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Anime Market Report and Forecast 2024-2032

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    Report

  • 144 Pages
  • December 2024
  • Region: Global
  • Expert Market Research
  • ID: 6036915
According to this report, the global anime market size reached a value of USD 31.05 billion in 2023. Aided by the growing global demand for anime content and the expanding presence of anime across various media platforms, the market is projected to further grow at a CAGR of 7.4% between 2024 and 2032 to reach a value of USD 63.7 billion by 2032.

The global anime market expansion is being driven by several factors, primarily the rising consumption of anime content on streaming platforms. The increased accessibility of anime through on-demand services like Netflix, Hulu, Crunchyroll, and Funimation has enabled audiences worldwide to engage with anime more conveniently. Furthermore, the expansion of anime licensing for distribution beyond Japan has allowed the content to gain massive popularity in North America, Europe, and Latin America, as well as parts of Asia-Pacific. The cross-cultural appeal of anime is evident through the rising number of conventions and events centered around anime, such as Anime Expo and Japan Expo, which further amplify consumer interest, thereby driving the anime market development.

The rising demand for original anime productions, particularly outside Japan, is another major factor propelling the market growth. International production companies and streaming platforms are investing heavily in anime, either through direct collaborations with Japanese studios or by producing their own anime-inspired content. This trend is leading to a diversification of anime content that appeals to various demographics, thereby expanding the audience base.

The growing popularity of anime has also led to significant expansion in anime-related merchandise, which includes products like toys, clothing, video games, and collectibles. Merchandise sales are a major source of anime market revenue, particularly in Japan, where the fan culture around anime is deeply embedded in everyday life. Globally, this trend has gained traction as well, with many international retailers and online platforms capitalizing on anime's mass appeal through the sale of licensed merchandise. Additionally, anime films and TV series have seen widespread success, with films like Demon Slayer: Mugen Train breaking box office records globally, illustrating the increasing consumption of anime content across multiple formats. This is one of the major anime market trends.

Additionally, technological advancements in animation have elevated the quality and accessibility of anime, allowing for more immersive storytelling and visually appealing content. These innovations have resulted in anime content being more globally competitive, with many Japanese studios utilizing advanced computer-generated imagery (CGI) techniques and 3D modeling to produce higher-quality animations. As a result, the overall production value of anime has seen significant improvements, attracting larger audiences and further driving the global anime market demand.

The expanding applications of anime in various sectors also play a significant role in shaping the future of the market. In the gaming industry, anime-inspired video games continue to experience strong demand, with many popular titles being directly adapted from anime series. Anime has also become an essential part of the fashion and lifestyle industries, with anime-themed apparel and accessories increasingly featured in mainstream fashion outlets and collaborations with global brands. This is expected to contribute to the anime market value in the coming years.

The market’s growth is further supported by the increase in anime adaptations of manga and light novels, with many of these works receiving critical acclaim and commercial success. This synergy between anime and its source material strengthens its appeal across diverse audiences, enhancing viewership and fan engagement. Furthermore, anime conventions, events, and fan communities foster strong connections between creators and audiences, facilitating a loyal and passionate fan base that sustains market demand.

In conclusion, the anime market growth is being driven by its increasing global fanbase, the rise of digital platforms, and its influence across various industries. With the growing investment in original content, the popularity of anime is likely to continue rising, creating opportunities for stakeholders in entertainment, merchandising, and digital media platforms. The unique ability of anime to captivate audiences across borders and demographics ensures its enduring success on a global scale.

Market Segmentation

The market can be divided based on revenue source and region.

Market Breakup by Revenue Source

  • Television
  • Movie
  • Video
  • Internet Distribution
  • Merchandising
  • Music
  • Pachinko
  • Live Entertainment

Market Breakup by Region

  • North America
  • Europe
  • Asia Pacific
  • Latin America
  • Middle East and Africa

Competitive Landscape

The report looks into the market shares, plant turnarounds, capacities, investments, and mergers and acquisitions, among other major developments, of the leading companies operating in the global anime market. Some of the major players explored in the report are as follows:
  • Aniplex of America, Inc.
  • Bones, Inc.
  • Crunchyroll, LLC
  • Kyoto Animation Co.,Ltd.
  • MADHOUSE Inc.
  • P.A.WORKS Co.,Ltd.
  • Pierrot Co.,Ltd.
  • STUDIO GHIBLI Inc.
  • TOEI ANIMATION Co., Ltd.
  • VIZ Media, LLC
  • Others

Table of Contents

1 Executive Summary
1.1 Market Size 2024-2025
1.2 Market Growth 2025(F)-2034(F)
1.3 Key Demand Drivers
1.4 Key Players and Competitive Structure
1.5 Industry Best Practices
1.6 Recent Trends and Developments
1.7 Industry Outlook
2 Market Overview and Stakeholder Insights
2.1 Market Trends
2.2 Key Verticals
2.3 Key Regions
2.4 Supplier Power
2.5 Buyer Power
2.6 Key Market Opportunities and Risks
2.7 Key Initiatives by Stakeholders
3 Economic Summary
3.1 GDP Outlook
3.2 GDP Per Capita Growth
3.3 Inflation Trends
3.4 Democracy Index
3.5 Gross Public Debt Ratios
3.6 Balance of Payment (BoP) Position
3.7 Population Outlook
3.8 Urbanisation Trends
4 Country Risk Profiles
4.1 Country Risk
4.2 Business Climate
5 Global Anime Market Analysis
5.1 Key Industry Highlights
5.2 Global Anime Historical Market (2018-2023)
5.3 Global Anime Market Forecast (2024-2032)
5.4 Global Anime Market by Revenue Source
5.4.1 Television
5.4.1.1 Historical Trend (2018-2023)
5.4.1.2 Forecast Trend (2024-2032)
5.4.2 Movie
5.4.2.1 Historical Trend (2018-2023)
5.4.2.2 Forecast Trend (2024-2032)
5.4.3 Video
5.4.3.1 Historical Trend (2018-2023)
5.4.3.2 Forecast Trend (2024-2032)
5.4.4 Internet Distribution
5.4.4.1 Historical Trend (2018-2023)
5.4.4.2 Forecast Trend (2024-2032)
5.4.5 Merchandising
5.4.5.1 Historical Trend (2018-2023)
5.4.5.2 Forecast Trend (2024-2032)
5.4.6 Music
5.4.6.1 Historical Trend (2018-2023)
5.4.6.2 Forecast Trend (2024-2032)
5.4.7 Pachinko
5.4.7.1 Historical Trend (2018-2023)
5.4.7.2 Forecast Trend (2024-2032)
5.4.8 Live Entertainment
5.4.8.1 Historical Trend (2018-2023)
5.4.8.2 Forecast Trend (2024-2032)
5.5 Global Anime Market by Region
5.5.1 North America
5.5.1.1 Historical Trend (2018-2023)
5.5.1.2 Forecast Trend (2024-2032)
5.5.2 Europe
5.5.2.1 Historical Trend (2018-2023)
5.5.2.2 Forecast Trend (2024-2032)
5.5.3 Asia Pacific
5.5.3.1 Historical Trend (2018-2023)
5.5.3.2 Forecast Trend (2024-2032)
5.5.4 Latin America
5.5.4.1 Historical Trend (2018-2023)
5.5.4.2 Forecast Trend (2024-2032)
5.5.5 Middle East and Africa
5.5.5.1 Historical Trend (2018-2023)
5.5.5.2 Forecast Trend (2024-2032)
6 North America Anime Market Analysis
6.1 United States of America
6.1.1 Historical Trend (2018-2023)
6.1.2 Forecast Trend (2024-2032)
6.2 Canada
6.2.1 Historical Trend (2018-2023)
6.2.2 Forecast Trend (2024-2032)
7 Europe Anime Market Analysis
7.1 United Kingdom
7.1.1 Historical Trend (2018-2023)
7.1.2 Forecast Trend (2024-2032)
7.2 Germany
7.2.1 Historical Trend (2018-2023)
7.2.2 Forecast Trend (2024-2032)
7.3 France
7.3.1 Historical Trend (2018-2023)
7.3.2 Forecast Trend (2024-2032)
7.4 Italy
7.4.1 Historical Trend (2018-2023)
7.4.2 Forecast Trend (2024-2032)
7.5 Others
8 Asia Pacific Anime Market Analysis
8.1 China
8.1.1 Historical Trend (2018-2023)
8.1.2 Forecast Trend (2024-2032)
8.2 Japan
8.2.1 Historical Trend (2018-2023)
8.2.2 Forecast Trend (2024-2032)
8.3 India
8.3.1 Historical Trend (2018-2023)
8.3.2 Forecast Trend (2024-2032)
8.4 ASEAN
8.4.1 Historical Trend (2018-2023)
8.4.2 Forecast Trend (2024-2032)
8.5 Australia
8.5.1 Historical Trend (2018-2023)
8.5.2 Forecast Trend (2024-2032)
8.6 Others
9 Latin America Anime Market Analysis
9.1 Brazil
9.1.1 Historical Trend (2018-2023)
9.1.2 Forecast Trend (2024-2032)
9.2 Argentina
9.2.1 Historical Trend (2018-2023)
9.2.2 Forecast Trend (2024-2032)
9.3 Mexico
9.3.1 Historical Trend (2018-2023)
9.3.2 Forecast Trend (2024-2032)
9.4 Others
10 Middle East and Africa Anime Market Analysis
10.1 Saudi Arabia
10.1.1 Historical Trend (2018-2023)
10.1.2 Forecast Trend (2024-2032)
10.2 United Arab Emirates
10.2.1 Historical Trend (2018-2023)
10.2.2 Forecast Trend (2024-2032)
10.3 Nigeria
10.3.1 Historical Trend (2018-2023)
10.3.2 Forecast Trend (2024-2032)
10.4 South Africa
10.4.1 Historical Trend (2018-2023)
10.4.2 Forecast Trend (2024-2032)
10.5 Others
11 Market Dynamics
11.1 SWOT Analysis
11.1.1 Strengths
11.1.2 Weaknesses
11.1.3 Opportunities
11.1.4 Threats
11.2 Porter’s Five Forces Analysis
11.2.1 Supplier’s Power
11.2.2 Buyer’s Power
11.2.3 Threat of New Entrants
11.2.4 Degree of Rivalry
11.2.5 Threat of Substitutes
11.3 Key Indicators for Demand
11.4 Key Indicators for Price
12 Competitive Landscape
12.1 Market Structure
12.2 Company Profiles
12.2.1 Aniplex of America, Inc.
12.2.1.1 Company Overview
12.2.1.2 Product Portfolio
12.2.1.3 Demographic Reach and Achievements
12.2.1.4 Certifications
12.2.2 Bones, Inc.
12.2.2.1 Company Overview
12.2.2.2 Product Portfolio
12.2.2.3 Demographic Reach and Achievements
12.2.2.4 Certifications
12.2.3 Crunchyroll, LLC
12.2.3.1 Company Overview
12.2.3.2 Product Portfolio
12.2.3.3 Demographic Reach and Achievements
12.2.3.4 Certifications
12.2.4 Kyoto Animation Co.,Ltd.
12.2.4.1 Company Overview
12.2.4.2 Product Portfolio
12.2.4.3 Demographic Reach and Achievements
12.2.4.4 Certifications
12.2.5 MADHOUSE Inc.
12.2.5.1 Company Overview
12.2.5.2 Product Portfolio
12.2.5.3 Demographic Reach and Achievements
12.2.5.4 Certifications
12.2.6 P.A.WORKS Co.,Ltd.
12.2.6.1 Company Overview
12.2.6.2 Product Portfolio
12.2.6.3 Demographic Reach and Achievements
12.2.6.4 Certifications
12.2.7 Pierrot Co.,Ltd.
12.2.7.1 Company Overview
12.2.7.2 Product Portfolio
12.2.7.3 Demographic Reach and Achievements
12.2.7.4 Certifications
12.2.8 STUDIO GHIBLI Inc.
12.2.8.1 Company Overview
12.2.8.2 Product Portfolio
12.2.8.3 Demographic Reach and Achievements
12.2.8.4 Certifications
12.2.9 TOEI ANIMATION Co., Ltd.
12.2.9.1 Company Overview
12.2.9.2 Product Portfolio
12.2.9.3 Demographic Reach and Achievements
12.2.9.4 Certifications
12.2.1 VIZ Media, LLC
12.2.1.1 Company Overview
12.2.1.2 Product Portfolio
12.2.1.3 Demographic Reach and Achievements
12.2.1.4 Certifications
12.2.11 Others
13 Key Trends and Developments in the Market

Companies Mentioned

  • Bones, Inc.
  • Crunchyroll, LLC
  • Kyoto Animation Co.,Ltd.
  • MADHOUSE Inc.
  • P.A.WORKS Co.,Ltd.
  • Pierrot Co.,Ltd.
  • STUDIO GHIBLI Inc.
  • TOEI ANIMATION Co., Ltd.
  • VIZ Media, LLC

Methodology

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Table Information