封面
市場調查報告書
商品編碼
1544602

遊戲商品市場、機會、成長動力、產業趨勢分析與預測,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個工作天內

價格
簡介目錄

在遊戲特許經營權和角色日益受歡迎的推動下,2024 年至 2032 年全球遊戲商品市場的複合年成長率將超過 20%。隨著遊戲社群的發展和粉絲參與度的增強,公司正在透過擴大產品線並與流行遊戲品牌合作來利用這種熱情。在此背景下,2024年5月,7-11與俄羅斯方塊公司合作,推出了慶祝俄羅斯方塊40週年的獨家商品。顧客可以贏得 20,000 個思樂冰形狀的手持遊戲設備之一,併購買聯名服裝,這些服裝可透過 7Collection 在線購買。

此外,電子競技和串流平台的興起擴大了遊戲文化的知名度和影響力,進一步推動了商品銷售。遊戲與主流娛樂的融合也帶來了更廣泛的市場吸引力,吸引了忠實的遊戲玩家和休閒粉絲。

遊戲商品市場根據產品、部署模型、購買動機、價格範圍、配銷通路和地區進行分類。

由於其提供的有形和身臨其境的購物體驗,線下細分市場在研究期間將出現可觀的成長速度。實體零售店和快閃店讓消費者能夠直接與商品互動,並增強他們與遊戲特許經營權和角色的連結。此外,線下通路還提供了獨家店內促銷和限量版產品的機會,從而增加了客流量和銷售量。體驗式零售的不斷發展趨勢,商店創造了與遊戲文化產生共鳴的引人入勝的環境,進一步吸引了那些喜歡親自購買商品的粉絲,從而增加了行業價值。

到 2032 年,高階細分市場將佔據顯著的市場佔有率,因為它迎合了尋求優質、獨特物品的收藏家和愛好者。限量版收藏品、高品質服裝和精心設計的紀念品等高階商品吸引了願意投資獨特且稀有產品以增強遊戲體驗的消費者。較高的價格點以及遊戲商品感知價值的提高,正在創造一種聲望和排他性的感覺。隨著越來越多的品牌推出奢華和精緻的產品,消費者興趣和支出的增加將推動細分市場的成長。

到 2032 年,北美遊戲商品市場將出現顯著的複合年成長率。大型遊戲活動、會議和電子競技的激增提高了知名度並激發了消費者對品牌商品的興趣。此外,遊戲與主流娛樂的日益融合,以及遊戲開發商與流行時尚品牌之間的合作,進一步加速了市場擴張。

目錄

第 1 章:範圍與方法

  • 市場範圍和定義
  • 基本估計和計算
  • 預測參數
  • 數據來源
    • 基本的
    • 中學
      • 付費來源
      • 公共來源

第 2 章:執行摘要

第 3 章:產業洞察

  • 產業生態系統分析
  • 供應商矩陣
  • 技術與創新格局
  • 專利分析
  • 重要新聞和舉措
  • 監管環境
  • 衝擊力
    • 成長動力
      • 電玩遊戲和遊戲特許經營權越來越受歡迎
      • 人們對經典遊戲和復古遊戲文化的興趣重新燃起
      • 遊戲活動和會議的成長
      • 遊戲領域客製化和個人化商品的增加
      • 消費者對永續且符合道德生產的商品的偏好日益成長
    • 產業陷阱與挑戰
      • 授權和智慧財產權問題
      • 假冒和未經授權的商品
  • 成長潛力分析
  • 波特的分析
  • PESTEL分析

第 4 章:競爭格局

  • 公司市佔率分析
  • 競爭定位矩陣
  • 戰略展望矩陣

第 5 章:市場估計與預測:按產品分類,2021 - 2032 年

  • 主要趨勢
  • 服飾
  • 配件
  • 收藏品
  • 遊戲周邊設備
  • 居家裝飾

第 6 章:市場估計與預測:按配銷通路分類,2021 - 2032 年

  • 主要趨勢
  • 線上
  • 離線

第 7 章:市場估計與預測:按價格範圍,2021 - 2032

  • 主要趨勢
  • 高階
  • 中檔
  • 低成本

第 8 章:市場估計與預測:按購買動機分類,2021 - 2032 年

  • 主要趨勢
  • 集電極
  • 時尚宣言
  • 其他

第 9 章:市場估計與預測:按地區,2021 - 2032

  • 主要趨勢
  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 英國
    • 德國
    • 法國
    • 義大利
    • 西班牙
    • 歐洲其他地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 澳新銀行
    • 亞太地區其他地區
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 拉丁美洲其他地區
  • MEA
    • 阿拉伯聯合大公國
    • 沙烏地阿拉伯
    • 南非
    • MEA 的其餘部分

第 10 章:公司簡介

  • 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
簡介目錄
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