

The global market for Game IP Peripherals was valued at US$ 52150 million in the year 2023 and is projected to reach a revised size of US$ 114860 million by 2030, growing at a CAGR of 12.1% during the forecast period.
Game IP peripherals are a series of products developed based on popular game intellectual property (IP), covering various forms from physical to virtual. These peripheral products usually include exquisite figurines, themed clothing, limited edition models, stationery, daily necessities, and virtual items such as skins and props. Through licensing cooperation, game companies and manufacturers jointly launch high-quality products to attract a large number of fans and consumers. Game IP peripherals not only strengthen the influence of the brand, but also provide fans with a deeper way of interaction, allowing them to integrate their favorite game elements into their daily lives. Special editions and co-branded products increase the collection value and stimulate consumers' desire to buy.
North American market for Game IP Peripherals is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for Game IP Peripherals is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The global market for Game IP Peripherals in Distribution Channels is estimated to increase from $ million in 2023 to $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The major global companies of Game IP Peripherals include Disney, Nintendo, Sanrio, Lucasfilm, Froebel-Kan, SONY, Warner Bros Pictures, Tencent, Aofei, H.BROTHERS, etc. In 2023, the world's top three vendors accounted for approximately % of the revenue.
This report aims to provide a comprehensive presentation of the global market for Game IP Peripherals, 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 Game IP Peripherals.
The Game IP Peripherals market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Game IP Peripherals market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Game IP Peripherals companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Market Segmentation
By Company
Disney
Nintendo
Sanrio
Lucasfilm
Froebel-Kan
SONY
Warner Bros Pictures
Tencent
Aofei
H.BROTHERS
ENLIGHT MEDIA
China Literature Limited
Blizzard
Nexon
Square Enix
Segment by Type
Toys
Clothing and Accessories
Mystery Boxes
PC Game Peripherals
Books and Stationery
Music
Others
Segment by Application
Distribution Channels
Third-Party Retail Channels
Direct Channels
By Region
North America
United States
Canada
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Rest of Europe
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Game IP Peripherals company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: 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 5: 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 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Game IP Peripherals Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Toys
1.2.3 Clothing and Accessories
1.2.4 Mystery Boxes
1.2.5 PC Game Peripherals
1.2.6 Books and Stationery
1.2.7 Music
1.2.8 Others
1.3 Market by Application
1.3.1 Global Game IP Peripherals Market Growth by Application: 2019 VS 2023 VS 2030
1.3.2 Distribution Channels
1.3.3 Third-Party Retail Channels
1.3.4 Direct Channels
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Game IP Peripherals Market Perspective (2019-2030)
2.2 Global Game IP Peripherals Growth Trends by Region
2.2.1 Global Game IP Peripherals Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Game IP Peripherals Historic Market Size by Region (2019-2024)
2.2.3 Game IP Peripherals Forecasted Market Size by Region (2025-2030)
2.3 Game IP Peripherals Market Dynamics
2.3.1 Game IP Peripherals Industry Trends
2.3.2 Game IP Peripherals Market Drivers
2.3.3 Game IP Peripherals Market Challenges
2.3.4 Game IP Peripherals Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Game IP Peripherals Players by Revenue
3.1.1 Global Top Game IP Peripherals Players by Revenue (2019-2024)
3.1.2 Global Game IP Peripherals Revenue Market Share by Players (2019-2024)
3.2 Global Game IP Peripherals Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players Ranking by Game IP Peripherals Revenue
3.4 Global Game IP Peripherals Market Concentration Ratio
3.4.1 Global Game IP Peripherals Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Game IP Peripherals Revenue in 2023
3.5 Global Key Players of Game IP Peripherals Head office and Area Served
3.6 Global Key Players of Game IP Peripherals, Product and Application
3.7 Global Key Players of Game IP Peripherals, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 Game IP Peripherals Breakdown Data by Type
4.1 Global Game IP Peripherals Historic Market Size by Type (2019-2024)
4.2 Global Game IP Peripherals Forecasted Market Size by Type (2025-2030)
5 Game IP Peripherals Breakdown Data by Application
5.1 Global Game IP Peripherals Historic Market Size by Application (2019-2024)
5.2 Global Game IP Peripherals Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Game IP Peripherals Market Size (2019-2030)
6.2 North America Game IP Peripherals Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America Game IP Peripherals Market Size by Country (2019-2024)
6.4 North America Game IP Peripherals Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Game IP Peripherals Market Size (2019-2030)
7.2 Europe Game IP Peripherals Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe Game IP Peripherals Market Size by Country (2019-2024)
7.4 Europe Game IP Peripherals Market Size by Country (2025-2030)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Game IP Peripherals Market Size (2019-2030)
8.2 Asia-Pacific Game IP Peripherals Market Growth Rate by Country: 2019 VS 2023 VS 2030
8.3 Asia-Pacific Game IP Peripherals Market Size by Region (2019-2024)
8.4 Asia-Pacific Game IP Peripherals Market Size by Region (2025-2030)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Game IP Peripherals Market Size (2019-2030)
9.2 Latin America Game IP Peripherals Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America Game IP Peripherals Market Size by Country (2019-2024)
9.4 Latin America Game IP Peripherals Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Game IP Peripherals Market Size (2019-2030)
10.2 Middle East & Africa Game IP Peripherals Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa Game IP Peripherals Market Size by Country (2019-2024)
10.4 Middle East & Africa Game IP Peripherals Market Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Disney
11.1.1 Disney Company Details
11.1.2 Disney Business Overview
11.1.3 Disney Game IP Peripherals Introduction
11.1.4 Disney Revenue in Game IP Peripherals Business (2019-2024)
11.1.5 Disney Recent Development
11.2 Nintendo
11.2.1 Nintendo Company Details
11.2.2 Nintendo Business Overview
11.2.3 Nintendo Game IP Peripherals Introduction
11.2.4 Nintendo Revenue in Game IP Peripherals Business (2019-2024)
11.2.5 Nintendo Recent Development
11.3 Sanrio
11.3.1 Sanrio Company Details
11.3.2 Sanrio Business Overview
11.3.3 Sanrio Game IP Peripherals Introduction
11.3.4 Sanrio Revenue in Game IP Peripherals Business (2019-2024)
11.3.5 Sanrio Recent Development
11.4 Lucasfilm
11.4.1 Lucasfilm Company Details
11.4.2 Lucasfilm Business Overview
11.4.3 Lucasfilm Game IP Peripherals Introduction
11.4.4 Lucasfilm Revenue in Game IP Peripherals Business (2019-2024)
11.4.5 Lucasfilm Recent Development
11.5 Froebel-Kan
11.5.1 Froebel-Kan Company Details
11.5.2 Froebel-Kan Business Overview
11.5.3 Froebel-Kan Game IP Peripherals Introduction
11.5.4 Froebel-Kan Revenue in Game IP Peripherals Business (2019-2024)
11.5.5 Froebel-Kan Recent Development
11.6 SONY
11.6.1 SONY Company Details
11.6.2 SONY Business Overview
11.6.3 SONY Game IP Peripherals Introduction
11.6.4 SONY Revenue in Game IP Peripherals Business (2019-2024)
11.6.5 SONY Recent Development
11.7 Warner Bros Pictures
11.7.1 Warner Bros Pictures Company Details
11.7.2 Warner Bros Pictures Business Overview
11.7.3 Warner Bros Pictures Game IP Peripherals Introduction
11.7.4 Warner Bros Pictures Revenue in Game IP Peripherals Business (2019-2024)
11.7.5 Warner Bros Pictures Recent Development
11.8 Tencent
11.8.1 Tencent Company Details
11.8.2 Tencent Business Overview
11.8.3 Tencent Game IP Peripherals Introduction
11.8.4 Tencent Revenue in Game IP Peripherals Business (2019-2024)
11.8.5 Tencent Recent Development
11.9 Aofei
11.9.1 Aofei Company Details
11.9.2 Aofei Business Overview
11.9.3 Aofei Game IP Peripherals Introduction
11.9.4 Aofei Revenue in Game IP Peripherals Business (2019-2024)
11.9.5 Aofei Recent Development
11.10 H.BROTHERS
11.10.1 H.BROTHERS Company Details
11.10.2 H.BROTHERS Business Overview
11.10.3 H.BROTHERS Game IP Peripherals Introduction
11.10.4 H.BROTHERS Revenue in Game IP Peripherals Business (2019-2024)
11.10.5 H.BROTHERS Recent Development
11.11 ENLIGHT MEDIA
11.11.1 ENLIGHT MEDIA Company Details
11.11.2 ENLIGHT MEDIA Business Overview
11.11.3 ENLIGHT MEDIA Game IP Peripherals Introduction
11.11.4 ENLIGHT MEDIA Revenue in Game IP Peripherals Business (2019-2024)
11.11.5 ENLIGHT MEDIA Recent Development
11.12 China Literature Limited
11.12.1 China Literature Limited Company Details
11.12.2 China Literature Limited Business Overview
11.12.3 China Literature Limited Game IP Peripherals Introduction
11.12.4 China Literature Limited Revenue in Game IP Peripherals Business (2019-2024)
11.12.5 China Literature Limited Recent Development
11.13 Blizzard
11.13.1 Blizzard Company Details
11.13.2 Blizzard Business Overview
11.13.3 Blizzard Game IP Peripherals Introduction
11.13.4 Blizzard Revenue in Game IP Peripherals Business (2019-2024)
11.13.5 Blizzard Recent Development
11.14 Nexon
11.14.1 Nexon Company Details
11.14.2 Nexon Business Overview
11.14.3 Nexon Game IP Peripherals Introduction
11.14.4 Nexon Revenue in Game IP Peripherals Business (2019-2024)
11.14.5 Nexon Recent Development
11.15 Square Enix
11.15.1 Square Enix Company Details
11.15.2 Square Enix Business Overview
11.15.3 Square Enix Game IP Peripherals Introduction
11.15.4 Square Enix Revenue in Game IP Peripherals Business (2019-2024)
11.15.5 Square Enix Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.1.1 Research Programs/Design
13.1.1.2 Market Size Estimation
13.1.1.3 Market Breakdown and Data Triangulation
13.1.2 Data Source
13.1.2.1 Secondary Sources
13.1.2.2 Primary Sources
13.2 Author Details
13.3 Disclaimer
Disney
Nintendo
Sanrio
Lucasfilm
Froebel-Kan
SONY
Warner Bros Pictures
Tencent
Aofei
H.BROTHERS
ENLIGHT MEDIA
China Literature Limited
Blizzard
Nexon
Square Enix
Ìý
Ìý
*If Applicable.