
Global Licensed Entertainment and Character Merchandise Competitive Landscape Professional Research Report 2025
Description
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
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
Table of Contents
170 Pages
- 1 Licensed Entertainment and Character Merchandise Market Overview
- 1.1 Product Definition and Statistical Scope
- 1.2 Licensed Entertainment and Character Merchandise Product by Type
- 1.2.1 Licensed Apparel
- 1.2.2 Accessories
- 1.2.3 Publishing
- 1.2.4 Paper Products
- 1.2.5 Food and Beverage
- 1.2.6 Others
- 1.3 Licensed Entertainment and Character Merchandise Product by Application
- 1.3.1 Under 12 Years Old
- 1.3.2 12-22 Years Old
- 1.3.3 Over 22 Years Old
- 1.4 Global Licensed Entertainment and Character Merchandise Market Size Analysis (2020-2032)
- 1.5 Licensed Entertainment and Character Merchandise Market Development Status and Trends
- 1.5.1 Licensed Entertainment and Character Merchandise Industry Development Status Analysis
- 1.5.2 Licensed Entertainment and Character Merchandise Industry Development Trends Analysis
- 2 Licensed Entertainment and Character Merchandise Market PESTEL Analysis
- 2.1 Political Factors Analysis
- 2.2 Economic Factors Analysis
- 2.3 Social Factors Analysis
- 2.4 Technological Factors Analysis
- 2.5 Environmental Factors Analysis
- 2.6 Legal Factors Analysis
- 3 Licensed Entertainment and Character Merchandise Market Porter's Five Forces Analysis
- 3.1 Competitive Rivalry
- 3.2 Threat of New Entrants
- 3.3 Bargaining Power of Suppliers
- 3.4 Bargaining Power of Buyers
- 3.5 Threat of Substitutes
- 4 Global Licensed Entertainment and Character Merchandise Market Analysis by Regions
- 4.1 Global Licensed Entertainment and Character Merchandise Overall Market: 2024 VS 2025 VS 2032
- 4.2 Global Licensed Entertainment and Character Merchandise Revenue and Forecast Analysis (2020-2032)
- 4.2.1 Global Licensed Entertainment and Character Merchandise Revenue and Market Share by Region (2020-2025)
- 4.2.2 Global Licensed Entertainment and Character Merchandise Revenue Forecast by Region (2026-2032)
- 5 Global Licensed Entertainment and Character Merchandise Market Size by Type and Application
- 5.1 Global Licensed Entertainment and Character Merchandise Market Size by Type (2020-2032)
- 5.2 Global Licensed Entertainment and Character Merchandise Market Size by Application (2020-2032)
- 6 North America
- 6.1 North America Licensed Entertainment and Character Merchandise Market Size and Growth Rate Analysis (2020-2032)
- 6.2 North America Key Suppliers Analysis
- 6.3 North America Licensed Entertainment and Character Merchandise Market Size by Type
- 6.4 North America Licensed Entertainment and Character Merchandise Market Size by Application
- 6.5 North America Licensed Entertainment and Character Merchandise Market Size by Country
- 6.5.1 US
- 6.5.2 Canada
- 7 Europe
- 7.1 Europe Licensed Entertainment and Character Merchandise Market Size and Growth Rate Analysis (2020-2032)
- 7.2 Europe Key Suppliers Analysis
- 7.3 Europe Licensed Entertainment and Character Merchandise Market Size by Type
- 7.4 Europe Licensed Entertainment and Character Merchandise Market Size by Application
- 7.5 Europe Licensed Entertainment and Character Merchandise Market Size by Country
- 7.5.1 Germany
- 7.5.2 France
- 7.5.3 United Kingdom
- 7.5.4 Italy
- 7.5.5 Spain
- 7.5.6 Benelux
- 8 China
- 8.1 China Licensed Entertainment and Character Merchandise Market Size and Growth Rate Analysis (2020-2032)
- 8.2 China Key Suppliers Analysis
- 8.3 China Licensed Entertainment and Character Merchandise Market Size by Type
- 8.4 China Licensed Entertainment and Character Merchandise Market Size by Application
- 9 APAC (excl. China)
- 9.1 APAC (excl. China) Licensed Entertainment and Character Merchandise Market Size and Growth Rate Analysis (2020-2032)
- 9.2 APAC (excl. China) Key Suppliers Analysis
- 9.3 APAC (excl. China) Licensed Entertainment and Character Merchandise Market Size by Type
- 9.4 APAC (excl. China) Licensed Entertainment and Character Merchandise Market Size by Application
- 9.5 APAC (excl. China) Licensed Entertainment and Character Merchandise Market Size by Country
- 9.5.1 Japan
- 9.5.2 South Korea
- 9.5.3 India
- 9.5.4 Australia
- 9.5.5 Southeast Asia
- 10 Latin America
- 10.1 Latin America Licensed Entertainment and Character Merchandise Market Size and Growth Rate Analysis (2020-2032)
- 10.2 Latin America Key Suppliers Analysis
- 10.3 Latin America Licensed Entertainment and Character Merchandise Market Size by Type
- 10.4 Latin America Licensed Entertainment and Character Merchandise Market Size by Application
- 10.5 Latin America Licensed Entertainment and Character Merchandise Market Size by Country
- 10.5.1 Mexico
- 10.5.2 Brazil
- 11 Middle East & Africa
- 11.1 Middle East & Africa Licensed Entertainment and Character Merchandise Market Size and Growth Rate Analysis (2020-2032)
- 11.2 Middle East & Africa Key Suppliers Analysis
- 11.3 Middle East & Africa Licensed Entertainment and Character Merchandise Market Size by Type
- 11.4 Middle East & Africa Licensed Entertainment and Character Merchandise Market Size by Application
- 11.5 Middle East & Africa Licensed Entertainment and Character Merchandise Market Size by Country
- 11.5.1 Saudi Arabia
- 11.5.2 South Africa
- 12 Competition by Suppliers
- 12.1 Global Licensed Entertainment and Character Merchandise Market Revenue by Key Suppliers (2021-2025)
- 12.2 Licensed Entertainment and Character Merchandise Competitive Landscape Analysis and Market Dynamic
- 12.2.1 Licensed Entertainment and Character Merchandise Competitive Landscape Analysis
- 12.2.2 Global Key Suppliers Headquarter Location and Key Area Sales
- 12.2.3 Market Dynamic
- 13 Key Companies Analysis
- 13.1 The Walt Disney Company
- 13.1.1 The Walt Disney Company Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 13.1.2 The Walt Disney Company Licensed Entertainment and Character Merchandise Product Portfolio
- 13.1.3 The Walt Disney Company Licensed Entertainment and Character Merchandise Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 13.2 Meredith Corporation
- 13.2.1 Meredith Corporation Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 13.2.2 Meredith Corporation Licensed Entertainment and Character Merchandise Product Portfolio
- 13.2.3 Meredith Corporation Licensed Entertainment and Character Merchandise Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 13.3 PVH Corp
- 13.3.1 PVH Corp Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 13.3.2 PVH Corp Licensed Entertainment and Character Merchandise Product Portfolio
- 13.3.3 PVH Corp Licensed Entertainment and Character Merchandise Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 13.4 Iconix Brand Group
- 13.4.1 Iconix Brand Group Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 13.4.2 Iconix Brand Group Licensed Entertainment and Character Merchandise Product Portfolio
- 13.4.3 Iconix Brand Group Licensed Entertainment and Character Merchandise Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 13.5 Authentic Brands Group
- 13.5.1 Authentic Brands Group Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 13.5.2 Authentic Brands Group Licensed Entertainment and Character Merchandise Product Portfolio
- 13.5.3 Authentic Brands Group Licensed Entertainment and Character Merchandise Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 13.6 Universal Brand Development
- 13.6.1 Universal Brand Development Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 13.6.2 Universal Brand Development Licensed Entertainment and Character Merchandise Product Portfolio
- 13.6.3 Universal Brand Development Licensed Entertainment and Character Merchandise Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 13.7 Nickelodeon
- 13.7.1 Nickelodeon Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 13.7.2 Nickelodeon Licensed Entertainment and Character Merchandise Product Portfolio
- 13.7.3 Nickelodeon Licensed Entertainment and Character Merchandise Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 13.8 Major League Baseball
- 13.8.1 Major League Baseball Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 13.8.2 Major League Baseball Licensed Entertainment and Character Merchandise Product Portfolio
- 13.8.3 Major League Baseball Licensed Entertainment and Character Merchandise Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 13.9 IMG College (Collegiate Licensing Company)
- 13.9.1 IMG College (Collegiate Licensing Company) Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 13.9.2 IMG College (Collegiate Licensing Company) Licensed Entertainment and Character Merchandise Product Portfolio
- 13.9.3 IMG College (Collegiate Licensing Company) Licensed Entertainment and Character Merchandise Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 13.10 Sanrio
- 13.10.1 Sanrio Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 13.10.2 Sanrio Licensed Entertainment and Character Merchandise Product Portfolio
- 13.10.3 Sanrio Licensed Entertainment and Character Merchandise Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 13.11 Sequential Brands Group
- 13.11.1 Sequential Brands Group Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 13.11.2 Sequential Brands Group Licensed Entertainment and Character Merchandise Product Portfolio
- 13.11.3 Sequential Brands Group Licensed Entertainment and Character Merchandise Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 13.12 Westinghouse
- 13.12.1 Westinghouse Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 13.12.2 Westinghouse Licensed Entertainment and Character Merchandise Product Portfolio
- 13.12.3 Westinghouse Licensed Entertainment and Character Merchandise Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 13.13 Hasbro
- 13.13.1 Hasbro Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 13.13.2 Hasbro Licensed Entertainment and Character Merchandise Product Portfolio
- 13.13.3 Hasbro Licensed Entertainment and Character Merchandise Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 13.14 FOXA
- 13.14.1 FOXA Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 13.14.2 FOXA Licensed Entertainment and Character Merchandise Product Portfolio
- 13.14.3 FOXA Licensed Entertainment and Character Merchandise Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 14 Industry Chain Analysis
- 14.1 Licensed Entertainment and Character Merchandise Industry Chain Analysis
- 14.2 Licensed Entertainment and Character Merchandise Typical Downstream Customers
- 14.3 Licensed Entertainment and Character Merchandise Sales Channel Analysis
- 15 Research Findings and Conclusion
- 16 Methodology and Data Source
- 16.1 Methodology/Research Approach
- 16.2 Research Scope
- 16.3 Benchmarks and Assumptions
- 16.4 Date Source
- 16.4.1 Primary Sources
- 16.4.2 Secondary Sources
- 16.5 Data Cross Validation
- 16.6 Disclaimer
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