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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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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