封面
市场调查报告书
商品编码
1544602

游戏商品市场、机会、成长动力、产业趋势分析与预测,2024-2032

Gaming Merchandise Market, Opportunity, Growth Drivers, Industry Trend Analysis and Forecast, 2024-2032

出版日期: | 出版商: Global Market Insights Inc. | 英文 220 Pages | 商品交期: 2-3个工作天内

价格
简介目录

在游戏特许经营权和角色日益受欢迎的推动下,2024 年至 2032 年全球游戏商品市场的复合年增长率将超过 20%。随着游戏社群的发展和粉丝参与度的增强,公司正在透过扩大产品线并与流行游戏品牌合作来利用这种热情。在此背景下,2024年5月,7-11与俄罗斯方块公司合作,推出了庆祝俄罗斯方块40週年的独家商品。顾客可以赢得 20,000 个思乐冰形状的手持游戏设备之一,併购买联名服装,这些服装可透过 7Collection 在线购买。

此外,电子竞技和串流平台的兴起扩大了游戏文化的知名度和影响力,进一步推动了商品销售。游戏与主流娱乐的融合也带来了更广泛的市场吸引力,吸引了忠实的游戏玩家和休閒粉丝。

游戏商品市场根据产品、部署模型、购买动机、价格范围、配销通路和地区进行分类。

由于其提供的有形和身临其境的购物体验,线下细分市场在研究期间将出现可观的成长速度。实体零售店和快闪店让消费者能够直接与商品互动,并增强他们与游戏特许经营权和角色的连结。此外,线下通路还提供了独家店内促销和限量版产品的机会,从而增加了客流量和销售量。体验式零售的不断发展趋势,商店创造了与游戏文化产生共鸣的引人入胜的环境,进一步吸引了那些喜欢亲自购买商品的粉丝,从而增加了行业价值。

到 2032 年,高端细分市场将占据显着的市场份额,因为它迎合了寻求优质、独特物品的收藏家和爱好者。限量版收藏品、高品质服装和精心设计的纪念品等高端商品吸引了愿意投资独特且稀有产品以增强游戏体验的消费者。较高的价格点以及游戏商品感知价值的提高,正在创造一种声望和排他性的感觉。随着越来越多的品牌推出奢华和精緻的产品,消费者兴趣和支出的增加将推动细分市场的成长。

到 2032 年,北美游戏商品市场将出现显着的复合年增长率。大型游戏活动、会议和电子竞技的激增提高了知名度并激发了消费者对品牌商品的兴趣。此外,游戏与主流娱乐的日益融合,以及游戏开发商与流行时尚品牌之间的合作,进一步加速了市场扩张。

目录

第 1 章:范围与方法

  • 市场范围和定义
  • 基本估计和计算
  • 预测参数
  • 数据来源
    • 基本的
    • 中学
      • 付费来源
      • 公共来源

第 2 章:执行摘要

第 3 章:产业洞察

  • 产业生态系统分析
  • 供应商矩阵
  • 技术与创新格局
  • 专利分析
  • 重要新闻和倡议
  • 监管环境
  • 衝击力
    • 成长动力
      • 电玩游戏和游戏特许经营权越来越受欢迎
      • 人们对经典游戏和復古游戏文化的兴趣重新燃起
      • 游戏活动和会议的成长
      • 游戏领域客製化和个人化商品的增加
      • 消费者对可持续且符合道德生产的商品的偏好日益增长
    • 产业陷阱与挑战
      • 授权和智慧财产权问题
      • 假冒和未经授权的商品
  • 成长潜力分析
  • 波特的分析
  • PESTEL分析

第 4 章:竞争格局

  • 公司市占率分析
  • 竞争定位矩阵
  • 战略展望矩阵

第 5 章:市场估计与预测:按产品分类,2021 - 2032 年

  • 主要趋势
  • 服饰
  • 配件
  • 收藏品
  • 游戏週边设备
  • 居家装饰

第 6 章:市场估计与预测:按配销通路划分,2021 - 2032 年

  • 主要趋势
  • 在线的
  • 离线

第 7 章:市场估计与预测:按价格范围,2021 - 2032

  • 主要趋势
  • 高阶
  • 中檔
  • 低成本

第 8 章:市场估计与预测:按购买动机划分,2021 - 2032 年

  • 主要趋势
  • 集电极
  • 时尚宣言
  • 其他的

第 9 章:市场估计与预测:按地区,2021 - 2032

  • 主要趋势
  • 北美洲
    • 我们
    • 加拿大
  • 欧洲
    • 英国
    • 德国
    • 法国
    • 义大利
    • 西班牙
    • 欧洲其他地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 澳新银行
    • 亚太地区其他地区
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 拉丁美洲其他地区
  • MEA
    • 阿联酋
    • 沙乌地阿拉伯
    • 南非
    • MEA 的其余部分

第 10 章:公司简介

  • Amazon.com, Inc.
  • Bioworld Merchandising
  • Capcom Store
  • Etsy Sellers
  • Fanatics, Inc.
  • Fangamer
  • Gamerabilia
  • GameStop Corp.
  • Hot Topic, Inc.
  • Insert Coin Clothing
  • JiNX
  • Logitech G
  • Loot Crate
  • Nintendo Store
  • Numskull Designs
  • Razer
  • Square Enix Store
  • SteelSeries
简介目录
Product Code: 10137

Global Gaming Merchandise Market will experience over 20% CAGR from 2024 to 2032, bolstered by the increasing popularity of gaming franchises and characters. As gaming communities grow and fan engagement intensifies, companies are capitalizing on this enthusiasm by expanding their product lines and collaborating with popular gaming brands. In this context, in May 2024, 7-Eleven, in collaboration with The Tetris Company, launched exclusive merchandise celebrating Tetris' 40th anniversary. Customers can win one of 20,000 Slurpee-shaped handheld gaming devices and shop co-branded apparel, available online via 7Collection.

Additionally, the rise of eSports and streaming platforms has amplified the visibility and influence of gaming culture, further fueling merchandise sales. The convergence of gaming with mainstream entertainment has also contributed to a broader market appeal, attracting dedicated gamers and casual fans.

The gaming merchandise market is categorized based on product, deployment model, purchase motivation, price range, distribution channel, and region.

The offline segment will register a decent growth pace over the study period, due to the tangible and immersive shopping experience it offers. Physical retail stores and pop-up shops allow consumers to interact with merchandise firsthand, enhancing their connection to gaming franchises and characters. Additionally, offline channels provide an opportunity for exclusive in-store promotions and limited-edition products that drive foot traffic and sales. The growing trend of experiential retail, where stores create engaging environments that resonate with gaming culture, further attracts fans who prefer a hands-on approach to purchasing merchandise, adding to industry value.

The high-end segment will clutch a remarkable market share by 2032, as it caters to collectors and enthusiasts who seek premium, exclusive items. High-end merchandise, such as limited-edition collectibles, high-quality apparel, and intricately designed memorabilia, attracts consumers willing to invest in unique and rare products that enhance their gaming experience. The higher price points, along with the elevated perceived value of gaming merchandise, are creating a sense of prestige and exclusivity. As more brands introduce luxurious and sophisticated offerings, increased consumer interest and spending will fuel segment growth.

North America gaming merchandise market will witness a notable CAGR through 2032. The region's strong gaming culture and large, dedicated fan base fuel demand for a wide range of merchandise. The proliferation of major gaming events, conventions, and eSports enhances visibility and stimulates consumer interest in branded merchandise. Additionally, the increasing integration of gaming with mainstream entertainment, along with collaborations between game developers and popular fashion brands, further accelerates market expansion.

Table of Contents

Chapter 1 Scope and Methodology

  • 1.1 Market scope and definition
  • 1.2 Base estimates and calculations
  • 1.3 Forecast parameters
  • 1.4 Data sources
    • 1.4.1 Primary
    • 1.4.2 Secondary
      • 1.4.2.1 Paid sources
      • 1.4.2.2 Public sources

Chapter 2 Executive Summary

  • 2.1 Industry 360º synopsis, 2024 - 2032
  • 2.2 Business trends
    • 2.2.1 Total Addressable Market (TAM), 2024-2032

Chapter 3 Industry Insights

  • 3.1 Industry ecosystem analysis
  • 3.2 Vendor matrix
  • 3.3 Technology and innovation landscape
  • 3.4 Patent analysis
  • 3.5 Key news and initiatives
  • 3.6 Regulatory landscape
  • 3.7 Impact forces
    • 3.7.1 Growth drivers
      • 3.7.1.1 Increasing popularity of video games and gaming franchises
      • 3.7.1.2 Resurgence of interest in classic games and retro gaming culture
      • 3.7.1.3 Growth in gaming events and conventions
      • 3.7.1.4 Increasing customized and personalized merchandise in the gaming sector
      • 3.7.1.5 The growing consumer preference for sustainable and ethically produced merchandise
    • 3.7.2 Industry pitfalls and challenges
      • 3.7.2.1 Licensing and intellectual property issues
      • 3.7.2.2 Counterfeiting and unauthorized merchandise
  • 3.8 Growth potential analysis
  • 3.9 Porter's analysis
    • 3.9.1 Supplier power
    • 3.9.2 Buyer power
    • 3.9.3 Threat of new entrants
    • 3.9.4 Threat of substitutes
    • 3.9.5 Industry rivalry
  • 3.10 PESTEL analysis

Chapter 4 Competitive Landscape, 2023

  • 4.1 Company market share analysis
  • 4.2 Competitive positioning matrix
  • 4.3 Strategic outlook matrix

Chapter 5 Market Estimates and Forecast, By Product, 2021 - 2032 (USD Million)

  • 5.1 Key trends
  • 5.2 Apparel
  • 5.3 Accessories
  • 5.4 Collectibles
  • 5.5 Gaming peripherals
  • 5.6 Home decor

Chapter 6 Market Estimates and Forecast, By Distribution Channel, 2021 - 2032 (USD Million)

  • 6.1 Key trends
  • 6.2 Online
  • 6.3 Offline

Chapter 7 Market Estimates and Forecast, By Price Range, 2021 - 2032 (USD Million)

  • 7.1 Key trends
  • 7.2 High-end
  • 7.3 Mid-range
  • 7.4 Low-cost

Chapter 8 Market Estimates and Forecast, By Purchase Motivation, 2021 - 2032 (USD Million)

  • 8.1 Key trends
  • 8.2 Collector
  • 8.3 Fashion statement
  • 8.4 Others

Chapter 9 Market Estimates and Forecast, By Region, 2021 - 2032 (USD Million)

  • 9.1 Key trends
  • 9.2 North America
    • 9.2.1 U.S.
    • 9.2.2 Canada
  • 9.3 Europe
    • 9.3.1 UK
    • 9.3.2 Germany
    • 9.3.3 France
    • 9.3.4 Italy
    • 9.3.5 Spain
    • 9.3.6 Rest of Europe
  • 9.4 Asia Pacific
    • 9.4.1 China
    • 9.4.2 India
    • 9.4.3 Japan
    • 9.4.4 South Korea
    • 9.4.5 ANZ
    • 9.4.6 Rest of Asia Pacific
  • 9.5 Latin America
    • 9.5.1 Brazil
    • 9.5.2 Mexico
    • 9.5.3 Rest of Latin America
  • 9.6 MEA
    • 9.6.1 UAE
    • 9.6.2 Saudi Arabia
    • 9.6.3 South Africa
    • 9.6.4 Rest of MEA

Chapter 10 Company Profiles

  • 10.1 Amazon.com, Inc.
  • 10.2 Bioworld Merchandising
  • 10.3 Capcom Store
  • 10.4 Etsy Sellers
  • 10.5 Fanatics, Inc.
  • 10.6 Fangamer
  • 10.7 Gamerabilia
  • 10.8 GameStop Corp.
  • 10.9 Hot Topic, Inc.
  • 10.10 Insert Coin Clothing
  • 10.11 JiNX
  • 10.12 Logitech G
  • 10.13 Loot Crate
  • 10.14 Nintendo Store
  • 10.15 Numskull Designs
  • 10.16 Razer
  • 10.17 Square Enix Store
  • 10.18 SteelSeries