The global market for TV and Movie Merchandise was estimated at US$231.5 Billion in 2024 and is projected to reach US$408.4 Billion by 2030, growing at a CAGR of 9.9% from 2024 to 2030. This comprehensive report provides an in-depth analysis of market trends, drivers, and forecasts, helping you make informed business decisions. The report includes the most recent global tariff developments and how they impact the TV and Movie Merchandise market.
Merchandise is no longer a post-release add-on-it is now a strategic revenue stream integral to franchise development. Content creators and studios invest in character development, iconic imagery, and emotional narratives to create long-lasting merchandise potential. Collaborations with fashion brands, lifestyle companies, and tech platforms have further embedded entertainment IP into everyday culture.
Consumer trends toward personalization and sustainability are reshaping offerings. Custom figurines, eco-friendly packaging, and digital collectibles like NFTs are gaining popularity. The intersection of fandom and fashion is visible through luxury capsule collections, cosplay-inspired wearables, and gamified merchandising experiences. Studios are using real-time social media feedback and data analytics to fine-tune product lines and predict demand.
Segments: Product (Apparel Merchandise, Toys Merchandise, Accessories Merchandise, Video Games Merchandise, Other TV & Movie Merchandise); Age Group (Adults Age Group, Teenagers Age Group, Children Age Group); Application (Offline Retail Application, Online Retail Application)
Geographic Regions/Countries: World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; Spain; Russia; and Rest of Europe); Asia-Pacific (Australia; India; South Korea; and Rest of Asia-Pacific); Latin America (Argentina; Brazil; Mexico; and Rest of Latin America); Middle East (Iran; Israel; Saudi Arabia; United Arab Emirates; and Rest of Middle East); and Africa.
Global TV and Movie Merchandise Market - Key Trends & Drivers Summarized
How Are Entertainment Franchises Turning into Global Consumer Phenomena?
TV and movie merchandise has evolved from a niche fandom market into a multi-billion-dollar global consumer segment. Franchises like Marvel, Star Wars, Harry Potter, and anime series such as Naruto and Demon Slayer have built cross-generational fan bases. Merchandise now includes a wide spectrum: apparel, toys, collectibles, home décor, video games, stationery, and digital assets such as NFTs. Streaming platforms and global release strategies have expanded fan engagement beyond borders, creating continuous demand for franchise-related products.Merchandise is no longer a post-release add-on-it is now a strategic revenue stream integral to franchise development. Content creators and studios invest in character development, iconic imagery, and emotional narratives to create long-lasting merchandise potential. Collaborations with fashion brands, lifestyle companies, and tech platforms have further embedded entertainment IP into everyday culture.
How Are Digital Platforms and Consumer Trends Reshaping the Merchandise Ecosystem?
E-commerce has become the primary distribution channel for TV and movie merchandise, with major platforms launching exclusive collections and fandom-based campaigns. Direct-to-consumer sales by studios and content houses are rising, supported by custom online stores, AR/VR experiences, and loyalty programs. Limited-edition drops, influencer marketing, and unboxing culture are also boosting impulse buying and product visibility.Consumer trends toward personalization and sustainability are reshaping offerings. Custom figurines, eco-friendly packaging, and digital collectibles like NFTs are gaining popularity. The intersection of fandom and fashion is visible through luxury capsule collections, cosplay-inspired wearables, and gamified merchandising experiences. Studios are using real-time social media feedback and data analytics to fine-tune product lines and predict demand.
The Growth in the TV and Movie Merchandise Market Is Driven by Several Factors
The growth in the TV and movie merchandise market is driven by increasing global fandoms, expansion of streaming content, and consumer demand for immersive brand experiences. Studios are monetizing IP through merchandise from the pre-launch phase itself, while the rise of adult collectors and intergenerational fans is expanding market demographics. The popularity of online platforms, exclusive brand collaborations, and personalized merchandise is driving repeat purchases. The integration of digital merchandise, subscription boxes, and fandom-driven community platforms is also deepening engagement and accelerating market growth.Scope Of Study:
The report analyzes the TV and Movie Merchandise market in terms of units by the following Segments, and Geographic Regions/Countries:Segments: Product (Apparel Merchandise, Toys Merchandise, Accessories Merchandise, Video Games Merchandise, Other TV & Movie Merchandise); Age Group (Adults Age Group, Teenagers Age Group, Children Age Group); Application (Offline Retail Application, Online Retail Application)
Geographic Regions/Countries: World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; Spain; Russia; and Rest of Europe); Asia-Pacific (Australia; India; South Korea; and Rest of Asia-Pacific); Latin America (Argentina; Brazil; Mexico; and Rest of Latin America); Middle East (Iran; Israel; Saudi Arabia; United Arab Emirates; and Rest of Middle East); and Africa.
Key Insights:
- Market Growth: Understand the significant growth trajectory of the Apparel Merchandise segment, which is expected to reach US$164.9 Billion by 2030 with a CAGR of a 10.4%. The Toys Merchandise segment is also set to grow at 8.2% CAGR over the analysis period.
- Regional Analysis: Gain insights into the U.S. market, estimated at $63.1 Billion in 2024, and China, forecasted to grow at an impressive 13.6% CAGR to reach $83.5 Billion by 2030. Discover growth trends in other key regions, including Japan, Canada, Germany, and the Asia-Pacific.
Why You Should Buy This Report:
- Detailed Market Analysis: Access a thorough analysis of the Global TV and Movie Merchandise Market, covering all major geographic regions and market segments.
- Competitive Insights: Get an overview of the competitive landscape, including the market presence of major players across different geographies.
- Future Trends and Drivers: Understand the key trends and drivers shaping the future of the Global TV and Movie Merchandise Market.
- Actionable Insights: Benefit from actionable insights that can help you identify new revenue opportunities and make strategic business decisions.
Key Questions Answered:
- How is the Global TV and Movie Merchandise Market expected to evolve by 2030?
- What are the main drivers and restraints affecting the market?
- Which market segments will grow the most over the forecast period?
- How will market shares for different regions and segments change by 2030?
- Who are the leading players in the market, and what are their prospects?
Report Features:
- Comprehensive Market Data: Independent analysis of annual sales and market forecasts in US$ Million from 2024 to 2030.
- In-Depth Regional Analysis: Detailed insights into key markets, including the U.S., China, Japan, Canada, Europe, Asia-Pacific, Latin America, Middle East, and Africa.
- Company Profiles: Coverage of players such as Bandai Namco Holdings Inc., Bioworld Merchandising, Cinereplicas, Disney Consumer Products, Entertainment Earth and more.
- Complimentary Updates: Receive free report updates for one year to keep you informed of the latest market developments.
Some of the 42 companies featured in this TV and Movie Merchandise market report include:
- Bandai Namco Holdings Inc.
- Bioworld Merchandising
- Cinereplicas
- Disney Consumer Products
- Entertainment Earth
- Funko, Inc.
- Hasbro, Inc.
- Hot Topic, Inc.
- Jakks Pacific, Inc.
- LEGO Group
- Mattel, Inc.
- NECA (National Entertainment Collectibles Association)
- Netflix Shop
- Paramount Global (Consumer Products)
- Ravensburger AG
- Spin Master Corp.
- Super7
- The Noble Collection
- The Wand Company
- Warner Bros. Consumer Products
This edition integrates the latest global trade and economic shifts as of June 2025 into comprehensive market analysis. Key updates include:
- Tariff and Trade Impact: Insights into global tariff negotiations across 180+ countries, with analysis of supply chain turbulence, sourcing disruptions, and geographic realignment. Special focus on 2025 as a pivotal year for trade tensions, including updated perspectives on the Trump-era tariffs.
- Adjusted Forecasts and Analytics: Revised global and regional market forecasts through 2030, incorporating tariff effects, economic uncertainty, and structural changes in globalization. Includes segmentation by product, technology, type, material, distribution channel, application, and end-use, with historical analysis since 2015.
- Strategic Market Dynamics: Evaluation of revised market prospects, regional outlooks, and key economic indicators such as population and urbanization trends.
- Innovation & Technology Trends: Latest developments in product and process innovation, emerging technologies, and key industry drivers shaping the competitive landscape.
- Competitive Intelligence: Updated global market share estimates for 2025, competitive positioning of major players (Strong/Active/Niche/Trivial), and refined focus on leading global brands and core players.
- Expert Insight & Commentary: Strategic analysis from economists, trade experts, and domain specialists to contextualize market shifts and identify emerging opportunities.
- Complimentary Update: Buyers receive a free July 2025 update with finalized tariff impacts, new trade agreement effects, revised projections, and expanded country-level coverage.
Table of Contents
I. METHODOLOGYII. EXECUTIVE SUMMARY2. FOCUS ON SELECT PLAYERSIII. MARKET ANALYSISCANADAITALYSPAINRUSSIAREST OF EUROPESOUTH KOREAREST OF ASIA-PACIFICARGENTINABRAZILMEXICOREST OF LATIN AMERICAIRANISRAELSAUDI ARABIAUNITED ARAB EMIRATESREST OF MIDDLE EASTIV. COMPETITION
1. MARKET OVERVIEW
3. MARKET TRENDS & DRIVERS
4. GLOBAL MARKET PERSPECTIVE
UNITED STATES
JAPAN
CHINA
EUROPE
FRANCE
GERMANY
UNITED KINGDOM
ASIA-PACIFIC
AUSTRALIA
INDIA
LATIN AMERICA
MIDDLE EAST
AFRICA
Companies Mentioned (Partial List)
A selection of companies mentioned in this report includes, but is not limited to:
- Bandai Namco Holdings Inc.
- Bioworld Merchandising
- Cinereplicas
- Disney Consumer Products
- Entertainment Earth
- Funko, Inc.
- Hasbro, Inc.
- Hot Topic, Inc.
- Jakks Pacific, Inc.
- LEGO Group
- Mattel, Inc.
- NECA (National Entertainment Collectibles Association)
- Netflix Shop
- Paramount Global (Consumer Products)
- Ravensburger AG
- Spin Master Corp.
- Super7
- The Noble Collection
- The Wand Company
- Warner Bros. Consumer Products
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 378 |
Published | July 2025 |
Forecast Period | 2024 - 2030 |
Estimated Market Value in 2024 | 231.5 Billion |
Forecasted Market Value by 2030 | 408.4 Billion |
Compound Annual Growth Rate | 9.9% |
Regions Covered | Global |