시장보고서
상품코드
1643528

세계의 게임 관련 상품 시장(2024년)

Global Gaming Merchandise Market Research Report 2024

발행일: | 리서치사: QYResearch | 페이지 정보: 영문 | 배송안내 : 2-3일 (영업일 기준)

    
    
    




■ 보고서에 따라 최신 정보로 업데이트하여 보내드립니다. 배송일정은 문의해 주시기 바랍니다.

세계 게임 관련 상품 시장 규모는 2023년 549억 2,022만 달러에 달할 것으로 예상됩니다.

이 시장은 2024년부터 2030년까지 예측 기간 동안 5.13%의 연평균 복합 성장률(CAGR)로 성장하여 2030년에는 231억 4,553만 달러에 달할 것으로 예측됩니다.

북미의 게임 관련 상품 시장 규모는 2023년 299억 5,898만 달러에 달했습니다. 이 시장은 2024-2030년의 예측 기간 동안 5.16%의 연평균 복합 성장률(CAGR)로 성장하여 2030년에는 410억 3,140만 달러에 달할 것으로 예상됩니다.

아시아태평양의 게임 관련 상품 시장 규모는 2023년 138억 9,482만 달러에 달했습니다. 이 시장은 2024년부터 2030년까지 예측 기간 동안 5.02%의 연평균 복합 성장률(CAGR)로 성장하여 2030년에는 189억 3,930만 달러에 달할 것으로 예상됩니다.

전 세계 온라인 게임 관련 상품 시장 규모는 2023년 270억 8,665만 달러에 달할 것으로 예상됩니다. 이 시장은 2024년부터 2030년까지 4.63%의 연평균 복합 성장률(CAGR)로 성장하여 2030년에는 371억 8,635만 달러에 달할 것으로 예상됩니다.

게임 관련 상품의 주요 세계 기업은 Tencent, Microsoft, Nintendo, SONY, NetEase 등이며, 2023년 세계 상위 5개 업체가 매출의 약 34.61%를 차지할 것으로 예상됩니다.

이 보고서는 세계의 게임 관련 상품 시장에 대해 조사했으며, 시장 개요와 함께 유형별/판매 채널별/지역별 동향, 시장 진출기업 프로파일 등의 정보를 제공합니다.

목차

제1장 보고서 개요

  • 조사 범위
  • 유형별 시장 분석
  • 판매채널별 시장
  • 전제와 제한
  • 조사 목적
  • 대상연도

제2장 세계의 성장 동향

  • 세계의 게임 관련 상품 시장 전망(2019년-2030년)
  • 세계의 게임 관련 상품 성장 동향, 지역별
  • 게임 관련 상품 시장 역학

제3장 주요 시장 진출기업의 경쟁 구도

제4장 게임 관련 상품 분석 데이터, 유형별

  • 세계의 게임 관련 상품 시장 규모 실적, 유형별(2019년-2024년)
  • 세계의 게임 관련 상품 시장 규모 예측, 유형별(2025년-2030년)

제5장 게임 관련 상품 분석 데이터, 판매채널별

  • 세계의 게임 관련 상품 시장 규모 실적, 판매채널별(2019년-2024년)
  • 세계의 게임 관련 상품 시장 규모 예측, 판매채널별(2025년-2030년)

제6장 북미

제7장 유럽

제8장 아시아태평양

제9장 라틴아메리카

제10장 중동 및 아프리카

제11장 주요 기업 개요

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

제12장 애널리스트의 견해/결론

제13장 부록

LSH 25.02.19

The global Gaming Merchandise market was valued at US$ 54,920.22 million in 2023 and is anticipated to reach US$ 23,145.53 million by 2030, witnessing a CAGR of 5.13% during the forecast period 2024-2030.

North American market for Gaming Merchandise is estimated to increase from $ 29,958.98 million in 2023 to reach $ 41,031.40 million by 2030, at a CAGR of 5.16% during the forecast period of 2024 through 2030.

Asia-Pacific market for Gaming Merchandise is estimated to increase from $ 13,894.82 million in 2023 to reach $ 18,939.30 million by 2030, at a CAGR of 5.02% during the forecast period of 2024 through 2030.

The global market for Gaming Merchandise in Online is estimated to increase from $ 27,086.65 million in 2023 to $ 37,186.35 million by 2030, at a CAGR of 4.63% during the forecast period of 2024 through 2030.

The major global companies of Gaming Merchandise include Tencent, Microsoft, Nintendo, SONY and NetEase, etc. In 2023, the world's top five vendors accounted for approximately 34.61% of the revenue.

This report aims to provide a comprehensive presentation of the global market for Gaming Merchandise, 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.

The Gaming Merchandise market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Gaming Merchandise market comprehensively. Regional market sizes, concerning products by Type, by Sale Channel, and by players, are also provided.

For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.

The report will help the Gaming Merchandise companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, by Type, by Sale Channel, and by regions.

Market Segmentation

By Company

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

Segment by Type

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

Segment by Sale Channel

  • Online
  • Retail
  • Specialty Stores

By Region

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

Chapter Outline

Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Sale Channel, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.

Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.

Chapter 3: Detailed analysis of Gaming Merchandise company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.

Chapter 4: 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 5: Provides the analysis of various market segments by Sale Channel, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.

Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.

Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.

Chapter 12: The main points and conclusions of the report.

Table of Contents

1 Report Overview

  • 1.1 Study Scope
  • 1.2 Market Analysis by Type
    • 1.2.1 Global Gaming Merchandise Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
    • 1.2.2 Toys
    • 1.2.3 Clothing and Accessories
    • 1.2.4 PC Game Peripherals
    • 1.2.5 Books and Posters
    • 1.2.6 Others
  • 1.3 Market by Sale Channel
    • 1.3.1 Global Gaming Merchandise Market Growth by Sale Channel: 2019 VS 2023 VS 2030
    • 1.3.2 Online
    • 1.3.3 Retail
    • 1.3.4 Specialty Stores
  • 1.4 Assumptions and Limitations
  • 1.5 Study Objectives
  • 1.6 Years Considered

2 Global Growth Trends

  • 2.1 Global Gaming Merchandise Market Perspective (2019-2030)
  • 2.2 Global Gaming Merchandise Growth Trends by Region
    • 2.2.1 Global Gaming Merchandise Market Size by Region: 2019 VS 2023 VS 2030
    • 2.2.2 Gaming Merchandise Historic Market Size by Region (2019-2024)
    • 2.2.3 Gaming Merchandise Forecasted Market Size by Region (2025-2030)
  • 2.3 Gaming Merchandise Market Dynamics
    • 2.3.1 Gaming Merchandise Industry Trends
    • 2.3.2 Gaming Merchandise Market Drivers
    • 2.3.3 Gaming Merchandise Market Challenges
    • 2.3.4 Gaming Merchandise Market Restraints

3 Competition Landscape by Key Players

  • 3.1 Global Top Gaming Merchandise Players by Revenue
    • 3.1.1 Global Top Gaming Merchandise Players by Revenue (2019-2024)
    • 3.1.2 Global Gaming Merchandise Revenue Market Share by Players (2019-2024)
  • 3.2 Global Gaming Merchandise Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
  • 3.3 Global Key Players Ranking by Gaming Merchandise Revenue
  • 3.4 Global Gaming Merchandise Market Concentration Ratio
    • 3.4.1 Global Gaming Merchandise Market Concentration Ratio (CR5 and HHI)
    • 3.4.2 Global Top 5 Companies by Gaming Merchandise Revenue in 2023
  • 3.5 Global Key Players of Gaming Merchandise Head office and Area Served
  • 3.6 Global Key Players of Gaming Merchandise, Product

4 Gaming Merchandise Breakdown Data by Type

  • 4.1 Global Gaming Merchandise Historic Market Size by Type (2019-2024)
  • 4.2 Global Gaming Merchandise Forecasted Market Size by Type (2025-2030)

5 Gaming Merchandise Breakdown Data by Sale Channel

  • 5.1 Global Gaming Merchandise Historic Market Size by Sale Channel (2019-2024)
  • 5.2 Global Gaming Merchandise Forecasted Market Size by Sale Channel (2025-2030)

6 North America

  • 6.1 North America Gaming Merchandise Market Size (2019-2030)
  • 6.2 North America Gaming Merchandise Market Growth Rate by Country: 2019 VS 2023 VS 2030
  • 6.3 North America Gaming Merchandise Market Size by Country (2019-2024)
  • 6.4 North America Gaming Merchandise Market Size by Country (2025-2030)
  • 6.5 United States
  • 6.6 Canada

7 Europe

  • 7.1 Europe Gaming Merchandise Market Size (2019-2030)
  • 7.2 Europe Gaming Merchandise Market Growth Rate by Country: 2019 VS 2023 VS 2030
  • 7.3 Europe Gaming Merchandise Market Size by Country (2019-2024)
  • 7.4 Europe Gaming Merchandise Market Size by Country (2025-2030)
  • 7.5 Germany
  • 7.6 France
  • 7.7 U.K.
  • 7.8 Italy
  • 7.9 Russia

8 Asia-Pacific

  • 8.1 Asia-Pacific Gaming Merchandise Market Size (2019-2030)
  • 8.2 Asia-Pacific Gaming Merchandise Market Growth Rate by Country: 2019 VS 2023 VS 2030
  • 8.3 Asia-Pacific Gaming Merchandise Market Size by Region (2019-2024)
  • 8.4 Asia-Pacific Gaming Merchandise Market Size by Region (2025-2030)
  • 8.5 China
  • 8.6 Japan
  • 8.7 South Korea
  • 8.8 Southeast Asia

9 Latin America

  • 9.1 Latin America Gaming Merchandise Market Size (2019-2030)
  • 9.2 Latin America Gaming Merchandise Market Growth Rate by Country: 2019 VS 2023 VS 2030
  • 9.3 Latin America Gaming Merchandise Market Size by Country (2019-2024)
  • 9.4 Latin America Gaming Merchandise Market Size by Country (2025-2030)
  • 9.5 Mexico
  • 9.6 Brazil

10 Middle East & Africa

  • 10.1 Middle East & Africa Gaming Merchandise Market Size (2019-2030)
  • 10.2 Middle East & Africa Gaming Merchandise Market Growth Rate by Country: 2019 VS 2023 VS 2030
  • 10.3 Middle East & Africa Gaming Merchandise Market Size by Country (2019-2024)
  • 10.4 Middle East & Africa Gaming Merchandise Market Size by Country (2025-2030)
  • 10.5 Turkey
  • 10.6 Saudi Arabia

11 Key Players Profiles

  • 11.1 Tencent
    • 11.1.1 Tencent Company Details
    • 11.1.2 Tencent Business Overview
    • 11.1.3 Tencent Gaming Merchandise Introduction
    • 11.1.4 Tencent Revenue in Gaming Merchandise Business (2019-2024)
    • 11.1.5 Tencent Recent Development
  • 11.2 Microsoft
    • 11.2.1 Microsoft Company Details
    • 11.2.2 Microsoft Business Overview
    • 11.2.3 Microsoft Gaming Merchandise Introduction
    • 11.2.4 Microsoft Revenue in Gaming Merchandise Business (2019-2024)
    • 11.2.5 Microsoft Recent Acquisition
  • 11.3 Nintendo
    • 11.3.1 Nintendo Company Details
    • 11.3.2 Nintendo Business Overview
    • 11.3.3 Nintendo Gaming Merchandise Introduction
    • 11.3.4 Nintendo Revenue in Gaming Merchandise Business (2019-2024)
    • 11.3.5 Nintendo Recent Development
  • 11.4 SONY
    • 11.4.1 SONY Company Details
    • 11.4.2 SONY Business Overview
    • 11.4.3 SONY Gaming Merchandise Introduction
    • 11.4.4 SONY Revenue in Gaming Merchandise Business (2019-2024)
    • 11.4.5 SONY Recent Development
  • 11.5 NetEase
    • 11.5.1 NetEase Company Details
    • 11.5.2 NetEase Business Overview
    • 11.5.3 NetEase Gaming Merchandise Introduction
    • 11.5.4 NetEase Revenue in Gaming Merchandise Business (2019-2024)
    • 11.5.5 NetEase Recent Development
  • 11.6 Disney
    • 11.6.1 Disney Company Details
    • 11.6.2 Disney Business Overview
    • 11.6.3 Disney Gaming Merchandise Introduction
    • 11.6.4 Disney Revenue in Gaming Merchandise Business (2019-2024)
  • 11.7 Nexon
    • 11.7.1 Nexon Company Details
    • 11.7.2 Nexon Business Overview
    • 11.7.3 Nexon Gaming Merchandise Introduction
    • 11.7.4 Nexon Revenue in Gaming Merchandise Business (2019-2024)
    • 11.7.5 Nexon Recent Development
  • 11.8 Ubisoft
    • 11.8.1 Ubisoft Company Details
    • 11.8.2 Ubisoft Business Overview
    • 11.8.3 Ubisoft Gaming Merchandise Introduction
    • 11.8.4 Ubisoft Revenue in Gaming Merchandise Business (2019-2024)
    • 11.8.5 Ubisoft Recent Development
  • 11.9 miHoYo
    • 11.9.1 miHoYo Company Details
    • 11.9.2 miHoYo Business Overview
    • 11.9.3 miHoYo Gaming Merchandise Introduction
    • 11.9.4 miHoYo Revenue in Gaming Merchandise Business (2019-2024)
  • 11.10 Square Enix
    • 11.10.1 Square Enix Company Details
    • 11.10.2 Square Enix Business Overview
    • 11.10.3 Square Enix Gaming Merchandise Introduction
    • 11.10.4 Square Enix Revenue in Gaming Merchandise Business (2019-2024)
    • 11.10.5 Square Enix Recent Development
  • 11.11 Razer
    • 11.11.1 Razer Company Details
    • 11.11.2 Razer Business Overview
    • 11.11.3 Razer Gaming Merchandise Introduction
    • 11.11.4 Razer Revenue in Gaming Merchandise Business (2019-2024)
    • 11.11.5 Razer Recent Development
  • 11.12 Logitech
    • 11.12.1 Logitech Company Details
    • 11.12.2 Logitech Business Overview
    • 11.12.3 Logitech Gaming Merchandise Introduction
    • 11.12.4 Logitech Revenue in Gaming Merchandise Business (2019-2024)
    • 11.12.5 Logitech Recent Development
  • 11.13 Fangamer
    • 11.13.1 Fangamer Company Details
    • 11.13.2 Fangamer Business Overview
    • 11.13.3 Fangamer Gaming Merchandise Introduction
    • 11.13.4 Fangamer Revenue in Gaming Merchandise Business (2019-2024)
  • 11.14 McFarlane Toys
    • 11.14.1 McFarlane Toys Company Details
    • 11.14.2 McFarlane Toys Business Overview
    • 11.14.3 McFarlane Toys Gaming Merchandise Introduction
    • 11.14.4 McFarlane Toys Revenue in Gaming Merchandise Business (2019-2024)

12 Analyst's Viewpoints/Conclusions

13 Appendix

  • 13.1 Research Methodology
    • 13.1.1 Methodology/Research Approach
    • 13.1.2 Data Source
  • 13.2 Author Details
  • 13.3 Disclaimer 116
샘플 요청 목록
0 건의 상품을 선택 중
목록 보기
전체삭제