Anime Market Global Industry Analysis and Forecast (2024-2032) by Genre (Action & Adventure, Romance, Comedy, Drama, Fantasy, Sci-Fi, Mystery, Historical, Sports), Revenue Source (T.V., Movie, Video, Internet Distribution, Merchandising, Music, Pachinko, Live Entertainment), Distribution Channel (Television, Streaming Platforms, DVD, Online Platforms and Websites), End-User (Men, Women, Children), and Region
Published date:
Feb 2025Report ID: 218Number of Pages: 250
Anime Market Size Was Valued at USD 2,8390 Million in 2023 and is Projected to Reach USD 5,6520 Million by 2032, Growing at a CAGR of 7.95% From 2024-2032.
Anime refers to a style of animation characterized by its distinctive artistic and storytelling techniques, often featuring colourful visuals, vibrant characters, and a wide range of genres such as fantasy, science fiction, romance, action, and more. Anime is originated in Japan and has gained immense popularity and a fanbase.
Anime is primarily created as a form of entertainment which differs from other forms of animation due to its art styles, methods of animation, its production, and its process. Visually, anime works exhibit a wide variety of art styles, differing between creators, artists, and studios. Anime can serve as a medium for social commentary and critique, addressing various societal issues. There are educational anime series created to teach specific subjects or concepts to children. Anime portrays diverse characters from various backgrounds, cultures, and identities offering representation to marginalized groups and breaking stereotypes, providing a platform for underrepresented voices.The anime industry is a significant contributor to the economy, generating revenue through merchandise, licensing deals, and international distribution.
Top Active Players:
"Studio Ghibli, Inc. (Japan), Production I.G, Inc. (Japan), Toei Animation Co., Ltd. (Japan), Kyoto Animation Co., Ltd. (Japan), Sunrise, Inc. (Bandai Namco Filmworks) (Japan), Atomic Flare (Japan), Bones Inc. (Japan), MADHOUSE, Inc. (Japan), Animation International Limited (Hong Kong), Odolttogi (South Korea), Studio Mir (South Korea), Anima Estudios (Mexico), Oasis Animation (Canada), Xilam Animation (France), Les Armateurs (France), Iervolino Entertainment (Italy), Nippon Animation (Japan), Nelvana Limited (Canada), Trigger Inc. (Japan), Pierrot Co., Ltd. (Japan), Crunchyroll (Sony Pictures Entertainment Inc.) (United States), Sentai Holdings, LLC (AMC Networks) (United States), VIZ Media, LLC (United States), Discotek Media (United States), Good Smile Company, Inc. (Japan), Gainax Co., Ltd. (Japan), Manglobe Inc. (Japan), Progressive Animation Works Co., Ltd. (PA Works) (Japan), and Other Active Players."
Anime Market Trend Analysis
Increasing Popularity Among the Younger Generation
Anime often offers compelling storylines, relatable characters, and immersive worlds which mainly attract the younger generation. The unique art styles, vibrant colours, and visually appealing animation techniques appeal to the younger generation. The wide range of genres and themes cater to the diverse interests and tastes of the younger generation.
Anime has become more accessible through online platforms, websites, and comics at any time which offers an option to explore different series and discover new favourites. The increasing popularity of anime among the younger generation can be attributed to its engaging storytelling, internet influence, and its ability to resonate with their emotions and experiences.
Anime often features memorable soundtracks and theme songs. These catchy tunes and emotional compositions enhance the overall experience contributing to the appeal of anime among the younger generation. Anime has become a significant part of internet culture, with memes with increased exposure and engagement among the younger generation.
Opportunity Partnership with Leading Distribution Channels
Partnering with established distribution channels, such as streaming platforms, broadcasters, and digital retailers, opens up an opportunity for anime creators and studios to reach a much wider audience. These channels with a large user base and a global reach help to provide extensive exposure for anime series and films.
These distribution channels offer anime content in different languages, making it accessible to viewers beyond Japan. The extensive marketing and promotional resources by OTT platforms generate hype around anime releases through strategic ad campaigns, collaborations with influencers, and targeted content promotion.
Collaborating with leading distribution channels can provide financial support and resources for anime production allowing creators to allocate more budget towards animation quality, voice acting, music composition, and overall production values. This results in visually stunning and technically impressive anime content.
Partnering with leading distribution channels offers anime creators and studios enhanced reach, global market access, cross-promotion possibilities, licensing advantages, and sustainable revenue streams which contribute to the growth and expansion of the anime market.
Restraint Lack of Technological Advancement
High-quality animation requires advanced techniques such as 3D modelling, special effects, and sophisticated rendering. The production quality of anime may not be able to reach its full potential with limited technological tools and software. The creators may struggle to bring unique and visually stunning concepts to life without access to cutting-edge tools and technologies which can limit the overall creativity and appeal of the anime.
With limited technological infrastructure, anime may face difficulties in reaching a wider global audience restricting its market growth. The lack of technologies can limit animation quality, visual innovation, and production efficiency. The absence of such advancements may result in less visually stunning anime productions.
The absence of technological advancements may limit the ability of fans to connect, share content, and actively participate in the anime community which overall impacts the growth of anime.
Anime Market Segment Analysis:
The Anime Market is segmented on the basis of Genre, Revenue Source, Distribution Channel, and End-Users.
By Genre, Action & Adventure Segment Is Expected to Dominate the Market During the Forecast Period
By genre, there are nine segments such as action & adventure, romance, comedy, drama, fantasy, sci-fi, mystery, historical, and sports. Among these, the action & adventure segment is expected to dominate the market during the forecast period.
Action & adventure anime appeals to a broad audience with its fast-paced and thrilling narrative, combined with dynamic fight sequences and high-stakes storytelling. These things help to capture the attention of viewers seeking excitement from both casual viewers and dedicated anime enthusiasts.
Its universal themes of heroism, epic battles, and overcoming challenges attract a diverse fanbase not only in Japan but also globally. Within the action & adventure segment, there are various subgenres, such as supernatural powers, fantasy adventures, heroic quests, and martial arts battles which cater to different viewer preferences, ensuring a wide range of anime series and films.
Action & adventure anime often features visually stunning animation. The dynamic movement, intricate choreography, and utilization of special effects mainly during action sequences create a visually captivating experience for viewers, keeping audiences engaged.
By Revenue Source, Merchandising Segment Held the Largest Share In 2023
By revenue source, there are eight segments such as television, movie, video, internet distribution, merchandising, music, pachinko, and live entertainment. Among these, the merchandising segment held the largest share in 2023.
The merchandising segment holds the largest share of the anime market due to the fandom's desire for collectability. A dedicated and passionate fan base of anime actively seeks merchandise related to their favourite series and characters driving the demand for a wide range of merchandise.
These merchandises mainly include action figures, apparel, accessories, cosplay items, and collectibles. The merchandise often showcases iconic scenes, art prints, or 3D representations of beloved characters, creating a sense of emotional connection and nostalgia among fans.
The rise of e-commerce platforms and online retail has significantly benefited the merchandising segment making them accessible to worldwide fans. The official websites and e-commerce stores dedicated to specific anime series or studios provide a direct avenue for fans to purchase merchandise.
Anime studios and production companies maintain control over the licensing and distribution of their merchandise to maintain quality and authenticity and ensure that fans have access to officially licensed products.
The revenue of the animation merchandising market in Japan amounted to 672.4 billion Japanese yen in 2023. The market size increased for the third year in a row after experiencing a slight decline in 2020 due to the COVID-19 pandemic and related countermeasures, such as the temporary closure of shops and the cancellation of events. The source pointed out that the market in 2023 developed positively because of franchises such as "Pokémon," "Chiikawa," "Spy x Family," and "Detective Conan," as well as sales at movie-related events, pop-up stores, and character-themed cafés.
Anime Market Regional Insights:
Asia Pacific is Expected to Dominate the Market Over the Forecast Period
Anime originated in Japan and has deep cultural roots in the region contributing to the development of a robust anime industry within the Asia Pacific. The Asia Pacific region has well-established infrastructure and distribution networks for the anime industry such as OTT platforms, and television which enables efficient production, distribution, and promotion of anime content.
Anime has gained significant popularity and influence with a growing fan base across the Asia Pacific region and internationally. This raises demand for anime content, merchandise, and related products.
Also, the region delivers culturally authentic and high-quality anime content. Anime studios and distributors in the Asia Pacific have invested in localized versions and translations of anime content which includes subtitling and dubbing efforts in multiple languages, making anime accessible to a broader global audience.
Anime Market Active Players :
Studio Ghibli, Inc. (Japan)
Production I.G, Inc. (Japan)
Toei Animation Co., Ltd. (Japan)
Kyoto Animation Co., Ltd. (Japan)
Sunrise, Inc. (Bandai Namco Filmworks) (Japan)
Atomic Flare (Japan)
Bones Inc. (Japan)
MADHOUSE, Inc. (Japan)
Animation International Limited (Hong Kong)
Odolttogi (South Korea)
Studio Mir (South Korea)
Anima Estudios (Mexico)
Oasis Animation (Canada)
Xilam Animation (France)
Les Armateurs (France)
Iervolino Entertainment (Italy)
Nippon Animation (Japan)
Nelvana Limited (Canada)
Trigger Inc. (Japan)
Pierrot Co., Ltd. (Japan)
Crunchyroll (Sony Pictures Entertainment Inc.) (United States)
Progressive Animation Works Co., Ltd. (PA Works) (Japan) and Other Active Players
Key Industry Developments in the Anime Market:
In Feb 2024, The Japanese automobile manufacturer Toyota is venturing into the anime world as the company prepares to release its five-episode series titled “GRIP”
In Aug 2023, Japanese animation company Studio Ghibli partnered with Japanese fragrance brand Fernanda and released new perfumes inspired by its heroines. They developed three new body splash perfumes named "Classic Tea", "Maria Rigel", and "White Bouquet".
Anime Market
Base Year:
2023
Forecast Period:
2024-2032
Historical Data:
2017 to 2023
Market Size in 2023:
USD 28390 Mn.
Forecast Period 2024-32 CAGR:
7.95 %
Market Size in 2032:
USD 56520 Mn.
Segments Covered:
By Genre
Action & Adventure
Romance
Comedy
Drama
Fantasy
Sci-Fi
Mystery
Historical
Sports
By Revenue Source
T.V., Movie
Video
Internet Distribution
Merchandising
Music
Pachinko
Live Entertainment
By Distribution Channel
Television
Streaming Platforms
DVD
Online Platforms
Websites
By Region
North America (U.S., Canada, Mexico)
Eastern Europe (Bulgaria, The Czech Republic, Hungary, Poland, Romania, Rest of Eastern Europe)
Western Europe (Germany, UK, France, Netherlands, Italy, Russia, Spain, Rest of Western Europe)
Asia Pacific (China, India, Japan, South Korea, Malaysia, Thailand, Vietnam, The Philippines, Australia, New-Zealand, Rest of APAC)
Middle East & Africa (Turkey, Bahrain, Kuwait, Saudi Arabia, Qatar, UAE, Israel, South Africa)
South America (Brazil, Argentina, Rest of SA)
Key Market Drivers:
Increasing Popularity Among the Younger Generation
Key Market Restraints:
Lack of Technological Advancement
Key Opportunities:
Partnership with Leading Distribution Channels
Companies Covered in the report:
Studio Ghibli, Inc. (Japan), Production I.G, Inc. (Japan), Toei Animation Co., Ltd. (Japan), Kyoto Animation Co., Ltd. (Japan), Sunrise, Inc. (Bandai Namco Filmworks) (Japan), and Other Active Players.
Chapter 1: Introduction
1.1 Scope and Coverage
Chapter 2:Executive Summary
Chapter 3: Market Landscape
3.1 Market Dynamics
3.1.1 Drivers
3.1.2 Restraints
3.1.3 Opportunities
3.1.4 Challenges
3.2 Market Trend Analysis
3.3 PESTLE Analysis
3.4 Porter's Five Forces Analysis
3.5 Industry Value Chain Analysis
3.6 Ecosystem
3.7 Regulatory Landscape
3.8 Price Trend Analysis
3.9 Patent Analysis
3.10 Technology Evolution
3.11 Investment Pockets
3.12 Import-Export Analysis
Chapter 4: Anime Market by By Genre
4.1 Anime Market Snapshot and Growth Engine
4.2 Anime Market Overview
4.3 Action & Adventure
4.3.1 Introduction and Market Overview
4.3.2 Historic and Forecasted Market Size in Value USD and
Chapter 4: Anime Market by By Genre 4.1 Anime Market Snapshot and Growth Engine 4.2 Anime Market Overview 4.3 Action & Adventure 4.3.1 Introduction and Market Overview 4.3.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F) 4.3.3 Key Market Trends, Growth Factors and Opportunities 4.3.4 Action & Adventure: Geographic Segmentation Analysis 4.4 Romance 4.4.1 Introduction and Market Overview 4.4.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F) 4.4.3 Key Market Trends, Growth Factors and Opportunities 4.4.4 Romance: Geographic Segmentation Analysis 4.5 Comedy 4.5.1 Introduction and Market Overview 4.5.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F) 4.5.3 Key Market Trends, Growth Factors and Opportunities 4.5.4 Comedy: Geographic Segmentation Analysis 4.6 Drama 4.6.1 Introduction and Market Overview 4.6.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F) 4.6.3 Key Market Trends, Growth Factors and Opportunities 4.6.4 Drama: Geographic Segmentation Analysis 4.7 Fantasy 4.7.1 Introduction and Market Overview 4.7.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F) 4.7.3 Key Market Trends, Growth Factors and Opportunities 4.7.4 Fantasy: Geographic Segmentation Analysis 4.8 Sci-Fi 4.8.1 Introduction and Market Overview 4.8.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F) 4.8.3 Key Market Trends, Growth Factors and Opportunities 4.8.4 Sci-Fi: Geographic Segmentation Analysis 4.9 Mystery 4.9.1 Introduction and Market Overview 4.9.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F) 4.9.3 Key Market Trends, Growth Factors and Opportunities 4.9.4 Mystery: Geographic Segmentation Analysis 4.10 Historical 4.10.1 Introduction and Market Overview 4.10.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F) 4.10.3 Key Market Trends, Growth Factors and Opportunities 4.10.4 Historical: Geographic Segmentation Analysis 4.11 Sports 4.11.1 Introduction and Market Overview 4.11.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F) 4.11.3 Key Market Trends, Growth Factors and Opportunities 4.11.4 Sports: Geographic Segmentation Analysis
Chapter 5: Anime Market by By Revenue Source 5.1 Anime Market Snapshot and Growth Engine 5.2 Anime Market Overview 5.3 T.V. 5.3.1 Introduction and Market Overview 5.3.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F) 5.3.3 Key Market Trends, Growth Factors and Opportunities 5.3.4 T.V.: Geographic Segmentation Analysis 5.4 Movie 5.4.1 Introduction and Market Overview 5.4.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F) 5.4.3 Key Market Trends, Growth Factors and Opportunities 5.4.4 Movie: Geographic Segmentation Analysis 5.5 Video 5.5.1 Introduction and Market Overview 5.5.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F) 5.5.3 Key Market Trends, Growth Factors and Opportunities 5.5.4 Video: Geographic Segmentation Analysis 5.6 Â Internet Distribution 5.6.1 Introduction and Market Overview 5.6.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F) 5.6.3 Key Market Trends, Growth Factors and Opportunities 5.6.4 Â Internet Distribution: Geographic Segmentation Analysis 5.7 Merchandising 5.7.1 Introduction and Market Overview 5.7.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F) 5.7.3 Key Market Trends, Growth Factors and Opportunities 5.7.4 Merchandising: Geographic Segmentation Analysis 5.8 Music 5.8.1 Introduction and Market Overview 5.8.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F) 5.8.3 Key Market Trends, Growth Factors and Opportunities 5.8.4 Music: Geographic Segmentation Analysis 5.9 Pachinko 5.9.1 Introduction and Market Overview 5.9.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F) 5.9.3 Key Market Trends, Growth Factors and Opportunities 5.9.4 Pachinko: Geographic Segmentation Analysis 5.10 Live Entertainment 5.10.1 Introduction and Market Overview 5.10.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F) 5.10.3 Key Market Trends, Growth Factors and Opportunities 5.10.4 Live Entertainment: Geographic Segmentation Analysis
Chapter 6: Anime Market by By Distribution Channel 6.1 Anime Market Snapshot and Growth Engine 6.2 Anime Market Overview 6.3 Television 6.3.1 Introduction and Market Overview 6.3.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F) 6.3.3 Key Market Trends, Growth Factors and Opportunities 6.3.4 Television: Geographic Segmentation Analysis 6.4 Streaming Platforms 6.4.1 Introduction and Market Overview 6.4.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F) 6.4.3 Key Market Trends, Growth Factors and Opportunities 6.4.4 Streaming Platforms: Geographic Segmentation Analysis 6.5 DVD 6.5.1 Introduction and Market Overview 6.5.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F) 6.5.3 Key Market Trends, Growth Factors and Opportunities 6.5.4 DVD: Geographic Segmentation Analysis 6.6 Online Platforms 6.6.1 Introduction and Market Overview 6.6.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F) 6.6.3 Key Market Trends, Growth Factors and Opportunities 6.6.4 Online Platforms: Geographic Segmentation Analysis 6.7 Websites 6.7.1 Introduction and Market Overview 6.7.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F) 6.7.3 Key Market Trends, Growth Factors and Opportunities 6.7.4 Websites: Geographic Segmentation Analysis
Chapter 7: Company Profiles and Competitive Analysis 7.1 Competitive Landscape 7.1.1 Competitive Benchmarking 7.1.2 Anime Market Share by Manufacturer (2023) 7.1.3 Industry BCG Matrix 7.1.4 Heat Map Analysis 7.1.5 Mergers and Acquisitions 7.2 STUDIO GHIBLI 7.2.1 Company Overview 7.2.2 Key Executives 7.2.3 Company Snapshot 7.2.4 Role of the Company in the Market 7.2.5 Sustainability and Social Responsibility 7.2.6 Operating Business Segments 7.2.7 Product Portfolio 7.2.8 Business Performance 7.2.9 Key Strategic Moves and Recent Developments 7.2.10 SWOT Analysis 7.3 INC. (JAPAN) 7.4 PRODUCTION I.G 7.5 INC. (JAPAN) 7.6 TOEI ANIMATION CO. 7.7 LTD. (JAPAN) 7.8 KYOTO ANIMATION CO. 7.9 LTD. (JAPAN) 7.10 SUNRISE 7.11 INC. (BANDAI NAMCO FILMWORKS) (JAPAN) 7.12 ATOMIC FLARE (JAPAN) 7.13 BONES INC. (JAPAN) 7.14 MADHOUSE 7.15 INC. (JAPAN) 7.16 ANIMATION INTERNATIONAL LIMITED (HONG KONG) 7.17 ODOLTTOGI (SOUTH KOREA) 7.18 STUDIO MIR (SOUTH KOREA) 7.19 ANIMA ESTUDIOS (MEXICO) 7.20 OASIS ANIMATION (CANADA) 7.21 XILAM ANIMATION (FRANCE) 7.22 LES ARMATEURS (FRANCE) 7.23 IERVOLINO ENTERTAINMENT (ITALY) 7.24 NIPPON ANIMATION (JAPAN) 7.25 NELVANA LIMITED (CANADA) 7.26 TRIGGER INC. (JAPAN) 7.27 PIERROT CO. 7.28 LTD. (JAPAN) 7.29 CRUNCHYROLL (SONY PICTURES ENTERTAINMENT INC.) (UNITED STATES) 7.30 SENTAI HOLDINGS 7.31 LLC (AMC NETWORKS) (UNITED STATES) 7.32 VIZ MEDIA 7.33 LLC (UNITED STATES) 7.34 DISCOTEK MEDIA (UNITED STATES) 7.35 GOOD SMILE COMPANY 7.36 INC. (JAPAN) 7.37 GAINAX CO. 7.38 LTD. (JAPAN) 7.39 MANGLOBE INC. (JAPAN) 7.40 PROGRESSIVE ANIMATION WORKS CO. 7.41 LTD. (PA WORKS) (JAPAN) 7.42 AND OTHER ACTIVE PLAYERS.
Chapter 8: Global Anime Market By Region 8.1 Overview 8.2. North America Anime Market 8.2.1 Key Market Trends, Growth Factors and Opportunities 8.2.2 Top Key Companies 8.2.3 Historic and Forecasted Market Size by Segments 8.2.4 Historic and Forecasted Market Size By By Genre 8.2.4.1 Action & Adventure 8.2.4.2 Romance 8.2.4.3 Comedy 8.2.4.4 Drama 8.2.4.5 Fantasy 8.2.4.6 Sci-Fi 8.2.4.7 Mystery 8.2.4.8 Historical 8.2.4.9 Sports 8.2.5 Historic and Forecasted Market Size By By Revenue Source 8.2.5.1 T.V. 8.2.5.2 Movie 8.2.5.3 Video 8.2.5.4 Â Internet Distribution 8.2.5.5 Merchandising 8.2.5.6 Music 8.2.5.7 Pachinko 8.2.5.8 Live Entertainment 8.2.6 Historic and Forecasted Market Size By By Distribution Channel 8.2.6.1 Television 8.2.6.2 Streaming Platforms 8.2.6.3 DVD 8.2.6.4 Online Platforms 8.2.6.5 Websites 8.2.7 Historic and Forecast Market Size by Country 8.2.7.1 US 8.2.7.2 Canada 8.2.7.3 Mexico 8.3. Eastern Europe Anime Market 8.3.1 Key Market Trends, Growth Factors and Opportunities 8.3.2 Top Key Companies 8.3.3 Historic and Forecasted Market Size by Segments 8.3.4 Historic and Forecasted Market Size By By Genre 8.3.4.1 Action & Adventure 8.3.4.2 Romance 8.3.4.3 Comedy 8.3.4.4 Drama 8.3.4.5 Fantasy 8.3.4.6 Sci-Fi 8.3.4.7 Mystery 8.3.4.8 Historical 8.3.4.9 Sports 8.3.5 Historic and Forecasted Market Size By By Revenue Source 8.3.5.1 T.V. 8.3.5.2 Movie 8.3.5.3 Video 8.3.5.4 Â Internet Distribution 8.3.5.5 Merchandising 8.3.5.6 Music 8.3.5.7 Pachinko 8.3.5.8 Live Entertainment 8.3.6 Historic and Forecasted Market Size By By Distribution Channel 8.3.6.1 Television 8.3.6.2 Streaming Platforms 8.3.6.3 DVD 8.3.6.4 Online Platforms 8.3.6.5 Websites 8.3.7 Historic and Forecast Market Size by Country 8.3.7.1 Russia 8.3.7.2 Bulgaria 8.3.7.3 The Czech Republic 8.3.7.4 Hungary 8.3.7.5 Poland 8.3.7.6 Romania 8.3.7.7 Rest of Eastern Europe 8.4. Western Europe Anime Market 8.4.1 Key Market Trends, Growth Factors and Opportunities 8.4.2 Top Key Companies 8.4.3 Historic and Forecasted Market Size by Segments 8.4.4 Historic and Forecasted Market Size By By Genre 8.4.4.1 Action & Adventure 8.4.4.2 Romance 8.4.4.3 Comedy 8.4.4.4 Drama 8.4.4.5 Fantasy 8.4.4.6 Sci-Fi 8.4.4.7 Mystery 8.4.4.8 Historical 8.4.4.9 Sports 8.4.5 Historic and Forecasted Market Size By By Revenue Source 8.4.5.1 T.V. 8.4.5.2 Movie 8.4.5.3 Video 8.4.5.4 Â Internet Distribution 8.4.5.5 Merchandising 8.4.5.6 Music 8.4.5.7 Pachinko 8.4.5.8 Live Entertainment 8.4.6 Historic and Forecasted Market Size By By Distribution Channel 8.4.6.1 Television 8.4.6.2 Streaming Platforms 8.4.6.3 DVD 8.4.6.4 Online Platforms 8.4.6.5 Websites 8.4.7 Historic and Forecast Market Size by Country 8.4.7.1 Germany 8.4.7.2 UK 8.4.7.3 France 8.4.7.4 The Netherlands 8.4.7.5 Italy 8.4.7.6 Spain 8.4.7.7 Rest of Western Europe 8.5. Asia Pacific Anime Market 8.5.1 Key Market Trends, Growth Factors and Opportunities 8.5.2 Top Key Companies 8.5.3 Historic and Forecasted Market Size by Segments 8.5.4 Historic and Forecasted Market Size By By Genre 8.5.4.1 Action & Adventure 8.5.4.2 Romance 8.5.4.3 Comedy 8.5.4.4 Drama 8.5.4.5 Fantasy 8.5.4.6 Sci-Fi 8.5.4.7 Mystery 8.5.4.8 Historical 8.5.4.9 Sports 8.5.5 Historic and Forecasted Market Size By By Revenue Source 8.5.5.1 T.V. 8.5.5.2 Movie 8.5.5.3 Video 8.5.5.4 Â Internet Distribution 8.5.5.5 Merchandising 8.5.5.6 Music 8.5.5.7 Pachinko 8.5.5.8 Live Entertainment 8.5.6 Historic and Forecasted Market Size By By Distribution Channel 8.5.6.1 Television 8.5.6.2 Streaming Platforms 8.5.6.3 DVD 8.5.6.4 Online Platforms 8.5.6.5 Websites 8.5.7 Historic and Forecast Market Size by Country 8.5.7.1 China 8.5.7.2 India 8.5.7.3 Japan 8.5.7.4 South Korea 8.5.7.5 Malaysia 8.5.7.6 Thailand 8.5.7.7 Vietnam 8.5.7.8 The Philippines 8.5.7.9 Australia 8.5.7.10 New Zealand 8.5.7.11 Rest of APAC 8.6. Middle East & Africa Anime Market 8.6.1 Key Market Trends, Growth Factors and Opportunities 8.6.2 Top Key Companies 8.6.3 Historic and Forecasted Market Size by Segments 8.6.4 Historic and Forecasted Market Size By By Genre 8.6.4.1 Action & Adventure 8.6.4.2 Romance 8.6.4.3 Comedy 8.6.4.4 Drama 8.6.4.5 Fantasy 8.6.4.6 Sci-Fi 8.6.4.7 Mystery 8.6.4.8 Historical 8.6.4.9 Sports 8.6.5 Historic and Forecasted Market Size By By Revenue Source 8.6.5.1 T.V. 8.6.5.2 Movie 8.6.5.3 Video 8.6.5.4 Â Internet Distribution 8.6.5.5 Merchandising 8.6.5.6 Music 8.6.5.7 Pachinko 8.6.5.8 Live Entertainment 8.6.6 Historic and Forecasted Market Size By By Distribution Channel 8.6.6.1 Television 8.6.6.2 Streaming Platforms 8.6.6.3 DVD 8.6.6.4 Online Platforms 8.6.6.5 Websites 8.6.7 Historic and Forecast Market Size by Country 8.6.7.1 Turkey 8.6.7.2 Bahrain 8.6.7.3 Kuwait 8.6.7.4 Saudi Arabia 8.6.7.5 Qatar 8.6.7.6 UAE 8.6.7.7 Israel 8.6.7.8 South Africa 8.7. South America Anime Market 8.7.1 Key Market Trends, Growth Factors and Opportunities 8.7.2 Top Key Companies 8.7.3 Historic and Forecasted Market Size by Segments 8.7.4 Historic and Forecasted Market Size By By Genre 8.7.4.1 Action & Adventure 8.7.4.2 Romance 8.7.4.3 Comedy 8.7.4.4 Drama 8.7.4.5 Fantasy 8.7.4.6 Sci-Fi 8.7.4.7 Mystery 8.7.4.8 Historical 8.7.4.9 Sports 8.7.5 Historic and Forecasted Market Size By By Revenue Source 8.7.5.1 T.V. 8.7.5.2 Movie 8.7.5.3 Video 8.7.5.4 Â Internet Distribution 8.7.5.5 Merchandising 8.7.5.6 Music 8.7.5.7 Pachinko 8.7.5.8 Live Entertainment 8.7.6 Historic and Forecasted Market Size By By Distribution Channel 8.7.6.1 Television 8.7.6.2 Streaming Platforms 8.7.6.3 DVD 8.7.6.4 Online Platforms 8.7.6.5 Websites 8.7.7 Historic and Forecast Market Size by Country 8.7.7.1 Brazil 8.7.7.2 Argentina 8.7.7.3 Rest of SA
Chapter 9 Analyst Viewpoint and Conclusion 9.1 Recommendations and Concluding Analysis 9.2 Potential Market Strategies
Chapter 10 Research Methodology 10.1 Research Process 10.2 Primary Research 10.3 Secondary Research
Frequently Asked Questions
How big is the Anime Market?
Anime Market Size Was Valued at USD 2,8390 Million in 2023 and is Projected to Reach USD 5,6520 Million by 2032, Growing at a CAGR of 7.95% From 2024-2032.
What is the Anime Market?
Anime refers to a style of animation characterized by its distinctive artistic and storytelling techniques, often featuring colourful visuals, vibrant characters, and a wide range of genres such as fantasy, science fiction, romance, action, and more. Anime is originated in Japan and has gained immense popularity and a fanbase.
What are the segments of the Anime Market?
The Anime Market is segmented into Genre, Revenue Source, Distribution Channel, End-Users, and region. By Genre, the market is categorized into Action & Adventure, Romance, Comedy, Drama, Fantasy, Sci-Fi, Mystery, Historical, Sports. By Revenue Source, the market is categorized into T.V., Movie, Video, Internet Distribution, Merchandising, Music, Pachinko, and Live Entertainment. By Distribution Channel, the market is categorized into Television, Streaming Platforms, DVD, Online Platforms and Websites. By end-user, the market is categorized into Men, Women, Children. By region, it is analyzed across North America (U.S.; Canada; Mexico), Eastern Europe (Bulgaria; The Czech Republic; Hungary; Poland; Romania; Rest of Eastern Europe), Western Europe (Germany; UK; France; Netherlands; Italy; Russia; Spain; Rest of Western Europe), Asia-Pacific (China; India; Japan; Southeast Asia, etc.), South America (Brazil; Argentina, etc.), Middle East & Africa (Saudi Arabia; South Africa, etc.).
Who are the key players in the Anime Market?
Studio Ghibli, Inc. (Japan), Production I.G, Inc. (Japan), Toei Animation Co., Ltd. (Japan), Kyoto Animation Co., Ltd. (Japan), Sunrise, Inc. (Bandai Namco Filmworks) (Japan), Atomic Flare (Japan), Bones Inc. (Japan), MADHOUSE, Inc. (Japan), Animation International Limited (Hong Kong), Odolttogi (South Korea), Studio Mir (South Korea), Anima Estudios (Mexico), Oasis Animation (Canada), Xilam Animation (France), Les Armateurs (France), Iervolino Entertainment (Italy), Nippon Animation (Japan), Nelvana Limited (Canada), Trigger Inc. (Japan), Pierrot Co., Ltd. (Japan), Crunchyroll (Sony Pictures Entertainment Inc.) (United States), Sentai Holdings, LLC (AMC Networks) (United States), VIZ Media, LLC (United States), Discotek Media (United States), Good Smile Company, Inc. (Japan), Gainax Co., Ltd. (Japan), Manglobe Inc. (Japan), Progressive Animation Works Co., Ltd. (PA Works) (Japan), and Other Active Players.
What would be the forecast period in the Anime Market research report?
The forecast period in the Anime Market research report is 2024-2032.