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Anime - Global Strategic Business Report

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    Report

  • 89 Pages
  • December 2024
  • Region: Global
  • Global Industry Analysts, Inc
  • ID: 5301881
The global market for Anime was estimated at US$34.5 Billion in 2023 and is projected to reach US$60.8 Billion by 2030, growing at a CAGR of 8.4% from 2023 to 2030. This comprehensive report provides an in-depth analysis of market trends, drivers, and forecasts, helping you make informed business decisions.

Global Amines Market - Key Trends and Drivers Summarized

Why Anime Captivated Global Audiences with Such Intensity?

Anime, a style of animation that originated in Japan, transcended its cultural roots to become a global phenomenon. What started as localized entertainment in the mid-20th century grew into an internationally recognized form of media that commands a large, devoted fanbase. One of the key reasons behind anime's wide-reaching appeal is its unique blend of storytelling, art, and character development. Unlike traditional Western animation, which often targets children, anime caters to a broad demographic spectrum. From action-packed series like Naruto and Attack on Titan to more introspective works like Your Name and Spirited Away, anime offers something for every viewer, regardless of age or cultural background. Additionally, the diverse genres and storytelling techniques in anime, ranging from science fiction to romance and even historical epics, create a dynamic viewing experience that continues to attract millions worldwide.

What Technological Innovations Have Propelled Anime Forward?

Technological advancements have played a pivotal role in the evolution of anime, enabling creators to push the boundaries of animation. The shift from traditional hand-drawn animation to digital animation significantly increased production speed and quality. Digital tools allow for smoother transitions, more intricate backgrounds, and special effects that were once too time-consuming or expensive to create manually. The rise of streaming platforms like Crunchyroll, Netflix, and Funimation also expanded anime's global reach. These platforms provide easy access to anime for international audiences, often with dubbed or subtitled versions, breaking down language barriers that once restricted the genre to Japan. Furthermore, advancements in 3D animation and CGI have allowed for more visually stunning and immersive experiences, as seen in productions like Demon Slayer: Mugen Train and Ghost in the Shell, bridging the gap between traditional animation and modern visual effects.

How Is Consumer Behavior Shaping the Anime Industry?

The way consumers engage with anime shifted dramatically in recent years. The rise of fandom culture, fueled by social media platforms like Twitter, Reddit, and TikTok, created a thriving community where fans can discuss, analyze, and even create their own content related to their favorite shows. These fan-driven conversations have turned anime into a participatory form of entertainment, with viewers influencing trends, characters, and storylines. Merchandise sales, conventions, and cosplay events have also become major revenue streams for the industry. In particular, anime conventions like Anime Expo and Comic-Con have turned into large-scale events where fans and creators converge, further solidifying the community's sense of belonging. Additionally, anime's cross-cultural impact opened up new markets, with countries like the United States, France, and Brazil becoming major hubs for anime consumption. The growing demand for anime content led production studios to cater more to international tastes while maintaining the distinct cultural elements that make anime uniquely Japanese.

What Factors Are Driving the Exponential Growth of the Anime Market?

The growth in the anime market is driven by several factors, including technological advancements, increased accessibility, and evolving consumer preferences. First, the rise of streaming services democratized access to anime, allowing it to reach audiences across the globe without geographical or linguistic barriers. As more people gain access to high-speed internet, the ease with which viewers can discover and binge-watch entire series on demand is driving the genre's global expansion. Second, the increasing use of advanced animation techniques, such as CGI and 3D rendering, elevated the quality of anime productions, attracting both traditional fans and new audiences who are captivated by the high production value. Moreover, anime's ability to seamlessly adapt to various entertainment mediums, from video games to films, diversified its revenue streams and broadened its market appeal. Consumer behavior also plays a crucial role - millennials and Gen Z viewers, known for their appetite for niche and diverse content, have been instrumental in boosting anime's popularity outside Japan. These tech-savvy generations are drawn to anime's complex storytelling, culturally rich themes, and the sense of community it fosters, all of which contribute to the industry's continued expansion. Finally, collaborations with global brands and licensing agreements have helped anime penetrate new markets, with anime-inspired merchandise, fashion, and even art influencing mainstream culture worldwide.

Key Insights:

  • Market Growth: Understand the significant growth trajectory of the Anime Merchandising segment, which is expected to reach US$19.8 Billion by 2030 with a CAGR of a 9.4%. The Anime Internet Distribution segment is also set to grow at 9.5% CAGR over the analysis period.
  • Regional Analysis: Gain insights into the U.S. market, estimated at $9.0 Billion in 2023, and China, forecasted to grow at an impressive 12.7% CAGR to reach $15.8 Billion by 2030. Discover growth trends in other key regions, including Japan, Canada, Germany, and the Asia-Pacific.

Why You Should Buy This Report:

  • Detailed Market Analysis: Access a thorough analysis of the Global Anime Market, covering all major geographic regions and market segments.
  • Competitive Insights: Get an overview of the competitive landscape, including the market presence of major players across different geographies.
  • Future Trends and Drivers: Understand the key trends and drivers shaping the future of the Global Anime Market.
  • Actionable Insights: Benefit from actionable insights that can help you identify new revenue opportunities and make strategic business decisions.

Key Questions Answered:

  • How is the Global Anime Market expected to evolve by 2030?
  • What are the main drivers and restraints affecting the market?
  • Which market segments will grow the most over the forecast period?
  • How will market shares for different regions and segments change by 2030?
  • Who are the leading players in the market, and what are their prospects?

Report Features:

  • Comprehensive Market Data: Independent analysis of annual sales and market forecasts in US$ Million from 2023 to 2030.
  • In-Depth Regional Analysis: Detailed insights into key markets, including the U.S., China, Japan, Canada, Europe, Asia-Pacific, Latin America, Middle East, and Africa.
  • Company Profiles: Coverage of major players such as Atomic Flare, Bones Inc., Cartoon Network, Inc., and more.
  • Complimentary Updates: Receive free report updates for one year to keep you informed of the latest market developments.

Select Competitors (Total 33 Featured):

  • Atomic Flare
  • Bones Inc.
  • Cartoon Network, Inc.
  • Cygames, Inc.
  • Kyoto Animation Co., Ltd.
  • Madhouse, Inc.
  • MAPPA Co., Ltd.
  • Marvelous Japan
  • Netflix
  • SEGA Sammy Holdings, Inc.

Table of Contents

I. METHODOLOGYII. EXECUTIVE SUMMARY
1. MARKET OVERVIEW
  • Influencer Market Insights
  • World Market Trajectories
  • Global Economic Update
  • Anime - Global Key Competitors Percentage Market Share in 2024 (E)
  • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2024 (E)
2. FOCUS ON SELECT PLAYERS
3. MARKET TRENDS & DRIVERS
  • Growing Global Fanbase for Anime Spurs Demand for Content Localization and Streaming Services
  • Rise of Anime Streaming Platforms Throws the Spotlight on Accessibility for International Audiences
  • Expansion of Merchandise and Licensing Opportunities Generates Revenue Growth Across Global Markets
  • Growing Influence of Social Media in Fandom Culture Drives Engagement and Popularity of Anime Worldwide
  • Technological Advancements in Animation Propel Growth in High-Quality Anime Production
  • Crossover of Anime with Gaming Expands Addressable Market in Entertainment and Interactive Media
  • Popularity of Anime Conventions and Events Strengthens Brand Value
  • Increased Investment from Global Media Giants Sets the Stage for Market Expansion
  • Rise of Diverse and Niche Genres in Anime Drives Broader Audience Appeal, Favors Market Growth
  • Expansion of Merchandise and Licensing Opportunities Generates Revenue Opportunities
  • Rise of Diverse and Niche Genres in Anime Drives Broader Audience Appeal
  • Integration with Mainstream Pop Culture Expands Market Reach Beyond Traditional Fans
  • Growing Demand for Anime Films in International Markets Propels Market Opportunities
  • The Influence of Streaming Giants like Netflix and Crunchyroll Accelerates the Globalization of Anime Content
  • Growing Interest in Anime Adaptations of Manga and Novels Bodes Well for Cross-Media Expansion
  • Collaborations Between Anime Studios and International Brands Generates New Revenue Streams
  • Technological Innovations in CGI and 3D Animation Crucial for Sustaining Market Growth
  • Expansion of Anime into Virtual Reality (VR) Experiences Sets the Stage for Immersive Entertainment Formats
  • Rising Demand for Anime-Themed Mobile Games Propels Market Growth
  • Growing Appeal of Anime Across Demographics Expands Market Opportunity
4. GLOBAL MARKET PERSPECTIVE
  • Table 1: World Recent Past, Current & Future Analysis for Anime by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
  • Table 2: World Historic Review for Anime by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 3: World 16-Year Perspective for Anime by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets for Years 2014, 2024 & 2030
  • Table 4: World Recent Past, Current & Future Analysis for Merchandising by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
  • Table 5: World Historic Review for Merchandising by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 6: World 16-Year Perspective for Merchandising by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
  • Table 7: World Recent Past, Current & Future Analysis for Internet Distribution by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
  • Table 8: World Historic Review for Internet Distribution by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 9: World 16-Year Perspective for Internet Distribution by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
  • Table 10: World Recent Past, Current & Future Analysis for Television by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
  • Table 11: World Historic Review for Television by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 12: World 16-Year Perspective for Television by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
  • Table 13: World Recent Past, Current & Future Analysis for Video by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
  • Table 14: World Historic Review for Video by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 15: World 16-Year Perspective for Video by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
  • Table 16: World Recent Past, Current & Future Analysis for Live Entertainment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
  • Table 17: World Historic Review for Live Entertainment by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 18: World 16-Year Perspective for Live Entertainment by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
  • Table 19: World Recent Past, Current & Future Analysis for Pachinko by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
  • Table 20: World Historic Review for Pachinko by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 21: World 16-Year Perspective for Pachinko by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
  • Table 22: World Recent Past, Current & Future Analysis for Other Types by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
  • Table 23: World Historic Review for Other Types by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 24: World 16-Year Perspective for Other Types by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2024 & 2030
  • Table 25: World Anime Market Analysis of Annual Sales in US$ Million for Years 2014 through 2030
III. MARKET ANALYSIS
UNITED STATES
  • Anime Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2024 (E)
  • Table 26: USA Recent Past, Current & Future Analysis for Anime by Type - Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 27: USA Historic Review for Anime by Type - Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 28: USA 16-Year Perspective for Anime by Type - Percentage Breakdown of Value Sales for Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types for the Years 2014, 2024 & 2030
CANADA
  • Table 29: Canada Recent Past, Current & Future Analysis for Anime by Type - Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 30: Canada Historic Review for Anime by Type - Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 31: Canada 16-Year Perspective for Anime by Type - Percentage Breakdown of Value Sales for Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types for the Years 2014, 2024 & 2030
JAPAN
  • Anime Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2024 (E)
  • Table 32: Japan Recent Past, Current & Future Analysis for Anime by Type - Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 33: Japan Historic Review for Anime by Type - Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 34: Japan 16-Year Perspective for Anime by Type - Percentage Breakdown of Value Sales for Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types for the Years 2014, 2024 & 2030
CHINA
  • Anime Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2024 (E)
  • Table 35: China Recent Past, Current & Future Analysis for Anime by Type - Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 36: China Historic Review for Anime by Type - Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 37: China 16-Year Perspective for Anime by Type - Percentage Breakdown of Value Sales for Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types for the Years 2014, 2024 & 2030
EUROPE
  • Anime Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2024 (E)
  • Table 38: Europe Recent Past, Current & Future Analysis for Anime by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
  • Table 39: Europe Historic Review for Anime by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 40: Europe 16-Year Perspective for Anime by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2014, 2024 & 2030
  • Table 41: Europe Recent Past, Current & Future Analysis for Anime by Type - Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 42: Europe Historic Review for Anime by Type - Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 43: Europe 16-Year Perspective for Anime by Type - Percentage Breakdown of Value Sales for Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types for the Years 2014, 2024 & 2030
FRANCE
  • Anime Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2024 (E)
  • Table 44: France Recent Past, Current & Future Analysis for Anime by Type - Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 45: France Historic Review for Anime by Type - Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 46: France 16-Year Perspective for Anime by Type - Percentage Breakdown of Value Sales for Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types for the Years 2014, 2024 & 2030
GERMANY
  • Anime Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2024 (E)
  • Table 47: Germany Recent Past, Current & Future Analysis for Anime by Type - Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 48: Germany Historic Review for Anime by Type - Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 49: Germany 16-Year Perspective for Anime by Type - Percentage Breakdown of Value Sales for Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types for the Years 2014, 2024 & 2030
ITALY
  • Table 50: Italy Recent Past, Current & Future Analysis for Anime by Type - Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 51: Italy Historic Review for Anime by Type - Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 52: Italy 16-Year Perspective for Anime by Type - Percentage Breakdown of Value Sales for Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types for the Years 2014, 2024 & 2030
UNITED KINGDOM
  • Anime Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2024 (E)
  • Table 53: UK Recent Past, Current & Future Analysis for Anime by Type - Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 54: UK Historic Review for Anime by Type - Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 55: UK 16-Year Perspective for Anime by Type - Percentage Breakdown of Value Sales for Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types for the Years 2014, 2024 & 2030
SPAIN
  • Table 56: Spain Recent Past, Current & Future Analysis for Anime by Type - Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 57: Spain Historic Review for Anime by Type - Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 58: Spain 16-Year Perspective for Anime by Type - Percentage Breakdown of Value Sales for Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types for the Years 2014, 2024 & 2030
RUSSIA
  • Table 59: Russia Recent Past, Current & Future Analysis for Anime by Type - Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 60: Russia Historic Review for Anime by Type - Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 61: Russia 16-Year Perspective for Anime by Type - Percentage Breakdown of Value Sales for Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types for the Years 2014, 2024 & 2030
REST OF EUROPE
  • Table 62: Rest of Europe Recent Past, Current & Future Analysis for Anime by Type - Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 63: Rest of Europe Historic Review for Anime by Type - Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 64: Rest of Europe 16-Year Perspective for Anime by Type - Percentage Breakdown of Value Sales for Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types for the Years 2014, 2024 & 2030
ASIA-PACIFIC
  • Anime Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2024 (E)
  • Table 65: Asia-Pacific Recent Past, Current & Future Analysis for Anime by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2023 through 2030 and % CAGR
  • Table 66: Asia-Pacific Historic Review for Anime by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 67: Asia-Pacific 16-Year Perspective for Anime by Geographic Region - Percentage Breakdown of Value Sales for Australia, India, South Korea and Rest of Asia-Pacific Markets for Years 2014, 2024 & 2030
  • Table 68: Asia-Pacific Recent Past, Current & Future Analysis for Anime by Type - Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types - Independent Analysis of Annual Sales in US$ Million for the Years 2023 through 2030 and % CAGR
  • Table 69: Asia-Pacific Historic Review for Anime by Type - Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2022 and % CAGR
  • Table 70: Asia-Pacific 16-Year Perspective for Anime by Type - Percentage Breakdown of Value Sales for Merchandising, Internet Distribution, Pachinko, Live Entertainment, Television, Video and Other Types for the Years 2014, 2024 & 2030
AUSTRALIA
  • Anime Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2024 (E)
INDIA
  • Anime Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2024 (E)
SOUTH KOREAREST OF ASIA-PACIFIC
LATIN AMERICA
  • Anime Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2024 (E)
ARGENTINABRAZILMEXICOREST OF LATIN AMERICA
MIDDLE EAST
  • Anime Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2024 (E)
IRANISRAELSAUDI ARABIAUNITED ARAB EMIRATESREST OF MIDDLE EAST
AFRICA
  • Anime Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2024 (E)
IV. COMPETITION

Companies Mentioned

  • Atomic Flare
  • Bones Inc.
  • Cartoon Network, Inc.
  • Cygames, Inc.
  • Kyoto Animation Co., Ltd.
  • Madhouse, Inc.
  • MAPPA Co., Ltd.
  • Marvelous Japan
  • Netflix
  • SEGA Sammy Holdings, Inc.

Table Information