The domestic revenue of the animation industry in Japan amounted to about 1.62 trillion Japanese yen in 2022. Both the domestic sales and the overseas sales increased during that year, reaching a record-setting total revenue of approximately 3.35 trillion yen. A popular entertainment form Animation is a popular medium of entertainment in Japan. The first successful television anime shows were broadcast for children in the 1960s. Throughout the decades, anime storylines became more complex and increasingly garnered popularity with adult audiences as well, both in Japan and overseas. Today, a wide variety of genres caters to different interests, which makes the medium appealing for both mainstream and niche audiences. While works such as “Akira” (1988), “Ghost in the Shell” (1995), and “Neon Genesis Evangelion” (1995-1996) pushed the artistic and storytelling boundaries of the medium, the movies of Studio Ghibli represent wholesome family entertainment. Although anime shows were initially broadcast for children, shows aimed at adult audiences have become more important for the industry in recent years, which can partly be explained by the demographic aging of Japan’s population. According to survey data, many of the most popular subscription video-on-demand (SVOD) titles are anime properties. The anime industry The anime industry is a highly creative and visually distinctive media industry. Many companies are located in Japan’s capital city Tokyo, which is the country’s most important media hub. Anime works are frequently produced by so-called production committees, which are constituted by different corporations specializing in a certain field of the anime-related business. While this form of cooperation reduces risk and enables specialization, the actual animation production companies often only receive a small proportion of the revenue generated from their products. A breakdown of the anime market by segment shows that merchandising is the largest business within the domestic market.
The animation industry in Japan generated a revenue of about 1.72 trillion Japanese yen via overseas sales in 2023. Since the overseas business combines the revenue of various segments, it was the largest category in terms of revenue for the Japanese anime industry. Merchandising, pachinko, and streaming constituted the largest domestic segments. The anime market The anime industry is a booming enterprise in Japan. One major contributing factor is the growing demand in other countries, which has led to a strong increase in overseas sales particularly since the mid-2010s. Among the domestic segments, one notable area of growth for the industry is the streaming business, which overtook television broadcasting for the first time in 2020. Due to the competition between major streaming services, such as Netflix, Amazon Prime Video, and Disney+, this segment has received a lot of media attention in recent years. Live entertainment, which includes businesses such as live performances, exhibitions, and cafés, also constitutes a segment that enjoys increasing popularity. The segment was particularly adversely affected by the COVID-19 pandemic, but managed to recover by 2022. Anime production companies In Japan, animation works are usually produced by so-called production committees, which represent cooperative endeavors between companies that belong to various related industries. The production of content often goes hand in hand with further products, such as merchandise in the form of toys or other character goods. While this cooperation reduces the risk each company has to carry and allows for the utilization of a highly specialized know-how with regard to the various market segments, the actual animation production companies only earn a small proportion of the revenue generated in the anime market.
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According to Cognitive Market Research, The Global Anime market will be worth USD 28.8 billion in 2023 and expand at a compound annual growth rate (CAGR) of 10.20% from 2023 to 2030.
The demand for anime is rising due to the emerging adoption and sales of Japanese anime content globally.
Demand for Merchandising remains higher in the anime market.
The online sales category held the highest anime market revenue share in 2023.
North American anime will continue to lead, whereas the European anime market will experience the most substantial growth until 2030.
Increase in Popularity of Anime to Provide Viable Market Output
One of the major causes driving anime consumption internationally is the expanding ownership of smart connected devices, owing to the increased affordability and accessibility of cell phones and internet services. Modern globalization has brought Japanese Anime to the international market, contributing to its appeal. The globalization of Japanese animation is also driven by partnerships between digital streaming services like Netflix and Amazon Prime and Japanese animation studios, pushing the worldwide anime business. The unique and distinguishing characteristics of Anime that endear it to the audience differ from those of Western animation or cartoons, making it extremely popular in the Western world. Growing animation studios with technology breakthroughs to produce more content to fulfill increased market demand has also boosted Anime's popularity. Creating personalized material for a particular geographical audience has aided the growth of the anime sector. Given the unique visuals and storytelling across genres, millennials' growing infatuation with anime has drawn significant attention to the global anime sector. Furthermore, the increased production of anime content in multiple countries to capitalize on the profitable anime business has led to the market's rise in the twenty-first century.
Market Dynamics of the Anime
Key drivers of Anime Market
Growing New Technologies to Propel Market Growth
Artificial intelligence, augmented reality, big data, the Internet of Things, and machine learning are defining the arrival of Industry 4.0 in every sector of the economy. In the foreseeable era, integrating artificial intelligence and other technologies to create better animation faster would support exponential market expansion. By saving a lot of time and effort, animation companies' usage of new technology might provide lucrative opportunities. Artificial intelligence can also improve anime shows' graphics, animation, and angles, thereby expanding the worldwide anime business.
Key Restraints of Anime Market
Lack of Anime Artists to Restrict Market Growth
Despite technical advances, anime production involves several steps, from writing and storyboarding to animation and sound design. The multiple steps take a long time. The lengthy hours worked by anime artists, designers, programmers, and creators are not justified by their pay. Budding anime artists are deterred from pursuing this job due to the hard hours and low pay. With an ever-increasing animation market and a scarcity of anime artists and professional animators, the business will likely grow slowly.
Key trends for Anime Market
Global Streaming Expansion: The anime industry is swiftly growing beyond Japan, with platforms such as Netflix, Crunchyroll, and Disney+ making significant investments in anime content. This trend of globalization has enhanced the accessibility of anime for international viewers, leading to increased demand and higher revenues across various demographic groups.
Surge in Anime Merchandising: Merchandise derived from anime—including clothing, figurines, accessories, and collectibles—has emerged as a significant source of revenue. The merchandising sector is gaining momentum worldwide, particularly in the U.S., Europe, and Southeast Asia, as fan engagement extends beyond mere screen consumption.
Cross-Media Integration and Gaming Synergy: The emergence of video games based on anime and cross-platform content (including films, comics, and merchandise) is fostering immersive ecosystems around franchises. Titles like “Demon Slayer: The Hinokami Chronicles” have generated new revenue opportunities, strengthening brand loyalty and encouraging ongoing investment from fans.
Technological...
Following a consistent growth in recent years, the overseas revenue of the animation industry in Japan reached a value of about 1.72 trillion Japanese yen for the first time in 2023. The combined value of the domestic anime market and the overseas anime market amounted to approximately 3.35 trillion yen in 2023, which was a new record for the industry. Exporting anime The anime industry is an important part of the Japanese content industry, which has received increasing attention as a possible growth motor for the Japanese economy since the early 2000s. Exports of media contents and other pop cultural goods, such as Pokémon merchandise and toys, were deemed economic success stories in Japan during the recession-stricken 1990s. A breakdown of the anime industry by segment shows that merchandising is by far the largest domestic segment of the anime industry. The overseas revenue represents the combined revenue of various segments of the industry, such as television broadcasting, movies, and video streaming. Anime streaming in particular has come into focus in recent years, as the competition between major streaming services, such as Netflix, Amazon Prime Video, and Disney+, has increased the demand for animated streaming content. Impact of demographic changes One reason for the increasing outward orientation of Japanese anime producers and related companies can be found in the limited growth potential of the domestic market. Japan’s low birthrate means that fewer and fewer children are born as time progresses, which poses a challenge particularly for those businesses which follow a media mix strategy that combines broadcasting TV programs for children with selling toys and other merchandise. Despite this development, the anime industry has greatly expanded its output since the 1990s, which has entailed an increasing focus on content aimed at adult audiences. A comparison of production minutes shows that the anime industry today produces more content aimed at adults than content aimed at children and families, which was not the case in earlier decades. In general, it has become more common for adults to enjoy animation, which is in part a result of the increasing sophistication of the medium.
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The Anime Market estimated size and share is projected to exceed USD 72.13 billion by 2032, with a forecasted CAGR of 9.5% during the period.
The total revenue of the animation industry in Japan amounted to about 3.35 trillion Japanese yen in 2023, which was a new record for the industry. Both the overseas market and the domestic market grew during that year. A breakdown of the revenue by segment shows that merchandising continued to be the largest domestic segment of the market.
Anime Market Size 2025-2029
The anime market size is forecast to increase by USD 21.92 billion at a CAGR of 9.4% between 2024 and 2029.
The market, renowned for its vibrant storytelling and captivating visuals, is experiencing significant growth, driven primarily by the expansion of high-speed internet access worldwide. This digital revolution has enabled the increase in popularity of anime video games, allowing a larger and more diverse audience to engage with the content. However, this growth is not without challenges. Advanced technologies, such as artificial intelligence and blockchain, are transforming the industry, presenting both opportunities and threats.
On the one hand, these technologies enable innovative content creation and distribution methods, while on the other hand, they require a significant investment in research and development and a lack of skilled professionals In the anime industry poses a challenge to their effective implementation. Companies seeking to capitalize on the market's opportunities must navigate these challenges effectively, investing in talent development and staying abreast of technological advancements to remain competitive.
What will be the Size of the Anime Market during the forecast period?
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The market, a significant segment of the global media and entertainment industry, continues to experience strong growth driven by the proliferation of internet-based distribution channels and gaming applications. Creative agencies and production companies leverage online platforms to reach a global audience, making animated episodes accessible to fans beyond traditional television broadcasts. Home media sales, including DVDs and Blu-rays, remain a substantial revenue stream, while Japanese comics, or manga, serve as a source of intellectual property for adaptations.
The market's expansion extends to virtual reality, offering enriching experiences for fans. Pop culture's influence on anime's popularity is undeniable, with its unique storytelling and artistic style resonating with audiences worldwide. The market's size and direction reflect its dynamic nature, adapting to technological advancements and evolving consumer preferences.
How is this Anime Industry segmented?
The anime industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD billion' for the period 2025-2029, as well as historical data from 2019-2023 for the following segments.
Content Type
Shows or series
Movie
Music
Live entertainment
Type
Merchandising
Theatrical
Internet
Others
Genre
Action and adventure
Sci-Fi and fantasy
Romance and drama
Sports
Others
Geography
APAC
Australia
China
India
Japan
South Korea
Europe
Germany
UK
North America
US
Canada
South America
Brazil
Middle East and Africa
By Content Type Insights
The shows or series segment is estimated to witness significant growth during the forecast period. The market is experiencing significant growth, particularly In the show or series segment. Anime shows and series, which consist of multiple animated episodes, are increasingly popular. In North America, the entertainment industry is advanced technologically, leading to the production of high-quality anime content. This content is easily accessible through internet-based distribution channels, such as streaming services, gaming applications, and online platforms. The demand for these services is global, resulting in increased competition and investment in producing superior content. Anime studios and production companies are enhancing their offerings with virtual surround sound, in-game communication, and VR gaming equipment. Social media platforms and social VR interactions are also integral to the anime community. The younger population is a key demographic, with cognitive development and problem-solving skills being prioritized through children's creativity and anime-related merchandise sales. The animation industry includes animation studios, production companies, and streaming platforms, all contributing to the growth of the market.
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The shows or series segment was valued at USD 9.55 billion in 2019 and showed a gradual increase during the forecast period.
Regional Analysis
APAC is estimated to contribute 77% to the growth of the global market during the forecast period.Technavio's analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period.
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The market in Asia Pacific (APAC) is experiencing significant growth due to the region's competitive labor costs, attracting animation works fr
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The United States anime market size reached USD 8.29 Billion in 2024. Looking forward, IMARC Group expects the market to reach USD 15.1 Billion by 2033, exhibiting a growth rate (CAGR) of 6.9% during 2025-2033. The proliferation of streaming services enhancing accessibility and viewership, expanding merchandise opportunities catering to dedicated fans, and the growing cultural influence and economic impact of anime conventions and fan events are some of the factors impelling the market growth.
Report Attribute
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Key Statistics
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Base Year
| 2024 |
Forecast Years
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2025-2033
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Historical Years
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2019-2024
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Market Size in 2024 | USD 8.29 Billion |
Market Forecast in 2033 | USD 15.1 Billion |
Market Growth Rate (2025-2033) | 6.9% |
IMARC Group provides an analysis of the key trends in each segment of the market, along with forecasts at the country and regional levels for 2025-2033. Our report has categorized the market based on revenue source.
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Asia Pacific Anime Market held a considerable market share in 2023, accounting for more than 22% of the global revenue with a market size of USD 6.34 billion in 2023 and will grow at a compound annual growth rate (CAGR) of 11.5% from 2023 to 2030
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The Middle East and Africa Anime Market accounted for more than 3% of the global revenue in 2023, with a market size of USD 0.86 billion in 2023. They will grow at % compound annual growth rate (CAGR) of 10.1% from 2023 to 2030.
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The global anime market size exceeded USD 34.06 billion in 2024 and is set to expand at a CAGR of around 9.8%, surpassing USD 114.84 billion revenue by 2037. Merchandising segment is projected to attain 33% share by 2037, attributed to a vast array of merchandise catering to fans' emotional connections with anime characters.
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The GCC anime market size reached USD 644 Million in 2024. Looking forward, IMARC Group expects the market to reach USD 1,265 Million by 2033, exhibiting a growth rate (CAGR) of 7.8% during 2025-2033. The growing influence of Japanese pop culture, escalating penetration of the internet, expanding youth population with rising disposable income, rapid proliferation of anime convention and events, increasing use of animation in education, and the emerging trend of producing localized anime content represent some of the key factors driving the market.
Report Attribute
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Key Statistics
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Base Year
| 2024 |
Forecast Years
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2025-2033
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Historical Years
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2019-2024
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Market Size in 2024 | USD 644 Million |
Market Forecast in 2033 | USD 1,265 Million |
Market Growth Rate (2025-2033) | 7.8% |
IMARC Group provides an analysis of the key trends in each segment of the GCC anime market report, along with forecasts at the regional and country levels for 2025-2033. Our report has categorized the market based on revenue source.
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Anime Market size was valued at USD 28.73 Billion in 2024 and is projected to reach USD 50.65 Billion by 2031, growing at a CAGR of 8.10% from 2024 to 2031.Global Anime Market DriversThe market drivers for the Anime Market can be influenced by various factors. These may include:Global Popularity: Anime has become incredibly popular not only in its native Japan but also in Western nations and other Asian regions. The demand for anime content is fueled by its enormous appeal across many regions and demographics.Streaming Services: With the emergence of services like Crunchyroll, Funimation, Netflix, and Amazon Prime Video, anime has been more widely available to people around the world. These platforms provide a large selection of anime titles, both new and classic, to suit a variety of tastes.Social Media and Online Communities: The promotion and dissemination of anime content is greatly aided by social media platforms and online communities. Anime fans make anime more visible and popular by hosting events, making fan art, and talking about their favourite episodes.Cross-Media Franchises: A lot of popular anime series branch out into other media, including light novels, video games, merchandising, manga, and even live-action remakes. This multi-platform strategy creates new revenue sources and improves audience engagement.Cultural Influence and Exchange: Themes, visual aesthetics, and narrative devices found in anime impact artists and viewers globally, acting as a conduit for cross-cultural communication. This cross-cultural interaction promotes anime aficionados worldwide and increases interest in the medium.Creative Visuals and Storytelling: Anime frequently tackles unusual and varied subjects, stretching the bounds of visual presentation and storytelling. This invention draws in viewers who are looking for interesting and new material, which helps the anime industry expand.Possibilities for Licencing and Merchandising: Due to the popularity of anime, businesses can benefit greatly from licencing and merchandising. Anime-related products, which ranges from toys and collectibles to apparel and accessories, appeals to fans and brings in extra money for the owners of the rights.Emerging economies: Anime discovers new audiences in emerging economies as internet access advances and streaming services broaden their consumer base. The desire for Japanese animation is rising in nations outside of the traditional anime strongholds, propelling global expansion.
The source estimated that, in 2022, the value of the global animation market would amount to over 391 billion U.S. dollars, up five percent from 372.4 billion dollars a year earlier. The annual figure was forecast to continue to grow throughout the decade, surpassing 587 billion dollars by 2030.
Highest-grossing animated movies As of mid-2022, the top-grossing animations in the history of Canada and the United States – collectively known as the North American cinema market – were popular titles worldwide. "Incredibles 2" (2018), "The Lion King" (2019), and "Finding Dory" (2016) led the ranking, with box office revenues of around 609 million, 544 million, and 486 million dollars, respectively. Disney is the studio behind the three titles, with the first and third-placed productions also featuring the signature of Pixar, acquired by Disney in 2006.
Beloved animated franchises Only four animated film series were among the top 20 highest-grossing movie franchises worldwide as of June 2022. They were "Despicable Me," "Shrek" (both under the Universal umbrella), "Ice Age," and "Toy Story" (both part of Disney's catalog today). However, an online survey conducted in May 2022 showed that Pixar was the film franchise most adults in the U.S. approved of: almost three out of four respondents said they were at least somewhat favorable to the animation studio's movies, surpassing "Star Wars," the "Marvel Cinematic Universe," and "Jurassic World."
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Latin America Anime Market accounted for more than 5% of the global anime revenue in 2023 with a market size of USD 1.44 billion in 2023 and will grow at a compound annual growth rate (CAGR) of 10% from 2023 to 2030
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Global Anime market size is expected to reach $46.07 billion by 2029 at 10%, segmented as by action and adventure, shonen (targeted at young male audience), seinen (targeted at adult male audience), mecha (robots and advanced technology)
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The Global Animation Market Size Was Worth USD 371.21 Billion in 2023 and Is Expected To Reach USD 580.82 Billion by 2032, CAGR of 5.1%.
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North America Anime Market held the major market of more than 45% of the global revenue, with a market size of USD 12.96 billion in 2023. It will grow at a compound annual growth rate (CAGR) of 9.0% from 2023 to 2030.
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South East Asia anime market size is projected to exhibit a growth rate (CAGR) of 8.4% during 2025-2033. The increasing availability of anime through various streaming platforms and online services, which has made it more accessible to audiences, is driving the market.
Report Attribute
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Key Statistics
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Base Year
| 2024 |
Forecast Years
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2025-2033
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Historical Years
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2019-2024
|
Market Growth Rate (2025-2033) | 8.4% |
IMARC Group provides an analysis of the key trends in each segment of the market, along with forecasts at the regional and country levels for 2025-2033. Our report has categorized the market based on revenue source.
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The global anime market, valued at $35.70 billion in 2025, is projected to experience robust growth, exhibiting a compound annual growth rate (CAGR) of 8.75% from 2025 to 2033. This expansion is fueled by several key drivers. The increasing popularity of anime streaming services, coupled with the rise of digital distribution platforms, significantly broadens access to anime content globally. Furthermore, the expansion of merchandising opportunities, encompassing everything from apparel and collectibles to video games and theme parks, contributes significantly to market revenue. Growing engagement with anime conventions and fan communities fosters a dedicated and expanding fanbase, fueling demand across various segments. While potential restraints include copyright infringement and regional content restrictions, the overall market trajectory remains optimistic, driven by continuous innovation in content creation and distribution strategies. The diversification across content types (shows/series, movies, music, live entertainment) and distribution channels (theatrical, internet, merchandising) ensures market resilience and opportunities for growth across varied demographics and geographic regions. The North American and APAC regions currently dominate the market, but significant growth potential exists in emerging markets in South America and the Middle East & Africa as anime gains wider accessibility. The segmentation of the anime market reveals key growth areas. The "shows and series" segment is expected to maintain its dominant position, while the "movie" segment is poised for accelerated growth driven by high-profile releases and wider theatrical distribution. The merchandising segment will continue to benefit from the growing popularity of anime, offering substantial revenue streams. Geographically, the robust growth in the APAC region is anticipated to be driven by increasing disposable incomes and the expanding popularity of anime in countries like India and China. The established markets of North America and Europe will continue to contribute significantly to overall market revenue, while the developing markets in other regions present exciting growth opportunities for stakeholders throughout the forecast period. The competitive landscape includes a mix of established studios and newer players, leading to innovation and a diverse range of content available to audiences worldwide.
The domestic revenue of the animation industry in Japan amounted to about 1.62 trillion Japanese yen in 2022. Both the domestic sales and the overseas sales increased during that year, reaching a record-setting total revenue of approximately 3.35 trillion yen. A popular entertainment form Animation is a popular medium of entertainment in Japan. The first successful television anime shows were broadcast for children in the 1960s. Throughout the decades, anime storylines became more complex and increasingly garnered popularity with adult audiences as well, both in Japan and overseas. Today, a wide variety of genres caters to different interests, which makes the medium appealing for both mainstream and niche audiences. While works such as “Akira” (1988), “Ghost in the Shell” (1995), and “Neon Genesis Evangelion” (1995-1996) pushed the artistic and storytelling boundaries of the medium, the movies of Studio Ghibli represent wholesome family entertainment. Although anime shows were initially broadcast for children, shows aimed at adult audiences have become more important for the industry in recent years, which can partly be explained by the demographic aging of Japan’s population. According to survey data, many of the most popular subscription video-on-demand (SVOD) titles are anime properties. The anime industry The anime industry is a highly creative and visually distinctive media industry. Many companies are located in Japan’s capital city Tokyo, which is the country’s most important media hub. Anime works are frequently produced by so-called production committees, which are constituted by different corporations specializing in a certain field of the anime-related business. While this form of cooperation reduces risk and enables specialization, the actual animation production companies often only receive a small proportion of the revenue generated from their products. A breakdown of the anime market by segment shows that merchandising is the largest business within the domestic market.