est. 1997
Wizarding World
began as a book
$35.1Bestimated lifetime revenue
Expanded UniverseThe money is spread across 7 types of revenue. No single one dominates.
- Retail & merch20%
- Games10%
- Box office28%
- Home video & streaming14%
- Publishing23%
- Experiences1.6%
- Other3.4%
No. 9 of 99, ranked by estimated lifetime revenue
What we know
Sources checked to
- Estimated lifetime revenue
- $35.1BMoney taken in before costs. This is not profit or company value.
- Biggest source of revenue
- Box office 28%of the revenue we can break down
- Shared rights
- Named in the verified records: J. K. RowlingRights are shared; no single company holds all of them.
- Where it began
- 1997 · a book
- How sure is this estimate?
- Solid estimateThe sources are strong across all five checks.
- Where the number comes from
- scored 2 out of 4
- What the number measures
- scored 3 out of 4
- How recent the estimate is
- scored 4 out of 4
- How much of the total is itemised
- scored 4 out of 4
- Double-counting risk
- scored 4 out of 4
Rights and ownership
Verified records show shared rights. They name J. K. RowlingShared rights
Shared-rights records name this holder for copyright.
The rights are split between different parent groups, so no single company holds all of them.
See all verified rights (4)
| Right | Holder | Territory | Since |
|---|---|---|---|
| Copyrightliterary works | J. K. Rowling | Worldwide | 1997 |
| Film productionfilms | Warner Bros. | Worldwide | 2001 |
| Film distributionfilms | Warner Bros. | Worldwide | 2001 |
| Theme parkslicensed themed lands | Universal Destinations & Experiences | Worldwide | 2010 |
How the money mix changed
began as a book, 1997
Publishing
biggest revenue source in this data
Box office
77% of the revenue we can break down now comes from outside publishing
More ways to compare it
We calculate these numbers from the records above. The formulas are on the Receipts page. If the data is not strong enough, we leave a number out.
- Share from merchandise
- 20%
- How varied the revenue is
- 82 / 100
- Revenue beyond where it started
- 77%
- Average revenue per year
- $1.21B per year
- lifetime average, not the current yearly rate
- Online interest compared with revenue
- not shown: search-interest data was unavailable at snapshot time
Sources and calculationsshow detailshide details
| Channel | Value | Share | Confidence | Source | Checked on |
|---|---|---|---|---|---|
| Retail & merch | $7.11B | 20% | solid estimate | List of highest-grossing media franchises — Wikipedia | 2026-09-03 |
| Games | $3.5B | 10% | solid estimate | List of highest-grossing media franchises — Wikipedia | 2026-09-03 |
| Box office | $9.66B | 28% | solid estimate | List of highest-grossing media franchises — Wikipedia | 2026-09-03 |
| Home video & streaming | $5.03B | 14% | reasonable estimate | List of highest-grossing media franchises — Wikipedia | 2026-09-03 |
| Publishing | $8.08B | 23% | solid estimate | List of highest-grossing media franchises — Wikipedia | 2026-09-03 |
| Experiences | $566M | 1.6% | solid estimate | List of highest-grossing media franchises — Wikipedia | 2026-09-03 |
| Other | $1.2B | 3.4% | reasonable estimate | List of highest-grossing media franchises — Wikipedia | 2026-09-03 |
| Total | $35.1B | 100% |
estimated lifetime revenue · checked 2026-09-03