Global Anime Market size was valued at USD 24.47 Billion in 2021 and the total Anime revenue is expected to grow at a CAGR of 9.50% from 2022 to 2029, reaching nearly USD 50.58 Billion. Japanese animation is commonly known as Anime. Anime is a popular subgenre that is found on a variety of streaming sites and TV shows. Anime has a massive fan base not just in Japan but globally. In the United States, particularly, the fan base of anime content is rapidly increasing. Significant sales of anime programming are driven by die-hard fans of the Japanese art of content production, who import their favorite series, whether new or old. Fans can get their preferred content through physical media or digitally through fan clubs that release the translated episodes unofficially. Increasing coverage of TV series, the rising popularity of online videos, and online shows, and the increased production of anime films are helping Anime to penetrate to mass base. Rising popularity and penetration of OTT such as Netflix, Amazon Prime, and Hotstar, as well as online video site such as Youtube, are contributing to the growth of the anime market. Its penetration in Europe, North America, APAC, and Middle East, and South Africa are analyzed in the anime market report with potential revenue opportunities for stakeholders in the industry.To know about the Research Methodology :- Request Free Sample Report
Anime Market Trends:
Y2K nostalgia trend and rapid streaming service: The Y2K nostalgia trend and rapid streaming service growth have re-sparked universal excitement towards anime, which many enjoyed watching on DVDs in their youth. Interesting characters with superpowers, enthralling plots, and colorful visual effects have made Japanese animation a great getaway from today’s reality. To be on the same wavelength with their audiences, world-known brands such as Adidas, Acura, and others started integrating anime aesthetics into their marketing campaigns. In addition to design inspiration, anime can help content creators grow their creative skills in 2023. People can learn to invent hyperbolic characters, think through symbolic elements to include in storylines, run anime photoshoots, or experiment with costumes, whether drawn or stylized. With all the possibilities the anime aesthetic offers, this year is expected to be full of dynamic, artistic, and attention-grabbing projects. The Use of Anime in Teaching Japanese as a Foreign Language: Heavily influenced by mass media, popular culture has increasingly received more attention nowadays. The study of popular culture is now becoming an emerging trend within education. Students spend much of their time networking with popular culture. Therefore, using popular culture as an educational tool allows teachers to make that time more fruitful. As a result, anime is rapidly used. Besides, to make classroom teaching more relevant to the students, teachers are learning more about the students’ learning habits outside the classroom. Although using audio-visual popular culture texts, such as movies, dramas, songs, and cartoons in language teaching has become a common approach for language teachers. As the result, the use of anime in teaching is becoming a trend.Anime Market Report Scope:
The global anime market Report provides a comprehensive analysis of the market size, including historical, current, and forecasted market size in terms of value and volume by segments and region. The report focused on the overall market drivers, restraints, opportunities, and challenges along with PESTLE and PORTER analysis as well as the impact of technological advancements, government policies/ initiatives, and macroeconomic & microeconomic factors of each country that impacted the global Anime market. The global anime market report further examines the global market size by major country of the region and regional growth trends. External and internal market factors that are expected to have a positive or negative influence on the market have been analyzed, presenting decision-makers with a clear picture of the business's future. In addition, the research includes detailed information on the growth strategies taken by the industry's major players, as well as market followers, new entrants, and market stakeholders in terms of new product launches, mergers & acquisitions, etc. The competitive landscape in the Anime market has covered the profiles of key players from a strategic perspective with their SWOT analysis, recent and forthcoming productions, revenue, market share, regional presence, share from different segments & geography, investments, and consolidation happening in the industry. The research study will also help users to understand the current market trends and structure of the market, and assist in developing business strategies that increase market presence and boost revenue growth.Anime Market Research Methodology:
The bottom-up approach is utilized to estimate and validate the country-wise market size and then regional and global market numbers are derived. The global market size of the anime market has been estimated by taking revenue generated by all players into account. The year-on-year (Y-O-Y) growth of the industry is taken into consideration while calculating the global Anime market size. The Anime market size was calculated by multiplying the global Anime market by the penetration (market share) of Distribution Channels-based use cases, corporate developments, and primary insights. Government action, market regulations, competitive analysis, historical data, current market trends, technological innovation, upcoming technologies, and the technical progress in related industries are all investigated during the market size analysis. To produce the final quantitative and qualitative data, all possible components impacting the markets covered in this report were investigated, thoroughly researched, validated through primary research, and analyzed. Market size is balanced for top-level markets and sub-segments, and the influence of inflation, economic downturns, policy changes, and other variables is considered in market forecasting. The data is supported with comprehensive inputs and analysis throughout the report. The primary and secondary data sources are significantly used in the report. The secondary research included paid databases, scientific papers, journals, publications, and Industry and government websites for blogs, magazines, and other publications. Intensive primary research was conducted to gather information via an interview with industry experts, questionnaires, surveys, etc., and verify and confirm the essential numbers arrived at after extensive market engineering and calculations for market statistics such as market size estimations, estimates, segmentation, and data analysis and interpretation.Anime Market Dynamics:
The use of new media and technology increased the speed of Japanese animation. The introduction of technological solutions to the animation industry gave rise to virtual and 3D animations, which have more fascinating visuals and appearances than traditional kinds of animation. A skilled creator may also create imaginary scenarios and express a producer's idea in a variety of diverse ways by utilizing the correct technological tools and systems. For example, while discussing the film Life of Pi, a tiger was utilized as one of the primary characters. This tiger was not a genuine one; but, with the use of software solutions made available by technology, the makers were able to build a tiger that was nearly lifelike for the film. As a result, viewer experiences and reactions motivate the producers to use the technology and hence drive the anime market growth. Nevertheless, each new animation film tends to premiere various new technologies that the business is using to keep its audience engaged and enthralled. When it comes to the animation business, the expression "the best is yet to come" surely applies. To generate animations, several computer animation organizations utilize various technology. To stay ahead of the competition, computer animation companies keep up with and adapt to cutting-edge technologies, thus benefiting the anime market growth. For example, Pixar, claims to utilize RenderMan as its fundamental technology for creating animated movies. Many renowned industry experts have stated that RenderMan remains the benchmark for all rendering technologies. RenderMan technology is a multi-award-winning technology that has shown to be ideal for visual effects and 3D animations. This technology is updated regularly to address the ever-increasing obstacles that computer animation companies encounter, particularly in 3D animation. It is regarded as the most advanced and beneficial technology for animation companies. The positive influence of Japanese anime on teenagers. Japanese animation has the effect of reducing young people's psychological stress. As the pace of society accelerates, many young individuals in modern society face increased stress and advancement. Many individuals only have some means to alleviate and release the strain, including animation works, when it is tough to solve the genuine problem. The unreal atmosphere relieves psychological stress, and the audience's mind may be pinned. Japanese animation may develop tenacity in young people who are not frightened of failure. Many heroes in Japanese sports anime have persistent fights and never give up their resolve. The stories recounted are the masters' success stories. This has instilled in them a deep fear of frustration. The improvement of Japanese animation Young people's team consciousness has led them to value teamwork and communication. There is no shortage of collaboration among the protagonists in much Japanese anime. Young people have learned how to cope with social relationships and collaborate with others as a result of their comprehension of these works, which has had a significant influence on the development of youth team awareness. In addition, Japanese animation has broadened the breadth of learning for young people's extracurricular knowledge and fostered young people's thinking abilities. Young people have a stronger awareness and comprehension of Japanese culture and associated information as a result of their understanding and viewing of Japanese anime. Japanese anime has Chinese cultural elements. Historically, Chinese culture has had a profound effect on Japanese culture. The Japanese people's customs and expressions reflect the Orientals' reclusive and sensitive traditions. The narrative and emotional representation of the tale in the animation works can resonate with Chinese readers and spectators. In terms of production techniques, Japanese animation is inspired by Chinese traditional culture. The integration of Chinese cultural themes in Japanese anime is very likely to pique Chinese youth's curiosity and cultural identification. This is also the internal cause of Japanese anime's popularity among China's young. Young individuals have broad, active thinking, are full of curiosity and imagination about the unknown, are content to play their qualities and ideals, and have a psychological proclivity to explore self-positioning. In narrative design, Japanese animation reflects the psychological qualities of young people and seeks to respond to their psychological demands. The two categories of juvenile anime and girl anime, which are constantly popular, are the finest demonstration of their effectiveness in catering to young people's psychological demands.Anime Market Segment Analysis:
By Type, the merchandising segment dominated the global anime market with the highest share of 30% of the total market in 2021 and is expected to continue its dominance by 2029. Anime merchandise like t-shirts, keychains, posters, and miniatures are becoming increasingly popular among the young population. Additionally, this product is accessible for purchase through a range of online and offline platforms, offering consumers greater accessibility. As a result, collecting figurines, keychains, t-shirts, and other anime character products is becoming popular, boosting segment growth. Music, animated cartoons, Costumes, novels, and Japanese anime product sales brought Japanese culture to Indonesia. Sales of Japanese anime items are typically found in fashion exhibitions involving costumes known as Nihon SF Taikai. It may also be found in the distribution of anime item sales, as well as online anime merchandise retailers, in addition to the festival. Online anime merchandise sales are growing substantially since it makes it easy for the general public to purchase it. Posters, pins, key chains, bookmarks, Cosplay clothing, and other anime-related goods are available for purchase. The surge in traffic selling Japanese anime items both online and offline has also driven the emergence of new anime merchandise businesses.The interest in Japanese anime items such as comics, manga, cosplay, and so on has numerous advantages, one of which is the ability to learn about Japanese culture via the doll characters presented. Many popular anime merchandises are key chains because, in addition to being affordable, they may be carried everywhere. Interest in anime merchandise has its own set of benefits, with many new and experienced companies venturing into the realm of selling anime, whether online or offline. It also provides fresh opportunities to local craftspeople. The internet distribution segment is expected to grow at a CAGR of 13.37 % during the forecast period. Growing sales of anime material through Distribution Channel games and internet streaming platforms, particularly in global markets, are expected to drive segment growth. As part of their attempts to obtain a competitive advantage in the market, online streaming services such as Netflix and AbemaTV are generating original animation material and series. For example, in February 2021, Netflix teamed with six Japanese anime creators to provide original anime material, including Shin Kibayashi, Otsuichi, Mari Yamazaki, CLAMP, Yasuo Ohtagaki, and Tow Ubukata.
Anime Market Regional Insights:
Anime has grown in popularity all over the globe, over the last two decades. According to the MMR analysis, China topped the list of most contracts with the Japanese animation industry. South Korea, Taiwan, and the United States were the next countries to join. The United States was at the top of the list until China surpassed it in 2015. The anime business has a lot to live up to after all of this success. Millions of people throughout the world use this information and would be devastated to see it end. As a result, reforms must be made to the industry to ensure that it continues to create anime for years to come. The Asia-Pacific (excluding Japan) region held the market of 25% and dominated the market in 2021. The region is expected to grow at a CAGR of 10.65% during the forecast period. The rapidly increasing popularity of anime cartoons and content among young generations in China, India, South Korea, and the rest of Asian countries is expected to benefit the market growth. In addition, advanced technology adoptions to increase the visuality of the anime and content are expected to increase the revenue growth of the region. Japan alone held the largest market share of 44% of the total share and dominated the global anime market in 2021. The region is expected to grow at a CAGR of 7.22% and is expected to maintain its dominance by end of the forecast period. Animation is a huge industry that is hugely popular all over the globe. Almost everyone is familiar with Disney, Pixar, and the animated pictures created with anime. Young children nowadays, grew up watching animated cartoons. In Japan, the animation sector is extremely popular. Anime refers to animated films and series produced in Japan. The anime business is a big success in both Japan and across the globe. Japan is known as the mecca of an animation studio. There are around 625 animation studios in Japan, with over 540 in Tokyo only.Manga, Japanese comic novels, are particularly encouraging young and imaginative individuals to pursue a career in this field. Anime is differentiated by various characters and settings. A range of fictional or historic characters, events, and locations may be used in narratives. Manga is Japanese for "comics" or "funny visuals." Manga evolved from a fusion of ukiyo-e and Western art traditions and took on its current shape just after World War II. Manga is often published in black and white, and is read from top to bottom, then right to left. Many similarities exist between anime and manga, including exaggerated physical elements such as huge eyes, dramatically formed speech bubbles, speed lines, and onomatopoeic, exclamatory typography grabbing the attention of the consumers. Since the success of the cartoon series Pokemon in the late 1990s, Japanese animation has grown in popularity and recognition in the United States. Japanese animation, known increasingly by the Japanese word "anime," is gaining popularity as a fiction that appeals to children and young people. Anime has had an unquestionable impact on popular culture in the United States. Many children's cartoons, such as The Powerpuff Girls and Kim Possible, have begun to use an anime copycat style, and "anime looks leaping from the screen" on last fall's fashion runways 2, and Hollywood blockbusters either use animated scenes directly or borrow imagery from anime. In addition, the Chinese market is expected to grow substantially during the forecast period. China has chosen to make its animation in response to the global success of Japan's anime industry. While they have yet to achieve the same level of attention and renown as Japanese animation, they are continuously refining their technique. Yoshitada Fukuhara, the producer of the 2021 Japanese popular anime "Kemono Friends," believes China will surpass Japan in output in three years and skill in five to ten. China not only produces its animation, but it also receives work from Japanese anime companies. The most labor-intensive work from Japan's animation studios is outsourced to China, the Philippines, and other Asian countries (Nakamoto).
Anime Market Scope: Inquiry Before Buying
Anime Market Report Coverage Details Base Year: 2021 Forecast Period: 2022-2029 Historical Data: 2017 to 2021 Market Size in 2021: US $ 24.47 Bn. Forecast Period 2022 to 2029 CAGR: 9.5% Market Size in 2029: US $ 50.58 Bn. Segments Covered: by Type • T.V • Movie • Video • Merchandising • Music • Pachinko • Live Entertainment • Internet Distribution by Distribution Channel • Online • Offline by Origin • Comics • Computer Based Anime Market, by Region
• North America (United States, Canada and Mexico) • Europe (UK, France, Germany, Italy, Spain, Sweden, Austria and Rest of Europe) • Asia Pacific (China, South Korea, Japan, India, Australia, Indonesia, Malaysia, Vietnam, Taiwan, Bangladesh, Pakistan and Rest of APAC) • Middle East and Africa (South Africa, GCC, Egypt, Nigeria and Rest of ME&A) • South America (Brazil, Argentina Rest of South America)Anime Market Key Players:
• Bones Inc. (Tokyo, Japan) • Kyoto Animation Co. (Japan) • Madhouse Inc. (Tokyo, Japan) • Production I.G. (Tokyo, Japan) • Toei Animation Co. (Shinjuku-ku, Tokyo) • P.A.Works, Inc. (Toyama, Japan) • Pierrot Co., Ltd. (Tokyo, Japan) • Sunrise Inc. (Tokyo, Japan) • Studio Ghibli (Tokyo, Japan) • Anime International Company (ACI )(Tokyo, Japan) • VIZ Media (California, United States) • Funimation. (Texas, United States) • Aniplex of America (California, United States) • Crunchyroll. (California, United States) • Discotek Media (Florida, United States) • Nippon Animation (Tokyo, Japan) FAQs: 1. What are the growth drivers for the Anime market? Ans. The increasing automotive sector, increasing commercialization, growing building activity, rapidly changing customer preferences for customized automobiles, as well as increased demand for lightweight and fuel-efficient vehicles are expected to be the major driver for the Anime market. 2. What is the major restraint for the Anime market growth? Ans. The Stringent Regulations on Anime adoption are expected to be the major restraining factor for the Anime market growth. 3. Which region is expected to lead the global Anime market during the forecast period? Ans. The Asia-Pacific market is expected to lead the global Anime market during the forecast period due to the increased number of production plants in the Asia-Pacific region increasing the demand for Anime products and eventually driving the market growth. 4. What is the projected market size & growth rate of the Anime Market? Ans. The Anime Market size was valued at USD 24.47 Bn. in 2021 and the total Anime revenue is expected to grow at a CAGR of 9.50% from 2022 to 2029, reaching nearly USD 50.58 Bn. 5. What segments are covered in the Anime Market report? Ans. The segments covered in the Anime market report are Product, Function, Distribution Channel, End-use, and Region.
1. Global Anime Market: Research Methodology 2. Global Anime Market: Executive Summary 3. Global Anime Market: Competitive Landscape 3.1. MMR Competition Matrix 3.2. Competitive Landscape 3.3. Key Players Benchmarking 3.4. Global Market Key Player Ranking Analysis 3.5. Market Structure 3.5.1. Market Leaders 3.5.2. Market Followers 3.5.3. Emerging Players 3.6. Consolidation of the Market 4. Global Anime Market: Dynamics 4.1. Market Trends by Region • North America • Europe • Asia Pacific • The Middle East and Africa • South America 4.2. Market Drivers by Region • North America • Europe • Asia Pacific • The Middle East and Africa • South America 4.3. Market Restraints 4.4. Market Opportunities 4.5. Market Challenges 4.6. PORTER’s Five Forces Analysis 4.7. PESTLE Analysis 4.8. Value Chain Analysis 4.9. Regulatory Landscape by Region • North America • Europe • Asia Pacific • The Middle East and Africa • South America 4.10. COVID-19 Impact on the Market 5. Global Anime Market Segmentation (by Value and Volume) 5.1. Global Anime Market, by Type (2021-2029) • T.V • Movie • Video • Merchandising • Music • Pachinko • Live Entertainment • Internet Distribution 5.2. Global Anime Market, by Distribution Channel (2021-2029) • Online • Offline 5.3. North America Anime Market, by Origin (2021-2029) • Comics • Computer Based 6. North America Anime Market Segmentation (by Value and Volume) 6.1. North America Anime Market, by Type (2021-2029) • T.V • Movie • Video • Merchandising • Music • Pachinko • Live Entertainment • Internet Distribution 6.2. North America Anime Market, by Distribution Channel (2021-2029) • Online • Offline 6.3. North America Anime Market, by Origin (2021-2029) • Comics • Computer Based 6.4. North America Anime Market, by Country (2021-2029) • United States • Canada • Mexico 7. Europe Anime Market Segmentation (by Value and Volume) 7.1. Europe Anime Market, by Type (2021-2029) 7.2. Europe Anime Market, by Distribution Channel (2021-2029) 7.3. Europe Anime Market, by Origin (2021-2029) 7.4. Europe Anime Market, by Country (2021-2029) • UK • France • Germany • Italy • Spain • Sweden • Austria • Rest of Europe 8. Asia Pacific Anime Market (2021-2029) 8.1. Asia Pacific Anime Market, by Type (2021-2029) 8.2. Asia Pacific Anime Market, by Distribution Channel (2021-2029) 8.3. Asia Pacific Anime Market, by Origin (2021-2029) 8.4. Asia Pacific Anime Market, by Country (2021-2029) • China • India • Japan • South Korea • Australia • Indonesia • Malaysia • Vietnam • Taiwan • Bangladesh • Pakistan • Rest of APAC 9. Middle East and Africa Anime Market Segmentation (by Value and Volume) 9.1. Middle East and Africa Anime Market, by Type (2021-2029) 9.2. Middle East and Africa Anime Market, by Distribution Channel (2021-2029) 9.3. Middle East and Africa Anime Market, by Origin (2021-2029) 9.4. Middle East and Africa Anime Market, by Country (2021-2029) • South Africa • GCC • Egypt • Nigeria • Rest of ME&A 10. South America Anime Market Segmentation (by Value and Volume) 10.1. South America Anime Market, by Type (2021-2029) 10.2. South America Anime Market, by Distribution Channel (2021-2029) 10.3. South America Anime Market, by Origin (2021-2029) 10.4. South America Anime Market, by Country (2021-2029) • Brazil • Argentina • Rest of South America 11. Company Profile: Key players 11.1. Bones Inc. (Tokyo, Japan) 11.1.1. Company Overview 11.1.2. Financial Overview 11.1.3. Business Portfolio 11.1.4. SWOT Analysis 11.1.5. Business Strategy 11.1.6. Recent Developments 11.2. Kyoto Animation Co. (Japan) 11.3. Madhouse Inc. (Tokyo, Japan) 11.4. Production I.G. (Tokyo, Japan) 11.5. Toei Animation Co. (Shinjuku-ku, Tokyo) 11.6. P.A.Works, Inc. (Toyama, Japan) 11.7. Pierrot Co., Ltd. (Tokyo, Japan) 11.8. Sunrise Inc. (Tokyo, Japan) 11.9. Studio Ghibli (Tokyo, Japan) 11.10. Anime International Company (ACI )(Tokyo, Japan) 11.11. VIZ Media (California, United States) 11.12. Funimation. (Texas, United States) 11.13. Aniplex of America (California, United States) 11.14. Crunchyroll. (California, United States) 11.15. Discotek Media (Florida, United States) 11.16. Nippon Animation (Tokyo, Japan) 12. Key Findings 13. Industry Recommendation