character Merchandise Market Size by Application (2019-2024) & (US$ Million)
 Table 32. Global Licensed Entertainment and Character Merchandise Revenue Market Share by Application (2019-2024)
 Table 33. Global Licensed Entertainment and Character Merchandise Forecasted Market Size by Application (2025-2030) & (US$ Million)
 Table 34. Global Licensed Entertainment and Character Merchandise Revenue Market Share by Application (2025-2030)
 Table 35. North America Licensed Entertainment and Character Merchandise Market Size Growth Rate by Country (US$ Million): 2019 VS 2023 VS 2030
 Table 36. North America Licensed Entertainment and Character Merchandise Market Size by Country (2019-2024) & (US$ Million)
 Table 37. North America Licensed Entertainment and Character Merchandise Market Size by Country (2025-2030) & (US$ Million)
 Table 38. Europe Licensed Entertainment and Character Merchandise Market Size Growth Rate by Country (US$ Million): 2019 VS 2023 VS 2030
 Table 39. Europe Licensed Entertainment and Character Merchandise Market Size by Country (2019-2024) & (US$ Million)
 Table 40. Europe Licensed Entertainment and Character Merchandise Market Size by Country (2025-2030) & (US$ Million)
 Table 41. Asia-Pacific Licensed Entertainment and Character Merchandise Market Size Growth Rate by Country (US$ Million): 2019 VS 2023 VS 2030
 Table 42. Asia-Pacific Licensed Entertainment and Character Merchandise Market Size by Region (2019-2024) & (US$ Million)
 Table 43. Asia-Pacific Licensed Entertainment and Character Merchandise Market Size by Region (2025-2030) & (US$ Million)
 Table 44. Latin America Licensed Entertainment and Character Merchandise Market Size Growth Rate by Country (US$ Million): 2019 VS 2023 VS 2030
 Table 45. Latin America Licensed Entertainment and Character Merchandise Market Size by Country (2019-2024) & (US$ Million)
 Table 46. Latin America Licensed Entertainment and Character Merchandise Market Size by Country (2025-2030) & (US$ Million)
 Table 47. Middle East & Africa Licensed Entertainment and Character Merchandise Market Size Growth Rate by Country (US$ Million): 2019 VS 2023 VS 2030
 Table 48. Middle East & Africa Licensed Entertainment and Character Merchandise Market Size by Country (2019-2024) & (US$ Million)
 Table 49. Middle East & Africa Licensed Entertainment and Character Merchandise Market Size by Country (2025-2030) & (US$ Million)
 Table 50. The Walt Disney Company Company Details
 Table 51. The Walt Disney Company Business Overview
 Table 52. The Walt Disney Company Licensed Entertainment and Character Merchandise Product
 Table 53. The Walt Disney Company Revenue in Licensed Entertainment and Character Merchandise Business (2019-2024) & (US$ Million)
 Table 54. The Walt Disney Company Recent Development
 Table 55. Meredith Corporation Company Details
 Table 56. Meredith Corporation Business Overview
 Table 57. Meredith Corporation Licensed Entertainment and Character Merchandise Product
 Table 58. Meredith Corporation Revenue in Licensed Entertainment and Character Merchandise Business (2019-2024) & (US$ Million)
 Table 59. Meredith Corporation Recent Development
 Table 60. PVH Corp Company Details
 Table 61. PVH Corp Business Overview
 Table 62. PVH Corp Licensed Entertainment and Character Merchandise Product
 Table 63. PVH Corp Revenue in Licensed Entertainment and Character Merchandise Business (2019-2024) & (US$ Million)
 Table 64. PVH Corp Recent Development
 Table 65. Iconix Brand Group Company Details
 Table 66. Iconix Brand Group Business Overview
 Table 67. Iconix Brand Group Licensed Entertainment and Character Merchandise Product
 Table 68. Iconix Brand Group Revenue in Licensed Entertainment and Character Merchandise Business (2019-2024) & (US$ Million)
 Table 69. Iconix Brand Group Recent Development
 Table 70. Authentic Brands Group Company Details
 Table 71. Authentic Brands Group Business Overview
 Table 72. Authentic Brands Group Licensed Entertainment and Character Merchandise Product
 Table 73. Authentic Brands Group Revenue in Licensed Entertainment and Character Merchandise Business (2019-2024) & (US$ Million)
 Table 74. Authentic Brands Group Recent Development
 Table 75. Universal Brand Development Company Details
 Table 76. Universal Brand Development Business Overview
 Table 77. Universal Brand Development Licensed Entertainment and Character Merchandise Product
 Table 78. Universal Brand Development Revenue in Licensed Entertainment and Character Merchandise Business (2019-2024) & (US$ Million)
 Table 79. Universal Brand Development Recent Development
 Table 80. Nickelodeon Company Details
 Table 81. Nickelodeon Business Overview
 Table 82. Nickelodeon Licensed Entertainment and Character Merchandise Product
 Table 83. Nickelodeon Revenue in Licensed Entertainment and Character Merchandise Business (2019-2024) & (US$ Million)
 Table 84. Nickelodeon Recent Development
 Table 85. Major League Baseball Company Details
 Table 86. Major League Baseball Business Overview
 Table 87. Major League Baseball Licensed Entertainment and Character Merchandise Product
 Table 88. Major League Baseball Revenue in Licensed Entertainment and Character Merchandise Business (2019-2024) & (US$ Million)
 Table 89. Major League Baseball Recent Development
 Table 90. IMG College (Collegiate Licensing Company) Company Details
 Table 91. IMG College (Collegiate Licensing Company) Business Overview
 Table 92. IMG College (Collegiate Licensing Company) Licensed Entertainment and Character Merchandise Product
 Table 93. IMG College (Collegiate Licensing Company) Revenue in Licensed Entertainment and Character Merchandise Business (2019-2024) & (US$ Million)
 Table 94. IMG College (Collegiate Licensing Company) Recent Development
 Table 95. Sanrio Company Details
 Table 96. Sanrio Business Overview
 Table 97. Sanrio Licensed Entertainment and Character Merchandise Product
 Table 98. Sanrio Revenue in Licensed Entertainment and Character Merchandise Business (2019-2024) & (US$ Million)
 Table 99. Sanrio Recent Development
 Table 100. Sequential Brands Group Company Details
 Table 101. Sequential Brands Group Business Overview
 Table 102. Sequential Brands Group Licensed Entertainment and Character Merchandise Product
 Table 103. Sequential Brands Group Revenue in Licensed Entertainment and Character Merchandise Business (2019-2024) & (US$ Million)
 Table 104. Sequential Brands Group Recent Development
 Table 105. Westinghouse Company Details
 Table 106. Westinghouse Business Overview
 Table 107. Westinghouse Licensed Entertainment and Character Merchandise Product
 Table 108. Westinghouse Revenue in Licensed Entertainment and Character Merchandise Business (2019-2024) & (US$ Million)
 Table 109. Westinghouse Recent Development
 Table 110. Hasbro Company Details
 Table 111. Hasbro Business Overview
 Table 112. Hasbro Licensed Entertainment and Character Merchandise Product
 Table 113. Hasbro Revenue in Licensed Entertainment and Character Merchandise Business (2019-2024) & (US$ Million)
 Table 114. Hasbro Recent Development
 Table 115. FOXA Company Details
 Table 116. FOXA Business Overview
 Table 117. FOXA Licensed Entertainment and Character Merchandise Product
 Table 118. FOXA Revenue in Licensed Entertainment and Character Merchandise Business (2019-2024) & (US$ Million)
 Table 119. FOXA Recent Development
 Table 120. Research Programs/Design for This Report
 Table 121. Key Data Information from Secondary Sources
 Table 122. Key Data Information from Primary Sources
 Table 123. Authors List of This Report


List of Figures
 Figure 1. Licensed Entertainment and Character Merchandise Picture
 Figure 2. Global Licensed Entertainment and Character Merchandise Market Size Comparison by Type (2024-2030) & (US$ Million)
 Figure 3. Global Licensed Entertainment and Character Merchandise Market Share by Type: 2023 VS 2030
 Figure 4. Licensed Apparel Features
 Figure 5. Accessories Features
 Figure 6. Publishing Features
 Figure 7. Paper Products Features
 Figure 8. Food and Beverage Features
 Figure 9. Others Features
 Figure 10. Global Licensed Entertainment and Character Merchandise Market Size by Application (2024-2030) & (US$ Million)
 Figure 11. Global Licensed Entertainment and Character Merchandise Market Share by Application: 2023 VS 2030
 Figure 12. Under 12 Years Old Case Studies
 Figure 13. 12-22 Years Old Case Studies
 Figure 14. Over 22 Years Old Case Studies
 Figure 15. Licensed Entertainment and Character Merchandise Report Years Considered
 Figure 16. Global Licensed Entertainment and Character Merchandise Market Size (US$ Million), Year-over-Year: 2019-2030
 Figure 17. Global Licensed Entertainment and Character Merchandise Market Size, (US$ Million), 2019 VS 2023 VS 2030
 Figure 18. Global Licensed Entertainment and Character Merchandise Market Share by Region: 2023 VS 2030
 Figure 19. Global Licensed Entertainment and Character Merchandise Market Share by Players in 2023
 Figure 20. Global Top Licensed Entertainment and Character Merchandise Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Licensed Entertainment and Character Merchandise as of 2023)
 Figure 21. The Top 10 and 5 Players Market Share by Licensed Entertainment and Character Merchandise Revenue in 2023
 Figure 22. North America Licensed Entertainment and Character Merchandise Market Size YoY Growth (2019-2030) & (US$ Million)
 Figure 23. North America Licensed Entertainment and Character Merchandise Market Share by Country (2019-2030)
 Figure 24. United States Licensed Entertainment and Character Merchandise Market Size YoY Growth (2019-2030) & (US$ Million)
 Figure 25. Canada Licensed Entertainment and Character Merchandise Market Size YoY Growth (2019-2030) & (US$ Million)
 Figure 26. Europe Licensed Entertainment and Character Merchandise Market Size YoY Growth (2019-2030) & (US$ Million)
 Figure 27. Europe Licensed Entertainment and Character Merchandise Market Share by Country (2019-2030)
 Figure 28. Germany Licensed Entertainment and Character Merchandise Market Size YoY Growth (2019-2030) & (US$ Million)
 Figure 29. France Licensed Entertainment and Character Merchandise Market Size YoY Growth (2019-2030) & (US$ Million)
 Figure 30. U.K. Licensed Entertainment and Character Merchandise Market Size YoY Growth (2019-2030) & (US$ Million)
 Figure 31. Italy Licensed Entertainment and Character Merchandise Market Size YoY Growth (2019-2030) & (US$ Million)
 Figure 32. Russia Licensed Entertainment and Character Merchandise Market Size YoY Growth (2019-2030) & (US$ Million)
 Figure 33. Nordic Countries Licensed Entertainment and Character Merchandise Market Size YoY Growth (2019-2030) & (US$ Million)
 Figure 34. Asia-Pacific Licensed Entertainment and Character Merchandise Market Size YoY Growth (2019-2030) & (US$ Million)
 Figure 35. Asia-Pacific Licensed Entertainment and Character Merchandise Market Share by Region (2019-2030)
 Figure 36. China Licensed Entertainment and Character Merchandise Market Size YoY Growth (2019-2030) & (US$ Million)
 Figure 37. Japan Licensed Entertainment and Character Merchandise Market Size YoY Growth (2019-2030) & (US$ Million)
 Figure 38. South Korea Licensed Entertainment and Character Merchandise Market Size YoY Growth (2019-2030) & (US$ Million)
 Figure 39. Southeast Asia Licensed Entertainment and Character Merchandise Market Size YoY Growth (2019-2030) & (US$ Million)
 Figure 40. India Licensed Entertainment and Character Merchandise Market Size YoY Growth (2019-2030) & (US$ Million)
 Figure 41. Australia Licensed Entertainment and Character Merchandise Market Size YoY Growth (2019-2030) & (US$ Million)
 Figure 42. Latin America Licensed Entertainment and Character Merchandise Market Size YoY Growth (2019-2030) & (US$ Million)
 Figure 43. Latin America Licensed Entertainment and Character Merchandise Market Share by Country (2019-2030)
 Figure 44. Mexico Licensed Entertainment and Character Merchandise Market Size YoY Growth (2019-2030) & (US$ Million)
 Figure 45. Brazil Licensed Entertainment and Character Merchandise Market Size YoY Growth (2019-2030) & (US$ Million)
 Figure 46. Middle East & Africa Licensed Entertainment and Character Merchandise Market Size YoY Growth (2019-2030) & (US$ Million)
 Figure 47. Middle East & Africa Licensed Entertainment and Character Merchandise Market Share by Country (2019-2030)
 Figure 48. Turkey Licensed Entertainment and Character Merchandise Market Size YoY Growth (2019-2030) & (US$ Million)
 Figure 49. Saudi Arabia Licensed Entertainment and Character Merchandise Market Size YoY Growth (2019-2030) & (US$ Million)
 Figure 50. UAE Licensed Entertainment and Character Merchandise Market Size YoY Growth (2019-2030) & (US$ Million)
 Figure 51. The Walt Disney Company Revenue Growth Rate in Licensed Entertainment and Character Merchandise Business (2019-2024)
 Figure 52. Meredith Corporation Revenue Growth Rate in Licensed Entertainment and Character Merchandise Business (2019-2024)
 Figure 53. PVH Corp Revenue Growth Rate in Licensed Entertainment and Character Merchandise Business (2019-2024)
 Figure 54. Iconix Brand Group Revenue Growth Rate in Licensed Entertainment and Character Merchandise Business (2019-2024)
 Figure 55. Authentic Brands Group Revenue Growth Rate in Licensed Entertainment and Character Merchandise Business (2019-2024)
 Figure 56. Universal Brand Development Revenue Growth Rate in Licensed Entertainment and Character Merchandise Business (2019-2024)
 Figure 57. Nickelodeon Revenue Growth Rate in Licensed Entertainment and Character Merchandise Business (2019-2024)
 Figure 58. Major League Baseball Revenue Growth Rate in Licensed Entertainment and Character Merchandise Business (2019-2024)
 Figure 59. IMG College (Collegiate Licensing Company) Revenue Growth Rate in Licensed Entertainment and Character Merchandise Business (2019-2024)
 Figure 60. Sanrio Revenue Growth Rate in Licensed Entertainment and Character Merchandise Business (2019-2024)
 Figure 61. Sequential Brands Group Revenue Growth Rate in Licensed Entertainment and Character Merchandise Business (2019-2024)
 Figure 62. Westinghouse Revenue Growth Rate in Licensed Entertainment and Character Merchandise Business (2019-2024)
 Figure 63. Hasbro Revenue Growth Rate in Licensed Entertainment and Character Merchandise Business (2019-2024)
 Figure 64. FOXA Revenue Growth Rate in Licensed Entertainment and Character Merchandise Business (2019-2024)
 Figure 65. Bottom-up and Top-down Approaches for This Report
 Figure 66. Data Triangulation
 Figure 67. Key Executives Interviewed
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