
Global Licensed Entertainment and Character Merchandise Market 2024 by Company, Regions, Type and Application, Forecast to 2030
Page: 117
Published Date: 12 Nov 2024
Category: Consumer Goods
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Description
Table of Contents
Table of Figures
Research Methodology
Companies Mentioned
Related Reports
Product Tags

Description
According to our (Global Info Research) latest study, the global Licensed Entertainment and Character Merchandise market size was valued at US$ 151900 million in 2023 and is forecast to a readjusted size of USD 276390 million by 2030 with a CAGR of 9.4% during review period.
Licensed entertainment and character merchandise refers to products that feature characters, brands, or elements from films, television shows, video games, or other forms of media, which are produced under a licensing agreement. This means that the rights to use these characters or brands are granted by the original creators or owners to a manufacturer or retailer.
This report is a detailed and comprehensive analysis for global Licensed Entertainment and Character Merchandise market. Both quantitative and qualitative analyses are presented by company, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2024, are provided.
Key Features:
Global Licensed Entertainment and Character Merchandise market size and forecasts, in consumption value ($ Million), 2019-2030
Global Licensed Entertainment and Character Merchandise market size and forecasts by region and country, in consumption value ($ Million), 2019-2030
Global Licensed Entertainment and Character Merchandise market size and forecasts, by Type and by Application, in consumption value ($ Million), 2019-2030
Global Licensed Entertainment and Character Merchandise market shares of main players, in revenue ($ Million), 2019-2024
The Primary Objectives in This Report Are:
To determine the size of the total market opportunity of global and key countries
To assess the growth potential for Licensed Entertainment and Character Merchandise
To forecast future growth in each product and end-use market
To assess competitive factors affecting the marketplace
This report profiles key players in the global Licensed Entertainment and Character Merchandise market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include 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, etc.
This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.
Market segmentation
Licensed Entertainment and Character Merchandise market is split by Type and by Application. For the period 2019-2030, the growth among segments provides accurate calculations and forecasts for Consumption Value by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.
Market segmentation
Licensed Entertainment and Character Merchandise market is split by Type and by Application. For the period 2018-2029, the growth among segments provides accurate calculations and forecasts for Consumption Value by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.
Market segment by Type
Licensed Apparel
Accessories
Publishing
Paper Products
Food and Beverage
Others
Market segment by Application
Under 12 Years Old
12-22 Years Old
Over 22 Years Old
Market segment by players, this report covers
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
Market segment by regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia, Italy and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia and Rest of Asia-Pacific)
South America (Brazil, Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)
The content of the study subjects, includes a total of 13 chapters:
Chapter 1, to describe Licensed Entertainment and Character Merchandise product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top players of Licensed Entertainment and Character Merchandise, with revenue, gross margin, and global market share of Licensed Entertainment and Character Merchandise from 2019 to 2024.
Chapter 3, the Licensed Entertainment and Character Merchandise competitive situation, revenue, and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by Type and by Application, with consumption value and growth rate by Type, by Application, from 2019 to 2030.
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2019 to 2024.and Licensed Entertainment and Character Merchandise market forecast, by regions, by Type and by Application, with consumption value, from 2024 to 2030.
Chapter 11, market dynamics, drivers, restraints, trends, Porters Five Forces analysis.
Chapter 12, the key raw materials and key suppliers, and industry chain of Licensed Entertainment and Character Merchandise.
Chapter 13, to describe Licensed Entertainment and Character Merchandise research findings and conclusion.

Table of Contents
1 Market Overview
1.1 Product Overview and Scope
1.2 Market Estimation Caveats and Base Year
1.3 Classification of Licensed Entertainment and Character Merchandise by Type
1.3.1 Overview: Global Licensed Entertainment and Character Merchandise Market Size by Type: 2019 Versus 2023 Versus 2030
1.3.2 Global Licensed Entertainment and Character Merchandise Consumption Value Market Share by Type in 2023
1.3.3 Licensed Apparel
1.3.4 Accessories
1.3.5 Publishing
1.3.6 Paper Products
1.3.7 Food and Beverage
1.3.8 Others
1.4 Global Licensed Entertainment and Character Merchandise Market by Application
1.4.1 Overview: Global Licensed Entertainment and Character Merchandise Market Size by Application: 2019 Versus 2023 Versus 2030
1.4.2 Under 12 Years Old
1.4.3 12-22 Years Old
1.4.4 Over 22 Years Old
1.5 Global Licensed Entertainment and Character Merchandise Market Size & Forecast
1.6 Global Licensed Entertainment and Character Merchandise Market Size and Forecast by Region
1.6.1 Global Licensed Entertainment and Character Merchandise Market Size by Region: 2019 VS 2023 VS 2030
1.6.2 Global Licensed Entertainment and Character Merchandise Market Size by Region, (2019-2030)
1.6.3 North America Licensed Entertainment and Character Merchandise Market Size and Prospect (2019-2030)
1.6.4 Europe Licensed Entertainment and Character Merchandise Market Size and Prospect (2019-2030)
1.6.5 Asia-Pacific Licensed Entertainment and Character Merchandise Market Size and Prospect (2019-2030)
1.6.6 South America Licensed Entertainment and Character Merchandise Market Size and Prospect (2019-2030)
1.6.7 Middle East & Africa Licensed Entertainment and Character Merchandise Market Size and Prospect (2019-2030)2 Company Profiles
2.1 The Walt Disney Company
2.1.1 The Walt Disney Company Details
2.1.2 The Walt Disney Company Major Business
2.1.3 The Walt Disney Company Licensed Entertainment and Character Merchandise Product and Solutions
2.1.4 The Walt Disney Company Licensed Entertainment and Character Merchandise Revenue, Gross Margin and Market Share (2019-2024)
2.1.5 The Walt Disney Company Recent Developments and Future Plans
2.2 Meredith Corporation
2.2.1 Meredith Corporation Details
2.2.2 Meredith Corporation Major Business
2.2.3 Meredith Corporation Licensed Entertainment and Character Merchandise Product and Solutions
2.2.4 Meredith Corporation Licensed Entertainment and Character Merchandise Revenue, Gross Margin and Market Share (2019-2024)
2.2.5 Meredith Corporation Recent Developments and Future Plans
2.3 PVH Corp
2.3.1 PVH Corp Details
2.3.2 PVH Corp Major Business
2.3.3 PVH Corp Licensed Entertainment and Character Merchandise Product and Solutions
2.3.4 PVH Corp Licensed Entertainment and Character Merchandise Revenue, Gross Margin and Market Share (2019-2024)
2.3.5 PVH Corp Recent Developments and Future Plans
2.4 Iconix Brand Group
2.4.1 Iconix Brand Group Details
2.4.2 Iconix Brand Group Major Business
2.4.3 Iconix Brand Group Licensed Entertainment and Character Merchandise Product and Solutions
2.4.4 Iconix Brand Group Licensed Entertainment and Character Merchandise Revenue, Gross Margin and Market Share (2019-2024)
2.4.5 Iconix Brand Group Recent Developments and Future Plans
2.5 Authentic Brands Group
2.5.1 Authentic Brands Group Details
2.5.2 Authentic Brands Group Major Business
2.5.3 Authentic Brands Group Licensed Entertainment and Character Merchandise Product and Solutions
2.5.4 Authentic Brands Group Licensed Entertainment and Character Merchandise Revenue, Gross Margin and Market Share (2019-2024)
2.5.5 Authentic Brands Group Recent Developments and Future Plans
2.6 Universal Brand Development
2.6.1 Universal Brand Development Details
2.6.2 Universal Brand Development Major Business
2.6.3 Universal Brand Development Licensed Entertainment and Character Merchandise Product and Solutions
2.6.4 Universal Brand Development Licensed Entertainment and Character Merchandise Revenue, Gross Margin and Market Share (2019-2024)
2.6.5 Universal Brand Development Recent Developments and Future Plans
2.7 Nickelodeon
2.7.1 Nickelodeon Details
2.7.2 Nickelodeon Major Business
2.7.3 Nickelodeon Licensed Entertainment and Character Merchandise Product and Solutions
2.7.4 Nickelodeon Licensed Entertainment and Character Merchandise Revenue, Gross Margin and Market Share (2019-2024)
2.7.5 Nickelodeon Recent Developments and Future Plans
2.8 Major League Baseball
2.8.1 Major League Baseball Details
2.8.2 Major League Baseball Major Business
2.8.3 Major League Baseball Licensed Entertainment and Character Merchandise Product and Solutions
2.8.4 Major League Baseball Licensed Entertainment and Character Merchandise Revenue, Gross Margin and Market Share (2019-2024)
2.8.5 Major League Baseball Recent Developments and Future Plans
2.9 IMG College (Collegiate Licensing Company)
2.9.1 IMG College (Collegiate Licensing Company) Details
2.9.2 IMG College (Collegiate Licensing Company) Major Business
2.9.3 IMG College (Collegiate Licensing Company) Licensed Entertainment and Character Merchandise Product and Solutions
2.9.4 IMG College (Collegiate Licensing Company) Licensed Entertainment and Character Merchandise Revenue, Gross Margin and Market Share (2019-2024)
2.9.5 IMG College (Collegiate Licensing Company) Recent Developments and Future Plans
2.10 Sanrio
2.10.1 Sanrio Details
2.10.2 Sanrio Major Business
2.10.3 Sanrio Licensed Entertainment and Character Merchandise Product and Solutions
2.10.4 Sanrio Licensed Entertainment and Character Merchandise Revenue, Gross Margin and Market Share (2019-2024)
2.10.5 Sanrio Recent Developments and Future Plans
2.11 Sequential Brands Group
2.11.1 Sequential Brands Group Details
2.11.2 Sequential Brands Group Major Business
2.11.3 Sequential Brands Group Licensed Entertainment and Character Merchandise Product and Solutions
2.11.4 Sequential Brands Group Licensed Entertainment and Character Merchandise Revenue, Gross Margin and Market Share (2019-2024)
2.11.5 Sequential Brands Group Recent Developments and Future Plans
2.12 Westinghouse
2.12.1 Westinghouse Details
2.12.2 Westinghouse Major Business
2.12.3 Westinghouse Licensed Entertainment and Character Merchandise Product and Solutions
2.12.4 Westinghouse Licensed Entertainment and Character Merchandise Revenue, Gross Margin and Market Share (2019-2024)
2.12.5 Westinghouse Recent Developments and Future Plans
2.13 Hasbro
2.13.1 Hasbro Details
2.13.2 Hasbro Major Business
2.13.3 Hasbro Licensed Entertainment and Character Merchandise Product and Solutions
2.13.4 Hasbro Licensed Entertainment and Character Merchandise Revenue, Gross Margin and Market Share (2019-2024)
2.13.5 Hasbro Recent Developments and Future Plans
2.14 FOXA
2.14.1 FOXA Details
2.14.2 FOXA Major Business
2.14.3 FOXA Licensed Entertainment and Character Merchandise Product and Solutions
2.14.4 FOXA Licensed Entertainment and Character Merchandise Revenue, Gross Margin and Market Share (2019-2024)
2.14.5 FOXA Recent Developments and Future Plans3 Market Competition, by Players
3.1 Global Licensed Entertainment and Character Merchandise Revenue and Share by Players (2019-2024)
3.2 Market Share Analysis (2023)
3.2.1 Market Share of Licensed Entertainment and Character Merchandise by Company Revenue
3.2.2 Top 3 Licensed Entertainment and Character Merchandise Players Market Share in 2023
3.2.3 Top 6 Licensed Entertainment and Character Merchandise Players Market Share in 2023
3.3 Licensed Entertainment and Character Merchandise Market: Overall Company Footprint Analysis
3.3.1 Licensed Entertainment and Character Merchandise Market: Region Footprint
3.3.2 Licensed Entertainment and Character Merchandise Market: Company Product Type Footprint
3.3.3 Licensed Entertainment and Character Merchandise Market: Company Product Application Footprint
3.4 New Market Entrants and Barriers to Market Entry
3.5 Mergers, Acquisition, Agreements, and Collaborations4 Market Size Segment by Type
4.1 Global Licensed Entertainment and Character Merchandise Consumption Value and Market Share by Type (2019-2024)
4.2 Global Licensed Entertainment and Character Merchandise Market Forecast by Type (2025-2030)5 Market Size Segment by Application
5.1 Global Licensed Entertainment and Character Merchandise Consumption Value Market Share by Application (2019-2024)
5.2 Global Licensed Entertainment and Character Merchandise Market Forecast by Application (2025-2030)6 North America
6.1 North America Licensed Entertainment and Character Merchandise Consumption Value by Type (2019-2030)
6.2 North America Licensed Entertainment and Character Merchandise Market Size by Application (2019-2030)
6.3 North America Licensed Entertainment and Character Merchandise Market Size by Country
6.3.1 North America Licensed Entertainment and Character Merchandise Consumption Value by Country (2019-2030)
6.3.2 United States Licensed Entertainment and Character Merchandise Market Size and Forecast (2019-2030)
6.3.3 Canada Licensed Entertainment and Character Merchandise Market Size and Forecast (2019-2030)
6.3.4 Mexico Licensed Entertainment and Character Merchandise Market Size and Forecast (2019-2030)7 Europe
7.1 Europe Licensed Entertainment and Character Merchandise Consumption Value by Type (2019-2030)
7.2 Europe Licensed Entertainment and Character Merchandise Consumption Value by Application (2019-2030)
7.3 Europe Licensed Entertainment and Character Merchandise Market Size by Country
7.3.1 Europe Licensed Entertainment and Character Merchandise Consumption Value by Country (2019-2030)
7.3.2 Germany Licensed Entertainment and Character Merchandise Market Size and Forecast (2019-2030)
7.3.3 France Licensed Entertainment and Character Merchandise Market Size and Forecast (2019-2030)
7.3.4 United Kingdom Licensed Entertainment and Character Merchandise Market Size and Forecast (2019-2030)
7.3.5 Russia Licensed Entertainment and Character Merchandise Market Size and Forecast (2019-2030)
7.3.6 Italy Licensed Entertainment and Character Merchandise Market Size and Forecast (2019-2030)8 Asia-Pacific
8.1 Asia-Pacific Licensed Entertainment and Character Merchandise Consumption Value by Type (2019-2030)
8.2 Asia-Pacific Licensed Entertainment and Character Merchandise Consumption Value by Application (2019-2030)
8.3 Asia-Pacific Licensed Entertainment and Character Merchandise Market Size by Region
8.3.1 Asia-Pacific Licensed Entertainment and Character Merchandise Consumption Value by Region (2019-2030)
8.3.2 China Licensed Entertainment and Character Merchandise Market Size and Forecast (2019-2030)
8.3.3 Japan Licensed Entertainment and Character Merchandise Market Size and Forecast (2019-2030)
8.3.4 South Korea Licensed Entertainment and Character Merchandise Market Size and Forecast (2019-2030)
8.3.5 India Licensed Entertainment and Character Merchandise Market Size and Forecast (2019-2030)
8.3.6 Southeast Asia Licensed Entertainment and Character Merchandise Market Size and Forecast (2019-2030)
8.3.7 Australia Licensed Entertainment and Character Merchandise Market Size and Forecast (2019-2030)9 South America
9.1 South America Licensed Entertainment and Character Merchandise Consumption Value by Type (2019-2030)
9.2 South America Licensed Entertainment and Character Merchandise Consumption Value by Application (2019-2030)
9.3 South America Licensed Entertainment and Character Merchandise Market Size by Country
9.3.1 South America Licensed Entertainment and Character Merchandise Consumption Value by Country (2019-2030)
9.3.2 Brazil Licensed Entertainment and Character Merchandise Market Size and Forecast (2019-2030)
9.3.3 Argentina Licensed Entertainment and Character Merchandise Market Size and Forecast (2019-2030)10 Middle East & Africa
10.1 Middle East & Africa Licensed Entertainment and Character Merchandise Consumption Value by Type (2019-2030)
10.2 Middle East & Africa Licensed Entertainment and Character Merchandise Consumption Value by Application (2019-2030)
10.3 Middle East & Africa Licensed Entertainment and Character Merchandise Market Size by Country
10.3.1 Middle East & Africa Licensed Entertainment and Character Merchandise Consumption Value by Country (2019-2030)
10.3.2 Turkey Licensed Entertainment and Character Merchandise Market Size and Forecast (2019-2030)
10.3.3 Saudi Arabia Licensed Entertainment and Character Merchandise Market Size and Forecast (2019-2030)
10.3.4 UAE Licensed Entertainment and Character Merchandise Market Size and Forecast (2019-2030)11 Market Dynamics
11.1 Licensed Entertainment and Character Merchandise Market Drivers
11.2 Licensed Entertainment and Character Merchandise Market Restraints
11.3 Licensed Entertainment and Character Merchandise Trends Analysis
11.4 Porters Five Forces Analysis
11.4.1 Threat of New Entrants
11.4.2 Bargaining Power of Suppliers
11.4.3 Bargaining Power of Buyers
11.4.4 Threat of Substitutes
11.4.5 Competitive Rivalry12 Industry Chain Analysis
12.1 Licensed Entertainment and Character Merchandise Industry Chain
12.2 Licensed Entertainment and Character Merchandise Upstream Analysis
12.3 Licensed Entertainment and Character Merchandise Midstream Analysis
12.4 Licensed Entertainment and Character Merchandise Downstream Analysis13 Research Findings and Conclusion
14 Appendix
14.1 Methodology
14.2 Research Process and Data Source
14.3 Disclaimer

Table of Figures
List of Tables
Table 1. Global Licensed Entertainment and Character Merchandise Consumption Value by Type, (USD Million), 2019 & 2023 & 2030
Table 2. Global Licensed Entertainment and Character Merchandise Consumption Value by Application, (USD Million), 2019 & 2023 & 2030
Table 3. Global Licensed Entertainment and Character Merchandise Consumption Value by Region (2019-2024) & (USD Million)
Table 4. Global Licensed Entertainment and Character Merchandise Consumption Value by Region (2025-2030) & (USD Million)
Table 5. The Walt Disney Company Company Information, Head Office, and Major Competitors
Table 6. The Walt Disney Company Major Business
Table 7. The Walt Disney Company Licensed Entertainment and Character Merchandise Product and Solutions
Table 8. The Walt Disney Company Licensed Entertainment and Character Merchandise Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 9. The Walt Disney Company Recent Developments and Future Plans
Table 10. Meredith Corporation Company Information, Head Office, and Major Competitors
Table 11. Meredith Corporation Major Business
Table 12. Meredith Corporation Licensed Entertainment and Character Merchandise Product and Solutions
Table 13. Meredith Corporation Licensed Entertainment and Character Merchandise Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 14. Meredith Corporation Recent Developments and Future Plans
Table 15. PVH Corp Company Information, Head Office, and Major Competitors
Table 16. PVH Corp Major Business
Table 17. PVH Corp Licensed Entertainment and Character Merchandise Product and Solutions
Table 18. PVH Corp Licensed Entertainment and Character Merchandise Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 19. Iconix Brand Group Company Information, Head Office, and Major Competitors
Table 20. Iconix Brand Group Major Business
Table 21. Iconix Brand Group Licensed Entertainment and Character Merchandise Product and Solutions
Table 22. Iconix Brand Group Licensed Entertainment and Character Merchandise Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 23. Iconix Brand Group Recent Developments and Future Plans
Table 24. Authentic Brands Group Company Information, Head Office, and Major Competitors
Table 25. Authentic Brands Group Major Business
Table 26. Authentic Brands Group Licensed Entertainment and Character Merchandise Product and Solutions
Table 27. Authentic Brands Group Licensed Entertainment and Character Merchandise Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 28. Authentic Brands Group Recent Developments and Future Plans
Table 29. Universal Brand Development Company Information, Head Office, and Major Competitors
Table 30. Universal Brand Development Major Business
Table 31. Universal Brand Development Licensed Entertainment and Character Merchandise Product and Solutions
Table 32. Universal Brand Development Licensed Entertainment and Character Merchandise Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 33. Universal Brand Development Recent Developments and Future Plans
Table 34. Nickelodeon Company Information, Head Office, and Major Competitors
Table 35. Nickelodeon Major Business
Table 36. Nickelodeon Licensed Entertainment and Character Merchandise Product and Solutions
Table 37. Nickelodeon Licensed Entertainment and Character Merchandise Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 38. Nickelodeon Recent Developments and Future Plans
Table 39. Major League Baseball Company Information, Head Office, and Major Competitors
Table 40. Major League Baseball Major Business
Table 41. Major League Baseball Licensed Entertainment and Character Merchandise Product and Solutions
Table 42. Major League Baseball Licensed Entertainment and Character Merchandise Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 43. Major League Baseball Recent Developments and Future Plans
Table 44. IMG College (Collegiate Licensing Company) Company Information, Head Office, and Major Competitors
Table 45. IMG College (Collegiate Licensing Company) Major Business
Table 46. IMG College (Collegiate Licensing Company) Licensed Entertainment and Character Merchandise Product and Solutions
Table 47. IMG College (Collegiate Licensing Company) Licensed Entertainment and Character Merchandise Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 48. IMG College (Collegiate Licensing Company) Recent Developments and Future Plans
Table 49. Sanrio Company Information, Head Office, and Major Competitors
Table 50. Sanrio Major Business
Table 51. Sanrio Licensed Entertainment and Character Merchandise Product and Solutions
Table 52. Sanrio Licensed Entertainment and Character Merchandise Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 53. Sanrio Recent Developments and Future Plans
Table 54. Sequential Brands Group Company Information, Head Office, and Major Competitors
Table 55. Sequential Brands Group Major Business
Table 56. Sequential Brands Group Licensed Entertainment and Character Merchandise Product and Solutions
Table 57. Sequential Brands Group Licensed Entertainment and Character Merchandise Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 58. Sequential Brands Group Recent Developments and Future Plans
Table 59. Westinghouse Company Information, Head Office, and Major Competitors
Table 60. Westinghouse Major Business
Table 61. Westinghouse Licensed Entertainment and Character Merchandise Product and Solutions
Table 62. Westinghouse Licensed Entertainment and Character Merchandise Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 63. Westinghouse Recent Developments and Future Plans
Table 64. Hasbro Company Information, Head Office, and Major Competitors
Table 65. Hasbro Major Business
Table 66. Hasbro Licensed Entertainment and Character Merchandise Product and Solutions
Table 67. Hasbro Licensed Entertainment and Character Merchandise Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 68. Hasbro Recent Developments and Future Plans
Table 69. FOXA Company Information, Head Office, and Major Competitors
Table 70. FOXA Major Business
Table 71. FOXA Licensed Entertainment and Character Merchandise Product and Solutions
Table 72. FOXA Licensed Entertainment and Character Merchandise Revenue (USD Million), Gross Margin and Market Share (2019-2024)
Table 73. FOXA Recent Developments and Future Plans
Table 74. Global Licensed Entertainment and Character Merchandise Revenue (USD Million) by Players (2019-2024)
Table 75. Global Licensed Entertainment and Character Merchandise Revenue Share by Players (2019-2024)
Table 76. Breakdown of Licensed Entertainment and Character Merchandise by Company Type (Tier 1, Tier 2, and Tier 3)
Table 77. Market Position of Players in Licensed Entertainment and Character Merchandise, (Tier 1, Tier 2, and Tier 3), Based on Revenue in 2023
Table 78. Head Office of Key Licensed Entertainment and Character Merchandise Players
Table 79. Licensed Entertainment and Character Merchandise Market: Company Product Type Footprint
Table 80. Licensed Entertainment and Character Merchandise Market: Company Product Application Footprint
Table 81. Licensed Entertainment and Character Merchandise New Market Entrants and Barriers to Market Entry
Table 82. Licensed Entertainment and Character Merchandise Mergers, Acquisition, Agreements, and Collaborations
Table 83. Global Licensed Entertainment and Character Merchandise Consumption Value (USD Million) by Type (2019-2024)
Table 84. Global Licensed Entertainment and Character Merchandise Consumption Value Share by Type (2019-2024)
Table 85. Global Licensed Entertainment and Character Merchandise Consumption Value Forecast by Type (2025-2030)
Table 86. Global Licensed Entertainment and Character Merchandise Consumption Value by Application (2019-2024)
Table 87. Global Licensed Entertainment and Character Merchandise Consumption Value Forecast by Application (2025-2030)
Table 88. North America Licensed Entertainment and Character Merchandise Consumption Value by Type (2019-2024) & (USD Million)
Table 89. North America Licensed Entertainment and Character Merchandise Consumption Value by Type (2025-2030) & (USD Million)
Table 90. North America Licensed Entertainment and Character Merchandise Consumption Value by Application (2019-2024) & (USD Million)
Table 91. North America Licensed Entertainment and Character Merchandise Consumption Value by Application (2025-2030) & (USD Million)
Table 92. North America Licensed Entertainment and Character Merchandise Consumption Value by Country (2019-2024) & (USD Million)
Table 93. North America Licensed Entertainment and Character Merchandise Consumption Value by Country (2025-2030) & (USD Million)
Table 94. Europe Licensed Entertainment and Character Merchandise Consumption Value by Type (2019-2024) & (USD Million)
Table 95. Europe Licensed Entertainment and Character Merchandise Consumption Value by Type (2025-2030) & (USD Million)
Table 96. Europe Licensed Entertainment and Character Merchandise Consumption Value by Application (2019-2024) & (USD Million)
Table 97. Europe Licensed Entertainment and Character Merchandise Consumption Value by Application (2025-2030) & (USD Million)
Table 98. Europe Licensed Entertainment and Character Merchandise Consumption Value by Country (2019-2024) & (USD Million)
Table 99. Europe Licensed Entertainment and Character Merchandise Consumption Value by Country (2025-2030) & (USD Million)
Table 100. Asia-Pacific Licensed Entertainment and Character Merchandise Consumption Value by Type (2019-2024) & (USD Million)
Table 101. Asia-Pacific Licensed Entertainment and Character Merchandise Consumption Value by Type (2025-2030) & (USD Million)
Table 102. Asia-Pacific Licensed Entertainment and Character Merchandise Consumption Value by Application (2019-2024) & (USD Million)
Table 103. Asia-Pacific Licensed Entertainment and Character Merchandise Consumption Value by Application (2025-2030) & (USD Million)
Table 104. Asia-Pacific Licensed Entertainment and Character Merchandise Consumption Value by Region (2019-2024) & (USD Million)
Table 105. Asia-Pacific Licensed Entertainment and Character Merchandise Consumption Value by Region (2025-2030) & (USD Million)
Table 106. South America Licensed Entertainment and Character Merchandise Consumption Value by Type (2019-2024) & (USD Million)
Table 107. South America Licensed Entertainment and Character Merchandise Consumption Value by Type (2025-2030) & (USD Million)
Table 108. South America Licensed Entertainment and Character Merchandise Consumption Value by Application (2019-2024) & (USD Million)
Table 109. South America Licensed Entertainment and Character Merchandise Consumption Value by Application (2025-2030) & (USD Million)
Table 110. South America Licensed Entertainment and Character Merchandise Consumption Value by Country (2019-2024) & (USD Million)
Table 111. South America Licensed Entertainment and Character Merchandise Consumption Value by Country (2025-2030) & (USD Million)
Table 112. Middle East & Africa Licensed Entertainment and Character Merchandise Consumption Value by Type (2019-2024) & (USD Million)
Table 113. Middle East & Africa Licensed Entertainment and Character Merchandise Consumption Value by Type (2025-2030) & (USD Million)
Table 114. Middle East & Africa Licensed Entertainment and Character Merchandise Consumption Value by Application (2019-2024) & (USD Million)
Table 115. Middle East & Africa Licensed Entertainment and Character Merchandise Consumption Value by Application (2025-2030) & (USD Million)
Table 116. Middle East & Africa Licensed Entertainment and Character Merchandise Consumption Value by Country (2019-2024) & (USD Million)
Table 117. Middle East & Africa Licensed Entertainment and Character Merchandise Consumption Value by Country (2025-2030) & (USD Million)
Table 118. Global Key Players of Licensed Entertainment and Character Merchandise Upstream (Raw Materials)
Table 119. Global Licensed Entertainment and Character Merchandise Typical Customers
List of Figures
Figure 1. Licensed Entertainment and Character Merchandise Picture
Figure 2. Global Licensed Entertainment and Character Merchandise Consumption Value by Type, (USD Million), 2019 & 2023 & 2030
Figure 3. Global Licensed Entertainment and Character Merchandise Consumption Value Market Share by Type in 2023
Figure 4. Licensed Apparel
Figure 5. Accessories
Figure 6. Publishing
Figure 7. Paper Products
Figure 8. Food and Beverage
Figure 9. Others
Figure 10. Global Licensed Entertainment and Character Merchandise Consumption Value by Application, (USD Million), 2019 & 2023 & 2030
Figure 11. Licensed Entertainment and Character Merchandise Consumption Value Market Share by Application in 2023
Figure 12. Under 12 Years Old Picture
Figure 13. 12-22 Years Old Picture
Figure 14. Over 22 Years Old Picture
Figure 15. Global Licensed Entertainment and Character Merchandise Consumption Value, (USD Million): 2019 & 2023 & 2030
Figure 16. Global Licensed Entertainment and Character Merchandise Consumption Value and Forecast (2019-2030) & (USD Million)
Figure 17. Global Market Licensed Entertainment and Character Merchandise Consumption Value (USD Million) Comparison by Region (2019 VS 2023 VS 2030)
Figure 18. Global Licensed Entertainment and Character Merchandise Consumption Value Market Share by Region (2019-2030)
Figure 19. Global Licensed Entertainment and Character Merchandise Consumption Value Market Share by Region in 2023
Figure 20. North America Licensed Entertainment and Character Merchandise Consumption Value (2019-2030) & (USD Million)
Figure 21. Europe Licensed Entertainment and Character Merchandise Consumption Value (2019-2030) & (USD Million)
Figure 22. Asia-Pacific Licensed Entertainment and Character Merchandise Consumption Value (2019-2030) & (USD Million)
Figure 23. South America Licensed Entertainment and Character Merchandise Consumption Value (2019-2030) & (USD Million)
Figure 24. Middle East & Africa Licensed Entertainment and Character Merchandise Consumption Value (2019-2030) & (USD Million)
Figure 25. Company Three Recent Developments and Future Plans
Figure 26. Global Licensed Entertainment and Character Merchandise Revenue Share by Players in 2023
Figure 27. Licensed Entertainment and Character Merchandise Market Share by Company Type (Tier 1, Tier 2, and Tier 3) in 2023
Figure 28. Market Share of Licensed Entertainment and Character Merchandise by Player Revenue in 2023
Figure 29. Top 3 Licensed Entertainment and Character Merchandise Players Market Share in 2023
Figure 30. Top 6 Licensed Entertainment and Character Merchandise Players Market Share in 2023
Figure 31. Global Licensed Entertainment and Character Merchandise Consumption Value Share by Type (2019-2024)
Figure 32. Global Licensed Entertainment and Character Merchandise Market Share Forecast by Type (2025-2030)
Figure 33. Global Licensed Entertainment and Character Merchandise Consumption Value Share by Application (2019-2024)
Figure 34. Global Licensed Entertainment and Character Merchandise Market Share Forecast by Application (2025-2030)
Figure 35. North America Licensed Entertainment and Character Merchandise Consumption Value Market Share by Type (2019-2030)
Figure 36. North America Licensed Entertainment and Character Merchandise Consumption Value Market Share by Application (2019-2030)
Figure 37. North America Licensed Entertainment and Character Merchandise Consumption Value Market Share by Country (2019-2030)
Figure 38. United States Licensed Entertainment and Character Merchandise Consumption Value (2019-2030) & (USD Million)
Figure 39. Canada Licensed Entertainment and Character Merchandise Consumption Value (2019-2030) & (USD Million)
Figure 40. Mexico Licensed Entertainment and Character Merchandise Consumption Value (2019-2030) & (USD Million)
Figure 41. Europe Licensed Entertainment and Character Merchandise Consumption Value Market Share by Type (2019-2030)
Figure 42. Europe Licensed Entertainment and Character Merchandise Consumption Value Market Share by Application (2019-2030)
Figure 43. Europe Licensed Entertainment and Character Merchandise Consumption Value Market Share by Country (2019-2030)
Figure 44. Germany Licensed Entertainment and Character Merchandise Consumption Value (2019-2030) & (USD Million)
Figure 45. France Licensed Entertainment and Character Merchandise Consumption Value (2019-2030) & (USD Million)
Figure 46. United Kingdom Licensed Entertainment and Character Merchandise Consumption Value (2019-2030) & (USD Million)
Figure 47. Russia Licensed Entertainment and Character Merchandise Consumption Value (2019-2030) & (USD Million)
Figure 48. Italy Licensed Entertainment and Character Merchandise Consumption Value (2019-2030) & (USD Million)
Figure 49. Asia-Pacific Licensed Entertainment and Character Merchandise Consumption Value Market Share by Type (2019-2030)
Figure 50. Asia-Pacific Licensed Entertainment and Character Merchandise Consumption Value Market Share by Application (2019-2030)
Figure 51. Asia-Pacific Licensed Entertainment and Character Merchandise Consumption Value Market Share by Region (2019-2030)
Figure 52. China Licensed Entertainment and Character Merchandise Consumption Value (2019-2030) & (USD Million)
Figure 53. Japan Licensed Entertainment and Character Merchandise Consumption Value (2019-2030) & (USD Million)
Figure 54. South Korea Licensed Entertainment and Character Merchandise Consumption Value (2019-2030) & (USD Million)
Figure 55. India Licensed Entertainment and Character Merchandise Consumption Value (2019-2030) & (USD Million)
Figure 56. Southeast Asia Licensed Entertainment and Character Merchandise Consumption Value (2019-2030) & (USD Million)
Figure 57. Australia Licensed Entertainment and Character Merchandise Consumption Value (2019-2030) & (USD Million)
Figure 58. South America Licensed Entertainment and Character Merchandise Consumption Value Market Share by Type (2019-2030)
Figure 59. South America Licensed Entertainment and Character Merchandise Consumption Value Market Share by Application (2019-2030)
Figure 60. South America Licensed Entertainment and Character Merchandise Consumption Value Market Share by Country (2019-2030)
Figure 61. Brazil Licensed Entertainment and Character Merchandise Consumption Value (2019-2030) & (USD Million)
Figure 62. Argentina Licensed Entertainment and Character Merchandise Consumption Value (2019-2030) & (USD Million)
Figure 63. Middle East & Africa Licensed Entertainment and Character Merchandise Consumption Value Market Share by Type (2019-2030)
Figure 64. Middle East & Africa Licensed Entertainment and Character Merchandise Consumption Value Market Share by Application (2019-2030)
Figure 65. Middle East & Africa Licensed Entertainment and Character Merchandise Consumption Value Market Share by Country (2019-2030)
Figure 66. Turkey Licensed Entertainment and Character Merchandise Consumption Value (2019-2030) & (USD Million)
Figure 67. Saudi Arabia Licensed Entertainment and Character Merchandise Consumption Value (2019-2030) & (USD Million)
Figure 68. UAE Licensed Entertainment and Character Merchandise Consumption Value (2019-2030) & (USD Million)
Figure 69. Licensed Entertainment and Character Merchandise Market Drivers
Figure 70. Licensed Entertainment and Character Merchandise Market Restraints
Figure 71. Licensed Entertainment and Character Merchandise Market Trends
Figure 72. Porters Five Forces Analysis
Figure 73. Licensed Entertainment and Character Merchandise Industrial Chain
Figure 74. Methodology
Figure 75. Research Process and Data Source

Research Methodology
Client Requirements
Review and analyze client requirements
Discussion of all the project requirements and queries
Flexibility Check
Project Feasibility Analysis
Finalizing tentative research programme
Structuring project proposal with scope, timeline, and costs
Analyzing Market Dynamics
Determination of key drivers, restraints, challenge, and opportunity
Identifies market needs and trends
Market Size Estimation & Forecast
Estimation of historical data based on secondary and primary data
Anticipating market recast by assigning weightage to market forces (drivers, restraints, opportunities)
Freezing historical and forecast market size estimations based on evolution, trends, outlook, and strategies
Consideration of geography, region-specific product/service demand for region segments
Consideration of product utilization rates, product demand outlook for segments by application or end-user.

Data Source
Secondary Source
Data collections from annual reports, presentations,associations, journals, analyst reports,
paid database, press releases, blogs, newsletters,and GIR repositories.
Primary Source
Research discussion with manufacturers, distributors, suppliers, end user, industry experts
to verify insights.
Validation
and
triangulation of
secondary and primary source.
Collection of data
Cumulating and collating the essential qualitative and quantitative data
Generation of report in client requested format by research analysts
Reviews by expert analysts
Final quality check
Clarifying queries
Receiving feedback
Ensuring satisfaction
01 Identification of data
This step involves identification of several primary and secondary data research sources, including Global Info Research's internal data sources. The primary sources consist of in-depth discussions and interviews with policy makers, industry experts, and data evaluators, whereas secondary sources include a thorough study of market journals, press releases, annual reports, and government and non-government agencies websites.
02 Evaluation of Market Dynamic
This phase includes a detailed evaluation of several factors that are likely to affect the market dynamics. It involves a comprehensive assessment of major market pain points, drivers, and trends. It also comprises a detailed study of research plans and methodology.
03 Collection of Data
This process consists of gathering data, accessing proprietary databases, and reaching out to key industry participants that operate in the market across the value chain. It also involves studying several patterns in the historical data and comparing it with the current scenario.
04 Collaboration of Data
This stage involves the validation of data and arrival at actual statistics, and evolution of the market over the years. It entails the study and analyzes various segments and verticals of the market. An impact analysis is also performed to observe which factors will affect the market in the next few years.
05 Verification and Analysis
This is the final stage, which involves both quantity and quality checks. Although the process of data verification is an integral part of the research process, all data points and statistics and figures are re-checked to uphold their authenticity and validity.

Companies Mentioned
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

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