57 datasets found
  1. Domestic revenue of the anime industry Japan 2014-2023

    • statista.com
    Updated Jan 30, 2025
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    Statista (2025). Domestic revenue of the anime industry Japan 2014-2023 [Dataset]. https://www.statista.com/statistics/1048020/japan-animation-industry-domestic-sales/
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    Dataset updated
    Jan 30, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Japan
    Description

    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.

  2. Overseas revenue of the anime industry Japan 2014-2023

    • statista.com
    Updated Jan 27, 2025
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    Statista (2025). Overseas revenue of the anime industry Japan 2014-2023 [Dataset]. https://www.statista.com/statistics/688961/japan-animation-industry-overseas-sales/
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    Dataset updated
    Jan 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Japan
    Description

    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.

  3. c

    The Global Anime market size was USD 28.8 billion in 2023!

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
    Updated Jan 15, 2025
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    Cognitive Market Research (2025). The Global Anime market size was USD 28.8 billion in 2023! [Dataset]. https://www.cognitivemarketresearch.com/anime-market-report
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jan 15, 2025
    Dataset authored and provided by
    Cognitive Market Research
    License

    https://www.cognitivemarketresearch.com/privacy-policyhttps://www.cognitivemarketresearch.com/privacy-policy

    Time period covered
    2021 - 2033
    Area covered
    Global
    Description

    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.

    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.

    Market Dynamics of the Anime

    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.

    Impact of COVID–19 on the Anime Market

    The global anime market growth was hampered by the COVID-19 pandemic, which resulted in the closure of production houses, declining goods sales, and delays in producing anime content. Profits and sales in the anime business suffered as a result. During the pandemic, however, the growth of streaming platforms has had a favorable impact on market growth. Post-pandemic production orders have continued to rise, as have the number of anime titles and production companies producing them, with the expanding streaming industry adding to this demand increase. The development of the COVID-19 pandemic had a huge impact on the market, with several animated television series, including some already in production, being canceled or postponed. Due to the complete lockdowns imposed in major cities, theatre releases and live performances were also hampered. Introduction of the Anime Market

    Anime is a term used to describe animation that originated in Japan. The cultural distinction in how characters look and act matches Japanese society and culture and becomes the distinguishing aspect of anime. Anime is the animation of everything and anything that has the necessary featur...

  4. Total revenue of the anime industry Japan 2014-2023

    • statista.com
    Updated Jan 27, 2025
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    Total revenue of the anime industry Japan 2014-2023 [Dataset]. https://www.statista.com/statistics/1297271/japan-animation-industry-total-sales/
    Explore at:
    Dataset updated
    Jan 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Japan
    Description

    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.

  5. Revenue of the anime industry Japan 2023, by segment

    • statista.com
    Updated Jan 27, 2025
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    Revenue of the anime industry Japan 2023, by segment [Dataset]. https://www.statista.com/statistics/1093754/japan-animation-industry-revenue-by-segment/
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    Dataset updated
    Jan 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2023
    Area covered
    Japan
    Description

    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.

  6. Anime Market Analysis, Size, and Forecast 2025-2029: APAC (Australia, China,...

    • technavio.com
    Updated Oct 3, 2021
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    Technavio (2021). Anime Market Analysis, Size, and Forecast 2025-2029: APAC (Australia, China, India, Japan, South Korea), Europe (Germany, UK), North America (US and Canada), South America (Brazil), and Middle East and Africa [Dataset]. https://www.technavio.com/report/anime-market-industry-analysis
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    Dataset updated
    Oct 3, 2021
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    South Korea, Germany, United Kingdom, Canada, United States, Brazil, Japan, Global
    Description

    Snapshot img

    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?

    Request Free Sample

    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.

    Get a glance at the market report of share of various segments Request Free Sample

    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.

    For more insights on the market size of various regions, Request Free Sample

    The market in Asia Pacific (APAC) is experiencing significant growth due to the region's competitive labor costs, attracting animation works fr

  7. Anime Market by Distribution Channel, By Genre , By Solution & Region...

    • futuremarketinsights.com
    pdf
    Updated Feb 21, 2025
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    Future Market Insights (2025). Anime Market by Distribution Channel, By Genre , By Solution & Region Forecast till 2035 [Dataset]. https://www.futuremarketinsights.com/reports/anime-market
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Feb 21, 2025
    Dataset authored and provided by
    Future Market Insights
    License

    https://www.futuremarketinsights.com/privacy-policyhttps://www.futuremarketinsights.com/privacy-policy

    Time period covered
    2025 - 2035
    Area covered
    Worldwide
    Description

    The Global Anime market is projected to grow significantly, from USD 32150.6 Million in 2025 to USD 72357.6 Million by 2035 an it is reflecting a strong CAGR of 8.5%.

    Attributes Description
    Estimated Size, 2025USD 32150.6 million
    Projected Size, 2035USD 72357.6 million  
    Value-based CAGR (2025 to 2035)8.5%

    Semi-Annual Market Update

    ParticularValue CAGR
    H1 20247.5% (2024 to 2034)
    H2 20248.1% (2024 to 2034)
    H1 20258.5% (2025 to 2035)
    H2 20259.2% (2025 to 2035)

    Country-wise Insights

    CountriesCAGR from 2025 to 2035
    India10.5%
    China9.3%
    Germany6.6%
    Japan8.9%
    United States7.7%

    Category-wise Insights

    SegmentValue Share (2025)
    Anime Creation Software22.3%
    SegmentCAGR (2025 to 2035)
    Merchandising and Music57.9%
  8. Anime Global Market Report 2025

    • thebusinessresearchcompany.com
    pdf,excel,csv,ppt
    Updated Jan 15, 2025
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    The Business Research Company (2025). Anime Global Market Report 2025 [Dataset]. https://www.thebusinessresearchcompany.com/report/anime-global-market-report
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jan 15, 2025
    Dataset authored and provided by
    The Business Research Company
    License

    https://www.thebusinessresearchcompany.com/privacy-policyhttps://www.thebusinessresearchcompany.com/privacy-policy

    Description

    Explore the Anime Market trends! Covers key players, growth rate 10% CAGR, market size $46.07 Billion, and forecasts to 2033. Get insights now!

  9. A

    Anime Market Report

    • promarketreports.com
    doc, pdf, ppt
    Updated Jan 16, 2025
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    Pro Market Reports (2025). Anime Market Report [Dataset]. https://www.promarketreports.com/reports/anime-market-8230
    Explore at:
    ppt, pdf, docAvailable download formats
    Dataset updated
    Jan 16, 2025
    Dataset authored and provided by
    Pro Market Reports
    License

    https://www.promarketreports.com/privacy-policyhttps://www.promarketreports.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global anime market was valued at USD 19,942.01 million in 2019 and is projected to reach USD 42,461.11 million by 2033, exhibiting a CAGR of 10.20% over the forecast period. The market is primarily driven by the growing popularity of anime content, especially in the Asia Pacific region. The increasing adoption of streaming platforms, coupled with rising disposable income in emerging economies, is further fueling market growth. Additionally, the diversification of anime content, such as the development of video games, figurines, and other merchandise, is broadening the market's appeal and contributing to its expansion. The North American and Asia Pacific regions are expected to remain the largest markets for anime, with significant contributions from countries such as the United States, Japan, and China. The increasing penetration of streaming services in these regions, combined with collaborations between anime studios and global streaming giants, is creating a favorable environment for market growth. Furthermore, the rise of anime conventions, fan clubs, and dedicated anime channels is further enhancing the market dynamics and attracting a wider audience. The Middle East and Africa region is also expected to witness a notable increase in anime consumption, driven by the growing popularity of streaming platforms and the presence of a burgeoning youth population. Recent developments include: February 2022: The parent business of Sunrise, Inc. announced a restructure in which Sunrise, Inc. would be merged into a brand-new firm called Bandai Namco Filmworks, Inc. This action followed the need for tighter regulation and more efficient corporate management.. Notable trends are: The emerging adoption and sales of Japanese anime content globally is driving the market growth.

  10. Anime streaming market size Japan 2014-2023

    • statista.com
    Updated Jan 27, 2025
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    Anime streaming market size Japan 2014-2023 [Dataset]. https://www.statista.com/statistics/1202552/japan-animation-streaming-market-size/
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    Dataset updated
    Jan 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Japan
    Description

    The revenue of the animation video streaming market in Japan amounted to 250.1 billion Japanese yen in 2023. It grew by a whopping 51.4 percent compared to the previous year. Relevance of streaming for the anime market Due to its consistent growth, anime streaming has become an increasingly important segment of the anime industry in its domestic market in recent years. The competition between major streaming services has spurred on the Japanese video streaming market and created additional demand for animated content. As a result of its increasing popularity, anime streaming surpassed the animation videogram market in 2018 and the television animation broadcasting market in 2020. Broadcasting being overtaken by streaming is particularly noteworthy, as broadcasting has been a central segment of the anime industry for many decades. The Japanese video streaming market Video streaming services have enjoyed an increasing popularity among Japanese consumers in recent years. This is exemplified by the share of people who use subscription video-on-demand (SVOD) services, which showed a significant growth since the mid-2010s. One major factor for this development was the entry of Netflix and Amazon Prime Video into the Japanese market in September 2015, which increased the competition for domestic media companies. Next to Netflix and Amazon Prime Video, leading video-on-demand (VOD) platforms in the Japanese market include TVer, Abema, U-Next, DAZN, Disney+, and Hulu, whose Japanese version is operated by a subsidiary of Nippon TV. In 2020 and 2021, the Japanese on-demand video streaming market also profited from the heightened demand for home entertainment amid the COVID-19 pandemic.

  11. Anime-related live entertainment market size Japan 2014-2023

    • statista.com
    Updated Jan 27, 2025
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    Statista (2025). Anime-related live entertainment market size Japan 2014-2023 [Dataset]. https://www.statista.com/statistics/1202615/japan-animation-related-live-entertainment-market-size/
    Explore at:
    Dataset updated
    Jan 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Japan
    Description

    The revenue of the animation-related live entertainment market in Japan amounted to 108.1 billion Japanese yen in 2023. The market was negatively affected by the COVID-19 pandemic in 2020 and 2021, but managed to fully recover by 2022 and continued to grow in 2023. Animation-related live entertainment is one of the segments of the Japanese anime industry.

  12. A

    Anime Market Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated Mar 2, 2025
    + more versions
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    AMA Research & Media LLP (2025). Anime Market Report [Dataset]. https://www.datainsightsmarket.com/reports/anime-market-13403
    Explore at:
    ppt, pdf, docAvailable download formats
    Dataset updated
    Mar 2, 2025
    Dataset provided by
    AMA Research & Media LLP
    License

    https://www.datainsightsmarket.com/privacy-policyhttps://www.datainsightsmarket.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global 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 platforms like Crunchyroll and Netflix, coupled with the rise of original anime content and the expansion into new markets, are significant contributors. Furthermore, the growing engagement with anime through merchandise, music, and live events enhances market reach and revenue streams. While the market faces challenges such as piracy and competition from other forms of entertainment, the strong global fanbase and consistent production of high-quality content ensure continued growth. Specific segments like streaming and merchandising are expected to be particularly lucrative, with a strong emphasis on digital distribution furthering accessibility and expanding the viewership base. The continued investment in high-quality animation and storytelling will ensure the anime industry remains a significant player in global entertainment. The geographical distribution of the market showcases a diverse landscape. North America and Asia are expected to hold the largest market share, reflecting established fan bases and substantial investment in the production and distribution of anime. However, Europe, Latin America, Australia and New Zealand, and the Middle East and Africa are showing promising growth potential, driven by increased internet penetration and greater exposure to anime through streaming platforms. Key players like Aniplex of America, Toei Animation, and Studio Ghibli contribute significantly to the market's vibrancy, with their diverse portfolios encompassing various genres and catering to a broad range of audiences. The continuous emergence of new studios and the exploration of innovative storytelling techniques will further invigorate market growth. This comprehensive report provides a detailed analysis of the global anime market, covering the period from 2019 to 2033. It delves into market size, growth drivers, challenges, and future trends, offering valuable insights for industry stakeholders. With a focus on key segments and regional markets, this report is an essential resource for anyone seeking to understand the dynamics of this ever-expanding industry. The report utilizes data from 2019-2024 as its historical period, with 2025 as the base and estimated year, and projects the market until 2033. 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.

  13. Anime merchandising market size Japan 2014-2023

    • statista.com
    Updated Jan 30, 2025
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    Anime merchandising market size Japan 2014-2023 [Dataset]. https://www.statista.com/statistics/1202527/japan-animation-merchandising-market-size/
    Explore at:
    Dataset updated
    Jan 30, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Japan
    Description

    The revenue of the animation merchandising market in Japan amounted to 700.8 billion Japanese yen in 2023. The market size increased for the third year in a row after experiencing a slight decline in 2020 due to the COVID-19 pandemic and related countermeasures, such as the temporary closure of shops and the cancellation of events. Franchises such as "Pokémon," "Chiikawa," "One Piece," and "Mobile Suit Gundam" contributed to the market reaching a new peak in 2023.

  14. J

    Japan AE: Indonesia: Shopping: Manga Comics, Anime, Character Merchandise

    • ceicdata.com
    Updated Mar 15, 2018
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    Japan AE: Indonesia: Shopping: Manga Comics, Anime, Character Merchandise [Dataset]. https://www.ceicdata.com/en/japan/tourism-and-leisure-average-expenditure-per-purchaser-by-nationality/ae-indonesia-shopping-manga-comics-anime-character-merchandise
    Explore at:
    Dataset updated
    Mar 15, 2018
    Dataset provided by
    CEICdata.com
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Time period covered
    Mar 1, 2015 - Dec 1, 2017
    Area covered
    Japan
    Description

    Japan AE: Indonesia: Shopping: Manga Comics, Anime, Character Merchandise data was reported at 3,800.000 JPY in Dec 2017. This records an increase from the previous number of 2,842.593 JPY for Sep 2017. Japan AE: Indonesia: Shopping: Manga Comics, Anime, Character Merchandise data is updated quarterly, averaging 5,779.762 JPY from Mar 2014 (Median) to Dec 2017, with 16 observations. The data reached an all-time high of 19,758.319 JPY in Jun 2017 and a record low of 2,782.222 JPY in Sep 2016. Japan AE: Indonesia: Shopping: Manga Comics, Anime, Character Merchandise data remains active status in CEIC and is reported by Ministry of Land, Infrastructure, Transport and Tourism. The data is categorized under Global Database’s Japan – Table JP.Q028: Tourism and Leisure: Average Expenditure per Purchaser by Nationality.

  15. Anime-related music market size Japan 2014-2023

    • statista.com
    Updated Jan 27, 2025
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    Statista (2025). Anime-related music market size Japan 2014-2023 [Dataset]. https://www.statista.com/statistics/1202586/japan-animation-related-music-market-size/
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    Dataset updated
    Jan 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Japan
    Description

    The revenue of the animation-related music market in Japan amounted to 26.7 billion Japanese yen in 2023, which was a slight decrease compared to the previous year. Animation-related music is one of the segments of the Japanese anime industry.

  16. Global ACGN Market Size By Product, By Application, By Geographic Scope And...

    • verifiedmarketresearch.com
    Updated Apr 9, 2024
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    VERIFIED MARKET RESEARCH (2024). Global ACGN Market Size By Product, By Application, By Geographic Scope And Forecast [Dataset]. https://www.verifiedmarketresearch.com/product/acgn-market/
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    Dataset updated
    Apr 9, 2024
    Dataset provided by
    Verified Market Researchhttps://www.verifiedmarketresearch.com/
    Authors
    VERIFIED MARKET RESEARCH
    License

    https://www.verifiedmarketresearch.com/privacy-policy/https://www.verifiedmarketresearch.com/privacy-policy/

    Time period covered
    2024 - 2031
    Area covered
    Global
    Description

    ACGN Market size is growing at a moderate pace with substantial growth rates over the last few years and is estimated that the market will grow significantly in the forecasted period i.e. 2024 to 2031.

    Global ACGN Market Drivers

    The market drivers for the ACGN Market can be influenced by various factors. These may include:

    Popularity of Anime: Traditional markets such as Japan and growing countries across the world are driving the continuous global demand for anime. Interest in related books, video games, and products is frequently sparked by well-liked anime shows and films.

    Growth of the Comic Book Industry: With a devoted fan base and a substantial market share in ACGN, comic books, graphic novels, and manga (Japanese comics) are popular. The popularity of comic book adaptations as films and television shows is another factor driving this market’s expansion.

    Growth of the Gaming Industry: A significant portion of the ACGN industry is accounted for by video games, particularly those that are based on well-known anime or manga series. The growth of the gaming business and the popularity of mobile gaming present several chances for game development pertaining to ACGN.

    Digital Distribution Platforms: ACGN content is now more widely available thanks to anime streaming services, online comic book retailers, and digital gaming platforms. Due to its accessibility, the market has grown by reaching a wider audience.

    Merchandise and Licensing: One of the main sources of income for ACGN brands is the selling of merchandise, which includes figurines, clothing, collectibles, and licensed items. Revenue in this sector is also derived from product licensing agreements and joint ventures with other companies.

    Fan Culture and Community Engagement: Through conventions, fan events, social media, and online forums, a devoted following actively interacts with ACGN content. This community-driven interaction helps to promote new releases and generates excitement for already-existing franchises.
    Cross-media Synergy: A lot of popular ACGN brands are available across a variety of media platforms, such as video games, novels, comics, and anime. Collaborations and cross-media adaptations foster synergies that grow the fan base and boost income prospects.

    Globalization and Localization Efforts: The market’s reach has extended beyond Japan thanks to efforts to localize ACGN content for audiences across the world. These efforts have included dubbing, translation, and cultural adaption. Globalization efforts have improved ACGN content’s accessibility and appeal to a wide range of global audiences.

  17. A

    Anime Movies Tv Show Market Report

    • promarketreports.com
    doc, pdf, ppt
    Updated Feb 6, 2025
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    Pro Market Reports (2025). Anime Movies Tv Show Market Report [Dataset]. https://www.promarketreports.com/reports/anime-movies-tv-show-market-19023
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    pdf, ppt, docAvailable download formats
    Dataset updated
    Feb 6, 2025
    Dataset authored and provided by
    Pro Market Reports
    License

    https://www.promarketreports.com/privacy-policyhttps://www.promarketreports.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global anime movies and TV shows market was valued at $29.17 billion in 2025 and is projected to reach $55.84 billion by 2033, exhibiting a CAGR of 8.18% during the forecast period. The growth of the market is primarily attributed to the increasing popularity of anime content globally, the rise of streaming services, and the expansion of the anime industry in emerging markets. Key drivers of the market include the growing popularity of anime among different age groups, the increasing number of anime streaming services, the rising demand for anime merchandise, and the expansion of the anime industry in emerging markets. However, factors such as piracy, competition from other entertainment forms, and cultural barriers can restrain the market growth. The market is segmented based on genre, format, target audience, production studio, and region. The movie segment holds a significant share of the market due to the high production value and cinematic experience it offers. The children segment is the largest target audience segment due to the wide appeal of anime among younger viewers. The Asia Pacific region is expected to be the fastest-growing regional market due to the strong demand for anime in countries such as Japan and China. Key drivers for this market are: Streaming Platforms Expansion Rising Popularity in Nontraditional Markets Merchandising and Licensing Opportunities . Potential restraints include: Rising popularity of streaming services Growing demand for diverse content Technological advancements in animation Expansion into new markets Increasing collaborations with international studios .

  18. w

    Global Acgn Subculture Market Research Report: By Product Type (Anime,...

    • wiseguyreports.com
    Updated Jun 21, 2024
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    wWiseguy Research Consultants Pvt Ltd (2024). Global Acgn Subculture Market Research Report: By Product Type (Anime, Comics, Games, Novels, Light Novels), By Content Format (Physical, Digital, Streaming), By Target Audience (Children, Teenagers, Young Adults, Adults), By Distribution Channel (Brick-and-mortar stores, Online retailers, Subscription boxes), By Revenue Stream (Sales of physical products, Subscriptions, In-app purchases, Advertising) and By Regional (North America, Europe, South America, Asia Pacific, Middle East and Africa) - Forecast to 2032. [Dataset]. https://www.wiseguyreports.com/reports/acgn-subculture-market
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    Dataset updated
    Jun 21, 2024
    Dataset authored and provided by
    wWiseguy Research Consultants Pvt Ltd
    License

    https://www.wiseguyreports.com/pages/privacy-policyhttps://www.wiseguyreports.com/pages/privacy-policy

    Time period covered
    Jan 6, 2024
    Area covered
    Global
    Description
    BASE YEAR2024
    HISTORICAL DATA2019 - 2024
    REPORT COVERAGERevenue Forecast, Competitive Landscape, Growth Factors, and Trends
    MARKET SIZE 202358.4(USD Billion)
    MARKET SIZE 202465.24(USD Billion)
    MARKET SIZE 2032158.2(USD Billion)
    SEGMENTS COVEREDProduct Type ,Content Format ,Target Audience ,Distribution Channel ,Revenue Stream ,Regional
    COUNTRIES COVEREDNorth America, Europe, APAC, South America, MEA
    KEY MARKET DYNAMICSRising Popularity of Anime Manga and Games Growing Influence of Online Platforms Customization and Personalization of ACGN Experiences Convergence of ACGN with Other Media Expansion into New Geographical Regions
    MARKET FORECAST UNITSUSD Billion
    KEY COMPANIES PROFILEDSEGA ,Shueisha ,Konami ,Kadokawa Corporation ,Aniplex ,Universal Music Japan ,Nintendo ,Bandai Namco Holdings ,Toei Animation ,Bushiroad Inc. ,Sony Music Entertainment (Japan) Inc. ,Kodansha ,Shogakukan ,Square Enix
    MARKET FORECAST PERIOD2024 - 2032
    KEY MARKET OPPORTUNITIESACG Tourism Immersive Events CrossIndustry Collaborations Merchandise and Collectibles Virtual Communities
    COMPOUND ANNUAL GROWTH RATE (CAGR) 11.71% (2024 - 2032)
  19. A

    Anime Garage Kits Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated Feb 11, 2025
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    Data Insights Market (2025). Anime Garage Kits Report [Dataset]. https://www.datainsightsmarket.com/reports/anime-garage-kits-1344584
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    doc, ppt, pdfAvailable download formats
    Dataset updated
    Feb 11, 2025
    Dataset authored and provided by
    Data Insights Market
    License

    https://www.datainsightsmarket.com/privacy-policyhttps://www.datainsightsmarket.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    Market Size and Growth: The global anime garage kits market was valued at XXX million in 2023 and is projected to reach XXX million by 2033, growing at a CAGR of XX% over the forecast period. The market is driven by the increasing popularity of anime and manga worldwide, as well as the rise of online retail platforms that facilitate the purchase and sale of collectible items. Additionally, the growing trend of collecting and displaying anime figures has boosted demand for these products. Key Trends and Segments: Major trends in the anime garage kits market include the increasing demand for high-quality, detailed figures, the emergence of new product lines and collaborations, and the growing use of social media to promote and connect with collectors. The market is segmented by application (favorites, exhibition, other) and type (half-length figure, full body figure). Key players in the space include Good Smile Company, ALTER, MaxFactory, Kaiyodo, and KOTOBUKIYA. Anime garage kits are highly detailed, unpainted plastic model kits that are popular among fans of Japanese animation. The global anime garage kits market was valued at over 4 million units in 2022 and is expected to grow to over 6 million units by 2028. This growth is being driven by the increasing popularity of anime and manga, as well as the growing number of collectors who are interested in purchasing high-quality collectibles.

  20. T

    An Analysis of the AI Animation Tool Market by Genres such as Action,...

    • futuremarketinsights.com
    pdf
    Updated Mar 21, 2024
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    Future Market Insights (2024). An Analysis of the AI Animation Tool Market by Genres such as Action, Comedy, Horror, Sci-Fi and Adventure from 2024 to 2034 [Dataset]. https://www.futuremarketinsights.com/reports/ai-animation-tool-market
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Mar 21, 2024
    Dataset authored and provided by
    Future Market Insights
    License

    https://www.futuremarketinsights.com/privacy-policyhttps://www.futuremarketinsights.com/privacy-policy

    Time period covered
    2024 - 2034
    Area covered
    Worldwide
    Description

    The AI animation tool market was valued at US$ 335.8 million in 2023. Observing the rising trend towards anime, the demand for AI animation tool to register a 14.30% CAGR during the forecast period. By 2034, the AI animation tool market to reach a valuation of US$ 1,451.70 million.

    Report AttributeDetails
    Market Value (2023)US$ 335.8 million
    Market Value (2024)US$ 381.4 million
    Forecast Value (2034)US$ 1,451.70 million
    Growth Rate (2024 to 2034)14.30%

    AI Animation Tool Market Historical Analysis (2019 to 2023) Vs. Forecast Outlook (2024 to 2034)

    Historical CAGR (2019 to 2023)13.50%
    Forecast CAGR (2024 to 2034)14.30%

    Category wise Insights

    Anime Genre TypeAction
    Market Share in 202429%
    IndustryGaming
    Market Share in 202436%

    Region wise Analysis

    CountriesForecast CAGR through 2034
    The United States12.6%
    Germany7.80%
    Japan7.10%
    China14.80%
    Australia and New Zealand17.80%
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Statista (2025). Domestic revenue of the anime industry Japan 2014-2023 [Dataset]. https://www.statista.com/statistics/1048020/japan-animation-industry-domestic-sales/
Organization logo

Domestic revenue of the anime industry Japan 2014-2023

Explore at:
Dataset updated
Jan 30, 2025
Dataset authored and provided by
Statistahttp://statista.com/
Area covered
Japan
Description

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.

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