The Japan market dominated the Asia Pacific Anime Merchandising Market by country in 2023, and is expected to continue to be a dominant market till 2031; thereby, achieving a market value of $2.72 billion by 2031. The China market is registering a CAGR of 8.7% during 2024-2031. Additionally, the India market is expected to showcase a CAGR of 10.3% during 2024-2031.
Several factors drive the adoption of anime merchandising. Once a niche interest limited to Japan, anime has become a mainstream phenomenon across regions like North America, Europe, and Southeast Asia. Streaming platforms like Crunchyroll, Netflix, and Funimation have played a pivotal role in introducing anime to new audiences, creating a robust demand for associated merchandise.
The anime fanbase has grown beyond traditional demographics, encompassing diverse age groups, genders, and nationalities. This inclusivity has broadened the scope of the merchandise market, leading to product diversification. Events like Comic-Con, Anime Expo, and Japan Expo have become hubs for anime enthusiasts.
The rising gaming industries in India and Japan, alongside the booming anime industry, are creating a strong synergy that directly benefits this sector. In India, where gaming is experiencing rapid growth - expected to increase at a rate of 33% and reach INR 25,300 Cr by FY27 - the surge in online gaming will likely amplify the appetite for anime merchandise. Online gaming platforms often feature anime-inspired content, from character designs to storylines, increasing anime's visibility within the gaming community. In Japan, the anime industry’s substantial market size of 2.74 trillion JPY in 2021 underscores its immense popularity and cultural impact. This strong market foundation naturally extends to this merchandising, with a highly engaged consumer base avidly collecting a wide range of merchandise, from character plushies to limited-edition collaborations with gaming franchises. Thus, the confluence of these factors - rising gaming industries and a booming anime market - creates a powerful force driving the expansion of this merchandising.
List of Key Companies Profiled
- Bandai Namco Holdings Inc.
- Good Smile Company, Inc.
- Diamond Select Toys
- Studio Ghibli, Inc.
- Crunchyroll, LLC
- Bioworld Merchandising, Inc.
- Bushiroad Inc.
- Medicom Toy Corporation
- Atomic Flare
Market Report Segmentation
By Distribution Channel
- Online
- Offline
By Product
- Figurine
- Clothing
- Board Games & Toys
- Posters
- Books
- Other Product
By Country
- China
- Japan
- India
- South Korea
- Singapore
- Malaysia
- Rest of Asia Pacific
Table of Contents
Companies Mentioned
- Bandai Namco Holdings Inc.
- Good Smile Company, Inc.
- Diamond Select Toys
- Studio Ghibli, Inc.
- Crunchyroll, LLC
- Bioworld Merchandising, Inc.
- Bushiroad Inc.
- Medicom Toy Corporation
- Atomic Flare
Methodology
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