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The TV and movie merchandise market is poised to grow by USD 90.53 billion, at a CAGR of 9.04% between 2023 and 2028. The TV and movie merchandise market is experiencing significant growth, driven by several key trends and factors. Firstly, the rise of e-commerce platforms has made it easier for fans to purchase merchandise related to their favorite shows and movies from the comfort of their homes. Secondly, entertainment companies are increasingly recognizing the potential of merchandise sales as a revenue stream, leading to an influx of innovative and high-quality products. However, uncertain economic conditions pose a challenge to the market, as consumers may be more cautious with their spending. Despite this, the market is expected to continue growing, fueled by the enduring popularity of TV shows and movies and the ever-evolving demand for unique and collectible merchandise.
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The market share growth by the offline retail segment will be significant during the forecast period. Products sold through physical stores or brick-and-mortar stores are called retail sales. Even in the digital age, a large percentage of consumers prefer making purchases at stores. Merchandise is mostly sold through retail formats such as specialty stores, hypermarkets, supermarkets, convenience stores, clubhouse stores, and department stores.
The offline retail segment was valued at USD 76.91 billion in 2018. The growing number of personalized gift outlets in shopping malls and hypermarkets is enhancing the sales of photo products and merchandise. The revenue from the retail distribution channel has been declining gradually over the years, owing to the growing preference of consumers for online purchases. To overcome this decline, major retailers are expanding their stores in local and regional markets. Such a rise in the establishment of new retail stores might help in improving customer participation in retail outlets. These factors are expected to support the growth of the retail segment of the market during the forecast period.
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North America is estimated to contribute 37% to the growth of the global market during the forecast period. North America, a hub for early adopters of TV and movie merchandise, hosts key vendors such as Time Warner (Warner Bros, Cartoon Network), Comcast (NBC Universal), Disney, and Universal Studios. Driven by the Hollywood film industry's popularity, particularly releases like 'F9,' 'Shang-Chi,' 'Eternals,' and Marvel's Disney+ shows, the market witnessed a surge in demand. Marvel, part of Disney, generated around USD23 billion since 2008, with successful movie releases translating into robust merchandise sales. DC Comics, under Warner Bros, also thrives on merchandise tied to iconic characters like Batman and Superman.
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41 Entertainment LLC - The company offers TV and movie merchandise products under the brand Super Monsters and King Kong.
The report also includes detailed analyses of the competitive landscape of the market and information about 15 market companies, including:
The market is a thriving industry that caters to fans of all ages, offering a wide range of products from toys and apparel to collectibles, comic books, artwork, home décor, accessories, video games, kids' costumes, movie/show scripts, and licensed sellers. This market includes both online shopping websites and offline retailers, with e-commerce expansion playing a significant role in its growth. Toys, such as action figures, are a popular category, while kids' costumes and collectibles continue to be in high demand. Other product areas include apparel, home décor, accessories, and even plant-based products that emphasize health and environmental protection. The market for TV and movie merchandise is diverse and expansive, with licensed sellers offering officially licensed products from various movies and shows. Product quality is a key factor in the success of this market, as fans seek authentic and high-quality merchandise to add to their collections. In conclusion, the TV and movie merchandise market is a vibrant and dynamic industry, offering a wide range of products for fans to enjoy. From toys and apparel to collectibles and home décor, this market caters to a diverse range of consumer preferences and continues to grow with the expansion of e-commerce and the demand for plant-based and environmentally friendly products.
Growth of e-commerce platforms is notably driving market growth. The global TV and movie merchandise market has experienced significant growth since the turn of the century, with e-commerce sales contributing substantially to its expansion. In 2020, e-commerce retail sales surpassed USD26.7 trillion worldwide, a figure propelled by the COVID-19 pandemic and the resulting shift towards online shopping. This trend is particularly pronounced in the Asia-Pacific region, where high mobile applications sales have fueled e-commerce growth. TV and movie merchandise encompasses a wide range of products, including toys, apparel, collectibles, comic books, artwork, home décor, accessories, video games, and more. Kids and adults alike are drawn to these merchandise offerings, fueled by nostalgia-driven demand for collectibles and the allure of new releases.
Further, streaming services and social media have also played a role in increasing merchandise sales, as fans engage with their favorite shows and movies in new ways. Licensed sellers dominate the market, offering officially licensed merchandise from movie and TV scripts. Online shopping websites and offline retailers alike have embraced e-commerce, providing fans with convenient access to merchandise. Fan interaction and celebrity endorsement have become key marketing strategies while purchasing habits and community engagement shape the market. However, challenges such as oversaturation, storage constraints, preservation requirements, authenticity skepticism, and counterfeiting pose challenges to market growth. Viral sensations and blockbuster hits can also create sudden demand for merchandise, while cultural phenomena and sentimental attachment fuel the collector's market. The e-commerce expansion continues to shape the TV and movie merchandise market, with product quality and consumer experience remaining key priorities. Thus, such factors are driving the growth of the market during the forecast period.
Entertainment companies capitalizing on merchandise sales is the key trend in the market. The market for TV and movie merchandise has experienced significant growth in recent years, with entertainment companies recognizing the potential revenue streams beyond ticket sales. Merchandise, including toys, apparel, collectibles, comic books, action figures, artwork, home décor, accessories, video games, and more, has become a crucial aspect of the entertainment industry. With the decline in DVD sales and box office collections stagnating, studios are turning to merchandise as an alternative revenue source. For instance, Marvel Studios, under Disney, has seen substantial success in this area. Consumer products are now influencing moviemaking decisions, leading to sequels and cultural phenomena. Merchandise sales from some movies have even surpassed box office collections. This trend is driven by the demand for collectibles, fan interaction through social media, and the influence of streaming services.
However, challenges such as counterfeiting, high marketing costs, and preservation requirements pose challenges for both online retailers and offline retailers. Purchasing habits vary between kids and adults, with nostalgia-driven merchandise continuing to be popular. Celebrity endorsement and community engagement are also key factors in the success of merchandise sales. The e-commerce expansion has made it easier for fans to access merchandise, but issues such as oversaturation, storage constraints, and authenticity skepticism remain. Viral sensations and blockbuster hits continue to shape the market, with fans showing a strong sentimentality towards collectibles. Thus, such trends will shape the growth of the market during the forecast period.
Economic uncertainties pose a significant challenge to the global television and movie merchandise market. The volatile global economy, coupled with slower growth in major economies like China, India, and Brazil, contributes to the uncertainty. This situation may adversely affect vendor financial conditions, sales, and the overall business ecosystem, including advertisers, affiliates, suppliers, retailers, and theatre operators. Additionally, geopolitical actions in countries like Russia and Venezuela contribute to economic uncertainties.
Further, weak economic conditions, combined with geopolitical and economic risks, can result in reduced consumer spending on media content and related products, impacting demand across various sectors, including emerging technologies like 3D printers and 3D printing solutions. The data presented is comprehensive, reliable, and a result of extensive research both primary and secondary. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.
The market is flourishing, driven by nostalgia and demand for collectibles. Adults and collectors are increasingly engaging with nostalgia-driven merchandise, including TV and movie memorabilia, through specialized web portals and direct-to-consumer (D2C) brands. The rise of streaming services and viral sensations has amplified interest in blockbuster hits and cultural phenomena, boosting fan interaction and celebrity endorsements. However, the market faces challenges such as counterfeiting, authenticity skepticism, and high marketing costs. Oversaturation and storage constraints also impact purchasing habits, as consumers seek reliable licensed sellers (official stores) and preservation solutions.
Further, the shift towards online retail and fast delivery options enhances accessibility, while community engagement and sentimentality fuel the demand for exclusive and limited-edition items. The integration of organic cosmetics and smart home products in merchandise offerings reflects evolving consumer interests and the rise of subscription services. Further, the market thrives with social media boosting visibility and celebrity endorsements driving demand. Specialized collectibles web portals cater to enthusiasts seeking exclusive items, while preservation requirements for high-value collectibles are critical. Additionally, the rise of smart wearables and niche markets, like gluten-free foods, reflects broader consumer trends and influences merchandise offerings.
Market Scope |
|
Report Coverage |
Details |
Page number |
178 |
Base year |
2023 |
Historic period |
2018 - 2022 |
Forecast period |
2024-2028 |
Growth momentum & CAGR |
Accelerate at a CAGR of 9.04% |
Market growth 2024-2028 |
USD 90.53 billion |
Market structure |
Fragmented |
YoY growth 2023-2024(%) |
8.47 |
Regional analysis |
North America, Europe, APAC, South America, and Middle East and Africa |
Performing market contribution |
North America at 37% |
Key countries |
US, China, UK, Germany, and India |
Competitive landscape |
Leading Companies, Market Positioning of Companies, Competitive Strategies, and Industry Risks |
Key companies profiled |
41 Entertainment LLC, Aardman Animations Ltd., Amazon.com Inc., AT and T, Banijay Group, Charter Communications Inc., Comcast Corp., Grindstore Ltd., Hasbro Inc., iMPACTFUL Group Inc., LEGO System AS, Mattel Inc., Netflix Inc., Paramount Global, RTL Group SA, Sony Group Corp., Striker Entertainment LLC, The Walt Disney Co., WildBrain Ltd., and World Wrestling Entertainment Inc. |
Market dynamics |
Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, Market growth and Forecasting, COVID 19 impact and recovery analysis and future consumer dynamics, Market condition analysis for the market forecast period |
Customization purview |
If our market report has not included the data that you are looking for, you can reach out to our analysts and get segments customized. |
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1 Executive Summary
2 Market Landscape
3 Market Sizing
4 Historic Market Size
5 Five Forces Analysis
6 Market Segmentation by Application
7 Market Segmentation by Product
8 Customer Landscape
9 Geographic Landscape
10 Drivers, Challenges, and Opportunity/Restraints
11 Competitive Landscape
12 Competitive Analysis
13 Appendix
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