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The TV and movie merchandise market is poised to grow by USD 90.53 billion accelerating at a CAGR of 9.04% between 2023 and 2027. Additionally, the market is fragmented in nature and shows a YOY growth of 8.47%. The report covers diverse dimensions such as the market size of forecast and historic data, influential drivers, analysis of prominent vendors, and evolving trends, presenting a comprehensive outlook on the global market scenario.
The growth of the market depends on several factors, including the growth of e-commerce platforms, the increase in the number of mobile applications, and the success of TV shows and movies. The comprehensive report on the TV and movie merchandise market offers crucial insights into the industry's changing dynamics, helping businesses to identify growth opportunities in the constantly evolving digital retail landscape.
The market is Segmented as
1. Application- The application segment is classified into offline retail and online retail.
2. Product- The product segment is classified into apparel, toys, accessories, video games, and others.
TV and Movie Merchandise Market market size, Request for Free Report Sample
The global television and movie merchandise market are thriving due to the significant expansion of e-commerce platforms. This growth is fueled by online retailers venturing into new territories and physical retailers exploring fresh markets through digital avenues. The direct-to-retail option for manufacturers and licensors, facilitated by this shift, eliminates intermediaries. The burgeoning e-commerce landscape plays a pivotal role in driving the demand and supply of TV and movie merchandise, allowing licensed vendors and agents to connect directly with consumers. This transformative trend is a key driver contributing to the market's growth.
The primary trend propelling the global television and movie merchandise market is the emergence of 3D printing. The accessibility of 3D printers has shifted consumer choice dynamics, posing a challenge for manufacturers and licensors who are concerned about potential counterfeiting and copyright issues. As 3D printers become more affordable, consumers may independently produce their preferred merchandise. Licensors are exploring ways to legitimize and license home-printed products, generating revenue. Companies like Sesame Workshop and Hasbro aim to license 3D printing companies, differentiating these products from standard licensed merchandise. For example, Stratasys, MakerBot, and 3D Systems obtain licenses by paying royalties, allowing them to produce specific characters, such as Sesame Street characters. These 3D-printable files are available online for download.
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 2017 and continue to grow by 2021. 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 44% 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.
TV classics like 'F.R.I.E.N.D.S' and streaming platforms like Netflix and Amazon Prime Video contribute significantly. Streaming giants are venturing into merchandise, with Netflix introducing products for hits like Money Heist and Squid Game, collaborating with retail stores for broader accessibility. This trend is expected to amplify, bolstering the region's market revenue.
41e.tv - The company offers TV and movie merchandise products under the brand Super Monsters and King Kong. Also, the company offers engaged in the production, distribution, marketing, and related consumer products of animated children's television programs.
The report also includes detailed analyses of the competitive landscape of the market and information about 15 market vendors, including:
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. 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.
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. For details analysis BUY FULL REPORT.
TV And Movie Merchandise Market Scope |
|
Report Coverage |
Details |
Page number |
173 |
Base year |
2022 |
Historic period |
2018 - 2022 |
Forecast period |
2023-2027 |
Growth momentum & CAGR |
Accelerate at a CAGR of 9.04% |
Market growth 2023-2027 |
USD 90.53 billion |
Market structure |
Fragmented |
YoY growth 2022-2023(%) |
8.47 |
Regional analysis |
North America, Europe, APAC, South America, and Middle East and Africa |
Performing market contribution |
North America at 44% |
Key countries |
US, China, India, UK, and Germany |
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 Inc., Banijay Group, Charter Communications Inc., Comcast Corp., Grindstore Ltd., Hasbro Inc., Indieflix Inc., LEGO System AS, Mattel Inc., Netflix Inc., ViacomCBS Inc., RTL Group SA, Sony Group Corp., Striker Entertainment LLC, The Walt Disney Co., Wild Brain Entertainment Inc., and Wrestling Entertainment Inc. |
Market dynamics |
Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID 19 impact and recovery analysis and future consumer dynamics, Market condition analysis for forecast period |
Customization purview |
If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized. |
We can help! Our analysts can customize this market research report to meet your requirements.
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 Trends
11 Vendor Landscape
12 Vendor Analysis
13 Appendix
Research Framework
Technavio presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources. The analysts have presented the various facets of the market with a particular focus on identifying the key industry influencers. The data thus presented is comprehensive, reliable, and the result of extensive research, both primary and secondary.
INFORMATION SOURCES
Primary sources
Secondary sources
DATA ANALYSIS
Data Synthesis
Data Validation
REPORT WRITING
Qualitative
Quantitative
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