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.
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.
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...
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.
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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 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.
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 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, 2025 | USD 32150.6 million |
Projected Size, 2035 | USD 72357.6 million |
Value-based CAGR (2025 to 2035) | 8.5% |
Semi-Annual Market Update
Particular | Value CAGR |
---|---|
H1 2024 | 7.5% (2024 to 2034) |
H2 2024 | 8.1% (2024 to 2034) |
H1 2025 | 8.5% (2025 to 2035) |
H2 2025 | 9.2% (2025 to 2035) |
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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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 .
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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.
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BASE YEAR | 2024 |
HISTORICAL DATA | 2019 - 2024 |
REPORT COVERAGE | Revenue Forecast, Competitive Landscape, Growth Factors, and Trends |
MARKET SIZE 2023 | 58.4(USD Billion) |
MARKET SIZE 2024 | 65.24(USD Billion) |
MARKET SIZE 2032 | 158.2(USD Billion) |
SEGMENTS COVERED | Product Type ,Content Format ,Target Audience ,Distribution Channel ,Revenue Stream ,Regional |
COUNTRIES COVERED | North America, Europe, APAC, South America, MEA |
KEY MARKET DYNAMICS | Rising 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 UNITS | USD Billion |
KEY COMPANIES PROFILED | SEGA ,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 PERIOD | 2024 - 2032 |
KEY MARKET OPPORTUNITIES | ACG Tourism Immersive Events CrossIndustry Collaborations Merchandise and Collectibles Virtual Communities |
COMPOUND ANNUAL GROWTH RATE (CAGR) | 11.71% (2024 - 2032) |
TV And Movie Merchandise Market Size 2025-2029
The TV and movie merchandise market size is forecast to increase by USD 137.4 at a CAGR of 11.2% between 2024 and 2029.
The market is experiencing significant growth, driven by the rise in e-commerce sales and the increasing popularity of online streaming services. Convenience stores and supermarkets continue to be key distribution channels, but e-commerce platforms are gaining traction due to their convenience and wide selection. Merchandise offerings extend beyond traditional toys and collectibles, with mini-figures, animation collectibles, video games, mobile applications, and even 3D printed merchandise becoming increasingly popular. Entertainment companies are capitalizing on this trend by expanding their merchandise offerings and collaborating with e-commerce platforms to reach a wider audience. However, uncertain economic conditions may pose a challenge to market growth, as consumers may be more cautious about discretionary spending.
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The market encompasses a diverse range of products, including toys, apparel, collectibles, comic books, action figures, artwork, home décor, accessories, video games, kids' costumes, movie/show scripts, and various licensed sellers. This market exhibits significant growth, driven by the increasing popularity of streaming services and the enduring appeal of iconic TV shows and movies. Online shopping websites and offline retailers alike capitalize on this trend, expanding their e-commerce offerings and brick-and-mortar stores, respectively.
Product quality, health, and environmental protection are key considerations for consumers, leading to an increasing demand for plant-based and eco-friendly merchandise. The market's size is substantial, with continuous growth expected as the entertainment industry continues to produce engaging content and consumers seek unique and authentic ways to engage with their favorite shows and movies.
The TV and movie merchandise market is thriving as fans seek movie collectibles and TV show merchandise related to their favorite films and series. Popular items like action figures, superhero merch, and anime collectibles are in high demand, catering to diverse fan interests. Pop culture apparel, including t-shirts and hats, allows fans to showcase their love for iconic characters. Limited edition Blu-rays and fan memorabilia offer exclusive content for collectors, while celebrity autographs add a personal touch to prized possessions. The growing popularity of streaming series merch reflects the shift towards digital content and its influence on merchandise trends.
How is this TV And Movie Merchandise Industry segmented and which is the largest segment?
The TV and movie merchandise 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.
Application
Offline retail
Online retail
Product
Apparel
Toys
Accessories
Video games
Others
Age Group
Adults
Teenagers
Children
Geography
North America
Canada
US
Europe
Germany
UK
France
Italy
APAC
China
India
Japan
South America
Brazil
Middle East and Africa
By Application Insights
The offline retail segment is estimated to witness significant growth during the forecast period.
The market encompasses a range of products, including toys, apparel, collectibles, comic books, action figures, artwork, home décor, accessories, video games, and more. Offline retail sales, which account for a significant portion of transactions, occur in specialty stores, hypermarkets, supermarkets, convenience stores, clubhouse stores, and department stores. Consumers prefer offline retail for the ability to customize and inspect purchases immediately, as well as the in-store buying experience. Improvements in supply chain networks have bolstered offline retail's role in market growth. Additionally, merchandise categories span from kids and adults, streaming services, and social media, to nostalgia-driven items and licensed sellers. Demand for collectibles and authenticity skepticism, along with counterfeiting concerns and high marketing costs, influence purchasing habits.
Fan interaction, celebrity endorsement, and community engagement are key drivers, while oversaturation, storage constraints, preservation requirements, and viral sensations shape market trends. E-commerce expansion, product quality, health, environmental protection, and plant-based products are emerging areas of focus.
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In fiscal year 2023, the toy market in Japan was valued at over one trillion Japanese yen. This represented an increase from about 953 billion yen in the previous fiscal year. Domestic toy production demonstrated an upward trend in recent years, with manufacturers exploring current trends and integrating new technology in their merchandise to expand the market. Toy segments Manufacturers in Japan produce a variety of goods directed at children and adults alike, ranging from wooden blocks over plastic models to electronic smart toys. Apart from educational toys directed primarily at young children, major segments include collectibles targeting adolescents and adults. Items commonly collected in Japan include figurines, models, and trading cards, with licensors and licensees of popular characters releasing standard and limited-edition merchandise regularly. Toy trends The Japanese toy market is a steadily changing market influenced by thriving trends in popular culture, with the animation industry regularly inspiring new merchandise after a series’ broadcast. In particular, dolls, figurines, and plastic models are commonly based on characters in anime and manga series, with fandoms contributing to the success of collectible character goods.
Capsule toys are a popular way of selling small collectibles that fit into a palm-sized capsule through mechanical vending machines in Japan. In fiscal year 2024, the market was valued at 80 billion Japanese yen, with popular types of capsule toys including dolls and figures, fashion accessories, and other small merchandise. Collectibles are commonly based on real-life objects or characters of media franchises and released as sets, which contributed to the rapid growth of capsule toys in the last decade. Gashapon and gacha – a question of trademarks Capsule toys and the act of rolling for such toys is known as gashapon or gacha in Japan, and the term used depends on the manufacturer of the vending machines. Bandai, who had reported holding a 56 percent share of the capsule toy market, owns the trademark for gashapon and releases collectibles based on major IPs like the Gundam series, One Piece, and Dragon Ball. Tomy Company, who is the other major market player through its subsidiary T-Arts, holds the trademark for the term gacha and manufactures toys and small merchandise based on licensing agreements, including Pokémon, Disney, Sanrio characters, and various anime series that are currently airing in Japan. Japanese fans in collecting fever Capsule toys enjoy popularity among children and adults alike, with a survey revealing that one in three adults bought capsule toys. The randomized aspect and affordable price ranging mostly between 100 and 500 yen encourages collectors to spin for their favorite characters multiple times, which results in average lifetime spending on capsule toys accumulating to several thousand yen. The popularity of gacha provides the basis for the video game model, which is commonly implemented in the mobile gaming market and further fuels the fever of collecting for Japanese fans.
In the financial year ended March 31, 2023, the Bandai Namco Group generated over 130 billion Japanese yen (close to 870 million U.S. dollars) from their in-house IP known as Mobile Suit Gundam. The intellectual property known as Mobile Suit Gundam is a Japanese anime that premiered in 1979 and that Bandai (now Bandai Namco) purchased the rights to in order to produce and sell toys, model kits, video games, and other merchandise. Today, Gundams are a staple of the Japanese toy industry. Gundam toys Bandai Namco owns the rights to several significant intellectual properties which they use to produce toys and video games. When it comes to the company's toys and hobby business specifically, the Gundam series accounted for a sales value of some 60 billion Japanese yen in fiscal 2023, making it the most lucrative IP within that segment. At about 32 billion yen, One Piece ranked second. Video games and other IPs Bandai Namco also owns the video game and toy production rights to several other famous anime IPs, from One Piece to Naruto. After Mobile Suit Gundam, the company’s largest IP is Dragon Ball, one of the most beloved entertainment brands ever created. In the 2024 fiscal year, Bandai Namco made over 140 billion yen through Dragon Ball merchandise and video games.
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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.