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Anime Market Report 2026

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    Report

  • 250 Pages
  • January 2026
  • Region: Global
  • The Business Research Company
  • ID: 5991135
The anime market size has grown strongly in recent years. It will grow from $31.39 billion in 2025 to $34.52 billion in 2026 at a compound annual growth rate (CAGR) of 10%. The growth in the historic period can be attributed to japan-centric production culture, early anime broadcast networks, manga adaptations popularity, traditional cel animation techniques, cult following in overseas markets.

The anime market size is expected to see strong growth in the next few years. It will grow to $48.47 billion in 2030 at a compound annual growth rate (CAGR) of 8.9%. The growth in the forecast period can be attributed to growth of online streaming platforms, expansion into emerging markets, adoption of ai-based animation tools, increasing cross-cultural collaborations, rising merchandise and licensing revenue. Major trends in the forecast period include globalization of anime culture, increasing demand for streaming platforms, growth of anime merchandising and licensing, expansion of niche and indie anime productions, cross-media storytelling and adaptations.

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, Progressive Animation, Atomic Flare, J.C.Staff Co. Ltd., Studio Deen Co. Ltd.

Asia-Pacific was the largest region in the anime market in 2025. 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, South East Asia, 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, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

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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Table of Contents

1. Executive Summary
1.1. Key Market Insights (2020-2035)
1.2. Visual Dashboard: Market Size, Growth Rate, Hotspots
1.3. Major Factors Driving the Market
1.4. Top Three Trends Shaping the Market
2. Anime Market Characteristics
2.1. Market Definition & Scope
2.2. Market Segmentations
2.3. Overview of Key Products and Services
2.4. Global Anime Market Attractiveness Scoring and Analysis
2.4.1. Overview of Market Attractiveness Framework
2.4.2. Quantitative Scoring Methodology
2.4.3. Factor-Wise Evaluation
Growth Potential Analysis, Competitive Dynamics Assessment, Strategic Fit Assessment and Risk Profile Evaluation
2.4.4. Market Attractiveness Scoring and Interpretation
2.4.5. Strategic Implications and Recommendations
3. Anime Market Supply Chain Analysis
3.1. Overview of the Supply Chain and Ecosystem
3.2. List of Key Raw Materials, Resources & Suppliers
3.3. List of Major Distributors and Channel Partners
3.4. List of Major End Users
4. Global Anime Market Trends and Strategies
4.1. Key Technologies & Future Trends
4.1.1 Immersive Technologies (Ar/Vr/Xr) & Digital Experiences
4.1.2 Digitalization, Cloud, Big Data & Cybersecurity
4.1.3 Artificial Intelligence & Autonomous Intelligence
4.1.4 Internet of Things (Iot), Smart Infrastructure & Connected Ecosystems
4.1.5 Autonomous Systems, Robotics & Smart Mobility
4.2. Major Trends
4.2.1 Globalization of Anime Culture
4.2.2 Increasing Demand for Streaming Platforms
4.2.3 Growth of Anime Merchandising and Licensing
4.2.4 Expansion of Niche and Indie Anime Productions
4.2.5 Cross-Media Storytelling and Adaptations
5. Anime Market Analysis of End Use Industries
5.1 Children
5.2 Teenagers
5.3 Young Adults
5.4 Collectors and Enthusiasts
5.5 Streaming Platform Subscribers
6. Anime Market - Macro Economic Scenario Including the Impact of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, Supply Chain Impact from Tariff War & Trade Protectionism, and Covid and Recovery on the Market
7. Global Anime Strategic Analysis Framework, Current Market Size, Market Comparisons and Growth Rate Analysis
7.1. Global Anime PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
7.2. Global Anime Market Size, Comparisons and Growth Rate Analysis
7.3. Global Anime Historic Market Size and Growth, 2020-2025, Value ($ Billion)
7.4. Global Anime Forecast Market Size and Growth, 2025-2030, 2035F, Value ($ Billion)
8. Global Anime Total Addressable Market (TAM) Analysis for the Market
8.1. Definition and Scope of Total Addressable Market (TAM)
8.2. Methodology and Assumptions
8.3. Global Total Addressable Market (TAM) Estimation
8.4. TAM vs. Current Market Size Analysis
8.5. Strategic Insights and Growth Opportunities from TAM Analysis
9. Anime Market Segmentation
9.1. Global Anime Market, Segmentation by Anime Genre, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Action and Adventure, Science Fiction (Sci-Fi) and Fantasy, Romance and Drama, Sports, Other Anime Genres
9.2. Global Anime Market, Segmentation by Solution, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Anime Creation Software, Anime Creation Services
9.3. Global Anime Market, Segmentation by Publishing, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Comics and Manga, Books and Novels
9.4. Global Anime Market, Segmentation by Distribution Channel, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Television (T.V.), Movie, Video, Internet Distribution, Merchandising, Music
9.5. Global Anime Market, Sub-Segmentation of Action and Adventure, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
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 Adventures
9.6. Global Anime Market, Sub-Segmentation of Science Fiction (Sci-Fi) and Fantasy, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Cyberpunk, Space Opera, Post-Apocalyptic, Time Travel, Magical Realism or Fantasy Worlds, Sword and Sorcery
9.7. Global Anime Market, Sub-Segmentation of Romance and Drama, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Shoujo (Targeted At Young Female Audience), Slice of Life, Romantic Comedy (Rom-Com), Tragic Romance, School Life and Drama, Historical Romance
9.8. Global Anime Market, Sub-Segmentation of Sports, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Team Sports (Basketball, Soccer, Baseball), Individual Sports (Boxing, Tennis, Martial Arts), Extreme Sports (Skateboarding, Snowboarding), Esports and Competitive Gaming
9.9. Global Anime Market, Sub-Segmentation of Other Anime Genres, by Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Horror and Supernatural, Mystery or Thriller, Comedy and Parody, Isekai (Alternate Worlds), Harem and Reverse Harem, Slice of Life (Non-Romantic)
10. Anime Market Regional and Country Analysis
10.1. Global Anime Market, Split by Region, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
10.2. Global Anime Market, Split by Country, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
11. Asia-Pacific Anime Market
11.1. Asia-Pacific Anime Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
11.2. Asia-Pacific Anime Market, Segmentation by Anime Genre, Segmentation by Solution, Segmentation by Publishing, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
12. China Anime Market
12.1. China Anime Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
12.2. China Anime Market, Segmentation by Anime Genre, Segmentation by Solution, Segmentation by Publishing, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
13. India Anime Market
13.1. India Anime Market, Segmentation by Anime Genre, Segmentation by Solution, Segmentation by Publishing, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
14. Japan Anime Market
14.1. Japan Anime Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
14.2. Japan Anime Market, Segmentation by Anime Genre, Segmentation by Solution, Segmentation by Publishing, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
15. Australia Anime Market
15.1. Australia Anime Market, Segmentation by Anime Genre, Segmentation by Solution, Segmentation by Publishing, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
16. Indonesia Anime Market
16.1. Indonesia Anime Market, Segmentation by Anime Genre, Segmentation by Solution, Segmentation by Publishing, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
17. South Korea Anime Market
17.1. South Korea Anime Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
17.2. South Korea Anime Market, Segmentation by Anime Genre, Segmentation by Solution, Segmentation by Publishing, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
18. Taiwan Anime Market
18.1. Taiwan Anime Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
18.2. Taiwan Anime Market, Segmentation by Anime Genre, Segmentation by Solution, Segmentation by Publishing, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
19. South East Asia Anime Market
19.1. South East Asia Anime Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
19.2. South East Asia Anime Market, Segmentation by Anime Genre, Segmentation by Solution, Segmentation by Publishing, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
20. Western Europe Anime Market
20.1. Western Europe Anime Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
20.2. Western Europe Anime Market, Segmentation by Anime Genre, Segmentation by Solution, Segmentation by Publishing, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
21. UK Anime Market
21.1. UK Anime Market, Segmentation by Anime Genre, Segmentation by Solution, Segmentation by Publishing, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
22. Germany Anime Market
22.1. Germany Anime Market, Segmentation by Anime Genre, Segmentation by Solution, Segmentation by Publishing, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
23. France Anime Market
23.1. France Anime Market, Segmentation by Anime Genre, Segmentation by Solution, Segmentation by Publishing, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
24. Italy Anime Market
24.1. Italy Anime Market, Segmentation by Anime Genre, Segmentation by Solution, Segmentation by Publishing, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
25. Spain Anime Market
25.1. Spain Anime Market, Segmentation by Anime Genre, Segmentation by Solution, Segmentation by Publishing, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
26. Eastern Europe Anime Market
26.1. Eastern Europe Anime Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
26.2. Eastern Europe Anime Market, Segmentation by Anime Genre, Segmentation by Solution, Segmentation by Publishing, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
27. Russia Anime Market
27.1. Russia Anime Market, Segmentation by Anime Genre, Segmentation by Solution, Segmentation by Publishing, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
28. North America Anime Market
28.1. North America Anime Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
28.2. North America Anime Market, Segmentation by Anime Genre, Segmentation by Solution, Segmentation by Publishing, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
29. USA Anime Market
29.1. USA Anime Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
29.2. USA Anime Market, Segmentation by Anime Genre, Segmentation by Solution, Segmentation by Publishing, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
30. Canada Anime Market
30.1. Canada Anime Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
30.2. Canada Anime Market, Segmentation by Anime Genre, Segmentation by Solution, Segmentation by Publishing, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
31. South America Anime Market
31.1. South America Anime Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
31.2. South America Anime Market, Segmentation by Anime Genre, Segmentation by Solution, Segmentation by Publishing, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
32. Brazil Anime Market
32.1. Brazil Anime Market, Segmentation by Anime Genre, Segmentation by Solution, Segmentation by Publishing, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
33. Middle East Anime Market
33.1. Middle East Anime Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
33.2. Middle East Anime Market, Segmentation by Anime Genre, Segmentation by Solution, Segmentation by Publishing, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
34. Africa Anime Market
34.1. Africa Anime Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
34.2. Africa Anime Market, Segmentation by Anime Genre, Segmentation by Solution, Segmentation by Publishing, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
35. Anime Market Regulatory and Investment Landscape
36. Anime Market Competitive Landscape and Company Profiles
36.1. Anime Market Competitive Landscape and Market Share 2024
36.1.1. Top 10 Companies (Ranked by revenue/share)
36.2. Anime Market - Company Scoring Matrix
36.2.1. Market Revenues
36.2.2. Product Innovation Score
36.2.3. Brand Recognition
36.3. Anime Market Company Profiles
36.3.1. Toei Animation Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
36.3.2. Sanrio Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
36.3.3. Netflix Inc. Overview, Products and Services, Strategy and Financial Analysis
36.3.4. Bandai Namco Holdings Inc. Overview, Products and Services, Strategy and Financial Analysis
36.3.5. Kodansha Ltd. Overview, Products and Services, Strategy and Financial Analysis
37. Anime Market Other Major and Innovative Companies
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, Progressive Animation
38. Global Anime Market Competitive Benchmarking and Dashboard39. Key Mergers and Acquisitions in the Anime Market
40. Anime Market High Potential Countries, Segments and Strategies
40.1 Anime Market in 2030 - Countries Offering Most New Opportunities
40.2 Anime Market in 2030 - Segments Offering Most New Opportunities
40.3 Anime Market in 2030 - Growth Strategies
40.3.1 Market Trend Based Strategies
40.3.2 Competitor Strategies
41. Appendix
41.1. Abbreviations
41.2. Currencies
41.3. Historic and Forecast Inflation Rates
41.4. Research Inquiries
41.5. About the Analyst
41.6. Copyright and Disclaimer

Executive Summary

Anime Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses 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.

Reasons to Purchase::

  • Gain a truly global perspective with the most comprehensive report available on this market covering 16 geographies.
  • Assess the impact of key macro factors such as geopolitical conflicts, trade policies and tariffs, inflation and interest rate fluctuations, and evolving regulatory landscapes.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on end user analysis.
  • Benchmark performance against key competitors based on market share, innovation, and brand strength.
  • Evaluate the total addressable market (TAM) and market attractiveness scoring to measure market potential.
  • Suitable for supporting your internal and external presentations with reliable high-quality data and analysis
  • Report will be updated with the latest data and delivered to you along with an Excel data sheet for easy data extraction and analysis.
  • 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, including technological disruption, regulatory shifts, and changing consumer preferences? 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, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, 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. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
  • The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
  • The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
  • The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
  • 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 technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
  • The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
  • The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
  • 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.
  • Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
  • 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 company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.

Report Scope

Markets Covered:

1) By Anime Genre: Action and Adventure; Science Fiction (Sci-Fi) and Fantasy; Romance and Drama; Sports; Other Anime Genres
2) 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 Adventures
2) 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)

Companies Mentioned: 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; Progressive Animation; Atomic Flare; J.C.Staff Co. Ltd.; Studio Deen Co. Ltd.

Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain.

Regions: Asia-Pacific; South East Asia; 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: Word, PDF or Interactive Report + Excel Dashboard

Added Benefits:

  • Bi-Annual Data Update
  • Customisation
  • Expert Consultant Support

Companies Mentioned

The 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
  • Progressive Animation
  • Atomic Flare
  • J.C.Staff Co. Ltd.
  • Studio Deen Co. Ltd.

Table Information