Anime Market

Anime Market Size, Share, Trends, Growth, and Industry Analysis, By Type (T.V., Movie, Merchandising, Music, Pachinko, Video, Internet Distribution, and Live Entertainment), Genre (Action & Adventure, Sci-Fi and Fantasy, Sports, Romance and Drama, and Others), Solution (Software and Services), Regional Analysis and Forecast 2032.

ICT & Media | April 2024 | Report ID: EMR00842 | Pages: 257

Global Anime market size was USD 26.73 billion in 2023 and the market is projected to touch USD 57.73 billion by 2032, at a CAGR of 8.93% during the forecast period.

 

Anime encompasses a diverse range of genres and styles, including action, romance, fantasy, and science fiction, and it often features vibrant artwork and compelling storytelling. With its origins dating back to the early 20th century, anime has grown into a multi-billion-dollar industry that spans television, film, streaming platforms, merchandise, and live events. The market is fuelled by a dedicated fan base both in Japan and internationally, with enthusiasts known as "otaku" playing a significant role in driving consumption and shaping trends.

In recent years, the global anime market has experienced significant growth, fuelled by increased accessibility through online streaming platforms like Netflix, Crunchyroll, and Funimation, as well as growing international recognition and demand. As a result, major entertainment companies and studios are increasingly investing in anime production and licensing, leading to a proliferation of new titles and expanded opportunities for creators and businesses alike. Despite its mainstream success, the anime market also faces challenges such as piracy, copyright issues, and competition from other forms of entertainment.

 

Global Anime report scope and segmentation.

Report Attribute

Details

Estimated Market Value (2023)

USD 26.73 billion

Projected Market Value (2032)

USD 57.73 billion

Base Year

2023

Forecast Years

2024 – 2032

Scope of the Report

Historical and Forecast Trends, Industry Drivers and Constraints, Historical and Forecast Market Analysis by Segment- Based on By Type, By Genre, By Solution, & Region.

Segments Covered

By Type, By Genre, By Solution, & By Region.

Forecast Units

Value (USD Million or Billion), and Volume (Units)

Quantitative Units

Revenue in USD million/billion and CAGR from 2024 to 2032.

Regions Covered

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

Countries Covered

U.S., Canada, Mexico, U.K., Germany, France, Italy, Spain, China, India, Japan, South Korea, Brazil, Argentina, GCC Countries, and South Africa, among others.

Report Coverage

Market growth drivers, restraints, opportunities, Porter’s five forces analysis, PEST analysis, value chain analysis, regulatory landscape, market attractiveness analysis by segments and region, company market share analysis.

Delivery Format

Delivered as an attached PDF and Excel through email, according to the purchase option.

 

Global Anime dynamics

One of the most significant factors driving the market is the increasing international popularity of anime, fueled by digital streaming platforms and social media. As anime becomes more accessible to audiences around the world, demand for diverse content grows, leading to higher revenues and opportunities for expansion. Additionally, technological advancements, such as high-definition animation and virtual reality, are revolutionizing the production and consumption of anime, enhancing the viewer experience and opening up new avenues for innovation.

Another important dynamic is the role of merchandising and licensing in the anime industry. Beyond traditional revenue streams like DVD sales and television broadcasting, anime franchises generate substantial income through the sale of merchandise, including toys, clothing, and collectibles. Licensing agreements with international partners further contribute to revenue growth by expanding the reach of anime properties to new markets and demographics. Furthermore, the global anime market is influenced by cultural trends and societal changes, with certain genres and themes gaining popularity in response to shifting tastes and interests.

 

Global Anime drivers

  • Increasing International Popularity

The increasing accessibility of social media and streaming platforms is fuelling the worldwide anime market's current popularity boom. The growing popularity of anime among consumers outside of Japan is driving up demand for varied and superior anime productions. This tendency has been greatly aided by streaming services like Netflix, Crunchyroll, and Funimation, which provide a large library of anime titles with many language dubbing and subtitles. Social media tools enable anime fans to interact with one another, exchange recommendations, and take part in virtual communities, thereby expanding the medium's audience. The growing popularity of anime abroad not only broadens its audience but also offers profitable chances for foreign partnerships, licensing, and merchandising.

  • Technological Advancements

Technological developments are transforming anime production and consumption, improving the visual experience and creating new narrative opportunities. CGI (Computer-Generated Imagery), 3D animation, and high definition animation are allowing studios to produce visually attractive and engaging anime that capture audiences. Furthermore, interactive anime experiences could be made possible by virtual reality (VR) technology, which would let fans enter the worlds of their favorite series and engage with characters in fresh ways. These advancements in technology not only draw in new viewers, but they also motivate current anime enthusiasts to interact with the show on a deeper level. Additionally, they open doors for cross-media adaptations, such video games and theme parks, which increase the popularity and financial success of anime franchises.

 

Restraints:

  • Piracy and Copyright Issues

The financial potential of legal distribution methods is undermined by copyright violations and piracy, which pose serious problems to the anime industry. Users can obtain anime content without paying for it through unapproved downloads and streaming services, which costs producers and artists money in lost sales. Fan translations and unlicensed stuff also exacerbate the problem by diminishing the value of intellectual property rights and jeopardizing the profitability of licensed goods. Industry stakeholders must work together to address copyright and piracy challenges. This includes tighter enforcement procedures, improved digital rights management, and raising public understanding of the value of supporting authorized channels.

  • Cultural Barriers and Localization Challenges

Even though anime is very popular all over the world, obstacles to its international growth may come from cultural disparities and difficulties with localization. Localization and adaptation challenges arise when certain themes, cultural allusions, and storytelling norms in anime fail to strike a chord with viewers from diverse cultural backgrounds. Furthermore, the distribution of anime content in international markets may be hampered by linguistic obstacles and disparities in censorship guidelines.

In order to get over these limitations and make sure that anime appeals to a wide range of viewers while staying loyal to its Japanese roots, studios and distributors need to make significant investments in cultural research and localization projects. Successful foreign launches can also be facilitated by working with local partners and cultural experts to navigate cultural sensitivities.

 

Opportunities:

  • Expanding Digital Platforms

The anime industry has a lot of potential to expand its audience base and bring in more money due to the rising popularity of digital streaming services. Anime creators and distributors can profit from this trend by collaborating with top platforms and investing in unique content as more customers turn to internet streaming services for their entertainment requirements. Furthermore, the emergence of ad-supported streaming and subscription-based business models provides flexibility in monetization tactics, enabling stakeholders to experiment with various price points and marketing opportunities. The anime business may increase its reach and profitability in both domestic and foreign markets by utilizing digital channels properly.

 

Segment Overview

  • By Type

The anime market encompasses various types of media through which anime content is delivered and consumed. These types include television (T.V.), movies, merchandising, music, pachinko (a Japanese arcade game), video games, internet distribution (streaming platforms), and live entertainment events. Television remains a primary platform for airing anime series, providing a consistent source of content for audiences. Movies offer longer and more immersive storytelling experiences, often featuring higher production values and cinematic releases.

Merchandising plays a crucial role in the anime industry, with a wide range of products such as toys, apparel, and collectibles based on popular anime franchises. Music is another important aspect, with anime theme songs and soundtracks contributing to the overall appeal of the series. Pachinko machines featuring anime-themed designs attract fans looking for interactive gaming experiences.

Video games based on anime properties provide opportunities for immersive gameplay and further engagement with beloved characters and stories. Internet distribution platforms like streaming services have revolutionized how anime is consumed, offering on-demand access to a vast library of titles. Live entertainment events such as conventions, concerts, and stage plays provide fans with opportunities to connect with fellow enthusiasts and experience anime culture first-hand.

  • By Genre

Anime encompasses a diverse range of genres catering to different tastes and preferences. Some popular genres include action and adventure, featuring thrilling battles and epic quests. Sci-fi and fantasy genres transport viewers to imaginative worlds filled with futuristic technology and magical powers. Sports anime focuses on competitive athletic activities, showcasing the dedication and determination of athletes.

Romance and drama genres explore complex relationships and emotional journeys, often with compelling character development. Additionally, there are niche genres and subgenres catering to specific interests, such as horror, mystery, comedy, and slice-of-life. Each genre offers unique storytelling opportunities and appeals to distinct audience demographics, contributing to the overall diversity and richness of the anime market.

  • By Solution

The solution segment of the anime market encompasses software and services tailored to meet the needs of content creators, distributors, and consumers. Software solutions include animation software used by studios to produce high-quality anime, as well as editing and post-production tools to enhance visual effects and audio elements. Additionally, software solutions for streaming platforms and digital distribution services enable efficient delivery of anime content to global audiences.

Services encompass a wide range of offerings, including licensing and distribution agreements, marketing and promotion services, localization and translation services for international markets, and consulting and advisory services for industry stakeholders. Together, these software and service solutions support the entire anime ecosystem, facilitating the creation, distribution, and monetization of anime content across various platforms and markets.

 

Global Anime Overview by Region

In Japan, the birthplace of anime, the market remains robust, with a strong domestic demand for both traditional and new forms of anime content. Japanese studios continue to produce a significant portion of the world's anime, catering to local audiences through television broadcasts, theatrical releases, and merchandise sales. Additionally, Japan's anime industry benefits from a well-established ecosystem of production companies, talent agencies, and licensing firms, supported by government initiatives to promote the country's creative industries globally.

In North America and Europe, anime enjoys a dedicated and growing fan base, driven by the popularity of streaming platforms and the influence of anime conventions and fan communities. Japanese anime producers have more chances for licensing and higher consumption as a result of streaming services like Crunchyroll, Funimation, and Netflix expanding their anime catalogues to appeal to Western consumers.

Additionally, localization initiatives like English dubbing and subtitling have increased anime's accessibility to non-Japanese speakers, which has increased its appeal in these areas. Rising internet penetration, urbanization, and cross-cultural interactions are some of the reasons driving the rising anime consumption in Asia-Pacific nations like China and South Korea. However, obstacles to Japanese anime's growth in these areas include regulatory issues and competition from local animation businesses.

 

 

Global Anime market competitive landscape

In Japan, major production companies such as Toei Animation, Studio Ghibli, and Kyoto Animation have long been synonymous with iconic anime franchises and high-quality productions. These studios leverage their expertise, creativity, and intellectual properties to maintain a competitive edge in both domestic and international markets. Additionally, large entertainment conglomerates like Sony, through its subsidiary Aniplex, and Kadokawa Corporation play significant roles in anime production, distribution, and licensing.

In the streaming space, platforms like Netflix, Crunchyroll, and Funimation compete for subscribers by offering extensive anime catalogs and exclusive content deals. These digital platforms invest in original productions and localization efforts to attract global audiences and differentiate themselves in a crowded market. Furthermore, the rise of independent creators and smaller studios, empowered by digital tools and crowdfunding platforms, introduces new voices and ideas to the anime landscape. Crowdfunding platforms like Kickstarter and Patreon enable creators to finance passion projects and engage directly with fans, bypassing traditional production and distribution channels. This democratization of content creation fosters innovation and diversity within the anime industry, challenging established players and reshaping the competitive landscape.

Key Players:

  • Sunrise Inc,
  • Studio Ghibli, Inc,
  • Manglobe Inc,
  • Pierrot Co. Ltd,
  • Bones Inc,
  • VIZ Media, LLC,
  • P.A. Works,
  • MADHOUSE Inc,
  • Discotek Media,
  • AIC RIGHTS Co. Ltd,
  • Kyoto Animation Co. Ltd,
  • Buford G.A,
  • TOEI Animation Co. Ltd,
  • Funimation,
  • Crunchyroll,
  • Aniplex of America, Inc,
  • Manga Entertainment, LLC,
  • Production I.G, Inc,
  • Shout!factory, LLC  

 

Global Anime Recent Developments

  • April 2024, Dentsu Inc. and Chiru Labs, the creators of the widely recognized NFT project Azuki™, have joined forces to develop an anime anthology series titled Enter The Garden, leveraging the Azuki IP. This three-part anime series is helmed by anime icon Goro Taniguchi, known for his work on "One Piece Film Red" and the "Code Geass" series, and is slated for release throughout the year.
  • March 2024, Arbitrum and Azuki have united to introduce AnimeChain, a web3 network inspired by anime. This collaborative project seeks to engage anime enthusiasts by offering a diverse range of content, games, merchandise, and NFTs.
  • Feb 2024, 33 Inc., a leading marketing agency in the entertainment sector, and MyAnimeList Co., Ltd., the operator of one of the globe's largest anime and manga communities and databases, have unveiled a new collaboration. This partnership will see the birth of "MAL33", a global marketing service aimed at offering strategic and innovative solutions to the unique challenges encountered in the anime and manga industry.

 

Scope of global Anime report

Global Anime report segmentation

ATTRIBUTE

DETAILS

By Type

  • T.V.
  • Movie
  • Merchandising
  • Music
  • Pachinko
  • Video
  • Internet Distribution
  • Live Entertainment

By Genre

  • Action & Adventure
  • Sci-Fi and Fantasy
  • Sports
  • Romance and Drama
  • Others

By Solution

  • Software
  • Solution

By Geography

  • North America (USA, and Canada)
  • Europe (UK, Germany, France, Italy, Spain, Russia and Rest of Europe)
  • Asia Pacific (Japan, China, India, Australia, Southeast Asia and Rest of Asia Pacific)
  • Latin America (Brazil, Mexico, and Rest of Latin America)
  • Middle East & Africa (South Africa, GCC, and Rest of Middle East & Africa)

Customization Scope

  • Available upon request

Pricing

  • Available upon request

 

Objectives of the Study

The objectives of the study are summarized in 5 stages. They are as mentioned below:

  • Global Anime size and forecast: To identify and estimate the market size for global Anime market segmented By Type, By Genre, By Solution, and by region. Also, to understand the consumption/ demand created by consumers between 2024 and 2032.
  • Market Landscape and Trends: To identify and infer the drivers, restraints, opportunities, and challenges for global Anime
  • Market Influencing Factors: To find out the factors which are affecting the market of global Anime among consumers.
  • Company Profiling:  To provide a detailed insight into the major companies operating in the market. The profiling will include the financial health of the company's past 2-3 years with segmental and regional revenue breakup, product offering, recent developments, SWOT analysis, and key strategies.

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Research Methodology

Our research methodology has always been the key differentiating reason which sets us apart in comparison from the competing organizations in the industry. Our organization believes in consistency along with quality and establishing a new level with every new report we generate; our methods are acclaimed and the data/information inside the report is coveted. Our research methodology involves a combination of primary and secondary research methods. Data procurement is one of the most extensive stages in our research process. Our organization helps in assisting the clients to find the opportunities by examining the market across the globe coupled with providing economic statistics for each and every region.  The reports generated and published are based on primary & secondary research. In secondary research, we gather data for global Market through white papers, case studies, blogs, reference customers, news, articles, press releases, white papers, and research studies. We also have our paid data applications which includes hoovers, Bloomberg business week, Avention, and others.

Data Collection

Data collection is the process of gathering, measuring, and analyzing accurate and relevant data from a variety of sources to analyze market and forecast trends. Raw market data is obtained on a broad front. Data is continuously extracted and filtered to ensure only validated and authenticated sources are considered. Data is mined from a varied host of sources including secondary and primary sources.

Primary Research

After the secondary research process, we initiate the primary research phase in which we interact with companies operating within the market space. We interact with related industries to understand the factors that can drive or hamper a market. Exhaustive primary interviews are conducted. Various sources from both the supply and demand sides are interviewed to obtain qualitative and quantitative information for a report which includes suppliers, product providers, domain experts, CEOs, vice presidents, marketing & sales directors, Type & innovation directors, and related key executives from various key companies to ensure a holistic and unbiased picture of the market. 

Secondary Research

A secondary research process is conducted to identify and collect information useful for the extensive, technical, market-oriented, and comprehensive study of the market. Secondary sources include published market studies, competitive information, white papers, analyst reports, government agencies, industry and trade associations, media sources, chambers of commerce, newsletters, trade publications, magazines, Bloomberg BusinessWeek, Factiva, D&B, annual reports, company house documents, investor presentations, articles, journals, blogs, and SEC filings of companies, newspapers, and so on. We have assigned weights to these parameters and quantified their market impacts using the weighted average analysis to derive the expected market growth rate.

Top-Down Approach & Bottom-Up Approach

In the top – down approach, the Global Batteries for Solar Energy Storage Market was further divided into various segments on the basis of the percentage share of each segment. This approach helped in arriving at the market size of each segment globally. The segments market size was further broken down in the regional market size of each segment and sub-segments. The sub-segments were further broken down to country level market. The market size arrived using this approach was then crosschecked with the market size arrived by using bottom-up approach.

In the bottom-up approach, we arrived at the country market size by identifying the revenues and market shares of the key market players. The country market sizes then were added up to arrive at regional market size of the decorated apparel, which eventually added up to arrive at global market size.

This is one of the most reliable methods as the information is directly obtained from the key players in the market and is based on the primary interviews from the key opinion leaders associated with the firms considered in the research. Furthermore, the data obtained from the company sources and the primary respondents was validated through secondary sources including government publications and Bloomberg.

Market Analysis & size Estimation

Post the data mining stage, we gather our findings and analyze them, filtering out relevant insights. These are evaluated across research teams and industry experts. All this data is collected and evaluated by our analysts. The key players in the industry or markets are identified through extensive primary and secondary research. All percentage share splits, and breakdowns have been determined using secondary sources and verified through primary sources. The market size, in terms of value and volume, is determined through primary and secondary research processes, and forecasting models including the time series model, econometric model, judgmental forecasting model, the Delphi method, among Flywheel Energy Storage. Gathered information for market analysis, competitive landscape, growth trends, product development, and pricing trends is fed into the model and analyzed simultaneously.

Quality Checking & Final Review

The analysis done by the research team is further reviewed to check for the accuracy of the data provided to ensure the clients’ requirements. This approach provides essential checks and balances which facilitate the production of quality data. This Type of revision was done in two phases for the authenticity of the data and negligible errors in the report. After quality checking, the report is reviewed to look after the presentation, Type and to recheck if all the requirements of the clients were addressed.

Frequently Asked Questions

Global Anime forecast period is 2024 - 2032.
According to global Anime research, the market is expected to grow at a CAGR of ~ 8.93% over the next eight years.
The possible segments in global Anime are based on By Type, By Genre, By Solution, & by region.
The expected market size for Global Anime is USD 57.73 billion in 2032.
The major players in the market are Sunrise Inc, Studio Ghibli, Inc, Manglobe Inc, Pierrot Co. Ltd, Bones Inc, VIZ Media, LLC, P.A. Works, MADHOUSE Inc, Discotek Media, AIC RIGHTS Co. Ltd, Kyoto Animation Co. Ltd, Buford G.A, TOEI Animation Co. Ltd, Funimation, Crunchyroll, Aniplex of America, Inc, Manga Entertainment, LLC, Production I.G, Inc, and Shout!factory, LLC
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