Report Description
The global anime market size was valued at over USD 30.5 billion in 2022 and is projected to surpass USD 60 billion by 2031, expanding at a CAGR of 10% during the forecast period, 2023–2031. The growth of the market is attributed to the popularity of Japanese animation work.
Anime is hand-drawn and computer animation originating from Japan. Anime is a collective term for Japanese animation used outside of Japan and it refers to animation created in Japan.
It is distributed through several platforms, such as home media, television, theatres, and over the internet. It is classified into multiple genres targeting various niche and broad audiences.
The COVID-19 pandemic outbreak has a significant impact on the industry as several television series was postponed or suspended including theatrical shows and live performances. However, the market is expected to recover by the end of 2021 as industries are resuming their operations from office.
Market Trends, Drivers, Restraints, and Opportunities
- Application games and the growing preference for internet distribution to drive the market growth.
- Aggressive spending on the latest, technology-oriented products by young generations is expected to boost the market growth in the coming years.
- Increase in production costs for the products is expected to hamper the growth of the market in the projected timeline.
- Lack of professional artists due to low pay and long working hours present a major restraining factor, which is anticipated to hinder the market expansion during the forecast period.
- Rapid increase in adoption of streaming platforms globally is expected to create a significant growth opportunity for the market in the near future.
Scope of the Report
The report on the global anime market includes an assessment of the market, trends, segments, and regional markets. Overview and dynamics have also been included in the report.
Attributes
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Details
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Report Title
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Anime Market - Global Industry Analysis, Growth, Share, Size, Trends, and Forecast
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Base Year
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2020
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Historic Data
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2018–2019
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Forecast Period
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2023–2031
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Segmentation
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Types (Movie, Pachinko, Merchandising, Video, T.V, Internet Distribution, Music, and Live Entertainment)
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Regional Scope
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Asia Pacific, North America, Latin America, Europe, and Middle East & Africa
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Report Coverage
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Company Share, Market Analysis and Size, Competitive Landscape, Growth Factors, and Trends, and Revenue Forecast
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Key Players Covered in the Report
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Toei Animation Co., Ltd.; Madhouse Inc.; Kyoto Animation Co. Ltd.; Bones Inc.; and Production I.G, Inc.
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Market Segment Insights
Merchandising segment is expected to grow at a rapid pace
Based on types, the global anime market is segregated into movie, pachinko, merchandising, video, T.V, internet distribution, music, and live entertainment. The merchandising segment is expected to grow at a rapid pace during the forecast period attributed to growing trend among individuals to collect merchandise items related to their favorite anime shows. However, the internet distribution segment is projected to hold a key share of the market in the coming years owing to the surge in the overseas sales of anime content via application games and online streaming platforms.
Asia Pacific is anticipated to constitute a key market share
In terms of regions, the global anime market is classified as Asia Pacific, North America, Latin America, Europe, and Middle East & Africa. Asia Pacific is expected to constitute a key share of the market during the projected period. Within the region, Japan is going to dominate the regional market during the forecast period owing to wide advancement of technology used in the film industry and availability of numerous skillful artists for anime designs. Moreover, this influences several young and talented individuals to pursue a career in this field. However, the Middle East & Africa market is anticipated to expand at a rapid pace during the forecast period attributed to rise in consumption for anime content, including comics and video games, and the sale of anime merchandise items.
Segments
Segments Covered in the Report
The global anime market has been segmented on the basis of
Types
- Movie
- Pachinko
- Merchandising
- Video
- T.V
- Internet Distribution
- Music
- Live Entertainment
Regions
- Asia Pacific
- North America
- Latin America
- Europe
- Middle East & Africa
Key Players
- Toei Animation Co., Ltd.
- Madhouse Inc.
- Kyoto Animation Co. Ltd.
- Bones Inc.
- Production I.G, Inc.
Competitive Landscape
Key players competing in the global anime market are Toei Animation Co., Ltd.; Madhouse Inc.; Kyoto Animation Co. Ltd.; Bones Inc.; and Production I.G, Inc. As part of their efforts to grow their client base and acquire a competitive advantage over competitors, manufacturers operating in the market are adopting various strategic initiatives such as partnerships, collaborations, mergers & acquisitions, and new product development.
Table Of Content
1. Executive Summary
2. Assumptions and Acronyms Used
3. Research Methodology
4. Anime Market Overview
4.1. Introduction
4.1.1. Market Taxonomy
4.1.2. Market Definition
4.2. Macro-Economic Factors
4.2.1. Industry Outlook
4.3. Anime Market Dynamics
4.3.1. Market Drivers
4.3.2. Market Restraints
4.3.3. Opportunity
4.3.4. Market Trends
4.4. Anime Market - Supply Chain
4.5. Global Anime Market Forecast
4.5.1. Anime Market Size (US$ Mn) and Y-o-Y Growth
4.5.2. Anime Market Size (000’ Units) and Y-o-Y Growth
4.5.3. Anime Market Absolute $ Opportunity
5. Global Anime Market Analysis and Forecast by Types
5.1. Market Trends
5.2. Introduction
5.2.1. Basis Point Share (BPS) Analysis by Types
5.2.2. Y-o-Y Growth Projections by Types
5.3. Anime Market Size and Volume Forecast by Types
5.3.1. Movie
5.3.2.
Pachinko
5.3.3.
Merchandising
5.3.4.
Video
5.3.5.
T.V
5.3.6.
Internet Distribution
5.3.7.
Music
5.3.8.
Live Entertainment
5.4. Absolute $ Opportunity Assessment by Types
5.5. Market Attractiveness/Growth Potential Analysis by Types
6. Global Anime Market Analysis and Forecast by Region
6.1. Market Trends
6.2. Introduction
6.2.1. Basis Point Share (BPS) Analysis by Region
6.2.2. Y-o-Y Growth Projections by Region
6.3. Anime Market Size and Volume Forecast by Region
6.3.1. North America
6.3.2. Latin America
6.3.3. Europe
6.3.4. Asia Pacific
6.3.5. Middle East and Africa (MEA)
6.4. Absolute $ Opportunity Assessment by Region
6.5. Market Attractiveness/Growth Potential Analysis by Region
6.6. Global Anime Demand Share Forecast, 2019-2026
7. North America Anime Market Analysis and Forecast
7.1. Introduction
7.1.1. Basis Point Share (BPS) Analysis by Country
7.1.2. Y-o-Y Growth Projections by Country
7.2. North America Anime Market Size and Volume Forecast by Country
7.2.1. U.S.
7.2.2. Canada
7.3. Absolute $ Opportunity Assessment by Country
7.4. North America Anime Market Size and Volume Forecast by Types
7.4.1. Movie
7.4.2.
Pachinko
7.4.3.
Merchandising
7.4.4.
Video
7.4.5.
T.V
7.4.6.
Internet Distribution
7.4.7.
Music
7.4.8.
Live Entertainment
7.5. Basis Point Share (BPS) Analysis by Types
7.6. Y-o-Y Growth Projections by Types
7.7. Market Attractiveness/Growth Potential Analysis
7.7.1. By Country
7.7.2. By Product Type
7.7.3. By Application
7.8. North America Anime Demand Share Forecast, 2019-2026
8. Latin America Anime Market Analysis and Forecast
8.1. Introduction
8.1.1. Basis Point Share (BPS) Analysis by Country
8.1.2. Y-o-Y Growth Projections by Country
8.1.3. Latin America Average Pricing Analysis
8.2. Latin America Anime Market Size and Volume Forecast by Country
8.2.1. Brazil
8.2.2. Mexico
8.2.3. Rest of Latin America
8.3. Absolute $ Opportunity Assessment by Country
8.4. Latin America Anime Market Size and Volume Forecast by Types
8.4.1. Movie
8.4.2.
Pachinko
8.4.3.
Merchandising
8.4.4.
Video
8.4.5.
T.V
8.4.6.
Internet Distribution
8.4.7.
Music
8.4.8.
Live Entertainment
8.5. Basis Point Share (BPS) Analysis by Types
8.6. Y-o-Y Growth Projections by Types
8.7. Market Attractiveness/Growth Potential Analysis
8.7.1. By Country
8.7.2. By Product Type
8.7.3. By Application
8.8. Latin America Anime Demand Share Forecast, 2019-2026
9. Europe Anime Market Analysis and Forecast
9.1. Introduction
9.1.1. Basis Point Share (BPS) Analysis by Country
9.1.2. Y-o-Y Growth Projections by Country
9.1.3. Europe Average Pricing Analysis
9.2. Europe Anime Market Size and Volume Forecast by Country
9.2.1. Germany
9.2.2. France
9.2.3. Italy
9.2.4. U.K.
9.2.5. Spain
9.2.6. Russia
9.2.7. Rest of Europe
9.3. Absolute $ Opportunity Assessment by Country
9.4. Europe Anime Market Size and Volume Forecast by Types
9.4.1. Movie
9.4.2.
Pachinko
9.4.3.
Merchandising
9.4.4.
Video
9.4.5.
T.V
9.4.6.
Internet Distribution
9.4.7.
Music
9.4.8.
Live Entertainment
9.5. Basis Point Share (BPS) Analysis by Types
9.6. Y-o-Y Growth Projections by Types
9.7. Market Attractiveness/Growth Potential Analysis
9.7.1. By Country
9.7.2. By Product Type
9.7.3. By Application
9.8. Europe Anime Demand Share Forecast, 2019-2026
10. Asia Pacific Anime Market Analysis and Forecast
10.1. Introduction
10.1.1. Basis Point Share (BPS) Analysis by Country
10.1.2. Y-o-Y Growth Projections by Country
10.1.3. Asia Pacific Average Pricing Analysis
10.2. Asia Pacific Anime Market Size and Volume Forecast by Country
10.2.1. China
10.2.2. Japan
10.2.3. South Korea
10.2.4. India
10.2.5. Australia
10.2.6. Rest of Asia Pacific (APAC)
10.3. Absolute $ Opportunity Assessment by Country
10.4. Asia Pacific Anime Market Size and Volume Forecast by Types
10.4.1. Movie
10.4.2.
Pachinko
10.4.3.
Merchandising
10.4.4.
Video
10.4.5.
T.V
10.4.6.
Internet Distribution
10.4.7.
Music
10.4.8.
Live Entertainment
10.5. Basis Point Share (BPS) Analysis by Types
10.6. Y-o-Y Growth Projections by Types
10.7. Market Attractiveness/Growth Potential Analysis
10.7.1. By Country
10.7.2. By Product Type
10.7.3. By Application
10.8. Asia Pacific Anime Demand Share Forecast, 2019-2026
11. Middle East & Africa Anime Market Analysis and Forecast
11.1. Introduction
11.1.1. Basis Point Share (BPS) Analysis by Country
11.1.2. Y-o-Y Growth Projections by Country
11.1.3. Middle East & Africa Average Pricing Analysis
11.2. Middle East & Africa Anime Market Size and Volume Forecast by Country
11.2.1. Saudi Arabia
11.2.2. South Africa
11.2.3. UAE
11.2.4. Rest of Middle East & Africa (MEA)
11.3. Absolute $ Opportunity Assessment by Country
11.4. Middle East & Africa Anime Market Size and Volume Forecast by Types
11.4.1. Movie
11.4.2.
Pachinko
11.4.3.
Merchandising
11.4.4.
Video
11.4.5.
T.V
11.4.6.
Internet Distribution
11.4.7.
Music
11.4.8.
Live Entertainment
11.5. Basis Point Share (BPS) Analysis by Types
11.6. Y-o-Y Growth Projections by Types
11.7. Market Attractiveness/Growth Potential Analysis
11.7.1. By Country
11.7.2. By Product Type
11.7.3. By Application
11.8. Middle East & Africa Anime Demand Share Forecast, 2019-2026
12. Competition Landscape
12.1. Global Anime Market: Market Share Analysis
12.2. Anime Distributors and Customers
12.3. Anime Market: Competitive Dashboard
12.4. Company Profiles (Details: Overview, Financials, Developments, Strategy)
12.4.1. Toei Animation Co., Ltd.
12.4.2.
Madhouse Inc.
12.4.3.
Kyoto Animation Co. Ltd.
12.4.4.
Bones Inc.
12.4.5.
Production I.G, Inc.