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