The global Anime market worth US$ 52,996.6 Mn by 2032, growing at a CAGR of 7.5%
The global anime market is likely to gain rapid momentum over the coming decade gradually expanding business presence estimated to acquire USD 50 billion by 2028 expected to register CAGR of 9.7% over the forecast years from 2018 to 2028. The significant spike in growth rate can be attributed to the rapidly growing popularity of Japanese anime content and its sales worldwide aligned with customer curiosity towards Asia form of art and culture media.
A surge in the sales of anime content in the for of digital as well as comic preferences are driving the growth of the market. Increasing popularity of application games along with proliferation of internet distribution which are the primary contributors to the overseas sales in Japan are significantly propelling the growth of the global anime market.
However, the industry addressed critical challenges with the emergence of COVID-19 as it drove a temporary shutdown, thereby suspending new shows and putting a hold on the existing one’s incurring heavy losses. Nonetheless, with massive adoption of online music streaming platform, anime industry was able to regain a considerable traction.
Anime typically refers to the Japanese style of art which is a popular subgenre found across various streaming analytics platforms and TV content. Anime has a gigantic fan base not only within its international boundaries but infact a significant number of fan base comes form overseas. Substantial sales of anime content overseas is driven by the hardcore fans of the Japanese art of content creation driving the import of their favorite series either the latest one’s or classics. Fans have various means to access their desired content either through physical media or by digital means via fan groups that launch the translated episodes unofficially.
Anime is a hand-drawn art which is then generated into a computer-based animation with its historic roots in Japan. Japanese refer anime is an umbrella covering all sorts of animated content with diverse origin and unique styles whereas outside Japan anime specifically refers to Japanese form of animated content. Anime is distributed worldwide via different distribution pathways including television broadcasts, over the web or digital means, on to home media channels and theatrically.
Also, classics are the most predominant flagbearers still continuing the work as Japanese animation is inspired by the comics such as manga or light novels and even video games rather than publishing entirely new anime content. Anime itself is classified into multiple genres particularly targeting niche audience segments with a broad spectrum of production styles and methods that have evolved throughout decades adapting to the emerging technologies.
It is an amalgamation of art, cinematography, characterization along with other imaginative or individualistic techniques. Unlike western animation style, anime typically focuses on different aspects such as the details within a setting, utilization of camera effects for instance in zooming, panning or angle shots rather than focusing on more movement.
Global anime market players are well established with large-scale business presence and market identity with the emerging market players entering the market to explore the Japanese art industry and aiming to develop new techniques of content creation. With increasing market competition and growing initiatives to transform the anime industry to adapt to the modernizing techniques in art creation are leading to market consolidation.
The major players of the global anime market are Madhouse Inc., Bones, Manglobe, Kyoto Animations, P.A. Works, Studio Ghibli, Toei Animation, Pierrot, and Sunrise. The anime market houses well-known local players with strong roots into the anime industry and well-established market presence alongside the global players. In addition, the above-mentioned industry players are pacing towards rapid development and modernization adhering to the constantly emerging advanced technologies boosting the overall efficiency and production of the anime industry ultimately aiming to stay competitive in the global market.
Anime Market Scope
Metrics | Details |
Base Year | 2023 |
Historic Data | 2018-2022 |
Forecast Period | 2024-2032 |
Study Period | 2018-2032 |
Forecast Unit | Value (USD) |
Revenue forecast in 2032 | US$ 52,996.6 Million |
Growth Rate | CAGR of 7.5% during 2022-2032 |
Segment Covered | Type, Application, Regions |
Regions Covered | North America, Europe, Asia Pacific, South America, Middle East and Africa |
Key Players Profiled | Madhouse Inc., Bones, Manglobe, Kyoto Animations, P.A. Works, Studio Ghibli, Toei Animation, Pierrot, and Sunrise |
Key Segments of the Global Anime Market
Type Overview, (USD Billion)
- Movie
- T.V.
- Live Entertainment
- Video
- Music
- Internet Distribution
- Pachinko
- Merchandising
North America
- U.S.
- Canada
Europe
- Germany
- UK
- France
- Rest of Europe
Asia Pacific
- China
- Japan
- India
- Rest of Asia Pacific
South America
- Mexico
- Brazil
- Rest of South America
Middle East & Africa
Reasons for the study
- Chief aim of the study is to deliver a comprehensive guide to walk you through the complexities of the global anime market thereby offering you with assistance benchmarking against rest of the market.
- Maintain your competitive identity as the initiatives by the key players fueling the market.
What does the report include?
- The study on the global anime market holistically covers an array of deliverables encompassing the qualitative factors including market drivers, restrains and opportunities
- The study provides competitive landscape analysis consisting of existing as well as prospective players of the global anime market along with their innovations and initiatives focusing on product development
- The study also gives a qualitative and quantitative overview of the fragmented market segment based on the type of products along with the key geographies
- Accurate market sizes, share and forecasts have been incorporated with each of the market segment mentioned above.
Who should buy this report?
- The report on the global anime market offers an archive of suitable market information for a variety of intermediaries affected directly by the anime industry including content developers, media publications and organizations and creative agencies
- Venture capitalists, investors and stakeholders looking detailed view into the future outlook of the global anime market
- Artists, content developers and educational institutes seeking valuable insights shaping the global anime market.
Frequently Asked Questions (FAQ) :
Consistent rise in technological advancements coupled with the rapidly increasing disposable income levels enhancing the standard of living and attaining higher lifestyle standards across various developed and developing countries worldwide are triggering the growth of the global anime market over the forecast period. GenZ is emerging to be a prominent target audience with increasing demand to experience latest digital and web-based gaming experiences, increasing interests and preferences of the younger population to buy latest, next-generation technology-based products and the growing popularity of series and movies oriented with Japanese animation are propelling the growth of the global anime market during the forecast years.
The industry is also expected to witness a surge in demand with aggressive spending on anime games enabling advanced features such as in-game communication along with virtual reality (VR) following the recent trends for a highly interactive and real experience demanded by gamers worldwide and the growing demand for VR based wearables, headsets are exposing the global anime market to extensive landscape of opportunities.
Increasing popularity of the Japanese art and realizing the burgeoning consumer interests, organizations and companies worldwide are collaborating the leading players to expand the business globally thus resulting in a significant influx of investments and partnerships encouraging the growth of the global anime market.
Type Segment
Based on the type, the market is categorized into video, movie, T.V., music, merchandising, pachinko, internet distribution and live entertainment. The merchandising segment held a dominant position with majority of global revenue share in the year 2020 and is likely to maintain the stance over the forecast owing to the increasing sales of souvenir such as key chains and other merchandising products including T-shirts, posters and figurines. Increasing prevalence of online shopping to source the desired merchandising products particularly by millennials is driving the growth of the segment. Internet distribution segment is anticipated to experience highest CAGR hike over the forecast years primarily due to the drastic escalation in sales of anime content overseas through online streaming platforms or application games.
With deeper roots in the region, Asia Pacific, particularly Japan led the global anime market with a massive revenue share. Japan is a home to some of the major animation studios both historically established conserving traditional art as well as the new modernized art studios equipped with latest technologies of content development for instance, nearly 622 studios housed in Japan are thoroughly dedicated to the development of Japanese style anime content. Out of these, 542 anime studios are established in Tokyo alone thus representing the strong market foothold of the region justifying the extensive growth during the forecast period. High popularity of the manga is also encouraging young pursuant in the direction of anime as a career. Middle East and Africa are anticipated to project fastest CAGR during the forecast years with an expanding fan base driving substantial consumption of anime comics, video games and merchandise in the region.