The popularity of anime doesn’t seem to cease. Demand for the genre is likely to grow as much as 2.21X between 2024 and 2034. Anime market analysis shows a potential CAGR of 8.30% through 2034.
By value, demand for anime content is forecast to reach USD 64,842.90 million by 2034, up from USD 29,295.40 million in 2024. Global exposure to Japanese anime content and an evolving market for anime merchandise brought about an acute rise in demand.
Anime Market Stats | Valuation |
---|---|
Anime Market Valuation (2024) | USD 29,295.40 million |
Anime Market Valuation (2034) | USD 64,842.90 million |
Anime Market CAGR (2024 to 2034) | 8.30% |
The anime market research report shows influential trends working in favor of anime content consumption:
Impact of these trends is likely to vary in each region and the same has been analyzed in the anime market study in detail.
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Analysis of the consumption pattern of historical anime content points to a valuation of USD 21,700.90 million in 2019. The value grew to USD 27,459.50 million in 2023, registering a CAGR of 6.10% from 2019 to 2023. In sharp contrast to the forecast period, the popularity of anime grew at a rather slower pace during the historical period.
Opportunities Available for | Opportunity Available in |
---|---|
Anime Producer | Across globe but prominently in Japan |
Anime Developers and Artists | Japan, United States, South Korea, France, and Brazil |
Anime Creators | Japan, United States, Philippines, France, and South Korea |
Anime Distributors | Prominently in Japan but also in the United States, Australia, India, South Korea |
The data stands to reason that investing in promotional and marketing activities can help break the barriers of boundaries. While opportunities to work on anime content are abundant in Japan, about 40% of the total anime content is produced in other countries. Hence, localization and personalization of anime content are likely to draw prominence as a revenue magnet during the forecast period.
Continuous face-off between books and series/movies tends to dim the popularity of anime. The consumer base of manga and anime can’t be compared as they are located on different planes. While reading enthusiasts find manga imagination-stimulating and interactive, movies/series buffs are inclined towards more visual content. Per se, manga and anime market players don’t have a face-off battle but can work in confluence for rewarding opportunities.
For instance, Studio Deen adapted 07-Ghost, a Japanese manga series by Yukino Ichihara and Yuki Amemiya, into an anime. Similarly, Yuji Nagai’s 100% Pascal-sensei was produced to be a Japanese TV series by OLM Animation Studio and ShoPro. It can be inferred that manga is not a direct threat to the anime industry.
The analysis reveals lucrative opportunities for players in the anime industry in key countries. As per the forecast, China and the United States are likely to offer manga and anime production companies a significant expansion opportunity. Meanwhile, Germany and Japan are enjoying their mature markets, with stable growth rates.
Countries | Forecasted CAGR (2024 to 2034) |
---|---|
United States | 5.10% |
Germany | 3.70% |
Japan | 3.00% |
China | 8.80% |
The growing popularity and increased fan base of anime content are projected to push the USA anime market CAGR to 5.10% through 2034. The key factors influencing the anime market in the United States are:
The number of retail stores selling anime collections has increased in prominent states like California and North Carolina, driving robust growth in the country.
The ease of availability of anime merchandise and the rise in adoption of OTT streaming platforms like Netflix and Amazon Prime Video have helped the anime market penetrate all age groups in the United States.
The inclination of the German audience towards the action and adventure genre of anime is expected to take the anime market to 3.70% CAGR through 2034. The points attributing to the growth of the anime market in Germany include:
The consumption of anime series is growing in Germany due to increased viewing, proving it is one of the most anime-loving countries in the world.
Increased adaptation of Anime shows into local languages- particularly German has steered the growth of the anime industry due to ease of viewing and relatability.
Japan, often known as the home of the anime industry, is on course to deliver a 3.00% CAGR through the year 2034. Riding on the back of an increasing number of anime studios all over the country, the factors contributing to an anime wave in the country are:
The trend of digital distribution and the rise of otaku culture is fuelling the growth of the anime industry in the already established Japanese market.
Fan appreciation events and theatrical screenings have stimulated traditional and new anime fans to experience anime in a different way, creating an upward growth trend.
The rise in the number of Chinese companies investing in anime platforms has increased the popularity of the anime market in China and is expected to touch a CAGR of 8.80% by 2034. Some of the key pointers responsible for this growth include:
Chinese companies are identifying and acquiring key anime studios and organizations as part of their acquisition processes to increase their portfolio and drive growth.
China’s domestic anime industry has been working in collaboration with the tourism industry to make popular theme parks and tours, which is boosting the popularity of the anime industry.
Segment | Estimated Market Share in 2024 |
---|---|
Action | 28.10% |
Animation Software | 76.20% |
The action genre has propelled to one of the largest segments in the anime market. The large number of anime audiences who prefer action sequences and action-loaded shows have pushed the anime studios to create action-driven content. This demand has led to more production of action-centric anime shows.
The action genre dominates the global anime market due to the hype it gets from anime lovers and gamers alike, who form a large subset of anime consumers. Adaptation of anime action shows into games and vice-versa creates an environment that is growth-driven.
Animation software has seen significant growth due to its use cases in multiple industries, such as gaming, education, advertising, entertainment, and more. It paves the way for intriguing products to be created as it is the bridge between artists' creative thoughts and their technical execution.
Artificial Intelligence (AI) and Virtual Reality (VR) in creative and technical processes make animation software an important part of the anime industry. With its smart adoption, the efficiency of A.I. and automation of processes make animation software seamless.
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The anime market presents lucrative opportunities for companies to get great returns on their investment, which is why the space is crowded with prominent market players. A number of companies are in the process of mergers, acquisitions, and partnerships to maximize their business prospects, taking the anime industry on an upward trajectory.
The market is competitive, but there are several opportunities for companies to outperform their rivals by providing original and entertaining content, learning user preferences, showing their preferred content, etc.
Recent Developments
In June 2023, Dentsu Group revealed that it would form its anime enterprise with Dentsu Anime Solutions Inc., a company focused on offering solutions related to anime licensing. The newly formed Dentsu Anime Solutions Inc. will sell anime and license products to Japanese and international broadcasters and streaming platforms, including merchandise.
KC Global Media Asia (KCGM) has teamed with a cloud-based SaaS technology partner, Amagi, during June 2023 for broadcast to deliver Amagi's main software as a service (SaaS) solutions and their premium anime channel, Animax, across various over-the-top (OTT) platforms in India.
In order to provide original and regional specific anime content in February 2020, Netflix teamed up renowned Japanese anime creators, Shin Kibayashi, Yasuo Ohtagaki, CLAMP and Otasuichi among others.
The global anime market size is expected to total USD 29,295.40 million in 2024.
The anime industry is expected to increase at 8.30% CAGR from 2024 to 2034.
The anime industry is projected to reach a valuation of USD 64,842.90 million by 2034.
Action anime is anticipated to mark dominance in the industry.
Anime content demand in Germany is likely to grow at a CAGR of 3.70% through 2034.
Growing fanbase of diverse anime and influence of anime content over social media drives revenue streams for anime streaming companies.
1. Executive Summary 2. Market Overview 3. Market Background 4. Global Market Analysis 2019 to 2023 and Forecast, 2024 to 2034 5. Global Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Genre 5.1. Action & Adventure 5.2. Sci-Fi & Fantasy 5.3. Romance & Drama 5.4. Sports 5.5. Others 6. Global Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Application 6.1. T.V. 6.2. Movie 6.3. Video 6.4. Internet Distribution 6.5. Merchandising 6.6. Music 6.7. Pachinko 6.8. Live Entertainment 7. Global Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Region 7.1. North America 7.2. Latin America 7.3. Western Europe 7.4. Eastern Europe 7.5. South Asia and Pacific 7.6. East Asia 7.7. Middle East and Africa 8. North America Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country 9. Latin America Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country 10. Western Europe Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country 11. Eastern Europe Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country 12. South Asia and Pacific Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country 13. East Asia Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country 14. Middle East and Africa Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country 15. Key Countries Market Analysis 16. Market Structure Analysis 17. Competition Analysis 17.1. Pierrot Co., Ltd. 17.2. Production I.G, Inc. 17.3. Studio Ghibli, Inc. 17.4. Sunrise, Inc. (Bandai Namco Filmworks) 17.5. Toei Animation Co., Ltd. 17.6. Bones Inc. 17.7. Kyoto Animation Co., Ltd. 17.8. MADHOUSE, Inc. 17.9. Crunchyroll (Sony Pictures Entertainment Inc.) 17.10. Progressive Animation Works Co., Ltd. (PA Works) 17.11. Good Smile Company, Inc. 18. Assumptions & Acronyms Used 19. Research Methodology
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