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 US$ 64,842.90 million by 2034, up from US$ 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) | US$ 29,295.40 million |
Anime Market Valuation (2034) | US$ 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 US$ 21,700.90 million in 2019. The value grew to US$ 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 US 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 US$ 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 US$ 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
1.1. Global Market Outlook
1.2. Demand-side Trends
1.3. Supply-side Trends
1.4. Technology Roadmap Analysis
1.5. Analysis and Recommendations
2. Market Overview
2.1. Market Coverage / Taxonomy
2.2. Market Definition / Scope / Limitations
3. Market Background
3.1. Market Dynamics
3.1.1. Drivers
3.1.2. Restraints
3.1.3. Opportunity
3.1.4. Trends
3.2. Scenario Forecast
3.2.1. Demand in Optimistic Scenario
3.2.2. Demand in Likely Scenario
3.2.3. Demand in Conservative Scenario
3.3. Opportunity Map Analysis
3.4. Investment Feasibility Matrix
3.5. PESTLE and Porter’s Analysis
3.6. Regulatory Landscape
3.6.1. By Key Regions
3.6.2. By Key Countries
3.7. Regional Parent Market Outlook
4. Global Market Analysis 2019 to 2023 and Forecast, 2024 to 2034
4.1. Historical Market Size Value (US$ Million) Analysis, 2019 to 2023
4.2. Current and Future Market Size Value (US$ Million) Projections, 2024 to 2034
4.2.1. Y-o-Y Growth Trend Analysis
4.2.2. Absolute $ Opportunity Analysis
5. Global Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Genre
5.1. Introduction / Key Findings
5.2. Historical Market Size Value (US$ Million) Analysis By Genre, 2019 to 2023
5.3. Current and Future Market Size Value (US$ Million) Analysis and Forecast By Genre, 2024 to 2034
5.3.1. Action & Adventure
5.3.2. Sci-Fi & Fantasy
5.3.3. Romance & Drama
5.3.4. Sports
5.3.5. Others
5.4. Y-o-Y Growth Trend Analysis By Genre, 2019 to 2023
5.5. Absolute $ Opportunity Analysis By Genre, 2024 to 2034
6. Global Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Application
6.1. Introduction / Key Findings
6.2. Historical Market Size Value (US$ Million) Analysis By Application, 2019 to 2023
6.3. Current and Future Market Size Value (US$ Million) Analysis and Forecast By Application, 2024 to 2034
6.3.1. T.V.
6.3.2. Movie
6.3.3. Video
6.3.4. Internet Distribution
6.3.5. Merchandising
6.3.6. Music
6.3.7. Pachinko
6.3.8. Live Entertainment
6.4. Y-o-Y Growth Trend Analysis By Application, 2019 to 2023
6.5. Absolute $ Opportunity Analysis By Application, 2024 to 2034
7. Global Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Region
7.1. Introduction
7.2. Historical Market Size Value (US$ Million) Analysis By Region, 2019 to 2023
7.3. Current Market Size Value (US$ Million) Analysis and Forecast By Region, 2024 to 2034
7.3.1. North America
7.3.2. Latin America
7.3.3. Western Europe
7.3.4. Eastern Europe
7.3.5. South Asia and Pacific
7.3.6. East Asia
7.3.7. Middle East and Africa
7.4. Market Attractiveness Analysis By Region
8. North America Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country
8.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2019 to 2023
8.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2024 to 2034
8.2.1. By Country
8.2.1.1. USA
8.2.1.2. Canada
8.2.2. By Genre
8.2.3. By Application
8.3. Market Attractiveness Analysis
8.3.1. By Country
8.3.2. By Genre
8.3.3. By Application
8.4. Key Takeaways
9. Latin America Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country
9.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2019 to 2023
9.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2024 to 2034
9.2.1. By Country
9.2.1.1. Brazil
9.2.1.2. Mexico
9.2.1.3. Rest of Latin America
9.2.2. By Genre
9.2.3. By Application
9.3. Market Attractiveness Analysis
9.3.1. By Country
9.3.2. By Genre
9.3.3. By Application
9.4. Key Takeaways
10. Western Europe Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country
10.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2019 to 2023
10.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2024 to 2034
10.2.1. By Country
10.2.1.1. Germany
10.2.1.2. UK
10.2.1.3. France
10.2.1.4. Spain
10.2.1.5. Italy
10.2.1.6. Rest of Western Europe
10.2.2. By Genre
10.2.3. By Application
10.3. Market Attractiveness Analysis
10.3.1. By Country
10.3.2. By Genre
10.3.3. By Application
10.4. Key Takeaways
11. Eastern Europe Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country
11.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2019 to 2023
11.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2024 to 2034
11.2.1. By Country
11.2.1.1. Poland
11.2.1.2. Russia
11.2.1.3. Czech Republic
11.2.1.4. Romania
11.2.1.5. Rest of Eastern Europe
11.2.2. By Genre
11.2.3. By Application
11.3. Market Attractiveness Analysis
11.3.1. By Country
11.3.2. By Genre
11.3.3. By Application
11.4. Key Takeaways
12. South Asia and Pacific Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country
12.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2019 to 2023
12.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2024 to 2034
12.2.1. By Country
12.2.1.1. India
12.2.1.2. Bangladesh
12.2.1.3. Australia
12.2.1.4. New Zealand
12.2.1.5. Rest of South Asia and Pacific
12.2.2. By Genre
12.2.3. By Application
12.3. Market Attractiveness Analysis
12.3.1. By Country
12.3.2. By Genre
12.3.3. By Application
12.4. Key Takeaways
13. East Asia Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country
13.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2019 to 2023
13.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2024 to 2034
13.2.1. By Country
13.2.1.1. China
13.2.1.2. Japan
13.2.1.3. South Korea
13.2.2. By Genre
13.2.3. By Application
13.3. Market Attractiveness Analysis
13.3.1. By Country
13.3.2. By Genre
13.3.3. By Application
13.4. Key Takeaways
14. Middle East and Africa Market Analysis 2019 to 2023 and Forecast 2024 to 2034, By Country
14.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2019 to 2023
14.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2024 to 2034
14.2.1. By Country
14.2.1.1. GCC Countries
14.2.1.2. South Africa
14.2.1.3. Israel
14.2.1.4. Rest of MEA
14.2.2. By Genre
14.2.3. By Application
14.3. Market Attractiveness Analysis
14.3.1. By Country
14.3.2. By Genre
14.3.3. By Application
14.4. Key Takeaways
15. Key Countries Market Analysis
15.1. USA
15.1.1. Market Share Analysis, 2023
15.1.1.1. By Genre
15.1.1.2. By Application
15.2. Canada
15.2.1. Market Share Analysis, 2023
15.2.1.1. By Genre
15.2.1.2. By Application
15.3. Brazil
15.3.1. Market Share Analysis, 2023
15.3.1.1. By Genre
15.3.1.2. By Application
15.4. Mexico
15.4.1. Market Share Analysis, 2023
15.4.1.1. By Genre
15.4.1.2. By Application
15.5. Germany
15.5.1. Market Share Analysis, 2023
15.5.1.1. By Genre
15.5.1.2. By Application
15.6. UK
15.6.1. Market Share Analysis, 2023
15.6.1.1. By Genre
15.6.1.2. By Application
15.7. France
15.7.1. Market Share Analysis, 2023
15.7.1.1. By Genre
15.7.1.2. By Application
15.8. Spain
15.8.1. Market Share Analysis, 2023
15.8.1.1. By Genre
15.8.1.2. By Application
15.9. Italy
15.9.1. Market Share Analysis, 2023
15.9.1.1. By Genre
15.9.1.2. By Application
15.10. Poland
15.10.1. Market Share Analysis, 2023
15.10.1.1. By Genre
15.10.1.2. By Application
15.11. Russia
15.11.1. Market Share Analysis, 2023
15.11.1.1. By Genre
15.11.1.2. By Application
15.12. Czech Republic
15.12.1. Market Share Analysis, 2023
15.12.1.1. By Genre
15.12.1.2. By Application
15.13. Romania
15.13.1. Market Share Analysis, 2023
15.13.1.1. By Genre
15.13.1.2. By Application
15.14. India
15.14.1. Market Share Analysis, 2023
15.14.1.1. By Genre
15.14.1.2. By Application
15.15. Bangladesh
15.15.1. Market Share Analysis, 2023
15.15.1.1. By Genre
15.15.1.2. By Application
15.16. Australia
15.16.1. Market Share Analysis, 2023
15.16.1.1. By Genre
15.16.1.2. By Application
15.17. New Zealand
15.17.1. Market Share Analysis, 2023
15.17.1.1. By Genre
15.17.1.2. By Application
15.18. China
15.18.1. Market Share Analysis, 2023
15.18.1.1. By Genre
15.18.1.2. By Application
15.19. Japan
15.19.1. Market Share Analysis, 2023
15.19.1.1. By Genre
15.19.1.2. By Application
15.20. South Korea
15.20.1. Market Share Analysis, 2023
15.20.1.1. By Genre
15.20.1.2. By Application
15.21. GCC Countries
15.21.1. Market Share Analysis, 2023
15.21.1.1. By Genre
15.21.1.2. By Application
15.22. South Africa
15.22.1. Market Share Analysis, 2023
15.22.1.1. By Genre
15.22.1.2. By Application
15.23. Israel
15.23.1. Market Share Analysis, 2023
15.23.1.1. By Genre
15.23.1.2. By Application
16. Market Structure Analysis
16.1. Competition Dashboard
16.2. Competition Benchmarking
16.3. Market Share Analysis of Top Players
16.3.1. By Regional
16.3.2. By Genre
16.3.3. By Application
17. Competition Analysis
17.1. Competition Deep Dive
17.1.1. Pierrot Co., Ltd.
17.1.1.1. Overview
17.1.1.2. Product Portfolio
17.1.1.3. Profitability by Market Segments
17.1.1.4. Sales Footprint
17.1.1.5. Strategy Overview
17.1.1.5.1. Marketing Strategy
17.1.2. Production I.G, Inc.
17.1.2.1. Overview
17.1.2.2. Product Portfolio
17.1.2.3. Profitability by Market Segments
17.1.2.4. Sales Footprint
17.1.2.5. Strategy Overview
17.1.2.5.1. Marketing Strategy
17.1.3. Studio Ghibli, Inc.
17.1.3.1. Overview
17.1.3.2. Product Portfolio
17.1.3.3. Profitability by Market Segments
17.1.3.4. Sales Footprint
17.1.3.5. Strategy Overview
17.1.3.5.1. Marketing Strategy
17.1.4. Sunrise, Inc. (Bandai Namco Filmworks)
17.1.4.1. Overview
17.1.4.2. Product Portfolio
17.1.4.3. Profitability by Market Segments
17.1.4.4. Sales Footprint
17.1.4.5. Strategy Overview
17.1.4.5.1. Marketing Strategy
17.1.5. Toei Animation Co., Ltd.
17.1.5.1. Overview
17.1.5.2. Product Portfolio
17.1.5.3. Profitability by Market Segments
17.1.5.4. Sales Footprint
17.1.5.5. Strategy Overview
17.1.5.5.1. Marketing Strategy
17.1.6. Bones Inc.
17.1.6.1. Overview
17.1.6.2. Product Portfolio
17.1.6.3. Profitability by Market Segments
17.1.6.4. Sales Footprint
17.1.6.5. Strategy Overview
17.1.6.5.1. Marketing Strategy
17.1.7. Kyoto Animation Co., Ltd.
17.1.7.1. Overview
17.1.7.2. Product Portfolio
17.1.7.3. Profitability by Market Segments
17.1.7.4. Sales Footprint
17.1.7.5. Strategy Overview
17.1.7.5.1. Marketing Strategy
17.1.8. MADHOUSE, Inc.
17.1.8.1. Overview
17.1.8.2. Product Portfolio
17.1.8.3. Profitability by Market Segments
17.1.8.4. Sales Footprint
17.1.8.5. Strategy Overview
17.1.8.5.1. Marketing Strategy
17.1.9. Crunchyroll (Sony Pictures Entertainment Inc.)
17.1.9.1. Overview
17.1.9.2. Product Portfolio
17.1.9.3. Profitability by Market Segments
17.1.9.4. Sales Footprint
17.1.9.5. Strategy Overview
17.1.9.5.1. Marketing Strategy
17.1.10. Progressive Animation Works Co., Ltd. (PA Works)
17.1.10.1. Overview
17.1.10.2. Product Portfolio
17.1.10.3. Profitability by Market Segments
17.1.10.4. Sales Footprint
17.1.10.5. Strategy Overview
17.1.10.5.1. Marketing Strategy
17.1.11. Good Smile Company, Inc.
17.1.11.1. Overview
17.1.11.2. Product Portfolio
17.1.11.3. Profitability by Market Segments
17.1.11.4. Sales Footprint
17.1.11.5. Strategy Overview
17.1.11.5.1. Marketing Strategy
18. Assumptions & Acronyms Used
19. Research Methodology
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