Rapidly growing number of movie and music manufacturers taking advantage of the strengthening popularity of anime is expected to offer lucrative opportunities for the global anime market growth
A widespread fan base of anime series and gaming applications further expanding with the help of social media is influencing global connectivity amongst fans thus encouraging anime content creators therefore engaging a larger audience. The global anime market as a result is projecting a considerable rise gathering CAGR of 9.7% over the forecast years from 2018 to 2028. Anime refers to Japanese art solely, differing from the western art styles and techniques.
Anime content is typically created in the form of adaptations based on the classics created including comics and novels sub segmenting the work in different genres particularly aiming at niche target audience. Japanese animation style encompasses art, diverse kinds of imaginative and individualistic techniques, cinematography and characterization.
Anime work represents unique styles of art and a different perspective as compared to its western counterpart. For instance, western animation is more focused on movement whereas anime focuses on the setting details, use of camera effects such as zooming, angle shots and comparatively unique character features such as large and emotive eyes.
Existing growth and the future progress graph of the global anime market are aligned to illustrate the market attractiveness along with the core strength and key industry trends. The major influential factors of the global anime market primarily focus on the prospective opportunities during the forecast years. Key growth inducing variables such as the dramatic modernization spearheading significant technological developments along with the rising purchasing power keeping up with the surging living standards and the young population aggressively investing in next-generation technology-based gaming products and wearables are further stimulating the growth of the global anime market over the forecast years.
Growing popularity of anime series and gaming applications across the GenZ population along with the increasing advancements in virtual reality applications in technology systems and wearable devices is encouraging a broad scope of opportunities enhancing the growth prospects for the global anime market growth during the forecast.
Adroit Market Research report on the global anime market provides conclusive takeaways through an all-inclusive assessment of the market from 2018 to 2028 throughout which the report studies factors such as the key drivers, restrains, opportunities and challenges. The market study traces through historic scales and patterns from 2018 to 2020 considering 2020 as the base year of estimation further forecasting the market status from 2021 to 2028. The report incorporates exact industry valuation in the current dynamics along with future traits assessed at global and country level. Also, the study provides in-depth evaluation of the market based on Porter’s five forces analysis and incorporates positioning of the key market players effectively operating the global anime market based on their strategic initiatives, overall revenue scales, product portfolio and geographic footprint.
The anime market portrays a robust competitive environment housing globally acknowledged well-known players and the young market entrants. Also, the anime industry players are branching into new markets with potential scope for growth and development ultimately securing a competitive lead against other industry players by forming influential partnerships, collaborations, mergers, acquisitions and agreements to further strengthen the business existence.
Based on the Type Segment, the market is bifurcated into video, music, movie, T.V., merchandising, pachinko, internet distribution and live entertainment. The merchandising segment accounted for a large chunk of market share in 2020 and is expected to continue ranking as the dominant segment during the forecast with growing sales overseas. The internet distribution segment is likely to expand exponentially registering highest rise in CAGR over the forecast years which can be attributed to the growing popularity of anime content worldwide and a drastic rise in adoption of online streaming platforms.
Asia Pacific holds a dominant revenue share in the global anime market primarily as the region houses the country responsible for origination of the art style that is Japan. Japan has the most predominant market space with a massive landscape of anime developers and creative agencies thoroughly dedicated to the development of anime content such as comics, series and games. The country has a robust geographic footprint with majority of industry players established in Tokyo.
Increasing collaborations and partnerships with active participants overseas investing largely in the Japanese art industry are among the drivers encouraging the growth of the anime market in the region over the forecast. Middle East & Africa is expected to register fastest CAGR growth during the forecast years with a massively growing anime fan base and growing sales of merchandise and anime content in the region.
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 comprises of well-established local players with a considerably stronger market identity along with the global players. Additionally, the recognized market players are introducing an array of novel strategies and unique perspective to approach the modernizing ways of content development and art to enhance the product portfolio in order to stay competitive in the global market.
Key Segments of the Global Anime Market
Type Overview, 2018-2028 (USD Billion)
- Movie
- T.V.
- Live Entertainment
- Video
- Music
- Internet Distribution
- Pachinko
- Merchandising
Regional Overview, 2018-2028 (USD Billion)
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