
Global Licensed Entertainment and Character Merchandise Competitive Landscape Professional Research Report 2025


Delivery:Within 72h| Full Report Selling Price |
|---|
3500.00 USD |
5250.00 USD |
7000.00 USD |
| Buy NowContact Us |
| Competitor Data Selling Price |
|---|
1000.00 USD |
1500.00 USD |
2000.00 USD |
| Buy NowContact Us |
Market Overview
According to DIResearch's in-depth investigation and research, the global Licensed Entertainment and Character Merchandise market size will reach 201,187 Million USD in 2025 and is projected to reach 321,796 Million USD by 2032, with a CAGR of 6.94% (2025-2032). Notably, the China Licensed Entertainment and Character Merchandise market has changed rapidly in the past few years. By 2025, China's market size is expected to be Million USD, representing approximately % of the global market share.
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.
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
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
Table 1: Global Licensed Entertainment and Character Merchandise Market Size Growth Rate by Type, 2024 VS 2025 VS 2032 (US$ Million)
Table 2: Global Licensed Entertainment and Character Merchandise Market Size Growth Rate by Application, 2024 VS 2025 VS 2032 (US$ Million)
Table 3: Licensed Entertainment and Character Merchandise Industry Development Status
Table 4: Licensed Entertainment and Character Merchandise Industry Development Trends
Table 5: Global Licensed Entertainment and Character Merchandise Market Size by Region in US$ Million: 2024 VS 2025 VS 2032
Table 6: Global Licensed Entertainment and Character Merchandise Revenue by Region (2020-2025) & (US$ Million)
Table 7: Global Licensed Entertainment and Character Merchandise Revenue Market Share by Region (2020-2025)
Table 8: Global Licensed Entertainment and Character Merchandise Revenue Forecast by Region (2026-2032) & (US$ Million)
Table 9: Global Licensed Entertainment and Character Merchandise Revenue Market Share Forecast by Region (2026-2032)
Table 10: Global Licensed Entertainment and Character Merchandise Revenue Analysis by Type (2020-2025) & (US$ Million)
Table 11: Global Licensed Entertainment and Character Merchandise Revenue Analysis Forecast by Type (2026-2032) & (US$ Million)
Table 12: Global Licensed Entertainment and Character Merchandise Revenue Analysis by Application (2020-2025) & (US$ Million)
Table 13: Global Licensed Entertainment and Character Merchandise Revenue Analysis Forecast by Application (2026-2032) & (US$ Million)
Table 14: Key Licensed Entertainment and Character Merchandise Players in North America
Table 15: North America Licensed Entertainment and Character Merchandise Revenue by Type (2020-2025) & (US$ Million)
Table 16: North America Licensed Entertainment and Character Merchandise Revenue by Type (2026-2032) & (US$ Million)
Table 17: North America Licensed Entertainment and Character Merchandise Revenue by Application (2020-2025) & (US$ Million)
Table 18: North America Licensed Entertainment and Character Merchandise Revenue by Application (2026-2032) & (US$ Million)
Table 19: North America Licensed Entertainment and Character Merchandise Revenue Market Size by Country (2020-2025) & (US$ Million)
Table 20: North America Licensed Entertainment and Character Merchandise Revenue Market Size by Country (2026-2032) & (US$ Million)
Table 21: Key Licensed Entertainment and Character Merchandise Players in Europe
Table 22: Europe Licensed Entertainment and Character Merchandise Revenue by Type (2020-2025) & (US$ Million)
Table 23: Europe Licensed Entertainment and Character Merchandise Revenue by Type (2026-2032) & (US$ Million)
Table 24: Europe Licensed Entertainment and Character Merchandise Revenue by Application (2020-2025) & (US$ Million)
Table 25: Europe Licensed Entertainment and Character Merchandise Revenue by Application (2026-2032) & (US$ Million)
Table 26: Europe Licensed Entertainment and Character Merchandise Revenue Market Size by Country (2020-2025) & (US$ Million)
Table 27: Europe Licensed Entertainment and Character Merchandise Revenue Market Size by Country (2026-2032) & (US$ Million)
Table 28: Key Licensed Entertainment and Character Merchandise Players in China
Table 29: China Licensed Entertainment and Character Merchandise Revenue by Type (2020-2025) & (US$ Million)
Table 30: China Licensed Entertainment and Character Merchandise Revenue by Type (2026-2032) & (US$ Million)
Table 31: China Licensed Entertainment and Character Merchandise Revenue by Application (2020-2025) & (US$ Million)
Table 32: China Licensed Entertainment and Character Merchandise Revenue by Application (2026-2032) & (US$ Million)
Table 33: Key Licensed Entertainment and Character Merchandise Players in APAC (excl. China)
Table 34: APAC (excl. China) Licensed Entertainment and Character Merchandise Revenue by Type (2020-2025) & (US$ Million)
Table 35: APAC (excl. China) Licensed Entertainment and Character Merchandise Revenue by Type (2026-2032) & (US$ Million)
Table 36: APAC (excl. China) Licensed Entertainment and Character Merchandise Revenue by Application (2020-2025) & (US$ Million)
Table 37: APAC (excl. China) Licensed Entertainment and Character Merchandise Revenue by Application (2026-2032) & (US$ Million)
Table 38: APAC (excl. China) Licensed Entertainment and Character Merchandise Revenue Market Size by Country (2020-2025) & (US$ Million)
Table 39: APAC (excl. China) Licensed Entertainment and Character Merchandise Revenue Market Size by Country (2026-2032) & (US$ Million)
Table 40: Key Licensed Entertainment and Character Merchandise Players in Latin America
Table 41: Latin America Licensed Entertainment and Character Merchandise Revenue by Type (2020-2025) & (US$ Million)
Table 42: Latin America Licensed Entertainment and Character Merchandise Revenue by Type (2026-2032) & (US$ Million)
Table 43: Latin America Licensed Entertainment and Character Merchandise Revenue by Application (2020-2025) & (US$ Million)
Table 44: Latin America Licensed Entertainment and Character Merchandise Revenue by Application (2026-2032) & (US$ Million)
Table 45: Latin America Licensed Entertainment and Character Merchandise Revenue Market Size by Country (2020-2025) & (US$ Million)
Table 46: Latin America Licensed Entertainment and Character Merchandise Revenue Market Size by Country (2026-2032) & (US$ Million)
Table 47: Key Licensed Entertainment and Character Merchandise Players in Middle East & Africa
Table 48: Middle East & Africa Licensed Entertainment and Character Merchandise Revenue by Type (2020-2025) & (US$ Million)
Table 49: Middle East & Africa Licensed Entertainment and Character Merchandise Revenue by Type (2026-2032) & (US$ Million)
Table 50: Middle East & Africa Licensed Entertainment and Character Merchandise Revenue by Application (2020-2025) & (US$ Million)
Table 51: Middle East & Africa Licensed Entertainment and Character Merchandise Revenue by Application (2026-2032) & (US$ Million)
Table 52: Middle East & Africa Licensed Entertainment and Character Merchandise Revenue Market Size by Country (2020-2025) & (US$ Million)
Table 53: Middle East & Africa Licensed Entertainment and Character Merchandise Revenue Market Size by Country (2026-2032) & (US$ Million)
Table 54: Global Licensed Entertainment and Character Merchandise Market Revenue by Key Suppliers (2021-2025) & (US$ Million)
Table 55: Global Licensed Entertainment and Character Merchandise Revenue Market Share by Key Suppliers (2021-2025)
Table 56: Global Key Suppliers Headquarter Location and Key Area Sales
Table 57: Market Mergers & Acquisitions, Expansion
Table 58: The Walt Disney Company Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
Table 59: The Walt Disney Company Licensed Entertainment and Character Merchandise Product Portfolio
Table 60: The Walt Disney Company Licensed Entertainment and Character Merchandise Revenue (US$ Million), Gross Margin and Market Share (2021-2025)
Table 61: Meredith Corporation Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
Table 62: Meredith Corporation Licensed Entertainment and Character Merchandise Product Portfolio
Table 63: Meredith Corporation Licensed Entertainment and Character Merchandise Revenue (US$ Million), Gross Margin and Market Share (2021-2025)
Table 64: PVH Corp Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
Table 65: PVH Corp Licensed Entertainment and Character Merchandise Product Portfolio
Table 66: PVH Corp Licensed Entertainment and Character Merchandise Revenue (US$ Million), Gross Margin and Market Share (2021-2025)
Table 67: Iconix Brand Group Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
Table 68: Iconix Brand Group Licensed Entertainment and Character Merchandise Product Portfolio
Table 69: Iconix Brand Group Licensed Entertainment and Character Merchandise Revenue (US$ Million), Gross Margin and Market Share (2021-2025)
Table 70: Authentic Brands Group Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
Table 71: Authentic Brands Group Licensed Entertainment and Character Merchandise Product Portfolio
Table 72: Authentic Brands Group Licensed Entertainment and Character Merchandise Revenue (US$ Million), Gross Margin and Market Share (2021-2025)
Table 73: Universal Brand Development Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
Table 74: Universal Brand Development Licensed Entertainment and Character Merchandise Product Portfolio
Table 75: Universal Brand Development Licensed Entertainment and Character Merchandise Revenue (US$ Million), Gross Margin and Market Share (2021-2025)
Table 76: Nickelodeon Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
Table 77: Nickelodeon Licensed Entertainment and Character Merchandise Product Portfolio
Table 78: Nickelodeon Licensed Entertainment and Character Merchandise Revenue (US$ Million), Gross Margin and Market Share (2021-2025)
Table 79: Major League Baseball Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
Table 80: Major League Baseball Licensed Entertainment and Character Merchandise Product Portfolio
Table 81: Major League Baseball Licensed Entertainment and Character Merchandise Revenue (US$ Million), Gross Margin and Market Share (2021-2025)
Table 82: IMG College (Collegiate Licensing Company) Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
Table 83: IMG College (Collegiate Licensing Company) Licensed Entertainment and Character Merchandise Product Portfolio
Table 84: IMG College (Collegiate Licensing Company) Licensed Entertainment and Character Merchandise Revenue (US$ Million), Gross Margin and Market Share (2021-2025)
Table 85: Sanrio Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
Table 86: Sanrio Licensed Entertainment and Character Merchandise Product Portfolio
Table 87: Sanrio Licensed Entertainment and Character Merchandise Revenue (US$ Million), Gross Margin and Market Share (2021-2025)
Table 88: Sequential Brands Group Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
Table 89: Sequential Brands Group Licensed Entertainment and Character Merchandise Product Portfolio
Table 90: Sequential Brands Group Licensed Entertainment and Character Merchandise Revenue (US$ Million), Gross Margin and Market Share (2021-2025)
Table 91: Westinghouse Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
Table 92: Westinghouse Licensed Entertainment and Character Merchandise Product Portfolio
Table 93: Westinghouse Licensed Entertainment and Character Merchandise Revenue (US$ Million), Gross Margin and Market Share (2021-2025)
Table 94: Hasbro Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
Table 95: Hasbro Licensed Entertainment and Character Merchandise Product Portfolio
Table 96: Hasbro Licensed Entertainment and Character Merchandise Revenue (US$ Million), Gross Margin and Market Share (2021-2025)
Table 97: FOXA Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
Table 98: FOXA Licensed Entertainment and Character Merchandise Product Portfolio
Table 99: FOXA Licensed Entertainment and Character Merchandise Revenue (US$ Million), Gross Margin and Market Share (2021-2025)
Table 100: Licensed Entertainment and Character Merchandise Typical Customer List
Table 101: Licensed Entertainment and Character Merchandise Distributors List
Figure 1: Licensed Entertainment and Character Merchandise Product Pictures
Figure 2: Licensed Apparel Picture Scope
Figure 3: Accessories Picture Scope
Figure 4: Publishing Picture Scope
Figure 5: Paper Products Picture Scope
Figure 6: Food and Beverage Picture Scope
Figure 7: Others Picture Scope
Figure 8: Under 12 Years Old Picture Scope
Figure 9: 12-22 Years Old Picture Scope
Figure 10: Over 22 Years Old Picture Scope
Figure 11: Global Licensed Entertainment and Character Merchandise Market Size Analysis: 2024 VS 2025 VS 2032 (US$ Million)
Figure 12: Global Licensed Entertainment and Character Merchandise Market Revenue and Growth Rate Analysis: (2020-2032) & (US$ Million)
Figure 13: Global Licensed Entertainment and Character Merchandise Market Size by Region (2020-2032) & (US$ Million)
Figure 14: Global Licensed Entertainment and Character Merchandise Market Share Scenario by Region in Percentage: 2025 Versus 2032
Figure 15: North America Licensed Entertainment and Character Merchandise Market Size and Growth Rate (2020-2032) & (US$ Million)
Figure 16: North America Licensed Entertainment and Character Merchandise Market Share by Players in 2024
Figure 17: North America Licensed Entertainment and Character Merchandise Revenue Market Share by Type (2020-2032)
Figure 18: North America Licensed Entertainment and Character Merchandise Revenue Market Share by Application (2020-2032)
Figure 19: US Licensed Entertainment and Character Merchandise Revenue (2020-2032) & (US$ Million)
Figure 20: Canada Licensed Entertainment and Character Merchandise Revenue (2020-2032) & (US$ Million)
Figure 21: Europe Licensed Entertainment and Character Merchandise Market Size and Growth Rate (2020-2032) & (US$ Million)
Figure 22: Europe Licensed Entertainment and Character Merchandise Market Share by Players in 2024
Figure 23: Europe Licensed Entertainment and Character Merchandise Revenue Market Share by Type (2020-2032)
Figure 24: Europe Licensed Entertainment and Character Merchandise Revenue Market Share by Application (2020-2032)
Figure 25: Germany Licensed Entertainment and Character Merchandise Revenue (2020-2032) & (US$ Million)
Figure 26: France Licensed Entertainment and Character Merchandise Revenue (2020-2032) & (US$ Million)
Figure 27: United Kingdom Licensed Entertainment and Character Merchandise Revenue (2020-2032) & (US$ Million)
Figure 28: Italy Licensed Entertainment and Character Merchandise Revenue (2020-2032) & (US$ Million)
Figure 29: Spain Licensed Entertainment and Character Merchandise Revenue (2020-2032) & (US$ Million)
Figure 30: Benelux Licensed Entertainment and Character Merchandise Revenue (2020-2032) & (US$ Million)
Figure 31: China Licensed Entertainment and Character Merchandise Market Size and Growth Rate (2020-2032) & (US$ Million)
Figure 32: China Licensed Entertainment and Character Merchandise Market Share by Players in 2024
Figure 33: China Licensed Entertainment and Character Merchandise Revenue Market Share by Type (2020-2032)
Figure 34: China Licensed Entertainment and Character Merchandise Revenue Market Share by Application (2020-2032)
Figure 35: APAC (excl. China) Licensed Entertainment and Character Merchandise Market Size and Growth Rate (2020-2032) & (US$ Million)
Figure 36: APAC (excl. China) Licensed Entertainment and Character Merchandise Market Share by Players in 2024
Figure 37: APAC (excl. China) Licensed Entertainment and Character Merchandise Revenue Market Share by Type (2020-2032)
Figure 38: APAC (excl. China) Licensed Entertainment and Character Merchandise Revenue Market Share by Application (2020-2032)
Figure 39: Japan Licensed Entertainment and Character Merchandise Revenue (2020-2032) & (US$ Million)
Figure 40: South Korea Licensed Entertainment and Character Merchandise Revenue (2020-2032) & (US$ Million)
Figure 41: India Licensed Entertainment and Character Merchandise Revenue (2020-2032) & (US$ Million)
Figure 42: Australia Licensed Entertainment and Character Merchandise Revenue (2020-2032) & (US$ Million)
Figure 43: Southeast Asia Licensed Entertainment and Character Merchandise Revenue (2020-2032) & (US$ Million)
Figure 44: Latin America Licensed Entertainment and Character Merchandise Market Size and Growth Rate (2020-2032) & (US$ Million)
Figure 45: Latin America Licensed Entertainment and Character Merchandise Market Share by Players in 2024
Figure 46: Latin America Licensed Entertainment and Character Merchandise Revenue Market Share by Type (2020-2032)
Figure 47: Latin America Licensed Entertainment and Character Merchandise Revenue Market Share by Application (2020-2032)
Figure 48: Mexico Licensed Entertainment and Character Merchandise Revenue (2020-2032) & (US$ Million)
Figure 49: Brazil Licensed Entertainment and Character Merchandise Revenue (2020-2032) & (US$ Million)
Figure 50: Middle East & Africa Licensed Entertainment and Character Merchandise Market Size and Growth Rate (2020-2032) & (US$ Million)
Figure 51: Middle East & Africa Licensed Entertainment and Character Merchandise Market Share by Players in 2024
Figure 52: Middle East & Africa Licensed Entertainment and Character Merchandise Revenue Market Share by Type (2020-2032)
Figure 53: Middle East & Africa Licensed Entertainment and Character Merchandise Revenue Market Share by Application (2020-2032)
Figure 54: Saudi Arabia Licensed Entertainment and Character Merchandise Revenue (2020-2032) & (US$ Million)
Figure 55: South Africa Licensed Entertainment and Character Merchandise Revenue (2020-2032) & (US$ Million)
Figure 56: Global Licensed Entertainment and Character Merchandise Revenue Market Share by Key Suppliers in 2024
Figure 57: Global Licensed Entertainment and Character Merchandise Industry Competition Landscape
Figure 58: Licensed Entertainment and Character Merchandise Industry Chain Analysis
Figure 59: Bottom-Up and Top-Down Research Methods
Figure 60: Key Interview Objectives
Figure 61: Data Cross Validation
Global Licensed Entertainment and Character Merchandise Revenue and Market Share by Player
| Revenue (US$ Million) | 2020 | 2021 | 2022 | 2023 | 2024 |
| The Walt Disney Company | XX | XX | XX | XX | XX |
| Meredith Corporation | XX | XX | XX | XX | XX |
| PVH Corp | XX | XX | XX | XX | XX |
| Iconix Brand Group | XX | XX | XX | XX | XX |
| Authentic Brands Group | XX | XX | XX | XX | XX |
| Universal Brand Development | XX | XX | XX | XX | XX |
| Nickelodeon | XX | XX | XX | XX | XX |
| Major League Baseball | XX | XX | XX | XX | XX |
| IMG College (Collegiate Licensing Company) | XX | XX | XX | XX | XX |
| Sanrio | XX | XX | XX | XX | XX |
| Sequential Brands Group | XX | XX | XX | XX | XX |
| Westinghouse | XX | XX | XX | XX | XX |
| Hasbro | XX | XX | XX | XX | XX |
| FOXA | XX | XX | XX | XX | XX |
| Other Companies | XX | XX | XX | XX | XX |
| Total | XX | XX | XX | XX | XX |
Related Report
Global Duty Free Retailing Market Research Report, Competitive, Technology and Forecast Analysis 2025-2032
Global Duty Free Retailing Competitive Landscape Professional Research Report 2025
Global Omni-channel Campaign Management Market Research Report, Competitive, Technology and Forecast Analysis 2025-2032
Global Omni-channel Campaign Management Competitive Landscape Professional Research Report 2025
Global Online Academic English Learning Platform Market Research Report, Competitive, Technology and Forecast Analysis 2025-2032
Global Online Academic English Learning Platform Competitive Landscape Professional Research Report 2025
Global Online Accounting Software Competitive Landscape Professional Research Report 2025
Global Online Accounting Software Market Research Report, Competitive, Technology and Forecast Analysis 2025-2032
Order Process
Contact
1. Fill in your contact information, and the company will quickly match the specialist to get in touch with you
2. You can also directly call our customer service hotline or add customer service WeChat
Samples
1. One on one business specialist will send the complete version of the sample
2. If you need to customize the report, professional analysts will be arranged to communicate with you one-on-one and provide you with customized samples
Payment
1. Both parties sign a report purchase contract
2. Support Paypal, Visa, UnionPay and MasterCard Payment
Delivery
1. PDF report (sent online 2-3 working days after payment)
2. WORD version report (sent online 2-3 working days after payment)
3. Paper version report (sent via EMS or DHL within 3-5 working days after payment)
After-Sales
Within six months of purchasing the report, if you have any questions about the details of our report, you can contact the report analyst at any time. The analyst will continue to follow up and solve your problem until you are satisfied




