MARKET INSIGHTS
Global Self-developed Game IP Peripherals market size was valued at USD 39,870 million in 2023. The market is projected to grow from USD 45,320 million in 2024 to reach USD 88,410 million by 2030, exhibiting a CAGR of 12.2% during the forecast period.
Self-developed game IP peripherals are derivative products created to extend brand influence and generate commercial value from original game intellectual properties. These products span both physical and digital categories, including toys, apparel, collectibles, gaming accessories, stationery, and multimedia content like comics or animated series. The ecosystem represents a strategic monetization channel beyond core game revenues.
The market's strong growth trajectory is driven by increasing gamer demographics, rising disposable incomes in emerging markets, and strategic IP expansion by game publishers. However, challenges include counterfeit products and licensing complexities. Key industry players like Nintendo and Tencent are actively expanding their merchandise portfolios - Nintendo's Mario merchandise sales exceeded USD 1 billion annually, demonstrating the segment's profitability potential alongside core gaming revenues.
MARKET DYNAMICS
MARKET DRIVERS
Explosive Growth of Gaming Industry Accelerates Demand for IP Peripherals
The global gaming market has surpassed $200 billion in annual revenue, creating unprecedented demand for ancillary products. Self-developed game IP peripherals benefit directly from this expansion, as dedicated gamers increasingly seek physical connections to their favorite digital worlds. The market demonstrates strong correlation with rising disposable incomes in developing regions, where gaming culture is experiencing rapid adoption. With mobile gaming revenue alone projected to exceed $300 billion by 2025, peripheral manufacturers are strategically aligning product releases with major game launches to capitalize on this momentum.
Cross-Media Franchising Creates Multi-Platform Monetization Opportunities
Successful game franchises are increasingly leveraging transmedia strategies, expanding their IP beyond games into films, merchandise, and collectibles. This creates a halo effect that dramatically increases demand for branded peripherals. When blockbuster game adaptations like The Last of Us or Arcane achieve mainstream success, peripheral sales typically see 40-60% spikes within subsequent quarters. The integration of augmented reality features in physical merchandise further blurs boundaries between digital and physical gaming experiences, opening new revenue streams for developers.
➤ The Legend of Zelda: Tears of the Kingdom collector's edition, priced at $129.99, sold out globally within hours of release, demonstrating the premium value consumers place on authentic licensed merchandise.
Furthermore, emerging markets in Southeast Asia and Latin America are showing particularly strong appetite for mid-range priced peripherals, presenting attractive expansion opportunities for manufacturers.
MARKET RESTRAINTS
Counterfeit Products Erode Brand Value and Profit Margins
The lucrative nature of game IP peripherals has led to proliferation of counterfeit products, particularly in e-commerce marketplaces. Industry estimates suggest counterfeit gaming merchandise accounts for nearly 30% of total transactions in some regions, creating significant revenue leakage for legitimate manufacturers. These fake products not only displace authentic sales but also damage brand reputation when inferior quality items disappoint consumers. While IP holders are implementing advanced authentication technologies, counterfeiters continue evolving their methods, requiring ongoing investments in brand protection measures.
Licensing Complexity Hinders Product Development Timelines
Navigating licensing agreements for major game IPs involves extensive legal processes and royalty negotiations that can delay product launches by 6-12 months. The increasing value of gaming intellectual property has led licensors to impose stricter controls over product quality, approved manufacturers, and distribution channels. For peripheral developers working with multiple licensors, coordinating approvals across different rights holders creates operational bottlenecks that impact time-to-market. This is particularly challenging for seasonal products tied to game releases, where missed launch windows can significantly reduce sales potential.
MARKET OPPORTUNITIES
Emerging Technologies Enable Next-Generation Interactive Products
Advancements in IoT and connected devices are creating opportunities for smart peripherals that interface directly with games. Haptic feedback clothing, scent-emitting accessories, and motion-activated collectibles represent the next frontier in immersive gaming merchandise. The market for such advanced peripherals is projected to grow at nearly 20% annually through 2030. Major developers are increasingly collaborating with consumer electronics firms to create hybrid products, as seen in partnerships between gaming studios and wearable technology companies.
Subscription-Based Peripheral Services Present Recurring Revenue Models
The success of gaming subscription services has inspired experimentation with peripheral-as-a-service models. These include limited-edition collectible rotation programs and hardware upgrade subscriptions that allow players to regularly refresh their gaming setups. Early adopters of these models report 25-35% higher customer lifetime value compared to traditional one-time purchases. As consumers become accustomed to subscription economics through services like Xbox Game Pass, peripheral manufacturers are adapting their business models accordingly.
MARKET CHALLENGES
Supply Chain Volatility Impacts Production Consistency
The global nature of peripheral manufacturing exposes producers to persistent supply chain disruptions. Specialty components like custom microchips for gaming controllers or proprietary materials for collectible figures often face allocation constraints. During peak demand periods surrounding major game releases, manufacturers struggle to scale production capacity quickly enough to meet spikes in demand. These challenges are compounded by fluctuating shipping costs and extended lead times that complicate inventory planning.
Shifting Consumer Preferences Require Rapid Design Adaptation
Gaming audiences demonstrate increasingly fluid preferences, making long product development cycles risky. Peripheral manufacturers must constantly monitor cultural trends, streaming platform content, and esports developments to anticipate demand shifts. The rise of micro-trends driven by viral social media content has compressed product relevance cycles from years to months in some cases. This environment favors agile manufacturers with streamlined design-to-production pipelines, while companies relying on traditional retail distribution often struggle to keep pace.
Segment Analysis:
By Type
Toys Segment Leads Due to Strong Demand from Collectors and Gamers
The market is segmented based on type into:
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Toys
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Clothing and Accessories
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Mystery Boxes
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PC Game Peripherals
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Books and Stationery
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Others
By Application
Mobile Games Segment Dominates With Growing Smartphone Penetration
The market is segmented based on application into:
Mobile Games
Client Games
Others
By Distribution Channel
Online Sales Channel Grows Rapidly Due to E-commerce Expansion
The market is segmented based on distribution channel into:
Offline Retail
Online Retail
Direct-to-Consumer
By Price Range
Premium Segment Shows Strong Growth Among Dedicated Fans
The market is segmented based on price range into:
Economy
Mid-range
Premium
COMPETITIVE LANDSCAPE
Key Industry Players
Major Brands Leverage Cross-Industry Collaborations to Expand Market Reach
The global self-developed game IP peripherals market exhibits a moderately fragmented competitive structure, featuring a mix of entertainment conglomerates, gaming giants, and specialist merchandise manufacturers. Disney emerges as the dominant player in this space, leveraging its vast portfolio of gaming IPs like Kingdom Hearts and Marvel Games to drive merchandise sales exceeding $5 billion annually. The company's omnichannel distribution strategy and deep licensing partnerships give it unparalleled market penetration.
Nintendo follows closely with its iconic franchises (Mario, Zelda, Pokémon) accounting for approximately 28% of the global game merchandise market share. Their recent Super Nintendo World theme park expansions and limited-edition collectibles have significantly boosted peripheral sales. Meanwhile, Tencent's aggressive expansion into physical merchandise for Honor of Kings and PUBG Mobile demonstrates the growing convergence of mobile gaming and merchandising strategies.
The market has seen intensified competition through strategic alliances, such as Warner Bros Pictures partnering with Fortnite creator Epic Games to create hybrid digital-physical merchandise. These collaborations are reshaping traditional licensing models while creating new revenue streams. Simultaneously, Japanese firms like Square Enix and Sanrio continue to dominate the Asian markets through character-based merchandise that blends gaming IPs with local cultural elements.
Emerging players are gaining traction through innovative approaches—Aofei Entertainment has capitalized on China's growing esports merchandise demand, while H.BROTHERS specializes in high-end collectible figures targeted at adult gaming enthusiasts. The competitive intensity is further amplified by gaming studios like Blizzard and Nexon increasingly bringing merchandise development in-house to maintain creative control and profit margins.
List of Key Self-developed Game IP Peripherals Companies
SELF-DEVELOPED GAME IP PERIPHERALS MARKET TRENDS
Expansion of Cross-Platform Gaming Ecosystem Drives Peripheral Demand
The rise of cross-platform gaming has significantly accelerated the growth of self-developed game IP peripherals, as players increasingly seek unified accessories that work across PC, mobile, and console ecosystems. With over 60% of gamers now playing on multiple platforms regularly, manufacturers are designing peripherals with universal compatibility to capture this demand. Leading developers are integrating proprietary technologies like Nintendo's Amiibo or Activision's Skylanders platforms, which blend physical collectibles with digital game enhancements. The emergence of cloud gaming services has further boosted this trend, as peripherals now often include cloud-sync capabilities to maintain player progress and inventory across devices.
Other Trends
Premium Collectible Culture
The market has seen a surge in limited-edition, high-value collectible peripherals that function as both functional accessories and investment-grade merchandise. Action figures with NFC-enabled game content have demonstrated particular growth, with some special editions appreciating over 300% in secondary markets within two years of release. Gaming conventions and direct-to-consumer eCommerce channels have become primary distribution points for these premium items, with companies allocating up to 30% of their peripheral development budgets toward exclusive convention releases.
Integration of Advanced Materials and Smart Technologies
Peripheral manufacturers are increasingly incorporating advanced materials like graphene-enhanced controllers and self-healing rubber coatings into their product lines. Meanwhile, smart peripherals featuring haptic feedback, biometric sensors, and AI-powered adaptive controls now represent nearly 25% of the premium accessory market. The convergence of gaming and wearable tech has led to innovative hybrid products, such as gaming gloves with motion capture capabilities and AR-enabled eyewear that complements in-game visuals. These technological integrations are extending product lifecycles while commanding premium price points that average 40-60% higher than conventional peripherals.
Regional Analysis: Self-developed Game IP Peripherals Market
North America
The North American market leads in self-developed game IP peripherals due to its mature gaming ecosystem and high consumer spending power. The U.S. dominates with major players like Disney and Warner Bros Pictures leveraging franchises such as Marvel and DC Comics. Collectible action figures and licensed apparel remain top-selling categories, with esports sponsorships further amplifying brand visibility. However, rising production costs and licensing complexities challenge mid-sized developers. The region benefits from strong digital distribution channels, with platforms like Amazon and specialized retailers driving 62% of physical merchandise sales.
Europe
Europe showcases steady growth, fueled by Germany’s robust board game culture and the U.K.’s thriving mobile gaming sector. EU IP protection laws incentivize developers to invest in peripherals, though VAT regulations increase operational hurdles. Nordic countries prioritize sustainable materials in merchandise, aligning with regional environmental policies. France and Italy exhibit strong demand for premium collectibles, while Eastern Europe emerges as a cost-effective manufacturing hub. Cross-border e-commerce within the EU single market facilitates 35% of regional peripheral sales, though Brexit-related tariffs impact U.K.-EU trade flows.
Asia-Pacific
As the fastest-growing market, the Asia-Pacific region is driven by China’s $2.8 billion gaming merchandise industry and Japan’s anime-game crossover trends. Tencent and Nexon monetize IPs through limited-edition mystery boxes and virtual merchandise bundles, tapping into mobile-first consumers. India’s rising middle class shows growing appetite for affordable peripherals, though piracy remains a hurdle. Southeast Asia’s youthful demographics foster demand, with Thailand and Vietnam becoming key production centers. The region accounts for 48% of global game peripheral manufacturing but faces supply chain disruptions due to geopolitical tensions.
South America
Brazil anchors South America’s market, with mobile gaming popularity boosting demand for character-themed accessories. Economic instability limits premium product adoption, favoring locally produced low-cost items like stickers and phone cases. Argentina’s import restrictions encourage domestic IP development, though currency volatility deters foreign investors. Regional trade agreements gradually improve access to international franchises, with Blizzard and Square Enix gaining traction among console gamers. The informal retail sector accounts for 40% of sales, complicating revenue tracking for licensors.
Middle East & Africa
This emerging market relies on digital peripherals like in-game skins, as physical distribution networks remain underdeveloped. The UAE and Saudi Arabia lead in luxury collectibles, aided by high disposable incomes and comic-con events. Infrastructure gaps hinder growth in Africa, though mobile payment solutions enable micro-transactions for digital merch. Turkey stands out with local studios adapting global IPs to cultural preferences. While piracy rates exceed 60% in some areas, partnerships with telecom providers show promise for licensed digital content distribution.
Report Scope
This market research report offers a holistic overview of global and regional markets for the forecast period 2025–2032. It presents accurate and actionable insights based on a blend of primary and secondary research.
Key Coverage Areas:
FREQUENTLY ASKED QUESTIONS:
What is the current market size of Global Self-developed Game IP Peripherals Market?
-> The Global Self-developed Game IP Peripherals market was valued at USD 39,870 million in 2023 and is projected to reach USD 88,410 million by 2030, growing at a CAGR of 12.2%.
Which key companies operate in Global Self-developed Game IP Peripherals Market?
-> Key players include Disney, Nintendo, Sanrio, Lucasfilm, Froebel-Kan, SONY, Warner Bros Pictures, Tencent, Aofei, H.BROTHERS, ENLIGHT MEDIA, China Literature Limited, Blizzard, Nexon, and Square Enix.
What are the key growth drivers?
-> Key growth drivers include rising gaming industry revenues, increasing popularity of branded merchandise, expansion of digital content ecosystems, and strategic IP licensing partnerships.
Which region dominates the market?
-> Asia-Pacific leads the market, driven by China's strong gaming industry, while North America remains a significant revenue generator.
What are the emerging trends?
-> Emerging trends include NFT-based digital collectibles, augmented reality merchandise, sustainable production methods, and cross-media IP development.
TABLE OF CONTENTS
1 Introduction to Research & Analysis Reports
1.1 Self-developed Game IP Peripherals Market Definition
1.2 Market Segments
1.2.1 Segment by Type
1.2.2 Segment by Application
1.3 Global Self-developed Game IP Peripherals Market Overview
1.4 Features & Benefits of This Report
1.5 Methodology & Sources of Information
1.5.1 Research Methodology
1.5.2 Research Process
1.5.3 Base Year
1.5.4 Report Assumptions & Caveats
2 Global Self-developed Game IP Peripherals Overall Market Size
2.1 Global Self-developed Game IP Peripherals Market Size: 2023 VS 2030
2.2 Global Self-developed Game IP Peripherals Market Size, Prospects & Forecasts: 2019-2030
2.3 Key Market Trends, Opportunity, Drivers and Restraints
2.3.1 Market Opportunities & Trends
2.3.2 Market Drivers
2.3.3 Market Restraints
3 Company Landscape
3.1 Top Self-developed Game IP Peripherals Players in Global Market
3.2 Top Global Self-developed Game IP Peripherals Companies Ranked by Revenue
3.3 Global Self-developed Game IP Peripherals Revenue by Companies
3.4 Top 3 and Top 5 Self-developed Game IP Peripherals Companies in Global Market, by Revenue in 2023
3.5 Global Companies Self-developed Game IP Peripherals Product Type
3.6 Tier 1, Tier 2, and Tier 3 Self-developed Game IP Peripherals Players in Global Market
3.6.1 List of Global Tier 1 Self-developed Game IP Peripherals Companies
3.6.2 List of Global Tier 2 and Tier 3 Self-developed Game IP Peripherals Companies
4 Sights by Product
4.1 Overview
4.1.1 Segmentation by Type - Global Self-developed Game IP Peripherals Market Size Markets, 2023 & 2030
4.1.2 Toys
4.1.3 Clothing and Accessories
4.1.4 Mystery Boxes
4.1.5 PC Game Peripherals
4.1.6 Books and Stationery
4.1.7 Others
4.2 Segmentation by Type - Global Self-developed Game IP Peripherals Revenue & Forecasts
4.2.1 Segmentation by Type - Global Self-developed Game IP Peripherals Revenue, 2019-2024
4.2.2 Segmentation by Type - Global Self-developed Game IP Peripherals Revenue, 2025-2030
4.2.3 Segmentation by Type - Global Self-developed Game IP Peripherals Revenue Market Share, 2019-2030
5 Sights by Application
5.1 Overview
5.1.1 Segmentation by Application - Global Self-developed Game IP Peripherals Market Size, 2023 & 2030
5.1.2 Mobile Games
5.1.3 Client Games
5.1.4 Others
5.2 Segmentation by Application - Global Self-developed Game IP Peripherals Revenue & Forecasts
5.2.1 Segmentation by Application - Global Self-developed Game IP Peripherals Revenue, 2019-2024
5.2.2 Segmentation by Application - Global Self-developed Game IP Peripherals Revenue, 2025-2030
5.2.3 Segmentation by Application - Global Self-developed Game IP Peripherals Revenue Market Share, 2019-2030
6 Sights by Region
6.1 By Region - Global Self-developed Game IP Peripherals Market Size, 2023 & 2030
6.2 By Region - Global Self-developed Game IP Peripherals Revenue & Forecasts
6.2.1 By Region - Global Self-developed Game IP Peripherals Revenue, 2019-2024
6.2.2 By Region - Global Self-developed Game IP Peripherals Revenue, 2025-2030
6.2.3 By Region - Global Self-developed Game IP Peripherals Revenue Market Share, 2019-2030
6.3 North America
6.3.1 By Country - North America Self-developed Game IP Peripherals Revenue, 2019-2030
6.3.2 United States Self-developed Game IP Peripherals Market Size, 2019-2030
6.3.3 Canada Self-developed Game IP Peripherals Market Size, 2019-2030
6.3.4 Mexico Self-developed Game IP Peripherals Market Size, 2019-2030
6.4 Europe
6.4.1 By Country - Europe Self-developed Game IP Peripherals Revenue, 2019-2030
6.4.2 Germany Self-developed Game IP Peripherals Market Size, 2019-2030
6.4.3 France Self-developed Game IP Peripherals Market Size, 2019-2030
6.4.4 U.K. Self-developed Game IP Peripherals Market Size, 2019-2030
6.4.5 Italy Self-developed Game IP Peripherals Market Size, 2019-2030
6.4.6 Russia Self-developed Game IP Peripherals Market Size, 2019-2030
6.4.7 Nordic Countries Self-developed Game IP Peripherals Market Size, 2019-2030
6.4.8 Benelux Self-developed Game IP Peripherals Market Size, 2019-2030
6.5 Asia
6.5.1 By Region - Asia Self-developed Game IP Peripherals Revenue, 2019-2030
6.5.2 China Self-developed Game IP Peripherals Market Size, 2019-2030
6.5.3 Japan Self-developed Game IP Peripherals Market Size, 2019-2030
6.5.4 South Korea Self-developed Game IP Peripherals Market Size, 2019-2030
6.5.5 Southeast Asia Self-developed Game IP Peripherals Market Size, 2019-2030
6.5.6 India Self-developed Game IP Peripherals Market Size, 2019-2030
6.6 South America
6.6.1 By Country - South America Self-developed Game IP Peripherals Revenue, 2019-2030
6.6.2 Brazil Self-developed Game IP Peripherals Market Size, 2019-2030
6.6.3 Argentina Self-developed Game IP Peripherals Market Size, 2019-2030
6.7 Middle East & Africa
6.7.1 By Country - Middle East & Africa Self-developed Game IP Peripherals Revenue, 2019-2030
6.7.2 Turkey Self-developed Game IP Peripherals Market Size, 2019-2030
6.7.3 Israel Self-developed Game IP Peripherals Market Size, 2019-2030
6.7.4 Saudi Arabia Self-developed Game IP Peripherals Market Size, 2019-2030
6.7.5 UAE Self-developed Game IP Peripherals Market Size, 2019-2030
7 Companies Profiles
7.1 Disney
7.1.1 Disney Corporate Summary
7.1.2 Disney Business Overview
7.1.3 Disney Self-developed Game IP Peripherals Major Product Offerings
7.1.4 Disney Self-developed Game IP Peripherals Revenue in Global Market (2019-2024)
7.1.5 Disney Key News & Latest Developments
7.2 Nintendo
7.2.1 Nintendo Corporate Summary
7.2.2 Nintendo Business Overview
7.2.3 Nintendo Self-developed Game IP Peripherals Major Product Offerings
7.2.4 Nintendo Self-developed Game IP Peripherals Revenue in Global Market (2019-2024)
7.2.5 Nintendo Key News & Latest Developments
7.3 Sanrio
7.3.1 Sanrio Corporate Summary
7.3.2 Sanrio Business Overview
7.3.3 Sanrio Self-developed Game IP Peripherals Major Product Offerings
7.3.4 Sanrio Self-developed Game IP Peripherals Revenue in Global Market (2019-2024)
7.3.5 Sanrio Key News & Latest Developments
7.4 Lucasfilm
7.4.1 Lucasfilm Corporate Summary
7.4.2 Lucasfilm Business Overview
7.4.3 Lucasfilm Self-developed Game IP Peripherals Major Product Offerings
7.4.4 Lucasfilm Self-developed Game IP Peripherals Revenue in Global Market (2019-2024)
7.4.5 Lucasfilm Key News & Latest Developments
7.5 Froebel-Kan
7.5.1 Froebel-Kan Corporate Summary
7.5.2 Froebel-Kan Business Overview
7.5.3 Froebel-Kan Self-developed Game IP Peripherals Major Product Offerings
7.5.4 Froebel-Kan Self-developed Game IP Peripherals Revenue in Global Market (2019-2024)
7.5.5 Froebel-Kan Key News & Latest Developments
7.6 SONY
7.6.1 SONY Corporate Summary
7.6.2 SONY Business Overview
7.6.3 SONY Self-developed Game IP Peripherals Major Product Offerings
7.6.4 SONY Self-developed Game IP Peripherals Revenue in Global Market (2019-2024)
7.6.5 SONY Key News & Latest Developments
7.7 Warner Bros Pictures
7.7.1 Warner Bros Pictures Corporate Summary
7.7.2 Warner Bros Pictures Business Overview
7.7.3 Warner Bros Pictures Self-developed Game IP Peripherals Major Product Offerings
7.7.4 Warner Bros Pictures Self-developed Game IP Peripherals Revenue in Global Market (2019-2024)
7.7.5 Warner Bros Pictures Key News & Latest Developments
7.8 Tencent
7.8.1 Tencent Corporate Summary
7.8.2 Tencent Business Overview
7.8.3 Tencent Self-developed Game IP Peripherals Major Product Offerings
7.8.4 Tencent Self-developed Game IP Peripherals Revenue in Global Market (2019-2024)
7.8.5 Tencent Key News & Latest Developments
7.9 Aofei
7.9.1 Aofei Corporate Summary
7.9.2 Aofei Business Overview
7.9.3 Aofei Self-developed Game IP Peripherals Major Product Offerings
7.9.4 Aofei Self-developed Game IP Peripherals Revenue in Global Market (2019-2024)
7.9.5 Aofei Key News & Latest Developments
7.10 H.BROTHERS
7.10.1 H.BROTHERS Corporate Summary
7.10.2 H.BROTHERS Business Overview
7.10.3 H.BROTHERS Self-developed Game IP Peripherals Major Product Offerings
7.10.4 H.BROTHERS Self-developed Game IP Peripherals Revenue in Global Market (2019-2024)
7.10.5 H.BROTHERS Key News & Latest Developments
7.11 ENLIGHT MEDIA
7.11.1 ENLIGHT MEDIA Corporate Summary
7.11.2 ENLIGHT MEDIA Business Overview
7.11.3 ENLIGHT MEDIA Self-developed Game IP Peripherals Major Product Offerings
7.11.4 ENLIGHT MEDIA Self-developed Game IP Peripherals Revenue in Global Market (2019-2024)
7.11.5 ENLIGHT MEDIA Key News & Latest Developments
7.12 China Literature Limited
7.12.1 China Literature Limited Corporate Summary
7.12.2 China Literature Limited Business Overview
7.12.3 China Literature Limited Self-developed Game IP Peripherals Major Product Offerings
7.12.4 China Literature Limited Self-developed Game IP Peripherals Revenue in Global Market (2019-2024)
7.12.5 China Literature Limited Key News & Latest Developments
7.13 Blizzard
7.13.1 Blizzard Corporate Summary
7.13.2 Blizzard Business Overview
7.13.3 Blizzard Self-developed Game IP Peripherals Major Product Offerings
7.13.4 Blizzard Self-developed Game IP Peripherals Revenue in Global Market (2019-2024)
7.13.5 Blizzard Key News & Latest Developments
7.14 Nexon
7.14.1 Nexon Corporate Summary
7.14.2 Nexon Business Overview
7.14.3 Nexon Self-developed Game IP Peripherals Major Product Offerings
7.14.4 Nexon Self-developed Game IP Peripherals Revenue in Global Market (2019-2024)
7.14.5 Nexon Key News & Latest Developments
7.15 Square Enix
7.15.1 Square Enix Corporate Summary
7.15.2 Square Enix Business Overview
7.15.3 Square Enix Self-developed Game IP Peripherals Major Product Offerings
7.15.4 Square Enix Self-developed Game IP Peripherals Revenue in Global Market (2019-2024)
7.15.5 Square Enix Key News & Latest Developments
8 Conclusion
9 Appendix
9.1 Note
9.2 Examples of Clients
9.3 Disclaimer
LIST OF TABLES & FIGURES
List of Tables
Table 1. Self-developed Game IP Peripherals Market Opportunities & Trends in Global Market
Table 2. Self-developed Game IP Peripherals Market Drivers in Global Market
Table 3. Self-developed Game IP Peripherals Market Restraints in Global Market
Table 4. Key Players of Self-developed Game IP Peripherals in Global Market
Table 5. Top Self-developed Game IP Peripherals Players in Global Market, Ranking by Revenue (2023)
Table 6. Global Self-developed Game IP Peripherals Revenue by Companies, (US$, Mn), 2019-2024
Table 7. Global Self-developed Game IP Peripherals Revenue Share by Companies, 2019-2024
Table 8. Global Companies Self-developed Game IP Peripherals Product Type
Table 9. List of Global Tier 1 Self-developed Game IP Peripherals Companies, Revenue (US$, Mn) in 2023 and Market Share
Table 10. List of Global Tier 2 and Tier 3 Self-developed Game IP Peripherals Companies, Revenue (US$, Mn) in 2023 and Market Share
Table 11. Segmentation by Type � Global Self-developed Game IP Peripherals Revenue, (US$, Mn), 2023 & 2030
Table 12. Segmentation by Type - Global Self-developed Game IP Peripherals Revenue (US$, Mn), 2019-2024
Table 13. Segmentation by Type - Global Self-developed Game IP Peripherals Revenue (US$, Mn), 2025-2030
Table 14. Segmentation by Application� Global Self-developed Game IP Peripherals Revenue, (US$, Mn), 2023 & 2030
Table 15. Segmentation by Application - Global Self-developed Game IP Peripherals Revenue, (US$, Mn), 2019-2024
Table 16. Segmentation by Application - Global Self-developed Game IP Peripherals Revenue, (US$, Mn), 2025-2030
Table 17. By Region� Global Self-developed Game IP Peripherals Revenue, (US$, Mn), 2023 & 2030
Table 18. By Region - Global Self-developed Game IP Peripherals Revenue, (US$, Mn), 2019-2024
Table 19. By Region - Global Self-developed Game IP Peripherals Revenue, (US$, Mn), 2025-2030
Table 20. By Country - North America Self-developed Game IP Peripherals Revenue, (US$, Mn), 2019-2024
Table 21. By Country - North America Self-developed Game IP Peripherals Revenue, (US$, Mn), 2025-2030
Table 22. By Country - Europe Self-developed Game IP Peripherals Revenue, (US$, Mn), 2019-2024
Table 23. By Country - Europe Self-developed Game IP Peripherals Revenue, (US$, Mn), 2025-2030
Table 24. By Region - Asia Self-developed Game IP Peripherals Revenue, (US$, Mn), 2019-2024
Table 25. By Region - Asia Self-developed Game IP Peripherals Revenue, (US$, Mn), 2025-2030
Table 26. By Country - South America Self-developed Game IP Peripherals Revenue, (US$, Mn), 2019-2024
Table 27. By Country - South America Self-developed Game IP Peripherals Revenue, (US$, Mn), 2025-2030
Table 28. By Country - Middle East & Africa Self-developed Game IP Peripherals Revenue, (US$, Mn), 2019-2024
Table 29. By Country - Middle East & Africa Self-developed Game IP Peripherals Revenue, (US$, Mn), 2025-2030
Table 30. Disney Corporate Summary
Table 31. Disney Self-developed Game IP Peripherals Product Offerings
Table 32. Disney Self-developed Game IP Peripherals Revenue (US$, Mn) & (2019-2024)
Table 33. Disney Key News & Latest Developments
Table 34. Nintendo Corporate Summary
Table 35. Nintendo Self-developed Game IP Peripherals Product Offerings
Table 36. Nintendo Self-developed Game IP Peripherals Revenue (US$, Mn) & (2019-2024)
Table 37. Nintendo Key News & Latest Developments
Table 38. Sanrio Corporate Summary
Table 39. Sanrio Self-developed Game IP Peripherals Product Offerings
Table 40. Sanrio Self-developed Game IP Peripherals Revenue (US$, Mn) & (2019-2024)
Table 41. Sanrio Key News & Latest Developments
Table 42. Lucasfilm Corporate Summary
Table 43. Lucasfilm Self-developed Game IP Peripherals Product Offerings
Table 44. Lucasfilm Self-developed Game IP Peripherals Revenue (US$, Mn) & (2019-2024)
Table 45. Lucasfilm Key News & Latest Developments
Table 46. Froebel-Kan Corporate Summary
Table 47. Froebel-Kan Self-developed Game IP Peripherals Product Offerings
Table 48. Froebel-Kan Self-developed Game IP Peripherals Revenue (US$, Mn) & (2019-2024)
Table 49. Froebel-Kan Key News & Latest Developments
Table 50. SONY Corporate Summary
Table 51. SONY Self-developed Game IP Peripherals Product Offerings
Table 52. SONY Self-developed Game IP Peripherals Revenue (US$, Mn) & (2019-2024)
Table 53. SONY Key News & Latest Developments
Table 54. Warner Bros Pictures Corporate Summary
Table 55. Warner Bros Pictures Self-developed Game IP Peripherals Product Offerings
Table 56. Warner Bros Pictures Self-developed Game IP Peripherals Revenue (US$, Mn) & (2019-2024)
Table 57. Warner Bros Pictures Key News & Latest Developments
Table 58. Tencent Corporate Summary
Table 59. Tencent Self-developed Game IP Peripherals Product Offerings
Table 60. Tencent Self-developed Game IP Peripherals Revenue (US$, Mn) & (2019-2024)
Table 61. Tencent Key News & Latest Developments
Table 62. Aofei Corporate Summary
Table 63. Aofei Self-developed Game IP Peripherals Product Offerings
Table 64. Aofei Self-developed Game IP Peripherals Revenue (US$, Mn) & (2019-2024)
Table 65. Aofei Key News & Latest Developments
Table 66. H.BROTHERS Corporate Summary
Table 67. H.BROTHERS Self-developed Game IP Peripherals Product Offerings
Table 68. H.BROTHERS Self-developed Game IP Peripherals Revenue (US$, Mn) & (2019-2024)
Table 69. H.BROTHERS Key News & Latest Developments
Table 70. ENLIGHT MEDIA Corporate Summary
Table 71. ENLIGHT MEDIA Self-developed Game IP Peripherals Product Offerings
Table 72. ENLIGHT MEDIA Self-developed Game IP Peripherals Revenue (US$, Mn) & (2019-2024)
Table 73. ENLIGHT MEDIA Key News & Latest Developments
Table 74. China Literature Limited Corporate Summary
Table 75. China Literature Limited Self-developed Game IP Peripherals Product Offerings
Table 76. China Literature Limited Self-developed Game IP Peripherals Revenue (US$, Mn) & (2019-2024)
Table 77. China Literature Limited Key News & Latest Developments
Table 78. Blizzard Corporate Summary
Table 79. Blizzard Self-developed Game IP Peripherals Product Offerings
Table 80. Blizzard Self-developed Game IP Peripherals Revenue (US$, Mn) & (2019-2024)
Table 81. Blizzard Key News & Latest Developments
Table 82. Nexon Corporate Summary
Table 83. Nexon Self-developed Game IP Peripherals Product Offerings
Table 84. Nexon Self-developed Game IP Peripherals Revenue (US$, Mn) & (2019-2024)
Table 85. Nexon Key News & Latest Developments
Table 86. Square Enix Corporate Summary
Table 87. Square Enix Self-developed Game IP Peripherals Product Offerings
Table 88. Square Enix Self-developed Game IP Peripherals Revenue (US$, Mn) & (2019-2024)
Table 89. Square Enix Key News & Latest Developments
List of Figures
Figure 1. Self-developed Game IP Peripherals Product Picture
Figure 2. Self-developed Game IP Peripherals Segment by Type in 2023
Figure 3. Self-developed Game IP Peripherals Segment by Application in 2023
Figure 4. Global Self-developed Game IP Peripherals Market Overview: 2022
Figure 5. Key Caveats
Figure 6. Global Self-developed Game IP Peripherals Market Size: 2023 VS 2030 (US$, Mn)
Figure 7. Global Self-developed Game IP Peripherals Revenue: 2019-2030 (US$, Mn)
Figure 8. The Top 3 and 5 Players Market Share by Self-developed Game IP Peripherals Revenue in 2023
Figure 9. Segmentation by Type � Global Self-developed Game IP Peripherals Revenue, (US$, Mn), 2023 & 2030
Figure 10. Segmentation by Type - Global Self-developed Game IP Peripherals Revenue Market Share, 2019-2030
Figure 11. Segmentation by Application � Global Self-developed Game IP Peripherals Revenue, (US$, Mn), 2023 & 2030
Figure 12. Segmentation by Application - Global Self-developed Game IP Peripherals Revenue Market Share, 2019-2030
Figure 13. By Region - Global Self-developed Game IP Peripherals Revenue Market Share, 2019-2030
Figure 14. By Country - North America Self-developed Game IP Peripherals Revenue Market Share, 2019-2030
Figure 15. United States Self-developed Game IP Peripherals Revenue, (US$, Mn), 2019-2030
Figure 16. Canada Self-developed Game IP Peripherals Revenue, (US$, Mn), 2019-2030
Figure 17. Mexico Self-developed Game IP Peripherals Revenue, (US$, Mn), 2019-2030
Figure 18. By Country - Europe Self-developed Game IP Peripherals Revenue Market Share, 2019-2030
Figure 19. Germany Self-developed Game IP Peripherals Revenue, (US$, Mn), 2019-2030
Figure 20. France Self-developed Game IP Peripherals Revenue, (US$, Mn), 2019-2030
Figure 21. U.K. Self-developed Game IP Peripherals Revenue, (US$, Mn), 2019-2030
Figure 22. Italy Self-developed Game IP Peripherals Revenue, (US$, Mn), 2019-2030
Figure 23. Russia Self-developed Game IP Peripherals Revenue, (US$, Mn), 2019-2030
Figure 24. Nordic Countries Self-developed Game IP Peripherals Revenue, (US$, Mn), 2019-2030
Figure 25. Benelux Self-developed Game IP Peripherals Revenue, (US$, Mn), 2019-2030
Figure 26. By Region - Asia Self-developed Game IP Peripherals Revenue Market Share, 2019-2030
Figure 27. China Self-developed Game IP Peripherals Revenue, (US$, Mn), 2019-2030
Figure 28. Japan Self-developed Game IP Peripherals Revenue, (US$, Mn), 2019-2030
Figure 29. South Korea Self-developed Game IP Peripherals Revenue, (US$, Mn), 2019-2030
Figure 30. Southeast Asia Self-developed Game IP Peripherals Revenue, (US$, Mn), 2019-2030
Figure 31. India Self-developed Game IP Peripherals Revenue, (US$, Mn), 2019-2030
Figure 32. By Country - South America Self-developed Game IP Peripherals Revenue Market Share, 2019-2030
Figure 33. Brazil Self-developed Game IP Peripherals Revenue, (US$, Mn), 2019-2030
Figure 34. Argentina Self-developed Game IP Peripherals Revenue, (US$, Mn), 2019-2030
Figure 35. By Country - Middle East & Africa Self-developed Game IP Peripherals Revenue Market Share, 2019-2030
Figure 36. Turkey Self-developed Game IP Peripherals Revenue, (US$, Mn), 2019-2030
Figure 37. Israel Self-developed Game IP Peripherals Revenue, (US$, Mn), 2019-2030
Figure 38. Saudi Arabia Self-developed Game IP Peripherals Revenue, (US$, Mn), 2019-2030
Figure 39. UAE Self-developed Game IP Peripherals Revenue, (US$, Mn), 2019-2030
Figure 40. Disney Self-developed Game IP Peripherals Revenue Year Over Year Growth (US$, Mn) & (2019-2024)
Figure 41. Nintendo Self-developed Game IP Peripherals Revenue Year Over Year Growth (US$, Mn) & (2019-2024)
Figure 42. Sanrio Self-developed Game IP Peripherals Revenue Year Over Year Growth (US$, Mn) & (2019-2024)
Figure 43. Lucasfilm Self-developed Game IP Peripherals Revenue Year Over Year Growth (US$, Mn) & (2019-2024)
Figure 44. Froebel-Kan Self-developed Game IP Peripherals Revenue Year Over Year Growth (US$, Mn) & (2019-2024)
Figure 45. SONY Self-developed Game IP Peripherals Revenue Year Over Year Growth (US$, Mn) & (2019-2024)
Figure 46. Warner Bros Pictures Self-developed Game IP Peripherals Revenue Year Over Year Growth (US$, Mn) & (2019-2024)
Figure 47. Tencent Self-developed Game IP Peripherals Revenue Year Over Year Growth (US$, Mn) & (2019-2024)
Figure 48. Aofei Self-developed Game IP Peripherals Revenue Year Over Year Growth (US$, Mn) & (2019-2024)
Figure 49. H.BROTHERS Self-developed Game IP Peripherals Revenue Year Over Year Growth (US$, Mn) & (2019-2024)
Figure 50. ENLIGHT MEDIA Self-developed Game IP Peripherals Revenue Year Over Year Growth (US$, Mn) & (2019-2024)
Figure 51. China Literature Limited Self-developed Game IP Peripherals Revenue Year Over Year Growth (US$, Mn) & (2019-2024)
Figure 52. Blizzard Self-developed Game IP Peripherals Revenue Year Over Year Growth (US$, Mn) & (2019-2024)
Figure 53. Nexon Self-developed Game IP Peripherals Revenue Year Over Year Growth (US$, Mn) & (2019-2024)
Figure 54. Square Enix Self-developed Game IP Peripherals Revenue Year Over Year Growth (US$, Mn) & (2019-2024)