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Anime Market Size, Share & Trends Analysis Report by Genre (Action & Adventure, Sci-Fi & Fantasy, Romance & Drama, Sports, Other Genre), Type, Regional Outlook and Forecast, 2024-2031

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    Report

  • 196 Pages
  • February 2025
  • Region: Global
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 6052486
The Global Anime Market size is expected to reach $63.23 billion by 2031, rising at a market growth of 9.5% CAGR during the forecast period.

The Asia-Pacific segment witnessed 38% revenue share in the market in 2023. As the birthplace of anime, Japan remains the core hub for production, innovation, and distribution. Countries like China and South Korea are also emerging as key markets due to the rising demand for anime content, investment in local production studios, and increased government support for animation industries. The growing anime fandom in India and Southeast Asia, driven by digital streaming and social media, has further expanded the region’s market.



Anime’s reach has expanded far beyond Japan, with a significant surge in international fan bases, particularly in the United States, Europe, and Latin America. This global popularity is largely driven by the internet and social media, which allow fans worldwide to discover, share, and discuss anime. Platforms like Reddit, Twitter, and YouTube have allowed fans to create global communities, promoting Japanese culture and anime as an integral part of pop culture. Thus, anime's increasing global popularity and cultural influence are propelling the market's growth.

Additionally, the rise of streaming platforms has revolutionized how anime is consumed. Platforms such as Crunchyroll, Netflix, and Funimation have played an instrumental role in making anime available worldwide, breaking down geographical barriers that previously limited access to anime content. These platforms offer subscriptions that allow fans to watch new anime series episodes as soon as they air, substantially increasing viewership and engagement. In conclusion, the expansion of streaming platforms and digital distribution channels is driving the market's growth.

However, One of the significant challenges facing the anime industry is the high cost of production, which can be a major restraint for smaller studios or niche projects. Creating anime is labour-intensive, requiring skilled animators, voice actors, sound engineers, and more, all of whom must be compensated fairly. This produces substantial production budgets, especially for high-quality series or feature-length films. Thus, high production costs and limited financial returns on niche anime projects impede the market's growth.

Driving and Restraining Factors

Drivers
  • Increasing Global Popularity And Cultural Influence Of Anime
  • Expansion Of Streaming Platforms And Digital Distribution Channels
  • Growing E-Commerce Industry Worldwide
Restraints
  • High Production Costs And Limited Financial Returns On Niche Anime Projects
  • Industry-Wide Talent Shortages And Poor Working Conditions For Animators
Opportunities
  • Growing Demand For Anime Merchandise, Collectibles, And Licensing Opportunities
  • Rising Interest In Anime-Inspired Video Games And Virtual Reality (VR) Experiences
Challenges
  • Inconsistent Quality In Adaptations From Manga And Light Novels
  • Difficulty In Maintaining Long-Term Popularity Of Anime Franchises

Type Outlook

Based on type, the market is characterized by T.V., movies, video, internet distribution, merchandising, music, pachinko, and live entertainment. The internet distribution segment procured 14% revenue share in the market in 2023. With the growing influence of streaming platforms such as Crunchyroll, Netflix, and Disney+, anime has become more accessible globally. The demand for on-demand content, high-definition streaming, and simultaneous international releases has fuelled the growth of this segment. Additionally, the rise of subscription-based models and ad-supported streaming services has boosted revenue generation in the anime industry.



Genre Outlook

By genre, the market is classified into action & adventure, sci-fi & fantasy, romance & drama, sports, and others. The sci-fi & fantasy segment recorded 24% revenue share in the market in 2023. The growing demand for immersive and imaginative storytelling has fuelled the popularity of this genre. Anime such as Steins;Gate, Sword Art Online, and Made in Abyss have captivated audiences with their futuristic and fantastical elements. The expansion of virtual reality (VR) and artificial intelligence (AI) themes in anime has also contributed to its rising appeal, drawing in tech-savvy viewers and gamers.

Regional Outlook

Region-wise, the market is analyzed across North America, Europe, Asia-Pacific, and LAMEA. The North America segment recorded 30% revenue share in the market in 2023. The region’s strong market presence is driven by the increasing popularity of anime among diverse age groups, the expansion of streaming platforms like Crunchyroll, Netflix, and Hulu, and the growing acceptance of anime culture in mainstream entertainment. Additionally, conventions such as Anime Expo and Comic-Con have contributed to fan engagement, while collaborations between Western studios and Japanese anime creators have further boosted the market.

List of Key Companies Profiled

  • Good Smile Company, Inc.
  • Studio Ghibli, Inc.
  • Crunchyroll (Sony Pictures Entertainment Inc.)
  • Pierrot Co., Ltd.
  • Production I.G, Inc.
  • Kyoto Animation Co., Ltd.
  • MADHOUSE, Inc.
  • Progressive Animation Works Co., Ltd.
  • VIZ Media, LLC

Market Report Segmentation

By Genre
  • Action & Adventure
  • Sci-Fi & Fantasy
  • Romance & Drama
  • Sports
  • Other Genre
By Type
  • Merchandising
  • Internet Distribution
  • Pachinko
  • T.V.
  • Live Entertainment
  • Video
  • Movie
  • Other Type
By Geography
  • North America
    • US
    • Canada
    • Mexico
    • Rest of North America

  • Europe
    • Germany
    • UK
    • France
    • Russia
    • Spain
    • Italy
    • Rest of Europe

  • Asia-Pacific
    • China
    • Japan
    • India
    • South Korea
    • Singapore
    • Malaysia
    • Rest of Asia-Pacific

  • LAMEA
    • Brazil
    • Argentina
    • UAE
    • Saudi Arabia
    • South Africa
    • Nigeria
    • Rest of LAMEA

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Global Anime Market, by Genre
1.4.2 Global Anime Market, by Type
1.4.3 Global Anime Market, by Geography
1.5 Methodology for the Research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.2.3 Market Opportunities
3.2.4 Market Challenges
3.3 Porter Five Forces Analysis
Chapter 4. Global Anime Market by Genre
4.1 Global Action & Adventure Market by Region
4.2 Global Sci-Fi & Fantasy Market by Region
4.3 Global Romance & Drama Market by Region
4.4 Global Sports Market by Region
4.5 Global Other Genre Market by Region
Chapter 5. Global Anime Market by Type
5.1 Global Merchandising Market by Region
5.2 Global Internet Distribution Market by Region
5.3 Global Pachinko Market by Region
5.4 Global T.V. Market by Region
5.5 Global Live Entertainment Market by Region
5.6 Global Video Market by Region
5.7 Global Movie Market by Region
5.8 Global Other Type Market by Region
Chapter 6. Global Anime Market by Region
6.1 North America Anime Market
6.1.1 North America Anime Market by Genre
6.1.1.1 North America Action & Adventure Market by Country
6.1.1.2 North America Sci-Fi & Fantasy Market by Country
6.1.1.3 North America Romance & Drama Market by Country
6.1.1.4 North America Sports Market by Country
6.1.1.5 North America Other Genre Market by Country
6.1.2 North America Anime Market by Type
6.1.2.1 North America Merchandising Market by Country
6.1.2.2 North America Internet Distribution Market by Country
6.1.2.3 North America Pachinko Market by Country
6.1.2.4 North America T.V. Market by Country
6.1.2.5 North America Live Entertainment Market by Country
6.1.2.6 North America Video Market by Country
6.1.2.7 North America Movie Market by Country
6.1.2.8 North America Other Type Market by Country
6.1.3 North America Anime Market by Country
6.1.3.1 US Anime Market
6.1.3.1.1 US Anime Market by Genre
6.1.3.1.2 US Anime Market by Type
6.1.3.2 Canada Anime Market
6.1.3.2.1 Canada Anime Market by Genre
6.1.3.2.2 Canada Anime Market by Type
6.1.3.3 Mexico Anime Market
6.1.3.3.1 Mexico Anime Market by Genre
6.1.3.3.2 Mexico Anime Market by Type
6.1.3.4 Rest of North America Anime Market
6.1.3.4.1 Rest of North America Anime Market by Genre
6.1.3.4.2 Rest of North America Anime Market by Type
6.2 Europe Anime Market
6.2.1 Europe Anime Market by Genre
6.2.1.1 Europe Action & Adventure Market by Country
6.2.1.2 Europe Sci-Fi & Fantasy Market by Country
6.2.1.3 Europe Romance & Drama Market by Country
6.2.1.4 Europe Sports Market by Country
6.2.1.5 Europe Other Genre Market by Country
6.2.2 Europe Anime Market by Type
6.2.2.1 Europe Merchandising Market by Country
6.2.2.2 Europe Internet Distribution Market by Country
6.2.2.3 Europe Pachinko Market by Country
6.2.2.4 Europe T.V. Market by Country
6.2.2.5 Europe Live Entertainment Market by Country
6.2.2.6 Europe Video Market by Country
6.2.2.7 Europe Movie Market by Country
6.2.2.8 Europe Other Type Market by Country
6.2.3 Europe Anime Market by Country
6.2.3.1 Germany Anime Market
6.2.3.1.1 Germany Anime Market by Genre
6.2.3.1.2 Germany Anime Market by Type
6.2.3.2 UK Anime Market
6.2.3.2.1 UK Anime Market by Genre
6.2.3.2.2 UK Anime Market by Type
6.2.3.3 France Anime Market
6.2.3.3.1 France Anime Market by Genre
6.2.3.3.2 France Anime Market by Type
6.2.3.4 Russia Anime Market
6.2.3.4.1 Russia Anime Market by Genre
6.2.3.4.2 Russia Anime Market by Type
6.2.3.5 Spain Anime Market
6.2.3.5.1 Spain Anime Market by Genre
6.2.3.5.2 Spain Anime Market by Type
6.2.3.6 Italy Anime Market
6.2.3.6.1 Italy Anime Market by Genre
6.2.3.6.2 Italy Anime Market by Type
6.2.3.7 Rest of Europe Anime Market
6.2.3.7.1 Rest of Europe Anime Market by Genre
6.2.3.7.2 Rest of Europe Anime Market by Type
6.3 Asia-Pacific Anime Market
6.3.1 Asia-Pacific Anime Market by Genre
6.3.1.1 Asia-Pacific Action & Adventure Market by Country
6.3.1.2 Asia-Pacific Sci-Fi & Fantasy Market by Country
6.3.1.3 Asia-Pacific Romance & Drama Market by Country
6.3.1.4 Asia-Pacific Sports Market by Country
6.3.1.5 Asia-Pacific Other Genre Market by Country
6.3.2 Asia-Pacific Anime Market by Type
6.3.2.1 Asia-Pacific Merchandising Market by Country
6.3.2.2 Asia-Pacific Internet Distribution Market by Country
6.3.2.3 Asia-Pacific Pachinko Market by Country
6.3.2.4 Asia-Pacific T.V. Market by Country
6.3.2.5 Asia-Pacific Live Entertainment Market by Country
6.3.2.6 Asia-Pacific Video Market by Country
6.3.2.7 Asia-Pacific Movie Market by Country
6.3.2.8 Asia-Pacific Other Type Market by Country
6.3.3 Asia-Pacific Anime Market by Country
6.3.3.1 China Anime Market
6.3.3.1.1 China Anime Market by Genre
6.3.3.1.2 China Anime Market by Type
6.3.3.2 Japan Anime Market
6.3.3.2.1 Japan Anime Market by Genre
6.3.3.2.2 Japan Anime Market by Type
6.3.3.3 India Anime Market
6.3.3.3.1 India Anime Market by Genre
6.3.3.3.2 India Anime Market by Type
6.3.3.4 South Korea Anime Market
6.3.3.4.1 South Korea Anime Market by Genre
6.3.3.4.2 South Korea Anime Market by Type
6.3.3.5 Singapore Anime Market
6.3.3.5.1 Singapore Anime Market by Genre
6.3.3.5.2 Singapore Anime Market by Type
6.3.3.6 Malaysia Anime Market
6.3.3.6.1 Malaysia Anime Market by Genre
6.3.3.6.2 Malaysia Anime Market by Type
6.3.3.7 Rest of Asia-Pacific Anime Market
6.3.3.7.1 Rest of Asia-Pacific Anime Market by Genre
6.3.3.7.2 Rest of Asia-Pacific Anime Market by Type
6.4 LAMEA Anime Market
6.4.1 LAMEA Anime Market by Genre
6.4.1.1 LAMEA Action & Adventure Market by Country
6.4.1.2 LAMEA Sci-Fi & Fantasy Market by Country
6.4.1.3 LAMEA Romance & Drama Market by Country
6.4.1.4 LAMEA Sports Market by Country
6.4.1.5 LAMEA Other Genre Market by Country
6.4.2 LAMEA Anime Market by Type
6.4.2.1 LAMEA Merchandising Market by Country
6.4.2.2 LAMEA Internet Distribution Market by Country
6.4.2.3 LAMEA Pachinko Market by Country
6.4.2.4 LAMEA T.V. Market by Country
6.4.2.5 LAMEA Live Entertainment Market by Country
6.4.2.6 LAMEA Video Market by Country
6.4.2.7 LAMEA Movie Market by Country
6.4.2.8 LAMEA Other Type Market by Country
6.4.3 LAMEA Anime Market by Country
6.4.3.1 Brazil Anime Market
6.4.3.1.1 Brazil Anime Market by Genre
6.4.3.1.2 Brazil Anime Market by Type
6.4.3.2 Argentina Anime Market
6.4.3.2.1 Argentina Anime Market by Genre
6.4.3.2.2 Argentina Anime Market by Type
6.4.3.3 UAE Anime Market
6.4.3.3.1 UAE Anime Market by Genre
6.4.3.3.2 UAE Anime Market by Type
6.4.3.4 Saudi Arabia Anime Market
6.4.3.4.1 Saudi Arabia Anime Market by Genre
6.4.3.4.2 Saudi Arabia Anime Market by Type
6.4.3.5 South Africa Anime Market
6.4.3.5.1 South Africa Anime Market by Genre
6.4.3.5.2 South Africa Anime Market by Type
6.4.3.6 Nigeria Anime Market
6.4.3.6.1 Nigeria Anime Market by Genre
6.4.3.6.2 Nigeria Anime Market by Type
6.4.3.7 Rest of LAMEA Anime Market
6.4.3.7.1 Rest of LAMEA Anime Market by Genre
6.4.3.7.2 Rest of LAMEA Anime Market by Type
Chapter 7. Company Profiles
7.1 Crunchyroll (Sony Pictures Entertainment Inc.)
7.1.1 Company Overview
7.2 Pierrot Co., Ltd.
7.2.1 Company Overview
7.3 Production I.G, Inc.
7.3.1 Company Overview
7.4 Kyoto Animation Co., Ltd.
7.4.1 Company Overview
7.5 MADHOUSE, Inc.
7.5.1 Company Overview
7.6 Progressive Animation Works Co., Ltd.
7.6.1 Company Overview
7.7 VIZ Media, LLC
7.7.1 Company Overview
7.8 Ufotable Co., Ltd.
7.8.1 Company Overview
7.9 Good Smile Company, Inc.
7.9.1 Company Overview
7.10. Studio Ghibli, Inc.
7.10.1 Company Overview
Chapter 8. Winning Imperatives of Anime Market

Companies Mentioned

  • Good Smile Company, Inc.
  • Studio Ghibli, Inc.
  • Crunchyroll (Sony Pictures Entertainment Inc.)
  • Pierrot Co., Ltd.
  • Production I.G, Inc.
  • Kyoto Animation Co., Ltd.
  • MADHOUSE, Inc.
  • Progressive Animation Works Co., Ltd.
  • VIZ Media, LLC

Methodology

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