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
- 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