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Gaming Merchandise Market Analysis

  • Report ID: GMI10137
  • Published Date: Jul 2024
  • Report Format: PDF

Gaming Merchandise Market Analysis

Based on distribution channel, the market is segmented into online and offline. The online segment will showcase about 20% CAGR between 2024 and 2032.
 

  • The rise of shopping features on social media platforms is providing consumers with seamless purchasing experiences directly from gaming influencers posts or during live streams. Gaming companies are launching subscription boxes that deliver curated merchandise to fans on a regular basis, fostering brand loyalty and providing a steady revenue stream.
     
  • Advanced technologies are being used to create immersive online shopping environments, allowing customers to virtually "try on" or interact with merchandise before purchase. Game developers and merchandise brands are increasingly selling directly to consumers through their own online platforms, bypassing traditional retailers and offering exclusive products.
     

Global Gaming Merchandise, By Price Range, 2023

Based on the price range, the market is segmented into high-end, mid-range, and low-cost. The mid-range segment is expected to reach over USD 1 billion by 2032.
 

  • The mid-range segment is focusing on products that offer both style and functionality for everyday use. This includes items like backpacks with built-in cable management and laptop protection designed for gamers, or moisture-wicking performance wear that is suitable for both gaming sessions and casual outings.
     
  • Mid-range gaming merchandise involves collaborations between game developers and established fashion or lifestyle brands. These partnerships result in products that offer higher quality materials and designs compared to budget options, while remaining more affordable than luxury items.
     

China Gaming Merchandise Market Size, 2022-2032, (USD Million)

The Asia Pacific gaming merchandise market is estimated to reach USD 650 million by 2032. The proliferation of e-commerce platforms and digital marketplaces has made gaming merchandise more accessible to a broader audience across Asia Pacific. The region is seeing a shift towards digital and virtual goods, including in-game items, virtual collectibles, and digital downloads, which complement traditional physical merchandise.
 

Japan has a rich culture of character-based merchandise, particularly from popular gaming franchises. This includes plush toys, figurines, apparel, and accessories featuring iconic game characters. There is a strong demand for limited edition and collectible items among gamers and collectors. Also, there is a growing trend of collaborations between popular K-Pop idols and gaming franchises. Merchandise often features both gaming elements and K-Pop aesthetics, appealing to fans of both industries.
 

Events like E3 (Electronic Entertainment Expo) and PAX (Penny Arcade Expo) in North America serve as major platforms for gaming merchandise launches and fan engagement. Exclusive items and limited-edition releases are often featured at these events. Influencers and gaming streamers in North America have a significant impact on merchandise trends. Endorsements and collaborations with influencers help promote products and drive consumer engagement.

Authors: Suraj Gujar , Rutvij Kshirsagar

Frequently Asked Questions (FAQ) :

The market size of gaming merchandise was reached USD 420.7 million in 2023 and is anticipated to register over 20% CAGR between 2024 and 2032, driven by increasing popularity of video games and gaming franchises.

The gaming merchandise market share from the online segment is anticipated to record 20% CAGR through 2032, due to rise in direct-to-consumer sales by gaming companies and brands.

Asia Pacific gaming merchandise market is estimated to reach USD 650 million by 2032 due to the rise of e-commerce and digital marketplaces for making physical and virtual goods more accessible and appealing.

GameStop Corp., Fanatics, Inc., Hot Topic, Inc., JiNX, Amazon.com Inc., Etsy Sellers, and Numskull Designs.

Gaming Merchandise Market Scope

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Premium Report Details

  • Base Year: 2023
  • Companies covered: 18
  • Tables & Figures: 338
  • Countries covered: 22
  • Pages: 220
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