USD 26.055 billion
Report ID: SQSG45E2037 | Region: Global | Published Date: February, 2024 | Pages: 165 | Tables: 41 | Figures: 74
Global Anime Market size was valued at USD 26.055 billion in 2021 and is poised to grow from USD 28.61 billion in 2022 to USD 60.06 billion by 2030, growing at a CAGR of 9.8% in the forecast period (2023-2030).
Hand-drawn images and digital animations are used to produce anime. Anime is often known as Japanimation because it has Japanese roots. The animation quickly found traction in other markets after experiencing tremendous success in Japan. As anime gained popularity quickly, the sector attracted significant investments and technology improvements. The introduction of a large number of production companies, anime creators, and artists greatly aided the expansion and growth of the business globally. The continual creation and release of different anime series and characters had a good effect on the market. The international sales of anime produce significant profits for the industry.
The ongoing application of numerous cutting-edge technologies, including blockchain and Artificial Intelligence (AI), to improve the overall gaming experience in anime gaming is encouraging for the development of this market. The global popularity of anime content is growing. Manga, or anime comics, are becoming incredibly popular among anime fans all around the world. As a result, artists are concentrating on producing high-quality anime content with improved audio and high resolution, which may help youngsters develop their cognitive, problem-solving, and social skills.
US Anime Market is poised to grow at a sustainable CAGR for the next forecast year.
Global Market Size
USD 26.055 billion
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Anime Market segmentation is based on type and region. Based on type the Anime Market is segmented into video, T.V., merchandising, pachinko, movie, internet distribution, music, and live entertainment. Based on region the global anime market is segmented into North America, Europe, Asia-Pacific, Latin America, and the Middle East and Africa.
Anime Market Analysis by Type
More than 29% of worldwide revenue was generated by the merchandising category in 2021, and it is predicted that this segment will continue to dominate the market throughout the projection period. Among the younger generation, anime stuff such as t-shirts, keychains, posters, and figurines is becoming increasingly popular. Furthermore, buyers can easily access this item because it is offered for sale through a number of physical and online outlets. As a result, collecting figurines, keychains, t-shirts, and other items featuring anime characters is starting to become popular, which is causing the segment to grow.
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The market for anime in the world was dominated by the Asia Pacific, and this is projected to continue. Over the past several decades, Japan has been one of the most significant marketplaces, with Tokyo serving as the hub for the creation of new products. The years-long existence of a sizable number of animation studios has also facilitated the enormous investments made in the worldwide anime sector. Additionally, the presence of a sizable number of anime creators, artists, production companies, and other stakeholders led to the creation of a sizable number of anime shows and characters, which over time became increasingly well-liked by consumers throughout the world.
Throughout the projected period, the Middle East is anticipated to experience the fastest growth. The market expansion in this region is being fueled by the expanding fan base for anime shows, an improved standard of living, and greater penetration of online video platforms. The popularity of cosplay conventions and competitions in the Middle East is a crucial indicator of the region's consumers' growing interest in anime characters. Additionally, this region makes a considerable amount of money through merchandise, video games, and comics. Therefore, during the projected period, these factors are anticipated to increase the anime market in the Middle East.
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Anime Market Driver
Anime Market Restraint
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The developing market players are entering the market to research the Japanese art sector and aspire to develop new methods of content creation. Global anime market companies are well established with a substantial corporate presence and market identity. Market consolidation is being brought on by rising market competition and expanding measures to change the anime industry to conform to the modernizing methods of art production. Alongside the international businesses, the anime market is home to well-known local players with deep roots in the anime industry and a steadfast market presence. Additionally, industry participants are moving quickly toward modernization and development in accordance with newly developed technology, increasing the overall effectiveness and output of the anime industry with the ultimate goal of remaining competitive in the worldwide market.
Anime Market Top Players Company Profiles
Anime Market Recent Development
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According to our analysis, the merchandising category produced more than 29% of global revenue in 2021, and it is anticipated that this market sector will maintain its dominance throughout the forecast period. The Asia Pacific has dominated the global anime market, and this trend is anticipated to persist. Japan has been one of the most important markets in recent years, with Tokyo acting as the center for the development of new goods.
|Market size value in 2021
|USD 26.055 billion
|Market size value in 2030
|USD 60.06 billion
|Forecast Unit (Value)
|North America (US, Canada), Europe (Germany, France, United Kingdom, Italy, Spain, Rest of Europe), Asia Pacific (China, India, Japan, Rest of Asia-Pacific), Latin America (Brazil, Rest of Latin America), Middle East & Africa (South Africa, GCC Countries, Rest of MEA)
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Parent Market Analysis
KEY MARKET INSIGHTS
MARKET DYNAMICS & OUTLOOK
Market Size by Region
KEY COMPANY PROFILES
For the Global Anime Market, our research methodology involved a mixture of primary and secondary data sources. Key steps involved in the research process are listed below:
1. Information Procurement: This stage involved the procurement of Market data or related information via primary and secondary sources. The various secondary sources used included various company websites, annual reports, trade databases, and paid databases such as Hoover's, Bloomberg Business, Factiva, and Avention. Our team did 45 primary interactions Globally which included several stakeholders such as manufacturers, customers, key opinion leaders, etc. Overall, information procurement was one of the most extensive stages in our research process.
2. Information Analysis: This step involved triangulation of data through bottom-up and top-down approaches to estimate and validate the total size and future estimate of the Global Anime Market.
3. Report Formulation: The final step entailed the placement of data points in appropriate Market spaces in an attempt to deduce viable conclusions.
4. Validation & Publishing: Validation is the most important step in the process. Validation & re-validation via an intricately designed process helped us finalize data points to be used for final calculations. The final Market estimates and forecasts were then aligned and sent to our panel of industry experts for validation of data. Once the validation was done the report was sent to our Quality Assurance team to ensure adherence to style guides, consistency & design.
With the given market data, our dedicated team of analysts can offer you the following customization options are available for the Global Anime Market:
Product Analysis: Product matrix, which offers a detailed comparison of the product portfolio of companies.
Regional Analysis: Further analysis of the Global Anime Market for additional countries.
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