Global Licensed Merchandise Market Research Report 2023

Report Format: PDF   |   Report ID: 5659130   |   Published Date: January 2023   |   Pages:  300  

Global Licensed Merchandise Market Size was estimated at USD 336309.53 million in 2022 and is projected to reach USD 468446.75 million by 2028, exhibiting a CAGR of 4.85% during the forecast period.
Global Licensed Merchandise Market Overview:
Global Licensed Merchandise Market Report 2022 comes with the extensive industry analysis  development components, patterns, flows and sizes. The report also calculates present and past market values to forecast potential market management through the forecast period between 2022-2028.This research study of Licensed Merchandise involved the extensive usage of both primary and secondary data sources. This includes the study of various parameters affecting the industry, including the government policy, market environment, competitive landscape, historical data, present trends in the market, technological innovation, upcoming technologies and the technical progress in related industry.
Scope of the Licensed Merchandise Market
The Licensed Merchandise Market Research report incorporate value chain analysis for each of the product type. Value chain analysis offers in depth information about value addition at each stage.The study includes drivers and restraints for Licensed Merchandise Market along with their impact on demand during the forecast period. The study also provides key market indicators affecting thegrowth of the market. Research report includes major key player analysis with shares of each player inside market, growth rate and market attractiveness in different endusers/regions. Our study Licensed Merchandise Market helps user to make precise decision in order to expand their market presence and increase market share.
Impact of COVID-19 on Licensed Merchandise Market
Report covers Impact of Coronavirus COVID-19: Since the COVID-19 virus outbreak in December 2019, the disease has spread to almost every country around the globe with the World Health Organization declaring it a public health emergency. The global impacts of the coronavirus disease 2019 (COVID-19) are already starting to be felt, and will significantly affect the Licensed Merchandise market in 2020. The outbreak of COVID-19 has brought effects on many aspects, like flight cancellations; travel bans and quarantines; restaurants closed; all indoor/outdoor events restricted; over forty countries state of emergency declared; massive slowing of the supply chain; stock market volatility; falling business confidence, growing panic among the population, and uncertainty about future.
Global Licensed Merchandise Market Segmentation
Global Licensed Merchandise Market Research report comprises of Porter's five forces analysis to do the detail study about its each segmentation like Product segmentation, End user/application segment analysis and Major key players analysis mentioned as below;
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)
Europe (Germany, U.K., France, Italy, Russia, Spain, Rest of Europe)
Asia-Pacific (China, India, Japan, Singapore, Australia, New Zealand, Rest of APAC)
South America (Brazil, Argentina, Rest of SA)
Middle East & Africa (Turkey, Saudi Arabia, Iran, UAE, Africa, Rest of MEA)
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 Pok?(C)mon 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 (2016-2028F)
  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 (2016-2028F)
  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 (2016-2028F)
  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 (2016-2028F)
  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 (2016-2028F)
  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 (2016-2028F)
  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 (2016-2028F)
  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 (2016-2028F)
  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 (2016-2028F)
  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 (2016-2028F)
  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 (2016-2028F)
  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 (2016-2028F)
  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 POK??MON 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, 2016-2028
 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, 2016-2028
 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 U.S.
  9.6.2 Canada
  9.6.3 Mexico

Chapter 10: Europe Licensed Merchandise Market Analysis, Insights and Forecast, 2016-2028
 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 Germany
  10.6.2 U.K.
  10.6.3 France
  10.6.4 Italy
  10.6.5 Russia
  10.6.6 Spain
  10.6.7 Rest of Europe

Chapter 11: Asia-Pacific Licensed Merchandise Market Analysis, Insights and Forecast, 2016-2028
 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 China
  11.6.2 India
  11.6.3 Japan
  11.6.4 Singapore
  11.6.5 Australia
  11.6.6 New Zealand
  11.6.7 Rest of APAC

Chapter 12: Middle East & Africa Licensed Merchandise Market Analysis, Insights and Forecast, 2016-2028
 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 Turkey
  12.6.2 Saudi Arabia
  12.6.3 Iran
  12.6.4 UAE
  12.6.5 Africa
  12.6.6 Rest of MEA

Chapter 13: South America Licensed Merchandise Market Analysis, Insights and Forecast, 2016-2028
 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 Brazil
  13.6.2 Argentina
  13.6.3 Rest of SA

Chapter 14 Investment Analysis

Chapter 15 Analyst Viewpoint and Conclusion


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Global Licensed Merchandise Market Size was estimated at USD 336309.53 million in 2022 and is projected to reach USD 468446.75 million by 2028.

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 Pok?(C)mon 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

North America,Europe,Asia-Pacific,South America,Middle East & Africa