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