The global Gaming Merchandise market was valued at US$ 54,920.22 million in 2023 and is anticipated to reach US$ 23,145.53 million by 2030, witnessing a CAGR of 5.13% during the forecast period 2024-2030.
North American market for Gaming Merchandise is estimated to increase from $ 29,958.98 million in 2023 to reach $ 41,031.40 million by 2030, at a CAGR of 5.16% during the forecast period of 2024 through 2030.
Asia-Pacific market for Gaming Merchandise is estimated to increase from $ 13,894.82 million in 2023 to reach $ 18,939.30 million by 2030, at a CAGR of 5.02% during the forecast period of 2024 through 2030.
The global market for Gaming Merchandise in Online is estimated to increase from $ 27,086.65 million in 2023 to $ 37,186.35 million by 2030, at a CAGR of 4.63% during the forecast period of 2024 through 2030.
The major global companies of Gaming Merchandise include Tencent, Microsoft, Nintendo, SONY and NetEase, etc. In 2023, the world's top five vendors accounted for approximately 34.61% of the revenue.
This report aims to provide a comprehensive presentation of the global market for Gaming Merchandise, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Gaming Merchandise.
The Gaming Merchandise market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Gaming Merchandise market comprehensively. Regional market sizes, concerning products by Type, by Sale Channel, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Gaming Merchandise companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, by Type, by Sale Channel, and by regions.
Market Segmentation
By Company
Disney
Nintendo
SONY
Tencent
Microsoft
Nexon
Square Enix
Ubisoft
Fangamer
Razer
Logitech
McFarlane Toys
NetEase
miHoYo
Segment by Type
Toys
Clothing and Accessories
PC Game Peripherals
Books and Posters
Others
Segment by Sale Channel
Online
Retail
Specialty Stores
By Region
North America
United States
Canada
Asia-Pacific
China
Japan
South Korea
Southeast Asia
Rest of Asia
Europe
Germany
France
U.K.
Italy
Russia
Rest of Europe
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Sale Channel, 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 Gaming 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 Sale Channel, 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.
Table of Contents
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Gaming Merchandise Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Toys
1.2.3 Clothing and Accessories
1.2.4 PC Game Peripherals
1.2.5 Books and Posters
1.2.6 Others
1.3 Market by Sale Channel
1.3.1 Global Gaming Merchandise Market Growth by Sale Channel: 2019 VS 2023 VS 2030
1.3.2 Online
1.3.3 Retail
1.3.4 Specialty Stores
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Gaming Merchandise Market Perspective (2019-2030)
2.2 Global Gaming Merchandise Growth Trends by Region
2.2.1 Global Gaming Merchandise Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Gaming Merchandise Historic Market Size by Region (2019-2024)
2.2.3 Gaming Merchandise Forecasted Market Size by Region (2025-2030)
2.3 Gaming Merchandise Market Dynamics
2.3.1 Gaming Merchandise Industry Trends
2.3.2 Gaming Merchandise Market Drivers
2.3.3 Gaming Merchandise Market Challenges
2.3.4 Gaming Merchandise Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Gaming Merchandise Players by Revenue
3.1.1 Global Top Gaming Merchandise Players by Revenue (2019-2024)
3.1.2 Global Gaming Merchandise Revenue Market Share by Players (2019-2024)
3.2 Global Gaming Merchandise Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players Ranking by Gaming Merchandise Revenue
3.4 Global Gaming Merchandise Market Concentration Ratio
3.4.1 Global Gaming Merchandise Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 5 Companies by Gaming Merchandise Revenue in 2023
3.5 Global Key Players of Gaming Merchandise Head office and Area Served
3.6 Global Key Players of Gaming Merchandise, Product
4 Gaming Merchandise Breakdown Data by Type
4.1 Global Gaming Merchandise Historic Market Size by Type (2019-2024)
4.2 Global Gaming Merchandise Forecasted Market Size by Type (2025-2030)
5 Gaming Merchandise Breakdown Data by Sale Channel
5.1 Global Gaming Merchandise Historic Market Size by Sale Channel (2019-2024)
5.2 Global Gaming Merchandise Forecasted Market Size by Sale Channel (2025-2030)
6 North America
6.1 North America Gaming Merchandise Market Size (2019-2030)
6.2 North America Gaming Merchandise Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America Gaming Merchandise Market Size by Country (2019-2024)
6.4 North America Gaming Merchandise Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Gaming Merchandise Market Size (2019-2030)
7.2 Europe Gaming Merchandise Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe Gaming Merchandise Market Size by Country (2019-2024)
7.4 Europe Gaming Merchandise Market Size by Country (2025-2030)