Industry: Consumer Goods
Published Date: 2025-11-26
Pages: 145 Pages
Report ld: 5490014
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Licensed Figure Market Size(US$)

CAGR 2025-2031
10.6%
Market Size,2031
USD 16,780
Million
Market Snapshot
Source: Secondary research, interviews with experts, and QYResearch analysis
The global market for Licensed Figure was estimated to be worth US$ 8750 million in 2024 and is forecast to a readjusted size of US$ 16780 million by 2031 with a CAGR of 10.6% during the forecast period 2025-2031.
The potential shifts in the 2025 U.S. tariff framework pose substantial volatility risks to global markets. This report provides a comprehensive assessment of recent tariff adjustments and international strategic countermeasures on Licensed Figure cross-border industrial footprints, capital allocation patterns, regional economic interdependencies, and supply chain reconfigurations.
Licensed figures are physical or digital three-dimensional character products whose designs, likenesses, or visual elements are authorized by intellectual property (IP) owners from films, TV, animation, comics, games, sports, celebrities, brands, or cultural institutions, and produced by toy/collectible manufacturers or studios under formal licensing agreements for retail, promotional, or premium collectible purposes.
The licensed figure industry chain starts upstream with IP creators/owners (film studios, animation houses, game developers, sports leagues, celebrities, brand owners), designers, sculptors, mold makers, raw material suppliers (plastics, resins, metals, packaging, paints) and licensing agencies; flows into midstream figure manufacturers and OEM/ODM plants that handle product design, prototyping, tooling, molding, painting, assembly, quality control and packaging under licensing contracts; and ends downstream with brand owners, distributors, e-commerce platforms, specialty/hobby shops, mass retailers, theme parks, events, and end consumers such as kids, fans, core collectors, and corporate buyers worldwide.
Globally, projects under construction and planned in the licensed figure space mainly include capacity expansion and automation upgrades of figure manufacturing plants in China and Southeast Asia, new smart factories integrating robotics and digital QC for high-precision collectibles, the launch of vertically integrated licensing–to–DTC e-commerce operations by major IP owners, new regional distribution centers in North America and Europe for faster delivery, and cross-border e-commerce infrastructure, together with numerous new IP-based product lines and collaborations between studios, toy companies, fashion brands, artists, and sports leagues targeting anime, game, movie, and art-toy-oriented collectors.
2024 Global Market sales Volume: 350 million units, Average Global Market Price: USD 25 per unit, Market Average Gross Profit Margin: 35%.
The global licensed figure market has grown steadily due to the rapid expansion of entertainment IP ecosystems, the globalization of anime and gaming culture, and rising consumer willingness to purchase character-based products for both play and collection. Growth is driven by strong releases in movies, TV, anime, and games, which continuously refresh demand for character figures across mass-market toys and premium collectibles. Regionally, North America remains a core market with deep Hollywood IP resources and a mature retail structure, while Asia-Pacific—particularly Japan, China, and South Korea—leads in anime- and game-driven figure consumption and collector culture. Europe shows stable but more fragmented demand, with strong sales linked to major film franchises, football clubs, and cultural brand collaborations. Opportunities are emerging from digital-physical integration, such as app-linked figures, collectible drops tied to virtual events, and new licensing channels from streaming platforms and virtual influencers. Demand for premium figures, resin statues, and limited-edition art toys is rising as adult collectors increase their spending power and seek higher craftsmanship and exclusivity.
However, the market faces risks, including overdependency on blockbuster IP releases, short product life cycles tied to seasonal content cycles, and increasing regulatory scrutiny over safety standards and environmental compliance. Manufacturing challenges such as rising labor costs, hand-painting labor shortages, and pressure for sustainable materials also affect profitability. Meanwhile, market saturation in certain genres—especially mainstream superhero and anime categories—creates volatility in retail performance. Key trends include the shift toward DTC e-commerce by figure brands, rapid adoption of AI-assisted sculpting and digital modeling, and personalization features that allow fans to customize poses or accessories. The competitive landscape is divided between global toy giants dominating mass-market figures and specialized collectible companies leading the high-end segment, while Chinese and Southeast Asian OEMs continue to strengthen their capabilities and move up the value chain. As consumer fandom communities deepen and cross-border e-commerce expands, the licensed figure market is expected to maintain a positive long-term trajectory with growing segmentation between play-oriented products and adult collector-focused premium offerings.
This report aims to provide a comprehensive presentation of the global market for Licensed Figure, focusing on the total sales volume, sales revenue, price, key companies market share and ranking, together with an analysis of Licensed Figure by region & country, by Type, and by IP Source.
The Licensed Figure market size, estimations, and forecasts are provided in terms of sales volume (K Units) and sales revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. 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 Licensed Figure.
MARKET SEGMENTATION
CHAPTER OUTLINE
Chapter 1: Introduces the report scope of the report, global total market size (value, volume and price). This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 2: Detailed analysis of Licensed Figure manufacturers competitive landscape, price, sales and revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: 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 4: Provides the analysis of various market segments by IP Source, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 5: Sales, revenue of Licensed Figure in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 6: Sales, revenue of Licensed Figure in country level. It provides sigmate data by Type, and by IP Source for each country/region.
Chapter 7: 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 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Conclusion.
QYRESEARCH'S STRENGTHS
Unlike generic global market reports, this study combines macro-level industry trends with hyper-local operational intelligence, empowering data-driven decisions across the Compound Chocolate value chain, addressing:
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TABLE OF CONTENTS
1 Market Overview
1.1 Licensed Figure Product Introduction
1.2 Global Licensed Figure Market Size Forecast
1.2.1 Global Licensed Figure Sales Value (2020-2031)
1.2.2 Global Licensed Figure Sales Volume (2020-2031)
1.2.3 Global Licensed Figure Sales Price (2020-2031)
1.3 Licensed Figure Market Trends & Drivers
1.3.1 Licensed Figure Industry Trends
1.3.2 Licensed Figure Market Drivers & Opportunity
1.3.3 Licensed Figure Market Challenges
1.3.4 Licensed Figure Market Restraints
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Competitive Analysis by Company
2.1 Global Licensed Figure Players Revenue Ranking (2024)
2.2 Global Licensed Figure Revenue by Company (2020-2025)
2.3 Global Licensed Figure Players Sales Volume Ranking (2024)
2.4 Global Licensed Figure Sales Volume by Company Players (2020-2025)
2.5 Global Licensed Figure Average Price by Company (2020-2025)
2.6 Key Manufacturers Licensed Figure Manufacturing Base and Headquarters
2.7 Key Manufacturers Licensed Figure Product Offered
2.8 Key Manufacturers Time to Begin Mass Production of Licensed Figure
2.9 Licensed Figure Market Competitive Analysis
2.9.1 Licensed Figure Market Concentration Rate (2020-2025)
2.9.2 Global 5 and 10 Largest Manufacturers by Licensed Figure Revenue in 2024
2.9.3 Global Top Manufacturers by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Licensed Figure as of 2024)
2.10 Mergers & Acquisitions, Expansion
3 Segmentation by Type
3.1 Introduction by Type
3.1.1 PVC / ABS Mass-Production
3.1.2 Resin / Polystone Statues and Busts
3.1.3 Die-Cast Metal Figures and Hybrid
3.1.4 Soft Vinyl, Plush-Integrated or Mixed
3.2 Global Licensed Figure Sales Value by Type
3.2.1 Global Licensed Figure Sales Value by Type (2020 VS 2024 VS 2031)
3.2.2 Global Licensed Figure Sales Value, by Type (2020-2031)
3.2.3 Global Licensed Figure Sales Value, by Type (%) (2020-2031)
3.3 Global Licensed Figure Sales Volume by Type
3.3.1 Global Licensed Figure Sales Volume by Type (2020 VS 2024 VS 2031)
3.3.2 Global Licensed Figure Sales Volume, by Type (2020-2031)
3.3.3 Global Licensed Figure Sales Volume, by Type (%) (2020-2031)
3.4 Global Licensed Figure Average Price by Type (2020-2031)
4 Segmentation by Articulation
4.1 Introduction by Articulation
4.1.1 Non-Articulated
4.1.2 Articulated Action
4.2 Global Licensed Figure Sales Value by Articulation
4.2.1 Global Licensed Figure Sales Value by Articulation (2020 VS 2024 VS 2031)
4.2.2 Global Licensed Figure Sales Value, by Articulation (2020-2031)
4.2.3 Global Licensed Figure Sales Value, by Articulation (%) (2020-2031)
4.3 Global Licensed Figure Sales Volume by Articulation
4.3.1 Global Licensed Figure Sales Volume by Articulation (2020 VS 2024 VS 2031)
4.3.2 Global Licensed Figure Sales Volume, by Articulation (2020-2031)
4.3.3 Global Licensed Figure Sales Volume, by Articulation (%) (2020-2031)
4.4 Global Licensed Figure Average Price by Articulation (2020-2031)
5 Segmentation by Price / Positioning
5.1 Introduction by Price / Positioning
5.1.1 Mass-Market Kids’ Figures (Low Price, High Volume)
5.1.2 Mid-Range Collector Figures (Hobby Grade)
5.1.3 Premium / High-End Collectible Figures and Statues
5.1.4 Limited-Edition / Luxury Art-Toy Figures
5.2 Global Licensed Figure Sales Value by Price / Positioning
5.2.1 Global Licensed Figure Sales Value by Price / Positioning (2020 VS 2024 VS 2031)
5.2.2 Global Licensed Figure Sales Value, by Price / Positioning (2020-2031)
5.2.3 Global Licensed Figure Sales Value, by Price / Positioning (%) (2020-2031)
5.3 Global Licensed Figure Sales Volume by Price / Positioning
5.3.1 Global Licensed Figure Sales Volume by Price / Positioning (2020 VS 2024 VS 2031)
5.3.2 Global Licensed Figure Sales Volume, by Price / Positioning (2020-2031)
5.3.3 Global Licensed Figure Sales Volume, by Price / Positioning (%) (2020-2031)
5.4 Global Licensed Figure Average Price by Price / Positioning (2020-2031)
6 Segmentation by End User
6.1 Introduction by End User
6.1.1 Children (Preschool & School-Age)
6.1.2 Teenagers & Young Adults
6.1.3 Adult Core Collectors
6.1.4 Corporate / Institutional Buyers
6.2 Global Licensed Figure Sales Value by End User
6.2.1 Global Licensed Figure Sales Value by End User (2020 VS 2024 VS 2031)
6.2.2 Global Licensed Figure Sales Value, by End User (2020-2031)
6.2.3 Global Licensed Figure Sales Value, by End User (%) (2020-2031)
6.3 Global Licensed Figure Sales Volume by End User
6.3.1 Global Licensed Figure Sales Volume by End User (2020 VS 2024 VS 2031)
6.3.2 Global Licensed Figure Sales Volume, by End User (2020-2031)
6.3.3 Global Licensed Figure Sales Volume, by End User (%) (2020-2031)
6.4 Global Licensed Figure Average Price by End User (2020-2031)
7 Segmentation by IP Source
7.1 Introduction by IP Source
7.1.1 Movie & TV Series-Based Licensed Figures
7.1.2 Anime / Manga / Cartoon-Based Licensed Figures
7.1.3 Game & Esports Character Figures
7.1.4 Sports, Celebrity, Brand & Cultural IP Figures
7.2 Global Licensed Figure Sales Value by IP Source
7.2.1 Global Licensed Figure Sales Value by IP Source (2020 VS 2024 VS 2031)
7.2.2 Global Licensed Figure Sales Value, by IP Source (2020-2031)
7.2.3 Global Licensed Figure Sales Value, by IP Source (%) (2020-2031)
7.3 Global Licensed Figure Sales Volume by IP Source
7.3.1 Global Licensed Figure Sales Volume by IP Source (2020 VS 2024 VS 2031)
7.3.2 Global Licensed Figure Sales Volume, by IP Source (2020-2031)
7.3.3 Global Licensed Figure Sales Volume, by IP Source (%) (2020-2031)
7.4 Global Licensed Figure Average Price by IP Source (2020-2031)
8 Segmentation by Region
8.1 Global Licensed Figure Sales Value by Region
8.1.1 Global Licensed Figure Sales Value by Region: 2020 VS 2024 VS 2031
8.1.2 Global Licensed Figure Sales Value by Region (2020-2025)
8.1.3 Global Licensed Figure Sales Value by Region (2026-2031)
8.1.4 Global Licensed Figure Sales Value by Region (%), (2020-2031)
8.2 Global Licensed Figure Sales Volume by Region
8.2.1 Global Licensed Figure Sales Volume by Region: 2020 VS 2024 VS 2031
8.2.2 Global Licensed Figure Sales Volume by Region (2020-2025)
8.2.3 Global Licensed Figure Sales Volume by Region (2026-2031)
8.2.4 Global Licensed Figure Sales Volume by Region (%), (2020-2031)
8.3 Global Licensed Figure Average Price by Region (2020-2031)
8.4 North America
8.4.1 North America Licensed Figure Sales Value, 2020-2031
8.4.2 North America Licensed Figure Sales Value by Country (%), 2024 VS 2031
8.5 Europe
8.5.1 Europe Licensed Figure Sales Value, 2020-2031
8.5.2 Europe Licensed Figure Sales Value by Country (%), 2024 VS 2031
8.6 Asia Pacific
8.6.1 Asia Pacific Licensed Figure Sales Value, 2020-2031
8.6.2 Asia Pacific Licensed Figure Sales Value by Region (%), 2024 VS 2031
8.7 South America
8.7.1 South America Licensed Figure Sales Value, 2020-2031
8.7.2 South America Licensed Figure Sales Value by Country (%), 2024 VS 2031
8.8 Middle East & Africa
8.8.1 Middle East & Africa Licensed Figure Sales Value, 2020-2031
8.8.2 Middle East & Africa Licensed Figure Sales Value by Country (%), 2024 VS 2031
9 Segmentation by Key Countries/Regions
9.1 Key Countries/Regions Licensed Figure Sales Value Growth Trends, 2020 VS 2024 VS 2031
9.2 Key Countries/Regions Licensed Figure Sales Value and Sales Volume
9.2.1 Key Countries/Regions Licensed Figure Sales Value, 2020-2031
9.2.2 Key Countries/Regions Licensed Figure Sales Volume, 2020-2031
9.3 United States
9.3.1 United States Licensed Figure Sales Value, 2020-2031
9.3.2 United States Licensed Figure Sales Value by Type (%), 2024 VS 2031
9.3.3 United States Licensed Figure Sales Value by IP Source, 2024 VS 2031
9.4 Europe
9.4.1 Europe Licensed Figure Sales Value, 2020-2031
9.4.2 Europe Licensed Figure Sales Value by Type (%), 2024 VS 2031
9.4.3 Europe Licensed Figure Sales Value by IP Source, 2024 VS 2031
9.5 China
9.5.1 China Licensed Figure Sales Value, 2020-2031
9.5.2 China Licensed Figure Sales Value by Type (%), 2024 VS 2031
9.5.3 China Licensed Figure Sales Value by IP Source, 2024 VS 2031
9.6 Japan
9.6.1 Japan Licensed Figure Sales Value, 2020-2031
9.6.2 Japan Licensed Figure Sales Value by Type (%), 2024 VS 2031
9.6.3 Japan Licensed Figure Sales Value by IP Source, 2024 VS 2031
9.7 South Korea
9.7.1 South Korea Licensed Figure Sales Value, 2020-2031
9.7.2 South Korea Licensed Figure Sales Value by Type (%), 2024 VS 2031
9.7.3 South Korea Licensed Figure Sales Value by IP Source, 2024 VS 2031
9.8 Southeast Asia
9.8.1 Southeast Asia Licensed Figure Sales Value, 2020-2031
9.8.2 Southeast Asia Licensed Figure Sales Value by Type (%), 2024 VS 2031
9.8.3 Southeast Asia Licensed Figure Sales Value by IP Source, 2024 VS 2031
9.9 India
9.9.1 India Licensed Figure Sales Value, 2020-2031
9.9.2 India Licensed Figure Sales Value by Type (%), 2024 VS 2031
9.9.3 India Licensed Figure Sales Value by IP Source, 2024 VS 2031
10 Company Profiles
10.1 Hasbro
10.1.1 Hasbro Company Information
10.1.2 Hasbro Introduction and Business Overview
10.1.3 Hasbro Licensed Figure Sales, Revenue, Price and Gross Margin (2020-2025)
10.1.4 Hasbro Licensed Figure Product Offerings
10.1.5 Hasbro Recent Development
10.2 Mattel
10.2.1 Mattel Company Information
10.2.2 Mattel Introduction and Business Overview
10.2.3 Mattel Licensed Figure Sales, Revenue, Price and Gross Margin (2020-2025)
10.2.4 Mattel Licensed Figure Product Offerings
10.2.5 Mattel Recent Development
10.3 Bandai Namco Entertainment
10.3.1 Bandai Namco Entertainment Company Information
10.3.2 Bandai Namco Entertainment Introduction and Business Overview
10.3.3 Bandai Namco Entertainment Licensed Figure Sales, Revenue, Price and Gross Margin (2020-2025)
10.3.4 Bandai Namco Entertainment Licensed Figure Product Offerings
10.3.5 Bandai Namco Entertainment Recent Development
10.4 The LEGO Group
10.4.1 The LEGO Group Company Information
10.4.2 The LEGO Group Introduction and Business Overview
10.4.3 The LEGO Group Licensed Figure Sales, Revenue, Price and Gross Margin (2020-2025)
10.4.4 The LEGO Group Licensed Figure Product Offerings
10.4.5 The LEGO Group Recent Development
10.5 Spin Master
10.5.1 Spin Master Company Information
10.5.2 Spin Master Introduction and Business Overview
10.5.3 Spin Master Licensed Figure Sales, Revenue, Price and Gross Margin (2020-2025)
10.5.4 Spin Master Licensed Figure Product Offerings
10.5.5 Spin Master Recent Development
10.6 Funko
10.6.1 Funko Company Information
10.6.2 Funko Introduction and Business Overview
10.6.3 Funko Licensed Figure Sales, Revenue, Price and Gross Margin (2020-2025)
10.6.4 Funko Licensed Figure Product Offerings
10.6.5 Funko Recent Development
10.7 Tomy Company, Ltd
10.7.1 Tomy Company, Ltd Company Information
10.7.2 Tomy Company, Ltd Introduction and Business Overview
10.7.3 Tomy Company, Ltd Licensed Figure Sales, Revenue, Price and Gross Margin (2020-2025)
10.7.4 Tomy Company, Ltd Licensed Figure Product Offerings
10.7.5 Tomy Company, Ltd Recent Development
10.8 Good Smile Company
10.8.1 Good Smile Company Company Information
10.8.2 Good Smile Company Introduction and Business Overview
10.8.3 Good Smile Company Licensed Figure Sales, Revenue, Price and Gross Margin (2020-2025)
10.8.4 Good Smile Company Licensed Figure Product Offerings
10.8.5 Good Smile Company Recent Development
10.9 McFarlane Toys
10.9.1 McFarlane Toys Company Information
10.9.2 McFarlane Toys Introduction and Business Overview
10.9.3 McFarlane Toys Licensed Figure Sales, Revenue, Price and Gross Margin (2020-2025)
10.9.4 McFarlane Toys Licensed Figure Product Offerings
10.9.5 McFarlane Toys Recent Development
10.10 Diamond Select Toys
10.10.1 Diamond Select Toys Company Information
10.10.2 Diamond Select Toys Introduction and Business Overview
10.10.3 Diamond Select Toys Licensed Figure Sales, Revenue, Price and Gross Margin (2020-2025)
10.10.4 Diamond Select Toys Licensed Figure Product Offerings
10.10.5 Diamond Select Toys Recent Development
10.11 Kotobukiya Co., Ltd.
10.11.1 Kotobukiya Co., Ltd. Company Information
10.11.2 Kotobukiya Co., Ltd. Introduction and Business Overview
10.11.3 Kotobukiya Co., Ltd. Licensed Figure Sales, Revenue, Price and Gross Margin (2020-2025)
10.11.4 Kotobukiya Co., Ltd. Licensed Figure Product Offerings
10.11.5 Kotobukiya Co., Ltd. Recent Development
10.12 Max Factory
10.12.1 Max Factory Company Information
10.12.2 Max Factory Introduction and Business Overview
10.12.3 Max Factory Licensed Figure Sales, Revenue, Price and Gross Margin (2020-2025)
10.12.4 Max Factory Licensed Figure Product Offerings
10.12.5 Max Factory Recent Development
10.13 Kaiyodo Co., Ltd
10.13.1 Kaiyodo Co., Ltd Company Information
10.13.2 Kaiyodo Co., Ltd Introduction and Business Overview
10.13.3 Kaiyodo Co., Ltd Licensed Figure Sales, Revenue, Price and Gross Margin (2020-2025)
10.13.4 Kaiyodo Co., Ltd Licensed Figure Product Offerings
10.13.5 Kaiyodo Co., Ltd Recent Development
10.14 Mezco Toyz
10.14.1 Mezco Toyz Company Information
10.14.2 Mezco Toyz Introduction and Business Overview
10.14.3 Mezco Toyz Licensed Figure Sales, Revenue, Price and Gross Margin (2020-2025)
10.14.4 Mezco Toyz Licensed Figure Product Offerings
10.14.5 Mezco Toyz Recent Development
10.15 Sideshow Collectibles
10.15.1 Sideshow Collectibles Company Information
10.15.2 Sideshow Collectibles Introduction and Business Overview
10.15.3 Sideshow Collectibles Licensed Figure Sales, Revenue, Price and Gross Margin (2020-2025)
10.15.4 Sideshow Collectibles Licensed Figure Product Offerings
10.15.5 Sideshow Collectibles Recent Development
10.16 Pop Mart International
10.16.1 Pop Mart International Company Information
10.16.2 Pop Mart International Introduction and Business Overview
10.16.3 Pop Mart International Licensed Figure Sales, Revenue, Price and Gross Margin (2020-2025)
10.16.4 Pop Mart International Licensed Figure Product Offerings
10.16.5 Pop Mart International Recent Development
10.17 Threezero
10.17.1 Threezero Company Information
10.17.2 Threezero Introduction and Business Overview
10.17.3 Threezero Licensed Figure Sales, Revenue, Price and Gross Margin (2020-2025)
10.17.4 Threezero Licensed Figure Product Offerings
10.17.5 Threezero Recent Development
11 Industry Chain Analysis
11.1 Licensed Figure Industrial Chain
11.2 Licensed Figure Upstream Analysis
11.2.1 Key Raw Materials
11.2.2 Raw Materials Key Suppliers
11.2.3 Manufacturing Cost Structure
11.3 Midstream Analysis
11.4 Downstream Analysis (Customers Analysis)
11.5 Sales Model and Sales Channels
11.5.1 Licensed Figure Sales Model
11.5.2 Sales Channel
11.5.3 Licensed Figure Distributors
12 Research Findings and Conclusion
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
TABLE OF FIGURES
List of Tables
List of Figures
KEY QUESTIONS ADDRESSED BY THE REPORT
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REPORT COVERAGE
DESCRIPTION
OVERVIEW
MARKET SEGMENTATION
CHAPTER OUTLINE
QYRESEARCH'S STRENGTHS
TABLE OF CONTENTS
TABLE OF FIGURES
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