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Anime Market Growth at a CAGR of 12.5% from 2021 to 2030

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The Anime market is projected to grow from USD zz billion in 2020 to reach USD 51.8 billion by 2030; it is expected to grow at a Compound Annual Growth Rate (CAGR) of 12.5% from 2021 to 2030.

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Growth Factors

 The rising popularity and sales of Japanese anime content in other parts of the world are expected to drive the growth of the market over the forecast period. Subsequently, overseas sales are expected to contribute to greater revenue generation in the market. As such, application games and the growing preference for internet distribution, which account for a significant share of overseas sales in Japan, are expected to play a decisive role in driving the growth of the market.

Report Coverage

Report Scope Details
Market Size USD 51.8 billion by 2030
Growth Rate CAGR of 12.5% From 2021 to 2030
Base Year 2020
Historic Data 2017 to 2020
Forecast Period 2021 to 2030
Segments Covered Type
Regional Scope North America, Europe, Asia Pacific, Latin America, Middle East & Africa
Companies Mentioned Bones Inc.; Kyoto Animation Co., Ltd.; Madhouse Inc.; Production I.G, Inc.; Toei Animation Co., Ltd.

Report Highlights

Based on type, the market has been further segmented into T.V., movie, video, internet distribution, merchandising, music, pachinko, and live entertainment. The merchandising segment accounted for the highest market share of approximately 30.05% in 2020.

The internet distribution segment is expected to register the highest CAGR of over 15.0% from 2021 to 2030. The growth can be attributed to the upsurge in the overseas sales of anime content via online streaming platforms and application games.

Japan accounted for the highest market share of almost 45.6% in 2020. Japan is home to a majority of animation studios. For instance, approximately 622 animation studios engaged in the development of animation content are present in Japan, out of which, 542 anime studios are present in Tokyo alone.

The Middle East and Africa (MEA) region is expected to exhibit the fastest CAGR of approximately 18.5% from 2021 to 2030. The anime fan base is growing significantly across the MEA region.

Key Players

  • Bones Inc.
  • Kyoto Animation Co., Ltd.
  • Madhouse Inc.
  • Production I.G, Inc.
  • Toei Animation Co., Ltd.

Market Segmentation

  • Type
    • T.V
    • Movie
    • Video
    • Internet Distribution
    • Merchandising
    • Music
    • Pachinko
    • Live Entertainment
  • Regional
    • North America
      • U.S.
      • Canada
    • Europe
      • France
      • U.K.
      • Germany
      • Western Europe
    • Asia Pacific Ex. Japan
      • Australia & New Zealand (ANZ)
      • China
      • Philippines
      • South Korea
    • Latin America
      • Mexico
      • Brazil
    • Middle East & Africa
      • Saudi Arabia
    • Japan

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Reasons to Purchase this Report:

– Market segmentation analysis including qualitative and quantitative research incorporating the impact of economic and policy aspects
– Regional and country level analysis integrating the demand and supply forces that are influencing the growth of the market.
– Market value USD Million and volume Units Million data for each segment and sub-segment
– Competitive landscape involving the market share of major players, along with the new projects and strategies adopted by players in the past five years
– Comprehensive company profiles covering the product offerings, key financial information, recent developments, SWOT analysis, and strategies employed by the major market players

Table of Contents

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 Type

7.1.  Anime Market, by Type, 2020-2030

7.1.1.    T.V

7.1.1.1.        Market Revenue and Forecast (2017-2030)

7.1.2.    Movie

7.1.2.1.        Market Revenue and Forecast (2017-2030)

7.1.3.    Video

7.1.3.1.        Market Revenue and Forecast (2017-2030)

7.1.4.    Internet Distribution

7.1.4.1.        Market Revenue and Forecast (2017-2030)

7.1.5.    Merchandising

7.1.5.1.        Market Revenue and Forecast (2017-2030)

7.1.6.    Music

7.1.6.1.        Market Revenue and Forecast (2017-2030)

7.1.7.    Pachinko

7.1.7.1.        Market Revenue and Forecast (2017-2030)

7.1.8.    Live Entertainment

7.1.8.1.        Market Revenue and Forecast (2017-2030)

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

8.1.  North America

8.1.1.    Market Revenue and Forecast, by Type (2017-2030)

8.1.2.    U.S.

8.1.3.    Rest of North America

8.1.3.1.        Market Revenue and Forecast, by Type (2017-2030)

8.2.  Europe

8.2.1.    Market Revenue and Forecast, by Type (2017-2030)

8.2.2.    UK

8.2.2.1.        Market Revenue and Forecast, by Type (2017-2030)

8.2.3.    France

8.2.3.1.        Market Revenue and Forecast, by Type (2017-2030)

8.2.4.    Rest of Europe

8.2.4.1.        Market Revenue and Forecast, by Type (2017-2030)

8.3.  APAC

8.3.1.    Market Revenue and Forecast, by Type (2017-2030)

8.3.2.    India

8.3.2.1.        Market Revenue and Forecast, by Type (2017-2030)

8.3.3.    China

8.3.3.1.        Market Revenue and Forecast, by Type (2017-2030)

8.3.4.    Japan

8.3.4.1.        Market Revenue and Forecast, by Type (2017-2030)

8.3.5.    Rest of APAC

8.3.5.1.        Market Revenue and Forecast, by Type (2017-2030)

8.4.  MEA

8.4.1.    Market Revenue and Forecast, by Type (2017-2030)

8.4.2.    GCC

8.4.2.1.        Market Revenue and Forecast, by Type (2017-2030)

8.4.3.    North Africa

8.4.3.1.        Market Revenue and Forecast, by Type (2017-2030)

8.4.4.    South Africa

8.4.4.1.        Market Revenue and Forecast, by Type (2017-2030)

8.4.5.    Rest of MEA

8.4.5.1.        Market Revenue and Forecast, by Type (2017-2030)

8.5.  Latin America

8.5.1.    Market Revenue and Forecast, by Type (2017-2030)

8.5.2.    Brazil

8.5.2.1.        Market Revenue and Forecast, by Type (2017-2030)

8.5.3.    Rest of LATAM

8.5.3.1.        Market Revenue and Forecast, by Type (2017-2030)

Chapter 9.    Company Profiles

9.1.  Bones Inc.

9.1.1.    Company Overview

9.1.2.    Product Offerings

9.1.3.    Financial Performance

9.1.4.    Recent Initiatives

9.2.  Kyoto Animation Co., Ltd.

9.2.1.    Company Overview

9.2.2.    Product Offerings

9.2.3.    Financial Performance

9.2.4.    Recent Initiatives

9.3.  Madhouse Inc.

9.3.1.    Company Overview

9.3.2.    Product Offerings

9.3.3.    Financial Performance

9.3.4.    Recent Initiatives

9.4.  Production I.G, Inc.

9.4.1.    Company Overview

9.4.2.    Product Offerings

9.4.3.    Financial Performance

9.4.4.    Recent Initiatives

9.5.  Toei Animation Co., Ltd.

9.5.1.    Company Overview

9.5.2.    Product Offerings

9.5.3.    Financial Performance

9.5.4.    Recent Initiatives

Chapter 10.  Research Methodology

10.1.              Primary Research

10.2.              Secondary Research

10.3.              Assumptions

Chapter 11.  Appendix

11.1.              About Us

Glossary of Terms

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