시장보고서
상품코드
1857094

세계의 게임 상품 : 시장 점유율과 순위, 전체 매출 및 수요 예측(2025-2031년)

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

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

    
    
    




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

세계의 게임 상품 시장 규모는 2024년에 557억 4,000만 달러로 추정되며, 2031년에는 808억 2,000만 달러로 재조정될 것으로 예측되며, 2025-2031년 예측 기간 동안 CAGR은 5.1%를 기록할 것으로 예상됩니다.

게임 상품은 게임을 콘셉트로 한 파생상품을 의미하며, 장난감(미스터리 박스), 의류-액세서리, PC게임 주변기기, 도서, 문구류 등이 포함되나 이에 국한되지 않습니다. 이 제품들은 플레이어의 게임에 대한 애정과 수집 욕구를 충족시킬 뿐만 아니라 풍부하고 다양한 디자인과 기능을 통해 플레이어와 게임 간의 정서적 연결과 인터랙티브한 경험을 향상시킬 수 있습니다.

세계 게임용품의 주요 제조사는 Tencent, Microsoft, Nintendo, SONY, NetEase 등입니다. 세계 상위 5개 업체가 35% 이상의 점유율을 차지하고 있습니다.

북미가 가장 큰 시장으로 약 54%, 아시아태평양이 약 25%, 유럽이 약 15%의 점유율을 차지하고 있습니다.

제품별로는 완구가 가장 큰 부문으로 약 30%의 점유율을 차지하고 있습니다. 용도별로는 온라인이 약 50%로 가장 많고, 그 다음으로 소매가 35% 이상의 점유율을 차지하고 있습니다.

게임 상품의 개인화가 큰 트렌드가 되고 있습니다. 커스터마이징 스킨, 한정판 피규어, 개인화된 게임 기기 등 독특한 디자인이나 커스터마이징이 가능한 요소를 가진 상품을 구매하여 자신의 스타일과 게임에 대한 애착을 표현하는 경향이 강해지고 있습니다. 디지털 상품의 중요성이 커지고 있습니다. 온라인 게임과 가상세계의 인기에 따라 가상화폐, 스킨, 소품 등 디지털 자산의 거래량은 지속적으로 증가하고 있습니다. 이러한 가상 아이템은 게임 경험을 향상시킬 뿐만 아니라 개발자에게 새로운 수익 모델을 제공합니다.

이 보고서는 게임용품 세계 시장을 포괄적으로 조사했으며, 지역별, 국가별, 유형별, 용도별 분석과 함께 총매출액, 주요 기업의 시장 점유율 및 순위에 초점을 맞추고 있습니다.

게임용품의 시장 규모, 추정 및 예측은 2024년을 기준년으로 한 매출액(백만 달러)으로 2020년부터 2031년까지의 과거 데이터와 예측 데이터를 게재하고 있습니다. 정량적 분석과 정성적 분석을 통해 독자들이 비즈니스/성장 전략을 수립하고, 시장 경쟁 상황을 평가하고, 현재 시장에서의 자사 위치를 분석하여 게임 상품에 대한 정보에 입각한 비즈니스 의사결정을 내릴 수 있도록 돕습니다.

자주 묻는 질문

  • 세계 게임 상품 시장 규모는 어떻게 예측되나요?
  • 게임 상품의 주요 제조사는 어디인가요?
  • 북미와 아시아태평양의 게임 상품 시장 점유율은 어떻게 되나요?
  • 게임 상품의 개인화 트렌드는 어떤 방향으로 진행되고 있나요?
  • 게임 상품의 용도별 시장 점유율은 어떻게 되나요?

목차

제1장 시장 개요

  • 게임 상품 제품 소개
  • 게임 상품 세계 시장 규모 예측(2020-2031년)
  • 게임 용품 시장 동향과 촉진요인
  • 가정과 제약
  • 조사 목적
  • 조사 기간

제2장 기업별 경쟁 분석

  • 세계의 게임 상품 기업 매출 순위(2024년)
  • 세계의 게임 상품 기업별 매출(2020-2025년)
  • 주요 제조업체의 게임 상품 제조 거점 분포 및 본사
  • 주요 제조업체의 게임 상품 제품 제공
  • 주요 제조업체의 게임 상품 양산 개시 시기
  • 게임 상품 시장 경쟁 분석
  • M&A, 확대

제3장 유형별 세분화

  • 유형별 소개
    • 완구
    • 의류 엑세서리
    • PC 게임 주변기기
    • 서적·포스터
    • 기타
  • 세계의 게임 상품 유형별 판매액

제4장 용도별 부문

  • 용도별 소개
    • 온라인
    • 소매
    • 전문점
  • 세계의 게임 상품 용도별 판매액

제5장 지역별 세분화

  • 세계의 게임 상품 지역별 판매액
  • 북미
  • 유럽
  • 아시아태평양
  • 남미
  • 중동 및 아프리카

제6장 주요 국가·지역별 세분화

  • 주요 국가·지역별 게임 상품 판매액 성장 동향(2020년 VS2024년 VS2031년)
  • 주요 국가·지역별 게임 상품 판매액(2020-2031년)
  • 미국
  • 유럽
  • 중국
  • 일본
  • 한국
  • 동남아시아
  • 인도

제7장 기업 개요

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

제8장 산업 체인 분석

제9장 조사 결과와 결론

제10장 부록

KSM 25.11.18

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
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