Research Summary
Licensed entertainment and character merchandise refers to a broad category of products that feature characters, logos, or imagery from popular entertainment franchises, such as movies, TV shows, comics, video games, and cartoons. These products are officially authorized by the intellectual property owners and typically include a wide variety of items, such as clothing, toys, posters, accessories, and home decor, all designed to reflect beloved characters and themes. The licensing process ensures that the merchandise adheres to quality standards and generates revenue for both the creators of the entertainment content and the manufacturers. Fans often purchase these items to express their passion for their favorite characters and to connect more deeply with the stories and worlds they love.
According to DIResearch's in-depth investigation and research, the global Licensed Entertainment and Character Merchandise market size was valued at XX Million USD in 2024 and is projected to reach XX Million USD by 2032, with a CAGR of XX% (2025-2032). Notably, the China market has changed rapidly in the past few years. By 2024, China's market size has reached XX Million USD, representing approximately XX% of the global market share. By 2032, it is anticipated to grow further to XX Million USD, contributing XX% to the worldwide market share.
The major global suppliers of Licensed Entertainment and Character Merchandise 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, Sequential Brands Group, Westinghouse, Hasbro, FOXA, etc. The global players competition landscape in this report is divided into three tiers. The first tier comprises global leading enterprises that command a substantial market share, hold a dominant industry position, possess strong competitiveness and influence, and generate significant revenue. The second tier includes companies with a notable market presence and reputation; these firms actively follow industry leaders in product, service, or technological innovation and maintain a moderate revenue scale. The third tier consists of smaller companies with limited market share and lower brand recognition, primarily focused on local markets and generating comparatively lower revenue.
This report studies the market size, price trends and future development prospects of Licensed Entertainment and Character Merchandise. Focus on analysing the market share, product portfolio, prices, sales, revenue and gross profit margin of global major suppliers, as well as the market status and trends of different product types and applications in the global Licensed Entertainment and Character Merchandise market. The report data covers historical data from 2020 to 2024, based year in 2025 and forecast data from 2026 to 2032.
The regions and countries in the report include North America, Europe, China, APAC (excl. China), Latin America and Middle East and Africa, covering the Licensed Entertainment and Character Merchandise market conditions and future development trends of key regions and countries, combined with industry-related policies and the latest technological developments, analyze the development characteristics of Licensed Entertainment and Character Merchandise industries in various regions and countries, help companies understand the development characteristics of each region, help companies formulate business strategies, and achieve the ultimate goal of the company's global development strategy.
The data sources of this report mainly include the National Bureau of Statistics, customs databases, industry associations, corporate financial reports, third-party databases, etc. Among them, macroeconomic data mainly comes from the National Bureau of Statistics, International Economic Research Organization; industry statistical data mainly come from industry associations; company data mainly comes from interviews, public information collection, third-party reliable databases, and price data mainly comes from various markets monitoring database.
Global Key Suppliers of Licensed Entertainment and Character Merchandise 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
Sequential Brands Group
Westinghouse
Hasbro
FOXA
Licensed Entertainment and Character Merchandise Product Segment Include:
Licensed Apparel
Accessories
Publishing
Paper Products
Food and Beverage
Others
Licensed Entertainment and Character Merchandise Product Application Include:
Under 12 Years Old
12-22 Years Old
Over 22 Years Old
Chapter Scope
Chapter 1: Product Research Range, Product Types and Applications, Market Overview, Market Situation and Trends
Chapter 2: Global Licensed Entertainment and Character Merchandise Industry PESTEL Analysis
Chapter 3: Global Licensed Entertainment and Character Merchandise Industry Porter’s Five Forces Analysis
Chapter 4: Global Licensed Entertainment and Character Merchandise Major Regional Market Size and Forecast Analysis
Chapter 5: Global Licensed Entertainment and Character Merchandise Market Size and Forecast by Type and Application Analysis
Chapter 6: North America Passenger Licensed Entertainment and Character Merchandise Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 7: Europe Licensed Entertainment and Character Merchandise Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 8: China Licensed Entertainment and Character Merchandise Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 9: APAC (Excl. China) Licensed Entertainment and Character Merchandise Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 10: Latin America Licensed Entertainment and Character Merchandise Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 11: Middle East and Africa Licensed Entertainment and Character Merchandise Competitive Analysis (Market Size, Key Players and Market Share, Product Type and Application Segment Analysis, Countries Analysis)
Chapter 12: Global Licensed Entertainment and Character Merchandise Competitive Analysis of Key Suppliers (Revenue, Market Share, Regional Distribution and Industry Concentration)
Chapter 13: Key Company Profiles (Product Portfolio, Revenue and Gross Margin)
Chapter 14: Industrial Chain Analysis, Include Raw Material Suppliers, Distributors and Customers
Chapter 15: Research Findings and Conclusion
Chapter 16: Methodology and Data Sources
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