The TV And Movie Merchandise Market is being driven by Growth of e-commerce platforms
The TV And Movie Merchandise Market is expected to grow at a CAGR of 11.2% during 2024 and 2029. During this period, the market is also expected to show a growth of USD 137.4 billion. In recent years, the entertainment industry has witnessed a shift in revenue generation strategies, with an increasing focus on merchandise sales. Traditionally, ticket sales were the primary source of income for studios. However, with the decline in DVD sales and stagnating box office collections on a global scale, the production costs of movies have risen significantly. To counteract this trend, studios such as Marvel Cinematic Universe (MCU) are turning to merchandise as a significant revenue stream. Consumer products are now influencing moviemaking decisions, with several films generating more revenue from merchandise sales than box office collections. This trend is expected to continue as studios seek alternative methods to boost sales and recoup production costs.
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The market is segmented based on
According to Technavio, There are several factors that are causing the market to flourish during the forecast period, which are as follows:
However, the market also witnesses some limitations, which are as follows:
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Market Scope |
|
Report Coverage |
Details |
Page number |
223 |
Base year |
2024 |
Historic period |
2019-2023 |
Forecast period |
2025-2029 |
Growth momentum & CAGR |
Accelerate at a CAGR of 11.2% |
Market growth 2025-2029 |
USD 137.4 billion |
Market structure |
fragmentation |
YoY growth 2024-2025(%) |
9.2 |
Key countries |
US, Canada, Germany, UK, Italy, France, China, India, Japan, Brazil, Egypt, UAE, Oman, Argentina, KSA, UAE, Brazil, and Rest of World (ROW) |
Competitive landscape |
Leading Companies, Market Positioning of Companies, Competitive Strategies, and Industry Risks |
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The TV and movie merchandise market encompasses a wide range of products including toys, apparel, collectibles, comic books, action figures, artwork, home décor, accessories, video games, kids' costumes, movie/show scripts, and more. Licensed sellers offer these items through both online shopping websites and offline retailers. E-commerce expansion drives growth in the market, while product quality, health, and environmental protection are key considerations. Plant-based products and sustainable practices are gaining popularity.
The global leisure products market encompasses a diverse range of categories, including toys, apparel, collectibles, comic books, action figures, artwork, and other consumer-focused games. According to Technavio, the household durables market size is determined by the consolidated revenue generated by manufacturers of household durables, which include consumer electronics, home furnishings, homebuilding products, household appliances, houseware and specialties, and leisure products. The expansion of the global leisure products market will be fueled by several key factors, most notably the surge in health and fitness club memberships. Over the past decade, membership numbers have experienced significant growth, and the industry's potential continues to attract new players, leading to a rapidly expanding market. Industries are leveraging the products belonging to the market for customer engagement, transactional notifications, and promotional offers.
Technavio Research
Jesse Maida
Media & Marketing Executive
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UK: +44 203 893 3200
Email: media@technavio.com
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