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.
According to our (Global Info Research) latest study, the global Licensed Merchandise market size was valued at USD 283920 million in 2022 and is forecast to a readjusted size of USD 377260 million by 2029 with a CAGR of 4.1% during review period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
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.
This report is a detailed and comprehensive analysis for global Licensed Merchandise market. Both quantitative and qualitative analyses are presented by company, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2023, are provided.
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Market segment by Type
Apparels
Toys
Accessories
Home Decoration
Software/Video Games
Food and Beverage
Others
Market segment by Application
Entertainment
Corporate Trademarks/Brand
Fashion
Sports
Others
Market segment by players, this report covers
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
The content of the study subjects, includes a total of 15 chapters:
Chapter 1, to describe Licensed Merchandise product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top manufacturers of Licensed Merchandise, with price, sales, revenue and global market share of Licensed Merchandise from 2018 to 2023.
Chapter 3, the Licensed Merchandise competitive situation, sales quantity, revenue and global market share of top manufacturers are analyzed emphatically by landscape contrast.
Chapter 4, the Licensed Merchandise breakdown data are shown at the regional level, to show the sales quantity, consumption value and growth by regions, from 2018 to 2029.
Chapter 5 and 6, to segment the sales by Type and application, with sales market share and growth rate by type, application, from 2018 to 2029.
Chapter 7, 8, 9, 10 and 11, to break the sales data at the country level, with sales quantity, consumption value and market share for key countries in the world, from 2017 to 2022.and Licensed Merchandise market forecast, by regions, type and application, with sales and revenue, from 2024 to 2029.
Chapter 12, market dynamics, drivers, restraints, trends, Porters Five Forces analysis, and Influence of COVID-19 and Russia-Ukraine War.
Chapter 13, the key raw materials and key suppliers, and industry chain of Licensed Merchandise.
Chapter 14 and 15, to describe Licensed Merchandise sales channel, distributors, customers, research findings and conclusion.
Research Data Source:
Primary and secondary research as two components of methodology applied: Primary research is based on online and telephone based survey, i.e. interviews with several key experts with different functions in the market – from industry, trade and customers, associations and external experts such as researchers. Secondary research is based on all kinds of publicly or commercially available sources, such as publications and further information published from industry (annual reports, company websites, press releases, industry journals and trade publications), relevant databases (government, patent, statistics, markets), scientific and technical writings for product information, scientific articles, and further paid data sources.
This study is based on analysis of information obtained continually since 2016 through our research regarding this industry, but updated through the recent months of 2022. During this period, our analysts performs interviews with authoritative and representative individuals in this industry, industry associations, import/export, and other. The interviews were conducted principally with:
- Manufactuers and their competitors
- Distributors, wholesaler, and agents
- Customers
- CEOs/ Marketing Executives
- Business Heads
- Industry Experts
- Technology and Innovation Directors
- Senior Managers
- Program/Project Directors
A full review of published information was also performed to supplement information obtained through interviews. The following sources were reviewed:
- Professional technical journals and papers
- Trade press articles
- Technical conference proceedings
- Product literature
- Company profile and financial information
- Additional information based on previous Global Info Research market studies
- Personal knowledge of the research team.
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