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PUBLISHER: Global Market Insights Inc. | PRODUCT CODE: 1544602

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PUBLISHER: Global Market Insights Inc. | PRODUCT CODE: 1544602

Gaming Merchandise Market, Opportunity, Growth Drivers, Industry Trend Analysis and Forecast, 2024-2032

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PAGES: 220 Pages
DELIVERY TIME: 2-3 business days
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Global Gaming Merchandise Market will experience over 20% CAGR from 2024 to 2032, bolstered by the increasing popularity of gaming franchises and characters. As gaming communities grow and fan engagement intensifies, companies are capitalizing on this enthusiasm by expanding their product lines and collaborating with popular gaming brands. In this context, in May 2024, 7-Eleven, in collaboration with The Tetris Company, launched exclusive merchandise celebrating Tetris' 40th anniversary. Customers can win one of 20,000 Slurpee-shaped handheld gaming devices and shop co-branded apparel, available online via 7Collection.

Additionally, the rise of eSports and streaming platforms has amplified the visibility and influence of gaming culture, further fueling merchandise sales. The convergence of gaming with mainstream entertainment has also contributed to a broader market appeal, attracting dedicated gamers and casual fans.

The gaming merchandise market is categorized based on product, deployment model, purchase motivation, price range, distribution channel, and region.

The offline segment will register a decent growth pace over the study period, due to the tangible and immersive shopping experience it offers. Physical retail stores and pop-up shops allow consumers to interact with merchandise firsthand, enhancing their connection to gaming franchises and characters. Additionally, offline channels provide an opportunity for exclusive in-store promotions and limited-edition products that drive foot traffic and sales. The growing trend of experiential retail, where stores create engaging environments that resonate with gaming culture, further attracts fans who prefer a hands-on approach to purchasing merchandise, adding to industry value.

The high-end segment will clutch a remarkable market share by 2032, as it caters to collectors and enthusiasts who seek premium, exclusive items. High-end merchandise, such as limited-edition collectibles, high-quality apparel, and intricately designed memorabilia, attracts consumers willing to invest in unique and rare products that enhance their gaming experience. The higher price points, along with the elevated perceived value of gaming merchandise, are creating a sense of prestige and exclusivity. As more brands introduce luxurious and sophisticated offerings, increased consumer interest and spending will fuel segment growth.

North America gaming merchandise market will witness a notable CAGR through 2032. The region's strong gaming culture and large, dedicated fan base fuel demand for a wide range of merchandise. The proliferation of major gaming events, conventions, and eSports enhances visibility and stimulates consumer interest in branded merchandise. Additionally, the increasing integration of gaming with mainstream entertainment, along with collaborations between game developers and popular fashion brands, further accelerates market expansion.

Product Code: 10137

Table of Contents

Chapter 1 Scope and Methodology

  • 1.1 Market scope and definition
  • 1.2 Base estimates and calculations
  • 1.3 Forecast parameters
  • 1.4 Data sources
    • 1.4.1 Primary
    • 1.4.2 Secondary
      • 1.4.2.1 Paid sources
      • 1.4.2.2 Public sources

Chapter 2 Executive Summary

  • 2.1 Industry 360º synopsis, 2024 - 2032
  • 2.2 Business trends
    • 2.2.1 Total Addressable Market (TAM), 2024-2032

Chapter 3 Industry Insights

  • 3.1 Industry ecosystem analysis
  • 3.2 Vendor matrix
  • 3.3 Technology and innovation landscape
  • 3.4 Patent analysis
  • 3.5 Key news and initiatives
  • 3.6 Regulatory landscape
  • 3.7 Impact forces
    • 3.7.1 Growth drivers
      • 3.7.1.1 Increasing popularity of video games and gaming franchises
      • 3.7.1.2 Resurgence of interest in classic games and retro gaming culture
      • 3.7.1.3 Growth in gaming events and conventions
      • 3.7.1.4 Increasing customized and personalized merchandise in the gaming sector
      • 3.7.1.5 The growing consumer preference for sustainable and ethically produced merchandise
    • 3.7.2 Industry pitfalls and challenges
      • 3.7.2.1 Licensing and intellectual property issues
      • 3.7.2.2 Counterfeiting and unauthorized merchandise
  • 3.8 Growth potential analysis
  • 3.9 Porter's analysis
    • 3.9.1 Supplier power
    • 3.9.2 Buyer power
    • 3.9.3 Threat of new entrants
    • 3.9.4 Threat of substitutes
    • 3.9.5 Industry rivalry
  • 3.10 PESTEL analysis

Chapter 4 Competitive Landscape, 2023

  • 4.1 Company market share analysis
  • 4.2 Competitive positioning matrix
  • 4.3 Strategic outlook matrix

Chapter 5 Market Estimates and Forecast, By Product, 2021 - 2032 (USD Million)

  • 5.1 Key trends
  • 5.2 Apparel
  • 5.3 Accessories
  • 5.4 Collectibles
  • 5.5 Gaming peripherals
  • 5.6 Home decor

Chapter 6 Market Estimates and Forecast, By Distribution Channel, 2021 - 2032 (USD Million)

  • 6.1 Key trends
  • 6.2 Online
  • 6.3 Offline

Chapter 7 Market Estimates and Forecast, By Price Range, 2021 - 2032 (USD Million)

  • 7.1 Key trends
  • 7.2 High-end
  • 7.3 Mid-range
  • 7.4 Low-cost

Chapter 8 Market Estimates and Forecast, By Purchase Motivation, 2021 - 2032 (USD Million)

  • 8.1 Key trends
  • 8.2 Collector
  • 8.3 Fashion statement
  • 8.4 Others

Chapter 9 Market Estimates and Forecast, By Region, 2021 - 2032 (USD Million)

  • 9.1 Key trends
  • 9.2 North America
    • 9.2.1 U.S.
    • 9.2.2 Canada
  • 9.3 Europe
    • 9.3.1 UK
    • 9.3.2 Germany
    • 9.3.3 France
    • 9.3.4 Italy
    • 9.3.5 Spain
    • 9.3.6 Rest of Europe
  • 9.4 Asia Pacific
    • 9.4.1 China
    • 9.4.2 India
    • 9.4.3 Japan
    • 9.4.4 South Korea
    • 9.4.5 ANZ
    • 9.4.6 Rest of Asia Pacific
  • 9.5 Latin America
    • 9.5.1 Brazil
    • 9.5.2 Mexico
    • 9.5.3 Rest of Latin America
  • 9.6 MEA
    • 9.6.1 UAE
    • 9.6.2 Saudi Arabia
    • 9.6.3 South Africa
    • 9.6.4 Rest of MEA

Chapter 10 Company Profiles

  • 10.1 Amazon.com, Inc.
  • 10.2 Bioworld Merchandising
  • 10.3 Capcom Store
  • 10.4 Etsy Sellers
  • 10.5 Fanatics, Inc.
  • 10.6 Fangamer
  • 10.7 Gamerabilia
  • 10.8 GameStop Corp.
  • 10.9 Hot Topic, Inc.
  • 10.10 Insert Coin Clothing
  • 10.11 JiNX
  • 10.12 Logitech G
  • 10.13 Loot Crate
  • 10.14 Nintendo Store
  • 10.15 Numskull Designs
  • 10.16 Razer
  • 10.17 Square Enix Store
  • 10.18 SteelSeries
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Jeroen Van Heghe

Manager - EMEA

+32-2-535-7543

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Christine Sirois

Manager - Americas

+1-860-674-8796

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