11 datasets found
  1. Familiarity with Harry Potter in the U.S. 2016, by age

    • statista.com
    Updated Jan 28, 2016
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    Statista (2016). Familiarity with Harry Potter in the U.S. 2016, by age [Dataset]. https://www.statista.com/statistics/549737/familiarity-harry-potter-age-usa/
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    Dataset updated
    Jan 28, 2016
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 26, 2016 - Jan 28, 2016
    Area covered
    United States
    Description

    The survey shows data on the familiarity with Harry Potter books/movies in the United States as of January 2016, by age group. During a survey, 56 percent of respondents aged 30 to 44 stated they were familiar with Harry Potter through books or movies.

  2. Share of children who have read Harry Potter in the U.S. 2016, by age

    • statista.com
    Updated Jul 10, 2025
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    Statista (2025). Share of children who have read Harry Potter in the U.S. 2016, by age [Dataset]. https://www.statista.com/statistics/689693/kids-read-harry-potter-books-by-age-group/
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    Dataset updated
    Jul 10, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Sep 19, 2016 - Oct 10, 2016
    Area covered
    United States
    Description

    The statistic shows data on the share of kids who have read a Harry Potter book in the United States as of October 2016, by age group. Overall, ** percent of kids in the U.S. have read a Harry Potter book. According to the source, ** percent of kids aged 15 to 17 have read a Harry Potter book.

  3. Share of Harry Potter fans in the U.S. 2023, by generation

    • statista.com
    Updated Jun 24, 2025
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    Statista (2025). Share of Harry Potter fans in the U.S. 2023, by generation [Dataset]. https://www.statista.com/statistics/1389327/harry-potter-movie-fan-affiliation-generation-us/
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    Dataset updated
    Jun 24, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Apr 20, 2023 - Apr 23, 2023
    Area covered
    United States
    Description

    According to a survey conducted in April 2023, ** percent of GenZers identified as avid fans of the Harry Potter movie franchise. Conversely, Baby Boomers exhibit the lowest share of avid fans with a total of ** percent.

  4. E

    Minecraft Statistics – By Country, Demographic, Popularity and Traffic...

    • enterpriseappstoday.com
    Updated Apr 10, 2023
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    EnterpriseAppsToday (2023). Minecraft Statistics – By Country, Demographic, Popularity and Traffic Source [Dataset]. https://www.enterpriseappstoday.com/stats/minecraft-statistics.html
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    Dataset updated
    Apr 10, 2023
    Dataset authored and provided by
    EnterpriseAppsToday
    License

    https://www.enterpriseappstoday.com/privacy-policyhttps://www.enterpriseappstoday.com/privacy-policy

    Time period covered
    2022 - 2032
    Area covered
    Global
    Description

    Minecraft Statistics: The reports say that the gaming industry is expected to reach $431.87 billion by the year 2030. Since technological developments, not only there are laptops and PCs which are gaming-oriented but mobile devices have become compatible with many advanced games today. The recent release of the Harry Potter game ‘ Hogwarts Legacy is already doing its magic on the muggle world. These Minecraft Statistics include insights from various aspects that provide light on why Minecraft is one of the best games today. Editor’s Choice In Minecraft, 24 hours of the game is 20 minutes in real life. As of January 2023, the recorded number of players is 173.5 million. On average, 110,000 concurrent viewers are found on Twitch. Revenue generated from mobile downloads excluding in-game transactions counts for up to 41% of total Minecraft revenue. The Chinese edition of Minecraft has been downloaded more than 400 million times. To heal the players’ health healing potions have been used more than 1.1 billion times. Before launching Minecraft, the game was almost named a ‘Cave Game’. The game sometimes misspells its name by changing the order of words ‘C’ and ‘E’ with ‘Minecraft’. During the initial years of the pandemic, the database of total players increased by more than 14 million. The average age of a player is 24 years.

  5. Favorite books of children in Germany 2022, by age

    • statista.com
    Updated Jul 8, 2025
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    Statista (2025). Favorite books of children in Germany 2022, by age [Dataset]. https://www.statista.com/statistics/387527/children-favorite-books-by-age-germany/
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    Dataset updated
    Jul 8, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Sep 2, 2022 - Oct 21, 2022
    Area covered
    Germany
    Description

    This graph shows the results of a survey on the favorite books of children in Germany in 2022, by age group. During the survey period it was found that ** percent of ***** year-olds read a book from the Harry Potter series.

  6. Favorite entertainment brands among girls aged 10-14 in the UK 2023

    • statista.com
    Updated Jul 10, 2025
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    Statista (2025). Favorite entertainment brands among girls aged 10-14 in the UK 2023 [Dataset]. https://www.statista.com/statistics/1287622/favorite-entertainment-brands-girls-10-14-uk/
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    Dataset updated
    Jul 10, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Apr 2021
    Area covered
    United Kingdom
    Description

    During an online survey carried out among girls aged 10 to 14 in the United Kingdom in April 2023, it was found that Roblox was the top entertainment brand among girls in that age group, named favorite by ** percent of respondents. Second came Harry Potter, with ** percent, followed by LEGO with ** percent.

  7. Favorite entertainment brands among girls aged 10-14 in Spain 2023

    • statista.com
    Updated Jul 11, 2025
    + more versions
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    Statista (2025). Favorite entertainment brands among girls aged 10-14 in Spain 2023 [Dataset]. https://www.statista.com/statistics/1404865/favorite-entertainment-brands-girls-10-14-spain/
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    Dataset updated
    Jul 11, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Oct 2023
    Area covered
    Spain
    Description

    During an October 2023 online survey among girls aged 10 to 14 years in Spain, it was found that Disney and Marvel were the favorite entertainment brands among girls in this age group, each named by ** percent of respondents. Barbie followed with ** percent, while Harry Potter and LEGO were each favored by **** percent.

  8. c

    The global Movie Merchandise market size will be USD 32514.5 million in...

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
    Updated Jul 15, 2025
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    Cognitive Market Research (2025). The global Movie Merchandise market size will be USD 32514.5 million in 2024. [Dataset]. https://www.cognitivemarketresearch.com/movie-merchandise-market-report
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    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jul 15, 2025
    Dataset authored and provided by
    Cognitive Market Research
    License

    https://www.cognitivemarketresearch.com/privacy-policyhttps://www.cognitivemarketresearch.com/privacy-policy

    Time period covered
    2021 - 2033
    Area covered
    Global
    Description

    According to Cognitive Market Research, the global Movie Merchandise market size will be USD 32514.5 million in 2024. It will expand at a compound annual growth rate (CAGR) of 3.20% from 2024 to 2031.

    North America held the major market share for more than 40% of the global revenue with a market size of USD 13005.80 million in 2024 and will grow at a compound annual growth rate (CAGR) of 1.4% from 2024 to 2031.
    Europe accounted for a market share of over 30% of the global revenue with a market size of USD 9754.35 million.
    Asia Pacific held a market share of around 23% of the global revenue with a market size of USD 7478.34 million in 2024 and will grow at a compound annual growth rate (CAGR) of 5.2% from 2024 to 2031.
    Latin America had a market share of more than 5% of the global revenue with a market size of USD 1625.73 million in 2024 and will grow at a compound annual growth rate (CAGR) of 2.6% from 2024 to 2031.
    Middle East and Africa had a market share of around 2% of the global revenue and was estimated at a market size of USD 650.29 million in 2024 and will grow at a compound annual growth rate (CAGR) of 2.9% from 2024 to 2031.
    The apparel category is the fastest growing segment of the Movie Merchandise industry
    

    Market Dynamics of Movie Merchandise Market

    Key Drivers for Movie Merchandise Market

    Increasing Popularity of Blockbuster Movies to Boost Market Growth

    The market for movie merchandise is expanding due in large part to the growing popularity of blockbuster films. Huge audiences are enthralled by international franchises like Marvel, Star Wars, and Harry Potter, which generate strong demand for associated products like clothing, toys, and merchandise. Fans frequently feel a deep emotional connection to these films, which motivates them to buy items as a token of their devotion and affection. Additionally, the deliberate production of products in conjunction with film premieres and sequels guarantees ongoing customer interest. The market for licensed movie items is expected to rise across all demographics and geographical areas as long as the global film industry continues to produce high-budget, critically acclaimed films.

    Growing Fanbase and Fandom Culture to Drive Market Growth

    The market for movie merchandise is expanding due in large part to the expanding fan base and changing fandom culture. Enthusiastic fan communities actively look for methods to show their devotion to their favourite films and characters, frequently by buying accessories, merchandise, and clothing. Demand for related products has increased as a result of the growth of social media platforms, which have magnified fandom culture by allowing fans to connect globally and share their interest. Movie merchandising also heavily relies on events like comic conventions and fan gatherings. Studios and retailers continue to take advantage of the growing trend of fan engagement by providing individualized and special items to appeal to a wide range of global consumers.

    Restraint Factor for the Movie Merchandise Market

    High Competition from Unofficial or Counterfeit Products Will Limit Market Growth

    The market expansion for movie merchandise is severely hampered by fierce competition from unapproved or fake products. Because they are frequently offered at lower costs, unauthorized reproductions draw customers looking for less expensive options, taking money away from licensed products. These counterfeit items, which are frequently sold on uncontrolled internet marketplaces, hurt legitimate manufacturers' and merchants' bottom lines. Additionally, by sacrificing quality and customer confidence, fake products can harm the reputation of film and franchise brands. Strict enforcement of intellectual property rights and consumer education regarding the importance of genuine products are necessary to combat counterfeiting. This enduring problem significantly hampers the expansion and viability of the licensed movie merchandise business despite ongoing efforts to stop the proliferation of counterfeits.

    Trend Factor for the Movie Merchandise Market

    The increasing popularity of franchises and fan-driven culture across genres such as superheroes, fantasy, anime, and sci-fi is driving the booming market for movie merchandise in 2025. The demand for movie-related memorabilia, clothing, toys, and home furnishings has increased among all age groups as a result of blockbuster material being...

  9. Part des États-Uniens ayant lu des livres Harry Potter par âge 2019

    • fr.statista.com
    Updated Jul 10, 2025
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    Statista (2025). Part des États-Uniens ayant lu des livres Harry Potter par âge 2019 [Dataset]. https://fr.statista.com/statistiques/1341692/population-etats-unis-lecture-harry-potter-selon-tranche-age/
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    Dataset updated
    Jul 10, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    États-Unis
    Description

    Aux États-Unis en 2019, les personnes âgées entre ** et ** ans représentaient la tranche d'âge dans laquelle il y avait le plus de lecteurs de Harry Potter. Presque la moitié des ** à ** ans avaient déjà lu au moins l'un des sept tomes de la célèbre saga Harry Potter, écrite par J. K. Rowling. Seul un quart des ** ans et plus affirmaient la même chose.

  10. Reach of Empire magazine in the United Kingdom 2019-2020, by demographic

    • statista.com
    Updated Feb 4, 2022
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    Statista (2022). Reach of Empire magazine in the United Kingdom 2019-2020, by demographic [Dataset]. https://www.statista.com/statistics/382240/empire-monthly-reach-by-demographic-uk/
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    Dataset updated
    Feb 4, 2022
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Apr 2019 - Mar 2020
    Area covered
    United Kingdom
    Description

    Empire magazine had an average monthly reach of around eight thousand individuals in the United Kingdom from April 2019 to March 2020. Reach was higher among older readers, with around five thousand in the age bracket over 35 reached by the print title or its website during this period.

    Empire is a British film magazine offering reviews on both mainstream, cinematic productions and art-house films. The front cover of each issue depicts a classic scene from a notable movie, with past issues featuring scenes from Star Wars, Harry Potter, the Matrix and Batman. The publication is not limited to movies, with each issue featuring TV show reviews, game reviews, set reports and special features.

  11. Marvel Studios movie viewership in the U.S. 2018, by age

    • statista.com
    Updated Jun 24, 2025
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    Statista (2025). Marvel Studios movie viewership in the U.S. 2018, by age [Dataset]. https://www.statista.com/statistics/807367/marvel-movie-viewership-age/
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    Dataset updated
    Jun 24, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 30, 2018 - Feb 4, 2018
    Area covered
    United States
    Description

    In the United States, around ** percent of adults aged 18 to 34 have seen one or more of the films from Marvel’s ‘The Avengers’ series. This viewership share is not surprising given that all of the currently released Avengers films rank among the top ten movies of all time in terms of box office revenue. The Marvel Cinematic Universe The Marvel Cinematic Universe (MCU) encompasses the Avengers movies, 18 other superhero films, multiple television series’, short films, and, of course, comic books. MCU is the highest grossing film franchise of all time, with its box office revenues dwarfing those of other top franchises like Star Wars, Harry Potter and James Bond. Single film box office revenues in the billions have almost become the norm for the franchise, and numerous further films and projects are already in the works. The Walt Disney Company Marvel Entertainment is a subsidiary of massive entertainment industry conglomerate The Walt Disney Company. Disney, also well-known for its appeal to younger audiences, ranks among the most valuable brands in the world, and its other subsidiary companies include major film studios such as Pixar, Lucasfilm and 20th Century Fox, as well as television networks like the Disney Channel, ESPN and FX.

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Statista (2016). Familiarity with Harry Potter in the U.S. 2016, by age [Dataset]. https://www.statista.com/statistics/549737/familiarity-harry-potter-age-usa/
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Familiarity with Harry Potter in the U.S. 2016, by age

Explore at:
Dataset updated
Jan 28, 2016
Dataset authored and provided by
Statistahttp://statista.com/
Time period covered
Jan 26, 2016 - Jan 28, 2016
Area covered
United States
Description

The survey shows data on the familiarity with Harry Potter books/movies in the United States as of January 2016, by age group. During a survey, 56 percent of respondents aged 30 to 44 stated they were familiar with Harry Potter through books or movies.

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