Global Anime Market size was valued at USD 32.13 Billion in 2024 and the total Anime revenue is expected to grow at a CAGR of 9.56% from 2024 to 2030, reaching nearly USD 66.7 BillionGlobal Anime Market Overview:
Strong global demand for Japanese animation is driving the Anime Market’s growth. Unique storytelling, visually captivating animation, and deep cultural themes make anime popular worldwide. North America, Europe, and Southeast Asia have emerged as key markets, contributing to rising revenues from streaming, merchandise, and theatrical releases. Streaming platforms such as Netflix, Crunchyroll, and Disney+ have revolutionized anime distribution. With securing exclusive streaming rights and producing original anime, these platforms are expanding the global audience. Technological advancements in CGI and AI-driven animation are enhancing production quality and efficiency, allowing studios to create visually rich content at a lower cost. The Anime Industry is also expanding in terms of production. In 2023, Japan had more than 811 anime production companies, up from 622 in 2016 and 419 in 2011. Tokyo remains the hub, hosting 85.3% of these companies, with Suginami and Nerima being the key districts. However, Shibuya is emerging as a center for CG-based animation, as gaming and film CGI companies join anime production. While anime’s global reach continues to grow, challenges such as high production costs and a shortage of skilled animators remain. Companies are addressing these issues through training programs and industry collaborations, ensuring long-term sustainability in this rapidly evolving Anime Market.Research Methodology: Anime Market
The research methodology for the Anime Market follows a structured approach, combining primary and secondary research to ensure accuracy. Primary research involves interviews and surveys with industry experts, including anime studios, distributors, streaming platforms, and consumers, to understand market trends and preferences. Secondary research includes analyzing industry reports, company financials, government publications, and market databases to assess market size, revenue patterns, and competitive landscapes. Both quantitative and qualitative analysis methods are applied to examine industry growth, demand shifts, pricing trends, and consumer behavior. Market segmentation is conducted based on Type, genre, distribution channel, and region to provide a detailed outlook. Additionally, market forecasts are developed using statistical models and cross-verified with industry experts for reliability. This well-rounded methodology ensures comprehensive, data-driven insights that help businesses, investors, and stakeholders navigate the evolving anime market effectively.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 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:
Based on Type, the Anime Industry is segmented into T.V., Movie, Video, Merchandising, Music, Pachinko, Others. The Merchandising segment dominated the type segment of the Anime Market in 2024. Due to its ability to generate substantial revenue through character-driven products. Anime fans actively purchase collectibles, figurines, apparel, posters, and accessories, boosting demand worldwide. Popular franchises such as Pokémon, Dragon Ball, and One Piece significantly contribute to this dominance by leveraging strong brand loyalty. Merchandising surpasses other segments, such as streaming and box office sales, as it provides long-term revenue opportunities. Limited-edition products and collaborations with major brands enhance exclusivity, increasing consumer engagement. Additionally, Japan’s Akihabara district and global anime conventions drive merchandise sales, reinforcing its dominance. E-commerce platforms such as Amazon, Rakuten, and Crunchyroll further expand accessibility, allowing international fans to purchase products effortlessly. With anime’s global appeal rising, merchandising continues to be the most profitable segment, sustaining industry growth beyond content production.Based on Genre, the Anime Industry is segmented into Action & Adventure, Sci-Fi & Fantasy, Romance & Drama, Sports, and Others. The action & adventure segment dominated the anime market in 2024. Due to its widespread appeal across demographics stems from fast-paced storytelling, intricate character development, and a strong escapist appeal. The rise of streaming platforms has further fueled this genre’s popularity by offering extensive libraries and easy accessibility. Additionally, the influx of new action and adventure anime in the U.S. has attracted a diverse audience eager for compelling narratives and high-quality animation. Meanwhile, the sci-fi & fantasy segment is expected for the fastest growth from 2025 to 2032, driven by animation advancements that enhance immersive storytelling. Its futuristic and fantastical themes resonate with a broad audience. Streaming platforms continue to boost accessibility, while collaborations between anime studios and gaming companies are expanding cross-media adaptations, further engaging viewers.
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Recent Development in the Anime Industry
The Anime Market is highly competitive, driven by platform expansions, acquisitions, and AI-powered innovations. Sony’s Crunchyroll strengthens its ecosystem with a manga app, while Netflix intensifies anime investment. Discotek and Bioworld’s moves enhance content diversity and merchandise reach. Adobe and Masterpiece Studio fuel creator tools, indicating a shift towards AI and VR-driven animation solutions.
Date Company Announcement/Development Key Details Jan 2025 Crunchyroll (Sony) Launch of Crunchyroll Manga Premium digital manga app for subscribers, standalone on iOS & Android, web support planned. Aug 2024 Discotek Media 25 new anime/tokusatsu releases Announced at Otakon; includes Lupin III, Digimon, Kiss×sis, and tokusatsu films. Jul 2024 Bioworld Merchandising, Inc. Acquired Packed Party Expands product innovation and distribution using Bioworld’s global infrastructure. Mar 2022 Adobe & Kinetix AI-powered 3D animation partnership Aims to make AI-assisted 3D animation accessible for creators. Nov 2021 Masterpiece Studio Free edition of Masterpiece Studio Pro VR creative suite for independent artists in metaverse, gaming, and animation. Mar 2021 Netflix Inc. Expansion of anime content Announced 40 new anime series at Tokyo AnimeJapan 2021 Expo. 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 2024. 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 2024. 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. 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 2023 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: 2024 Forecast Period: 2025-2032 Historical Data: 2019 to 2024 Market Size in 2024: US $ 32.13 Bn. Forecast Period 2025 to 2032 CAGR: 9.56% Market Size in 2032: US $ 66.7 Bn. Segments Covered: by Type T.V Movie Video Merchandising Music Pachinko Live Entertainment Internet Distribution by Genre Action & Adventure Sci-Fi & Fantasy Romance & Drama Sports Others by Distribution Channel Online Streaming TV Broadcast, Theatrical Release Others 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)Top Key players in Anime Market
1. Studio Ghibli 2. Toei Animation 3. Madhouse, Inc. 4. Bandai Namco Filmworks Inc 5. Bones 6. Production I.G 7. Kyoto Animation 8. A-1 Pictures 9. Ufotable 10. MAPPA 11. Studio Pierrot 12. Wit Studio 13. Trigger 14. CloverWorks 15. J.C.Staff 16. P.A.Works 17. TMS Entertainment 18. Liden Films 19. White Fox 20. Gonzo 21. Shaft 22. David Production 23. Studio Dee 24. Tatsunoko Production 25. OLM, Inc. 26. Science SARU 27. Kinema Citrus 28. Diomedéa 29. Studio 4° 30. Artland 31. Studio Khara 32. Doga Kobo 33. Orange 34. Studio VOLN 35. Feel. 36. Xebec 37. Studio Gokumi 38. Lerche 39. Silver Link 40. Discotek Media 41. Pierrot Co., Ltd. 42. Production I.G, Inc. 43. Studio Ghibli, Inc. 44. Toei Animation Co., Ld 45. Bones Inc. 46. Kyoto Animation Co., Ltd. 47. VIZ Media, LLC 48. Atomic Flare 49. Eleven Arts 50. Ufotable Co., Ltd. 51. CrunchyrollFAQ:
1] What segments are covered in Anime Market report? Ans. The segments covered in Anime Market report are based on Type, Genre, Distribution Channel and Region. 2] Which region is expected to hold the highest share in the Global Anime Market? Ans. Asia Pacific region is expected to hold the highest market share in Anime Market. 3] What is the market size of the Global Anime Market by 2032? Ans. The market size of Anime Market by 2032 is expected to reach USD 32.13 Billion 4] What is the forecast period for the Global Anime Market? Ans. The forecast period for Anime Market is 2025-2032. 5] What was the market size of the Global Anime Market in 2024? Ans. The market size of North America Market in 2023 was valued at USD 32.13 Billion
1. Anime Market: Research Objectives 2. Anime Market: Research Methodology 3. Anime Market Introduction 3.1. Study Assumption and Market Definition 3.2. Scope of the Study 3.3. Executive Summary 4. Competitive Overview of the Global Anime Market 4.1. MMR Competition Matrix 4.2. Competitive Landscape 4.3. Key Players Benchmarking 4.3.1. Company Name 4.3.2. Anime Type Segment 4.3.3. Revenue (2024) 4.3.4. Headquarter 5. Japan-Based Companies in the Anime Industry 5.1. Animation Studios 5.1.1. Major Animation Studios: Toei Animation, Kyoto Animation, Madhouse, Sunrise 5.1.2. Independent and Emerging Studios in Japan 5.1.3. Collaboration Between Studios and Streaming Platforms 6. Non-Japanese Companies in the Anime Market 6.1. Distributors Analysis 6.1.1. Licensing and Distribution Rights 6.1.2. Role of Global Streaming Platforms 6.1.3. Major Non-Japanese Distributors 6.1.4. Investment and Funding Strategies 6.2. Regional Analysis of Anime Industry 6.2.1. North America and Other Regions 6.2.1.1. Anime Streaming and Home Video Market in the US and Canada 6.2.1.2. Major Distributors: Crunchyroll, Funimation, Sentai Filmworks 6.2.1.3. Box Office and Theatrical Releases 6.2.2. South America 6.2.2.1. Anime’s Popularity in Brazil, Argentina, and Mexico 6.2.2.2. Role of Local Broadcasters and Streaming Platforms 6.2.2.3. Anime Merchandising and Fan Events 6.2.3. Europe 6.2.3.1. Leading Distributors in the UK, France, Germany, and Italy 6.2.3.2. Cultural Adaptation and Dubbing Practices 6.2.3.3. Anime Broadcast on European TV Networks 6.2.4. Southeast Asia, South Asia, and East Asia 6.2.4.1. Anime Market in India, China, Thailand, and the Philippines 6.2.4.2. Role of Regional Streaming Platforms (Bilibili, Animax Asia) 6.2.4.3. Anime’s Influence on Local Animation Industries 7. The Evolution of the Japanese Anime Industry 7.1. Early Beginnings: From Manga Adaptations to TV Anime 7.2. The Rise of Modern Anime 7.3. Growth of Anime Studios: Toei, Kyoto Animation, Sunrise, and More 7.4. Technological Advancements in Animation Production 7.5. Shift from Hand-Drawn to CGI and Digital Production 7.6. Changing Consumer Preferences: Genres, Trends, and Themes 8. Exploring the Global Impact on the Anime Market 8.1. Expansion of Anime Beyond Japan: Key Export Markets 8.2. Popularity of Anime in North America, Europe, and Asia 8.3. Influence of Streaming Platforms: Netflix, Crunchyroll, Disney+ 8.4. Localization and Dubbing: Adapting Anime for Global Audiences 8.5. Cultural Influence of Anime on Western Media and Entertainment 8.6. Global Conventions, Fan Culture, and Cosplay Trends 9. Patents and Designs in the Anime Industry 9.1. Intellectual Property (IP) Laws Protecting Anime Content 9.2. Copyright Challenges in the Digital Era 9.3. Patents on Animation Techniques and Software Tools 9.4. Trademarking Anime Characters, Logos, and Branding 9.5. Design Rights in Merchandise and Collectibles 9.6. Legal Disputes and Case Studies in Anime IP 10. Anime Production and Distribution Networks 10.1. The Role of Major Animation Studios 10.2. Funding Models: Investor Backing vs. Production Committees 10.3. Distribution Strategies: Domestic vs. International Releases 10.4. The Rise of Direct-to-Streaming Anime 10.5. The Role of Publishing Houses in Anime Adaptation 11. Emerging Technologies and Innovations in Anime 11.1. AI and Machine Learning in Anime Production 11.2. Virtual Reality (VR) and Augmented Reality (AR) in Anime 11.3. Advances in CGI and Motion Capture Techniques 11.4. Blockchain and NFT Integration in Anime Collectibles 12. Evolving Market Forces in the Anime Industry 12.1. Growth Factors Driving the Market 12.2. Key Barriers to Market Growth 12.3. Emerging Market Opportunities 12.4. Industry-Specific Challenges 12.5. Emerging Industry Trends Shaping the Anime Market 12.6. PORTER’s Five Forces Analysis 12.7. PESTLE Analysis 13. Anime Market: Global Market Size and Forecast by Segmentation (by Value in USD Million) (2024-2032) 13.1. Anime Market Size and Forecast, by Type (2024-2032) 13.1.1. T.V. 13.1.2. Movie 13.1.3. Video 13.1.4. Merchandising 13.1.5. Music 13.1.6. Pachinko 13.1.7. Others 13.2. Anime Market Size and Forecast, By Genre (2024-2032) 13.2.1. Action & Adventure 13.2.2. Sci-Fi & Fantasy 13.2.3. Romance & Drama 13.2.4. Sports 13.2.5. Others 13.3. Anime Market Size and Forecast, By Distribution Channel (2024-2032) 13.3.1. Online Streaming 13.3.2. TV Broadcast, 13.3.3. Theatrical Release 13.3.4. Others 13.4. Anime Market Size and Forecast, by region (2024-2032) 13.4.1. North America 13.4.2. Europe 13.4.3. Asia Pacific 13.4.4. Middle East and Africa 13.4.5. South America 14. North America Anime Market Size and Forecast by Segmentation (by Value in USD Million) (2024-2032) 14.1. North America Anime Market Size and Forecast, by Type (2024-2032) 14.1.1. T.V. 14.1.2. Movie 14.1.3. Video 14.1.4. Merchandising 14.1.5. Music 14.1.6. Pachinko 14.1.7. Others 14.2. North America Anime Market Size and Forecast, By Genre (2024-2032) 14.2.1. Action & Adventure 14.2.2. Sci-Fi & Fantasy 14.2.3. Romance & Drama 14.2.4. Sports 14.2.5. Others 14.3. North America Anime Market Size and Forecast, By Distribution Channel (2024-2032) 14.3.1. Online Streaming 14.3.2. TV Broadcast, 14.3.3. Theatrical Release 14.3.4. Others 14.4. North America Anime Market Size and Forecast, by Country (2024-2032) 14.4.1. United States 14.4.1.1. United States Anime Market Size and Forecast, by Type (2024-2032) 14.4.1.2. United States Anime Market Size and Forecast, By Genre (2024-2032) 14.4.1.3. United States Anime Market Size and Forecast, By Distribution Channel (2024-2032) 14.4.2. Canada 14.4.2.1. Canada Anime Market Size and Forecast, by Type (2024-2032) 14.4.2.2. Canada Anime Market Size and Forecast, By Genre (2024-2032) 14.4.2.3. Canada Anime Market Size and Forecast, By Distribution Channel (2024-2032) 14.4.3. Mexico 14.4.3.1. Mexico Anime Market Size and Forecast, by Type (2024-2032) 14.4.3.2. Mexico Anime Market Size and Forecast, By Genre (2024-2032) 14.4.3.3. Mexico Anime Market Size and Forecast, By Distribution Channel (2024-2032) 15. Europe Anime Market Size and Forecast by Segmentation (by Value in USD Million) (2024-2032) 15.1. Europe Anime Market Size and Forecast, by Type (2024-2032) 15.2. Europe Anime Market Size and Forecast, By Genre (2024-2032) 15.3. Europe Anime Market Size and Forecast, By End User (2024-2032) 15.4. Europe Anime Market Size and Forecast, by Country (2024-2032) 15.4.1. United Kingdom 15.4.2. France 15.4.3. Germany 15.4.4. Italy 15.4.5. Spain 15.4.6. Sweden 15.4.7. Russia 15.4.8. Rest of Europe 16. Asia Pacific Anime Market Size and Forecast by Segmentation (by Value in USD Million) (2024-2032) 16.1. Asia Pacific Anime Market Size and Forecast, by Type (2024-2032) 16.2. Asia Pacific Anime Market Size and Forecast, By Genre (2024-2032) 16.3. Asia Pacific Anime Market Size and Forecast, By Distribution Channel (2024-2032) 16.4. Asia Pacific Anime Market Size and Forecast, by Country (2024-2032) 16.4.1. China 16.4.2. S Korea 16.4.3. Japan 16.4.4. India 16.4.5. Australia 16.4.6. Indonesia 16.4.7. Malaysia 16.4.8. Philippines 16.4.9. Thailand 16.4.10. Vietnam 16.4.11. Rest of Asia Pacific 17. Middle East and Africa Anime Market Size and Forecast by Segmentation (by Value in USD Million) (2024-2032) 17.1. Middle East and Africa Anime Market Size and Forecast, by Type (2024-2032) 17.2. Middle East and Africa Anime Market Size and Forecast, By Genre (2024-2032) 17.3. Middle East and Africa Anime Market Size and Forecast, By Distribution Channel (2024-2032) 17.4. Middle East and Africa Anime Market Size and Forecast, by Country (2024-2032) 17.4.1. South Africa 17.4.2. GCC 17.4.3. Nigeria 17.4.4. Rest of ME&A 18. South America Anime Market Size and Forecast by Segmentation (by Value in USD Million) (2024-2032) 18.1. South America Anime Market Size and Forecast, by Type (2024-2032) 18.2. South America Anime Market Size and Forecast, By Genre (2024-2032) 18.3. South America Anime Market Size and Forecast, By Distribution Channel (2024-2032) 18.4. South America Anime Market Size and Forecast, by Country (2024-2032) 18.4.1. Brazil 18.4.2. Argentina 18.4.3. Colombia 18.4.4. Chile 18.4.5. Rest of South America 19. Key Players & Market Positioning by Region 19.1. Studio Ghibli 19.1.1. Company Overview 19.1.2. Business Portfolio 19.1.3. Financial Overview 19.1.4. SWOT Analysis 19.1.5. Strategic Analysis 19.2. Studio Ghibli 19.3. Toei Animation 19.4. Madhouse, Inc. 19.5. Bandai Namco Filmworks Inc 19.6. Bones 19.7. Production I.G 19.8. Kyoto Animation 19.9. A-1 Pictures 19.10. Ufotable 19.11. MAPPA 19.12. Studio Pierrot 19.13. Wit Studio 19.14. Trigger 19.15. CloverWorks 19.16. J.C.Staff 19.17. P.A.Works 19.18. TMS Entertainment 19.19. Liden Films 19.20. White Fox 19.21. Gonzo 19.22. Shaft 19.23. David Production 19.24. Studio Dee 19.25. Tatsunoko Production 19.26. OLM, Inc. 19.27. Science SARU 19.28. Kinema Citrus 19.29. Diomedéa 19.30. Studio 4° 19.31. Artland 19.32. Studio Khara 19.33. Doga Kobo 19.34. Orange 19.35. Studio VOLN 19.36. Feel. 19.37. Xebec 19.38. Studio Gokumi 19.39. Lerche 19.40. Silver Link 19.41. Discotek Media 19.42. Pierrot Co., Ltd. 19.43. Production I.G, Inc. 19.44. Studio Ghibli, Inc. 19.45. Toei Animation Co., Ld 19.46. Bones Inc. 19.47. Kyoto Animation Co., Ltd. 19.48. VIZ Media, LLC 19.49. Atomic Flare 19.50. Eleven Arts 19.51. Ufotable Co., Ltd. 19.52. Crunchyroll 20. Key Findings 21. Analyst Recommendations