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市場調査レポート
商品コード
1796196
エンターテインメントコンテンツおよびグッズの世界市場 (~2030年):音楽機器&記念品・レコード・サイン入りグッズ・ライフスタイル&家庭用品・スポーツ用品・コレクターズアイテム・アニメコンテンツ制作・映画・TV/OTT・アパレル別Entertainment Content and Goods Market by Music Equipment and Memorabilia, Vinyl Record, Signed Merchandise, Lifestyle and Home Goods, Sporting Equipment, Collectible, Animated Content Creation, Film, TV/OTT and Apparel - Global Forecast to 2030 |
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カスタマイズ可能
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エンターテインメントコンテンツおよびグッズの世界市場 (~2030年):音楽機器&記念品・レコード・サイン入りグッズ・ライフスタイル&家庭用品・スポーツ用品・コレクターズアイテム・アニメコンテンツ制作・映画・TV/OTT・アパレル別 |
出版日: 2025年08月06日
発行: MarketsandMarkets
ページ情報: 英文 173 Pages
納期: 即納可能
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エンターテインメントコンテンツおよびグッズの世界市場は、2025年の1,776億4,000万米ドルから、予測期間中はCAGR 6.2%で推移し、2030年には2,395億2,000万米ドルに達すると予測されています。
調査範囲 | |
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調査対象年 | 2021-2030 |
基準年 | 2024年 |
予測期間 | 2025-2030年 |
単位 | 金額 (米ドル) |
セグメント別 | 音楽アーティストグッズタイプ・ライセンスグッズタイプ・アニメーションコンテンツ制作・地域別 |
対象地域 | 北米・欧州・アジア太平洋・その他の地域 |
エンターテインメントコンテンツおよびグッズ市場を牽引する主な要因としては、デジタルコンテンツの世界的消費拡大、ファンダム文化の高まり、パーソナライズされた限定商品の需要増加が挙げられます。これらの要因により、エンターテインメント企業は製品・サービスの多様化を進め、知的財産を複数のチャネルで収益化する必要に迫られています。
AR/VR、NFT、AIによるコンテンツ生成といった技術革新は、観客のエンゲージメントを高め、没入型のブランド体験を可能にしています。さらに、D2Cプラットフォームやソーシャルコマースの拡大が、商品や限定コンテンツへのアクセスを加速させています。一方で、知的財産権侵害、消費者嗜好の変動、高額なコンテンツ制作コストといった課題が、市場の拡大性を制約する可能性があります。加えて、デジタルインフラの不均一さや、新興市場におけるファンの収益化戦略の地域格差も、一部市場での成長を阻害する要因となり得ます。
"ライセンスグッズタイプ別では、ライフスタイル、ファンギア、記念品の部門が予測期間中に最大のCAGRを記録する見込み"
同部門は、パーソナライズされた、チーム志向で、感情的共鳴を持つ商品に対する消費者需要の高まりにより、予測期間中に最も高いCAGRを示すと予測されています。同部門には、音楽、プロスポーツチーム、アスリート、リーグ、スポーツイベントに着想を得たアパレル、アクセサリー、ホームデコレーション、コレクションアイテムが含まれます。オーディエンスが自己表現やファンダムを具体的な商品を通して求める傾向が強まる中、ライセンスされたライフスタイルグッズや記念品は、エンターテインメント企業にとって重要な収益源として台頭しています。
デジタルトランスフォーメーションはこの成長をさらに加速させており、スポーツブランドやリーグはD2Cチャネル、限定ドロップ、ソーシャルコマース戦略を活用してファンのエンゲージメントと商品販売を拡大させています。AR機能、QRによる真正性確認、NFTと連動した記念品は、商品の双方向性と収集価値を高めています。Fanatics Inc. (米国) 、Nike Inc. (米国) 、Adidas AG (ドイツ) といった企業は、独占的な小売コラボレーションやアスリート主導のコレクションを通じて、世界市場に向けたライセンス商品ポートフォリオを拡大しています。
デジタルコンテンツと物理商品を組み合わせたハイブリッドファン体験の人気上昇も、この部門の拡大に寄与しています。ブランドエコシステムがより没入的になり、ファンダム文化が進化する中で、ライフスタイル商品や記念品は世界的なエンターテインメント企業のコンテンツ収益化戦略にますます不可欠な要素となっています。
当レポートでは、世界のエンターテインメントコンテンツおよびグッズの市場を調査し、市場概要、市場成長への各種影響因子の分析、技術・特許の動向、法規制環境、ケーススタディ、市場規模の推移・予測、各種区分・地域/主要国別の詳細分析、競合情勢、主要企業のプロファイルなどをまとめています。
The entertainment content and goods market is anticipated to be valued at USD 177.64 billion in 2025 and USD 239.52 billion by 2030, growing at a CAGR of 6.2% during the forecast period.
Scope of the Report | |
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Years Considered for the Study | 2021-2030 |
Base Year | 2024 |
Forecast Period | 2025-2030 |
Units Considered | Value (USD Billion) |
Segments | By Music Artist Goods Type, Licensed Goods Type, Animated Content Creation, and Region |
Regions covered | North America, Europe, APAC, RoW |
Key factors driving the entertainment content and goods market include the increasing global consumption of digital content, rising fandom culture, and demand for personalized, limited-edition merchandise. These factors compel entertainment companies to diversify their offerings and monetize intellectual property across multiple channels.
Technological advancements, such as AR/VR, NFTs, and AI-driven content creation, enhance audience engagement and enable immersive brand experiences. Furthermore, the expansion of direct-to-consumer platforms and social commerce accelerates access to merchandise and exclusive content. However, challenges such as IP infringement, fluctuating consumer preferences, and high content production costs can constrain market scalability. Additionally, inconsistent digital infrastructure and regional disparities in fan monetization strategies may hinder growth in certain emerging markets.
"By licensed goods type, the lifestyle, fan gear, and memorabilia segment is expected to register the highest CAGR from 2025 to 2030."
The lifestyle, fan gear, and memorabilia segment is projected to register the highest CAGR in the entertainment content and goods market during the forecast period, driven by rising consumer demand for personalized, team-driven, and emotionally resonant merchandise. This segment includes apparel, accessories, home decor, and collectible items inspired by music, professional sports teams, athletes, leagues, and sporting events. As audiences increasingly seek to express identity and fandom through tangible goods, licensed lifestyle and memorabilia products are emerging as key revenue drivers for entertainment companies.
Digital transformation further amplifies this growth, with sports brands and leagues leveraging direct-to-consumer channels, limited-edition drops, and social commerce strategies to boost fan engagement and merchandise sales. Augmented reality (AR) features, QR-enabled authenticity checks, and NFT-linked memorabilia enhance product interactivity and collectability. Companies such as Fanatics Inc. (US), Nike, Inc. (US), and Adidas AG (Germany) are expanding their licensed merchandise portfolios through exclusive retail collaborations and athlete-driven collections tailored for global audiences.
The growing popularity of hybrid fan experiences, combining digital content with physical goods, also contributes to segment expansion. As brand ecosystems become more immersive and fandom culture evolves, lifestyle and memorabilia goods are positioned to become increasingly integral to the content monetization strategies of leading entertainment players worldwide.
By animated content creation, the TV/OTT segment is projected to account for the largest market share from 2025 to 2030."
The TV/OTT segment is expected to account for the largest share of the animated content creation market from 2025 to 2030, driven by the rising demand for high-quality, serialized animated programming across streaming platforms and traditional broadcast channels. With the global surge in OTT consumption, fueled by increased internet penetration and mobile device usage, animation has become a preferred format for engaging audiences across age groups, particularly children, young adults, and fandom-based communities.
TV and OTT platforms heavily invest in original animated content to differentiate offerings, retain subscribers, and capture niche viewer segments. Streaming giants such as Netflix, Disney+, Amazon Prime Video, and regional platforms, including Voot and Tencent Video, commission exclusive animated series, reboots of legacy IPs, and culturally localized content to meet rising viewer expectations. The flexibility of animation to support diverse storytelling formats, from educational series to adult comedy and fantasy, further expands its applicability and appeal.
In addition, the integration of advanced production technologies, such as 2D/3D hybrid animation, motion capture, and AI-based rendering, enhances visual quality and production efficiency. As content consumption habits evolve and demand for on-demand, serialized storytelling grows, the TV/OTT segment is expected to maintain its leadership in animated content creation, supported by robust platform investments and global audience engagement.
"North America is projected to account for the largest market share from 2025 to 2030."
The North America region is projected to hold the largest share of the global entertainment content and goods market from 2025 to 2030, owing to a mature entertainment ecosystem, widespread digital infrastructure, and high consumer spending on content and branded merchandise. The US remains a global hub for entertainment production and IP commercialization, with major players such as The Walt Disney Company, Warner Bros. Entertainment, Universal Music Group, and Paramount headquartered in the region. These companies leverage extensive distribution networks and fan engagement platforms to monetize content across film, television, music, gaming, and consumer products.
The region's dominance is further supported by the widespread adoption of streaming services, direct-to-consumer retail channels, and fan-based commerce. The growing trend of limited-edition merchandise drops, exclusive artist collaborations, and immersive fan experiences, including virtual concerts and AR/VR-driven activations, is enhancing consumer engagement and driving high-margin sales. Moreover, the integration of emerging technologies such as NFTs and AI-generated content accelerates innovation across content creation and merchandise offerings.
Strong IP protection laws, advanced content monetization models, and a well-established retail infrastructure provide a conducive environment for sustained growth. With a culture that values entertainment as a lifestyle, North America is expected to maintain its leading position in the global entertainment content and goods market.
Notes: Other designations include sales, marketing, and product managers.
The three tiers of the companies are based on their total revenues as of 2024: Tier 1: >USD 1 billion, Tier 2: USD 500 million-1 billion, and Tier 3: USD 500 million.
The major players in the entertainment content and goods market with a significant geographical presence include The Walt Disney Company (US), Universal Music Group N.V. (Netherlands), Warner Bros. Entertainment Inc. (US), Sony Music Entertainment (US), Paramount (US), and others.
Research Coverage
The report segments the entertainment content and goods market and forecasts its size by music artist goods type, licensed goods type, animated content creation, and region. It also comprehensively reviews drivers, restraints, opportunities, and challenges influencing market growth. The report covers qualitative aspects in addition to quantitative aspects of the market.
Reasons to buy the report
The report will help the market leaders/new entrants in this market with information on the closest approximate revenues for the overall entertainment content and goods market and related segments. This report will help stakeholders understand the competitive landscape and gain more insights to strengthen their position in the market and plan suitable go-to-market strategies. The report also helps stakeholders understand the pulse of the market and provides them with information on key market drivers, restraints, opportunities, and challenges.