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Anime Market

Global Anime Market Size, Share, Report, Trends, Analysis: By Revenue Source: Television, Movie, Video, Internet Distribution, Merchandising, Music, Pachinko, Live Entertainment; Regional Analysis; Market Dynamics: SWOT Analysis, Porter’s Five Forces Analysis, Key Indicators for Demand; Competitive Landscape; 2024-2032

Global Anime Market Size

The global anime market reached a value of approximately USD 31.62 billion in 2023. The market is projected to grow at a CAGR of 9.6% between 2024 and 2032, reaching a value of around USD 72.55 billion by 2032.

 

Anime Market Outlook

  • Anime is deeply connected with other segments like manga, character merchandise, and games.
  • According to industry reports, the demand for anime soared by 118% between 2020 and 2022.
  • In the coming years, heightened penetration of streaming services and the increasing media consumption are expected to favour the market.

 

Anime Market Growth Rate

There are more than 600 animation studios in Japan, with Tokyo alone housing over 500 anime studios. A new generation of artists are being inspired by manga or Japanese comic novels, widely popular in Japan. Reportedly, the number of anime programmes broadcasted on television witnessed a remarkable expansion in the past.

 

Popular streaming platforms like Netflix have an extensive library of anime along with other video content including feature films, documentaries, and award-winning originals. These anime movies and TV shows are available in various genres and are known for their distinct styles and spirit, offering audiences a fun filled experience encompassing action-packed adventures, inspirational stories, offbeat comedies, and many more.

 

Key Trends and Developments

Growing demand for streaming services; rise of Japanese pop culture; demand from Millennials and Gen Z; and the use of innovative technologies, including VR are the major trends impacting the anime market growth

 

Nov 2023

Sunrise, Inc. (Bandai Namco Filmworks), Japan's entertainment powerhouse, and Atlas V, a well-known immersive studio, joined forces to develop and launch a full-length VR anime for the franchise Gundam.

 

Nov 2023

Crunchyroll (Sony Pictures Entertainment Inc.) entered into a partnership with Crocs to introduce its limited-edition footwear collection inspired by the Shonen Jump manga JUJUTSU KAISEN.

 

Oct 2023

Two subsidiaries of Sony Pictures Entertainment Inc., Crunchyroll and GSN, entered into a partnership to launch a 24*7 anime streaming channel on Amazon Freevee, the Roku Channel, Vizio WatchFree+, and LG Channels.

 

Aug 2022

Netflix, Inc. partnered with Nippon TV, a Japan-based entertainment company, under which the later licensed 13 of its most popular anime titles to be streamed non-exclusively on the former’s platform in select global markets.

 

Rapid expansion of streaming platforms

Heightened penetration and demand for streaming services and the rapid surge in online video consumption globally are enhancing the popularity of anime.

 

Rise of Japanese pop culture

The global media exposure has been significantly contributing to the rise of Japanese pop culture, aiding the market growth.

 

Demand from Millennials and Gen Z

With a significant influence of social media and growing globalisation, the popularity of anime merchandise, series, and games has significantly increased among Millennials and Gen Z.

 

Use of advanced technologies, including VR

To provide immersive experience to the audience, entertainment conglomerates are utilising advanced animation technology and the power of VR to create diverse offerings.

 

Anime Market Trends

With the growing penetration of social media, anime series and games have gained substantial popularity, especially among Millennials and Gen Z. This is encouraging media houses and gaming studios to diversify their offerings and create unique experiences by leveraging advanced technologies like VR to meet evolving customer tastes.

 

Companies are also exploring the potential of anime for destination marketing, making use of different segments like fantasies, otaku, and the kidult segment to increase their revenue and expand customer base. Additionally, stakeholders are focusing on extending anime productions with new series in order to enhance customer engagement and develop the kidult segment.

 

Anime Industry Segmentation

“Global Anime Market Report and Forecast 2024-2032” offers a detailed analysis of the market based on the following segments:

 

Market Breakup by Revenue Source

  • Television
  • Movie
  • Video
  • Internet Distribution
  • Merchandising
  • Music
  • Pachinko
  • Live Entertainment

 

Market Breakup by Region

  • North America
  • Europe
  • Asia Pacific
  • Latin America
  • Middle East and Africa

 

Anime Market Share

The Internet distribution segment is expected to significantly contribute to the market revenue

The Internet distribution segment is expected to grow at a healthy pace over the forecast period with mobile applications and online streaming platforms generating substantial anime content sales. This growth can be attributed to the advent of streaming services like Netflix that offer a range of anime and remakes on their platform. This has made anime more accessible to the audience, helping it find its international audience. As a result, major anime franchises have increased their investment in new production and marketing to increase their global outreach.

 

Meanwhile, the substantial demand for merchandise is also expected to aid the market growth. Merchandise act as a source of generating additional revenue for companies, along with acting as a marketing element. The growing focus of businesses on enhancing their reach and creating brand awareness is encouraging them to expand their offerings and diversify their portfolio.

 

With rapid globalisation, the popularity of Japanese pop culture is expected to continue to increase in the coming years, favouring the market growth.

 

Anime Market Leaders

There is a surge in collaboration among animation studios, entertainment companies, and streaming platforms to expand their offerings and diversify content libraries to draw in a more extensive audience

 

Aniplex of America, Inc.

A subsidiary of Aniplex Inc., the company is a leading producer and distributor of anime content in Japan, and also specialises in music production.

 

Bones, Inc.

It is a Japan-based animation studio with several series produced under its name, including Wolf's Rain, No. 6, RahXephon, Scrapped Princess, and many others.

 

Crunchyroll, LLC

It is an independently operated JV between Sony Pictures Entertainment, based in US and Aniplex, located in Japan, both of which are subsidiaries of Sony Group Corporation (Tokyo).

 

Kyoto Animation Co.,Ltd.

Founded in 1985 and headquartered in Japan, the company is a light novel publisher, specializing in animation. Some of its anime productions (films and series) include K-On! (2009) and Violet Evergarden (2018).

 

Other players operating in the anime market are MADHOUSE Inc., P.A.WORKS Co.,Ltd., Pierrot Co.,Ltd., STUDIO GHIBLI Inc., TOEI ANIMATION Co., Ltd., and VIZ Media, LLC, among others.

 

Anime Market Analysis by Region

North America is expected to be one of the leading markets, due primarily to the globalisation of anime and anime subculture

The market in North America is expected to growth as a result of the growing commercialisation of anime across international markets. Increase in fan base and events like Comic-cons, otaku subculture, and Anime-cons to increase awareness and boost audience engagement have aided the market growth. In the US, comic-cons act as cultural ambassadors of the Japanese culture.

 

The Asia pacific holds a substantial share of the market due to a huge anime fandom in China and the steadily growing popularity of J-pop in countries like India. It has been observed that China possesses one of the largest fan communities of anime on a global scale. Anime has a major influence on the Chinese youth and is deeply ingrained in Chinese popular culture and society. It is worthwhile noting that anime is so popular in China that it surpassed the Japanese market in terms of sales of anime and anime-related products in 2017.

 

Other South Asian countries like India are witnessing a surge in demand, with rising revenue from internet-based distribution, including OTT, streaming services, and others. This is supported by the improving internet infrastructure, growing social media penetration, and rising demand from the youth and gaming community.

 

Key Highlights of the Report

REPORT FEATURES DETAILS
Base Year 2023
Historical Period 2018-2023
Forecast Period 2024-2032
Scope of the Report

Historical and Forecast Trends, Industry Drivers and Constraints, Historical and Forecast Market Analysis by Segment:

  • Revenue Source
  • Region
Breakup by Revenue Source
  • Television
  • Movie
  • Video
  • Internet Distribution
  • Merchandising
  • Music
  • Pachinko
  • Live Entertainment
Breakup by Region
  • North America
    • United States of America 
    • Canada
  • Europe
    • United Kingdom
    • Germany
    • France
    • Italy
    • Others
  • Asia Pacific
    • China
    • Japan
    • India
    • ASEAN
    • Australia
    • Others
  • Latin America
    • Brazil
    • Argentina
    • Mexico
    • Others
  • Middle East and Africa
    • Saudi Arabia
    • United Arab Emirates
    • Nigeria
    • South Africa
    • Others
Market Dynamics
  • SWOT Analysis
  • Porter's Five Forces Analysis
  • Key Indicators for Demand
  • Key Indicators for Price
Competitive Landscape
  • Market Structure
  • Company Profiles
    • Company Overview
    • Product Portfolio
    • Demographic Reach and Achievements
    • Certifications
Companies Covered
  • Aniplex of America, Inc.
  • Bones, Inc.
  • Crunchyroll, LLC
  • Kyoto Animation Co.,Ltd.
  • MADHOUSE Inc.
  • P.A.WORKS Co.,Ltd.
  • Pierrot Co.,Ltd.
  • STUDIO GHIBLI Inc.
  • TOEI ANIMATION Co., Ltd.
  • VIZ Media, LLC
  • Others

 

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Anime Market Report Snapshots

Anime Market Size

Anime Market Share

Anime Market Trends

Anime Market Growth

Anime Market Regional Analysis

Anime Companies

 

*While we strive to always give you current and accurate information, the numbers depicted on the website are indicative and may differ from the actual numbers in the main report. At Expert Market Research, we aim to bring you the latest insights and trends in the market. Using our analyses and forecasts, stakeholders can understand the market dynamics, navigate challenges, and capitalize on opportunities to make data-driven strategic decisions.

1    Preface
2    Report Coverage – Key Segmentation and Scope
3    Report Description
  
    3.1    Market Definition and Outlook
    3.2    Properties and Applications
    3.3    Market Analysis
    3.4    Key Players
4    Key Assumptions
5    Executive Summary

    5.1    Overview
    5.2    Key Drivers
    5.3    Key Developments
    5.4    Competitive Structure
    5.5    Key Industrial Trends
6    Market Snapshot
7    Opportunities and Challenges in the Market
8    Global Anime Market Analysis

    8.1    Key Industry Highlights
    8.2    Global Anime Historical Market (2018-2023) 
    8.3    Global Anime Market Forecast (2024-2032)
    8.4    Global Anime Market by Revenue Source
        8.4.1    Television
            8.4.1.1    Historical Trend (2018-2023)
            8.4.1.2    Forecast Trend (2024-2032)
        8.4.2    Movie
            8.4.2.1    Historical Trend (2018-2023)
            8.4.2.2    Forecast Trend (2024-2032)
        8.4.3    Video
            8.4.3.1    Historical Trend (2018-2023)
            8.4.3.2    Forecast Trend (2024-2032)
        8.4.4    Internet Distribution
            8.4.4.1    Historical Trend (2018-2023)
            8.4.4.2    Forecast Trend (2024-2032)
        8.4.5    Merchandising
            8.4.5.1    Historical Trend (2018-2023)
            8.4.5.2    Forecast Trend (2024-2032)
        8.4.6    Music
            8.4.6.1    Historical Trend (2018-2023)
            8.4.6.2    Forecast Trend (2024-2032)
        8.4.7    Pachinko
            8.4.7.1    Historical Trend (2018-2023)
            8.4.7.2    Forecast Trend (2024-2032)
        8.4.8    Live Entertainment
            8.4.8.1    Historical Trend (2018-2023)
            8.4.8.2    Forecast Trend (2024-2032)
    8.5    Global Anime Market by Region
        8.5.1    North America
            8.5.1.1    Historical Trend (2018-2023)
            8.5.1.2    Forecast Trend (2024-2032)
        8.5.2    Europe
            8.5.2.1    Historical Trend (2018-2023)
            8.5.2.2    Forecast Trend (2024-2032)
        8.5.3    Asia Pacific
            8.5.3.1    Historical Trend (2018-2023)
            8.5.3.2    Forecast Trend (2024-2032)
        8.5.4    Latin America
            8.5.4.1    Historical Trend (2018-2023)
            8.5.4.2    Forecast Trend (2024-2032)
        8.5.5    Middle East and Africa
            8.5.5.1    Historical Trend (2018-2023)
            8.5.5.2    Forecast Trend (2024-2032)
9    North America Anime Market Analysis
    9.1    United States of America 
        9.1.1    Historical Trend (2018-2023)
        9.1.2    Forecast Trend (2024-2032)
    9.2    Canada
        9.2.1    Historical Trend (2018-2023)
        9.2.2    Forecast Trend (2024-2032)
10    Europe Anime Market Analysis
    10.1    United Kingdom
        10.1.1    Historical Trend (2018-2023)
        10.1.2    Forecast Trend (2024-2032)
    10.2    Germany
        10.2.1    Historical Trend (2018-2023)
        10.2.2    Forecast Trend (2024-2032)
    10.3    France
        10.3.1    Historical Trend (2018-2023)
        10.3.2    Forecast Trend (2024-2032)
    10.4    Italy
        10.4.1    Historical Trend (2018-2023)
        10.4.2    Forecast Trend (2024-2032)
    10.5    Others
11    Asia Pacific Anime Market Analysis
    11.1    China
        11.1.1    Historical Trend (2018-2023)
        11.1.2    Forecast Trend (2024-2032)
    11.2    Japan
        11.2.1    Historical Trend (2018-2023)
        11.2.2    Forecast Trend (2024-2032)
    11.3    India
        11.3.1    Historical Trend (2018-2023)
        11.3.2    Forecast Trend (2024-2032)
    11.4    ASEAN
        11.4.1    Historical Trend (2018-2023)
        11.4.2    Forecast Trend (2024-2032)
    11.5    Australia
        11.5.1    Historical Trend (2018-2023)
        11.5.2    Forecast Trend (2024-2032)
    11.6    Others
12    Latin America Anime Market Analysis
    12.1    Brazil
        12.1.1    Historical Trend (2018-2023)
        12.1.2    Forecast Trend (2024-2032)
    12.2    Argentina
        12.2.1    Historical Trend (2018-2023)
        12.2.2    Forecast Trend (2024-2032)
    12.3    Mexico
        12.3.1    Historical Trend (2018-2023)
        12.3.2    Forecast Trend (2024-2032)
    12.4    Others
13    Middle East and Africa Anime Market Analysis
    13.1    Saudi Arabia
        13.1.1    Historical Trend (2018-2023)
        13.1.2    Forecast Trend (2024-2032)
    13.2    United Arab Emirates
        13.2.1    Historical Trend (2018-2023)
        13.2.2    Forecast Trend (2024-2032)
    13.3    Nigeria
        13.3.1    Historical Trend (2018-2023)
        13.3.2    Forecast Trend (2024-2032)
    13.4    South Africa
        13.4.1    Historical Trend (2018-2023)
        13.4.2    Forecast Trend (2024-2032)
    13.5    Others
14    Market Dynamics
    14.1    SWOT Analysis
        14.1.1    Strengths
        14.1.2    Weaknesses
        14.1.3    Opportunities
        14.1.4    Threats
    14.2    Porter’s Five Forces Analysis
        14.2.1    Supplier’s Power
        14.2.2    Buyer’s Power
        14.2.3    Threat of New Entrants
        14.2.4    Degree of Rivalry
        14.2.5    Threat of Substitutes
    14.3    Key Indicators for Demand
    14.4    Key Indicators for Price  
15    Competitive Landscape
    15.1    Market Structure
    15.2    Company Profiles
        15.2.1    Aniplex of America, Inc. 
            15.2.1.1    Company Overview
            15.2.1.2    Product Portfolio
            15.2.1.3    Demographic Reach and Achievements
            15.2.1.4    Certifications
        15.2.2    Bones, Inc. 
            15.2.2.1    Company Overview
            15.2.2.2    Product Portfolio
            15.2.2.3    Demographic Reach and Achievements
            15.2.2.4    Certifications
        15.2.3    Crunchyroll, LLC 
            15.2.3.1    Company Overview
            15.2.3.2    Product Portfolio
            15.2.3.3    Demographic Reach and Achievements
            15.2.3.4    Certifications
        15.2.4    Kyoto Animation Co.,Ltd.
            15.2.4.1    Company Overview
            15.2.4.2    Product Portfolio
            15.2.4.3    Demographic Reach and Achievements
            15.2.4.4    Certifications
        15.2.5    MADHOUSE Inc. 
            15.2.5.1    Company Overview
            15.2.5.2    Product Portfolio
            15.2.5.3    Demographic Reach and Achievements
            15.2.5.4    Certifications
        15.2.6    P.A.WORKS Co.,Ltd. 
            15.2.6.1    Company Overview
            15.2.6.2    Product Portfolio
            15.2.6.3    Demographic Reach and Achievements
            15.2.6.4    Certifications
        15.2.7    Pierrot Co.,Ltd. 
            15.2.7.1    Company Overview
            15.2.7.2    Product Portfolio
            15.2.7.3    Demographic Reach and Achievements
            15.2.7.4    Certifications
        15.2.8    STUDIO GHIBLI Inc. 
            15.2.8.1    Company Overview
            15.2.8.2    Product Portfolio
            15.2.8.3    Demographic Reach and Achievements
            15.2.8.4    Certifications
        15.2.9    TOEI ANIMATION Co., Ltd. 
            15.2.9.1    Company Overview
            15.2.9.2    Product Portfolio
            15.2.9.3    Demographic Reach and Achievements
            15.2.9.4    Certifications
        15.2.10    VIZ Media, LLC 
            15.2.10.1    Company Overview
            15.2.10.2    Product Portfolio
            15.2.10.3    Demographic Reach and Achievements
            15.2.10.4    Certifications
        15.2.11    Others
16    Key Trends and Developments in the Market

 

List of Key Figures and Tables

1.    Global Anime Market: Key Industry Highlights, 2018 and 2032
2.    Global Anime Historical Market: Breakup by Revenue Source (USD Billion), 2018-2023
3.    Global Anime Market Forecast: Breakup by Revenue Source (USD Billion), 2024-2032
4.    Global Anime Historical Market: Breakup by Region (USD Billion), 2018-2023
5.    Global Anime Market Forecast: Breakup by Region (USD Billion), 2024-2032
6.    North America Anime Historical Market: Breakup by Country (USD Billion), 2018-2023
7.    North America Anime Market Forecast: Breakup by Country (USD Billion), 2024-2032
8.    Europe Anime Historical Market: Breakup by Country (USD Billion), 2018-2023
9.    Europe Anime Market Forecast: Breakup by Country (USD Billion), 2024-2032
10.    Asia Pacific Anime Historical Market: Breakup by Country (USD Billion), 2018-2023
11.    Asia Pacific Anime Market Forecast: Breakup by Country (USD Billion), 2024-2032
12.    Latin America Anime Historical Market: Breakup by Country (USD Billion), 2018-2023
13.    Latin America Anime Market Forecast: Breakup by Country (USD Billion), 2024-2032
14.    Middle East and Africa Anime Historical Market: Breakup by Country (USD Billion), 2018-2023
15.    Middle East and Africa Anime Market Forecast: Breakup by Country (USD Billion), 2024-2032
16.    Global Anime Market Structure

Key Questions Answered in the Report

In 2023, the market reached an approximate value of USD 31.62 billion.

The market is estimated to grow at a CAGR of 9.6% between 2024 and 2032.

The market is estimated to witness a healthy growth during 2024-2032 to reach around USD 72.55 billion by 2032.

The major factors driving the market growth are the rapid globalisation and growing popularity of J-pop, growth of the gaming and entertainment industry, and increasing influence of social media.

The key trends aiding the market include the advent of streaming services and the rapid technological advancements and integration of VR to create immersive experience for the audience.

The key regions are North America, Europe, the Asia Pacific, Latin America, and the Middle East and Africa.

The major revenue sources are television, movie, video, internet distribution, merchandising, and music, pachinko, and live entertainment.

The major players in the market are Aniplex of America, Inc., Bones, Inc., Crunchyroll, LLC, Kyoto Animation Co.,Ltd., MADHOUSE Inc., P.A.WORKS Co.,Ltd., Pierrot Co.,Ltd., STUDIO GHIBLI Inc., TOEI ANIMATION Co., Ltd., and VIZ Media, LLC, among others.

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