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Global Anime Market – Industry Trends and Forecast to 2029

  • ICT
  • Upcoming Report
  • Sep 2022
  • Global
  • 350 Pages
  • No of Tables: 220
  • No of Figures: 60
  • ICT
  • Upcoming Report
  • Sep 2022
  • Global
  • 350 Pages
  • No of Tables: 220
  • No of Figures: 60

Global Anime Market, By Type (T.V., Movie, Video, Internet Distribution, Merchandising, Music, Pachinko, Live Entertainment) – Industry Trends and Forecast to 2029.

Anime Market

Anime Market Analysis and Size

Over the projected period, it is estimated that the global anime market would produce sizable quantities of revenue. Various factors such as the rising OTT platforms, online video sites like Youtube, several online sites, production of anime films have tremendously contributed in the growth of the anime market. The presence of various anime creators, production houses and stake holders have resulted in the high preferences for the anime shows and characters that are gaining major popularity amongst the people across the globe. Additionally, the strategic collaborations and partners have provided the market a major boost during the forecasted period.

Global Anime Market was valued at USD 26.04 billion in 2021 and is expected to reach USD 50.01 billion by 2029, registering a CAGR of 8.50% during the forecast period of 2022-2029. In addition to the market insights such as market value, growth rate, market segments, geographical coverage, market players, and market scenario, the market report curated by the Data Bridge Market Research team includes in-depth expert analysis, import/export analysis, pricing analysis, production consumption analysis, and pestle analysis.

Report Scope and Market Segmentation

Report Metric

Details

Forecast Period

2022 to 2029

Base Year

2021

Historic Years

2020 (Customizable to 2014 - 2019)

Quantitative Units

Revenue in USD Billion, Volumes in Units, Pricing in USD

Segment Covered

Type(T.V., Movie, Video, Internet Distribution, Merchandising, Music, Pachinko, Live Entertainment)

Countries Covered

U.S., Canada, Mexico, Brazil, Argentina, Rest of South America, Germany, France, Italy, U.K., Belgium, Spain, Russia, Turkey, Netherlands, Switzerland, Rest of Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific, U.A.E, Saudi Arabia, Egypt, South Africa, Israel, Rest of Middle East and Africa

Market Players Covered

Bones Inc. (Japan), Kyoto Animation Co.Ltd.(Japan), MADHOUSE Inc.(Japan), Manglobe Inc. (Japan), P.A.Works (Japan), Pierrot Co.Ltd.(Japan), Production I.G,Inc (Japan), Studio Ghibli,Inc.(Japan), Sunrise Inc.(Japan), TOEI Animation Co.Ltd.(Japan), AIC RIGHTS Co.Ltd. (Japan), VIZ Media,LLC (U.S.), Buford G.A.(Georgia), Funimation (U.S.), Aniplex of America,Inc (U.S.), Crunchyroll (U.S.), Manga Entertainment,LLC (U.S.), Discotek Media(U.S.), Shout!factory,LLC(U.S.)

Market Opportunities

  • Rising OTT Platforms and Other Innovations
  • Application Of 3-dimension Creations And The Internet Of Things (Iot)

Market Definition

The word anime is a term derived from English word “animation”. It is usually hand-drawn and computer animation originating from Japan .It is distributed theatrically over various OTT platforms and apparently through home media, television broadcasts and over the web. The primary purposes of anime is entertainment and representation of the Japanese culture .Moreover, it is a diverse medium with distinctive production methods that have adapted in response to emergent technologies which brings in the use of various art styles , characterization, cinematography, and a wide range of imaginative and individualistic techniques.

Global Anime Market Dynamics

This section deals with understanding the market drivers, advantages, opportunities, restraints and challenges. All of this is discussed in detail as below:

Drivers

  • Increased Popularity

The rising preference for digital media have contributed in bringing a remarkable rise in the entertainment sector preferences and has also acted as a boon for the anime market by creating a rise in the use and popularity of various streaming solutions & services .Due to this several lucrative growth opportunities for anime content creators have been created .Anime studios are aggressively using various internet platforms to distribute their content across the globe. The roll-out of high speed data networks and the popularity created through key chains-shirts and others have made a huge impact amongst the youth and children

  • Advances in the Latest Technologies

Market participants related to the direction, shooting, production and editing of content have started using the advanced technologies to depict high-end graphics. Key market players in the market are adopting the latest technologies such as 3D, block chain and artificial intelligence to offer the finest anime shows in terms of the competitive edges with an innovative storyboarding technique. As a result it has fostered the market's overall growth rate over the forecast period.

Opportunities

  • Increase In Production Costs

The high production costs in global anime market is estimated to generate lucrative opportunities for the market, which will further expand the anime market's growth rate in the future .Various online platforms created have significantly contributed in growth of the anime market .Some platforms including Netflix, Amazon and others have remarkably drawn another dimension of the anime content creation.

Restraints/Challenges

  • Unavailability Of Skilled Professional Artists

The anime providers need to adapt to new technology infrastructures and enhance their innovation techniques. Due to low pay and high demands the skilled professionals and artists have stepped back to join the market .In this fiercely competitive environment, it is challenging for the anime content creators to plan, develop and implement new infrastructures while maintaining their core skills. The unavailability of the skilled professional artists will create challenges for the growth of the market.

  • Long Working Hours and Mundane Back-end Tasks

The need to work long hours without getting an appropriate stipend has created a major setback for the anime content creators. Moreover, the rising competition have also led to increase in the overall career opportunities but have restrained the workers or artists to achieve popularity throughout their tedious schedules and tasks. Over the forecast period, these concerns over privacy and security will further challenge the global anime market.

This global anime market report provides details of new recent developments, trade regulations, import-export analysis, production analysis, value chain optimization, market share, impact of domestic and localized market players, analyses opportunities in terms of emerging revenue pockets, changes in market regulations, strategic market growth analysis, market size, category market growths, application niches and dominance, product approvals, product launches, geographic expansions, technological innovations in the market. To gain more info on the global anime market contact Data Bridge Market Research for an Analyst Brief, our team will help you take an informed market decision to achieve market growth.

COVID-19 Impact on Global Anime Market

The rapid COVID-19 proliferation has a positive impact on the market for anime systems and platforms .Industries in the anime system have developed enhanced solutions for the anime content and platforms such as the adoption of cutting-edge technology is opening up value-grab opportunities for industry participants. During the lockdown phase people indulged themselves. Certain upcoming fields or trends such as 3-dimensional creations, OTT platforms and various online sites or videos on Youtube have created a huge impact on the market trends.

Recent Developments

  • In February 2020, Netflix teamed with six Japanese anime developers to deliver original anime content, including shin kibayashi, otsuichi , mari yamazaki, CLAMP and others
  • Masterpiece Studio, a 3-dimensional creative and animation software platform provider, announced a free edition of Masterpiece Studio Pro in November 2021. The advanced platform would provide artists and indie producers with a complete VR creative suite for deploying 3-dimensional items and characters for animations and metaverse.
  • Kinetix,an upcoming startup,teamed with Adobe, in March 2022, making 3D Animation Aided by Artificial Intelligence (AI) widely accessible to creators.

Global Anime Market Scope

The global anime market is segmented on the basis of type. The growth amongst this segment will help you analyze meagre growth segments in the industries and provide the users with a valuable market overview and market insights to help them make strategic decisions for identifying core market applications.

Type

  • T.V.
  • Movie
  • Video
  • Internet Distribution
  • Merchandising
  • Music
  • Pachinko
  • Live Entertainment

Global Anime Market Regional Analysis/Insights

The global anime market is analyzed and market size insights and trends are provided by type as referenced above.

The countries covered in the anime market report are U.S., Canada and Mexico in North America, Germany, France, U.K., Netherlands, Switzerland, Belgium, Russia, Italy, Spain, Turkey, Rest of Europe in Europe, China, Japan, India, South Korea, Singapore, Malaysia, Australia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific (APAC) in the Asia-Pacific (APAC), Saudi Arabia, U.A.E, Israel, Egypt, South Africa, Rest of Middle East and Africa (MEA) as a part of Middle East and Africa (MEA), Brazil, Argentina and Rest of South America as part of South America.

Asia Pacific dominates the global anime market because of the high adoption of technology in the advancing countries within the region over the forecast period due to rapidly growing anime popularity in China while Japan has been the dominating country in the anime sector.

Middle East Africa is expected to witness significant growth during the forecast period due to the increasing sales of anime content, such as comic books and video games, as well as anime goods in the region including the high demands of anime content amongst the children and youth population of the emerging segment.

The country section of the report also provides individual market impacting factors and changes in regulation in the market domestically that impacts the current and future trends of the market. Data points like down-stream and upstream value chain analysis, technical trends and porter's five forces analysis, case studies are some of the pointers used to forecast the market scenario for individual countries. Also, the presence and availability of global brands and their challenges faced due to large or scarce competition from local and domestic brands, impact of domestic tariffs and trade routes are considered while providing forecast analysis of the country data.   

Competitive Landscape and Global Anime Market Share Analysis

The global anime market competitive landscape provides details by competitor. Details included are company overview, company financials, revenue generated, market potential, investment in research and development, new market initiatives, global presence, production sites and facilities, production capacities, company strengths and weaknesses, product launch, product width and breadth, application dominance. The above data points provided are only related to the companies' focus related to anime market.

Some of the major players operating in the global anime market are

  • Bones Inc. (Japan)
  • Kyoto Animation Co.Ltd.(Japan)
  • MADHOUSE Inc.(Japan)
  • Manglobe Inc.(Japan)
  • P.A.Works (Japan)
  • Pierrot Co.Ltd.(Japan)
  • Production I.G,Inc(Japan)
  • Studio Ghibli,Inc.(Japan)
  • Sunrise Inc.(Japan)
  • TOEI Animation Co.Ltd.(Japan)
  • AIC RIGHTS Co.Ltd.(Japan)
  • VIZ Media,LLC (U.S.)
  • Buford G.A.(Georgia
  • Funimation (U.S.)
  • Aniplex of America,Inc(U.S.)
  • Crunchyroll (U.S.)
  • Manga Entertainment,LLC (U.S.)
  • Discotek Media(U.S.)
  • Shout!factory,LLC(U.S.)


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Frequently Asked Questions

The global anime market is expected to show a value of USD 50.01 billion by 2029.
Unavailability Of Skilled Professional Artists, and long Working Hours and Mundane Back-end Tasks are poised to restrict the Anime Market growth.
The major players operating in the Anime Market are Bones Inc. (Japan), Kyoto Animation Co.Ltd.(Japan), MADHOUSE Inc.(Japan), Manglobe Inc. (Japan), P.A.Works (Japan), Pierrot Co.Ltd.(Japan), Production I.G,Inc (Japan), Studio Ghibli,Inc.(Japan), Sunrise Inc.(Japan), TOEI Animation Co.Ltd.(Japan), AIC RIGHTS Co.Ltd. (Japan), VIZ Media,LLC (U.S.), Buford G.A.(Georgia), Funimation (U.S.), Aniplex of America,Inc (U.S.), Crunchyroll (U.S.), Manga Entertainment,LLC (U.S.), Discotek Media(U.S.), Shout!factory,LLC(U.S.).
The major countries covered in the Anime Market are U.S., Canada, Mexico, Brazil, Argentina, Rest of South America, Germany, France, Italy, U.K., Belgium, Spain, Russia, Turkey, Netherlands, Switzerland, Rest of Europe, Japan, China, India, South Korea, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific, U.A.E, Saudi Arabia, Egypt, South Africa, Israel, Rest of Middle East and Africa.