The licensed toy market size is expected to see strong growth in the next few years. It will grow to $36.6 billion in 2030 at a compound annual growth rate (CAGR) of 6.2%. The growth in the forecast period can be attributed to increasing adoption of digital-first franchises, rising demand for interactive and smart toys, expansion of e-commerce toy sales, growing focus on sustainable licensed products, increasing cross-media licensing strategies. Major trends in the forecast period include increasing demand for franchise-based toy products, rising popularity of collectible licensed toys, growing integration of digital and physical play experiences, expansion of licensed educational toy offerings, enhanced focus on premium and limited-edition releases.
The rising popularity of video games is expected to stimulate the growth of the licensed toy market in the coming years. Video games are interactive digital entertainment experiences where players control characters or elements through electronic devices. The growing popularity of video games is mainly driven by greater accessibility through mobile platforms and digital distribution channels, making gaming more affordable and convenient worldwide. Licensed toys complement video games by bringing popular characters into physical products, strengthening player engagement with game franchises. They also function as promotional tools that enhance visibility, engagement, and associated revenue streams. For example, in February 2024, according to the Entertainment Software Association, a US-based industry organization, consumer spending on video games in the United States reached $57.2 billion in 2023, increasing from $56.6 billion in 2022. Therefore, the rising popularity of video games is reinforcing the growth of the licensed toy market.
Leading companies operating in the licensed toy market are focusing on strategic entertainment collaborations to develop themed, character-driven products that strengthen brand appeal, expand fan engagement, and increase collectible demand. Strategic entertainment collaborations involve partnerships between entertainment firms and partner organizations to jointly develop, market, or distribute content by leveraging complementary capabilities. For example, in May 2025, JAKKS Pacific, Inc., a US-based toy company, collaborated with SEGA of America, a US-based interactive entertainment company, and Warner Bros. Discovery Global Consumer Products, a US-based media and entertainment company, to introduce Sonic the Hedgehog and DC’s Justice League, a crossover licensed toy line that merges Sonic’s energetic universe with DC’s iconic superheroes. The collaboration delivers redesigned character concepts that appeal to both children and long-time fans, while enabling the release of highly collectible products such as action figures, vehicles, and plush toys under a unified licensed theme.
In July 2024, MGA Entertainment, Inc., a US-based developer and producer of toys, games, and licensed consumer products, merged with Zapf Creation AG to build a stronger global portfolio of licensed toys. The merger aimed to expand MGA Entertainment’s presence in licensed toy markets by incorporating Zapf Creation’s premium nurturing doll range, strengthening its footprint in Europe and North America, and enhancing overall product offerings. Zapf Creation AG is a Germany-based manufacturer of high-quality dolls and toy accessories.
Major companies operating in the licensed toy market are LEGO Group, BandAI Co. Ltd., Mattel Inc., Hasbro Inc., MGA Entertainment Inc., Spin Master Corp., Playmates Toys Ltd., Build-A-Bear Workshop Inc., Funko Inc., Jakks Pacific Inc., MEGA Brands Inc., Moose Toys Pty Ltd., Funrise Inc., Tomy Company Ltd., Schleich GmbH, BanBao Co. Ltd., Character Options Ltd., Paladone Ltd, Character World Ltd., National Entertainment Collectibles Association Inc., and Geobra Brandstätter GmbH & Co. KG.
Tariffs are impacting the licensed toy market by increasing costs of imported plastics, electronic components, packaging materials, and finished toy products manufactured across global supply chains. North America and Europe are most affected due to high dependence on Asia-Pacific manufacturing hubs, particularly China and Southeast Asia. These tariffs are raising retail prices and compressing manufacturer margins. However, they are also encouraging regional manufacturing diversification, nearshoring strategies, and greater investment in localized production and supply chain resilience.
The licensed toy market research report is one of a series of new reports that provides licensed toy market statistics, including licensed toy industry global market size, regional shares, competitors with a licensed toy market share, detailed licensed toy market segments, market trends and opportunities, and any further data you may need to thrive in the licensed toy industry. This licensed toy market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
A licensed toy is a toy product that features legally protected characters, logos, or brands from entertainment, sports, or other intellectual property under a formal licensing agreement with the rights holder. It is developed and manufactured by a licensee who pays royalties to the licensor in exchange for the right to produce and sell toys that incorporate the licensed property, such as movie characters or television franchises. It leverages established brand recognition to boost consumer appeal, brand engagement, and merchandise revenue.
The main product categories of licensed toys include action figures, dolls and plush toys, arts and crafts items, games and puzzles, outdoor and sports toys, construction kits, educational toys, and other product segments. Action figures refer to collectible or playable figurines inspired by popular characters from films, television shows, comics, or video games, created to promote imaginative play and storytelling. Licensed toys are designed for various age groups, including under one year, ages one to three years, ages three to five years, ages five to twelve years, and ages twelve years and above. These products are distributed through hypermarkets or supermarkets, online platforms, department stores, specialty outlets, and other distribution channels. The end users of licensed toys include individuals, educational institutions, and commercial recreational facilities.
The licensed toy market consists of sales of collectible figurines, die-cast vehicles, model kits, trading cards, outdoor play equipment, ride-on toys, arts and crafts kits, novelty toys, and interactive smart toys. Values in this market are ‘factory gate’ values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
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Table of Contents
Executive Summary
Licensed Toy Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses licensed toy market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for licensed toy? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The licensed toy market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
- The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
- The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
- The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
- The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
- The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
- Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.
Report Scope
Markets Covered:
1) By Product Type: Action Figures; Dolls and Plush Toys; Arts and Crafts; Games and Puzzles; Outdoor and Sports Toys; Construction Sets; Educational Toys; Other Product Types2) By Age Group: Below 1 Yrs; Age 1-3; Age 3-5; Age 5-12; Age 12+
3) By Distribution Channel: Hypermarket Or Supermarket; Online; Departmental Stores; Specialized Stores; Other Distribution Channels
4) By End-Use: Individual; Commercial
Subsegments:
1) By Action Figures: Superhero Figures; Movie Character Figures; Cartoon Figures; Collectible Figures2) By Dolls and Plush Toys: Fashion Dolls; Character Plush; Stuffed Animals; Interactive Dolls
3) By Arts and Crafts: Painting Kits; Modeling Clay; Craft Sets; Drawing Materials
4) By Games and Puzzles: Board Games; Card Games; Jigsaw Puzzles; Strategy Games
5) By Outdoor and Sports Toys: Sporting Equipment; Outdoor Playsets; Balls and Accessories; Activity Toys
6) By Construction Sets: Building Blocks; Modular Bricks; Engineering Kits; Mechanical Sets
7) By Educational Toys: Learning Games; Science, Technology, Engineering, and Mathematics (STEM) Kits; Skill Development Toys; Puzzle Learning
8) By Other Product Types: Vehicles; Role Play Toys; Musical Toys; Novelty Items
Companies Mentioned: LEGO Group; BandAI Co. Ltd.; Mattel Inc.; Hasbro Inc.; MGA Entertainment Inc.; Spin Master Corp.; Playmates Toys Ltd.; Build-A-Bear Workshop Inc.; Funko Inc.; Jakks Pacific Inc.; MEGA Brands Inc.; Moose Toys Pty Ltd.; Funrise Inc.; Tomy Company Ltd.; Schleich GmbH; BanBao Co. Ltd.; Character Options Ltd.; Paladone Ltd; Character World Ltd.; National Entertainment Collectibles Association Inc.; and Geobra Brandstätter GmbH & Co. KG.
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain
Regions: Asia-Pacific; South East Asia; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: Word, PDF or Interactive Report + Excel Dashboard
Added Benefits:
- Bi-Annual Data Update
- Customisation
- Expert Consultant Support
Companies Mentioned
The companies featured in this Licensed Toy market report include:- LEGO Group
- BandAI Co. Ltd.
- Mattel Inc.
- Hasbro Inc.
- MGA Entertainment Inc.
- Spin Master Corp.
- Playmates Toys Ltd.
- Build-A-Bear Workshop Inc.
- Funko Inc.
- Jakks Pacific Inc.
- MEGA Brands Inc.
- Moose Toys Pty Ltd.
- Funrise Inc.
- Tomy Company Ltd.
- Schleich GmbH
- BanBao Co. Ltd.
- Character Options Ltd.
- Paladone Ltd
- Character World Ltd.
- National Entertainment Collectibles Association Inc.
- and Geobra Brandstätter GmbH & Co. KG.
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 250 |
| Published | March 2026 |
| Forecast Period | 2026 - 2030 |
| Estimated Market Value ( USD | $ 28.82 Billion |
| Forecasted Market Value ( USD | $ 36.6 Billion |
| Compound Annual Growth Rate | 6.2% |
| Regions Covered | Global |
| No. of Companies Mentioned | 22 |


