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Cosplay Costumes & Wigs Market - Global Outlook & Forecast 2023-2028

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    Report

  • 228 Pages
  • March 2023
  • Region: Global
  • Arizton
  • ID: 5744006
UP TO OFF until Dec 31st 2024
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The cosplay costumes and wigs market size is expected to grow at a CAGR of 14.87% from 2022 to 2028.

MARKET TRENDS & OPPORTUNITIES

Rising Anime & Gaming Industry

Anime usually combines characterization, different forms of individualistic techniques, imagination, graphic art, and cinematography. Initially, anime was introduced in the television industry with the first Japanese television anime, which marked the beginning of a new anime industry. In the cosplay industry, anime has gained global visibility as one of the performing arts in which individuals dress up as anime characters. For instance, Anime NYC is one of New York’s anime conventions covering the best of Japanese pop culture in America. Further, over the past few years, cosplay costumes have gained growing demand from the gaming industry due to rising gaming conventions. Many cosplay costume manufacturing companies have increased their game-related costume and movie or anime characters. For instance, SimCosplay has introduced gaming-related costumes such as Bayonetta, Elden Ring, Kingdom Hearts, Street Fighter, Xenoblade, Cyberpunk 2077, Final Fantasy, TLOU 2, Zelda, Devil May Cry, Fire Emblem, Resident Evil, The Witcher, and others. Such factors are projected to propel the cosplay costumes and wigs market growth.

Rising Consumer Purchasing Power

Consumer purchasing power measures the value of money with which consumers purchase goods & services. It is mainly related to the cost-of-living index and indicates how inflation affects consumer buying ability. The pricing of various goods or services is one of the most important factors influencing the consumer’s purchasing power. Post-pandemic, the purchasing power has been observed to resume according to pre-pandemic levels. Thus, in major countries, especially the U.S., Halloween is celebrated yearly. In 2022, retailers were prepared to meet the demand for these costumes, making them memorable. According to the National Retail Federation (NRF), participation in Halloween-related activities reached approximately 69% as per consumer planning, up from 65% in 2021. After the pandemic, many individuals have started returning to in-person gathering events. The spending on costumes has increased with increasing celebrations and planning of Halloween compared to the previous year.

SEGMENTATION INSIGHTS

INSIGHTS BY TYPE

The costumes segment accounted for a 62.83% share of the global costumes and wigs market in 2022. Moreover, the demand for costumes is expected to witness the highest growth during the forecast period owing to the rising number of conventions at different places. The cosplay industry is largely influenced by cosplayers who regularly attend every event or convention in their respective countries. The growth rate in this category is largely driven by variation in clothing, accessories & props, and footwear as per the desired chosen character. During the forecast period, the market demand is anticipated to grow for clothing costumes, as they are lightweight, easy to sew, and available in many materials and colors.

The global cosplay wigs market is expected to grow at a CAGR of 15.28% during the forecast period. Major market vendors have started their product portfolio expansion by including the production of cosplay wigs and cosplay costumes & accessories. For instance, Cosplaybuzz is one of the market's well-known vendors of cosplay wigs. The company produces cosplay wigs based on anime & comic characters.

Segmentation by Type

  • Costumes
  • Clothing
  • Footwear
  • Accessories & Props
  • Wigs

INSIGHT BY THEME

The global cosplay costumes and wigs market dominated the Halloween theme segment, holding almost a 25.9% share. The higher share is due to the high demand for costumes & other accessories during this celebration. According to the National Retail Federation, the celebration of Halloween recovered by 69% post-pandemic. Thus, many vendors have increased their costume business per the Halloween theme. For instance, Spirit Halloween mainly focuses on manufacturing Halloween costumes and accessories. Halloween's themes include bats, aliens, dragons, ghosts, horror, panda, military, vampire, skeletons, and other costumes.

Segmentation by Themes

  • Christmas
  • Halloween
  • Anime
  • Games
  • TV & Movies
  • Others

INSIGHT BY SALES CHANNEL

The global cosplay costumes and wigs market by sales channel has been broadly classified online and offline. The market has been dominated by online sales channels and was valued at USD 18.23 billion in 2022. With digitalization capturing a high portion of the industry, several vendors focus on capitalizing on this opportunity and reaching out to customers directly via online websites and other digital media channels. Online sales also provide a wide variety of options for buyers and offer convenience for end-user customers to buy products of their choice from any place at any particular point in time. Thus, prominent market vendors seize the opportunity to promote and sell their products via online distribution channels.

Segmentation by Sales Channel

  • Offline
  • Online

GEOGRAPHICAL ANALYSIS

The global cosplay costumes and wigs market is dominated by North America, Europe, and Japan, which held more than 74% share in 2022. Due to growing cosplay events, the digital fashion industry, and increasing consumer purchasing power, the North American market is largely driven by cosplay. Moreover, a rising number of individuals accepting cosplay as their career is also expected to boost the market in further years. Many young populations accepted this path and became cosplayers who regularly attend every cosplay event or celebration and focus on increasing cosplay community awareness across their respective regions.

APEJ accounts for 17.84% of the global cosplay costumes and wigs market share. Rising consumer purchasing power from local vendors is expected to boost the market in this region. Many local cosplay costume vendors are present in China and have expanded their business through online channels. This has led vendors to increase their supply chain across various regions or countries. With the rise in internet penetration, especially during the pandemic outbreak and lockdowns, many people have become cosplayers and increased their business through their active presence on various social media channels.

Japan's cosplay costumes and wigs market was valued at USD 6.95 billion in 2022. The market in Japan is highly characterized by high demand for anime costumes & accessories. Further, offline sales in Japan are likely to grow with a CAGR of over 13.67% during the forecast period, and the market is likely to witness growth in the number of local stores of cosplay costumes and wigs in this country.

Segmentation By Geography

  • North America
  • US
  • Canada
  • APEJ
  • China
  • South Korea
  • Australia
  • Rest of APEJ
  • Japan
  • Europe
  • Germany
  • UK
  • Spain
  • Rest of Europe
  • Rest of World

COMPETITIVE LANDSCAPE

The global cosplay costumes and wigs market is highly fragmented, with several top vendors operating. However, the industry is witnessing consolidation, albeit at a slow pace.

Some of the key players in the market include Rubies II, Halloweencostumes.com, Hot Topic, FM-Anime, Sky Costume, Epic Cosplay Wigs, Ezcosplay, Abracadabra NYC, Miccostumes.com, and Distortions Unlimited. The vendors in the industry are using new business models and focusing on developing the portfolio of their establishments to drive growth. The focus is heavily shifting towards strategic orientations influencing the company’s positive results with a strong building of customer relationship management (CRM) by serving customers in both mediums, online and offline. The cosplay costumes and wigs market competition is expected to intensify further with an increase in product extensions and a growing customer base.

The cosplay costumes and wigs market concentration in developed countries such as the US, Japan, China, and other Western European countries is high. At the same time, the market is in its promising stage in developing economies such as the Asia Pacific, including South Korea, because of the entry of many international brands in these countries and the growing demand of the entertainment or events industry during festive seasons. The competition between vendors exists based on material type, theme-based costumes, applications, quality, price, product innovation, style, service, and customer satisfaction. The competition among major players is intense. The rapidly changing technological environment could adversely affect vendors as customers expect continual innovations and upgrades in the buying process of online shopping. The present scenario forces vendors to alter and refine their unique value proposition to achieve a strong market presence.

Company Profiles

  • Rubies II
  • Uwowo Cosplay
  • Rolecosplay.com
  • Disguise
  • Simcosplay.com
  • Cossky
  • Yaya Han
  • XCOSER International Cosplay Costume
  • Spirit Halloween
  • Blossom Costumes
  • Fanplusfriend
  • Escapade
  • The Horror Dome
  • Cosplaybuzz
  • DokiDoki Cosplay
  • Distortions Unlimited
  • Micocostumes
  • Abracadabra NYC
  • Joke.co.uk
  • Ezcosplay
  • Epic Cosplay Wigs
  • Sky Costume
  • FM-Anime
  • HalloweenCostumes.com
  • Hot Topic

KEY QUESTIONS ANSWERED

1. How big is the cosplay costumes and wigs market?
2. What is the growth rate of the cosplay costumes and wigs market?
3. Which region dominates the global cosplay costumes and wigs market?
4. What are the key driving factors in the cosplay costumes and wigs market?
5. Who are the key players in the global cosplay costumes and wigs market?

Table of Contents

1 Research Methodology

2 Research Objectives

3 Research Process

4 Scope & Coverage
4.1 Market Definition
4.1.1 Inclusions
4.1.2 Exclusions
4.1.3 Market Estimation Caveats
4.2 Base Year
4.3 Scope of the Study
4.3.1 Market Segmentation by Type
4.3.2 Market Segmentation by Costumes
4.3.3 Market Segmentation by Themes
4.3.4 Market Segmentation by Sales Channel
4.3.5 Market Segmentation by Geography

5 Report Assumptions & Caveats
5.1 Key Caveats
5.2 Currency Conversion
5.3 Market Derivation

6 Market at a Glance

7 Introduction
7.1 Overview
7.1.1 Conventions in 2023
7.1.2 Cosplay Influencers
7.2 Value Chain Analysis
7.2.1 Material Suppliers
7.2.2 Manufacturers
7.2.3 Distributors
7.2.4 End-Users

8 Market Opportunities & Trends
8.1 Growing Digital Fashion
8.2 Rising Cosplay Events
8.3 Rising Anime & Gaming Industry

9 Market Growth Enablers
9.1 Rising Entertainment & Ott Platforms
9.2 Rising Consumer Purchasing Power
9.3 Rising Adoption of Social Media Channels

10 Market Restraints
10.1 Rising Shift Toward Diy Costumes
10.2 Socio-Cultural Barriers

11 Market Landscape
11.1 Market Overview
11.1.1 Geographic Insights
11.2 Market Size & Forecast
11.3 Type
11.3.1 Market Size & Forecast
11.4 Costumes
11.4.1 Market Size & Forecast
11.5 Themes
11.5.1 Market Size & Forecast
11.6 Sales Channel
11.6.1 Market Size & Forecast
11.7 Five Forces Analysis
11.7.1 Threat of New Entrants
11.7.2 Bargaining Power of Suppliers
11.7.3 Bargaining Power of Buyers
11.7.4 Threat of Substitutes
11.7.5 Competitive Rivalry

12 Type
12.1 Market Snapshot & Growth Engine
12.2 Market Overview
12.3 Costumes
12.3.1 Market Overview
12.3.2 Market Size & Forecast
12.3.3 Market by Geography
12.3.4 Clothing: Market Size & Forecast
12.3.5 Market by Geography
12.3.6 Footwear: Market Size & Forecast
12.3.7 Market by Geography
12.3.8 Accessories & Props: Market Size & Forecast
12.3.9 Market by Geography
12.4 Wigs
12.4.1 Market Overview
12.4.2 Market Size & Forecast
12.4.3 Market by Geography

13 Themes
13.1 Market Snapshot & Growth Engine
13.2 Market Overview
13.3 Christmas
13.3.1 Market Overview
13.3.2 Market Size & Forecast
13.3.3 Market by Geography
13.4 Halloween
13.4.1 Market Overview
13.4.2 Market Size & Forecast
13.4.3 Market by Geography
13.5 Anime
13.5.1 Market Overview
13.5.2 Market Size & Forecast
13.5.3 Market by Geography
13.6 Games
13.6.1 Market Overview
13.6.2 Market Size & Forecast
13.6.3 Market by Geography
13.7 Tv & Movies
13.7.1 Market Overview
13.7.2 Market Size & Forecast
13.7.3 Market by Geography
13.8 Others
13.8.1 Market Overview
13.8.2 Market Size & Forecast
13.8.3 Market by Geography

14 Sales Channel
14.1 Market Snapshot & Growth Engine
14.2 Market Overview
14.2.1 Offline: Segment Insights
14.2.2 Online: Segment Insights
14.3 Offline
14.3.1 Market Overview
14.3.2 Market Size & Forecast
14.3.3 Market by Geography
14.4 Online
14.4.1 Market Overview
14.4.2 Market Size & Forecast
14.4.3 Market by Geography

15 Geography
15.1 Market Snapshot & Growth Engine
15.2 Geographic Overview

16 North America
16.1 Market Overview
16.2 Market Size & Forecast
16.3 Type
16.3.1 Market Size & Forecast
16.4 Costumes
16.4.1 Market Size & Forecast
16.5 Themes
16.5.1 Market Size & Forecast
16.6 Sales Channel
16.6.1 Market Size & Forecast
16.7 Key Countries
16.7.1 Us: Market Size & Forecast
16.7.2 Canada: Market Size & Forecast

17 Apej
17.1 Market Overview
17.2 Market Size & Forecast
17.3 Type
17.3.1 Market Size & Forecast
17.4 Costumes
17.4.1 Market Size & Forecast
17.5 Sales Channel
17.5.1 Market Size & Forecast
17.6 Themes
17.6.1 Market Size & Forecast
17.7 Key Countries
17.7.1 China: Market Size & Forecast
17.7.2 South Korea: Market Size & Forecast
17.7.3 Australia: Market Size & Forecast
17.7.4 Rest of Apej: Market Size & Forecast

18 Japan
18.1 Market Overview
18.2 Market Size & Forecast
18.3 Type
18.3.1 Market Size & Forecast
18.4 Costumes
18.4.1 Market Size & Forecast
18.5 Sales Channel
18.5.1 Market Size & Forecast
18.6 Themes
18.6.1 Market Size & Forecast

19 Europe
19.1 Market Overview
19.2 Market Size & Forecast
19.3 Type
19.3.1 Market Size & Forecast
19.4 Costumes
19.4.1 Market Size & Forecast
19.5 Sales Channel
19.5.1 Market Size & Forecast
19.6 Themes
19.6.1 Market Size & Forecast
19.7 Key Countries
19.7.1 Uk: Market Size & Forecast
19.7.2 Germany: Market Size & Forecast
19.7.3 Spain: Market Size & Forecast
19.7.4 Rest of Europe: Market Size & Forecast

20 Rest of World
20.1 Market Overview
20.2 Market Size & Forecast
20.3 Type
20.3.1 Market Size & Forecast
20.4 Costumes
20.4.1 Market Size & Forecast
20.5 Themes
20.5.1 Market Size & Forecast
20.6 Sales Channel
20.6.1 Market Size & Forecast

21 Competitive Landscape
21.1 Competition Overview

22 Company Profiles
22.1 Rubies Ii
22.1.1 Business Overview
22.1.2 Product Offerings
22.2 Uwowo Cosplay
22.2.1 Business Overview
22.2.2 Product Offerings
22.3 Rolecosplay.Com
22.3.1 Business Overview
22.3.2 Product Offerings
22.4 Disguise
22.4.1 Business Overview
22.4.2 Product Offerings
22.5 Simcosplay.Com
22.5.1 Business Overview
22.5.2 Product Offerings
22.6 Cossky
22.6.1 Business Overview
22.6.2 Product Offerings
22.7 Yaya Han
22.7.1 Business Overview
22.7.2 Product Offerings
22.8 Xcoser
22.8.1 Business Overview
22.8.2 Product Offerings
22.9 Spirit Halloween
22.9.1 Business Overview
22.9.2 Product Offerings
22.10 Blossom Costumes
22.10.1 Business Overview
22.10.2 Product Offerings
22.11 Fanplusfriend
22.11.1 Business Overview
22.11.2 Product Offerings
22.12 Escapade
22.12.1 Business Overview
22.12.2 Product Offerings
22.13 the Horror Dome
22.13.1 Business Overview
22.13.2 Product Offerings
22.14 Cosplaybuzz
22.14.1 Business Overview
22.14.2 Product Offerings
22.15 Dokidoki Cosplay
22.15.1 Business Overview
22.15.2 Product Offerings
22.16 Distortions Unlimited
22.16.1 Business Overview
22.16.2 Product Offerings
22.17 Micocostumes
22.17.1 Business Overview
22.17.2 Product Offerings
22.18 Abracadabra Nyc
22.18.1 Business Overview
22.18.2 Product Offerings
22.19 Joke.Co.Uk
22.19.1 Business Overview
22.19.2 Product Offerings
22.20 Ezcosplay
22.20.1 Business Overview
22.20.2 Product Offerings
22.21 Epic Cosplay Wigs
22.21.1 Business Overview
22.21.2 Product Offerings
22.22 Sky Costume
22.22.1 Business Overview
22.22.2 Product Offerings
22.23 Fm-Anime
22.23.1 Business Overview
22.23.2 Product Offerings
22.24 Halloweencostumes.Com
22.24.1 Business Overview
22.24.2 Product Offerings
22.25 Hot Topic
22.25.1 Business Overview
22.25.2 Product Offerings

23 Report Summary
23.1 Key Takeaways
23.2 Strategic Recommendations

24 Quantitative Summary
24.1 Market by Geography
24.2 North America
24.2.1 Type: Market Size & Forecast
24.2.2 Costumes: Market Size & Forecast
24.2.3 Themes: Market Size & Forecast
24.2.4 Sales Channel: Market Size & Forecast
24.3 Europe
24.3.1 Type: Market Size & Forecast
24.3.2 Costumes: Market Size & Forecast
24.3.3 Themes: Market Size & Forecast
24.3.4 Sales Channel: Market Size & Forecast
24.4 Japan
24.4.1 Type: Market Size & Forecast
24.4.2 Costumes: Market Size & Forecast
24.4.3 Themes: Market Size & Forecast
24.4.4 Sales Channel: Market Size & Forecast
24.5 Apej
24.5.1 Type: Market Size & Forecast
24.5.2 Costumes: Market Size & Forecast
24.5.3 Themes: Market Size & Forecast
24.5.4 Sales Channel: Market Size & Forecast
24.6 Rest of World
24.6.1 Type: Market Size & Forecast
24.6.2 Costumes: Market Size & Forecast
24.6.3 Themes: Market Size & Forecast
24.6.4 Sales Channel: Market Size & Forecast
24.7 Type
24.7.1 Market Size & Forecast
24.8 Costumes
24.8.1 Market Size & Forecast
24.9 Themes
24.9.1 Market Size & Forecast
24.10 Sales Channel
24.10.1 Market Size & Forecast

25 Appendix
25.1 Abbreviations

Companies Mentioned

  • Rubies II
  • Uwowo Cosplay
  • Rolecosplay.com
  • Disguise
  • Simcosplay.com
  • Cossky
  • Yaya Han
  • XCOSER International Cosplay Costume
  • Spirit Halloween
  • Blossom Costumes
  • Fanplusfriend
  • Escapade
  • The Horror Dome
  • Cosplaybuzz
  • DokiDoki Cosplay
  • Distortions Unlimited
  • Micocostumes
  • Abracadabra NYC
  • Joke.co.uk
  • Ezcosplay
  • Epic Cosplay Wigs
  • Sky Costume
  • FM-Anime
  • HalloweenCostumes.com
  • Hot Topic

Methodology


Our research comprises a mix of primary and secondary research. The secondary research sources that are typically referred to include, but are not limited to, company websites, annual reports, financial reports, company pipeline charts, broker reports, investor presentations and SEC filings, journals and conferences, internal proprietary databases, news articles, press releases, and webcasts specific to the companies operating in any given market.

Primary research involves email interactions with the industry participants across major geographies. The participants who typically take part in such a process include, but are not limited to, CEOs, VPs, business development managers, market intelligence managers, and national sales managers. We primarily rely on internal research work and internal databases that we have populated over the years. We cross-verify our secondary research findings with the primary respondents participating in the study.



 

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