Mediated Merchandise, Merchandisable Media: An Introduction

Elizabeth Affuso, Avi Santo

Film criticism · 2018 · 12 citations · 0 references

DOIFull text

Open access

Concepts

Abstract

There are many reasons why film and media scholars ought to take merchandise seriously. That filmrelated merchandise is a lucrative part of the film business is only a starting point, but still a good place to start. In 2018, character and entertainment licensing accounted for 44.7% of retail sales of licensed merchandise, generating $121.53 billion in sales. [1] [#N1] This earned entertainment companies approximately $6.2 billion in royalties. [2] [#N2] Not surprisingly, five of the top ten licensors are entertainment companies, with Disney positioned at the top with $53 billion in merchandise sales. Universal Studios is ranked 4th ($7.3 billion), Hasbro 5th ($7.1 billion), Warner Brothers 7th ($7 billion), and Nickelodeon 9th ($5.5 billion). All of the major film studios are ranked in the top 150: 21st Century Fox is 41st, Sony 87th, and Paramount 114th. [3] [#N3]