This Anime market report provides a comprehensive analysis of the market’s characteristics, size, and growth, including segmentation, regional and country-level breakdowns, competitive landscape, market shares, trends, and strategies. It also tracks historical and forecasted market growth across various geographies.
The anime market size has grown rapidly in recent years. It will grow from $28.55 billion in 2024 to $31.51 billion in 2025 at a compound annual growth rate (CAGR) of 10.4%. The growth in the historic period can be attributed to growth of merchandising, the rise of streaming and over-the-top (OTT) platforms, rising number of OTT content streamers, increasing fan base of anime, increased production of TV series.
The anime market size is expected to see strong growth in the next few years. It will grow to $46.07 billion in 2029 at a compound annual growth rate (CAGR) of 10%. The growth in the forecast period can be attributed to growing demand in sales and popularity of Japanese anime content, increasing demand for internet-based distribution, increasing gaming applications, increasing media consumption, rising interest in anime video games. Major trends in the forecast period include adoption of technologically advanced gadgets and products, growing demand for VR gaming, integration of AI-driven content, increasing reliance on streaming platforms, adoption of digital distribution channels for content.
The anime market is expected to experience growth driven by the increasing penetration of social media. Social media platforms and applications enable users to create, share, and interact with content, as well as connect and communicate with others. This growth in social media penetration is due to its user-friendly interface, accessibility via mobile devices, diverse content offerings, networking capabilities, entertainment value, and effectiveness for marketing and advertising purposes. Social media platforms benefit the anime market by providing a global stage for promotion, engaging with fans, fostering community development, and gathering feedback. For example, Acodez IT Solutions reported that Facebook's daily active users reached 2.08 billion in 2023, marking an increase of 96 million users compared to the previous year. Thus, the expanding presence of social media platforms is fueling growth in the anime market.
Leading companies in the anime market are responding to the growing demand for collectible figures among anime enthusiasts by introducing innovative products such as Nendoroid figurines. These figurines are small, highly detailed, and stylized in a super-deformed manner, typically around 10 cm (3.9 inches) tall. They feature cute designs that depict characters from anime, manga, and video games in a chibi style. For instance, Good Smile Company Inc., a Japan-based manufacturer specializing in hobby products, launched a Nendoroid figurine of Hitori Gotou, a prominent character from the anime series Bocchi the Rock, in January 2023. The figurine showcases Hitori in her school uniform, complete with a guitar, and includes additional accessories such as a guitar strap, music sheet, and microphone.
In May 2024, Toho Co., Ltd., an entertainment company based in Japan, acquired Science SARU, an animation studio, for an undisclosed sum. This acquisition is part of Toho's strategy to strengthen its animation business, improve animation quality, and support the ongoing growth of the anime sector. Science SARU is known for its contributions to the anime industry and its expertise in creating compelling animated content.
Major companies operating in the anime market are Toei Animation Co. Ltd., Sanrio Co. Ltd., Netflix Inc., Bandai Namco Holdings Inc., Kodansha Ltd., Crunchyroll LLC, VIZ Media LLC, MADHOUSE Inc., Production I.G Inc., Right Stuf Inc., Gainax Co. Ltd., Good Smile Company Inc., Wit Studio Inc., Studio Ghibli Inc., Kyoto Animation, Pierrot Co. Ltd., Bones Inc., A-1 Pictures, Tatsunoko Production, kitsus Destiny, Progressive Animation, Atomic Flare, J.C.Staff Co. Ltd., Studio Deen Co. Ltd.
Asia-Pacific was the largest region in the anime market in 2024. Middle East is expected to be the fastest-growing region in the forecast period. The regions covered in the anime market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the anime market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
Anime is an animated style originating in Japan, now popular globally due to its diverse genres and themes appealing to audiences of all ages. Its evolution and ability to captivate diverse viewers contribute to its lasting popularity and cultural significance.
The primary anime genres include action and adventure, science fiction (sci-fi) and fantasy, romance and drama, sports, and others. Action and adventure emphasize thrilling plots with heroic protagonists facing challenges and physical feats. Anime is created using specialized software and services, presented in formats such as comics, manga, books, and distributed through TV, movies, streaming services, merchandise, and music.
The anime market research report is one of a series of new reports that provides anime market statistics, including the anime industry global market size, regional shares, competitors with anime market share, detailed anime market segments, market trends, and opportunities, and any further data you may need to thrive in the anime industry. These anime market research reports deliver a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.
The anime market includes revenues earned by entities by providing merchandising and licensing, dubbing and subtitling, marketing and promotion. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
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The anime market size has grown rapidly in recent years. It will grow from $28.55 billion in 2024 to $31.51 billion in 2025 at a compound annual growth rate (CAGR) of 10.4%. The growth in the historic period can be attributed to growth of merchandising, the rise of streaming and over-the-top (OTT) platforms, rising number of OTT content streamers, increasing fan base of anime, increased production of TV series.
The anime market size is expected to see strong growth in the next few years. It will grow to $46.07 billion in 2029 at a compound annual growth rate (CAGR) of 10%. The growth in the forecast period can be attributed to growing demand in sales and popularity of Japanese anime content, increasing demand for internet-based distribution, increasing gaming applications, increasing media consumption, rising interest in anime video games. Major trends in the forecast period include adoption of technologically advanced gadgets and products, growing demand for VR gaming, integration of AI-driven content, increasing reliance on streaming platforms, adoption of digital distribution channels for content.
The anime market is expected to experience growth driven by the increasing penetration of social media. Social media platforms and applications enable users to create, share, and interact with content, as well as connect and communicate with others. This growth in social media penetration is due to its user-friendly interface, accessibility via mobile devices, diverse content offerings, networking capabilities, entertainment value, and effectiveness for marketing and advertising purposes. Social media platforms benefit the anime market by providing a global stage for promotion, engaging with fans, fostering community development, and gathering feedback. For example, Acodez IT Solutions reported that Facebook's daily active users reached 2.08 billion in 2023, marking an increase of 96 million users compared to the previous year. Thus, the expanding presence of social media platforms is fueling growth in the anime market.
Leading companies in the anime market are responding to the growing demand for collectible figures among anime enthusiasts by introducing innovative products such as Nendoroid figurines. These figurines are small, highly detailed, and stylized in a super-deformed manner, typically around 10 cm (3.9 inches) tall. They feature cute designs that depict characters from anime, manga, and video games in a chibi style. For instance, Good Smile Company Inc., a Japan-based manufacturer specializing in hobby products, launched a Nendoroid figurine of Hitori Gotou, a prominent character from the anime series Bocchi the Rock, in January 2023. The figurine showcases Hitori in her school uniform, complete with a guitar, and includes additional accessories such as a guitar strap, music sheet, and microphone.
In May 2024, Toho Co., Ltd., an entertainment company based in Japan, acquired Science SARU, an animation studio, for an undisclosed sum. This acquisition is part of Toho's strategy to strengthen its animation business, improve animation quality, and support the ongoing growth of the anime sector. Science SARU is known for its contributions to the anime industry and its expertise in creating compelling animated content.
Major companies operating in the anime market are Toei Animation Co. Ltd., Sanrio Co. Ltd., Netflix Inc., Bandai Namco Holdings Inc., Kodansha Ltd., Crunchyroll LLC, VIZ Media LLC, MADHOUSE Inc., Production I.G Inc., Right Stuf Inc., Gainax Co. Ltd., Good Smile Company Inc., Wit Studio Inc., Studio Ghibli Inc., Kyoto Animation, Pierrot Co. Ltd., Bones Inc., A-1 Pictures, Tatsunoko Production, kitsus Destiny, Progressive Animation, Atomic Flare, J.C.Staff Co. Ltd., Studio Deen Co. Ltd.
Asia-Pacific was the largest region in the anime market in 2024. Middle East is expected to be the fastest-growing region in the forecast period. The regions covered in the anime market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the anime market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
Anime is an animated style originating in Japan, now popular globally due to its diverse genres and themes appealing to audiences of all ages. Its evolution and ability to captivate diverse viewers contribute to its lasting popularity and cultural significance.
The primary anime genres include action and adventure, science fiction (sci-fi) and fantasy, romance and drama, sports, and others. Action and adventure emphasize thrilling plots with heroic protagonists facing challenges and physical feats. Anime is created using specialized software and services, presented in formats such as comics, manga, books, and distributed through TV, movies, streaming services, merchandise, and music.
The anime market research report is one of a series of new reports that provides anime market statistics, including the anime industry global market size, regional shares, competitors with anime market share, detailed anime market segments, market trends, and opportunities, and any further data you may need to thrive in the anime industry. These anime market research reports deliver a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.
The anime market includes revenues earned by entities by providing merchandising and licensing, dubbing and subtitling, marketing and promotion. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 3-5 business days.
Table of Contents
1. Executive Summary2. Anime Market Characteristics3. Anime Market Trends and Strategies4. Anime Market - Macro Economic Scenario Including the Impact of Interest Rates, Inflation, Geopolitics, and the Recovery from COVID-19 on the Market32. Global Anime Market Competitive Benchmarking and Dashboard33. Key Mergers and Acquisitions in the Anime Market34. Recent Developments in the Anime Market
5. Global Anime Growth Analysis and Strategic Analysis Framework
6. Anime Market Segmentation
7. Anime Market Regional and Country Analysis
8. Asia-Pacific Anime Market
9. China Anime Market
10. India Anime Market
11. Japan Anime Market
12. Australia Anime Market
13. Indonesia Anime Market
14. South Korea Anime Market
15. Western Europe Anime Market
16. UK Anime Market
17. Germany Anime Market
18. France Anime Market
19. Italy Anime Market
20. Spain Anime Market
21. Eastern Europe Anime Market
22. Russia Anime Market
23. North America Anime Market
24. USA Anime Market
25. Canada Anime Market
26. South America Anime Market
27. Brazil Anime Market
28. Middle East Anime Market
29. Africa Anime Market
30. Anime Market Competitive Landscape and Company Profiles
31. Anime Market Other Major and Innovative Companies
35. Anime Market High Potential Countries, Segments and Strategies
36. Appendix
Executive Summary
Anime Global Market Report 2025 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on anime market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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- All data from the report will also be delivered in an excel dashboard format.
Description
Where is the largest and fastest growing market for anime ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The anime market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include: the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Scope
Markets Covered:
1) By Anime Genre: Action and Adventure; Science Fiction (Sci-Fi) And Fantasy; Romance and Drama; Sports; Other Anime Genres2) By Solution: Anime Creation Software; Anime Creation Services
3) By Publishing: Comics and Manga; Books and Novels
4) By Distribution Channel: Television (T.V.); Movie; Video; Internet Distribution; Merchandising; Music
Subsegments:
1) By Action and Adventure: Shonen (Targeted At Young Male Audience); Seinen (Targeted At Adult Male Audience); Mecha (Robots and Advanced Technology); Military or War Anime; Superhero and Action-Packed Adventures2) By Science Fiction (Sci-Fi) And Fantasy: Cyberpunk; Space Opera; Post-Apocalyptic; Time Travel; Magical Realism or Fantasy Worlds; Sword and Sorcery
3) By Romance and Drama: Shoujo (Targeted At Young Female Audience); Slice of Life; Romantic Comedy (Rom-Com); Tragic Romance; School Life and Drama; Historical Romance
4) By Sports: Team Sports (Basketball, Soccer, Baseball); Individual Sports (Boxing, Tennis, Martial Arts); Extreme Sports (Skateboarding, Snowboarding); Esports and Competitive Gaming
5) By Other Anime Genres: Horror and Supernatural; Mystery or Thriller; Comedy and Parody; Isekai (Alternate Worlds); Harem and Reverse Harem; Slice of Life (Non-Romantic)
Key Companies Mentioned: Toei Animation Co. Ltd.; Sanrio Co. Ltd.; Netflix Inc.; Bandai Namco Holdings Inc.; Kodansha Ltd.
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: PDF, Word and Excel Data Dashboard.
Companies Mentioned
The major companies featured in this Anime market report include:- Toei Animation Co. Ltd.
- Sanrio Co. Ltd.
- Netflix Inc.
- Bandai Namco Holdings Inc.
- Kodansha Ltd.
- Crunchyroll LLC
- VIZ Media LLC
- MADHOUSE Inc.
- Production I.G Inc.
- Right Stuf Inc.
- Gainax Co. Ltd.
- Good Smile Company Inc.
- Wit Studio Inc.
- Studio Ghibli Inc.
- Kyoto Animation
- Pierrot Co. Ltd.
- Bones Inc.
- A-1 Pictures
- Tatsunoko Production
- kitsus Destiny
- Progressive Animation
- Atomic Flare
- J.C.Staff Co. Ltd.
- Studio Deen Co. Ltd.
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 200 |
Published | April 2025 |
Forecast Period | 2025 - 2029 |
Estimated Market Value ( USD | $ 31.51 Billion |
Forecasted Market Value ( USD | $ 46.07 Billion |
Compound Annual Growth Rate | 10.0% |
Regions Covered | Global |
No. of Companies Mentioned | 25 |