Global Licensed Merchandise Supply, Demand and Key Producers, 2026-2032
Description
The global Licensed Merchandise market size is expected to reach $ 439130 million by 2032, rising at a market growth of 4.2% CAGR during the forecast period (2026-2032).
Licensing means renting or leasing of an intangible asset. It is a process of creating and managing contracts between the owner of a brand and a company or individual who wants to use the brand in association with a product, for an agreed period of time, within an agreed territory. Licensing is used by brand owners to extend a trademark or character onto products of a completely different nature. In a Licensed Merchandise transaction, an artist, designer, trademark owner or celebrity (the "licensor") grants a license to a manufacturer or retailer (the "licensee") to manufacture and sell articles of merchandise which use the property that is the subject of the license, in exchange for a royalty from sales of those articles of merchandise. Typical licensed properties include artwork, characters, trademarks, celebrity names and likenesses, and book and movie titles. Licensed merchandise may include clothing, greeting cards, toys, games, housewares, jewellery, dinnerware, cosmetics and collectibles.
Global key players of licensed merchandise include The Walt Disney Company, Meredith Corporation, PVH Corp., Authentic Brands Group, WarnerMedia, etc. The top five players hold a share about 46%. Service providers are mainly located in Europe, North America and Japan, they occupied for a share over 72%. North America is the largest market, has a share about 58%, followed by Europe and Asia-Pacific, with share 22% and 14%, separately.
This report studies the global Licensed Merchandise demand, key companies, and key regions.
This report is a detailed and comprehensive analysis of the world market for Licensed Merchandise, and provides market size (US$ million) and Year-over-Year (YoY) growth, considering 2025 as the base year. This report explores demand trends and competition, as well as details the characteristics of Licensed Merchandise that contribute to its increasing demand across many markets.
Highlights and key features of the study
Global Licensed Merchandise total market, 2021-2032, (USD Million)
Global Licensed Merchandise total market by region & country, CAGR, 2021-2032, (USD Million)
U.S. VS China: Licensed Merchandise total market, key domestic companies, and share, (USD Million)
Global Licensed Merchandise revenue by player, revenue and market share 2021-2026, (USD Million)
Global Licensed Merchandise total market by Type, CAGR, 2021-2032, (USD Million)
Global Licensed Merchandise total market by Application, CAGR, 2021-2032, (USD Million)
This report profiles major players in the global Licensed Merchandise market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include The Walt Disney Company, Meredith Corporation, PVH Corp., Iconix Brand Group, Authentic Brands Group, Universal Brand Development, Nickelodeon (ViacomCBS), Major League Baseball, Learfield IMG College, Sanrio, etc.
This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.
Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the world Licensed Merchandise market
Detailed Segmentation:
Each section contains quantitative market data including market by value (US$ Millions), by player, by regions, by Type, and by Application. Data is given for the years 2021-2032 by year with 2025 as the base year, 2026 as the estimate year, and 2027-2032 as the forecast year.
Global Licensed Merchandise Market, By Region:
United States
China
Europe
Japan
South Korea
ASEAN
India
Rest of World
Global Licensed Merchandise Market, Segmentation by Type:
Apparels
Toys
Accessories
Home Decoration
Software/Video Games
Food and Beverage
Others
Global Licensed Merchandise Market, Segmentation by Application:
Entertainment
Corporate Trademarks/Brand
Fashion
Sports
Others
Companies Profiled:
The Walt Disney Company
Meredith Corporation
PVH Corp.
Iconix Brand Group
Authentic Brands Group
Universal Brand Development
Nickelodeon (ViacomCBS)
Major League Baseball
Learfield IMG College
Sanrio
Sequential Brands Group
Hasbro
General Motors
National Basketball Association
Electrolux
National Football League
WarnerMedia
The Pokémon Company International
Procter & Gamble
Ferrari
Ralph Lauren
Mattel
Ford Motor Company
BBC Worldwide
The Hershey Company
Stanley Black & Decker
PGA Tour
National Hockey League
Sunkist Growers
WWE
Key Questions Answered
1. How big is the global Licensed Merchandise market?
2. What is the demand of the global Licensed Merchandise market?
3. What is the year over year growth of the global Licensed Merchandise market?
4. What is the total value of the global Licensed Merchandise market?
5. Who are the Major Players in the global Licensed Merchandise market?
6. What are the growth factors driving the market demand?
Licensing means renting or leasing of an intangible asset. It is a process of creating and managing contracts between the owner of a brand and a company or individual who wants to use the brand in association with a product, for an agreed period of time, within an agreed territory. Licensing is used by brand owners to extend a trademark or character onto products of a completely different nature. In a Licensed Merchandise transaction, an artist, designer, trademark owner or celebrity (the "licensor") grants a license to a manufacturer or retailer (the "licensee") to manufacture and sell articles of merchandise which use the property that is the subject of the license, in exchange for a royalty from sales of those articles of merchandise. Typical licensed properties include artwork, characters, trademarks, celebrity names and likenesses, and book and movie titles. Licensed merchandise may include clothing, greeting cards, toys, games, housewares, jewellery, dinnerware, cosmetics and collectibles.
Global key players of licensed merchandise include The Walt Disney Company, Meredith Corporation, PVH Corp., Authentic Brands Group, WarnerMedia, etc. The top five players hold a share about 46%. Service providers are mainly located in Europe, North America and Japan, they occupied for a share over 72%. North America is the largest market, has a share about 58%, followed by Europe and Asia-Pacific, with share 22% and 14%, separately.
This report studies the global Licensed Merchandise demand, key companies, and key regions.
This report is a detailed and comprehensive analysis of the world market for Licensed Merchandise, and provides market size (US$ million) and Year-over-Year (YoY) growth, considering 2025 as the base year. This report explores demand trends and competition, as well as details the characteristics of Licensed Merchandise that contribute to its increasing demand across many markets.
Highlights and key features of the study
Global Licensed Merchandise total market, 2021-2032, (USD Million)
Global Licensed Merchandise total market by region & country, CAGR, 2021-2032, (USD Million)
U.S. VS China: Licensed Merchandise total market, key domestic companies, and share, (USD Million)
Global Licensed Merchandise revenue by player, revenue and market share 2021-2026, (USD Million)
Global Licensed Merchandise total market by Type, CAGR, 2021-2032, (USD Million)
Global Licensed Merchandise total market by Application, CAGR, 2021-2032, (USD Million)
This report profiles major players in the global Licensed Merchandise market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include The Walt Disney Company, Meredith Corporation, PVH Corp., Iconix Brand Group, Authentic Brands Group, Universal Brand Development, Nickelodeon (ViacomCBS), Major League Baseball, Learfield IMG College, Sanrio, etc.
This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.
Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the world Licensed Merchandise market
Detailed Segmentation:
Each section contains quantitative market data including market by value (US$ Millions), by player, by regions, by Type, and by Application. Data is given for the years 2021-2032 by year with 2025 as the base year, 2026 as the estimate year, and 2027-2032 as the forecast year.
Global Licensed Merchandise Market, By Region:
United States
China
Europe
Japan
South Korea
ASEAN
India
Rest of World
Global Licensed Merchandise Market, Segmentation by Type:
Apparels
Toys
Accessories
Home Decoration
Software/Video Games
Food and Beverage
Others
Global Licensed Merchandise Market, Segmentation by Application:
Entertainment
Corporate Trademarks/Brand
Fashion
Sports
Others
Companies Profiled:
The Walt Disney Company
Meredith Corporation
PVH Corp.
Iconix Brand Group
Authentic Brands Group
Universal Brand Development
Nickelodeon (ViacomCBS)
Major League Baseball
Learfield IMG College
Sanrio
Sequential Brands Group
Hasbro
General Motors
National Basketball Association
Electrolux
National Football League
WarnerMedia
The Pokémon Company International
Procter & Gamble
Ferrari
Ralph Lauren
Mattel
Ford Motor Company
BBC Worldwide
The Hershey Company
Stanley Black & Decker
PGA Tour
National Hockey League
Sunkist Growers
WWE
Key Questions Answered
1. How big is the global Licensed Merchandise market?
2. What is the demand of the global Licensed Merchandise market?
3. What is the year over year growth of the global Licensed Merchandise market?
4. What is the total value of the global Licensed Merchandise market?
5. Who are the Major Players in the global Licensed Merchandise market?
6. What are the growth factors driving the market demand?
Table of Contents
174 Pages
- 1 Supply Summary
- 2 Demand Summary
- 3 World Licensed Merchandise Companies Competitive Analysis
- 4 United States VS China VS Rest of World (by Headquarter Location)
- 5 Market Analysis by Type
- 6 Market Analysis by Application
- 7 Company Profiles
- 8 Industry Chain Analysis
- 9 Research Findings and Conclusion
- 10 Appendix
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