ゲーム関連商品の世界市場シェアとランキング、総売上高および需要予測 2025-2031

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

ゲーム関連商品の世界市場シェアとランキング、総売上高および需要予測 2025-2031

商品番号 : SMB-88290

出版社QYResearch
出版年月2025年10月
ページ数101
図表数111
価格タイプシングルユーザライセンス
価格USD 3,950
種別英文調査報告書

ゲーム関連商品の世界市場は、2024年には5億5,740万米ドルに達すると推定され、2025年から2031年の予測期間中に5.1%のCAGRで成長し、2031年までに8億8,200万米ドルに再調整された規模に達すると予測されています。

ゲームグッズとは、ゲームをコンセプトにした派生商品であり、玩具(ミステリーボックス)、衣類・アクセサリー、PCゲーム周辺機器、書籍、文房具などを含みますが、これらに限定されません。これらの商品は、プレイヤーのゲームへの愛着や収集欲求を満たすだけでなく、豊富で多様なデザインと機能を通じて、プレイヤーとゲームの間の感情的なつながりやインタラクティブな体験を強化します。

ゲーム関連商品のパーソナライゼーションは、今や大きなトレンドとなっています。プレイヤーは、カスタマイズスキン、限定版フィギュア、パーソナライズされたゲーム機器など、独自のデザインやカスタマイズ要素を備えた商品を購入することで、自分らしいスタイルやゲームへの愛情を表現する傾向が強まっています。デジタル商品の重要性はますます高まっています。オンラインゲームや仮想世界の人気に伴い、仮想通貨、スキン、小道具といったデジタル資産の取引量は増加を続けています。これらの仮想アイテムは、ゲーム体験を向上させるだけでなく、開発者に新たな収益モデルを提供します。

本レポートは、ゲーム関連商品の世界市場を包括的に分析し、総売上高、主要企業の市場シェア、ランキングに焦点を当てるとともに、地域・国別、タイプ別、アプリケーション別のゲーム関連商品分析も提供します。

ゲーム関連商品市場の規模、推定、予測は、2024年を基準年として売上高(百万ドル)で提供され、2020年から2031年までの期間の履歴と予測データが含まれています。定量的分析と定性分析の両方により、読者がビジネス/成長戦略を策定し、市場の競争状況を評価し、現在の市場での自社のポジションを分析し、ゲーム関連商品に関する情報に基づいたビジネス上の意思決定を行うのに役立ちます。

Report Overview

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

Tables and Figures

List of Tables

Table 1. Gaming Merchandise Market Trends

Table 2. Gaming Merchandise Market Drivers & Opportunity

Table 3. Gaming Merchandise Market Challenges

Table 4. Gaming Merchandise Market Restraints

Table 5. Global Gaming Merchandise Revenue by Company (2020-2025) & (US$ Million)

Table 6. Global Gaming Merchandise Revenue Market Share by Company (2020-2025)

Table 7. Key Companies Gaming Merchandise Manufacturing Base Distribution and Headquarters

Table 8. Key Companies Gaming Merchandise Product Type

Table 9. Key Companies Time to Begin Mass Production of Gaming Merchandise

Table 10. Global Gaming Merchandise Companies Market Concentration Ratio (CR5 and HHI)

Table 11. Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Gaming Merchandise as of 2024)

Table 12. Mergers & Acquisitions, Expansion Plans

Table 13. Global Gaming Merchandise Sales Value by Type: 2020 VS 2024 VS 2031 (US$ Million)

Table 14. Global Gaming Merchandise Sales Value by Type (2020-2025) & (US$ Million)

Table 15. Global Gaming Merchandise Sales Value by Type (2026-2031) & (US$ Million)

Table 16. Global Gaming Merchandise Sales Market Share in Value by Type (2020-2025)

Table 17. Global Gaming Merchandise Sales Market Share in Value by Type (2026-2031)

Table 18. Global Gaming Merchandise Sales Value by Application: 2020 VS 2024 VS 2031 (US$ Million)

Table 19. Global Gaming Merchandise Sales Value by Application (2020-2025) & (US$ Million)

Table 20. Global Gaming Merchandise Sales Value by Application (2026-2031) & (US$ Million)

Table 21. Global Gaming Merchandise Sales Market Share in Value by Application (2020-2025)

Table 22. Global Gaming Merchandise Sales Market Share in Value by Application (2026-2031)

Table 23. Global Gaming Merchandise Sales Value by Region, (2020 VS 2024 VS 2031) & (US$ Million)

Table 24. Global Gaming Merchandise Sales Value by Region (2020-2025) & (US$ Million)

Table 25. Global Gaming Merchandise Sales Value by Region (2026-2031) & (US$ Million)

Table 26. Global Gaming Merchandise Sales Value by Region (2020-2025) & (%)

Table 27. Global Gaming Merchandise Sales Value by Region (2026-2031) & (%)

Table 28. Key Countries/Regions Gaming Merchandise Sales Value Growth Trends, (US$ Million): 2020 VS 2024 VS 2031

Table 29. Key Countries/Regions Gaming Merchandise Sales Value, (2020-2025) & (US$ Million)

Table 30. Key Countries/Regions Gaming Merchandise Sales Value, (2026-2031) & (US$ Million)

Table 31. Tencent Basic Information List

Table 32. Tencent Description and Business Overview

Table 33. Tencent Gaming Merchandise Products, Services and Solutions

Table 34. Revenue (US$ Million) in Gaming Merchandise Business of Tencent (2020-2025)

Table 35. Tencent Recent Developments

Table 36. Microsoft Basic Information List

Table 37. Microsoft Description and Business Overview

Table 38. Microsoft Gaming Merchandise Products, Services and Solutions

Table 39. Revenue (US$ Million) in Gaming Merchandise Business of Microsoft (2020-2025)

Table 40. Microsoft Recent Developments

Table 41. Nintendo Basic Information List

Table 42. Nintendo Description and Business Overview

Table 43. Nintendo Gaming Merchandise Products, Services and Solutions

Table 44. Revenue (US$ Million) in Gaming Merchandise Business of Nintendo (2020-2025)

Table 45. Nintendo Recent Developments

Table 46. SONY Basic Information List

Table 47. SONY Description and Business Overview

Table 48. SONY Gaming Merchandise Products, Services and Solutions

Table 49. Revenue (US$ Million) in Gaming Merchandise Business of SONY (2020-2025)

Table 50. SONY Recent Developments

Table 51. NetEase Basic Information List

Table 52. NetEase Description and Business Overview

Table 53. NetEase Gaming Merchandise Products, Services and Solutions

Table 54. Revenue (US$ Million) in Gaming Merchandise Business of NetEase (2020-2025)

Table 55. NetEase Recent Developments

Table 56. Disney Basic Information List

Table 57. Disney Description and Business Overview

Table 58. Disney Gaming Merchandise Products, Services and Solutions

Table 59. Revenue (US$ Million) in Gaming Merchandise Business of Disney (2020-2025)

Table 60. Disney Recent Developments

Table 61. Nexon Basic Information List

Table 62. Nexon Description and Business Overview

Table 63. Nexon Gaming Merchandise Products, Services and Solutions

Table 64. Revenue (US$ Million) in Gaming Merchandise Business of Nexon (2020-2025)

Table 65. Nexon Recent Developments

Table 66. Ubisoft Basic Information List

Table 67. Ubisoft Description and Business Overview

Table 68. Ubisoft Gaming Merchandise Products, Services and Solutions

Table 69. Revenue (US$ Million) in Gaming Merchandise Business of Ubisoft (2020-2025)

Table 70. Ubisoft Recent Developments

Table 71. miHoYo Basic Information List

Table 72. miHoYo Description and Business Overview

Table 73. miHoYo Gaming Merchandise Products, Services and Solutions

Table 74. Revenue (US$ Million) in Gaming Merchandise Business of miHoYo (2020-2025)

Table 75. miHoYo Recent Developments

Table 76. Square Enix Basic Information List

Table 77. Square Enix Description and Business Overview

Table 78. Square Enix Gaming Merchandise Products, Services and Solutions

Table 79. Revenue (US$ Million) in Gaming Merchandise Business of Square Enix (2020-2025)

Table 80. Square Enix Recent Developments

Table 81. Razer Basic Information List

Table 82. Razer Description and Business Overview

Table 83. Razer Gaming Merchandise Products, Services and Solutions

Table 84. Revenue (US$ Million) in Gaming Merchandise Business of Razer (2020-2025)

Table 85. Razer Recent Developments

Table 86. Logitech G Basic Information List

Table 87. Logitech G Description and Business Overview

Table 88. Logitech G Gaming Merchandise Products, Services and Solutions

Table 89. Revenue (US$ Million) in Gaming Merchandise Business of Logitech G (2020-2025)

Table 90. Logitech G Recent Developments

Table 91. Fangamer Basic Information List

Table 92. Fangamer Description and Business Overview

Table 93. Fangamer Gaming Merchandise Products, Services and Solutions

Table 94. Revenue (US$ Million) in Gaming Merchandise Business of Fangamer (2020-2025)

Table 95. Fangamer Recent Developments

Table 96. McFarlane Toys Basic Information List

Table 97. McFarlane Toys Description and Business Overview

Table 98. McFarlane Toys Gaming Merchandise Products, Services and Solutions

Table 99. Revenue (US$ Million) in Gaming Merchandise Business of McFarlane Toys (2020-2025)

Table 100. McFarlane Toys Recent Developments

Table 101. Key Raw Materials Lists

Table 102. Raw Materials Key Suppliers Lists

Table 103. Gaming Merchandise Downstream Customers

Table 104. Gaming Merchandise Distributors List

Table 105. Research Programs/Design for This Report

Table 106. Key Data Information from Secondary Sources

Table 107. Key Data Information from Primary Sources

List of Figures

Figure 1. Gaming Merchandise Product Picture

Figure 2. Global Gaming Merchandise Sales Value, 2020 VS 2024 VS 2031 (US$ Million)

Figure 3. Global Gaming Merchandise Sales Value (2020-2031) & (US$ Million)

Figure 4. Gaming Merchandise Report Years Considered

Figure 5. Global Gaming Merchandise Players Revenue Ranking (2024) & (US$ Million)

Figure 6. The 5 and 10 Largest Companies in the World: Market Share by Gaming Merchandise Revenue in 2024

Figure 7. Gaming Merchandise Market Share by Company Type (Tier 1, Tier 2, and Tier 3): 2020 VS 2024

Figure 8. Toys Picture

Figure 9. Clothing Accessories Picture

Figure 10. PC Game Peripheral Picture

Figure 11. Books and Posters Picture

Figure 12. Others Picture

Figure 13. Global Gaming Merchandise Sales Value by Type (2020 VS 2024 VS 2031) & (US$ Million)

Figure 14. Global Gaming Merchandise Sales Value Market Share by Type, 2024 & 2031

Figure 15. Product Picture of Online

Figure 16. Product Picture of Retail

Figure 17. Product Picture of Specialty Stores

Figure 18. Global Gaming Merchandise Sales Value by Application (2020 VS 2024 VS 2031) & (US$ Million)

Figure 19. Global Gaming Merchandise Sales Value Market Share by Application, 2024 & 2031

Figure 20. North America Gaming Merchandise Sales Value (2020-2031) & (US$ Million)

Figure 21. North America Gaming Merchandise Sales Value by Country (%), 2024 VS 2031

Figure 22. Europe Gaming Merchandise Sales Value, (2020-2031) & (US$ Million)

Figure 23. Europe Gaming Merchandise Sales Value by Country (%), 2024 VS 2031

Figure 24. Asia Pacific Gaming Merchandise Sales Value, (2020-2031) & (US$ Million)

Figure 25. Asia Pacific Gaming Merchandise Sales Value by Region (%), 2024 VS 2031

Figure 26. South America Gaming Merchandise Sales Value, (2020-2031) & (US$ Million)

Figure 27. South America Gaming Merchandise Sales Value by Country (%), 2024 VS 2031

Figure 28. Middle East & Africa Gaming Merchandise Sales Value, (2020-2031) & (US$ Million)

Figure 29. Middle East & Africa Gaming Merchandise Sales Value by Country (%), 2024 VS 2031

Figure 30. Key Countries/Regions Gaming Merchandise Sales Value (%), (2020-2031)

Figure 31. United States Gaming Merchandise Sales Value, (2020-2031) & (US$ Million)

Figure 32. United States Gaming Merchandise Sales Value by Type (%), 2024 VS 2031

Figure 33. United States Gaming Merchandise Sales Value by Application (%), 2024 VS 2031

Figure 34. Europe Gaming Merchandise Sales Value, (2020-2031) & (US$ Million)

Figure 35. Europe Gaming Merchandise Sales Value by Type (%), 2024 VS 2031

Figure 36. Europe Gaming Merchandise Sales Value by Application (%), 2024 VS 2031

Figure 37. China Gaming Merchandise Sales Value, (2020-2031) & (US$ Million)

Figure 38. China Gaming Merchandise Sales Value by Type (%), 2024 VS 2031

Figure 39. China Gaming Merchandise Sales Value by Application (%), 2024 VS 2031

Figure 40. Japan Gaming Merchandise Sales Value, (2020-2031) & (US$ Million)

Figure 41. Japan Gaming Merchandise Sales Value by Type (%), 2024 VS 2031

Figure 42. Japan Gaming Merchandise Sales Value by Application (%), 2024 VS 2031

Figure 43. South Korea Gaming Merchandise Sales Value, (2020-2031) & (US$ Million)

Figure 44. South Korea Gaming Merchandise Sales Value by Type (%), 2024 VS 2031

Figure 45. South Korea Gaming Merchandise Sales Value by Application (%), 2024 VS 2031

Figure 46. Southeast Asia Gaming Merchandise Sales Value, (2020-2031) & (US$ Million)

Figure 47. Southeast Asia Gaming Merchandise Sales Value by Type (%), 2024 VS 2031

Figure 48. Southeast Asia Gaming Merchandise Sales Value by Application (%), 2024 VS 2031

Figure 49. India Gaming Merchandise Sales Value, (2020-2031) & (US$ Million)

Figure 50. India Gaming Merchandise Sales Value by Type (%), 2024 VS 2031

Figure 51. India Gaming Merchandise Sales Value by Application (%), 2024 VS 2031

Figure 52. Gaming Merchandise Industrial Chain

Figure 53. Gaming Merchandise Manufacturing Cost Structure

Figure 54. Channels of Distribution (Direct Sales, and Distribution)

Figure 55. Bottom-up and Top-down Approaches for This Report

Figure 56. Data Triangulation

Figure 57. Key Executives Interviewed