Merchandise, otherwise known as licensing, for the Halo franchise is a product or products that feature Halo in it. The Halo franchise has many derivative products such as toys, games, replicas, and shirts.

History

Bungie

As of Halos inception, Bungie Studios controlled the art of Halo figures, approving the final versions and writing the descriptions directly. - Bungie Weekly Update 13/10/2006

Passed onto consumer products at 343i

After 2011, these products are handled by the consumer products arm of 343 Industries. - The Sprint Season 3 Episode 5

which grew in prominence under the leadership of Bonnie Ross to support the growth of the Halo license. Analyst Lutz Muller nevertheless commented on the lack of interest in the license for toy manufacturers (which represent 31% of revenues from derivative products), who prefer licenses to younger audiences. According to Lutz, only the release of a successful film would increase these sales. https://www.fastcompany.com/3063823/halos-brand-halo-how-the-video-game-aims-to-grow-beyond-its-roots

Halo Gear and massive growth

As of May 2016, total merchandise revenue was $1.5 billion (with 56 million Mega Bloks since 2009, 12 million figures since 2005, 16 million books, 2 million DVDs, 2 million music tracks downloaded and 1 million OSTs sold). https://news.xbox.com/en-us/media/halo-wars-2-2/halo-franchise-fact-sheet_may-2016-final/ 30% of total licensing revenue in 2016. https://www.fastcompany.com/3063823/halos-brand-halo-how-the-video-game-aims-to-grow-beyond-its-roots

On September 21, 2016, Halo Gear social media accounts were created, dedicated to merchandise news. https://twitter.com/HaloGear/status/778650908607459328

Figurines, statues, replicas

Board/collectible games

Card-based

Miniature-based

Eletronic

Others

  • Bag O' Swag
  • Bioworld
  • Food Campaign
  • Costumes
  • FiGPiN
  • Halo: Mobile Portal
  • Merchandising
  • Messenger Satchel
  • Statue Studio Oxmox

Sources