Global Licensed Sports Merchandise Market Report 2022: U.S. Market is Estimated at $5.4 Billion in 2021, While China is Forecast to Reach $4.1 Billion by 2026 | News

DUBLIN, Jan. 14, 2022 /PRNewswire/ — The “Licensed Sports Merchandise – Global Market Trajectory & Analytics” report has been added to ResearchAndMarkets.com‘s offering.

Global Licensed Sports Merchandise Market to Reach US$27.2 Billion by the Year 2026

Global market for Licensed Sports Merchandise estimated at US$22.3 Billion in the year 2020, is projected to reach a revised size of US$27.2 Billion by 2026, growing at a CAGR of 3.4% over the analysis period. Apparel & Footwear, one of the segments analyzed in the report, is projected to grow at a 4% CAGR to reach US$10.4 Billion by the end of the analysis period.

After a thorough analysis of the business implications of the pandemic and its induced economic crisis, growth in the Toys & Games segment is readjusted to a revised 3% CAGR for the next 7-year period. This segment currently accounts for a 22.2% share of the global Licensed Sports Merchandise market. Sports apparel & footwear represents the leading segment, driven by the huge population’s growing inclination towards routine and fitness workouts.

Merchandise footwear licensed by celebrities such as LeBron James and Michael Jordan have gained increased popularity among urban consumers worldwide. The sports toys & accessories segment is anticipated to grow rapidly due to the advancements in technology like 3D printing in a range of sports accessories improved the product appearance causing an increased the 3D printed licensed demand for sports balls, keychains, team flags, and celebrity figures.

Effective sports marketing implementation assists in attaining organizations` and sports clubs` financial success. Sports tournaments and events commercialization have stimulated growth in the sports merchandise market. The state and government authorities are investing extensively in sports merchandise due to the government authorities` desire to promote sports events.

Over the past years, rise in sports participation due to rising awareness regarding health, whereby there is increase in physical activity, is fueling demand for licensed sports brands. The expansion of sports to different regions and growing media coverage for different sports has propelled the market growth of sports merchandise.

The launch of several sporting leagues and growing fan participation caused the sports sector to be the powerhouse of countless opportunities and untapped avenues. Endurance sports, too, paved a powerful platform for sports enthusiasts to grip a variety of sports goods, thus accelerating the market growth of licensed sports merchandise.

The U.S. Market is Estimated at $5.4 Billion in 2021, While China is Forecast to Reach $4.1 Billion by 2026

The Licensed Sports Merchandise market in the U.S. is estimated at US$5.4 Billion in the year 2021. The country currently accounts for a 23.7% share in the global market. China, the world’s second largest economy, is forecast to reach an estimated market size of US$4.1 Billion in the year 2026 trailing a CAGR of 4.2% through the analysis period.

Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at 2.6% and 3% respectively over the analysis period. Within Europe, Germany is forecast to grow

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A $27.2 Billion Global Opportunity for Licensed Sports Merchandise by 2026

FACTS AT A GLANCE
Edition: 8; Released: December 2021
Executive Pool: 2633
Companies: 62 – Players covered include eBay Inc.; Everlast Worldwide, Inc.; Knights Apparel, Inc.; Li Ning Company Limited; Newell Brands; Nike, Inc.; Prada SpA; PUMA SE; Quick Silver, Inc.; Ralph Lauren Corporation; Sports Direct International PLC; VF Corporation and Others.
Coverage: All major geographies and key segments
Segments: Product (Apparel & Footwear, Toys & Games, Accessories & Gifts, Other Products); Price Range (Economic, Premium); Distribution Channel (Store Based, Non-Store Based)
Geographies: World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; Spain; Russia; and Rest of Europe); Asia-Pacific (Australia; India; South Korea; and Rest of Asia-Pacific); Latin America (Argentina; Brazil; Mexico; and Rest of Latin America); Middle East (Iran; Israel; Saudi Arabia; United Arab Emirates; and Rest of Middle East); and Africa.

Complimentary Project Preview – This is an ongoing global program. Preview our research program before you make a purchase decision. We are offering a complimentary access to qualified executives driving strategy, business development, sales & marketing, and product management roles at featured companies. Previews provide deep insider access to business trends; competitive brands; domain expert profiles; and market data templates and much more. You may also build your own bespoke report using our MarketGlass Platform which offers thousands of data bytes without an obligation to purchase our report. Preview Registry

ABSTRACT-

Global Licensed Sports Merchandise Market to Reach US$27.2 Billion by the Year 2026
Licensed sports merchandise includes different products endorsed by a sports club or sportsperson, and products such as sports apparel, gear, games, accessories, and footwear for women, children, and men are available in a range of variants, sizes, and colors. The licensing companies pay some royalty to sports entities for merchandise sold with copyrighted designs, logos, and various brandings, which minimizes violation of players’ and teams’ trademarks and assists in restraining the manufacturing the sports-related counterfeit products. Effective sports marketing implementation assists in attaining organizations’ and sports clubs’ financial success. Sports tournaments and events commercialization have stimulated growth in the sports merchandise market. The state and government authorities are investing extensively in sports merchandise due to the government authorities’ desire to promote sports events. Over the past years, rise in sports participation due to rising awareness regarding health, whereby there is increase in physical activity, is fueling demand for licensed sports brands. The expansion of sports to different regions and growing media coverage for different sports has propelled the market growth of sports merchandise. The launch of several sporting leagues and growing fan participation caused the sports sector to be the powerhouse of countless opportunities and untapped avenues. Endurance sports, too, paved a powerful platform for sports enthusiasts to grip a variety of sports goods, thus accelerating the market growth of licensed sports merchandise.

Amid the COVID-19 crisis, the global

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Gaming Equipment Marketplace to Cross $15.4 Billion by 2026 – Income Insights for Gamepads/Joysticks, Keyboards, Mice, Headsets, and VR Products – ResearchAndMarkets.com

DUBLIN–(Business WIRE)–The “Gaming Extras Industry – Advancement, Tendencies, COVID-19 Effect, and Forecasts (2021-2026)” report has been extra to ResearchAndMarkets.com’s giving.

The International Gaming Equipment Industry was valued at USD 7.75 billion in 2020, and it is anticipated to achieve USD 15.4 billion by 2026, registering a CAGR of around 12.2% during the forecast time period (2021-2026).

All through the COVID-19 pandemic, numerous gaming accessory manufacturers skilled shipping and delivery delays due to the lack of producing elements and uncooked materials, as most of the production crops are in China. After the current stock was bought, the firms faced insufficient offer of the merchandise.

Nonetheless, the very first quarter of 2020 sales had been offset by sturdy profits growth yr-in excess of-12 months thanks to an boost in demand from customers for Corsair Gaming accessories as additional people today in far more international locations are less than shelter-in-location limitations. According to the organization, shelter-in-location and other very similar constraints have resulted in increased demand for its merchandise because such problems constrained people’s accessibility to option types of enjoyment and social interaction. A related trend is being witnessed by various firms running in the sector.

Even further, the expanding adoption of smartphones, promptly evolving systems such as digital actuality (VR) and synthetic intelligence (AI) are fueling the growth of the current market throughout the world. Significant gaming console producers like Nintendo and Microsoft have understood the potentiality of AR and are top the charge.

AR can absolutely free players from ‘their world’ and usher them into the serious earth to enjoy. For instance, Human Pac-Male is a game that will allow the consumers to don goggles and chase every other in true lifetime, just resembling the people in Pac-Gentleman. Such developments are aiding the development of gaming components to present enhanced gaming working experience to players.

The immediate expansion of e-sports has up-surged the desire for advanced gaming keyboards and gamepads, and the gaming add-ons market is predicted to develop more than the forecast interval with the continual enhancement in gaming material. China is the major, highest grossing, and the most financially rewarding movie recreation marketplace in the earth, considering the fact that 2015. In e-sports activities, China has been the entire world chief in terms of event winnings, possessing some of the most effective talents in the entire world across a number of online video video games, as well as a person of the largest pool of video clip avid gamers.

Key Sector Trends

  • Consoles to Witness Considerable Advancement
  • Asia-Pacific to Witness the Maximum Expansion

Aggressive Landscape

The gaming components sector is really aggressive owing to the existence of incredibly couple international distributors who keep a higher sector share. The brands in the throughout the world gaming add-ons industry are principally targeted on increasing their portfolio of gaming add-ons to stay competitive in the sector. Essential players are Sony Company, Microsoft Company, etcetera.

  • January 2021 – Microsoft Company introduced the start of Pulse red wireless controllers that can operate
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Esports Market to Reach $4.75 Billion, Globally, by 2030

In accordance to a new report from Allied Sector Investigation, the world wide Esports market generated $940 million in 2020, and is anticipated to strike $4.75 billion by 2030.

The report, is titled (get a deep breath) “Esports Market by Application, Streaming Style, Machine Kind, and Profits Stream: World Prospect Examination and Market Forecast, 2020-2030″.

Primary determinants of expansion

There has been a significant change towards on the net gaming as properly as an maximize in the acceptance of esports. A spike in events and tournaments has pushed the development of the worldwide Esports market place. Having said that, a deficiency of standardization in on-line gaming occasions, and on-line threats (such as gambling) hinder the industry progress.

On the other hand, an maximize in the quantity of tournaments and activities with huge prizes for winners and runner-up teams will build expenditure possibilities in the coming yrs.

The system segment really should manage its management standing

Centered on elements, the platform section held the best marketplace share in 2020, accounting for a lot more than two-thirds of the worldwide Esports industry, and is believed to retain its management status all over the forecast time period. This is attributed to the raising adoption of Esports among the formulated nations to get a strategic, as very well as competitive, advantage above their competitors.

However, the expert services section is projected to manifest the maximum CAGR of 18.6% from 2021 to 2030. That spike is owed to a surge in on the net gaming and digital tournaments.

Photo by Sean Do on Unsplash

The on-demand from customers segment should really manage its direct placement

Primarily based on streaming kind, the on-demand segment accounted for the premier share in 2020, contributing to 3-fifths of the world-wide Esports sector, and is projected to preserve its lead place all through the forecast period of time. The progress of the section is attributed to various rewards supplied by streaming systems these as the excellent of gaming, customizability, and safe gaming IDs. In addition, the stay phase is anticipated to portray the greatest CAGR of 19.5% from 2021 to 2030, owing its growth to the charge-successful and straightforward-to-broadcast procedure.

Asia-Pacific, followed by North America to preserve its dominance by 2030

Based mostly on region, Asia-Pacific, followed by North The united states, held the optimum market place share in terms of 2020 earnings, accounting for practically two-fifths of the global Esports market. Moreover, the same area is predicted to witness the speediest CAGR increase of 19.5% from 2021 to 2030, generally owing to strong technological expansion in the gaming sector. The report also includes North The united states, LAMEA, and Europe.

Main Industry Gamers

  • Activision Blizzard, Inc.
  • CJ Corporation
  • Electronic Arts
  • FACEIT
  • Gameloft SE
  • Gfinity
  • Kabam
  • Modern Moments Group
  • Nintendo
  • NVIDIA Company

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