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The global anime market size was USD 38.74 billion in 2024 & is projected to grow from USD 42.46 billion in 2025 to USD 88.46 billion by 2033.
Report Scope:
| Report Metric | Details |
|---|---|
| Market Size in 2024 | USD 38.74 Billion |
| Market Size in 2025 | USD 42.46 Billion |
| Market Size in 2033 | USD 88.46 Billion |
| CAGR | 9.61% (2025-2033) |
| Base Year for Estimation | 2024 |
| Historical Data | 2021-2023 |
| Forecast Period | 2025-2033 |
| Report Coverage | Revenue Forecast, Competitive Landscape, Growth Factors, Environment & Regulatory Landscape and Trends |
| Segments Covered | By Merchandising,By License to Consumer Goods,By Digital Downloads,By Publishing,By Events and Experiences,By Advertising and Sponsorship,By Gaming and Apps,By Social Media and Content Creation,By Region. |
| Geographies Covered | North America, Europe, APAC, Middle East and Africa, LATAM, |
| Countries Covered | U.S., Canada, U.K., Germany, France, Spain, Italy, Russia, Nordic, Benelux, China, Korea, Japan, India, Australia, Taiwan, South East Asia, UAE, Turkey, Saudi Arabia, South Africa, Egypt, Nigeria, Brazil, Mexico, Argentina, Chile, Colombia, |
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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...
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The global anime market is projected to experience robust growth, with its valuation expected to rise from approximately USD 32.15 billion in 2025 to around USD 72.35 billion by 2035.
| Attributes | Description |
|---|---|
| Estimated Size, 2025 | USD 32.15 billion |
| Projected Size, 2035 | USD 72.35 billion |
| Value-based CAGR (2025 to 2035) | 8.5% |
Semi-Annual Market Update
| Particular | Value CAGR |
|---|---|
| H1 (2024 to 2034) | 7.5% |
| H2 (2024 to 2034) | 8.1% |
| H1 (2025 to 2035) | 8.5% |
| H2 (2025 to 2035) | 9.2% |
Country-wise Insights
| Countries | CAGR from 2025 to 2035 |
|---|---|
| India | 10.5% |
| China | 9.3% |
| Germany | 6.6% |
| Japan | 8.9% |
| United States | 7.7% |
Category-wise Insights
| Segment | Value Share (2025) |
|---|---|
| Anime Creation Software | 22.3% |
| Segment | CAGR (2025 to 2035) |
|---|---|
| Merchandising and Music | 57.9% |
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Anime Market Size 2025-2029
The anime market size is valued to increase USD 21.92 billion, at a CAGR of 9.4% from 2024 to 2029. High speed internet expansion fuels surge in anime video game popularity will drive the anime market.
Major Market Trends & Insights
APAC dominated the market and accounted for a 77% growth during the forecast period.
By Content Type - Shows or series segment was valued at USD 9.55 billion in 2023
By Type - Merchandising segment accounted for the largest market revenue share in 2023
Market Size & Forecast
Market Opportunities: USD 121.00 million
Market Future Opportunities: USD 21920.50 million
CAGR : 9.4%
APAC: Largest market in 2023
Market Summary
The market, a vibrant and continually evolving industry, encompasses core technologies and applications such as advanced animation techniques and immersive digital platforms. With the proliferation of high-speed internet access, the popularity of anime video games has surged, accounting for a significant market share. Technological innovations, including artificial intelligence (AI) and blockchain, are transforming anime production and distribution, offering new opportunities for creators and consumers alike.
However, the industry faces challenges, such as the lack of skilled professionals, which can hinder growth. According to recent reports, the market is projected to reach a value of 20.6 billion dollars by 2027, underscoring its significant potential.
What will be the Size of the Anime Market during the forecast period?
Get Key Insights on Market Forecast (PDF) Request Free Sample
How is the Anime Market Segmented and what are the key trends of market segmentation?
The anime industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD million' 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
North America
US
Canada
Europe
France
Germany
Italy
UK
Middle East and Africa
Egypt
KSA
Oman
UAE
APAC
China
India
Japan
South America
Argentina
Brazil
Rest of World (ROW)
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, with shows or series being the fastest-growing segment. Anime refers to the content type where an anime movie is telecast in several episodes. This segment's expansion is driven by the increasing popularity of over-the-top (OTT) services, which offer easy access to a vast array of anime content. North America's entertainment sector, known for its maturity and technological advancements, is a major contributor to this market's growth. Top-rated and big-budget anime web series, movies, and animated series are being produced in large quantities by filmmakers in this region. The global demand for OTT services is on the rise, leading to intense competition among service providers.
In response, existing players have increased their investments in content production to secure a larger market share. Streaming video compression and audio post-production workflows are crucial elements in anime production. Project management tools facilitate efficient collaboration between teams, ensuring that animation pipelines run smoothly. Traditional animation methods, such as cel animation techniques and character animation principles, continue to coexist with modern techniques like 3D animation software and motion capture technology. Visual effects compositing and special effects pipelines are essential for creating visually stunning anime content. Background art creation, digital painting software, and storyboarding software are integral parts of the animation production pipeline.
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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.
Collaborative workflow tools and digital asset management systems help streamline the process, ensuring that teams can work together seamlessly. Animation rigging software and 3D modeling software are essential for character design and modeling workflows. Voice acting direction and film production techniques are crucial for creating engaging and immersive anime experiences. CGI rendering pipelines and game animation techniques are also gaining popularity in the industry. Version control systems and animation software comparison tools enable efficient and effective workflows. Video encoding standards and texture mapping methods are essential for d
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The Europe Anime Market would witness market growth of 9.1% CAGR during the forecast period (2024-2031). The Germany market dominated the Europe Anime Market by Country in 2023, and would continue to be a dominant market till 2031; thereby, achieving a market value of $3,876 million by 2031. The U
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TwitterUSD 48000 Million in 2024; projected USD 96274.22 Million by 2033; CAGR 8%.
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The global anime market was valued to reach a market size of USD 34.66 Billion in 2024. The industry is expected to grow at a CAGR of 9.60% during the forecast period of 2025-2034.The growing global popularity of streaming platforms is one of the key drivers of the anime market, as it enables wider access to diverse anime content and expands international fanbases through localized dubbing and subtitles, thus aiding the market to attain a valuation of USD 86.68 Billion by 2034. The anime market size is witnessing significant growth, driven by the rising popularity of anime culture worldwide. The market's expansion is supported by a robust CAGR, as more people engage with anime through social media platforms. Community building efforts foster greater engagement, attracting a global audience. Merchandise sales also play a crucial role, with anime-related products becoming highly sought after. The industry's expansion is further accelerated by increasing demand for anime content and related products. As anime continues to captivate fans, both existing and new, the market growth shows no signs of slowing, making it a vibrant and dynamic sector with immense potential.
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The global anime market size exceeded USD 37.6 billion in 2025 and is set to register a CAGR of more than 9.3%, exceeding USD 91.49 billion revenue by 2035, driven by access to anime via streaming services and games.
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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.
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The Global Anime Merchandising Market size is expected to reach $18.56 billion by 2031, rising at a market growth of 9.0% CAGR during the forecast period. The Asia Pacific region witnessed 44% revenue share in the market in 2023. As the birthplace of anime, countries like Japan, South Korea, and Ch
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The global anime market is booming, projected to reach $65.5 billion by 2033, with an 8.44% CAGR. Discover key trends, market segments (streaming, merchandise), major players (Crunchyroll, Studio Ghibli), and regional insights in this comprehensive analysis. Recent developments include: June 2023 - KC Global Media Asia (KCGM) partnered with cloud-based software as a service (SaaS) technology for broadcast and connected TV provider Amagi to provide Amagi's flagship SaaS offerings to distribute its premium anime channel, Animax, across multiple OTT platforms in India. The launch has enabled KC Global Media Asia to venture further into the Southeast Asian market, making its currently distributed premium content more accessible to advertisers and viewers., June 2023 - Dentsu Group announced that it will strengthen its anime business by establishing Dentsu Anime Solutions Inc., a new company to provide solutions centered on anime licensing. The new Dentsu Anime Solutions Inc.'s main businesses will be selling anime and licensing, such as merchandising, to broadcasters and streaming platforms in Japan and overseas., June 2023 - KC Global Media announced the launch of the Japanese entertainment pack Animax and GEM on Amazon Prime Video Channels in India. Animax and GEM offer consumers a selection of popular Japanese anime, drama, and variety programs with English subtitles from KC Global Media's linear channels Animax and GEM. Among the plethora of offerings, fans in India can now indulge in popular anime titles such as My Senpai is Annoying, Haikyu!!, Fruits Basket, and more.. Key drivers for this market are: The Growing Popularity of Anime, The Growing Popularity of Streaming Platforms. Potential restraints include: Rise of Alternative Technologies Such as Thermal Evaporation. Notable trends are: The Growing Popularity of Streaming Platforms is Analyzed to Drive the Anime Market.
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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.
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Report Attribute
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Key Statistics
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|---|---|
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Base Year
| 2024 |
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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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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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Global Anime Market is expected to grow during 2025-2031
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TwitterThe domestic revenue of the animation industry in Japan amounted to about **** trillion Japanese yen in 2023. Both the domestic sales and the overseas sales increased during that year, reaching a record-setting total revenue of approximately **** 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.
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TwitterFollowing a consistent growth in recent years, the overseas revenue of the animation industry in Japan reached a value of about **** 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 **** 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 Asia Pacific Anime Market would witness market growth of 9.9% CAGR during the forecast period (2024-2031). The China market dominated the Asia Pacific Anime Market by Country in 2023, and would continue to be a dominant market till 2031; thereby, achieving a market value of $5,589.6 million by
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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.
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Report Attribute
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Key Statistics
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|---|---|
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Base Year
| 2024 |
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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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The anime market, valued at $33.13 billion in 2025, is projected to experience robust growth, exhibiting a compound annual growth rate (CAGR) of 8.44% from 2025 to 2033. This expansion is fueled by several key drivers. The increasing popularity of anime streaming services like Crunchyroll and Netflix, coupled with wider global internet access, significantly broadens the audience reach. Furthermore, the rising production of high-quality anime content, encompassing diverse genres and appealing to a wide age range, stimulates demand. Successful merchandising strategies, extending beyond traditional products to encompass video games, apparel, and themed events, contribute significantly to revenue generation. The expansion into new markets and the growing engagement on social media platforms further amplify the market's growth trajectory. However, the market also faces certain restraints. Fluctuations in currency exchange rates can impact profitability, particularly for international distribution. Competition from other forms of entertainment, including video games and online streaming services featuring non-anime content, requires continuous innovation and adaptation. Furthermore, the dependence on a limited number of large production studios carries inherent risk, requiring diversification and smaller studio support to ensure market stability. Successfully navigating these challenges will be crucial for sustained growth within the anime industry. The segmentation of the market into various revenue streams – television, movies, video, internet distribution, merchandising, music, pachinko, and live entertainment – illustrates the multifaceted nature of this thriving industry and its opportunities for expansion. Recent developments include: June 2023 - KC Global Media Asia (KCGM) partnered with cloud-based software as a service (SaaS) technology for broadcast and connected TV provider Amagi to provide Amagi's flagship SaaS offerings to distribute its premium anime channel, Animax, across multiple OTT platforms in India. The launch has enabled KC Global Media Asia to venture further into the Southeast Asian market, making its currently distributed premium content more accessible to advertisers and viewers., June 2023 - Dentsu Group announced that it will strengthen its anime business by establishing Dentsu Anime Solutions Inc., a new company to provide solutions centered on anime licensing. The new Dentsu Anime Solutions Inc.'s main businesses will be selling anime and licensing, such as merchandising, to broadcasters and streaming platforms in Japan and overseas., June 2023 - KC Global Media announced the launch of the Japanese entertainment pack Animax and GEM on Amazon Prime Video Channels in India. Animax and GEM offer consumers a selection of popular Japanese anime, drama, and variety programs with English subtitles from KC Global Media's linear channels Animax and GEM. Among the plethora of offerings, fans in India can now indulge in popular anime titles such as My Senpai is Annoying, Haikyu!!, Fruits Basket, and more.. Key drivers for this market are: The Growing Popularity of Anime, The Growing Popularity of Streaming Platforms. Potential restraints include: The Growing Popularity of Anime, The Growing Popularity of Streaming Platforms. Notable trends are: The Growing Popularity of Streaming Platforms is Analyzed to Drive the Anime Market.
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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 global anime market size was USD 38.74 billion in 2024 & is projected to grow from USD 42.46 billion in 2025 to USD 88.46 billion by 2033.
Report Scope:
| Report Metric | Details |
|---|---|
| Market Size in 2024 | USD 38.74 Billion |
| Market Size in 2025 | USD 42.46 Billion |
| Market Size in 2033 | USD 88.46 Billion |
| CAGR | 9.61% (2025-2033) |
| Base Year for Estimation | 2024 |
| Historical Data | 2021-2023 |
| Forecast Period | 2025-2033 |
| Report Coverage | Revenue Forecast, Competitive Landscape, Growth Factors, Environment & Regulatory Landscape and Trends |
| Segments Covered | By Merchandising,By License to Consumer Goods,By Digital Downloads,By Publishing,By Events and Experiences,By Advertising and Sponsorship,By Gaming and Apps,By Social Media and Content Creation,By Region. |
| Geographies Covered | North America, Europe, APAC, Middle East and Africa, LATAM, |
| Countries Covered | U.S., Canada, U.K., Germany, France, Spain, Italy, Russia, Nordic, Benelux, China, Korea, Japan, India, Australia, Taiwan, South East Asia, UAE, Turkey, Saudi Arabia, South Africa, Egypt, Nigeria, Brazil, Mexico, Argentina, Chile, Colombia, |