¼¼°èÀÇ ¿£ÅÍÅ×ÀÎ¸ÕÆ® ÄÁÅÙÃ÷ ¹× »óǰ ½ÃÀå ¿¹Ãø(-2030³â) : À½¾Ç Àåºñ ¹× ±â³äǰ, ·¹ÄÚµå, »çÀÎ »óǰ, ¶óÀÌÇÁ½ºÅ¸ÀÏ ¹× °¡Á¤¿ëǰ, ½ºÆ÷Ã÷ ¿ëǰ, ¼öÁýǰ, ¾Ö´Ï¸ÞÀÌ¼Ç ÄÁÅÙÃ÷ Á¦ÀÛ, ¿µÈ­, TV/OTT, ÀÇ·ùº°
Entertainment Content and Goods Market by Music Equipment and Memorabilia, Vinyl Record, Signed Merchandise, Lifestyle and Home Goods, Sporting Equipment, Collectible, Animated Content Creation, Film, TV/OTT and Apparel - Global Forecast to 2030
»óǰÄÚµå : 1796196
¸®¼­Ä¡»ç : MarketsandMarkets
¹ßÇàÀÏ : 2025³â 08¿ù
ÆäÀÌÁö Á¤º¸ : ¿µ¹® 173 Pages
 ¶óÀ̼±½º & °¡°Ý (ºÎ°¡¼¼ º°µµ)
US $ 4,950 £Ü 6,951,000
PDF (Single User License) help
PDF º¸°í¼­¸¦ 1¸í¸¸ ÀÌ¿ëÇÒ ¼ö ÀÖ´Â ¶óÀ̼±½ºÀÔ´Ï´Ù. Àμ⠰¡´ÉÇϸç Àμ⹰ÀÇ ÀÌ¿ë ¹üÀ§´Â PDF ÀÌ¿ë ¹üÀ§¿Í µ¿ÀÏÇÕ´Ï´Ù.
US $ 6,650 £Ü 9,339,000
PDF (5-user License) help
PDF º¸°í¼­¸¦ µ¿ÀÏ »ç¾÷Àå¿¡¼­ 5¸í±îÁö ÀÌ¿ëÇÒ ¼ö ÀÖ´Â ¶óÀ̼±½ºÀÔ´Ï´Ù. Àμ⠰¡´ÉÇϸç Àμ⹰ÀÇ ÀÌ¿ë ¹üÀ§´Â PDF ÀÌ¿ë ¹üÀ§¿Í µ¿ÀÏÇÕ´Ï´Ù.
US $ 8,150 £Ü 11,445,000
PDF (Corporate License) help
PDF º¸°í¼­¸¦ µ¿ÀÏ ±â¾÷ÀÇ ¸ðµç ºÐÀÌ ÀÌ¿ëÇÒ ¼ö ÀÖ´Â ¶óÀ̼±½ºÀÔ´Ï´Ù. ÀÌ¿ë Àοø¿¡ Á¦ÇÑÀº ¾øÀ¸³ª, ±¹³»¿¡ ÀÖ´Â »ç¾÷À常 ÇØ´çµÇ¸ç, ÇØ¿Ü ÁöÁ¡ µîÀº Æ÷ÇÔµÇÁö ¾Ê½À´Ï´Ù. Àμ⠰¡´ÉÇϸç Àμ⹰ÀÇ ÀÌ¿ë ¹üÀ§´Â PDF ÀÌ¿ë ¹üÀ§¿Í µ¿ÀÏÇÕ´Ï´Ù.
US $ 10,000 £Ü 14,044,000
PDF (Global License) help
PDF º¸°í¼­¸¦ µ¿ÀÏ ±â¾÷ÀÇ ¸ðµç ºÐÀÌ ÀÌ¿ëÇÒ ¼ö ÀÖ´Â ¶óÀ̼±½ºÀÔ´Ï´Ù. (100% ÀÚȸ»ç´Â µ¿ÀÏ ±â¾÷À¸·Î °£Áֵ˴ϴÙ.) Àμ⠰¡´ÉÇϸç Àμ⹰ÀÇ ÀÌ¿ë ¹üÀ§´Â PDF ÀÌ¿ë ¹üÀ§¿Í µ¿ÀÏÇÕ´Ï´Ù.


¤± Add-on °¡´É: °í°´ÀÇ ¿äû¿¡ µû¶ó ÀÏÁ¤ÇÑ ¹üÀ§ ³»¿¡¼­ CustomizationÀÌ °¡´ÉÇÕ´Ï´Ù. ÀÚ¼¼ÇÑ »çÇ×Àº ¹®ÀÇÇØ Áֽñ⠹ٶø´Ï´Ù.

Çѱ۸ñÂ÷

¼¼°èÀÇ ¿£ÅÍÅ×ÀÎ¸ÕÆ® ÄÁÅÙÃ÷ ¹× »óǰ ½ÃÀåÀº 2025³â 1,776¾ï 4,000¸¸ ´Þ·¯¿¡¼­ ¿¹Ãø ±â°£ Áß CAGR 6.2%·Î ÃßÀÌÇϸç, 2030³â¿¡´Â 2,395¾ï 2,000¸¸ ´Þ·¯¿¡ ´ÞÇÒ °ÍÀ¸·Î ¿¹ÃøµË´Ï´Ù.

Á¶»ç ¹üÀ§
Á¶»ç ´ë»ó¿¬µµ 2021-2030
±âÁØ¿¬µµ 2024³â
¿¹Ãø ±â°£ 2025-2030³â
´ÜÀ§ ±Ý¾×(´Þ·¯)
ºÎ¹®º° À½¾Ç ¾ÆÆ¼½ºÆ® »óǰ À¯Çü¡¤¶óÀ̼±½º »óǰ À¯Çü¡¤¾Ö´Ï¸ÞÀÌ¼Ç ÄÁÅÙÃ÷ Á¦ÀÛ¡¤Áö¿ªº°
´ë»ó Áö¿ª ºÏ¹Ì¡¤À¯·´¡¤¾Æ½Ã¾ÆÅÂÆò¾ç¡¤±âŸ Áö¿ª

¿£ÅÍÅ×ÀÎ¸ÕÆ® ÄÁÅÙÃ÷ ¹× ±ÂÁî ½ÃÀåÀ» ÃËÁøÇÏ´Â ÁÖ¿ä ¿äÀÎÀ¸·Î´Â µðÁöÅÐ ÄÁÅÙÃ÷ÀÇ ¼¼°è ¼Òºñ È®´ë, ÆÒ´ý ¹®È­ È®»ê, °³ÀÎÈ­µÈ ÇÑÁ¤ÆÇ »óǰ¿¡ ´ëÇÑ ¼ö¿ä Áõ°¡ µîÀ» ²ÅÀ» ¼ö ÀÖ½À´Ï´Ù. ÀÌ·¯ÇÑ ¿äÀεé·Î ÀÎÇØ ¿£ÅÍÅ×ÀÎ¸ÕÆ® ±â¾÷Àº Á¦Ç° ¹× ¼­ºñ½º¸¦ ´Ù¾çÈ­Çϰí, ¿©·¯ ä³Î¿¡¼­ ÁöÀû Àç»êÀ» ¼öÀÍÈ­ÇØ¾ß ÇÏ´Â »óȲ¿¡ Á÷¸éÇØ ÀÖ½À´Ï´Ù.

Entertainment Content and Goods Market-IMG1

AR/VR, NFT, AI¸¦ ÅëÇÑ ÄÁÅÙÃ÷ »ý¼º°ú °°Àº ±â¼ú Çõ½ÅÀº °ü°´ÀÇ Âü¿©¸¦ ³ôÀÌ°í ¸ôÀÔÇü ºê·£µå °æÇèÀ» °¡´ÉÇÏ°Ô ÇÕ´Ï´Ù. ¶ÇÇÑ D2C Ç÷§Æû°ú ¼Ò¼È Ä¿¸Ó½ºÀÇ È®´ë·Î »óǰ°ú ÇÑÁ¤ ÄÁÅÙÃ÷¿¡ ´ëÇÑ Á¢±ÙÀÌ °¡¼ÓÈ­µÇ°í ÀÖ½À´Ï´Ù. ¹Ý¸é, ÁöÀûÀç»ê±Ç Ä§ÇØ, ¼ÒºñÀÚ ÃëÇâÀÇ º¯È­, ³ôÀº ÄÁÅÙÃ÷ Á¦ÀÛ ºñ¿ë µîÀÇ ¹®Á¦´Â ½ÃÀåÀÇ È®À强À» Á¦¾àÇÒ ¼ö ÀÖ½À´Ï´Ù. ¶ÇÇÑ µðÁöÅÐ ÀÎÇÁ¶óÀÇ ºÒ±ÕÀϼº°ú ½ÅÈï ½ÃÀå¿¡¼­ÀÇ ÆÒ ¼öÀÍÈ­ Àü·«ÀÇ Áö¿ªÀû °ÝÂ÷µµ ÀϺΠ½ÃÀåÀÇ ¼ºÀåÀ» ÀúÇØÇÏ´Â ¿äÀÎÀ¸·Î ÀÛ¿ëÇÒ ¼ö ÀÖ½À´Ï´Ù.

"¶óÀ̼±½º »óǰ À¯Çüº°·Î´Â ¶óÀÌÇÁ½ºÅ¸ÀÏ, ÆÒ ±â¾î, ±â³äǰ ºÎ¹®ÀÌ ¿¹Ãø ±â°£ Áß °¡Àå ³ôÀº CAGRÀ» ³ªÅ¸³¾ °ÍÀ¸·Î ¿¹ÃøµË´Ï´Ù. "

ÀÌ ºÎ¹®Àº °³ÀÎÈ­µÇ°í, ÆÀ ÁöÇâÀûÀ̸ç, Á¤¼­Àû °ø°¨À» ºÒ·¯ÀÏÀ¸Å°´Â Á¦Ç°¿¡ ´ëÇÑ ¼ÒºñÀÚ ¼ö¿ä Áõ°¡·Î ÀÎÇØ ¿¹Ãø ±â°£ Áß °¡Àå ³ôÀº CAGRÀ» º¸ÀÏ °ÍÀ¸·Î ¿¹ÃøµË´Ï´Ù. ÀÌ ºÎ¹®¿¡´Â À½¾Ç, ÇÁ·Î ½ºÆ÷Ã÷ ÆÀ, ¼±¼ö, ¸®±×, ½ºÆ÷Ã÷ À̺¥Æ®¿¡¼­ ¿µ°¨À» ¾òÀº ÀÇ·ù, ¾×¼¼¼­¸®, Ȩ µ¥ÄÚ·¹À̼Ç, Ä÷º¼Ç ¾ÆÀÌÅÛÀÌ Æ÷ÇԵ˴ϴÙ. °ü°´µéÀÌ ±¸Ã¼ÀûÀÎ »óǰÀ» ÅëÇØ ÀÚ±âÇ¥Çö°ú ÆÒ´ýÀ» Ãß±¸ÇÏ´Â °æÇâÀÌ °­ÇØÁü¿¡ µû¶ó ¶óÀ̼±½º ¶óÀÌÇÁ½ºÅ¸ÀÏ »óǰ°ú ±â³äǰÀº ¿£ÅÍÅ×ÀÎ¸ÕÆ® ±â¾÷ÀÇ Áß¿äÇÑ ¼öÀÔ¿øÀ¸·Î ºÎ»óÇϰí ÀÖ½À´Ï´Ù.

µðÁöÅÐ ÀüȯÀº ÀÌ·¯ÇÑ ¼ºÀåÀ» ´õ¿í °¡¼ÓÈ­Çϰí ÀÖÀ¸¸ç, ½ºÆ÷Ã÷ ºê·£µå¿Í ¸®±×´Â D2C ä³Î, ÇÑÁ¤ÆÇ, ¼Ò¼È Ä¿¸Ó½º Àü·«À» Ȱ¿ëÇÏ¿© ÆÒ Âü¿©¿Í »óǰ ÆÇ¸Å¸¦ È®´ëÇϰí ÀÖ½À´Ï´Ù. AR ±â´É, QRÀ» ÅëÇÑ ÁøÀ§ È®ÀÎ, NFT¿Í ¿¬µ¿µÈ ±â³äǰÀº »óǰÀÇ ½Ö¹æÇ⼺°ú ¼ÒÀå°¡Ä¡¸¦ ³ôÀ̰í ÀÖ½À´Ï´Ù. Fanatics Inc.(¹Ì±¹), Nike Inc.(¹Ì±¹), Adidas AG(µ¶ÀÏ)¿Í °°Àº ±â¾÷Àº µ¶Á¡ÀûÀÎ ¸®Å×ÀÏ Çù¾÷°ú ¼±¼ö Áß½ÉÀÇ Ä÷º¼ÇÀ» ÅëÇØ ¼¼°è ½ÃÀåÀ» À§ÇÑ ¶óÀ̼±½º Á¦Ç° Æ÷Æ®Æú¸®¿À¸¦ È®ÀåÇϰí ÀÖ½À´Ï´Ù.

µðÁöÅÐ ÄÁÅÙÃ÷¿Í ½Ç¹° »óǰÀ» °áÇÕÇÑ ÇÏÀ̺긮µå ÆÒ °æÇèÀÇ Àα⠻ó½Âµµ ÀÌ ºÎ¹®ÀÇ È®´ë¿¡ ±â¿©Çϰí ÀÖ½À´Ï´Ù. ºê·£µå »ýŰ谡 ´õ¿í ¸ôÀÔÇüÈ­µÇ°í ÆÒ´ý ¹®È­°¡ ÁøÈ­ÇÔ¿¡ µû¶ó ¶óÀÌÇÁ½ºÅ¸ÀÏ »óǰ°ú ±â³äǰÀº ¼¼°è ¿£ÅÍÅ×ÀÎ¸ÕÆ® ±â¾÷ÀÇ ÄÁÅÙÃ÷ ¼öÀÍÈ­ Àü·«¿¡¼­ Á¡Á¡ ´õ Áß¿äÇÑ ¿ä¼Ò·Î ÀÚ¸® Àâ°í ÀÖ½À´Ï´Ù.

¼¼°èÀÇ ¿£ÅÍÅ×ÀÎ¸ÕÆ® ÄÁÅÙÃ÷ ¹× »óǰ ½ÃÀåÀ» Á¶»çÇßÀ¸¸ç, ½ÃÀå °³¿ä, ½ÃÀå ¼ºÀå¿¡ ´ëÇÑ °¢Á¾ ¿µÇâ¿äÀÎÀÇ ºÐ¼®, ±â¼ú¡¤Æ¯ÇãÀÇ µ¿Çâ, ¹ý±ÔÁ¦ ȯ°æ, »ç·Ê ¿¬±¸, ½ÃÀå ±Ô¸ð ÃßÀÌ¡¤¿¹Ãø, °¢Á¾ ±¸ºÐ¡¤Áö¿ª/ÁÖ¿ä ±¹°¡º° »ó¼¼ ºÐ¼®, °æÀï ±¸µµ, ÁÖ¿ä ±â¾÷ÀÇ °³¿ä µîÀ» Á¤¸®ÇÏ¿© ÀüÇØµå¸³´Ï´Ù.

¸ñÂ÷

Á¦1Àå ¼­·Ð

Á¦2Àå Á¶»ç ¹æ¹ý

Á¦3Àå °³¿ä

Á¦4Àå ÁÖ¿ä ÀλçÀÌÆ®

Á¦5Àå ½ÃÀå °³¿ä

Á¦6Àå ¿£ÅÍÅ×ÀÎ¸ÕÆ® ÄÁÅÙÃ÷ ¹× »óǰ ½ÃÀå : À½¾Ç ¾ÆÆ¼½ºÆ® »óǰ À¯Çüº°

Á¦7Àå ¿£ÅÍÅ×ÀÎ¸ÕÆ® ÄÁÅÙÃ÷ ¹× »óǰ ½ÃÀå : ¶óÀ̼±½º »óǰº°

Á¦8Àå ¿£ÅÍÅ×ÀÎ¸ÕÆ® ÄÁÅÙÃ÷ ¹× »óǰ ½ÃÀå : ¾Ö´Ï¸ÞÀÌ¼Ç ÄÁÅÙÃ÷ Á¦ÀÛº°

Á¦9Àå ¿£ÅÍÅ×ÀÎ¸ÕÆ® ÄÁÅÙÃ÷ ¹× »óǰ ½ÃÀå : Áö¿ªº°

Á¦10Àå °æÀï ±¸µµ

Á¦11Àå ±â¾÷ °³¿ä

Á¦12Àå ºÎ·Ï

KSA
¿µ¹® ¸ñÂ÷

¿µ¹®¸ñÂ÷

The entertainment content and goods market is anticipated to be valued at USD 177.64 billion in 2025 and USD 239.52 billion by 2030, growing at a CAGR of 6.2% during the forecast period.

Scope of the Report
Years Considered for the Study2021-2030
Base Year2024
Forecast Period2025-2030
Units ConsideredValue (USD Billion)
SegmentsBy Music Artist Goods Type, Licensed Goods Type, Animated Content Creation, and Region
Regions coveredNorth America, Europe, APAC, RoW

Key factors driving the entertainment content and goods market include the increasing global consumption of digital content, rising fandom culture, and demand for personalized, limited-edition merchandise. These factors compel entertainment companies to diversify their offerings and monetize intellectual property across multiple channels.

Entertainment Content and Goods Market - IMG1

Technological advancements, such as AR/VR, NFTs, and AI-driven content creation, enhance audience engagement and enable immersive brand experiences. Furthermore, the expansion of direct-to-consumer platforms and social commerce accelerates access to merchandise and exclusive content. However, challenges such as IP infringement, fluctuating consumer preferences, and high content production costs can constrain market scalability. Additionally, inconsistent digital infrastructure and regional disparities in fan monetization strategies may hinder growth in certain emerging markets.

"By licensed goods type, the lifestyle, fan gear, and memorabilia segment is expected to register the highest CAGR from 2025 to 2030."

The lifestyle, fan gear, and memorabilia segment is projected to register the highest CAGR in the entertainment content and goods market during the forecast period, driven by rising consumer demand for personalized, team-driven, and emotionally resonant merchandise. This segment includes apparel, accessories, home decor, and collectible items inspired by music, professional sports teams, athletes, leagues, and sporting events. As audiences increasingly seek to express identity and fandom through tangible goods, licensed lifestyle and memorabilia products are emerging as key revenue drivers for entertainment companies.

Digital transformation further amplifies this growth, with sports brands and leagues leveraging direct-to-consumer channels, limited-edition drops, and social commerce strategies to boost fan engagement and merchandise sales. Augmented reality (AR) features, QR-enabled authenticity checks, and NFT-linked memorabilia enhance product interactivity and collectability. Companies such as Fanatics Inc. (US), Nike, Inc. (US), and Adidas AG (Germany) are expanding their licensed merchandise portfolios through exclusive retail collaborations and athlete-driven collections tailored for global audiences.

The growing popularity of hybrid fan experiences, combining digital content with physical goods, also contributes to segment expansion. As brand ecosystems become more immersive and fandom culture evolves, lifestyle and memorabilia goods are positioned to become increasingly integral to the content monetization strategies of leading entertainment players worldwide.

By animated content creation, the TV/OTT segment is projected to account for the largest market share from 2025 to 2030."

The TV/OTT segment is expected to account for the largest share of the animated content creation market from 2025 to 2030, driven by the rising demand for high-quality, serialized animated programming across streaming platforms and traditional broadcast channels. With the global surge in OTT consumption, fueled by increased internet penetration and mobile device usage, animation has become a preferred format for engaging audiences across age groups, particularly children, young adults, and fandom-based communities.

TV and OTT platforms heavily invest in original animated content to differentiate offerings, retain subscribers, and capture niche viewer segments. Streaming giants such as Netflix, Disney+, Amazon Prime Video, and regional platforms, including Voot and Tencent Video, commission exclusive animated series, reboots of legacy IPs, and culturally localized content to meet rising viewer expectations. The flexibility of animation to support diverse storytelling formats, from educational series to adult comedy and fantasy, further expands its applicability and appeal.

In addition, the integration of advanced production technologies, such as 2D/3D hybrid animation, motion capture, and AI-based rendering, enhances visual quality and production efficiency. As content consumption habits evolve and demand for on-demand, serialized storytelling grows, the TV/OTT segment is expected to maintain its leadership in animated content creation, supported by robust platform investments and global audience engagement.

"North America is projected to account for the largest market share from 2025 to 2030."

The North America region is projected to hold the largest share of the global entertainment content and goods market from 2025 to 2030, owing to a mature entertainment ecosystem, widespread digital infrastructure, and high consumer spending on content and branded merchandise. The US remains a global hub for entertainment production and IP commercialization, with major players such as The Walt Disney Company, Warner Bros. Entertainment, Universal Music Group, and Paramount headquartered in the region. These companies leverage extensive distribution networks and fan engagement platforms to monetize content across film, television, music, gaming, and consumer products.

The region's dominance is further supported by the widespread adoption of streaming services, direct-to-consumer retail channels, and fan-based commerce. The growing trend of limited-edition merchandise drops, exclusive artist collaborations, and immersive fan experiences, including virtual concerts and AR/VR-driven activations, is enhancing consumer engagement and driving high-margin sales. Moreover, the integration of emerging technologies such as NFTs and AI-generated content accelerates innovation across content creation and merchandise offerings.

Strong IP protection laws, advanced content monetization models, and a well-established retail infrastructure provide a conducive environment for sustained growth. With a culture that values entertainment as a lifestyle, North America is expected to maintain its leading position in the global entertainment content and goods market.

The breakdown of the profile of primary participants in the entertainment content and goods market is as follows:

Notes: Other designations include sales, marketing, and product managers.

The three tiers of the companies are based on their total revenues as of 2024: Tier 1: >USD 1 billion, Tier 2: USD 500 million-1 billion, and Tier 3: USD 500 million.

The major players in the entertainment content and goods market with a significant geographical presence include The Walt Disney Company (US), Universal Music Group N.V. (Netherlands), Warner Bros. Entertainment Inc. (US), Sony Music Entertainment (US), Paramount (US), and others.

Research Coverage

The report segments the entertainment content and goods market and forecasts its size by music artist goods type, licensed goods type, animated content creation, and region. It also comprehensively reviews drivers, restraints, opportunities, and challenges influencing market growth. The report covers qualitative aspects in addition to quantitative aspects of the market.

Reasons to buy the report

The report will help the market leaders/new entrants in this market with information on the closest approximate revenues for the overall entertainment content and goods market and related segments. This report will help stakeholders understand the competitive landscape and gain more insights to strengthen their position in the market and plan suitable go-to-market strategies. The report also helps stakeholders understand the pulse of the market and provides them with information on key market drivers, restraints, opportunities, and challenges.

The report provides insights on the following pointers:

TABLE OF CONTENTS

1 INTRODUCTION

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 PREMIUM INSIGHTS

5 MARKET OVERVIEW

6 ENTERTAINMENT CONTENT AND GOODS MARKET, BY MUSIC ARTIST GOODS TYPE

7 ENTERTAINMENT CONTENT AND GOODS MARKET, BY LICENSED GOODS TYPE

8 ENTERTAINMENT CONTENT AND GOODS MARKET, BY ANIMATED CONTENT CREATION

9 ENTERTAINMENT CONTENT AND GOODS MARKET, BY REGION

10 COMPETITIVE LANDSCAPE

11 COMPANY PROFILES

12 APPENDIX

(ÁÖ)±Û·Î¹úÀÎÆ÷¸ÞÀÌ¼Ç 02-2025-2992 kr-info@giikorea.co.kr
¨Ï Copyright Global Information, Inc. All rights reserved.
PC¹öÀü º¸±â