Global Anime Market

Anime Market by Types (Movie, Pachinko, Merchandising, Video, T.V, Internet Distribution, Music, and Live Entertainment), and Regions (Asia Pacific, North America, Latin America, Europe, and Middle East & Africa) - Global Industry Analysis, Growth, Share, Size, Trends, and Forecast 2021 – 2028

  • Report ID: ICT-SE-3433
  • Author: Growth Market Reports
  • Rating: 4.8
  • Total Reviews: 2
  • No. Of Pages: 202
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The global anime market size was valued at USD 23.53 billion in 2020 and is projected to reach USD 47.98 billion by 2028, expanding at a CAGR of 9.3% during the forecast period, 2021–2028. 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.


Global Anime Market summary

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

Details

Report Title

Anime Market - Global Industry Analysis, Growth, Share, Size, Trends, and Forecast

Base Year

2020

Historic Data

2018–2019

Forecast Period

2021–2028

Segmentation

Types (Movie, Pachinko, Merchandising, Video, T.V, Internet Distribution, Music, and Live Entertainment)

Regional Scope

Asia Pacific, North America, Latin America, Europe, and Middle East & Africa

Report Coverage

Company Share, Market Analysis and Size, Competitive Landscape, Growth Factors, and Trends, and Revenue Forecast

Key Players Covered in the Report

Toei Animation Co., Ltd.; Madhouse Inc.; Kyoto Animation Co. Ltd.; Bones Inc.; and Production I.G, Inc.

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.


Global Anime Market types

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.


Global Anime Market region

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.

Global Anime Market keyplayers

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.

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.

 

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.

Global Anime Market keyplayers

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