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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


Published on: 2024-07-07 | No of Pages : 240 | Industry : Aerospace

Publisher : MRA | Format : PDF&Excel

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

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

Gaming Merchandise Market Size

Gaming Merchandise Market was valued at USD 420.7 million in 2023 and is anticipated to grow at a CAGR of over 20% between 2024 and 2032.

The gaming merchandise sector is experiencing a shift towards customized and personalized products, driven by gamers’ interest in unique items that reflect their individual preferences and gaming identities. Game developers and merchandise manufacturers are increasingly offering customization options for a wide range of products, from apparel to accessories. Players can personalize items with their gamertags, favorite characters, or notable in-game moments.

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The growth of gaming events and conventions has created a vibrant market for gaming merchandise, addressing the diverse tastes and preferences of gaming enthusiasts worldwide. These events serve as platforms where gamers converge to celebrate their passion for gaming culture, esports, and other interactive entertainment. As a result, gaming merchandise has evolved beyond the collectibles to cover a wide range of products that enhance the gaming experience and reflect individual fandom. This trend not only expands the reach of gaming merchandise beyond traditional physical products but also taps into the burgeoning market of digital collectibles and virtual economies within gaming communities.
 

Gaming Merchandise Market Report Attributes
Report Attribute Details
Base Year 2023
Gaming Merchandise Market Size in 2023 USD 420.7 Million
Forecast Period 2024-2032
Forecast Period 2024-2032 CAGR 20%
032 Value Projection USD 2.84 Billion
Historical Data for 2021-2023
No. of Pages 220
Tables, Charts & Figures 338
Segments covered Product, Distribution Channel, Price Range, Purchase Motivation, Region
Growth Drivers
  • Increasing popularity of video games and gaming franchises
  • Resurgence of interest in classic games and retro gaming culture
  • Growth in gaming events and conventions
  • Increasing customized and personalized merchandise in the gaming sector
  • The growing consumer preference for sustainable and ethically produced merchandise
Pitfalls & Challenges
  • Licensing and intellectual property issues
  • Counterfeiting and unauthorized merchandise

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Counterfeiting and unauthorized merchandise entails a growing challenge in the gaming merchandise industry, which undermines legitimate businesses, potentially harming the end consumers. This challenge has become more prevalent due to the increasing popularity of gaming culture and the ease of producing and distributing fake goods through online marketplaces. The problem is exacerbated by the global nature of e-commerce, which makes it difficult for authorities to track and shut down illegal operations. Additionally, some consumers knowingly purchase counterfeit items due to their lower prices, which is further restraining the industry growth.

Gaming Merchandise Market Trends

The gaming apparel merchandising sector is experiencing a significant rise towards customization and personalization, reflecting the broader trend in the gaming industry. This movement is shaping the gaming apparel design and distribution process, and also how the products are produced and marketed to an increasingly diverse audience of gamers. Many companies offer services where customers can add their gamertags, favorite character designs, or even replicate in-game achievements on clothing items. This level of personalization creates a stronger connection between the gamer and their apparel, often leading to increased brand loyalty and higher perceived value of the merchandise.

Nostalgia is playing a key factor in the gaming merchandising sector, with many adult gamers seeking to reconnect with the games of their youth. This has led to increased demand for merchandise featuring characters, logos, and artwork from classic titles of the 1980s and 1990s. Retro-styled t-shirts, hoodies, and accessories adorned with pixelated graphics or vintage game box art have become particularly popular. Merchandise manufacturers are capitalizing on this trend by releasing limited edition collectibles, remastered game soundtracks on vinyl, and high-quality replicas of classic gaming hardware. These items often command premium prices due to their perceived value among collectors and enthusiasts.

Gaming Merchandise Market Analysis

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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.

  • 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.

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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.

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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.

Gaming Merchandise Market Share

GameStop Corp. & Fanatics, Inc. held over 15% share of the gaming merchandise industry in 2023. GameStop primarily operates brick-and-mortar stores globally, offering a wide range of gaming products catering to various gaming platforms such as PlayStation, Xbox, Nintendo, and PC. GameStop fosters community engagement through events, promotions, and partnerships with gaming publishers and developers.

Fanatics, Inc. is a prominent company in the gaming merchandise market, recognized for its extensive range of licensed sports and entertainment merchandise. While primarily known for sports apparel and memorabilia, Fanatics has expanded its offerings to include gaming merchandise, capitalizing on the growing crossover between sports and esports audiences.

Gaming Merchandise Market Companies

Major players operating in the gaming merchandise industry are

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

Gaming Merchandise Industry News

  • In July 2022, Etsy announced its commitment to supporting small businesses by providing access to a global audience of over 90 million buyers seeking unique and special items. To further empower sellers, Etsy introduced a new Seller app designed to streamline communication with customers, simplify order and inventory management, and enhance overall business operations.
     
  • In January 2024, Fanatics Betting and Gaming, a subsidiary of Fanatics Holdings Inc., a global digital sports platform, unveiled the Fanatics Sportsbook and Casino in the commonwealth of Pennsylvania. The launch includes a two-day soft launch period overseen by the Pennsylvania Gaming Control Board, with no restrictions on customer signups or playtime.

This gaming merchandise market research report includes in-depth coverage of the industry with estimates & forecast in terms of revenue (USD million) from 2021 to 2032, for the following segments

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Market, By Product

  • Apparel
  • Accessories
  • Collectibles
  • Gaming peripherals
  • Home decor

Market, By Distribution Channel

  • Online
  • Offline

Market, By Price Range

  • High-end
  • Mid-range
  • Low-cost

Market, By Purchase Motivation

  • Collector
  • Fashion statement
  • Others

The above information is provided for the following regions and countries

  • North America
    • U.S.
    • Canada
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • ANZ
    • Rest of Asia Pacific 
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • MEA
    • UAE
    • Saudi Arabia
    • South Africa
    • Rest of MEA

 

Table of Content

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
 

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

Table of Content

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Will be Available in the sample /Final Report. Please ask our sales Team.