Anime Hits US$ 48.3 Billion in Market Value By 2030

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The anime market is predicted to record a growth rate of 7.9% from 2021-2030 and is projected to reach US$ 22.6 billion by 2030. The study provides the overall revenue of the global anime market from 2017 to 2030, considering 2020 as the base year and 2030 as the forecast year.

Anime Market Size 2021 to 2030

The global anime market research report gives a brief summary of definitions, size analysis, and place of production, sales, applications, types, and major players/key vendors of the anime industry. The report presents fresh perspectives on opportunities and challenges in a significantly transformed post-COVID-19 marketplace. This research study also integrates Industry Chain analysis and Porter’s Five Forces Analysis. Further, this report offers a competitive scenario that comprises collaborations, market concentration rate and expansions, mergers & acquisitions undertaken by companies.

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Crucial factors accountable for market growth are:

  • Technological advancements in the anime industry
  • Rising penetration of OTT platforms
  • Introduction of virtual reality (VR)
  • Improvement in the standard of living
  • Huge population of youth and children
  • Rise in disposable income
  • Rising number of anime creators
  • Strategic partnerships between the developers and online streaming platforms
  • Growing merchandising activities across the globe

Report Highlights

  • By Type, the merchandising segment was the dominant segment in 2020. The increasing number of partnerships between the consumer product manufacturers and the anime creators to launch numerous products for the merchandising segment has significantly boosted the market growth. The internet distribution is expected to be the fastest-growing segment owing to the rising penetration of various OTT platforms across the globe.

Scope of the Anime Market Report

Report Coverage Details
Market Size in 2030 USD 48.3 Billion
Growth Rate from 2021 to 2030 CAGR of 7.9%
Fastest Growing Market Middle East
Largest Market Asia Pacific
Segments Covered Service Type, Region Type
Regional Scope
  • North America
  • Europe
  • Asia Pacific
  • Rest of the World
By Service
  • T.V
  • Movie
  • Video
  • Internet Distribution
  • Merchandising
  • Music
  • Pachinko
  • Live Entertainment

Regional Snapshots

Asia Pacific dominated the global anime market and it is expected to retain its position. This is mainly attributable to the dominant market share of Japan in the global anime industry. Japan is the home to the numerous anime creators and production studios. Further, China is also focusing on its anime industry and is planning to introduce some regulations regarding its anime industry. The anime market in China is expected to grow rapidly. Further, rising disposable income, improvement in the living standards of the people, rising adoption of smart devices, and rapid penetration of internet has significantly fueled the consumption of anime contents in the recent years in the Asia Pacific.

The Middle East is expected to be the fastest-growing region throughout the forecast period. This is due to the growing popularity of the anime shows and a rise in the fan-following among the viewers. Further, the presence of various popular convention centers is positively boosting the growth of the anime market in the region. Further the higher adoption rate of advanced technologies like VR in the region is expected to propel the market growth during the forecast period.

Top Players Contending in the Market:

The key companies are aiming towards advanced innovations and are predictable to dominate the target market. The foremost players inspiring in the global anime market are as follows:

Some of the prominent players in the anime market include:

  • Kyoto Animation Co. Ltd
  • P.A.Works, Inc.
  • Production I.G.
  • Toei Animation Co. Ltd.
  • ManglobeInc.
  • Pierrot Co. Ltd
  • Madhouse Inc.
  • Bones Inc.
  • Studio Ghibli, Inc.
  • Sunrise, Inc.

Segments Covered in the Report

By Service

  • T.V
  • Movie
  • Video
  • Internet Distribution
  • Merchandising
  • Music
  • Pachinko
  • Live Entertainment

By Geography

  • North America
    • U.S.
    • Canada
  • Europe
    • U.K.
    • Germany
    • France
  • Asia Pacific
    • China
    • India
    • Japan
    • South Korea
  • Rest of the World

Some of the key highlights of the report are:

  • Market Demand Outlook – The report offers refined forecasts on potential growth prospects for the market. Based on data derived after thorough research by a team of expert analysis, Precedence Research presents the most precise rate of growth for the market for the assessment period starting from 2021 – 2030.
  • Supply Chain Analysis – The purpose of the survey is to help companies identify potential scope for supply chain expansion. The study also presents analysis of unprecedented threats.
  • Competitive Landscape Analysis – Some of the leading companies operating in the anime market are profiled in the market study. The report also underscores winning strategies adopted over the last few years and gauges impact of the same on growth trajectory exhibited by the market over the last few years.

Why should you invest in this report?

If you are aiming to enter the global anime market, this report is a comprehensive guide that provides crystal clear insights into this niche market. All the major application areas for anime are covered in this report and information is given on the important regions of the world where this market is likely to boom during the forecast period of 2021-2030 so that you can plan your strategies to enter this market accordingly.

Besides, through this report, you can have a complete grasp of the level of competition you will be facing in this hugely competitive market and if you are an established player in this market already, this report will help you gauge the strategies that your competitors have adopted to stay as market leaders in this market. For new entrants to this market, the voluminous data provided in this report is invaluable.

TABLE OF CONTENT

Chapter 1. Introduction

1.1. Research Objective

1.2. Scope of the Study

1.3. Definition

Chapter 2. Research Methodology

2.1. Research Approach

2.2. Data Sources

2.3. Assumptions & Limitations

Chapter 3. Executive Summary

3.1. Market Snapshot

Chapter 4. Market Variables and Scope 

4.1. Introduction

4.2. Market Classification and Scope

4.3. Industry Value Chain Analysis

4.3.1. Raw Material Procurement Analysis

4.3.2. Sales and Distribution Channel Analysis

4.3.3. Downstream Buyer Analysis

Chapter 5. Market Dynamics Analysis and Trends

5.1. Market Dynamics

5.1.1. Market Drivers

5.1.2. Market Restraints

5.1.3. Market Opportunities

5.2. Porter’s Five Forces Analysis

5.2.1. Bargaining power of suppliers

5.2.2. Bargaining power of buyers

5.2.3. Threat of substitute

5.2.4. Threat of new entrants

5.2.5. Degree of competition

Chapter 6. Competitive Landscape

6.1.1. Company Market Share/Positioning Analysis

6.1.2. Key Strategies Adopted by Players

6.1.3. Vendor Landscape

6.1.3.1. List of Suppliers

6.1.3.2. List of Buyers

Chapter 7. Global Anime Market, By Service

7.1. Anime Market, by Service Type, 2020-2027

7.1.1. T.V

7.1.1.1. Market Revenue and Forecast (2019-2030)

7.1.2. Movie

7.1.2.1. Market Revenue and Forecast (2019-2030)

7.1.3. Video

7.1.3.1. Market Revenue and Forecast (2019-2030)

7.1.4. Internet Distribution

7.1.4.1. Market Revenue and Forecast (2019-2030)

7.1.5. Merchandising

7.1.5.1. Market Revenue and Forecast (2019-2030)

7.1.6. Music

7.1.6.1. Market Revenue and Forecast (2019-2030)

7.1.7. Pachinko

7.1.7.1. Market Revenue and Forecast (2019-2030)

7.1.8. Live Entertainment

7.1.8.1. Market Revenue and Forecast (2019-2030)

Chapter 8. Global Anime Market, Regional Estimates and Trend Forecast

8.1. North America

8.1.1. Market Revenue and Forecast, by Service (2019-2030)

8.1.2. U.S.

8.1.3. Rest of North America

8.1.3.1. Market Revenue and Forecast, by Service (2019-2030)

8.2. Europe

8.2.1. Market Revenue and Forecast, by Service (2019-2030)

8.2.2. UK

8.2.2.1. Market Revenue and Forecast, by Service (2019-2030)

8.2.3. France

8.2.3.1. Market Revenue and Forecast, by Service (2019-2030)

8.2.4. Rest of Europe

8.2.4.1. Market Revenue and Forecast, by Service (2019-2030)

8.3. APAC

8.3.1. Market Revenue and Forecast, by Service (2019-2030)

8.3.2. India

8.3.2.1. Market Revenue and Forecast, by Service (2019-2030)

8.3.3. China

8.3.3.1. Market Revenue and Forecast, by Service (2019-2030)

8.3.4. Japan

8.3.4.1. Market Revenue and Forecast, by Service (2019-2030)

8.3.5. Rest of APAC

8.3.5.1. Market Revenue and Forecast, by Service (2019-2030)

8.4. MEA

8.4.1. Market Revenue and Forecast, by Service (2019-2030)

8.4.2. GCC

8.4.2.1. Market Revenue and Forecast, by Service (2019-2030)

8.4.3. North Africa

8.4.3.1. Market Revenue and Forecast, by Service (2019-2030)

8.4.4. South Africa

8.4.4.1. Market Revenue and Forecast, by Service (2019-2030)

8.4.5. Rest of MEA

8.4.5.1. Market Revenue and Forecast, by Service (2019-2030)

8.5. Latin America

8.5.1. Market Revenue and Forecast, by Service (2019-2030)

8.5.2. Brazil

8.5.2.1. Market Revenue and Forecast, by Service (2019-2030)

8.5.3. Rest of LATAM

8.5.3.1. Market Revenue and Forecast, by Service (2019-2030)

Chapter 9. Company Profiles

9.1. Kyoto Animation Co. Ltd

9.1.1. Company Overview

9.1.2. Product Offerings

9.1.3. Financial Performance

9.1.4. Recent Initiatives

9.2. P.A.Works, Inc.

9.2.1. Company Overview

9.2.2. Product Offerings

9.2.3. Financial Performance

9.2.4. Recent Initiatives

9.3. Production I.G.

9.3.1. Company Overview

9.3.2. Product Offerings

9.3.3. Financial Performance

9.3.4. Recent Initiatives

9.4. Toei Animation Co. Ltd.

9.4.1. Company Overview

9.4.2. Product Offerings

9.4.3. Financial Performance

9.4.4. Recent Initiatives

9.5. ManglobeInc.

9.5.1. Company Overview

9.5.2. Product Offerings

9.5.3. Financial Performance

9.5.4. Recent Initiatives

9.6. Pierrot Co. Ltd

9.6.1. Company Overview

9.6.2. Product Offerings

9.6.3. Financial Performance

9.6.4. Recent Initiatives

9.7. Madhouse Inc.

9.7.1. Company Overview

9.7.2. Product Offerings

9.7.3. Financial Performance

9.7.4. Recent Initiatives

9.8. Bones Inc.

9.8.1. Company Overview

9.8.2. Product Offerings

9.8.3. Financial Performance

9.8.4. Recent Initiatives

9.9. Studio Ghibli, Inc.

9.9.1. Company Overview

9.9.2. Product Offerings

9.9.3. Financial Performance

9.9.4. Recent Initiatives

9.10. Sunrise, Inc.

9.10.1. Company Overview

9.10.2. Product Offerings

9.10.3. Financial Performance

9.10.4. Recent Initiatives

9.10.5.

Chapter 10. Research Methodology

10.1. Primary Research

10.2. Secondary Research

10.3. Assumptions

Chapter 11. Appendix

11.1. About Us

11.2. Glossary of Terms

Thanks for reading you can also get individual chapter-wise sections or region-wise report versions such as North America, Europe, or the Asia Pacific.

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Precedence Research

Precedence Research is a worldwide market research and consulting organization. We give unmatched nature of offering to our customers present all around the globe across industry verticals. Precedence Research has expertise in giving deep-dive market insight along with market intelligence to our customers spread crosswise over various undertakings.

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