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Entertainment Content and Goods Market by Music Equipment and Memorabilia, Vinyl Record, Signed Merchandise, Lifestyle and Home Goods, Sporting Equipment, Collectible, Animated Content Creation, Film, TV/OTT and Apparel - Global Forecast to 2030

出版商 MarketsandMarkets產業別 Electronics & Semiconductor出版日期 2025-08-06頁數 173報告編號 SE9462

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報告摘要

The entertainment content and goods market is anticipated to be valued at USD 177.64 billion in 2025 and USD 239.52 billion by 2030, growing at a CAGR of 6.2% during the forecast period. Key factors driving the entertainment content and goods market include the increasing global consumption of digital content, rising fandom culture, and demand for personalized, limited-edition merchandise. These factors compel entertainment companies to diversify their offerings and monetize intellectual property across multiple channels. Technological advancements, such as AR/VR, NFTs, and AI-driven content creation, enhance audience engagement and enable immersive brand experiences. Furthermore, the expansion of direct-to-consumer platforms and social commerce accelerates access to merchandise and exclusive content. However, challenges such as IP infringement, fluctuating consumer preferences, and high content production costs can constrain market scalability. Additionally, inconsistent digital infrastructure and regional disparities in fan monetization strategies may hinder growth in certain emerging markets. “By licensed goods type, the lifestyle, fan gear, and memorabilia segment is expected to register the highest CAGR from 2025 to 2030.” The lifestyle, fan gear, and memorabilia segment is projected to register the highest CAGR in the entertainment content and goods market during the forecast period, driven by rising consumer demand for personalized, team-driven, and emotionally resonant merchandise. This segment includes apparel, accessories, home décor, and collectible items inspired by music, professional sports teams, athletes, leagues, and sporting events. As audiences increasingly seek to express identity and fandom through tangible goods, licensed lifestyle and memorabilia products are emerging as key revenue drivers for entertainment companies. Digital transformation further amplifies this growth, with sports brands and leagues leveraging direct-to-consumer channels, limited-edition drops, and social commerce strategies to boost fan engagement and merchandise sales. Augmented reality (AR) features, QR-enabled authenticity checks, and NFT-linked memorabilia enhance product interactivity and collectability. Companies such as Fanatics Inc. (US), Nike, Inc. (US), and Adidas AG (Germany) are expanding their licensed merchandise portfolios through exclusive retail collaborations and athlete-driven collections tailored for global audiences. The growing popularity of hybrid fan experiences, combining digital content with physical goods, also contributes to segment expansion. As brand ecosystems become more immersive and fandom culture evolves, lifestyle and memorabilia goods are positioned to become increasingly integral to the content monetization strategies of leading entertainment players worldwide. By animated content creation, the TV/OTT segment is projected to account for the largest market share from 2025 to 2030.” The TV/OTT segment is expected to account for the largest share of the animated content creation market from 2025 to 2030, driven by the rising demand for high-quality, serialized animated programming across streaming platforms and traditional broadcast channels. With the global surge in OTT consumption, fueled by increased internet penetration and mobile device usage, animation has become a preferred format for engaging audiences across age groups, particularly children, young adults, and fandom-based communities. TV and OTT platforms heavily invest in original animated content to differentiate offerings, retain subscribers, and capture niche viewer segments. Streaming giants such as Netflix, Disney+, Amazon Prime Video, and regional platforms, including Voot and Tencent Video, commission exclusive animated series, reboots of legacy IPs, and culturally localized content to meet rising viewer expectations. The flexibility of animation to support diverse storytelling formats, from educational series to adult comedy and fantasy, further expands its applicability and appeal. In addition, the integration of advanced production technologies, such as 2D/3D hybrid animation, motion capture, and AI-based rendering, enhances visual quality and production efficiency. As content consumption habits evolve and demand for on-demand, serialized storytelling grows, the TV/OTT segment is expected to maintain its leadership in animated content creation, supported by robust platform investments and global audience engagement. “North America is projected to account for the largest market share from 2025 to 2030.” The North America region is projected to hold the largest share of the global entertainment content and goods market from 2025 to 2030, owing to a mature entertainment ecosystem, widespread digital infrastructure, and high consumer spending on content and branded merchandise. The US remains a global hub for entertainment production and IP commercialization, with major players such as The Walt Disney Company, Warner Bros. Entertainment, Universal Music Group, and Paramount headquartered in the region. These companies leverage extensive distribution networks and fan engagement platforms to monetize content across film, television, music, gaming, and consumer products. The region’s dominance is further supported by the widespread adoption of streaming services, direct-to-consumer retail channels, and fan-based commerce. The growing trend of limited-edition merchandise drops, exclusive artist collaborations, and immersive fan experiences, including virtual concerts and AR/VR-driven activations, is enhancing consumer engagement and driving high-margin sales. Moreover, the integration of emerging technologies such as NFTs and AI-generated content accelerates innovation across content creation and merchandise offerings. Strong IP protection laws, advanced content monetization models, and a well-established retail infrastructure provide a conducive environment for sustained growth. With a culture that values entertainment as a lifestyle, North America is expected to maintain its leading position in the global entertainment content and goods market. The breakdown of the profile of primary participants in the entertainment content and goods market is as follows: • By Company Type: Tier 1 - 40%, Tier 2 - 35%, Tier 3 - 25% • By Designation Type: C Level Executives - 40%, Director Level - 30%, Others - 30% • By Region Type: Asia Pacific - 35%, North America - 25%, Europe - 25%, RoW - 15% Notes: Other designations include sales, marketing, and product managers. The three tiers of the companies are based on their total revenues as of 2024: Tier 1: >USD 1 billion, Tier 2: USD 500 million-1 billion, and Tier 3: USD 500 million. The major players in the entertainment content and goods market with a significant geographical presence include The Walt Disney Company (US), Universal Music Group N.V. (Netherlands), Warner Bros. Entertainment Inc. (US), Sony Music Entertainment (US), Paramount (US), and others. Research Coverage The report segments the entertainment content and goods market and forecasts its size by music artist goods type, licensed goods type, animated content creation, and region. It also comprehensively reviews drivers, restraints, opportunities, and challenges influencing market growth. The report covers qualitative aspects in addition to quantitative aspects of the market. Reasons to buy the report The report will help the market leaders/new entrants in this market with information on the closest approximate revenues for the overall entertainment content and goods market and related segments. This report will help stakeholders understand the competitive landscape and gain more insights to strengthen their position in the market and plan suitable go-to-market strategies. The report also helps stakeholders understand the pulse of the market and provides them with information on key market drivers, restraints, opportunities, and challenges. The report provides insights on the following pointers: • Analysis of key drivers (rising consumer demand for personalized and experiential entertainment goods, rapid advances in AI, 5G, and immersive technologies, rise in cross-platform content integration), restraints (growing instances of content and merchandise piracy, economic constraints and subscription fatigue), opportunities (increasing collaboration between innovative brands and artists, rising integration of blockchain and non-fungible tokens into digital goods, growing digitally connected population in emerging economies), and challenges (high cost of premium merchandise production, increasing competition among entertainment platforms, rapidly changing consumer preferences and volatility in market trends) • Product Development/Innovation: Detailed insights on upcoming technologies, research & development activities, and new product/service launches in the entertainment content and goods market • Market Development: Comprehensive information about lucrative markets –the report analyses the entertainment content and goods market across varied regions • Market Diversification: Exhaustive information about new products, untapped geographies, and recent developments such as partnerships, collaborations, acquisitions, agreements, and expansions in the entertainment content and goods market • Competitive Assessment: In-depth assessment of market shares, growth strategies, and product offerings of leading players, including The Walt Disney Company (US), Universal Music Group N.V. (Netherlands), Warner Music Group Inc. (US), Sony Music Entertainment (US), Paramount (US), Netflix, Inc. (US), Fanatics Inc. (US), DreamWorks Animation (US), Illumination (US), Amazon.com, Inc. (US), PUMA SE (Germany), New Era Cap (US), Adidas AG (Germany), Merchbar, Inc. (US), and Nike, Inc. (US).
目錄 Table of Contents
1 INTRODUCTION 19 1.1 STUDY OBJECTIVES 19 1.2 MARKET DEFINITION 19 1.3 STUDY SCOPE 20 1.3.1 MARKETS COVERED AND REGIONAL SCOPE 20 1.3.2 INCLUSIONS AND EXCLUSIONS 20 1.3.3 YEARS CONSIDERED 22 1.4 CURRENCY CONSIDERED 22 1.5 STAKEHOLDERS 22 2 RESEARCH METHODOLOGY 23 2.1 RESEARCH DATA 23 2.1.1 SECONDARY AND PRIMARY RESEARCH 24 2.1.2 SECONDARY DATA 25 2.1.2.1 List of key secondary sources 25 2.1.2.2 Key data from secondary sources 25 2.1.3 PRIMARY DATA 26 2.1.3.1 List of primary interview participants 26 2.1.3.2 Breakdown of primaries 27 2.1.3.3 Key data from primary sources 27 2.1.3.4 Key industry insights 29 2.2 MARKET SIZE ESTIMATION 29 2.2.1 BOTTOM-UP APPROACH 29 2.2.1.1 Approach to arrive at market size using bottom-up analysis (demand side) 29 2.2.2 TOP-DOWN APPROACH 30 2.2.2.1 Approach to arrive at market size using top-down analysis (supply side) 30 2.3 FACTOR ANALYSIS 31 2.3.1 DEMAND-SIDE ANALYSIS 31 2.3.2 SUPPLY-SIDE ANALYSIS 32 2.4 MARKET BREAKDOWN AND DATA TRIANGULATION 32 2.5 RESEARCH ASSUMPTIONS 33 2.6 RESEARCH LIMITATIONS 33 2.7 RISK ANALYSIS 33 3 EXECUTIVE SUMMARY 34   4 PREMIUM INSIGHTS 38 4.1 ATTRACTIVE OPPORTUNITIES FOR PLAYERS IN ENTERTAINMENT CONTENT AND GOODS MARKET 38 4.2 ENTERTAINMENT CONTENT AND GOODS MARKET, BY MUSIC ARTIST GOODS TYPE 39 4.3 ENTERTAINMENT CONTENT AND GOODS MARKET, BY LICENSED GOODS TYPE 39 4.4 ENTERTAINMENT CONTENT AND GOODS MARKET, BY ANIMATED CONTENT CREATION 40 4.5 ENTERTAINMENT CONTENT AND GOODS MARKET, BY REGION 40 4.6 ENTERTAINMENT CONTENT AND GOODS MARKET, BY GEOGRAPHY 41 5 MARKET OVERVIEW 42 5.1 INTRODUCTION 42 5.2 MARKET DYNAMICS 42 5.2.1 DRIVERS 43 5.2.1.1 Rising consumer demand for personalized and experiential entertainment goods 43 5.2.1.2 Rapid advances in AI, 5G, and immersive technologies 43 5.2.1.3 Rise in cross-platform content integration 44 5.2.2 RESTRAINTS 45 5.2.2.1 Growing instances of content and merchandise piracy 45 5.2.2.2 Economic constraints and subscription fatigue 46 5.2.3 OPPORTUNITIES 46 5.2.3.1 Increasing collaboration between innovative brands and artists 46 5.2.3.2 Rising integration of blockchain and non-fungible tokens into digital goods 47 5.2.3.3 Growing digitally connected population in emerging economies 48 5.2.4 CHALLENGES 49 5.2.4.1 High cost of premium merchandise production 49 5.2.4.2 Increasing competition among entertainment platforms 49 5.2.4.3 Rapidly changing consumer preferences and volatility in market trends 50 5.3 VALUE CHAIN ANALYSIS 51 5.4 ECOSYSTEM ANALYSIS 53 5.5 TRENDS/DISRUPTIONS IMPACTING CUSTOMER BUSINESS 55 5.6 TECHNOLOGY ANALYSIS 56 5.6.1 KEY TECHNOLOGIES 56 5.6.1.1 Content streaming infrastructure 56 5.6.1.2 Digital rights management (DRM) 56 5.6.1.3 E-commerce merchandise platforms 56 5.6.2 COMPLEMENTARY TECHNOLOGIES 57 5.6.2.1 Artificial intelligence (AI) 57 5.6.2.2 Blockchain 57 5.6.2.3 Augmented reality (AR) and virtual reality (VR) 58   5.6.3 ADJACENT TECHNOLOGIES 58 5.6.3.1 Generative AI 58 5.6.3.2 Web3 and decentralized platforms 59 5.6.3.3 3D printing 59 5.7 PRICING ANALYSIS 59 5.7.1 PRICING TREND OF ENTERTAINMENT CONTENT AND GOODS, BY TYPE, 2021–2024 60 5.8 CASE STUDY ANALYSIS 61 5.8.1 NEW BELGIUM BREWING AND TUBI’S IN-HOUSE CONTENT STUDIO PARTNERED TO INTEGRATE VOODOO RANGER SKELETON MASCOT INTO THE FREAK BROTHERS TO BOOST BRAND IDENTITY 61 5.8.2 INFOSYS HELPS GLOBAL MUSIC AND ENTERTAINMENT COMPANY IMPLEMENT CENTRALIZED PLATFORM TO ENABLE UNIFORM PROCESSING WORKFLOWS 62 5.8.3 LG UPLUS INSTALLS MICROSOFT TEAMS TO MODERNIZE WORKPLACE COMMUNICATION AND CONTENT COLLABORATION 62 5.9 KEY CONFERENCES AND EVENTS, 2025–2026 63 6 ENTERTAINMENT CONTENT AND GOODS MARKET, BY MUSIC ARTIST GOODS TYPE 64 6.1 INTRODUCTION 65 6.2 APPAREL 67 6.2.1 RISE IN ARTIST-LED FASHION COLLABORATIONS WITH GLOBAL BRANDS AND MERCHANDISING SPECIALISTS TO BOLSTER SEGMENTAL GROWTH 67 6.2.2 PRINTED T-SHIRTS 67 6.2.3 HOODIES AND SWEATSHIRTS 68 6.2.4 CAPS, HATS, AND BEANIES 68 6.3 ACCESSORIES 69 6.3.1 EXPANDING DIRECT-TO-FAN COMMERCE CHANNELS TO CONTRIBUTE TO SEGMENTAL GROWTH 69 6.3.2 BAGS 69 6.3.3 SHOES 70 6.3.4 WATCHES 70 6.3.5 OTHER ACCESSORIES 71 6.4 LIFESTYLE AND HOME GOODS 71 6.4.1 EVOLVING GIFTING CULTURE AND AESTHETICALLY CURATED WORK-FROM-HOME ENVIRONMENTS TO FUEL SEGMENTAL GROWTH 71 6.4.2 MUGS AND DRINKWARE 72 6.4.3 POSTERS AND ARTWORK 72 6.4.4 STATIONERY 73 6.5 MUSIC EQUIPMENT AND MEMORABILIA 73 6.5.1 GROWING POPULARITY OF RETRO-STYLE MUSIC EXPERIENCES TO AUGMENT SEGMENTAL GROWTH 73 6.5.2 VINYL RECORDS 74 6.5.3 SIGNED MERCHANDISE 74 6.5.4 MUSICAL INSTRUMENTS 75 7 ENTERTAINMENT CONTENT AND GOODS MARKET, BY LICENSED GOODS TYPE 76 7.1 INTRODUCTION 77 7.2 LICENSED SPORTSWEAR 79 7.2.1 BURGEONING DEMAND FOR SUSTAINABLE, LIMITED-EDITION, AND INFLUENCER-BACKED MERCHANDISE TO DRIVE MARKET 79 7.2.2 OFFICIAL TEAM JERSEYS AND TEES 79 7.2.3 BRANDED ATHLETIC CAPS AND HEADWEAR 80 7.2.4 SPORTS TEAM HOODIES AND OUTERWEAR 80 7.3 ATHLETIC AND FAN ACCESSORIES 81 7.3.1 INCREASING USE OF CELEBRITY-THEMED BAGS, SHOES, WATCHES, AND OTHER PERSONAL ACCESSORIES TO BOOST SEGMENTAL GROWTH 81 7.3.2 TEAM-BRANDED BAGS 81 7.3.3 SPORTS EDITION FOOTWEAR 82 7.3.4 SMARTWATCHES AND FITNESS BANDS 82 7.3.5 OTHER BRANDED ACCESSORIES 83 7.4 SPORTING EQUIPMENT 84 7.4.1 FAN-DRIVEN PERSONALIZATION AND BRAND COLLABORATIONS TO FUEL SEGMENTAL GROWTH 84 7.4.2 BALLS 84 7.4.3 RACKETS 85 7.4.4 GLOVES AND PADS 85 7.4.5 OTHER SPORTING EQUIPMENT 86 7.5 LIFESTYLE, FAN GEAR, AND MEMORABILIA 86 7.5.1 PERSONALIZATION TRENDS AND EXPANDING OMNICHANNEL RETAIL STRATEGIES TO DRIVE MARKET 86 7.5.2 BOTTLES AND DRINKWARE 87 7.5.3 SCARVES AND WRISTBANDS 88 7.5.4 COLLECTIBLES 88 7.5.5 POSTERS, CALENDARS, AND PHOTOBOOKS 89 7.5.6 OTHER LICENSED PRODUCTS 89 8 ENTERTAINMENT CONTENT AND GOODS MARKET, BY ANIMATED CONTENT CREATION 90 8.1 INTRODUCTION 91 8.2 BY CONTENT TYPE 91 8.2.1 FILMS 92 8.2.1.1 Increasing investment in immersive storytelling and global appetite for cross-generational content to fuel segmental growth 92 8.2.2 TV/OTT 92 8.2.2.1 Surging demand for binge-worthy series and animation to contribute to segmental growth 92   8.3 BY ANIMATION STYLE 93 8.3.1 2D ANIMATION 93 8.3.2 3D ANIMATION 94 8.3.3 STOP-MOTION ANIMATION 94 8.3.4 MIXED MEDIA 95 9 ENTERTAINMENT CONTENT AND GOODS MARKET, BY REGION 96 9.1 INTRODUCTION 97 9.2 NORTH AMERICA 98 9.2.1 MACROECONOMIC OUTLOOK FOR NORTH AMERICA 98 9.2.2 US 100 9.2.2.1 Strong commercialization of intellectual property to accelerate market growth 100 9.2.3 CANADA 101 9.2.3.1 Growing emphasis on content development and fan engagement to boost market growth 101 9.2.4 MEXICO 102 9.2.4.1 Rising digitally active population and disposable incomes to fuel market growth 102 9.3 EUROPE 103 9.3.1 MACROECONOMIC OUTLOOK FOR EUROPE 103 9.3.2 GERMANY 105 9.3.2.1 Widespread use of streaming services and online gaming platforms to augment market growth 105 9.3.3 UK 106 9.3.3.1 Integration of AR/VR technologies into entertainment content to foster market growth 106 9.3.4 FRANCE 107 9.3.4.1 Synergy between content production and consumer goods to expedite market growth 107 9.3.5 ITALY 108 9.3.5.1 Availability of limited-edition goods, vintage content collectibles, and localized merchandise to drive market 108 9.3.6 REST OF EUROPE 109 9.4 ASIA PACIFIC 110 9.4.1 MACROECONOMIC OUTLOOK FOR ASIA PACIFIC 110 9.4.2 CHINA 112 9.4.2.1 Strong mobile-first consumption habits to contribute to market growth 112 9.4.3 JAPAN 113 9.4.3.1 Advanced animation studios and strong legacy IP portfolios to boost market growth 113 9.4.4 SOUTH KOREA 114 9.4.4.1 Growing popularity of official light sticks and digital collectibles to fuel market growth 114 9.4.5 INDIA 115 9.4.5.1 Expansion of OTT platforms and surge in regional language content to drive market 115 9.4.6 REST OF ASIA PACIFIC 116 9.5 ROW 117 9.5.1 MACROECONOMIC OUTLOOK FOR ROW 117 9.5.2 MIDDLE EAST & AFRICA 118 9.5.2.1 Growing monetization of local cultural IPs to contribute to market growth 118 9.5.3 SOUTH AMERICA 119 9.5.3.1 Increasing investment in local entertainment content production to augment market growth 119 10 COMPETITIVE LANDSCAPE 121 10.1 OVERVIEW 121 10.2 KEY PLAYER STRATEGIES/RIGHT TO WIN, 2021–2025 121 10.2.1 COMPANY FOOTPRINT: KEY PLAYERS, 2024 123 10.2.1.1 Company footprint 123 10.2.1.2 Region footprint 124 10.2.1.3 Music artist goods type footprint 125 10.2.1.4 Licensed goods type footprint 126 10.2.1.5 Animated content creation footprint 127 10.3 COMPETITIVE SCENARIO 127 10.3.1 PRODUCT/SERVICE LAUNCHES 128 10.3.2 DEALS 129 10.3.3 EXPANSIONS 131 11 COMPANY PROFILES 132 11.1 INTRODUCTION 132 11.2 KEY PLAYERS 132 11.2.1 MERCHBAR, INC. 132 11.2.1.1 Business overview 132 11.2.1.2 Products/Solutions/Services offered 133 11.2.1.3 Recent developments 133 11.2.1.3.1 Deals 133 11.2.2 FANATICS INC. 134 11.2.2.1 Business overview 134 11.2.2.2 Products/Solutions/Services offered 134 11.2.2.3 Recent developments 135 11.2.2.3.1 Product/Service launches 135 11.2.2.3.2 Deals 136   11.2.3 NIKE, INC. 137 11.2.3.1 Business overview 137 11.2.3.2 Products/Solutions/Services offered 138 11.2.3.3 Recent developments 138 11.2.3.3.1 Product/Service launches 138 11.2.3.3.2 Deals 139 11.2.4 ADIDAS AG 140 11.2.4.1 Business overview 140 11.2.4.2 Products/Solutions/Services offered 140 11.2.4.3 Recent developments 141 11.2.4.3.1 Product/Service launches 141 11.2.4.3.2 Deals 142 11.2.5 NEW ERA CAP 143 11.2.5.1 Business overview 143 11.2.5.2 Products/Solutions/Services offered 143 11.2.5.3 Recent developments 144 11.2.5.3.1 Product/Service launches 144 11.2.5.3.2 Deals 144 11.2.6 PUMA SE 146 11.2.6.1 Business overview 146 11.2.6.2 Products/Solutions/Services offered 146 11.2.6.3 Recent developments 147 11.2.6.3.1 Product/Service launches 147 11.2.6.3.2 Deals 148 11.2.7 THE WALT DISNEY COMPANY 149 11.2.7.1 Business overview 149 11.2.7.2 Products/Solutions/Services offered 149 11.2.7.3 Recent developments 150 11.2.7.3.1 Product/Service launches 150 11.2.7.3.2 Deals 151 11.2.7.3.3 Expansions 152 11.2.8 DREAMWORKS ANIMATION 153 11.2.8.1 Business overview 153 11.2.8.2 Products/Solutions/Services offered 153 11.2.8.3 Recent developments 154 11.2.8.3.1 Deals 154 11.2.9 ILLUMINATION 155 11.2.9.1 Business overview 155 11.2.9.2 Products/Solutions/Services offered 155 11.2.9.3 Recent developments 156 11.2.9.3.1 Product/Service launches 156 11.2.9.3.2 Deals 157 11.2.10 PARAMOUNT 158 11.2.10.1 Business overview 158 11.2.10.2 Products/Solutions/Services offered 158 11.2.10.3 Recent developments 159 11.2.10.3.1 Product/Service launches 159 11.2.10.3.2 Deals 160 11.3 OTHER PLAYERS 161 11.3.1 NETFLIX, INC. 161 11.3.2 UNIVERSAL MUSIC GROUP N.V. 162 11.3.3 SONY MUSIC ENTERTAINMENT 163 11.3.4 WARNER MUSIC GROUP INC. 164 11.3.5 AMAZON.COM, INC. 165 12 APPENDIX 166 12.1 INSIGHTS FROM INDUSTRY EXPERTS 166 12.2 DISCUSSION GUIDE 166 12.3 KNOWLEDGESTORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 169 12.4 CUSTOMIZATION OPTIONS 171 12.5 RELATED REPORTS 171 12.6 AUTHOR DETAILS 172
圖表清單 List of Tables & Figures
TABLE 1 LIST OF KEY SECONDARY SOURCES 25 TABLE 2 LIST OF PRIMARY INTERVIEW PARTICIPANTS 26 TABLE 3 KEY DATA FROM PRIMARY SOURCES 27 TABLE 4 ENTERTAINMENT CONTENT AND GOODS MARKET: RESEARCH ASSUMPTIONS 33 TABLE 5 ENTERTAINMENT CONTENT AND GOODS MARKET: RISK ANALYSIS 33 TABLE 6 ROLE OF COMPANIES IN ENTERTAINMENT CONTENT AND GOODS ECOSYSTEM 54 TABLE 7 PRICING TREND OF ENTERTAINMENT CONTENT AND GOODS, BY TYPE, 2021–2024 (USD) 60 TABLE 8 LIST OF KEY CONFERENCES AND EVENTS, 2025–2026 63 TABLE 9 MUSIC ARTIST GOODS: ENTERTAINMENT CONTENT AND GOODS MARKET, BY PRODUCT TYPE, 2021–2024 (USD MILLION) 65 TABLE 10 MUSIC ARTIST GOODS: ENTERTAINMENT CONTENT AND GOODS MARKET, BY PRODUCT TYPE, 2025–2030 (USD MILLION) 66 TABLE 11 MUSIC ARTIST GOODS: ENTERTAINMENT CONTENT AND GOODS MARKET, BY REGION, 2021–2024 (USD MILLION) 66 TABLE 12 MUSIC ARTIST GOODS: ENTERTAINMENT CONTENT AND GOODS MARKET, BY REGION, 2025–2030 (USD MILLION) 66 TABLE 13 ENTERTAINMENT CONTENT AND GOODS MARKET FOR LICENSED GOODS, BY PRODUCT TYPE, 2021–2024 (USD MILLION) 77 TABLE 14 ENTERTAINMENT CONTENT AND GOODS MARKET FOR LICENSED GOODS, BY PRODUCT TYPE, 2025–2030 (USD MILLION) 78 TABLE 15 LICENSED GOODS: ENTERTAINMENT CONTENT AND GOODS MARKET, BY REGION, 2021–2024 (USD MILLION) 78 TABLE 16 LICENSED GOODS: ENTERTAINMENT CONTENT AND GOODS MARKET, BY REGION, 2025–2030 (USD MILLION) 78 TABLE 17 ANIMATED CONTENT CREATION: ENTERTAINMENT CONTENT AND GOODS MARKET, BY CONTENT TYPE, 2021–2024 (USD MILLION) 91 TABLE 18 ANIMATED CONTENT CREATION: ENTERTAINMENT CONTENT AND GOODS MARKET, BY CONTENT TYPE, 2025–2030 (USD MILLION) 92 TABLE 19 ENTERTAINMENT CONTENT AND GOODS MARKET, BY REGION, 2021–2024 (USD MILLION) 97 TABLE 20 ENTERTAINMENT CONTENT AND GOODS MARKET, BY REGION, 2025–2030 (USD MILLION) 98 TABLE 21 NORTH AMERICA: ENTERTAINMENT CONTENT AND GOODS MARKET, BY COUNTRY, 2021–2024 (USD MILLION) 99 TABLE 22 NORTH AMERICA: ENTERTAINMENT CONTENT AND GOODS MARKET, BY COUNTRY, 2025–2030 (USD MILLION) 99 TABLE 23 US: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2021–2024 (USD MILLION) 100 TABLE 24 US: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2025–2030 (USD MILLION) 100 TABLE 25 CANADA: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2021–2024 (USD MILLION) 101 TABLE 26 CANADA: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2025–2030 (USD MILLION) 101 TABLE 27 MEXICO: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2021–2024 (USD MILLION) 102 TABLE 28 MEXICO: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2025–2030 (USD MILLION) 102 TABLE 29 EUROPE: ENTERTAINMENT CONTENT AND GOODS MARKET, BY COUNTRY, 2021–2024 (USD MILLION) 104 TABLE 30 EUROPE: ENTERTAINMENT CONTENT AND GOODS MARKET, BY COUNTRY, 2025–2030 (USD MILLION) 105 TABLE 31 GERMANY: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2021–2024 (USD MILLION) 105 TABLE 32 GERMANY: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2025–2030 (USD MILLION) 106 TABLE 33 UK: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2021–2024 (USD MILLION) 106 TABLE 34 UK: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2025–2030 (USD MILLION) 107 TABLE 35 FRANCE: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2021–2024 (USD MILLION) 107 TABLE 36 FRANCE: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2025–2030 (USD MILLION) 108 TABLE 37 ITALY: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2021–2024 (USD MILLION) 108 TABLE 38 ITALY: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2025–2030 (USD MILLION) 109 TABLE 39 REST OF EUROPE: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2021–2024 (USD MILLION) 109 TABLE 40 REST OF EUROPE: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2025–2030 (USD MILLION) 110 TABLE 41 ASIA PACIFIC: ENTERTAINMENT CONTENT AND GOODS MARKET, BY COUNTRY, 2021–2024 (USD MILLION) 111 TABLE 42 ASIA PACIFIC: ENTERTAINMENT CONTENT AND GOODS MARKET, BY COUNTRY, 2025–2030 (USD MILLION) 112 TABLE 43 CHINA: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2021–2024 (USD MILLION) 112 TABLE 44 CHINA: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2025–2030 (USD MILLION) 113 TABLE 45 JAPAN: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2021–2024 (USD MILLION) 113 TABLE 46 JAPAN: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2025–2030 (USD MILLION) 114 TABLE 47 SOUTH KOREA: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2021–2024 (USD MILLION) 114 TABLE 48 SOUTH KOREA: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2025–2030 (USD MILLION) 115 TABLE 49 INDIA: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2021–2024 (USD MILLION) 115 TABLE 50 INDIA: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2025–2030 (USD MILLION) 116 TABLE 51 REST OF ASIA PACIFIC: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2021–2024 (USD MILLION) 116 TABLE 52 REST OF ASIA PACIFIC: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2025–2030 (USD MILLION) 117 TABLE 53 ROW: ENTERTAINMENT CONTENT AND GOODS MARKET, BY REGION, 2021–2024 (USD MILLION) 118 TABLE 54 ROW: ENTERTAINMENT CONTENT AND GOODS MARKET, BY REGION, 2025–2030 (USD MILLION) 118 TABLE 55 MIDDLE EAST & AFRICA: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2021–2024 (USD MILLION) 119 TABLE 56 MIDDLE EAST & AFRICA: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2025–2030 (USD MILLION) 119 TABLE 57 SOUTH AMERICA: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2021–2024 (USD MILLION) 120 TABLE 58 SOUTH AMERICA: ENTERTAINMENT CONTENT AND GOODS MARKET, BY TYPE, 2025–2030 (USD MILLION) 120 TABLE 59 ENTERTAINMENT CONTENT AND GOODS MARKET: OVERVIEW OF STRATEGIES ADOPTED BY KEY PLAYERS, JANUARY 2021–JULY 2025 121 TABLE 60 ENTERTAINMENT CONTENT AND GOODS MARKET: REGION FOOTPRINT 124 TABLE 61 ENTERTAINMENT CONTENT AND GOODS MARKET: MUSIC ARTIST GOODS TYPE FOOTPRINT 125 TABLE 62 ENTERTAINMENT CONTENT AND GOODS MARKET: LICENSED GOODS TYPE FOOTPRINT 126 TABLE 63 ENTERTAINMENT CONTENT AND GOODS MARKET: ANIMATED CONTENT CREATION FOOTPRINT 127 TABLE 64 ENTERTAINMENT CONTENT AND GOODS MARKET: PRODUCT/SERVICE LAUNCHES, JANUARY 2021–JULY 2025 128 TABLE 65 ENTERTAINMENT CONTENT AND GOODS MARKET: DEALS, JANUARY 2021–JULY 2025 129 TABLE 66 ENTERTAINMENT CONTENT AND GOODS MARKET: EXPANSIONS, JANUARY 2021–JULY 2025 131 TABLE 67 MERCHBAR, INC.: COMPANY OVERVIEW 132 TABLE 68 MERCHBAR, INC.: PRODUCTS/SOLUTIONS/SERVICES OFFERED 133 TABLE 69 MERCHBAR, INC.: DEALS 133 TABLE 70 FANATICS INC.: COMPANY OVERVIEW 134 TABLE 71 FANATICS INC.: PRODUCTS/SOLUTIONS/SERVICES OFFERED 134 TABLE 72 FANATICS INC.: PRODUCT/SERVICE LAUNCHES 135 TABLE 73 FANATICS INC.: DEALS 136 TABLE 74 NIKE, INC.: COMPANY OVERVIEW 137 TABLE 75 NIKE, INC.: PRODUCTS/SOLUTIONS/SERVICES OFFERED 138 TABLE 76 NIKE, INC.: PRODUCT/SERVICE LAUNCHES 138 TABLE 77 NIKE, INC.: DEALS 139 TABLE 78 ADIDAS AG: COMPANY OVERVIEW 140 TABLE 79 ADIDAS AG: PRODUCTS/SOLUTIONS/SERVICES OFFERED 140 TABLE 80 ADIDAS AG: PRODUCT/SERVICE LAUNCHES 141 TABLE 81 ADIDAS AG: DEALS 142 TABLE 82 NEW ERA CAP: COMPANY OVERVIEW 143 TABLE 83 NEW ERA CAP: PRODUCTS/SOLUTIONS/SERVICES OFFERED 143 TABLE 84 NEW ERA CAP: PRODUCT/SERVICE LAUNCHES 144 TABLE 85 NEW ERA CAP: DEALS 144 TABLE 86 PUMA SE: COMPANY OVERVIEW 146 TABLE 87 PUMA SE: PRODUCTS/SOLUTIONS/SERVICES OFFERED 146 TABLE 88 PUMA SE: PRODUCT/SERVICE LAUNCHES 147 TABLE 89 PUMA SE: DEALS 148 TABLE 90 THE WALT DISNEY COMPANY: COMPANY OVERVIEW 149 TABLE 91 THE WALT DISNEY COMPANY: PRODUCTS/SOLUTIONS/SERVICES OFFERED 149 TABLE 92 THE WALT DISNEY COMPANY: PRODUCT/SERVICE LAUNCHES 150 TABLE 93 THE WALT DISNEY COMPANY: DEALS 151 TABLE 94 THE WALT DISNEY COMPANY: EXPANSIONS 152 TABLE 95 DREAMWORKS ANIMATION: COMPANY OVERVIEW 153 TABLE 96 DREAMWORKS ANIMATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED 153 TABLE 97 DREAMWORKS ANIMATION: DEALS 154 TABLE 98 ILLUMINATION: COMPANY OVERVIEW 155 TABLE 99 ILLUMINATION: PRODUCTS/SOLUTIONS/SERVICES OFFERED 155 TABLE 100 ILLUMINATION: PRODUCT/SERVICE LAUNCHES 156 TABLE 101 ILLUMINATION: DEALS 157 TABLE 102 PARAMOUNT: COMPANY OVERVIEW 158 TABLE 103 PARAMOUNT: PRODUCTS/SOLUTIONS/SERVICES OFFERED 158 TABLE 104 PARAMOUNT: PRODUCT/SERVICE LAUNCHES 159 TABLE 105 PARAMOUNT: DEALS 160 FIGURE 1 ENTERTAINMENT CONTENT AND GOODS MARKET SEGMENTATION AND REGIONAL SCOPE 20 FIGURE 2 ENTERTAINMENT CONTENT AND GOODS MARKET: RESEARCH DESIGN 23 FIGURE 3 KEY DATA FROM SECONDARY SOURCES 25 FIGURE 4 BREAKDOWN OF PRIMARIES 27 FIGURE 5 KEY INDUSTRY INSIGHTS 29 FIGURE 6 ENTERTAINMENT CONTENT AND GOODS MARKET: BOTTOM-UP APPROACH 30 FIGURE 7 ENTERTAINMENT CONTENT AND GOODS MARKET: TOP-DOWN APPROACH 31 FIGURE 8 ENTERTAINMENT CONTENT AND GOODS MARKET SIZE ESTIMATION (DEMAND SIDE) 31 FIGURE 9 ENTERTAINMENT CONTENT AND GOODS MARKET SIZE ESTIMATION (SUPPLY SIDE) 32 FIGURE 10 ENTERTAINMENT CONTENT AND GOODS MARKET: DATA TRIANGULATION 32 FIGURE 11 ENTERTAINMENT CONTENT AND GOODS MARKET SNAPSHOT 34 FIGURE 12 APPAREL SEGMENT TO ACCOUNT FOR LARGEST MARKET SHARE IN 2025 35 FIGURE 13 LIFESTYLE, FAN GEAR, AND MEMORABILIA SEGMENT TO WITNESS HIGHEST CAGR DURING FORECAST PERIOD 35 FIGURE 14 TV/OTT SEGMENT TO RECORD HIGHEST CAGR BETWEEN 2025 AND 2030 36 FIGURE 15 ASIA PACIFIC TO BE FASTEST-GROWING MARKET DURING FORECAST PERIOD 37 FIGURE 16 DIGITAL CONTENT EXPANSION, FAN COMMERCE, AND TECH-ENABLED EXPERIENCES TO BOOST MARKET GROWTH 38 FIGURE 17 APPAREL SEGMENT TO HOLD LARGEST MARKET SHARE IN 2030 39 FIGURE 18 LIFESTYLE, FAN GEAR, AND MEMORABILIA SEGMENT TO REGISTER HIGHEST CAGR DURING FORECAST PERIOD 39 FIGURE 19 TV/OTT SEGMENT TO CAPTURE LARGER SHARE OF ENTERTAINMENT CONTENT AND GOODS MARKET IN 2030 40 FIGURE 20 ASIA PACIFIC TO WITNESS HIGHEST GROWTH RATE BETWEEN 2025 AND 2030 40 FIGURE 21 INDIA TO REGISTER HIGHEST CAGR IN GLOBAL ENTERTAINMENT CONTENT AND GOODS MARKET DURING FORECAST PERIOD 41 FIGURE 22 DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES 42 FIGURE 23 IMPACT ANALYSIS: DRIVERS 45 FIGURE 24 IMPACT ANALYSIS: RESTRAINTS 46 FIGURE 25 IMPACT ANALYSIS: OPPORTUNITIES 48 FIGURE 26 IMPACT ANALYSIS: CHALLENGES 51 FIGURE 27 VALUE CHAIN ANALYSIS 52 FIGURE 28 ECOSYSTEM ANALYSIS 54 FIGURE 29 TRENDS/DISRUPTIONS INFLUENCING CUSTOMER BUSINESS 55 FIGURE 30 MUSIC EQUIPMENT AND MEMORABILIA SEGMENT TO EXHIBIT HIGHEST CAGR FROM 2025 TO 2030 65 FIGURE 31 LIFESTYLE, FAN GEAR, AND MEMORABILIA SEGMENT TO RECORD HIGHEST CAGR DURING FORECAST PERIOD 77 FIGURE 32 TV/OTT SEGMENT TO REGISTER HIGHER CAGR BETWEEN 2025 AND 2030 91 FIGURE 33 ASIA PACIFIC TO EXHIBIT HIGHEST CAGR IN ENTERTAINMENT CONTENT AND GOODS MARKET BETWEEN 2025 AND 2030 97 FIGURE 34 NORTH AMERICA: ENTERTAINMENT CONTENT AND GOODS MARKET SNAPSHOT 99 FIGURE 35 EUROPE: ENTERTAINMENT CONTENT AND GOODS MARKET SNAPSHOT 104 FIGURE 36 ASIA PACIFIC: ENTERTAINMENT CONTENT AND GOODS MARKET SNAPSHOT 111 FIGURE 37 ENTERTAINMENT CONTENT AND GOODS MARKET: COMPANY FOOTPRINT 123

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