Global β-Alanine Market
As the global economy mends, the 2021 growth of β-Alanine will have significant change from prev ... Read More
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.
The global market for Licensed Merchandise is estimated to increase from US$ 269930 million in 2021 to reach US$ 367140 million by 2028, exhibiting a CAGR of 4.5% during 2022-2028. Keeping in mind the uncertainties of COVID-19 and Russia-Ukraine War, we are continuously tracking and evaluating the direct as well as the indirect influence of the pandemic on different end use sectors. These insights are included in the report as a major market contributor.
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.
Report Coverage
This latest report provides a deep insight into the global Licensed Merchandise market covering all its essential aspects. This ranges from a macro overview of the market to micro details of the market size, competitive landscape, development trend, niche market, key market drivers and challenges, value chain analysis, etc.
This report aims to provide a comprehensive picture of the global Licensed Merchandise market, with both quantitative and qualitative data, to help readers understand how the Licensed Merchandise market scenario changed across the globe during the pandemic and Russia-Ukraine War.
The base year considered for analyses is 2021, while the market estimates and forecasts are given from 2022 to 2028. The market estimates are provided in terms of revenue in USD millions.
Market Segmentation:
The study segments the Licensed Merchandise market and forecasts the market size by Type (Apparels, Toys and Accessories), by Application (Entertainment, Corporate Trademarks/Brand, Fashion and Sports), and region (APAC, Americas, Europe, and Middle East & Africa).
Segmentation by type
Apparels
Toys
Accessories
Home Decoration
Software/Video Games
Food and Beverage
Others
Segmentation by application
Entertainment
Corporate Trademarks/Brand
Fashion
Sports
Others
Segmentation by region
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries
Major companies covered
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
Chapter Introduction
Chapter 1: Scope of Licensed Merchandise, Research Methodology, etc.
Chapter 2: Executive Summary, global Licensed Merchandise market size and CAGR, Licensed Merchandise market size by region, by type, by application, historical data from 2017 to 2022, and forecast to 2028.
Chapter 3: Licensed Merchandise revenue, global market share, and industry ranking by company, 2017-2022
Chapter 4: Global Licensed Merchandise revenue by region and by country. Country specific data and market value analysis for the U.S., Canada, Europe, China, Japan, South Korea, Southeast Asia, India, Latin America and Middle East & Africa.
Chapter 5, 6, 7, 8: Americas, APAC, Europe, Middle East & Africa, revenue segment by country, by type, and application.
Chapter 9: Analysis of the current market trends, market forecast, opportunities and economic trends that are affecting the future marketplace
Chapter 10: Manufacturing cost structure analysis
Chapter 11: Sales channel, distributors, and customers
Chapter 12: Global Licensed Merchandise market size forecast by region, by country, by type, and application
Chapter 13: Comprehensive company profiles of the leading players, including The Walt Disney Company, Meredith Corporation, PVH Corp., Iconix Brand Group, Authentic Brands Group, Universal Brand Development, Nickelodeon (ViacomCBS), Major League Baseball and Learfield IMG College, etc.
Chapter 14: Research Findings and Conclusion
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