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Global Anime Market – Industry Trends and Forecast to 2031

ICT | Upcoming Report | Apr 2024 | Global | 350 Pages | No of Tables: 220 | No of Figures: 60

Report Description

Global Anime Market, By Type (T.V., Movie, Video, Internet Distribution, Merchandising, Music, Pachinko, and Live Entertainment), Anime Genre (Action & Adventure, Sci-Fi and Fantasy, Romance and Drama, Sports, and Others), Solution (Anime Creation Software and Anime Creation Services) – Industry Trends and Forecast to 2031.

Anime Market Analysis and Size

The anime market continues flourishing, driven by technological advancements and global outreach. With streaming platforms, social media, and merchandise, anime enjoys unprecedented exposure, expanding its audience base worldwide. This advancement brings substantial benefits, fostering creativity, cultural exchange, and economic growth within the industry while providing fans diverse content and immersive experiences.

Data Bridge Market Research analyses that the global anime market size was valued at USD 30.65 billion in 2023, is projected to reach USD 58.88 billion by 2031, with a CAGR of 8.50% during the forecast period 2024 to 2031. 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

2024 to 2031

Base Year

2023

Historic Years

2022 (Customizable to 2016 - 2021)

Quantitative Units

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

Segments Covered

Type (T.V., Movie, Video, Internet Distribution, Merchandising, Music, Pachinko, and Live Entertainment), Anime Genre (Action & Adventure, Sci-Fi and Fantasy, Romance and Drama, Sports, and Others), Solution (Anime Creation Software and Anime Creation Services)

Countries Covered

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

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.), and Shout!factory, LLC (U.S.)

Market Opportunities

  • Licensing and Merchandising Opportunities
  • International Collaboration and Co-Production

Market Definition

Anime, a vibrant and diverse form of animation originating from Japan, encompasses a wide range of genres, styles, and themes. Its captivating storytelling, colorful characters, and visually stunning animation have garnered a global fan base. Ranging from action-packed adventures to heartfelt dramas, anime captivates audiences of all ages worldwide with its unique and immersive storytelling experience.

Anime Market Dynamics

Drivers

  • Growing Global Popularity

Anime's global popularity has surged, captivating audiences far beyond Japan. Its widespread appeal fosters a robust demand for anime content, merchandise, and products worldwide. This fervent international fanbase propels the anime industry forward, establishing it as a cultural phenomenon that transcends borders and language barriers, shaping entertainment preferences across diverse demographics.

  • Rising Streaming Platforms

The rise of streaming platforms such as Crunchyroll, Funimation, and Netflix has revolutionized the accessibility of anime worldwide. With vast libraries offering diverse titles, viewers can easily explore and discover new content, fueling the growth of the anime market. For instance, with its extensive catalog of anime series and simulcasts, Crunchyroll has attracted millions of subscribers globally, demonstrating the immense demand and impact of streaming platforms on the industry's expansion.

Opportunities

  • Licensing and Merchandising Opportunities

Popular anime franchises capitalize on licensing agreements with manufacturers and retailers to extend beyond screens into lucrative merchandise markets. This includes toys, apparel, accessories, and collectibles, providing fans with tangible connections to their favorite series. These partnerships generate additional revenue streams and amplify the reach and longevity of anime brands within the broader consumer market.

  • International Collaboration and Co-Production

International collaboration in anime production has surged, fostering diverse content and expanding global reach. For instance, the collaboration between Studio Ghibli, a renowned Japanese animation studio, and the French animation company Wild Bunch resulted in the co-production of "The Red Turtle." This cross-cultural fusion appeals to a wider audience, exemplifying the market's potential. Such collaborations drive innovation, cultural exchange, and market growth, shaping the landscape of anime production and consumption on a global scale.

Restraints/Challenges

  • Rising Piracy and Illegal Streaming

Piracy and illegal streaming severely undercut the anime industry, resulting in substantial revenue losses and hindering profitability. This trend deters potential investors from funding new projects, leading to decreased innovation and growth within the market. Such activities disrupt the industry's economic ecosystem, impeding its ability to thrive and meet the demands of both creators and consumers.

  • Production Costs and Scheduling

The relentless pressure of tight schedules and high production costs in the anime industry perpetuates overwork and burnout among animators and staff. This challenge undermines the industry's ability to consistently balance quality with budget constraints, impacting the overall market by straining resources and potentially compromising the creative output of productions.   

This 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 market contact Data Bridge Market Research for an Analyst Brief, our team will help you take an informed market decision to achieve market growth.

Recent Developments

  • In June 2023, KC Global Media Asia (KCGM) collaborated with Amagi, a cloud-based SaaS provider for broadcast and connected TV, to deliver Animax, its premium anime channel, across various OTT platforms in India. This venture expands KCGM's reach into Southeast Asia, enhancing accessibility for advertisers and viewers
  • In June 2023, Dentsu Group bolstered its anime business by establishing Dentsu Anime Solutions Inc., focusing on anime licensing solutions such as merchandising and sales to broadcasters and streaming platforms, both domestically and internationally
  • In June 2023, KC Global Media launched Animax and GEM on Amazon Prime Video Channels in India, offering a curated selection of Japanese anime, drama, and variety programs with English subtitles. Popular titles such as My Senpai is Annoying and Haikyu Are now available to Indian fans, enhancing their viewing experience
  • In March 2022, Kinetix partnered with Adobe to democratize 3D Animation Aided by Artificial Intelligence (AI), making it more accessible to creators and innovators, thereby potentially revolutionizing the animation industry

Anime Market Scope

The market is segmented on the basis of type, anime genre, and solution. The growth amongst these segments 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

 Anime Genre

  • Action and Adventure
  • Sci-Fi and Fantasy
  • Romance and Drama
  • Sports
  • Others

Solution

  • Anime Creation Software
  • Anime Creation Services

Anime Market Regional Analysis/Insights

The market is analysed and market size insights and trends are provided by country, type, anime genre, and solution as referenced above.

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

Asia Pacific is expected to dominate the market, propelled by technological adoption in advancing countries. China's rising anime popularity complements Japan's longstanding dominance, ensuring sustained regional growth over the forecast period.

Middle East Africa is expected to witness significant growth in the global anime market, driven by increasing sales of anime content such as comic books and video games. High demand among children and youth in the region contributes to this emerging segment's expansion.

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 Anime Market Share Analysis

The 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 the market.

Some of the major players operating in the 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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