The global Licensed Entertainment and Character Merchandise market was valued at US$ 166.78 billion in 2024 and is anticipated to reach US$ 268.81 billion by 2031, witnessing a CAGR of 6.77% during the forecast period 2025-2031.
The major global companies of Licensed Entertainment and Character Merchandise include The Walt Disney Company, Hasbro, Warner Bros. Discovery, The Pokemon Company, Mattel, Paramount, NBCUniversal, Toei Animation, Sanrio, etc. The top five vendors held 47.67% of the market, in terms of Licensed Entertainment and Character Merchandise Retail Sales Revenue in 2024.
This report aims to provide a comprehensive presentation of the global market for Licensed Entertainment and Character Merchandise, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyse their position in the current marketplace, and make informed business decisions regarding Licensed Entertainment and Character Merchandise.
The Licensed Entertainment and Character Merchandise market size, estimations, and forecasts are provided in terms of and Retail Sales Revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. This report segments the global Licensed Entertainment and Character Merchandise market comprehensively. Regional market sizes, concerning products by Merchandise Types, by Entertainment and Character Types, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Licensed Entertainment and Character Merchandise companies, new entrants, and industry chain related companies in this market with information on the Retail Sales Revenues for the overall market and the sub-segments across the different segments, by company, by Merchandise Types, by Entertainment and Character Types, and by regions.
Market Segmentation
By Company
The Walt Disney Company
Hasbro
Warner Bros. Discovery
The Pokemon Company
Mattel
Paramount
NBCUniversal
Toei Animation
Sanrio
Authentic Brands Group
WildBrain
Bandai Namco Entertainment
Jazwares
Sony
Spin Master
SEGA Corporation
Toho
Moomin Characters
Alpha Group
Segment by Merchandise Types
Toys
Apparel
Entertainment & Media
Home Products
Others
Segment by Entertainment and Character Types
Movies & TV Shows
Animation & Cartoons
Games
Others
By Region
North America
United States
Canada
Asia-Pacific
China
Japan
South Korea
Southeast Asia
Australia
Others
Europe
Germany
France
UK
Italy
Netherlands
Others
South America
Brazil
Mexico
Others
Middle East & Africa
Middle East
Africa
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Merchandise Types, by Entertainment and Character Types), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Licensed Entertainment and Character Merchandise company competitive landscape, Retail Sales Revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by Merchandise Types, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by Entertainment and Character Types, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space.
Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, Retail Sales Revenue, price, gross margin, product introduction.
Chapter 12: The main points and conclusions of the report.
Table of Contents
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Merchandise Types
1.2.1 Global Licensed Entertainment and Character Merchandise Market Size Growth Rate by Merchandise Types: 2020 VS 2024 VS 2031
1.2.2 Toys
1.2.3 Apparel
1.2.4 Entertainment & Media
1.2.5 Home Products
1.2.6 Others
1.3 Market by Entertainment and Character Types
1.3.1 Global Licensed Entertainment and Character Merchandise Market Growth by Entertainment and Character Types: 2020 VS 2024 VS 2031
1.3.2 Movies & TV Shows
1.3.3 Animation & Cartoons
1.3.4 Games
1.3.5 Others
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 (2020-2031)
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: 2020 VS 2024 VS 2031
2.2.2 Licensed Entertainment and Character Merchandise Historic Market Size by Region (2020-2025)
2.2.3 Licensed Entertainment and Character Merchandise Forecasted Market Size by Region (2026-2031)
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 Retail Sales Revenue
3.1.1 Global Top Licensed Entertainment and Character Merchandise Players by Retail Sales Revenue (2020-2025)
3.1.2 Global Licensed Entertainment and Character Merchandise Retail Sales Revenue Market Share by Players (2020-2025)
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 Retail Sales 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 2024
3.5 Global Key Players of Licensed Entertainment and Character Merchandise Head office and Establish Date
3.6 Global Licensed Entertainment and Character Merchandise Market Key Players Characters List
4 Licensed Entertainment and Character Merchandise Breakdown Data by Merchandise Types
4.1 Global Licensed Entertainment and Character Merchandise Historic Market Size by Merchandise Types (2020-2025)
4.2 Global Licensed Entertainment and Character Merchandise Forecasted Market Size by Merchandise Types (2026-2031)
5 Licensed Entertainment and Character Merchandise Breakdown Data by Entertainment and Character Types
5.1 Global Licensed Entertainment and Character Merchandise Historic Market Size by Entertainment and Character Types (2020-2025)
5.2 Global Licensed Entertainment and Character Merchandise Forecasted Market Size by Entertainment and Character Types (2026-2031)
6 North America
6.1 North America Licensed Entertainment and Character Merchandise Market Size (2020-2031)
6.2 North America Licensed Entertainment and Character Merchandise Market Growth Rate by Country: 2020 VS 2024 VS 2031
6.3 North America Licensed Entertainment and Character Merchandise Market Size by Country (2020-2025)
6.4 North America Licensed Entertainment and Character Merchandise Market Size by Country (2026-2031)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Licensed Entertainment and Character Merchandise Market Size (2020-2031)
7.2 Europe Licensed Entertainment and Character Merchandise Market Growth Rate by Country: 2020 VS 2024 VS 2031
7.3 Europe Licensed Entertainment and Character Merchandise Market Size by Country (2020-2025)
7.4 Europe Licensed Entertainment and Character Merchandise Market Size by Country (2026-2031)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Netherlands
8 Asia-Pacific
8.1 Asia-Pacific Licensed Entertainment and Character Merchandise Market Size (2020-2031)
8.2 Asia-Pacific Licensed Entertainment and Character Merchandise Market Growth Rate by Country: 2020 VS 2024 VS 2031
8.3 Asia-Pacific Licensed Entertainment and Character Merchandise Market Size by Region (2020-2025)
8.4 Asia-Pacific Licensed Entertainment and Character Merchandise Market Size by Region (2026-2031)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 Australia
9 Latin America
9.1 Latin America Licensed Entertainment and Character Merchandise Market Size (2020-2031)
9.2 Latin America Licensed Entertainment and Character Merchandise Market Growth Rate by Country: 2020 VS 2024 VS 2031
9.3 Latin America Licensed Entertainment and Character Merchandise Market Size by Country (2020-2025)
9.4 Latin America Licensed Entertainment and Character Merchandise Market Size by Country (2026-2031)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Licensed Entertainment and Character Merchandise Market Size (2020-2031)
10.2 Middle East & Africa Licensed Entertainment and Character Merchandise Market Growth Rate by Country: 2020 VS 2024 VS 2031
10.3 Middle East & Africa Licensed Entertainment and Character Merchandise Market Size by Country (2020-2025)
10.4 Middle East & Africa Licensed Entertainment and Character Merchandise Market Size by Country (2026-2031)
10.5 Middle East
10.6 Africa
11 Key Players Profiles
11.1 The Walt Disney Company
11.1.1 The Walt Disney 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 Retail Sales Revenue in Licensed Entertainment and Character Merchandise Business (2020-2025)
11.2 Hasbro
11.2.1 Hasbro Company Details
11.2.2 Hasbro Business Overview
11.2.3 Hasbro Licensed Entertainment and Character Merchandise Introduction
11.2.4 Hasbro Retail Sales Revenue in Licensed Entertainment and Character Merchandise Business (2020-2025)
11.3 Warner Bros. Discovery
11.3.1 Warner Bros. Discovery Company Details
11.3.2 Warner Bros. Discovery Business Overview
11.3.3 Warner Bros. Discovery Licensed Entertainment and Character Merchandise Introduction
11.3.4 Warner Bros. Discovery Retail Sales Revenue in Licensed Entertainment and Character Merchandise Business (2020-2025)
11.4 The Pokemon Company
11.4.1 The Pokemon Company Details
11.4.2 The Pokemon Company Business Overview
11.4.3 The Pokemon Company Licensed Entertainment and Character Merchandise Introduction
11.4.4 The Pokemon Company Retail Sales Revenue in Licensed Entertainment and Character Merchandise Business (2020-2025)
11.5 Mattel
11.5.1 Mattel Company Details
11.5.2 Mattel Business Overview
11.5.3 Mattel Licensed Entertainment and Character Merchandise Introduction
11.5.4 Mattel Retail Sales Revenue in Licensed Entertainment and Character Merchandise Business (2020-2025)
11.6 Paramount
11.6.1 Paramount Company Details
11.6.2 Paramount Business Overview
11.6.3 Paramount Licensed Entertainment and Character Merchandise Introduction
11.6.4 Paramount Retail Sales Revenue in Licensed Entertainment and Character Merchandise Business (2020-2025)
11.7 NBCUniversal
11.7.1 NBCUniversal Company Details
11.7.2 NBCUniversal Business Overview
11.7.3 NBCUniversal Licensed Entertainment and Character Merchandise Introduction
11.7.4 NBCUniversal Retail Sales Revenue in Licensed Entertainment and Character Merchandise Business (2020-2025)
11.8 Toei Animation
11.8.1 Toei Animation Company Details
11.8.2 Toei Animation Business Overview
11.8.3 Toei Animation Licensed Entertainment and Character Merchandise Introduction
11.8.4 Toei Animation Retail Sales Revenue in Licensed Entertainment and Character Merchandise Business (2020-2025)
11.9 Sanrio
11.9.1 Sanrio Company Details
11.9.2 Sanrio Business Overview
11.9.3 Sanrio Licensed Entertainment and Character Merchandise Introduction
11.9.4 Sanrio Retail Sales Revenue in Licensed Entertainment and Character Merchandise Business (2020-2025)
11.10 Authentic Brands Group
11.10.1 Authentic Brands Group Company Details
11.10.2 Authentic Brands Group Business Overview
11.10.3 Authentic Brands Group Licensed Entertainment and Character Merchandise Introduction
11.10.4 Authentic Brands Group Retail Sales Revenue in Licensed Entertainment and Character Merchandise Business (2020-2025)
11.11 Wild Brain
11.11.1 Wild Brain Company Details
11.11.2 Wild Brain Business Overview
11.11.3 Wild Brain Licensed Entertainment and Character Merchandise Introduction
11.11.4 Wild Brain Retail Sales Revenue in Licensed Entertainment and Character Merchandise Business (2020-2025)
11.12 Bandai Namco Holdings
11.12.1 Bandai Namco Holdings Company Details
11.12.2 Bandai Namco Holdings Business Overview
11.12.3 Bandai Namco Holdings Licensed Entertainment and Character Merchandise Introduction
11.12.4 Bandai Namco Holdings Retail Sales Revenue in Licensed Entertainment and Character Merchandise Business (2020-2025)
11.13 Jazwares
11.13.1 Jazwares Company Details
11.13.2 Jazwares Business Overview
11.13.3 Jazwares Licensed Entertainment and Character Merchandise Introduction
11.13.4 Jazwares Retail Sales Revenue in Licensed Entertainment and Character Merchandise Business (2020-2025)
11.14 Sony
11.14.1 Sony Company Details
11.14.2 Sony Business Overview
11.14.3 Sony Licensed Entertainment and Character Merchandise Introduction
11.14.4 Sony Retail Sales Revenue in Licensed Entertainment and Character Merchandise Business (2020-2025)
11.15 Spin Master
11.15.1 Spin Master Company Details
11.15.2 Spin Master Business Overview
11.15.3 Spin Master Licensed Entertainment and Character Merchandise Introduction
11.15.4 Spin Master Retail Sales Revenue in Licensed Entertainment and Character Merchandise Business (2020-2025)
11.16 SEGA Corporation
11.16.1 SEGA Corporation Company Details
11.16.2 SEGA Corporation Business Overview
11.16.3 SEGA Corporation Licensed Entertainment and Character Merchandise Introduction
11.16.4 SEGA Corporation Retail Sales Revenue in Licensed Entertainment and Character Merchandise Business (2020-2025)
11.17 Toho
11.17.1 Toho Company Details
11.17.2 Toho Business Overview
11.17.3 Toho Licensed Entertainment and Character Merchandise Introduction
11.17.4 Toho Retail Sales Revenue in Licensed Entertainment and Character Merchandise Business (2020-2025)
11.18 Moomin Characters
11.18.1 Moomin Characters Company Details
11.18.2 Moomin Characters Business Overview
11.18.3 Moomin Characters Licensed Entertainment and Character Merchandise Introduction
11.18.4 Moomin Characters Retail Sales Revenue in Licensed Entertainment and Character Merchandise Business (2020-2025)
11.19 Alpha Group
11.19.1 Alpha Group Company Details
11.19.2 Alpha Group Business Overview
11.19.3 Alpha Group Licensed Entertainment and Character Merchandise Introduction
11.19.4 Alpha Group Retail Sales Revenue in Licensed Entertainment and Character Merchandise Business (2020-2025)