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Gaming Merchandise Market Size - By Product (Apparel, Accessories, Collectibles, Gaming Peripherals, Home decor), By Deployment Model (On-premise, Cloud), By Purchase Motivation (Collector, Fashion statement, Others), Price range, Distribution Channel & Forecast, 2024 – 2032

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

Report Content

Chapter 1   Scope & Methodology

1.1   Market scope & definition

1.2   Base estimates & 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 & 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 & 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 & 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 & Forecast, By Distribution Channel, 2021 - 2032 (USD Million)

6.1   Key trends

6.2   Online

6.3   Offline

Chapter 7   Market Estimates & 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 & 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 & 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
 

Authors: Suraj Gujar , Rutvij Kshirsagar

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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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