Global Licensed Merchandise Market Overview And Scope:
Global Licensed Merchandise Market Size was estimated at USD 352613.82 million in 2022 and is projected to reach USD 468446.75 million by 2028, exhibiting a CAGR of 4.85% during the forecast period.
The Global Licensed Merchandise Market Report 2025 provides comprehensive analysis of market development components, patterns, flows, and sizes. This research study of Licensed Merchandise utilized both primary and secondary data sources to calculate present and past market values to forecast potential market management for the forecast period between 2025 and 2032. It includes the study of a wide range of industry parameters, including government policies, market environments, competitive landscape, historical data, current market trends, technological innovations, upcoming technologies, and technological progress within related industries. Additionally, the report provides an in-depth analysis of the value chain and supply chain to demonstrate how value is added at every stage in the product lifecycle. The study incorporates market dynamics such as drivers, restraints/challenges, trends, and their impact on the market.
Top Key Players Mentioned 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, General Motors, National Basketball Association, Electrolux, National Football League, Warner Bros. Consumer Products, The Pokémon Company International, Procter and Gamble, Ferrari, Ralph Lauren, Mattel, Ford Motor Company, BBC Worldwide, The Hershey Company, Stanley Black and Decker, PGA Tour, National Hockey League, Sunkist Growers, WWE
Global Licensed Merchandise Market Segmentation
By Type, Licensed Merchandise market has been segmented into:Apparels
Toys
Accessories
Home Decoration
Software/Video Games
Food and Beverage
Others
By Application, Licensed Merchandise market has been segmented into:
Entertainment
Corporate Trademarks/Brand
Fashion
Sports
Others
Regional Analysis:
North America (U.S., Canada, Mexico)
Eastern Europe (Bulgaria, The Czech Republic, Hungary, Poland, Romania, Rest of Eastern Europe)
Western Europe (Germany, UK, France, Netherlands, Italy, Russia, Spain, Rest of Western Europe)
Asia-Pacific (China, India, Japan, Singapore, Australia, New Zealand, Rest of APAC)
South America (Brazil, Argentina, Rest of SA)
Middle East & Africa (Turkey, Bahrain, Kuwait, Saudi Arabia, Qatar, UAE, Israel, South Africa)
Competitive Landscape:
Competitive analysis is the study of strength and weakness, market investment, market share, market sales volume, market trends of major players in the market.The Licensed Merchandise market study focused on including all the primary level, secondary level and tertiary level competitors in the report. The data generated by conducting the primary and secondary research.The report covers detail analysis of driver, constraints and scope for new players entering the Licensed Merchandise market.
Top Key Players Covered in Licensed 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
General Motors
National Basketball Association
Electrolux
National Football League
Warner Bros. Consumer Products
The Pokémon Company International
Procter and Gamble
Ferrari
Ralph Lauren
Mattel
Ford Motor Company
BBC Worldwide
The Hershey Company
Stanley Black and Decker
PGA Tour
National Hockey League
Sunkist Growers
WWE
Objective to buy this Report:
1. Licensed Merchandise analysis predicts the representation of this market, supply and demand, capacity, detailed investigations, etc.
2. Even the report, along with the international series, conducts an in-depth study of rules, policies and current policy.
3. In addition, additional factors are mentioned: imports, arrangement of commodity prices for the market, supply and demand of industry products, major manufacturers.
4. The report starts with Licensed Merchandise market statistics and moves to important points, with dependent markets categorized by market trend by application.
5. Applications of market may also be assessed based on their performances.
6. Other market attributes, such as future aspects, limitations and growth for all departments.
Chapter 1: Introduction
1.1 Research Objectives
1.2 Research Methodology
1.3 Research Process
1.4 Scope and Coverage
1.4.1 Market Definition
1.4.2 Key Questions Answered
1.5 Market Segmentation
Chapter 2:Executive Summary
Chapter 3:Growth Opportunities By Segment
3.1 By Type
3.2 By Application
Chapter 4: Market Landscape
4.1 Porter's Five Forces Analysis
4.1.1 Bargaining Power of Supplier
4.1.2 Threat of New Entrants
4.1.3 Threat of Substitutes
4.1.4 Competitive Rivalry
4.1.5 Bargaining Power Among Buyers
4.2 Industry Value Chain Analysis
4.3 Market Dynamics
4.3.1 Drivers
4.3.2 Restraints
4.3.3 Opportunities
4.5.4 Challenges
4.4 Pestle Analysis
4.5 Technological Roadmap
4.6 Regulatory Landscape
4.7 SWOT Analysis
4.8 Price Trend Analysis
4.9 Patent Analysis
4.10 Analysis of the Impact of Covid-19
4.10.1 Impact on the Overall Market
4.10.2 Impact on the Supply Chain
4.10.3 Impact on the Key Manufacturers
4.10.4 Impact on the Pricing
Chapter 5: Licensed Merchandise Market by Type
5.1 Licensed Merchandise Market Overview Snapshot and Growth Engine
5.2 Licensed Merchandise Market Overview
5.3 Apparels
5.3.1 Introduction and Market Overview
5.3.2 Historic and Forecasted Market Size (2017-2032F)
5.3.3 Key Market Trends, Growth Factors and Opportunities
5.3.4 Apparels: Geographic Segmentation
5.4 Toys
5.4.1 Introduction and Market Overview
5.4.2 Historic and Forecasted Market Size (2017-2032F)
5.4.3 Key Market Trends, Growth Factors and Opportunities
5.4.4 Toys: Geographic Segmentation
5.5 Accessories
5.5.1 Introduction and Market Overview
5.5.2 Historic and Forecasted Market Size (2017-2032F)
5.5.3 Key Market Trends, Growth Factors and Opportunities
5.5.4 Accessories: Geographic Segmentation
5.6 Home Decoration
5.6.1 Introduction and Market Overview
5.6.2 Historic and Forecasted Market Size (2017-2032F)
5.6.3 Key Market Trends, Growth Factors and Opportunities
5.6.4 Home Decoration: Geographic Segmentation
5.7 Software/Video Games
5.7.1 Introduction and Market Overview
5.7.2 Historic and Forecasted Market Size (2017-2032F)
5.7.3 Key Market Trends, Growth Factors and Opportunities
5.7.4 Software/Video Games: Geographic Segmentation
5.8 Food and Beverage
5.8.1 Introduction and Market Overview
5.8.2 Historic and Forecasted Market Size (2017-2032F)
5.8.3 Key Market Trends, Growth Factors and Opportunities
5.8.4 Food and Beverage: Geographic Segmentation
5.9 Others
5.9.1 Introduction and Market Overview
5.9.2 Historic and Forecasted Market Size (2017-2032F)
5.9.3 Key Market Trends, Growth Factors and Opportunities
5.9.4 Others: Geographic Segmentation
Chapter 6: Licensed Merchandise Market by Application
6.1 Licensed Merchandise Market Overview Snapshot and Growth Engine
6.2 Licensed Merchandise Market Overview
6.3 Entertainment
6.3.1 Introduction and Market Overview
6.3.2 Historic and Forecasted Market Size (2017-2032F)
6.3.3 Key Market Trends, Growth Factors and Opportunities
6.3.4 Entertainment: Geographic Segmentation
6.4 Corporate Trademarks/Brand
6.4.1 Introduction and Market Overview
6.4.2 Historic and Forecasted Market Size (2017-2032F)
6.4.3 Key Market Trends, Growth Factors and Opportunities
6.4.4 Corporate Trademarks/Brand: Geographic Segmentation
6.5 Fashion
6.5.1 Introduction and Market Overview
6.5.2 Historic and Forecasted Market Size (2017-2032F)
6.5.3 Key Market Trends, Growth Factors and Opportunities
6.5.4 Fashion: Geographic Segmentation
6.6 Sports
6.6.1 Introduction and Market Overview
6.6.2 Historic and Forecasted Market Size (2017-2032F)
6.6.3 Key Market Trends, Growth Factors and Opportunities
6.6.4 Sports: Geographic Segmentation
6.7 Others
6.7.1 Introduction and Market Overview
6.7.2 Historic and Forecasted Market Size (2017-2032F)
6.7.3 Key Market Trends, Growth Factors and Opportunities
6.7.4 Others: Geographic Segmentation
Chapter 7: Company Profiles and Competitive Analysis
7.1 Competitive Landscape
7.1.1 Competitive Positioning
7.1.2 Licensed Merchandise Sales and Market Share By Players
7.1.3 Industry BCG Matrix
7.1.4 Heat Map Analysis
7.1.5 Licensed Merchandise Industry Concentration Ratio (CR5 and HHI)
7.1.6 Top 5 Licensed Merchandise Players Market Share
7.1.7 Mergers and Acquisitions
7.1.8 Business Strategies By Top Players
7.2 THE WALT DISNEY COMPANY
7.2.1 Company Overview
7.2.2 Key Executives
7.2.3 Company Snapshot
7.2.4 Operating Business Segments
7.2.5 Product Portfolio
7.2.6 Business Performance
7.2.7 Key Strategic Moves and Recent Developments
7.2.8 SWOT Analysis
7.3 MEREDITH CORPORATION
7.4 PVH CORP.
7.5 ICONIX BRAND GROUP
7.6 AUTHENTIC BRANDS GROUP
7.7 UNIVERSAL BRAND DEVELOPMENT
7.8 NICKELODEON
7.9 MAJOR LEAGUE BASEBALL
7.10 IMG COLLEGE (COLLEGIATE LICENSING COMPANY)
7.11 SANRIO
7.12 SEQUENTIAL BRANDS GROUP
7.13 WESTINGHOUSE
7.14 GENERAL MOTORS
7.15 NATIONAL BASKETBALL ASSOCIATION
7.16 ELECTROLUX
7.17 NATIONAL FOOTBALL LEAGUE
7.18 WARNER BROS. CONSUMER PRODUCTS
7.19 THE POKÉMON COMPANY INTERNATIONAL
7.20 PROCTER AND GAMBLE
7.21 FERRARI
7.22 RALPH LAUREN
7.23 MATTEL
7.24 FORD MOTOR COMPANY
7.25 BBC WORLDWIDE
7.26 THE HERSHEY COMPANY
7.27 STANLEY BLACK AND DECKER
7.28 PGA TOUR
7.29 NATIONAL HOCKEY LEAGUE
7.30 SUNKIST GROWERS
7.31 WWE
Chapter 8: Global Licensed Merchandise Market Analysis, Insights and Forecast, 2017-2032
8.1 Market Overview
8.2 Historic and Forecasted Market Size By Type
8.2.1 Apparels
8.2.2 Toys
8.2.3 Accessories
8.2.4 Home Decoration
8.2.5 Software/Video Games
8.2.6 Food and Beverage
8.2.7 Others
8.3 Historic and Forecasted Market Size By Application
8.3.1 Entertainment
8.3.2 Corporate Trademarks/Brand
8.3.3 Fashion
8.3.4 Sports
8.3.5 Others
Chapter 9: North America Licensed Merchandise Market Analysis, Insights and Forecast, 2017-2032
9.1 Key Market Trends, Growth Factors and Opportunities
9.2 Impact of Covid-19
9.3 Key Players
9.4 Key Market Trends, Growth Factors and Opportunities
9.4 Historic and Forecasted Market Size By Type
9.4.1 Apparels
9.4.2 Toys
9.4.3 Accessories
9.4.4 Home Decoration
9.4.5 Software/Video Games
9.4.6 Food and Beverage
9.4.7 Others
9.5 Historic and Forecasted Market Size By Application
9.5.1 Entertainment
9.5.2 Corporate Trademarks/Brand
9.5.3 Fashion
9.5.4 Sports
9.5.5 Others
9.6 Historic and Forecast Market Size by Country
9.6.1 US
9.6.2 Canada
9.6.3 Mexico
Chapter 10: Eastern Europe Licensed Merchandise Market Analysis, Insights and Forecast, 2017-2032
10.1 Key Market Trends, Growth Factors and Opportunities
10.2 Impact of Covid-19
10.3 Key Players
10.4 Key Market Trends, Growth Factors and Opportunities
10.4 Historic and Forecasted Market Size By Type
10.4.1 Apparels
10.4.2 Toys
10.4.3 Accessories
10.4.4 Home Decoration
10.4.5 Software/Video Games
10.4.6 Food and Beverage
10.4.7 Others
10.5 Historic and Forecasted Market Size By Application
10.5.1 Entertainment
10.5.2 Corporate Trademarks/Brand
10.5.3 Fashion
10.5.4 Sports
10.5.5 Others
10.6 Historic and Forecast Market Size by Country
10.6.1 Bulgaria
10.6.2 The Czech Republic
10.6.3 Hungary
10.6.4 Poland
10.6.5 Romania
10.6.6 Rest of Eastern Europe
Chapter 11: Western Europe Licensed Merchandise Market Analysis, Insights and Forecast, 2017-2032
11.1 Key Market Trends, Growth Factors and Opportunities
11.2 Impact of Covid-19
11.3 Key Players
11.4 Key Market Trends, Growth Factors and Opportunities
11.4 Historic and Forecasted Market Size By Type
11.4.1 Apparels
11.4.2 Toys
11.4.3 Accessories
11.4.4 Home Decoration
11.4.5 Software/Video Games
11.4.6 Food and Beverage
11.4.7 Others
11.5 Historic and Forecasted Market Size By Application
11.5.1 Entertainment
11.5.2 Corporate Trademarks/Brand
11.5.3 Fashion
11.5.4 Sports
11.5.5 Others
11.6 Historic and Forecast Market Size by Country
11.6.1 Germany
11.6.2 UK
11.6.3 France
11.6.4 Netherlands
11.6.5 Italy
11.6.6 Russia
11.6.7 Spain
11.6.8 Rest of Western Europe
Chapter 12: Asia Pacific Licensed Merchandise Market Analysis, Insights and Forecast, 2017-2032
12.1 Key Market Trends, Growth Factors and Opportunities
12.2 Impact of Covid-19
12.3 Key Players
12.4 Key Market Trends, Growth Factors and Opportunities
12.4 Historic and Forecasted Market Size By Type
12.4.1 Apparels
12.4.2 Toys
12.4.3 Accessories
12.4.4 Home Decoration
12.4.5 Software/Video Games
12.4.6 Food and Beverage
12.4.7 Others
12.5 Historic and Forecasted Market Size By Application
12.5.1 Entertainment
12.5.2 Corporate Trademarks/Brand
12.5.3 Fashion
12.5.4 Sports
12.5.5 Others
12.6 Historic and Forecast Market Size by Country
12.6.1 China
12.6.2 India
12.6.3 Japan
12.6.4 South Korea
12.6.5 Malaysia
12.6.6 Thailand
12.6.7 Vietnam
12.6.8 The Philippines
12.6.9 Australia
12.6.10 New Zealand
12.6.11 Rest of APAC
Chapter 13: Middle East & Africa Licensed Merchandise Market Analysis, Insights and Forecast, 2017-2032
13.1 Key Market Trends, Growth Factors and Opportunities
13.2 Impact of Covid-19
13.3 Key Players
13.4 Key Market Trends, Growth Factors and Opportunities
13.4 Historic and Forecasted Market Size By Type
13.4.1 Apparels
13.4.2 Toys
13.4.3 Accessories
13.4.4 Home Decoration
13.4.5 Software/Video Games
13.4.6 Food and Beverage
13.4.7 Others
13.5 Historic and Forecasted Market Size By Application
13.5.1 Entertainment
13.5.2 Corporate Trademarks/Brand
13.5.3 Fashion
13.5.4 Sports
13.5.5 Others
13.6 Historic and Forecast Market Size by Country
13.6.1 Turkey
13.6.2 Bahrain
13.6.3 Kuwait
13.6.4 Saudi Arabia
13.6.5 Qatar
13.6.6 UAE
13.6.7 Israel
13.6.8 South Africa
Chapter 14: South America Licensed Merchandise Market Analysis, Insights and Forecast, 2017-2032
14.1 Key Market Trends, Growth Factors and Opportunities
14.2 Impact of Covid-19
14.3 Key Players
14.4 Key Market Trends, Growth Factors and Opportunities
14.4 Historic and Forecasted Market Size By Type
14.4.1 Apparels
14.4.2 Toys
14.4.3 Accessories
14.4.4 Home Decoration
14.4.5 Software/Video Games
14.4.6 Food and Beverage
14.4.7 Others
14.5 Historic and Forecasted Market Size By Application
14.5.1 Entertainment
14.5.2 Corporate Trademarks/Brand
14.5.3 Fashion
14.5.4 Sports
14.5.5 Others
14.6 Historic and Forecast Market Size by Country
14.6.1 Brazil
14.6.2 Argentina
14.6.3 Rest of SA
Chapter 15 Investment Analysis
Chapter 16 Analyst Viewpoint and Conclusion
Licensed Merchandise Scope:
|
Report Data
|
Licensed Merchandise Market
|
|
Licensed Merchandise Market Size in 2025
|
USD XX million
|
|
Licensed Merchandise CAGR 2025 - 2032
|
XX%
|
|
Licensed Merchandise Base Year
|
2024
|
|
Licensed Merchandise Forecast Data
|
2025 - 2032
|
|
Segments Covered
|
By Type, By Application, And by Regions
|
|
Regional Scope
|
North America, Europe, Asia Pacific, Latin America, and Middle East & Africa
|
|
Key Companies Profiled
|
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, General Motors, National Basketball Association, Electrolux, National Football League, Warner Bros. Consumer Products, The Pokémon Company International, Procter and Gamble, Ferrari, Ralph Lauren, Mattel, Ford Motor Company, BBC Worldwide, The Hershey Company, Stanley Black and Decker, PGA Tour, National Hockey League, Sunkist Growers, WWE.
|
|
Key Segments
|
By Type
Apparels Toys Accessories Home Decoration Software/Video Games Food and Beverage Others
By Applications
Entertainment Corporate Trademarks/Brand Fashion Sports Others
|