- Retail & merch14%
- Games68%
- Box office16%
- Home video & streaming2.4%
est. 1991
Sonic the Hedgehog
began as a video game
$7.37Bestimated lifetime revenue
Game EconomyGames make up 68% of the revenue we could break down. We use this label at 50% or more.
No. 57 of 99, ranked by estimated lifetime revenue
What we know
Sources checked to
- Estimated lifetime revenue
- $7.37BMoney taken in before costs. This is not profit or company value.
- Biggest source of revenue
- Games 68%of the revenue we can break down
- Known company link
- SegaParent group: Sega Sammy HoldingsPublic sources show this link, but not verified control. Sega owns Sonic; film rights licensing to Paramount not verified at rights level.
- Where it began
- 1991 · a video game
- 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
Public sources link this franchise to Sega · parent group: Sega Sammy Holdings
Sega owns Sonic; film rights licensing to Paramount not verified at rights level.
We could not verify the full current rights picture.
See the source ↗How the money mix changed
began as a video game, 1991
Games
biggest revenue source in this data
Games
32% of the revenue we can break down now comes from outside games
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
- 14%
- How varied the revenue is
- 44 / 100
- Revenue beyond where it started
- 32%
- Average revenue per year
- $211M 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 | $1B | 14% | solid estimate | List of highest-grossing media franchises — Wikipedia | 2026-09-03 |
| Games | $5B | 68% | solid estimate | List of highest-grossing media franchises — Wikipedia | 2026-09-03 |
| Box office | $1.2B | 16% | solid estimate | List of highest-grossing media franchises — Wikipedia | 2026-09-03 |
| Home video & streaming | $180M | 2.4% | solid estimate | List of highest-grossing media franchises — Wikipedia | 2026-09-03 |
| Total | $7.37B | 100% |
estimated lifetime revenue · checked 2026-09-03