| 出版社 | QYResearch |
| 出版年月 | 2025年10月 |
Gaming Merchandise – Global Market Share and Ranking, Overall Sales and Demand Forecast 2025-2031
ゲーム関連商品の世界市場は、2024年には5億5,740万米ドルに達すると推定され、2025年から2031年の予測期間中に5.1%のCAGRで成長し、2031年までに8億8,200万米ドルに再調整された規模に達すると予測されています。
ゲームグッズとは、ゲームをコンセプトにした派生商品であり、玩具(ミステリーボックス)、衣類・アクセサリー、PCゲーム周辺機器、書籍、文房具などを含みますが、これらに限定されません。これらの商品は、プレイヤーのゲームへの愛着や収集欲求を満たすだけでなく、豊富で多様なデザインと機能を通じて、プレイヤーとゲームの間の感情的なつながりやインタラクティブな体験を強化します。
ゲーム関連商品のパーソナライゼーションは、今や大きなトレンドとなっています。プレイヤーは、カスタマイズスキン、限定版フィギュア、パーソナライズされたゲーム機器など、独自のデザインやカスタマイズ要素を備えた商品を購入することで、自分らしいスタイルやゲームへの愛情を表現する傾向が強まっています。デジタル商品の重要性はますます高まっています。オンラインゲームや仮想世界の人気に伴い、仮想通貨、スキン、小道具といったデジタル資産の取引量は増加を続けています。これらの仮想アイテムは、ゲーム体験を向上させるだけでなく、開発者に新たな収益モデルを提供します。
本レポートは、ゲーム関連商品の世界市場を包括的に分析し、総売上高、主要企業の市場シェア、ランキングに焦点を当てるとともに、地域・国別、タイプ別、アプリケーション別のゲーム関連商品分析も提供します。
ゲーム関連商品市場の規模、推定、予測は、2024年を基準年として売上高(百万ドル)で提供され、2020年から2031年までの期間の履歴と予測データが含まれています。定量的分析と定性分析の両方により、読者がビジネス/成長戦略を策定し、市場の競争状況を評価し、現在の市場での自社のポジションを分析し、ゲーム関連商品に関する情報に基づいたビジネス上の意思決定を行うのに役立ちます。
Report Overview
The global market for Gaming Merchandise was estimated to be worth US$ 55740 million in 2024 and is forecast to a readjusted size of US$ 80820 million by 2031 with a CAGR of 5.1% during the forecast period 2025-2031.
Game Merchandise refer to derivative products based on the concept of games, including but not limited to Toys (Mystery Boxes), Clothing & Accessories, PC Game Peripherals, Books, Stationery, etc. These products not only satisfy players’ love for games and their desire to collect, but also enhance the emotional connection and interactive experience between players and games through rich and diverse designs and functions.
Global Gaming Merchandise key players include Tencent, Microsoft, Nintendo, SONY and NetEase, etc. Global top five manufacturers hold a share over 35%.
North America is the largest market, with a share about 54%, followed by Asia-Pacific and Europe with the share about 25 % and 15%.
In terms of product, Toys is the largest segment, with a share about 30%. And in terms of application, the largest application is Online with a share about 50%, followed by Retail with a share over 35%.
Personalization of game commodities has become a major trend. Players are increasingly inclined to buy commodities with unique designs or customizable elements, such as customized skins, limited edition figures, and personalized game equipment to express their personal style and love for games. The importance of digital commodities is increasing. With the popularity of online games and virtual worlds, the transaction volume of digital assets such as virtual currency, skins, and props has continued to rise. These virtual items not only enhance the gaming experience, but also provide developers with a new profit model.
This report aims to provide a comprehensive presentation of the global market for Gaming Merchandise, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of Gaming Merchandise by region & country, by Type, and by Application.
The Gaming Merchandise market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. With both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Gaming Merchandise.
Market Segmentation
By Company
- Tencent
- Microsoft
- Nintendo
- SONY
- NetEase
- Disney
- Nexon
- Ubisoft
- miHoYo
- Square Enix
- Razer
- Logitech G
- Fangamer
- McFarlane Toys
Chapter Outline
Chapter 1: Introduces the report scope of the report, global total market size. This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 2: Detailed analysis of Gaming Merchandise company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 4: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 5: Revenue of Gaming Merchandise in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 6: Revenue of Gaming Merchandise in country level. It provides sigmate data by Type, and by Application for each country/region.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Conclusion.
