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PUBLISHER: QYResearch | PRODUCT CODE: 1857094

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PUBLISHER: QYResearch | PRODUCT CODE: 1857094

Gaming Merchandise - Global Market Share and Ranking, Overall Sales and Demand Forecast 2025-2031

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The global market for Gaming Merchandise was estimated to be worth US$ 55740 million in 2024 and is forecast to a readjusted size of US$ 80820 million by 2031 with a CAGR of 5.1% during the forecast period 2025-2031.

Game Merchandise refer to derivative products based on the concept of games, including but not limited to Toys (Mystery Boxes), Clothing & Accessories, PC Game Peripherals, Books, Stationery, etc. These products not only satisfy players' love for games and their desire to collect, but also enhance the emotional connection and interactive experience between players and games through rich and diverse designs and functions.

Global Gaming Merchandise key players include Tencent, Microsoft, Nintendo, SONY and NetEase, etc. Global top five manufacturers hold a share over 35%.

North America is the largest market, with a share about 54%, followed by Asia-Pacific and Europe with the share about 25 % and 15%.

In terms of product, Toys is the largest segment, with a share about 30%. And in terms of application, the largest application is Online with a share about 50%, followed by Retail with a share over 35%.

Personalization of game commodities has become a major trend. Players are increasingly inclined to buy commodities with unique designs or customizable elements, such as customized skins, limited edition figures, and personalized game equipment to express their personal style and love for games. The importance of digital commodities is increasing. With the popularity of online games and virtual worlds, the transaction volume of digital assets such as virtual currency, skins, and props has continued to rise. These virtual items not only enhance the gaming experience, but also provide developers with a new profit model.

This report aims to provide a comprehensive presentation of the global market for Gaming Merchandise, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of Gaming Merchandise by region & country, by Type, and by Application.

The Gaming Merchandise market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. With both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Gaming Merchandise.

Market Segmentation

By Company

  • Tencent
  • Microsoft
  • Nintendo
  • SONY
  • NetEase
  • Disney
  • Nexon
  • Ubisoft
  • miHoYo
  • Square Enix
  • Razer
  • Logitech G
  • Fangamer
  • McFarlane Toys

Segment by Type

  • Toys
  • Clothing Accessories
  • PC Game Peripheral
  • Books and Posters
  • Others

Segment by Application

  • Online
  • Retail
  • Specialty Stores

By Region

  • North America
    • United States
    • Canada
  • Asia-Pacific
    • China
    • Japan
    • South Korea
    • Southeast Asia
    • India
    • Australia
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • France
    • U.K.
    • Italy
    • Netherlands
    • Nordic Countries
    • Rest of Europe
  • Latin America
    • Mexico
    • Brazil
    • Rest of Latin America
  • Middle East & Africa
    • Turkey
    • Saudi Arabia
    • UAE
    • Rest of MEA

Chapter Outline

Chapter 1: Introduces the report scope of the report, global total market size. This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.

Chapter 2: Detailed analysis of Gaming Merchandise company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.

Chapter 3: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.

Chapter 4: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.

Chapter 5: Revenue of Gaming Merchandise in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.

Chapter 6: Revenue of Gaming Merchandise in country level. It provides sigmate data by Type, and by Application for each country/region.

Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.

Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.

Chapter 9: Conclusion.

Table of Contents

1 Market Overview

  • 1.1 Gaming Merchandise Product Introduction
  • 1.2 Global Gaming Merchandise Market Size Forecast (2020-2031)
  • 1.3 Gaming Merchandise Market Trends & Drivers
    • 1.3.1 Gaming Merchandise Industry Trends
    • 1.3.2 Gaming Merchandise Market Drivers & Opportunity
    • 1.3.3 Gaming Merchandise Market Challenges
    • 1.3.4 Gaming Merchandise Market Restraints
  • 1.4 Assumptions and Limitations
  • 1.5 Study Objectives
  • 1.6 Years Considered

2 Competitive Analysis by Company

  • 2.1 Global Gaming Merchandise Players Revenue Ranking (2024)
  • 2.2 Global Gaming Merchandise Revenue by Company (2020-2025)
  • 2.3 Key Companies Gaming Merchandise Manufacturing Base Distribution and Headquarters
  • 2.4 Key Companies Gaming Merchandise Product Offered
  • 2.5 Key Companies Time to Begin Mass Production of Gaming Merchandise
  • 2.6 Gaming Merchandise Market Competitive Analysis
    • 2.6.1 Gaming Merchandise Market Concentration Rate (2020-2025)
    • 2.6.2 Global 5 and 10 Largest Companies by Gaming Merchandise Revenue in 2024
    • 2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Gaming Merchandise as of 2024)
  • 2.7 Mergers & Acquisitions, Expansion

3 Segmentation by Type

  • 3.1 Introduction by Type
    • 3.1.1 Toys
    • 3.1.2 Clothing Accessories
    • 3.1.3 PC Game Peripheral
    • 3.1.4 Books and Posters
    • 3.1.5 Others
  • 3.2 Global Gaming Merchandise Sales Value by Type
    • 3.2.1 Global Gaming Merchandise Sales Value by Type (2020 VS 2024 VS 2031)
    • 3.2.2 Global Gaming Merchandise Sales Value, by Type (2020-2031)
    • 3.2.3 Global Gaming Merchandise Sales Value, by Type (%) (2020-2031)

4 Segmentation by Application

  • 4.1 Introduction by Application
    • 4.1.1 Online
    • 4.1.2 Retail
    • 4.1.3 Specialty Stores
  • 4.2 Global Gaming Merchandise Sales Value by Application
    • 4.2.1 Global Gaming Merchandise Sales Value by Application (2020 VS 2024 VS 2031)
    • 4.2.2 Global Gaming Merchandise Sales Value, by Application (2020-2031)
    • 4.2.3 Global Gaming Merchandise Sales Value, by Application (%) (2020-2031)

5 Segmentation by Region

  • 5.1 Global Gaming Merchandise Sales Value by Region
    • 5.1.1 Global Gaming Merchandise Sales Value by Region: 2020 VS 2024 VS 2031
    • 5.1.2 Global Gaming Merchandise Sales Value by Region (2020-2025)
    • 5.1.3 Global Gaming Merchandise Sales Value by Region (2026-2031)
    • 5.1.4 Global Gaming Merchandise Sales Value by Region (%), (2020-2031)
  • 5.2 North America
    • 5.2.1 North America Gaming Merchandise Sales Value, 2020-2031
    • 5.2.2 North America Gaming Merchandise Sales Value by Country (%), 2024 VS 2031
  • 5.3 Europe
    • 5.3.1 Europe Gaming Merchandise Sales Value, 2020-2031
    • 5.3.2 Europe Gaming Merchandise Sales Value by Country (%), 2024 VS 2031
  • 5.4 Asia Pacific
    • 5.4.1 Asia Pacific Gaming Merchandise Sales Value, 2020-2031
    • 5.4.2 Asia Pacific Gaming Merchandise Sales Value by Region (%), 2024 VS 2031
  • 5.5 South America
    • 5.5.1 South America Gaming Merchandise Sales Value, 2020-2031
    • 5.5.2 South America Gaming Merchandise Sales Value by Country (%), 2024 VS 2031
  • 5.6 Middle East & Africa
    • 5.6.1 Middle East & Africa Gaming Merchandise Sales Value, 2020-2031
    • 5.6.2 Middle East & Africa Gaming Merchandise Sales Value by Country (%), 2024 VS 2031

6 Segmentation by Key Countries/Regions

  • 6.1 Key Countries/Regions Gaming Merchandise Sales Value Growth Trends, 2020 VS 2024 VS 2031
  • 6.2 Key Countries/Regions Gaming Merchandise Sales Value, 2020-2031
  • 6.3 United States
    • 6.3.1 United States Gaming Merchandise Sales Value, 2020-2031
    • 6.3.2 United States Gaming Merchandise Sales Value by Type (%), 2024 VS 2031
    • 6.3.3 United States Gaming Merchandise Sales Value by Application, 2024 VS 2031
  • 6.4 Europe
    • 6.4.1 Europe Gaming Merchandise Sales Value, 2020-2031
    • 6.4.2 Europe Gaming Merchandise Sales Value by Type (%), 2024 VS 2031
    • 6.4.3 Europe Gaming Merchandise Sales Value by Application, 2024 VS 2031
  • 6.5 China
    • 6.5.1 China Gaming Merchandise Sales Value, 2020-2031
    • 6.5.2 China Gaming Merchandise Sales Value by Type (%), 2024 VS 2031
    • 6.5.3 China Gaming Merchandise Sales Value by Application, 2024 VS 2031
  • 6.6 Japan
    • 6.6.1 Japan Gaming Merchandise Sales Value, 2020-2031
    • 6.6.2 Japan Gaming Merchandise Sales Value by Type (%), 2024 VS 2031
    • 6.6.3 Japan Gaming Merchandise Sales Value by Application, 2024 VS 2031
  • 6.7 South Korea
    • 6.7.1 South Korea Gaming Merchandise Sales Value, 2020-2031
    • 6.7.2 South Korea Gaming Merchandise Sales Value by Type (%), 2024 VS 2031
    • 6.7.3 South Korea Gaming Merchandise Sales Value by Application, 2024 VS 2031
  • 6.8 Southeast Asia
    • 6.8.1 Southeast Asia Gaming Merchandise Sales Value, 2020-2031
    • 6.8.2 Southeast Asia Gaming Merchandise Sales Value by Type (%), 2024 VS 2031
    • 6.8.3 Southeast Asia Gaming Merchandise Sales Value by Application, 2024 VS 2031
  • 6.9 India
    • 6.9.1 India Gaming Merchandise Sales Value, 2020-2031
    • 6.9.2 India Gaming Merchandise Sales Value by Type (%), 2024 VS 2031
    • 6.9.3 India Gaming Merchandise Sales Value by Application, 2024 VS 2031

7 Company Profiles

  • 7.1 Tencent
    • 7.1.1 Tencent Profile
    • 7.1.2 Tencent Main Business
    • 7.1.3 Tencent Gaming Merchandise Products, Services and Solutions
    • 7.1.4 Tencent Gaming Merchandise Revenue (US$ Million) & (2020-2025)
    • 7.1.5 Tencent Recent Developments
  • 7.2 Microsoft
    • 7.2.1 Microsoft Profile
    • 7.2.2 Microsoft Main Business
    • 7.2.3 Microsoft Gaming Merchandise Products, Services and Solutions
    • 7.2.4 Microsoft Gaming Merchandise Revenue (US$ Million) & (2020-2025)
    • 7.2.5 Microsoft Recent Developments
  • 7.3 Nintendo
    • 7.3.1 Nintendo Profile
    • 7.3.2 Nintendo Main Business
    • 7.3.3 Nintendo Gaming Merchandise Products, Services and Solutions
    • 7.3.4 Nintendo Gaming Merchandise Revenue (US$ Million) & (2020-2025)
    • 7.3.5 Nintendo Recent Developments
  • 7.4 SONY
    • 7.4.1 SONY Profile
    • 7.4.2 SONY Main Business
    • 7.4.3 SONY Gaming Merchandise Products, Services and Solutions
    • 7.4.4 SONY Gaming Merchandise Revenue (US$ Million) & (2020-2025)
    • 7.4.5 SONY Recent Developments
  • 7.5 NetEase
    • 7.5.1 NetEase Profile
    • 7.5.2 NetEase Main Business
    • 7.5.3 NetEase Gaming Merchandise Products, Services and Solutions
    • 7.5.4 NetEase Gaming Merchandise Revenue (US$ Million) & (2020-2025)
    • 7.5.5 NetEase Recent Developments
  • 7.6 Disney
    • 7.6.1 Disney Profile
    • 7.6.2 Disney Main Business
    • 7.6.3 Disney Gaming Merchandise Products, Services and Solutions
    • 7.6.4 Disney Gaming Merchandise Revenue (US$ Million) & (2020-2025)
    • 7.6.5 Disney Recent Developments
  • 7.7 Nexon
    • 7.7.1 Nexon Profile
    • 7.7.2 Nexon Main Business
    • 7.7.3 Nexon Gaming Merchandise Products, Services and Solutions
    • 7.7.4 Nexon Gaming Merchandise Revenue (US$ Million) & (2020-2025)
    • 7.7.5 Nexon Recent Developments
  • 7.8 Ubisoft
    • 7.8.1 Ubisoft Profile
    • 7.8.2 Ubisoft Main Business
    • 7.8.3 Ubisoft Gaming Merchandise Products, Services and Solutions
    • 7.8.4 Ubisoft Gaming Merchandise Revenue (US$ Million) & (2020-2025)
    • 7.8.5 Ubisoft Recent Developments
  • 7.9 miHoYo
    • 7.9.1 miHoYo Profile
    • 7.9.2 miHoYo Main Business
    • 7.9.3 miHoYo Gaming Merchandise Products, Services and Solutions
    • 7.9.4 miHoYo Gaming Merchandise Revenue (US$ Million) & (2020-2025)
    • 7.9.5 miHoYo Recent Developments
  • 7.10 Square Enix
    • 7.10.1 Square Enix Profile
    • 7.10.2 Square Enix Main Business
    • 7.10.3 Square Enix Gaming Merchandise Products, Services and Solutions
    • 7.10.4 Square Enix Gaming Merchandise Revenue (US$ Million) & (2020-2025)
    • 7.10.5 Square Enix Recent Developments
  • 7.11 Razer
    • 7.11.1 Razer Profile
    • 7.11.2 Razer Main Business
    • 7.11.3 Razer Gaming Merchandise Products, Services and Solutions
    • 7.11.4 Razer Gaming Merchandise Revenue (US$ Million) & (2020-2025)
    • 7.11.5 Razer Recent Developments
  • 7.12 Logitech G
    • 7.12.1 Logitech G Profile
    • 7.12.2 Logitech G Main Business
    • 7.12.3 Logitech G Gaming Merchandise Products, Services and Solutions
    • 7.12.4 Logitech G Gaming Merchandise Revenue (US$ Million) & (2020-2025)
    • 7.12.5 Logitech G Recent Developments
  • 7.13 Fangamer
    • 7.13.1 Fangamer Profile
    • 7.13.2 Fangamer Main Business
    • 7.13.3 Fangamer Gaming Merchandise Products, Services and Solutions
    • 7.13.4 Fangamer Gaming Merchandise Revenue (US$ Million) & (2020-2025)
    • 7.13.5 Fangamer Recent Developments
  • 7.14 McFarlane Toys
    • 7.14.1 McFarlane Toys Profile
    • 7.14.2 McFarlane Toys Main Business
    • 7.14.3 McFarlane Toys Gaming Merchandise Products, Services and Solutions
    • 7.14.4 McFarlane Toys Gaming Merchandise Revenue (US$ Million) & (2020-2025)
    • 7.14.5 McFarlane Toys Recent Developments

8 Industry Chain Analysis

  • 8.1 Gaming Merchandise Industrial Chain
  • 8.2 Gaming Merchandise Upstream Analysis
    • 8.2.1 Key Raw Materials
    • 8.2.2 Raw Materials Key Suppliers
    • 8.2.3 Manufacturing Cost Structure
  • 8.3 Midstream Analysis
  • 8.4 Downstream Analysis (Customers Analysis)
  • 8.5 Sales Model and Sales Channels
    • 8.5.1 Gaming Merchandise Sales Model
    • 8.5.2 Sales Channel
    • 8.5.3 Gaming Merchandise Distributors

9 Research Findings and Conclusion

10 Appendix

  • 10.1 Research Methodology
    • 10.1.1 Methodology/Research Approach
      • 10.1.1.1 Research Programs/Design
      • 10.1.1.2 Market Size Estimation
      • 10.1.1.3 Market Breakdown and Data Triangulation
    • 10.1.2 Data Source
      • 10.1.2.1 Secondary Sources
      • 10.1.2.2 Primary Sources
  • 10.2 Author Details
  • 10.3 Disclaimer

List of Tables

  • Table 1. Gaming Merchandise Market Trends
  • Table 2. Gaming Merchandise Market Drivers & Opportunity
  • Table 3. Gaming Merchandise Market Challenges
  • Table 4. Gaming Merchandise Market Restraints
  • Table 5. Global Gaming Merchandise Revenue by Company (2020-2025) & (US$ Million)
  • Table 6. Global Gaming Merchandise Revenue Market Share by Company (2020-2025)
  • Table 7. Key Companies Gaming Merchandise Manufacturing Base Distribution and Headquarters
  • Table 8. Key Companies Gaming Merchandise Product Type
  • Table 9. Key Companies Time to Begin Mass Production of Gaming Merchandise
  • Table 10. Global Gaming Merchandise Companies Market Concentration Ratio (CR5 and HHI)
  • Table 11. Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Gaming Merchandise as of 2024)
  • Table 12. Mergers & Acquisitions, Expansion Plans
  • Table 13. Global Gaming Merchandise Sales Value by Type: 2020 VS 2024 VS 2031 (US$ Million)
  • Table 14. Global Gaming Merchandise Sales Value by Type (2020-2025) & (US$ Million)
  • Table 15. Global Gaming Merchandise Sales Value by Type (2026-2031) & (US$ Million)
  • Table 16. Global Gaming Merchandise Sales Market Share in Value by Type (2020-2025)
  • Table 17. Global Gaming Merchandise Sales Market Share in Value by Type (2026-2031)
  • Table 18. Global Gaming Merchandise Sales Value by Application: 2020 VS 2024 VS 2031 (US$ Million)
  • Table 19. Global Gaming Merchandise Sales Value by Application (2020-2025) & (US$ Million)
  • Table 20. Global Gaming Merchandise Sales Value by Application (2026-2031) & (US$ Million)
  • Table 21. Global Gaming Merchandise Sales Market Share in Value by Application (2020-2025)
  • Table 22. Global Gaming Merchandise Sales Market Share in Value by Application (2026-2031)
  • Table 23. Global Gaming Merchandise Sales Value by Region, (2020 VS 2024 VS 2031) & (US$ Million)
  • Table 24. Global Gaming Merchandise Sales Value by Region (2020-2025) & (US$ Million)
  • Table 25. Global Gaming Merchandise Sales Value by Region (2026-2031) & (US$ Million)
  • Table 26. Global Gaming Merchandise Sales Value by Region (2020-2025) & (%)
  • Table 27. Global Gaming Merchandise Sales Value by Region (2026-2031) & (%)
  • Table 28. Key Countries/Regions Gaming Merchandise Sales Value Growth Trends, (US$ Million): 2020 VS 2024 VS 2031
  • Table 29. Key Countries/Regions Gaming Merchandise Sales Value, (2020-2025) & (US$ Million)
  • Table 30. Key Countries/Regions Gaming Merchandise Sales Value, (2026-2031) & (US$ Million)
  • Table 31. Tencent Basic Information List
  • Table 32. Tencent Description and Business Overview
  • Table 33. Tencent Gaming Merchandise Products, Services and Solutions
  • Table 34. Revenue (US$ Million) in Gaming Merchandise Business of Tencent (2020-2025)
  • Table 35. Tencent Recent Developments
  • Table 36. Microsoft Basic Information List
  • Table 37. Microsoft Description and Business Overview
  • Table 38. Microsoft Gaming Merchandise Products, Services and Solutions
  • Table 39. Revenue (US$ Million) in Gaming Merchandise Business of Microsoft (2020-2025)
  • Table 40. Microsoft Recent Developments
  • Table 41. Nintendo Basic Information List
  • Table 42. Nintendo Description and Business Overview
  • Table 43. Nintendo Gaming Merchandise Products, Services and Solutions
  • Table 44. Revenue (US$ Million) in Gaming Merchandise Business of Nintendo (2020-2025)
  • Table 45. Nintendo Recent Developments
  • Table 46. SONY Basic Information List
  • Table 47. SONY Description and Business Overview
  • Table 48. SONY Gaming Merchandise Products, Services and Solutions
  • Table 49. Revenue (US$ Million) in Gaming Merchandise Business of SONY (2020-2025)
  • Table 50. SONY Recent Developments
  • Table 51. NetEase Basic Information List
  • Table 52. NetEase Description and Business Overview
  • Table 53. NetEase Gaming Merchandise Products, Services and Solutions
  • Table 54. Revenue (US$ Million) in Gaming Merchandise Business of NetEase (2020-2025)
  • Table 55. NetEase Recent Developments
  • Table 56. Disney Basic Information List
  • Table 57. Disney Description and Business Overview
  • Table 58. Disney Gaming Merchandise Products, Services and Solutions
  • Table 59. Revenue (US$ Million) in Gaming Merchandise Business of Disney (2020-2025)
  • Table 60. Disney Recent Developments
  • Table 61. Nexon Basic Information List
  • Table 62. Nexon Description and Business Overview
  • Table 63. Nexon Gaming Merchandise Products, Services and Solutions
  • Table 64. Revenue (US$ Million) in Gaming Merchandise Business of Nexon (2020-2025)
  • Table 65. Nexon Recent Developments
  • Table 66. Ubisoft Basic Information List
  • Table 67. Ubisoft Description and Business Overview
  • Table 68. Ubisoft Gaming Merchandise Products, Services and Solutions
  • Table 69. Revenue (US$ Million) in Gaming Merchandise Business of Ubisoft (2020-2025)
  • Table 70. Ubisoft Recent Developments
  • Table 71. miHoYo Basic Information List
  • Table 72. miHoYo Description and Business Overview
  • Table 73. miHoYo Gaming Merchandise Products, Services and Solutions
  • Table 74. Revenue (US$ Million) in Gaming Merchandise Business of miHoYo (2020-2025)
  • Table 75. miHoYo Recent Developments
  • Table 76. Square Enix Basic Information List
  • Table 77. Square Enix Description and Business Overview
  • Table 78. Square Enix Gaming Merchandise Products, Services and Solutions
  • Table 79. Revenue (US$ Million) in Gaming Merchandise Business of Square Enix (2020-2025)
  • Table 80. Square Enix Recent Developments
  • Table 81. Razer Basic Information List
  • Table 82. Razer Description and Business Overview
  • Table 83. Razer Gaming Merchandise Products, Services and Solutions
  • Table 84. Revenue (US$ Million) in Gaming Merchandise Business of Razer (2020-2025)
  • Table 85. Razer Recent Developments
  • Table 86. Logitech G Basic Information List
  • Table 87. Logitech G Description and Business Overview
  • Table 88. Logitech G Gaming Merchandise Products, Services and Solutions
  • Table 89. Revenue (US$ Million) in Gaming Merchandise Business of Logitech G (2020-2025)
  • Table 90. Logitech G Recent Developments
  • Table 91. Fangamer Basic Information List
  • Table 92. Fangamer Description and Business Overview
  • Table 93. Fangamer Gaming Merchandise Products, Services and Solutions
  • Table 94. Revenue (US$ Million) in Gaming Merchandise Business of Fangamer (2020-2025)
  • Table 95. Fangamer Recent Developments
  • Table 96. McFarlane Toys Basic Information List
  • Table 97. McFarlane Toys Description and Business Overview
  • Table 98. McFarlane Toys Gaming Merchandise Products, Services and Solutions
  • Table 99. Revenue (US$ Million) in Gaming Merchandise Business of McFarlane Toys (2020-2025)
  • Table 100. McFarlane Toys Recent Developments
  • Table 101. Key Raw Materials Lists
  • Table 102. Raw Materials Key Suppliers Lists
  • Table 103. Gaming Merchandise Downstream Customers
  • Table 104. Gaming Merchandise Distributors List
  • Table 105. Research Programs/Design for This Report
  • Table 106. Key Data Information from Secondary Sources
  • Table 107. Key Data Information from Primary Sources

List of Figures

  • Figure 1. Gaming Merchandise Product Picture
  • Figure 2. Global Gaming Merchandise Sales Value, 2020 VS 2024 VS 2031 (US$ Million)
  • Figure 3. Global Gaming Merchandise Sales Value (2020-2031) & (US$ Million)
  • Figure 4. Gaming Merchandise Report Years Considered
  • Figure 5. Global Gaming Merchandise Players Revenue Ranking (2024) & (US$ Million)
  • Figure 6. The 5 and 10 Largest Companies in the World: Market Share by Gaming Merchandise Revenue in 2024
  • Figure 7. Gaming Merchandise Market Share by Company Type (Tier 1, Tier 2, and Tier 3): 2020 VS 2024
  • Figure 8. Toys Picture
  • Figure 9. Clothing Accessories Picture
  • Figure 10. PC Game Peripheral Picture
  • Figure 11. Books and Posters Picture
  • Figure 12. Others Picture
  • Figure 13. Global Gaming Merchandise Sales Value by Type (2020 VS 2024 VS 2031) & (US$ Million)
  • Figure 14. Global Gaming Merchandise Sales Value Market Share by Type, 2024 & 2031
  • Figure 15. Product Picture of Online
  • Figure 16. Product Picture of Retail
  • Figure 17. Product Picture of Specialty Stores
  • Figure 18. Global Gaming Merchandise Sales Value by Application (2020 VS 2024 VS 2031) & (US$ Million)
  • Figure 19. Global Gaming Merchandise Sales Value Market Share by Application, 2024 & 2031
  • Figure 20. North America Gaming Merchandise Sales Value (2020-2031) & (US$ Million)
  • Figure 21. North America Gaming Merchandise Sales Value by Country (%), 2024 VS 2031
  • Figure 22. Europe Gaming Merchandise Sales Value, (2020-2031) & (US$ Million)
  • Figure 23. Europe Gaming Merchandise Sales Value by Country (%), 2024 VS 2031
  • Figure 24. Asia Pacific Gaming Merchandise Sales Value, (2020-2031) & (US$ Million)
  • Figure 25. Asia Pacific Gaming Merchandise Sales Value by Region (%), 2024 VS 2031
  • Figure 26. South America Gaming Merchandise Sales Value, (2020-2031) & (US$ Million)
  • Figure 27. South America Gaming Merchandise Sales Value by Country (%), 2024 VS 2031
  • Figure 28. Middle East & Africa Gaming Merchandise Sales Value, (2020-2031) & (US$ Million)
  • Figure 29. Middle East & Africa Gaming Merchandise Sales Value by Country (%), 2024 VS 2031
  • Figure 30. Key Countries/Regions Gaming Merchandise Sales Value (%), (2020-2031)
  • Figure 31. United States Gaming Merchandise Sales Value, (2020-2031) & (US$ Million)
  • Figure 32. United States Gaming Merchandise Sales Value by Type (%), 2024 VS 2031
  • Figure 33. United States Gaming Merchandise Sales Value by Application (%), 2024 VS 2031
  • Figure 34. Europe Gaming Merchandise Sales Value, (2020-2031) & (US$ Million)
  • Figure 35. Europe Gaming Merchandise Sales Value by Type (%), 2024 VS 2031
  • Figure 36. Europe Gaming Merchandise Sales Value by Application (%), 2024 VS 2031
  • Figure 37. China Gaming Merchandise Sales Value, (2020-2031) & (US$ Million)
  • Figure 38. China Gaming Merchandise Sales Value by Type (%), 2024 VS 2031
  • Figure 39. China Gaming Merchandise Sales Value by Application (%), 2024 VS 2031
  • Figure 40. Japan Gaming Merchandise Sales Value, (2020-2031) & (US$ Million)
  • Figure 41. Japan Gaming Merchandise Sales Value by Type (%), 2024 VS 2031
  • Figure 42. Japan Gaming Merchandise Sales Value by Application (%), 2024 VS 2031
  • Figure 43. South Korea Gaming Merchandise Sales Value, (2020-2031) & (US$ Million)
  • Figure 44. South Korea Gaming Merchandise Sales Value by Type (%), 2024 VS 2031
  • Figure 45. South Korea Gaming Merchandise Sales Value by Application (%), 2024 VS 2031
  • Figure 46. Southeast Asia Gaming Merchandise Sales Value, (2020-2031) & (US$ Million)
  • Figure 47. Southeast Asia Gaming Merchandise Sales Value by Type (%), 2024 VS 2031
  • Figure 48. Southeast Asia Gaming Merchandise Sales Value by Application (%), 2024 VS 2031
  • Figure 49. India Gaming Merchandise Sales Value, (2020-2031) & (US$ Million)
  • Figure 50. India Gaming Merchandise Sales Value by Type (%), 2024 VS 2031
  • Figure 51. India Gaming Merchandise Sales Value by Application (%), 2024 VS 2031
  • Figure 52. Gaming Merchandise Industrial Chain
  • Figure 53. Gaming Merchandise Manufacturing Cost Structure
  • Figure 54. Channels of Distribution (Direct Sales, and Distribution)
  • Figure 55. Bottom-up and Top-down Approaches for This Report
  • Figure 56. Data Triangulation
  • Figure 57. Key Executives Interviewed
Have a question?
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Jeroen Van Heghe

Manager - EMEA

+32-2-535-7543

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Christine Sirois

Manager - Americas

+1-860-674-8796

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