E-commerce & Product Models

Licensed-merchandise brand

You pay a character, team or musician's owner a royalty on every unit (typically a set percentage of net sales) for the right to put their name on products you design, make and sell.

  • Advanced
  • $25K–$100K
  • High risk
  • 3–6 months to first customer

These bands place this model against the other 171 in the catalog so comparing them works — orientation, not a quote for your situation or your area. Figures that carry a source are on the Examples tab.

Why this stability rating: The thing customers are buying is rented. Funko's own filing states that its licences typically run two to three years, are not automatically renewable, leave the intellectual property with the licensor, and end your right to sell those products on termination. Its three Disney-owned licensors accounted for about 28% of 2025 sales. Minimum guaranteed royalties are owed whether or not the goods sell: JAKKS Pacific carried $189.8 million of them at the end of 2025.

  • Asset-heavy
  • Online
  • Sales-driven
  • Inventory

Often fits: People who like tangible products and marketing, can hold discipline on numbers, and have (or can save) modest capital they can afford to park in inventory.

Often doesn't fit: People with no cash cushion, allergic to details like shipping tables and return policies, or hoping ads are a money printer.

The simple explanation

Someone wants a thing; you sell them the thing. E-commerce is the most legible model in business, but the simplicity is deceptive. Winning depends on margins after every hidden cost (shipping, returns, fees, ads), on conversion, and on whether customers come back. The product is the start. The machine around it (offer, funnel, fulfillment, repeat purchase) is the business.

A simple hypothetical example

Illustrative — invented to show the shape of the E-commerce & Products pattern. No real company is named, and no figure in it is data. The real, sourced companies for this model are on the Examples tab.

You notice dog owners improvising seat covers that don't fit. You source a better-designed one, brand it well, and sell at a healthy markup over landed cost. Ads bring the first customers; reviews and repeat accessories bring the profit. The winner here isn't the cover. It's the math: acquisition cost comfortably below first-order margin, and a customer who buys twice.

A closer look at licensed-merchandise brand

The deal is simple to describe and easy to underestimate: you rent somebody else's audience and pay for it out of the top line. The royalty is a percentage of net sales, and it sits inside cost of goods sold, charged before you have covered the factory, the freight or the marketing. JAKKS Pacific discloses the range as 1% to 22%; Funko's blended average was 17.4% in 2025. Read JAKKS' 2025 income statement in that light and the shape of the model appears: cost of goods 49.7% of sales, royalty 16.2%, tooling amortisation 1.7%, leaving a 32.4% gross margin. The licensor takes roughly half as much as the entire gross profit that survives to the operating lines.

The minimum guarantee is where beginners get hurt, because it converts a variable cost into a fixed one. A licence typically sets a floor of royalties you owe over its term regardless of what sells, with a portion advanced before shipment. JAKKS carried $189.8 million of those future guarantees at the end of 2025, $57.4 million falling due in 2026 alone; when it judges a shortfall probable, it books a reserve and charges it straight to royalty expense. The agreements are also audited by the licensor, and, per Funko, require approval of the product before any sale, and often of the packaging, advertising and marketing plan as well. You are not a supplier with a brand; you are a contractor with a quota.

The term is short and the reversion is total. Funko states that its agreements typically run two to three years, are not automatically renewable, leave the intellectual property with the licensor, and end your right to sell those products on termination. There is no goodwill to sell at the end of it, no equity in the character, and no defence against the licensor granting the same category to a competitor, since Funko notes its licences are generally non-exclusive. Concentration follows naturally: Disney, Lucasfilm and Marvel, all commonly owned, made up about 28% of Funko's 2025 sales, down from 38% two years earlier, while total net sales fell 13.5% to $908.2 million.

The honest test before signing is a price test, not an excitement test. If a 17% royalty is going into your cost of goods, the licensed version of your product has to command a retail premium of well more than 17% over the unlicensed one, because you are also absorbing the sampling, the approval delays and the guarantee. Where the model genuinely works is in the properties that are too small to interest a JAKKS and too specific for a generic: a regional team, a cult film, a musician with 40,000 devoted fans. The audience is prebuilt, the guarantee is small enough to survive being wrong, and the licensor answers the phone.

How money moves through this model

Who pays: Consumers (or businesses) buying online

What they pay for: A product that solves a problem or scratches a want, plus the trust to buy it sight unseen

What creates profit: Price minus landed cost, fees, shipping, returns, and the ads it took to win the order

  • Customer
  • Offer
  • Licensed-merchandise
  • Costs
  • Profit

What makes this model hard

The honest difficulty: everything costs a little more than the spreadsheet said. Ads underperform, returns bite, platforms take their cut, and inventory ties up cash you can't spend twice. The sellers who survive are the ones who know their unit economics cold before scaling spend.