エンターテインメントコンテンツ・グッズ市場 – 2030年までの世界予測

Entertainment Content and Goods Market - Global Forecast to 2030

エンターテインメントコンテンツ・グッズ市場 - 音楽機器・記念品、レコード、サイン入り商品、ライフスタイル・家庭用品、スポーツ用品、コレクターズアイテム、アニメコンテンツ制作、映画、テレビ/OTT、アパレル - 2030年までの世界予測
Entertainment Content and Goods Market by Music Equipment and Memorabilia, Vinyl Record, Signed Merchandise, Lifestyle and Home Goods, Sporting Equipment, Collectible, Animated Content Creation, Film, TV/OTT and Apparel - Global Forecast to 2030

商品番号 : SMB-84672

出版社MarketsandMarkets
出版年月2025年8月
ページ数173
図表数142
価格タイプシングルユーザライセンス
価格USD 4,950
種別英文調査報告書

エンターテインメントコンテンツ・グッズ市場は2025年中に1,776.4億米ドル規模となり、予測期間中に6.2%のCAGRで成長し、2030年には2,395.2億米ドルに達するとMarketsandMarketsではよそくしています。

本レポートは、エンターテインメントコンテンツ・グッズ市場をセグメント化し、音楽アーティストグッズ、ライセンスグッズ、アニメーションコンテンツ制作、地域別に市場規模を予測しています。また、市場成長に影響を与える促進要因、阻害要因、機会、課題についても包括的に分析しています。本レポートは、市場の定量的側面だけでなく、定性的な側面も網羅しています。

本レポートは、エンターテインメントコンテンツ・グッズ市場全体および関連セグメントの収益に関する最も近い概算情報を提供し、市場リーダー/新規参入企業にとって役立ちます。また、本レポートは、市場関係者が競争環境を理解し、市場における地位を強化し、適切な市場開拓戦略を策定するための洞察を深めるのに役立ちます。さらに、本レポートは、市場の動向を把握し、主要な市場牽引要因、制約要因、機会、課題に関する情報を提供します。

Report Overview

The entertainment content and goods market is anticipated to be valued at USD 177.64 billion in 2025 and USD 239.52 billion by 2030, growing at a CAGR of 6.2% during the forecast period.

エンターテインメントコンテンツ・グッズ市場 - 2030年までの世界予測 - chosareport.com
entertainment-content-goods-market

Key factors driving the entertainment content and goods market include the increasing global consumption of digital content, rising fandom culture, and demand for personalized, limited-edition merchandise. These factors compel entertainment companies to diversify their offerings and monetize intellectual property across multiple channels. Technological advancements, such as AR/VR, NFTs, and AI-driven content creation, enhance audience engagement and enable immersive brand experiences. Furthermore, the expansion of direct-to-consumer platforms and social commerce accelerates access to merchandise and exclusive content. However, challenges such as IP infringement, fluctuating consumer preferences, and high content production costs can constrain market scalability. Additionally, inconsistent digital infrastructure and regional disparities in fan monetization strategies may hinder growth in certain emerging markets.

“By licensed goods type, the lifestyle, fan gear, and memorabilia segment is expected to register the highest CAGR from 2025 to 2030.”

The lifestyle, fan gear, and memorabilia segment is projected to register the highest CAGR in the entertainment content and goods market during the forecast period, driven by rising consumer demand for personalized, team-driven, and emotionally resonant merchandise. This segment includes apparel, accessories, home décor, and collectible items inspired by music, professional sports teams, athletes, leagues, and sporting events. As audiences increasingly seek to express identity and fandom through tangible goods, licensed lifestyle and memorabilia products are emerging as key revenue drivers for entertainment companies.

Digital transformation further amplifies this growth, with sports brands and leagues leveraging direct-to-consumer channels, limited-edition drops, and social commerce strategies to boost fan engagement and merchandise sales. Augmented reality (AR) features, QR-enabled authenticity checks, and NFT-linked memorabilia enhance product interactivity and collectability. Companies such as Fanatics Inc. (US), Nike, Inc. (US), and Adidas AG (Germany) are expanding their licensed merchandise portfolios through exclusive retail collaborations and athlete-driven collections tailored for global audiences.

The growing popularity of hybrid fan experiences, combining digital content with physical goods, also contributes to segment expansion. As brand ecosystems become more immersive and fandom culture evolves, lifestyle and memorabilia goods are positioned to become increasingly integral to the content monetization strategies of leading entertainment players worldwide.

By animated content creation, the TV/OTT segment is projected to account for the largest market share from 2025 to 2030.”

The TV/OTT segment is expected to account for the largest share of the animated content creation market from 2025 to 2030, driven by the rising demand for high-quality, serialized animated programming across streaming platforms and traditional broadcast channels. With the global surge in OTT consumption, fueled by increased internet penetration and mobile device usage, animation has become a preferred format for engaging audiences across age groups, particularly children, young adults, and fandom-based communities.

TV and OTT platforms heavily invest in original animated content to differentiate offerings, retain subscribers, and capture niche viewer segments. Streaming giants such as Netflix, Disney+, Amazon Prime Video, and regional platforms, including Voot and Tencent Video, commission exclusive animated series, reboots of legacy IPs, and culturally localized content to meet rising viewer expectations. The flexibility of animation to support diverse storytelling formats, from educational series to adult comedy and fantasy, further expands its applicability and appeal.

In addition, the integration of advanced production technologies, such as 2D/3D hybrid animation, motion capture, and AI-based rendering, enhances visual quality and production efficiency. As content consumption habits evolve and demand for on-demand, serialized storytelling grows, the TV/OTT segment is expected to maintain its leadership in animated content creation, supported by robust platform investments and global audience engagement.

エンターテインメントコンテンツ・グッズ市場 - 2030年までの世界予測 - region
entertainment-content-goods-market-region

“North America is projected to account for the largest market share from 2025 to 2030.”

The North America region is projected to hold the largest share of the global entertainment content and goods market from 2025 to 2030, owing to a mature entertainment ecosystem, widespread digital infrastructure, and high consumer spending on content and branded merchandise. The US remains a global hub for entertainment production and IP commercialization, with major players such as The Walt Disney Company, Warner Bros. Entertainment, Universal Music Group, and Paramount headquartered in the region. These companies leverage extensive distribution networks and fan engagement platforms to monetize content across film, television, music, gaming, and consumer products.

The region’s dominance is further supported by the widespread adoption of streaming services, direct-to-consumer retail channels, and fan-based commerce. The growing trend of limited-edition merchandise drops, exclusive artist collaborations, and immersive fan experiences, including virtual concerts and AR/VR-driven activations, is enhancing consumer engagement and driving high-margin sales. Moreover, the integration of emerging technologies such as NFTs and AI-generated content accelerates innovation across content creation and merchandise offerings.

Strong IP protection laws, advanced content monetization models, and a well-established retail infrastructure provide a conducive environment for sustained growth. With a culture that values entertainment as a lifestyle, North America is expected to maintain its leading position in the global entertainment content and goods market.

The breakdown of the profile of primary participants in the entertainment content and goods market is as follows:

  • By Company Type: Tier 1 – 40%, Tier 2 – 35%, Tier 3 – 25%
  • By Designation Type: C Level Executives – 40%, Director Level – 30%, Others – 30%
  • By Region Type: Asia Pacific – 35%, North America – 25%, Europe – 25%, RoW – 15%

Notes: Other designations include sales, marketing, and product managers.

The three tiers of the companies are based on their total revenues as of 2024: Tier 1: >USD 1 billion, Tier 2: USD 500 million-1 billion, and Tier 3: USD 500 million.

The major players in the entertainment content and goods market with a significant geographical presence include The Walt Disney Company (US), Universal Music Group N.V. (Netherlands), Warner Bros. Entertainment Inc. (US), Sony Music Entertainment (US), Paramount (US), and others.

エンターテインメントコンテンツ・グッズ市場 - 2030年までの世界予測 - ecosystem
entertainment-content-goods-market-ecosystem

Research Coverage

The report segments the entertainment content and goods market and forecasts its size by music artist goods type, licensed goods type, animated content creation, and region. It also comprehensively reviews drivers, restraints, opportunities, and challenges influencing market growth. The report covers qualitative aspects in addition to quantitative aspects of the market.

Reasons to buy the report

The report will help the market leaders/new entrants in this market with information on the closest approximate revenues for the overall entertainment content and goods market and related segments. This report will help stakeholders understand the competitive landscape and gain more insights to strengthen their position in the market and plan suitable go-to-market strategies. The report also helps stakeholders understand the pulse of the market and provides them with information on key market drivers, restraints, opportunities, and challenges.

The report provides insights on the following pointers:

  • Analysis of key drivers (rising consumer demand for personalized and experiential entertainment goods, rapid advances in AI, 5G, and immersive technologies, rise in cross-platform content integration), restraints (growing instances of content and merchandise piracy, economic constraints and subscription fatigue), opportunities (increasing collaboration between innovative brands and artists, rising integration of blockchain and non-fungible tokens into digital goods, growing digitally connected population in emerging economies), and challenges (high cost of premium merchandise production, increasing competition among entertainment platforms, rapidly changing consumer preferences and volatility in market trends)
  • Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new product/service launches in the entertainment content and goods market
  • Market Development: Comprehensive information about lucrative markets –the report analyses the entertainment content and goods market across varied regions
  • Market Diversification: Exhaustive information about new products, untapped geographies, and recent developments such as partnerships, collaborations, acquisitions, agreements, and expansions in the entertainment content and goods market
  • Competitive Assessment: In-depth assessment of market shares, growth strategies, and product offerings of leading players, including The Walt Disney Company (US), Universal Music Group N.V. (Netherlands), Warner Music Group Inc. (US), Sony Music Entertainment (US), Paramount (US), Netflix, Inc. (US), Fanatics Inc. (US), DreamWorks Animation (US), Illumination (US), Amazon.com, Inc. (US), PUMA SE (Germany), New Era Cap (US), Adidas AG (Germany), Merchbar, Inc. (US), and Nike, Inc. (US).

Table of Contents

1               INTRODUCTION              19

1.1           STUDY OBJECTIVES       19

1.2           MARKET DEFINITION   19

1.3           STUDY SCOPE   20

1.3.1        MARKETS COVERED AND REGIONAL SCOPE      20

1.3.2        INCLUSIONS AND EXCLUSIONS 20

1.3.3        YEARS CONSIDERED      22

1.4           CURRENCY CONSIDERED            22

1.5           STAKEHOLDERS               22

2               RESEARCH METHODOLOGY       23

2.1           RESEARCH DATA              23

2.1.1        SECONDARY AND PRIMARY RESEARCH 24

2.1.2        SECONDARY DATA          25

2.1.2.1    List of key secondary sources              25

2.1.2.2    Key data from secondary sources       25

2.1.3        PRIMARY DATA 26

2.1.3.1    List of primary interview participants               26

2.1.3.2    Breakdown of primaries      27

2.1.3.3    Key data from primary sources           27

2.1.3.4    Key industry insights           29

2.2           MARKET SIZE ESTIMATION         29

2.2.1        BOTTOM-UP APPROACH              29

2.2.1.1    Approach to arrive at market size using bottom-up analysis

(demand side)       29

2.2.2        TOP-DOWN APPROACH                30

2.2.2.1    Approach to arrive at market size using top-down analysis

(supply side)         30

2.3           FACTOR ANALYSIS          31

2.3.1        DEMAND-SIDE ANALYSIS             31

2.3.2        SUPPLY-SIDE ANALYSIS                 32

2.4           MARKET BREAKDOWN AND DATA TRIANGULATION                 32

2.5           RESEARCH ASSUMPTIONS           33

2.6           RESEARCH LIMITATIONS             33

2.7           RISK ANALYSIS  33

3               EXECUTIVE SUMMARY  34

4               PREMIUM INSIGHTS       38

4.1           ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN ENTERTAINMENT

CONTENT AND GOODS MARKET              38

4.2           ENTERTAINMENT CONTENT AND GOODS MARKET, BY MUSIC ARTIST GOODS TYPE      39

4.3           ENTERTAINMENT CONTENT AND GOODS MARKET, BY LICENSED GOODS TYPE               39

4.4           ENTERTAINMENT CONTENT AND GOODS MARKET, BY ANIMATED CONTENT CREATION            40

4.5           ENTERTAINMENT CONTENT AND GOODS MARKET, BY REGION                40

4.6           ENTERTAINMENT CONTENT AND GOODS MARKET, BY GEOGRAPHY      41

5               MARKET OVERVIEW       42

5.1           INTRODUCTION              42

5.2           MARKET DYNAMICS       42

5.2.1        DRIVERS               43

5.2.1.1    Rising consumer demand for personalized and

experiential entertainment goods      43

5.2.1.2    Rapid advances in AI, 5G, and immersive technologies 43

5.2.1.3    Rise in cross-platform content integration       44

5.2.2        RESTRAINTS      45

5.2.2.1    Growing instances of content and merchandise piracy  45

5.2.2.2    Economic constraints and subscription fatigue                46

5.2.3        OPPORTUNITIES              46

5.2.3.1    Increasing collaboration between innovative brands and artists                 46

5.2.3.2    Rising integration of blockchain and non-fungible tokens into

digital goods          47

5.2.3.3    Growing digitally connected population in emerging economies                 48

5.2.4        CHALLENGES    49

5.2.4.1    High cost of premium merchandise production               49

5.2.4.2    Increasing competition among entertainment platforms                 49

5.2.4.3    Rapidly changing consumer preferences and volatility in

market trends        50

5.3           VALUE CHAIN ANALYSIS               51

5.4           ECOSYSTEM ANALYSIS  53

5.5           TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS            55

5.6           TECHNOLOGY ANALYSIS             56

5.6.1        KEY TECHNOLOGIES     56

5.6.1.1    Content streaming infrastructure      56

5.6.1.2    Digital rights management (DRM)   56

5.6.1.3    E-commerce merchandise platforms 56

5.6.2        COMPLEMENTARY TECHNOLOGIES       57

5.6.2.1    Artificial intelligence (AI)   57

5.6.2.2    Blockchain             57

5.6.2.3    Augmented reality (AR) and virtual reality (VR)            58

5.6.3        ADJACENT TECHNOLOGIES       58

5.6.3.1    Generative AI        58

5.6.3.2    Web3 and decentralized platforms    59

5.6.3.3    3D printing            59

5.7           PRICING ANALYSIS          59

5.7.1        PRICING TREND OF ENTERTAINMENT CONTENT AND GOODS,

BY TYPE, 2021–2024          60

5.8           CASE STUDY ANALYSIS 61

5.8.1        NEW BELGIUM BREWING AND TUBI’S IN-HOUSE CONTENT STUDIO PARTNERED TO INTEGRATE VOODOO RANGER SKELETON MASCOT INTO

THE FREAK BROTHERS TO BOOST BRAND IDENTITY    61

5.8.2        INFOSYS HELPS GLOBAL MUSIC AND ENTERTAINMENT COMPANY IMPLEMENT CENTRALIZED PLATFORM TO ENABLE UNIFORM

PROCESSING WORKFLOWS         62

5.8.3        LG UPLUS INSTALLS MICROSOFT TEAMS TO MODERNIZE WORKPLACE COMMUNICATION AND CONTENT COLLABORATION            62

5.9           KEY CONFERENCES AND EVENTS, 2025–2026        63

6               ENTERTAINMENT CONTENT AND GOODS MARKET, BY MUSIC ARTIST GOODS TYPE      64

6.1           INTRODUCTION              65

6.2           APPAREL              67

6.2.1        RISE IN ARTIST-LED FASHION COLLABORATIONS WITH GLOBAL BRANDS AND MERCHANDISING SPECIALISTS TO BOLSTER SEGMENTAL GROWTH              67

6.2.2        PRINTED T-SHIRTS         67

6.2.3        HOODIES AND SWEATSHIRTS    68

6.2.4        CAPS, HATS, AND BEANIES          68

6.3           ACCESSORIES    69

6.3.1        EXPANDING DIRECT-TO-FAN COMMERCE CHANNELS TO CONTRIBUTE TO SEGMENTAL GROWTH      69

6.3.2        BAGS     69

6.3.3        SHOES  70

6.3.4        WATCHES            70

6.3.5        OTHER ACCESSORIES    71

6.4           LIFESTYLE AND HOME GOODS 71

6.4.1        EVOLVING GIFTING CULTURE AND AESTHETICALLY CURATED

WORK-FROM-HOME ENVIRONMENTS TO FUEL SEGMENTAL GROWTH             71

6.4.2        MUGS AND DRINKWARE               72

6.4.3        POSTERS AND ARTWORK             72

6.4.4        STATIONERY     73

6.5           MUSIC EQUIPMENT AND MEMORABILIA              73

6.5.1        GROWING POPULARITY OF RETRO-STYLE MUSIC EXPERIENCES TO

AUGMENT SEGMENTAL GROWTH           73

6.5.2        VINYL RECORDS               74

6.5.3        SIGNED MERCHANDISE                74

6.5.4        MUSICAL INSTRUMENTS              75

7               ENTERTAINMENT CONTENT AND GOODS MARKET, BY LICENSED GOODS TYPE               76

7.1           INTRODUCTION              77

7.2           LICENSED SPORTSWEAR              79

7.2.1        BURGEONING DEMAND FOR SUSTAINABLE, LIMITED-EDITION,

AND INFLUENCER-BACKED MERCHANDISE TO DRIVE MARKET                 79

7.2.2        OFFICIAL TEAM JERSEYS AND TEES        79

7.2.3        BRANDED ATHLETIC CAPS AND HEADWEAR     80

7.2.4        SPORTS TEAM HOODIES AND OUTERWEAR        80

7.3           ATHLETIC AND FAN ACCESSORIES          81

7.3.1       INCREASING USE OF CELEBRITY-THEMED BAGS, SHOES, WATCHES,

AND OTHER PERSONAL ACCESSORIES TO BOOST SEGMENTAL GROWTH             81

7.3.2        TEAM-BRANDED BAGS 81

7.3.3        SPORTS EDITION FOOTWEAR   82

7.3.4        SMARTWATCHES AND FITNESS BANDS 82

7.3.5        OTHER BRANDED ACCESSORIES               83

7.4           SPORTING EQUIPMENT                84

7.4.1        FAN-DRIVEN PERSONALIZATION AND BRAND COLLABORATIONS TO

FUEL SEGMENTAL GROWTH      84

7.4.2        BALLS   84

7.4.3        RACKETS              85

7.4.4        GLOVES AND PADS         85

7.4.5        OTHER SPORTING EQUIPMENT                86

7.5           LIFESTYLE, FAN GEAR, AND MEMORABILIA        86

7.5.1        PERSONALIZATION TRENDS AND EXPANDING OMNICHANNEL RETAIL STRATEGIES TO DRIVE MARKET                 86

7.5.2        BOTTLES AND DRINKWARE        87

7.5.3        SCARVES AND WRISTBANDS      88

7.5.4        COLLECTIBLES 88

7.5.5        POSTERS, CALENDARS, AND PHOTOBOOKS       89

7.5.6        OTHER LICENSED PRODUCTS   89

8               ENTERTAINMENT CONTENT AND GOODS MARKET, BY ANIMATED CONTENT CREATION            90

8.1           INTRODUCTION              91

8.2           BY CONTENT TYPE         91

8.2.1        FILMS    92

8.2.1.1    Increasing investment in immersive storytelling and global appetite for cross-generational content to fuel segmental growth                 92

8.2.2        TV/OTT                92

8.2.2.1    Surging demand for binge-worthy series and animation to contribute to segmental growth          92

8.3           BY ANIMATION STYLE   93

8.3.1        2D ANIMATION 93

8.3.2        3D ANIMATION 94

8.3.3        STOP-MOTION ANIMATION       94

8.3.4        MIXED MEDIA   95

9               ENTERTAINMENT CONTENT AND GOODS MARKET, BY REGION                96

9.1           INTRODUCTION              97

9.2           NORTH AMERICA             98

9.2.1        MACROECONOMIC OUTLOOK FOR NORTH AMERICA                 98

9.2.2        US           100

9.2.2.1    Strong commercialization of intellectual property to

accelerate market growth    100

9.2.3        CANADA               101

9.2.3.1    Growing emphasis on content development and fan engagement to boost market growth        101

9.2.4        MEXICO                102

9.2.4.1    Rising digitally active population and disposable incomes to

fuel market growth                102

9.3           EUROPE               103

9.3.1        MACROECONOMIC OUTLOOK FOR EUROPE      103

9.3.2        GERMANY           105

9.3.2.1    Widespread use of streaming services and online gaming

platforms to augment market growth                 105

9.3.3        UK          106

9.3.3.1    Integration of AR/VR technologies into entertainment content to foster market growth            106

9.3.4        FRANCE                107

9.3.4.1    Synergy between content production and consumer goods to expedite market growth       107

9.3.5        ITALY    108

9.3.5.1    Availability of limited-edition goods, vintage content collectibles,

and localized merchandise to drive market      108

9.3.6        REST OF EUROPE             109

9.4           ASIA PACIFIC     110

9.4.1        MACROECONOMIC OUTLOOK FOR ASIA PACIFIC                 110

9.4.2        CHINA  112

9.4.2.1    Strong mobile-first consumption habits to contribute to

market growth       112

9.4.3        JAPAN   113

9.4.3.1    Advanced animation studios and strong legacy IP portfolios to

boost market growth             113

9.4.4        SOUTH KOREA  114

9.4.4.1    Growing popularity of official light sticks and digital collectibles to fuel market growth           114

9.4.5        INDIA    115

9.4.5.1    Expansion of OTT platforms and surge in regional language content to drive market       115

9.4.6        REST OF ASIA PACIFIC   116

9.5           ROW      117

9.5.1        MACROECONOMIC OUTLOOK FOR ROW              117

9.5.2        MIDDLE EAST & AFRICA                118

9.5.2.1    Growing monetization of local cultural IPs to contribute to

market growth       118

9.5.3        SOUTH AMERICA             119

9.5.3.1    Increasing investment in local entertainment content production to augment market growth  119

10            COMPETITIVE LANDSCAPE         121

10.1         OVERVIEW          121

10.2         KEY PLAYER STRATEGIES/RIGHT TO WIN, 2021–2025                 121

10.2.1      COMPANY FOOTPRINT: KEY PLAYERS, 2024         123

10.2.1.1  Company footprint               123

10.2.1.2  Region footprint   124

10.2.1.3  Music artist goods type footprint       125

10.2.1.4  Licensed goods type footprint             126

10.2.1.5  Animated content creation footprint 127

10.3         COMPETITIVE SCENARIO             127

10.3.1      PRODUCT/SERVICE LAUNCHES                 128

10.3.2      DEALS  129

10.3.3      EXPANSIONS     131

11            COMPANY PROFILES      132

11.1         INTRODUCTION              132

11.2         KEY PLAYERS     132

11.2.1      MERCHBAR, INC.              132

11.2.1.1  Business overview 132

11.2.1.2  Products/Solutions/Services offered 133

11.2.1.3  Recent developments           133

11.2.1.3.1                Deals      133

11.2.2      FANATICS INC. 134

11.2.2.1  Business overview 134

11.2.2.2  Products/Solutions/Services offered 134

11.2.2.3  Recent developments           135

11.2.2.3.1                Product/Service launches   135

11.2.2.3.2                Deals      136

11.2.3      NIKE, INC.            137

11.2.3.1  Business overview 137

11.2.3.2  Products/Solutions/Services offered 138

11.2.3.3  Recent developments           138

11.2.3.3.1                Product/Service launches   138

11.2.3.3.2                Deals      139

11.2.4      ADIDAS AG         140

11.2.4.1  Business overview 140

11.2.4.2  Products/Solutions/Services offered 140

11.2.4.3  Recent developments           141

11.2.4.3.1                Product/Service launches   141

11.2.4.3.2                Deals      142

11.2.5      NEW ERA CAP    143

11.2.5.1  Business overview 143

11.2.5.2  Products/Solutions/Services offered 143

11.2.5.3  Recent developments           144

11.2.5.3.1                Product/Service launches   144

11.2.5.3.2                Deals      144

11.2.6      PUMA SE              146

11.2.6.1  Business overview 146

11.2.6.2  Products/Solutions/Services offered 146

11.2.6.3  Recent developments           147

11.2.6.3.1                Product/Service launches   147

11.2.6.3.2                Deals      148

11.2.7      THE WALT DISNEY COMPANY   149

11.2.7.1  Business overview 149

11.2.7.2  Products/Solutions/Services offered 149

11.2.7.3  Recent developments           150

11.2.7.3.1                Product/Service launches   150

11.2.7.3.2                Deals      151

11.2.7.3.3                Expansions             152

11.2.8      DREAMWORKS ANIMATION        153

11.2.8.1  Business overview 153

11.2.8.2  Products/Solutions/Services offered 153

11.2.8.3  Recent developments           154

11.2.8.3.1                Deals      154

11.2.9      ILLUMINATION                 155

11.2.9.1  Business overview 155

11.2.9.2  Products/Solutions/Services offered 155

11.2.9.3  Recent developments           156

11.2.9.3.1                Product/Service launches   156

11.2.9.3.2                Deals      157

11.2.10   PARAMOUNT     158

11.2.10.1                 Business overview 158

11.2.10.2                 Products/Solutions/Services offered 158

11.2.10.3                 Recent developments           159

11.2.10.3.1             Product/Service launches   159

11.2.10.3.2             Deals      160

11.3         OTHER PLAYERS              161

11.3.1      NETFLIX, INC.   161

11.3.2      UNIVERSAL MUSIC GROUP N.V. 162

11.3.3      SONY MUSIC ENTERTAINMENT                163

11.3.4      WARNER MUSIC GROUP INC.      164

11.3.5      AMAZON.COM, INC.        165

12            APPENDIX           166

12.1         INSIGHTS FROM INDUSTRY EXPERTS     166

12.2         DISCUSSION GUIDE        166

12.3         KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL                169

12.4         CUSTOMIZATION OPTIONS        171

12.5         RELATED REPORTS         171

12.6         AUTHOR DETAILS           172

LIST OF TABLES

TABLE 1                LIST OF KEY SECONDARY SOURCES        25

TABLE 2                LIST OF PRIMARY INTERVIEW PARTICIPANTS                 26

TABLE 3                KEY DATA FROM PRIMARY SOURCES     27

TABLE 4                ENTERTAINMENT CONTENT AND GOODS MARKET: RESEARCH ASSUMPTIONS       33

TABLE 5                ENTERTAINMENT CONTENT AND GOODS MARKET: RISK ANALYSIS              33

TABLE 6                ROLE OF COMPANIES IN ENTERTAINMENT CONTENT AND GOODS ECOSYSTEM     54

TABLE 7                PRICING TREND OF ENTERTAINMENT CONTENT AND GOODS,

BY TYPE, 2021–2024 (USD)            60

TABLE 8                LIST OF KEY CONFERENCES AND EVENTS, 2025–2026        63

TABLE 9                MUSIC ARTIST GOODS: ENTERTAINMENT CONTENT AND GOODS MARKET,

BY PRODUCT TYPE, 2021–2024 (USD MILLION)  65

TABLE 10              MUSIC ARTIST GOODS: ENTERTAINMENT CONTENT AND GOODS MARKET,

BY PRODUCT TYPE, 2025–2030 (USD MILLION)  66

TABLE 11              MUSIC ARTIST GOODS: ENTERTAINMENT CONTENT AND GOODS MARKET,

BY REGION, 2021–2024 (USD MILLION)   66

TABLE 12              MUSIC ARTIST GOODS: ENTERTAINMENT CONTENT AND GOODS MARKET,

BY REGION, 2025–2030 (USD MILLION)   66

TABLE 13              ENTERTAINMENT CONTENT AND GOODS MARKET FOR LICENSED GOODS,

BY PRODUCT TYPE, 2021–2024 (USD MILLION)  77

TABLE 14              ENTERTAINMENT CONTENT AND GOODS MARKET FOR LICENSED GOODS,

BY PRODUCT TYPE, 2025–2030 (USD MILLION)  78

TABLE 15              LICENSED GOODS: ENTERTAINMENT CONTENT AND GOODS MARKET, BY REGION, 2021–2024 (USD MILLION)            78

TABLE 16              LICENSED GOODS: ENTERTAINMENT CONTENT AND GOODS MARKET, BY REGION, 2025–2030 (USD MILLION)            78

TABLE 17              ANIMATED CONTENT CREATION: ENTERTAINMENT CONTENT AND GOODS MARKET, BY CONTENT TYPE, 2021–2024 (USD MILLION)         91

TABLE 18              ANIMATED CONTENT CREATION: ENTERTAINMENT CONTENT AND GOODS MARKET, BY CONTENT TYPE, 2025–2030 (USD MILLION)         92

TABLE 19              ENTERTAINMENT CONTENT AND GOODS MARKET, BY REGION,

2021–2024 (USD MILLION)            97

TABLE 20              ENTERTAINMENT CONTENT AND GOODS MARKET, BY REGION,

2025–2030 (USD MILLION)            98

TABLE 21              NORTH AMERICA: ENTERTAINMENT CONTENT AND GOODS MARKET, BY COUNTRY, 2021–2024 (USD MILLION)                 99

TABLE 22              NORTH AMERICA: ENTERTAINMENT CONTENT AND GOODS MARKET, BY COUNTRY, 2025–2030 (USD MILLION)                 99

TABLE 23              US: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE,

2021–2024 (USD MILLION)            100

TABLE 24              US: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE,

2025–2030 (USD MILLION)            100

TABLE 25              CANADA: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE,

2021–2024 (USD MILLION)            101

TABLE 26              CANADA: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE,

2025–2030 (USD MILLION)            101

TABLE 27              MEXICO: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE,

2021–2024 (USD MILLION)            102

TABLE 28              MEXICO: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE,

2025–2030 (USD MILLION)            102

TABLE 29              EUROPE: ENTERTAINMENT CONTENT AND GOODS MARKET, BY COUNTRY,

2021–2024 (USD MILLION)            104

TABLE 30              EUROPE: ENTERTAINMENT CONTENT AND GOODS MARKET, BY COUNTRY,

2025–2030 (USD MILLION)            105

TABLE 31              GERMANY: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE,

2021–2024 (USD MILLION)            105

TABLE 32              GERMANY: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE,

2025–2030 (USD MILLION)            106

TABLE 33              UK: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE,

2021–2024 (USD MILLION)            106

TABLE 34              UK: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE,

2025–2030 (USD MILLION)            107

TABLE 35              FRANCE: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE,

2021–2024 (USD MILLION)            107

TABLE 36              FRANCE: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE,

2025–2030 (USD MILLION)            108

TABLE 37              ITALY: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE,

2021–2024 (USD MILLION)            108

TABLE 38              ITALY: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE,

2025–2030 (USD MILLION)            109

TABLE 39              REST OF EUROPE: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2021–2024 (USD MILLION)                 109

TABLE 40              REST OF EUROPE: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2025–2030 (USD MILLION)                 110

TABLE 41              ASIA PACIFIC: ENTERTAINMENT CONTENT AND GOODS MARKET, BY COUNTRY, 2021–2024 (USD MILLION)                 111

TABLE 42              ASIA PACIFIC: ENTERTAINMENT CONTENT AND GOODS MARKET, BY COUNTRY, 2025–2030 (USD MILLION)                 112

TABLE 43              CHINA: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE,

2021–2024 (USD MILLION)            112

TABLE 44              CHINA: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE,

2025–2030 (USD MILLION)            113

TABLE 45              JAPAN: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE,

2021–2024 (USD MILLION)            113

TABLE 46              JAPAN: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE,

2025–2030 (USD MILLION)            114

TABLE 47              SOUTH KOREA: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE,

2021–2024 (USD MILLION)            114

TABLE 48              SOUTH KOREA: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE,

2025–2030 (USD MILLION)            115

TABLE 49              INDIA: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE,

2021–2024 (USD MILLION)            115

TABLE 50              INDIA: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE,

2025–2030 (USD MILLION)            116

TABLE 51              REST OF ASIA PACIFIC: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2021–2024 (USD MILLION)            116

TABLE 52              REST OF ASIA PACIFIC: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2025–2030 (USD MILLION)            117

TABLE 53              ROW: ENTERTAINMENT CONTENT AND GOODS MARKET, BY REGION,

2021–2024 (USD MILLION)            118

TABLE 54              ROW: ENTERTAINMENT CONTENT AND GOODS MARKET, BY REGION,

2025–2030 (USD MILLION)            118

TABLE 55              MIDDLE EAST & AFRICA: ENTERTAINMENT CONTENT AND GOODS MARKET,

BY TYPE, 2021–2024 (USD MILLION)         119

TABLE 56              MIDDLE EAST & AFRICA: ENTERTAINMENT CONTENT AND GOODS MARKET,

BY TYPE, 2025–2030 (USD MILLION)         119

TABLE 57              SOUTH AMERICA: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2021–2024 (USD MILLION)                 120

TABLE 58              SOUTH AMERICA: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2025–2030 (USD MILLION)                 120

TABLE 59              ENTERTAINMENT CONTENT AND GOODS MARKET: OVERVIEW OF STRATEGIES ADOPTED BY KEY PLAYERS, JANUARY 2021–JULY 2025          121

TABLE 60              ENTERTAINMENT CONTENT AND GOODS MARKET: REGION FOOTPRINT 124

TABLE 61              ENTERTAINMENT CONTENT AND GOODS MARKET:

MUSIC ARTIST GOODS TYPE FOOTPRINT            125

TABLE 62              ENTERTAINMENT CONTENT AND GOODS MARKET:

LICENSED GOODS TYPE FOOTPRINT     126

TABLE 63              ENTERTAINMENT CONTENT AND GOODS MARKET:

ANIMATED CONTENT CREATION FOOTPRINT  127

TABLE 64              ENTERTAINMENT CONTENT AND GOODS MARKET:

PRODUCT/SERVICE LAUNCHES, JANUARY 2021–JULY 2025                 128

TABLE 65              ENTERTAINMENT CONTENT AND GOODS MARKET:

DEALS, JANUARY 2021–JULY 2025               129

TABLE 66              ENTERTAINMENT CONTENT AND GOODS MARKET:

EXPANSIONS, JANUARY 2021–JULY 2025  131

TABLE 67              MERCHBAR, INC.: COMPANY OVERVIEW                 132

TABLE 68              MERCHBAR, INC.: PRODUCTS/SOLUTIONS/SERVICES OFFERED    133

TABLE 69              MERCHBAR, INC.: DEALS              133

TABLE 70              FANATICS INC.: COMPANY OVERVIEW  134

TABLE 71              FANATICS INC.: PRODUCTS/SOLUTIONS/SERVICES OFFERED    134

TABLE 72              FANATICS INC.: PRODUCT/SERVICE LAUNCHES                 135

TABLE 73              FANATICS INC.: DEALS  136

TABLE 74              NIKE, INC.: COMPANY OVERVIEW            137

TABLE 75              NIKE, INC.: PRODUCTS/SOLUTIONS/SERVICES OFFERED             138

TABLE 76              NIKE, INC.: PRODUCT/SERVICE LAUNCHES                 138

TABLE 77              NIKE, INC.: DEALS            139

TABLE 78              ADIDAS AG: COMPANY OVERVIEW          140

TABLE 79              ADIDAS AG: PRODUCTS/SOLUTIONS/SERVICES OFFERED             140

TABLE 80              ADIDAS AG: PRODUCT/SERVICE LAUNCHES                 141

TABLE 81              ADIDAS AG: DEALS         142

TABLE 82              NEW ERA CAP: COMPANY OVERVIEW    143

TABLE 83              NEW ERA CAP: PRODUCTS/SOLUTIONS/SERVICES OFFERED    143

TABLE 84              NEW ERA CAP: PRODUCT/SERVICE LAUNCHES                 144

TABLE 85              NEW ERA CAP: DEALS    144

TABLE 86              PUMA SE: COMPANY OVERVIEW               146

TABLE 87              PUMA SE: PRODUCTS/SOLUTIONS/SERVICES OFFERED             146

TABLE 88              PUMA SE: PRODUCT/SERVICE LAUNCHES                 147

TABLE 89              PUMA SE: DEALS              148

TABLE 90              THE WALT DISNEY COMPANY: COMPANY OVERVIEW          149

TABLE 91              THE WALT DISNEY COMPANY: PRODUCTS/SOLUTIONS/SERVICES OFFERED    149

TABLE 92              THE WALT DISNEY COMPANY: PRODUCT/SERVICE LAUNCHES                 150

TABLE 93              THE WALT DISNEY COMPANY: DEALS   151

TABLE 94              THE WALT DISNEY COMPANY: EXPANSIONS                 152

TABLE 95              DREAMWORKS ANIMATION: COMPANY OVERVIEW          153

TABLE 96              DREAMWORKS ANIMATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED    153

TABLE 97              DREAMWORKS ANIMATION: DEALS        154

TABLE 98              ILLUMINATION: COMPANY OVERVIEW 155

TABLE 99              ILLUMINATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED    155

TABLE 100            ILLUMINATION: PRODUCT/SERVICE LAUNCHES          156

TABLE 101            ILLUMINATION: DEALS 157

TABLE 102            PARAMOUNT: COMPANY OVERVIEW     158

TABLE 103            PARAMOUNT: PRODUCTS/SOLUTIONS/SERVICES OFFERED    158

TABLE 104            PARAMOUNT: PRODUCT/SERVICE LAUNCHES                 159

TABLE 105            PARAMOUNT: DEALS     160

LIST OF FIGURES

FIGURE 1              ENTERTAINMENT CONTENT AND GOODS MARKET SEGMENTATION AND

REGIONAL SCOPE            20

FIGURE 2              ENTERTAINMENT CONTENT AND GOODS MARKET: RESEARCH DESIGN     23

FIGURE 3              KEY DATA FROM SECONDARY SOURCES                 25

FIGURE 4              BREAKDOWN OF PRIMARIES      27

FIGURE 5              KEY INDUSTRY INSIGHTS             29

FIGURE 6              ENTERTAINMENT CONTENT AND GOODS MARKET: BOTTOM-UP APPROACH          30

FIGURE 7              ENTERTAINMENT CONTENT AND GOODS MARKET: TOP-DOWN APPROACH            31

FIGURE 8              ENTERTAINMENT CONTENT AND GOODS MARKET SIZE ESTIMATION

(DEMAND SIDE)               31

FIGURE 9              ENTERTAINMENT CONTENT AND GOODS MARKET SIZE ESTIMATION (SUPPLY SIDE)          32

FIGURE 10            ENTERTAINMENT CONTENT AND GOODS MARKET: DATA TRIANGULATION            32

FIGURE 11            ENTERTAINMENT CONTENT AND GOODS MARKET SNAPSHOT       34

FIGURE 12            APPAREL SEGMENT TO ACCOUNT FOR LARGEST MARKET SHARE IN 2025             35

FIGURE 13            LIFESTYLE, FAN GEAR, AND MEMORABILIA SEGMENT TO WITNESS HIGHEST

CAGR DURING FORECAST PERIOD          35

FIGURE 14            TV/OTT SEGMENT TO RECORD HIGHEST CAGR BETWEEN 2025 AND 2030               36

FIGURE 15            ASIA PACIFIC TO BE FASTEST-GROWING MARKET DURING FORECAST PERIOD    37

FIGURE 16            DIGITAL CONTENT EXPANSION, FAN COMMERCE, AND TECH-ENABLED EXPERIENCES TO BOOST MARKET GROWTH          38

FIGURE 17            APPAREL SEGMENT TO HOLD LARGEST MARKET SHARE IN 2030 39

FIGURE 18            LIFESTYLE, FAN GEAR, AND MEMORABILIA SEGMENT TO REGISTER HIGHEST

CAGR DURING FORECAST PERIOD          39

FIGURE 19            TV/OTT SEGMENT TO CAPTURE LARGER SHARE OF ENTERTAINMENT CONTENT AND GOODS MARKET IN 2030  40

FIGURE 20            ASIA PACIFIC TO WITNESS HIGHEST GROWTH RATE BETWEEN 2025 AND 2030  40

FIGURE 21            INDIA TO REGISTER HIGHEST CAGR IN GLOBAL ENTERTAINMENT CONTENT AND GOODS MARKET DURING FORECAST PERIOD         41

FIGURE 22            DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES    42

FIGURE 23            IMPACT ANALYSIS: DRIVERS      45

FIGURE 24            IMPACT ANALYSIS: RESTRAINTS               46

FIGURE 25            IMPACT ANALYSIS: OPPORTUNITIES     48

FIGURE 26            IMPACT ANALYSIS: CHALLENGES             51

FIGURE 27            VALUE CHAIN ANALYSIS               52

FIGURE 28            ECOSYSTEM ANALYSIS  54

FIGURE 29            TRENDS/DISRUPTIONS INFLUENCING CUSTOMER BUSINESS   55

FIGURE 30            MUSIC EQUIPMENT AND MEMORABILIA SEGMENT TO EXHIBIT HIGHEST CAGR FROM 2025 TO 2030                 65

FIGURE 31            LIFESTYLE, FAN GEAR, AND MEMORABILIA SEGMENT TO RECORD HIGHEST

CAGR DURING FORECAST PERIOD          77

FIGURE 32            TV/OTT SEGMENT TO REGISTER HIGHER CAGR BETWEEN 2025 AND 2030               91

FIGURE 33            ASIA PACIFIC TO EXHIBIT HIGHEST CAGR IN ENTERTAINMENT CONTENT

AND GOODS MARKET BETWEEN 2025 AND 2030                 97

FIGURE 34            NORTH AMERICA: ENTERTAINMENT CONTENT AND GOODS MARKET SNAPSHOT            99

FIGURE 35            EUROPE: ENTERTAINMENT CONTENT AND GOODS MARKET SNAPSHOT      104

FIGURE 36            ASIA PACIFIC: ENTERTAINMENT CONTENT AND GOODS MARKET SNAPSHOT            111

FIGURE 37            ENTERTAINMENT CONTENT AND GOODS MARKET: COMPANY FOOTPRINT             123