시장보고서
상품코드
2055932

TV와 영화 상품 시장(2026-2030년)

Global Tv And Movie Merchandise Market 2026-2030

발행일: | 리서치사: 구분자 TechNavio | 페이지 정보: 영문 304 Pages | 배송안내 : 즉시배송

    
    
    




가격
PDF (Single User License) help
PDF 보고서를 1명만 이용할 수 있는 라이선스입니다. 인쇄 가능하며 인쇄물의 이용 범위는 PDF 이용 범위와 동일합니다.
US $ 2,500 금액 안내 화살표 ₩ 3,834,000
PDF (Enterprise License) help
PDF 보고서를 동일 기업의 모든 분이 이용할 수 있는 라이선스입니다. 인쇄는 가능하며 인쇄물의 이용 범위는 PDF 이용 범위와 동일합니다.
US $ 4,000 금액 안내 화살표 ₩ 6,134,000
※ 부가세 별도
한글목차
영문목차
※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

세계의 TV·영화 관련 상품 시장은 2025-2030년에 1,401억 9,650만 달러 성장하며, 예측 기간 중 CAGR은 10.6%에 달할 것으로 예측됩니다. 이 리포트에서는 세계의 TV·영화 관련 상품 시장에 대해 종합적 분석, 시장 규모와 예측, 동향, 성장요인, 과제과 함께 약 25사의 벤더 분석을 제공하고 있습니다.

이 보고서는 현재 시장 상황, 최신 동향 및 촉진요인, 그리고 전체 시장 환경에 대한 최신 분석을 제공합니다. 이 시장은 디지털(오프라인과 온라인의 결합) 참여와 인터랙티브 소매 극장(극장)의 정착, 온디맨드 스트리밍의 확산과 빠른 라이선스 주기, 지속가능한 관리 체계의 강화, 윤리적 수집품 제조 등의 요인에 의해 주도되고 있습니다. 에 의해 견인되고 있습니다.

이번 조사는 업계 주요 관계자들의 의견을 포함한 1차 정보와 2차 정보를 객관적으로 조합하여 실시되었습니다. 이 보고서에는 주요 기업 분석과 함께 포괄적인 시장 규모 데이터, 지역별 분석과 함께 부문 및 공급업체 현황이 포함되어 있습니다. 보고서에는 과거 데이터와 예측 데이터가 수록되어 있습니다.

시장 범위
기준연도 2025년
종료연도 2030
조사 기간 2026-2030년
성장 모멘텀 가속
2026년 전년대비 9.6%
CAGR 10.6%
증가액 1,401억 9,650만 달러

이번 조사에서는 디지털과 물리적인 결합을 통한 참여의 산업화가 향후 수년간 세계 TV 및 영화 관련 상품 시장의 성장을 주도할 주요 요인 중 하나로 꼽았습니다. 또한 지속가능한 D2C(Direct-to-Consumer) 풀필먼트의 발전과 엄선된 라이프스타일 및 럭셔리 브랜드와의 협업으로의 전환은 시장에서 큰 수요를 창출할 것으로 예상됩니다.

목차

제1장 개요

제2장 Technavio 분석

제3장 시장 구도

제4장 시장 규모

제5장 시장 규모 실적

제6장 정성 분석

제7장 Five Forces 분석

제8장 시장 세분화 : 제품별

제9장 시장 세분화 : 용도별

제10장 시장 세분화 : 연령층별

제11장 고객 상황

제12장 지역별 상황

제13장 촉진요인·과제·기회

제14장 경쟁 구도

제15장 경쟁 분석

제16장 부록

KSA

The global tv and movie merchandise market is forecasted to grow by USD 140196.5 mn during 2025-2030, accelerating at a CAGR of 10.6% during the forecast period. The report on the global tv and movie merchandise market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by institutionalization of phygital engagement and interactive retail theater, proliferation of on demand streaming and rapid licensing cycles, escalation of sustainable stewardship and ethical collectible manufacturing.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2025
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 20269.6%
CAGR10.6%
Incremental Value$140196.5 mn

Technavio's global tv and movie merchandise market is segmented as below:

By Product

  • Apparel
  • Toys
  • Accessories
  • Video games
  • Others

By Application

  • Offline retail
  • Online retail

By Age Group

  • Adults
  • Teenagers
  • Children

Geography

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • The Netherlands
  • APAC
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Indonesia
  • South America
    • Brazil
    • Argentina
    • Chile
  • Middle East and Africa
    • UAE
    • Turkey
    • South Africa
  • Rest of World (ROW)

This study identifies the industrialization of digital and physical hybrid engagement as one of the prime reasons driving the global tv and movie merchandise market growth during the next few years. Also, advancements in sustainable direct to consumer fulfillment and transition toward curated lifestyle and luxury collaborations will lead to sizable demand in the market.

The report on the global tv and movie merchandise market covers the following areas:

  • Global tv and movie merchandise market sizing
  • Global tv and movie merchandise market forecast
  • Global tv and movie merchandise market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global tv and movie merchandise market vendors that include Amazon.com Inc., AT and T Inc., Bandai Namco Holdings Inc., DreamWorks Animation, Funko Inc., Grindstore Ltd., Hasbro Inc., Hennes and Mauritz AB, Iconix International, Lions Gate Entertainment Corp., Mattel Inc., Netflix Inc., Paramount Global, PVH Corp., RTL Group SA, Sanrio Co. Ltd., Sony Group Corp., The Walt Disney Co., Universal Brand Development, Warner Bros Discovery Inc.. Also, the global tv and movie merchandise market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Product
    • Executive Summary - Chart on Market Segmentation by Application
    • Executive Summary - Chart on Market Segmentation by Age Group
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global TV And Movie Merchandise Market 2020 - 2024
    • Historic Market Size - Data Table on Global TV And Movie Merchandise Market 2020 - 2024 ($ million)
  • 5.2 Product segment analysis 2020 - 2024
    • Historic Market Size - Product Segment 2020 - 2024 ($ million)
  • 5.3 Application segment analysis 2020 - 2024
    • Historic Market Size - Application Segment 2020 - 2024 ($ million)
  • 5.4 Age Group segment analysis 2020 - 2024
    • Historic Market Size - Age Group Segment 2020 - 2024 ($ million)
  • 5.5 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ million)
  • 5.6 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ million)

6 Qualitative Analysis

  • 6.1 Impact of AI in global TV and movie merchandise market
  • 6.2 Impact of geopolitical conflict on global TV and movie merchandise market

7 Five Forces Analysis

  • 7.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 7.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 7.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 7.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 7.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 7.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 7.7 Market condition

8 Market Segmentation by Product

  • 8.1 Market segments
  • 8.2 Comparison by Product
  • 8.3 Apparel - Market size and forecast 2025-2030
  • 8.4 Toys - Market size and forecast 2025-2030
  • 8.5 Accessories - Market size and forecast 2025-2030
  • 8.6 Video games - Market size and forecast 2025-2030
  • 8.7 Others - Market size and forecast 2025-2030
  • 8.8 Market opportunity by Product
    • Market opportunity by Product ($ million)

9 Market Segmentation by Application

  • 9.1 Market segments
  • 9.2 Comparison by Application
  • 9.3 Offline retail - Market size and forecast 2025-2030
  • 9.4 Online retail - Market size and forecast 2025-2030
  • 9.5 Market opportunity by Application
    • Market opportunity by Application ($ million)

10 Market Segmentation by Age Group

  • 10.1 Market segments
  • 10.2 Comparison by Age Group
  • 10.3 Adults - Market size and forecast 2025-2030
  • 10.4 Teenagers - Market size and forecast 2025-2030
  • 10.5 Children - Market size and forecast 2025-2030
  • 10.6 Market opportunity by Age Group
    • Market opportunity by Age Group ($ million)

11 Customer Landscape

  • 11.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

12 Geographic Landscape

  • 12.1 Geographic segmentation
  • 12.2 Geographic comparison
  • 12.3 North America - Market size and forecast 2025-2030
    • 12.3.1 US - Market size and forecast 2025-2030
    • 12.3.2 Canada - Market size and forecast 2025-2030
    • 12.3.3 Mexico - Market size and forecast 2025-2030
  • 12.4 Europe - Market size and forecast 2025-2030
    • 12.4.1 Germany - Market size and forecast 2025-2030
    • 12.4.2 UK - Market size and forecast 2025-2030
    • 12.4.3 France - Market size and forecast 2025-2030
    • 12.4.4 Italy - Market size and forecast 2025-2030
    • 12.4.5 Spain - Market size and forecast 2025-2030
    • 12.4.6 The Netherlands - Market size and forecast 2025-2030
  • 12.5 APAC - Market size and forecast 2025-2030
    • 12.5.1 China - Market size and forecast 2025-2030
    • 12.5.2 Japan - Market size and forecast 2025-2030
    • 12.5.3 India - Market size and forecast 2025-2030
    • 12.5.4 South Korea - Market size and forecast 2025-2030
    • 12.5.5 Australia - Market size and forecast 2025-2030
    • 12.5.6 Indonesia - Market size and forecast 2025-2030
  • 12.6 South America - Market size and forecast 2025-2030
    • 12.6.1 Brazil - Market size and forecast 2025-2030
    • 12.6.2 Argentina - Market size and forecast 2025-2030
    • 12.6.3 Chile - Market size and forecast 2025-2030
  • 12.7 Middle East and Africa - Market size and forecast 2025-2030
    • 12.7.1 Saudi Arabia - Market size and forecast 2025-2030
    • 12.7.2 UAE - Market size and forecast 2025-2030
    • 12.7.3 Turkey - Market size and forecast 2025-2030
    • 12.7.4 South Africa - Market size and forecast 2025-2030
    • 12.7.5 Israel - Market size and forecast 2025-2030
  • 12.8 Market opportunity by geography
    • Market opportunity by geography ($ million)
    • Data Tables on Market opportunity by geography ($ million)

13 Drivers, Challenges, and Opportunity

  • 13.1 Market drivers
    • Institutionalization of phygital engagement and interactive retail theater
    • Proliferation of on demand streaming and rapid licensing cycles
    • Escalation of sustainable stewardship and ethical collectible manufacturing
  • 13.2 Market challenges
    • Fragmented intellectual property ecosystems and audience dilution
    • Escalating counterfeiting sophistication and e-commerce distribution risks
    • Operational vulnerability to macroeconomic and trade policy fluctuations
  • 13.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 13.4 Market opportunities
    • Industrialization of digital and physical hybrid engagement
    • Advancements in sustainable direct to consumer fulfillment
    • Transition toward curated lifestyle and luxury collaborations

14 Competitive Landscape

  • 14.1 Overview
  • 14.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 14.3 Landscape disruption
    • Overview on factors of disruption
  • 14.4 Industry risks
    • Impact of key risks on business

15 Competitive Analysis

  • 15.1 Companies profiled
    • Companies covered
  • 15.2 Company ranking index
    • Company ranking index
  • 15.3 Market positioning of companies
    • Matrix on companies position and classification
  • 15.4 Amazon.com Inc.
    • Amazon.com Inc. - Overview
    • Amazon.com Inc. - Business segments
    • Amazon.com Inc. - Key news
    • Amazon.com Inc. - Key offerings
    • Amazon.com Inc. - Segment focus
    • SWOT
  • 15.5 AT and T Inc.
    • AT and T Inc. - Overview
    • AT and T Inc. - Business segments
    • AT and T Inc. - Key offerings
    • AT and T Inc. - Segment focus
    • SWOT
  • 15.6 Bandai Namco Holdings Inc.
    • Bandai Namco Holdings Inc. - Overview
    • Bandai Namco Holdings Inc. - Business segments
    • Bandai Namco Holdings Inc. - Key offerings
    • Bandai Namco Holdings Inc. - Segment focus
    • SWOT
  • 15.7 DreamWorks Animation
    • DreamWorks Animation - Overview
    • DreamWorks Animation - Product / Service
    • DreamWorks Animation - Key offerings
    • SWOT
  • 15.8 Hasbro Inc.
    • Hasbro Inc. - Overview
    • Hasbro Inc. - Business segments
    • Hasbro Inc. - Key offerings
    • Hasbro Inc. - Segment focus
    • SWOT
  • 15.9 Hennes and Mauritz AB
    • Hennes and Mauritz AB - Overview
    • Hennes and Mauritz AB - Business segments
    • Hennes and Mauritz AB - Key offerings
    • Hennes and Mauritz AB - Segment focus
    • SWOT
  • 15.10 Lions Gate Entertainment Corp.
    • Lions Gate Entertainment Corp. - Overview
    • Lions Gate Entertainment Corp. - Product / Service
    • Lions Gate Entertainment Corp. - Key offerings
    • SWOT
  • 15.11 Netflix Inc.
    • Netflix Inc. - Overview
    • Netflix Inc. - Product / Service
    • Netflix Inc. - Key offerings
    • SWOT
  • 15.12 Paramount Global
    • Paramount Global - Overview
    • Paramount Global - Business segments
    • Paramount Global - Key offerings
    • Paramount Global - Segment focus
    • SWOT
  • 15.13 PVH Corp.
    • PVH Corp. - Overview
    • PVH Corp. - Business segments
    • PVH Corp. - Key offerings
    • PVH Corp. - Segment focus
    • SWOT
  • 15.14 RTL Group SA
    • RTL Group SA - Overview
    • RTL Group SA - Business segments
    • RTL Group SA - Key offerings
    • RTL Group SA - Segment focus
    • SWOT
  • 15.15 Sanrio Co. Ltd.
    • Sanrio Co. Ltd. - Overview
    • Sanrio Co. Ltd. - Business segments
    • Sanrio Co. Ltd. - Key offerings
    • Sanrio Co. Ltd. - Segment focus
    • SWOT
  • 15.16 Sony Group Corp.
    • Sony Group Corp. - Overview
    • Sony Group Corp. - Business segments
    • Sony Group Corp. - Key news
    • Sony Group Corp. - Key offerings
    • Sony Group Corp. - Segment focus
    • SWOT
  • 15.17 The Walt Disney Co.
    • The Walt Disney Co. - Overview
    • The Walt Disney Co. - Business segments
    • The Walt Disney Co. - Key offerings
    • The Walt Disney Co. - Segment focus
    • SWOT
  • 15.18 Warner Bros Discovery Inc.
    • Warner Bros Discovery Inc. - Overview
    • Warner Bros Discovery Inc. - Business segments
    • Warner Bros Discovery Inc. - Key offerings
    • Warner Bros Discovery Inc. - Segment focus
    • SWOT

16 Appendix

  • 16.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 16.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 16.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 16.4 Research methodology
    • Research methodology
  • 16.5 Data procurement
    • Information sources
  • 16.6 Data validation
    • Data validation
  • 16.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 16.8 Data synthesis
    • Data synthesis
  • 16.9 360 degree market analysis
    • 360 degree market analysis
  • 16.10 List of abbreviations
    • List of abbreviations
샘플 요청 목록
0 건의 상품을 선택 중
목록 보기
전체삭제
문의
원하시는 정보를
찾아 드릴까요?
문의주시면 필요한 정보를
신속하게 찾아드릴게요.
02-2025-2992
kr-info@giikorea.co.kr
문의하기