Scope of the Report
The report titled ńGlobal Licensed Merchandise Market: Size, Trends & Forecasts (2018-2022)î, provides an in-depth analysis of the global licensed merchandise market by value and by industry.
The report also assesses the key opportunities in the market and outlines the factors that are and will be driving the growth of the industry. Growth of the overall global licensed merchandise market has also been forecasted for the period 2018-2022, taking into consideration the previous growth patterns, the growth drivers and the current and future trends.
The licensed merchandise market is significantly fragmented because of the presence of several established licensors and merchandise manufacturers. Licensors compete aggressively in terms of service, value-added benefits, and pricing.
Vendors are develop innovative and technical products to attain competitive advantage over the other players in the official merchandise market.
Yet, some prominent players are Walt Disney, G-III Apparel Group Ltd., Hasbro, Inc. and Kynetics LLC (Fanatics, Inc.). Such, key players of the licensed merchandise market Walt Disney, G-III Apparel Group Ltd., Hasbro, Inc. and Kynetics LLC (Fanatics, Inc.) are also profiled with their financial information and respective business strategies.
G-III Apparel Group Ltd
Kynetics LLC (Fanatic, Inc.)
Licensed merchandise refers to, where the owner of the product, pattern, design, text, image, etc. (the licensor) is usually paid an advance and a royalty based on a percentage of income from sales. The company selling the merchandise (the licensee) is obliged to meet certain obligations including payments, quality control and enforcement of rights. The licensed merchandise market can be segmented on the basis of industry and on the basis of product.
The global licensed merchandise market has increased at a significant CAGR during the years 2010-2017 and projections are made that the market would rise in the next four years i.e. 2018-2022 tremendously. The licensed merchandise market is expected to increase due to growth in youth population, increasing middle class population, increasing concert market, increasing jewellery market, etc. Yet the market faces some challenges such as, growing threat of piracy.
1. Executive Summary
2.1 Licensed Merchandise: An Overview
2.1.1 Alternative to License Rights Under Merchandise Agreement
2.1.2 Behind the Licensed Merchandise
2.1.3 Licensed Merchandise Market Segmentation
3. Global Market Analysis
3.1 Global Licensed Merchandise Market: An Analysis
3.1.1 Global Licensed Merchandise Market by Value
3.1.2 Global Licensed Merchandise Market by Industry (Entertainment, Sports, Fashion,
Corporate/Brand Trademarks, Others)
3.1.3 Global Licensed Entertainment Merchandise Market by Value
3.1.4 Global Licensed Sports Merchandise Market by Value
3.1.5 Global Licensed Merchandise Market by Product Categories (Fashion Accessories, Toys, Apparel, Video Games/Software Apps, Home D_cor, Others)
3.1.6 Global Licensed Merchandise Market by Royalty Revenue
3.1.7 Global Licensed Merchandise Market by Region (North Asia, Western Europe, The US, Rest of the World)
4. Market Dynamics
4.1 Growth Driver
4.1.1 Increasing Global Middle Class Population
4.1.2 Rising Global SVOD Market by Volume
4.1.3 Increasing Global Social Network Users
4.1.4 Escalating Global Smartphone users
4.1.5 Rising Global Expenditure on Fast Fashion
4.1.6 Accelerating Global Jewellery Market by Value
4.1.7 Rising Global Sports Apparel Market by Value
4.1.8 Increasing Global Youth Population
4.1.9 Soaring Global Concert Market by Value
4.2.1 Growing Threat of Piracy
4.3 Market Trends
4.3.1 Global GDP Per-Capita
4.3.2 Increasing Digital Advertising Spending Worldwide
4.3.3 Growing Global Pet Food Market
4.3.4 Increasing Global Toy Market
4.3.5 Global Games Market
4.3.6 Accelerating Global Music Market
4.3.7 Growing Global Cosmetics Market by Value
4.3.8 Penetration in Home D_cor
5. Competitive Landscape
5.1 Global Licensed Merchandise Market Players: Financial Comparison
6. Company Profile
6.1 Walt Disney
6.1.1 Business Overview
6.1.2 Financial Overview
6.1.3 Business Strategy
6.2 G-III Apparel Group Ltd.
6.2.1 Business Overview
6.2.2 Financial Overview
6.2.3 Business Strategy
6.3 Hasbro, Inc.
6.3.1 Business Overview
6.3.2 Financial Overview
6.3.3 Business Strategy
6.4 Kynetics LLC (Fanatic, Inc.)
6.4.1 Business Overview
6.4.2 Business Strategy
List of Figures
Figure 1: Alternative to License Rights Under Merchandise Agreement
Figure 2: Licensed Merchandise Market Segmentation
Figure 3: Global Licensed Merchandise Market by Value; 2010-2017 (US$ Billion)
Figure 4: Global Licensed Merchandise Market by Value; 2018-2022 (US$ Billion)
Figure 5: Global Licensed Merchandise Market by Industry; 2016 (Percentage, %)
Figure 6: Global Licensed Entertainment Merchandise Market by Value; 2014-2017 (US$ Billion)
Figure 7: Global Licensed Sports Merchandise Market by Value; 2016-2022 (US$ Billion)
Figure 8: Global Licensed Merchandise Market by Product Categories; 2016 (Percentage, %)
Figure 9: Global Licensed Merchandise Market by Royalty Revenue; 2014-2016 (US$ Billion)
Figure 10: Global Licensed Merchandise Market by Region; 2016 (Percentage, %)
Figure 11: Global Middle Class Population; 2009-2020 (Billion)
Figure 12: Global SVOD Market by Volume; 2010-2021 (Million)
Figure 13: Global Social Network Users; 2011-2020 (Billion)
Figure 14: Global Smartphone users; 2014-2020 (Billion)
Figure 15: Global Expenditure on Fast Fashion; 2005-2015 (Percentage, %)
Figure 16: Global Jewellery Market by Value; 2010-2022 (US$ Billion)
Figure 17: Global Sports Apparel Market by Value; 2011-2020 (US$ Billion)
Figure 18: Global Youth Population; 2000-2025 (Million)
Figure 19: Global Concert Market by Value; 2011-2020 (US$ Billion)
Figure 20: Global GDP Per-capita; 2009-2016 (US$)
Figure 21: Digital Advertising Spending Worldwide; 2012-2018 (US$ Billion)
Figure 22: Global Pet Food Market; 2016-2021 (US$ Billion)
Figure 23: Global Toy Market; 2010-2016 (US$ Billion)
Figure 24: Global Games Market; 2014-2021
Figure 25: Global Music Market by Value and Subscribers; 2016-2022
Figure 26: Global Cosmetics Market by Value; 2009-2020 (US$ Billion)
Figure 27: Walt Disney Revenue; 2013-2017 (US$ Billion)
Figure 28: Walt Disney Revenue by Segment; 2017 (Percentage, %)
Figure 29: G-III Net Sales; 2013-2017 (US$ Billion)
Figure 30: G-III Net Sales by Segment; 2017 (Percentage, %)
Figure 31: Hasbro Revenue; 2013-2017 (US$ Billion)
Figure 32: Hasbro Revenue by Segments; 2017 (Percentage, %)
Table 1: Global Licensed Merchandise Market Players: Financial Comparison
Secondary Research Information is collected from a number of publicly available as well as paid databases. Public sources involve publications by different associations and governments, annual reports and statements of companies, white papers and research publications by recognized industry experts and renowned academia etc. Paid data sources include third party authentic industry databases.
Once data collection is done through secondary research, primary interviews are conducted with different stakeholders across the value chain like manufacturers, distributors, ingredient/input suppliers, end customers and other key opinion leaders of the industry. Primary research is used both to validate the data points obtained from secondary research and to fill in the data gaps after secondary research.
The market engineering phase involves analyzing the data collected, market breakdown and forecasting. Macroeconomic indicators and bottom-up and top-down approaches are used to arrive at a complete set of data points that give way to valuable qualitative and quantitative insights. Each data point is verified by the process of data triangulation to validate the numbers and arrive at close estimates.
The market engineered data is verified and validated by a number of experts, both in-house and external.
REPORT WRITING/ PRESENTATION
After the data is curated by the mentioned highly sophisticated process, the analysts begin to write the report. Garnering insights from data and forecasts, insights are drawn to visualize the entire ecosystem in a single report.