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Anime Market (By Type: T.V., Movie, Video, Internet Distribution, Merchandising, Music, Pachinko, Live Entertainment) – Global Industry Analysis, Market Size, Opportunities and Forecast, 2019 - 2026

Published : Feb 2020

Report ID: ARC1754

Pages : 190

Format : Anime Market (By Type: T.V., Movie, Video, Internet Distribution, Merchandising, Music, Pachinko, Live Entertainment) – Global Industry Analysis, Market Size, Opportunities and Forecast, 2019 - 2026

Summary Table of Content Customization Download Sample Infographics

The global anime market revenue is anticipated to reach around US$ 33.6 Bn by 2026 growing at a noteworthy CAGR of 8.1% during the forecast period 2019 to 2026.

Anime is gaining importance across the globe due to increase in production of films and various TV shows. Anime is usually distributed through T.V., movie, video, internet distribution, merchandising, music, pachinko, live entertainment, and others.

Market Dynamics

The growth of the anime market is primarily driven by the rising popularity of media shows and growth in spending of online shows and video, increase in urban population which increases adoption of TV shows, growing number of film and music manufacturers and increase in popularity of anime across the globe. Furthermore, rising user base of social media sites such as Instagram, Facebook, and twitter and sharing video and photos to friends and followers, increase in number of vendors in the market, and rising spending capacity of individuals on anime is estimated to boost the market growth. Moreover, changing lifestyles of consumers across developed countries, growing consumer electronics industry, technological advancement in anime, and emergence of new product development in anime are expected to create opportunities for the manufacturers in the global market over the forecast period.

Considering the current market trend, the anime is gaining momentum across the world and is becoming highly popular. Collectively, developers, animators, publishers, and other creative agencies and artists are liable for significant value generation within the market. Interestingly, the industry has been consistent across all the mediums it's distributed. Anime content is typically distributed through videos, TV, movies, music, and pachinko machines, among others.

However, the increase in production costs and high costs of the products are expected to hamper the growth of the global anime market in the coming years.

By type, merchandising segment dominated the anime market

Based on type, the market has been segmented into T.V., movie, video, internet distribution, merchandising, music, pachinko, and live entertainment. The merchandising segment accounts of the largest share in the market and are expected to grow at a CAGR of around 8.8% during the forecast period.

Merchandising offers high quality imaging and graphics and includes posters, key chains, t-shirts, dolls, and other figurines, usually sold via online and offline channels. The major factors that are driving the growth of this segment are popularity of real products to digital products and increase in availability of various merchandising firms.

The manufacturers Studio Ghibli, Inc., Pierrot Co., Ltd., Madhouse Inc., and Production I.G, Inc. are the mainly investing in the development of merchandising, which expected the lead the market in the coming years.

The market research study on “Anime Market– Global Industry Analysis, Market Size, Opportunities and Forecast, 2019 – 2026”,offers a detailed insight into the global anime market entailing insights on its different market segments. Market dynamics with drivers, restraints, and opportunities with their impact are provided in the report. The report provides insights into the global anime market, its type, and major geographic regions. The report covers basic development policies and layouts of technology development processes. Secondly, the report covers global anime market size and volume, and segment markets by type and geography along with the information on companies operating in the market. The anime market analysis is provided for major regional markets including North America, Europe, Asia Pacific, Latin America and Middle East and Africa. For each region, the market size and volume for different segments have been covered under the scope of the report.

In 2018, North America dominated the regional market with a maximum market share

North America accounted for the high market share of the anime market and the region is also expected to maintain its dominance over the forecast period. The rapid consumption of anime in terms of volume, rising popularity of videos and TV shows and rising disposable income are the major driving factor for the region in the global market. Moreover, the increasing demand for animes in games and graphic purpose and increase in demand for high quality picture and videos are expected to enhance the market growth in the global anime market in future. Europe is expected to account for second largest in the global market during the forecast period. Growing availability of technically advanced and latest product varieties, growing disposable income of individuals, and rising popularity of videos and TV shows are expected to enhance the regional market growth in the global anime market during the forecast.

Asia Pacific is expected to hold the highest CAGR in the global market during the forecast period. The manufacturers are investing in developing countries to meet the demand for anime. Moreover, changing lifestyle of consumers, increase in expenditure on TV and films activities, rising popularity of social media, and growing GDP, and strong economic growth in countries, such as China, Korea, Thailand, Japan, and India, are expected to enhance the market growth in the global anime market during the forecast.

The players profiled in the report include Toei Animation Co., Ltd, Sunrise Inc., Bones Inc., Studio Ghibli, Inc., and Production I.G, Inc., Pierrot Co., Ltd., P.A.Works, Inc., Manglobe Inc., Madhouse Inc., and Kyoto Animation Co., Ltd. The companies are involved in mergers and acquisitions and new product development for expanding their market share and also for gaining competitive advantages over its competitors.

Market Segmentation

Market By Type

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

Market By Geography

North America

  • U.S.
  • Canada

Europe

  • U.K.
  • Germany
  • France
  • Spain
  • Rest of Europe

Asia-Pacific

  • China
  • Japan
  • India
  • Australia
  • South Korea
  • Rest of Asia-Pacific

Latin America

  • Brazil
  • Mexico
  • Rest of Latin America

Middle East & Africa

  • GCC
  • South Africa
  • Rest of Middle East & Africa

Frequently Asked Questions

What is anime?

Anime is gaining importance across the globe due to increase in production of films and various TV shows.

How much is the anime market worth?

According to Acumen Research and Consulting, the anime market is anticipated to be worth around US$ 33.6 billion in 2026.

What will be the growth rate of anime market during the forecast period 2019 to 2026?

The anime market is anticipated to grow over 8.1% CAGR during the forecast period 2019 to 2026.

Which region held the maximum share of the anime market?

North America held maximum share in 2018 for anime market.

Which region is projected to grow at a fastest rate during the forecast period?

Asia Pacific is projected to grow at a fast pace during forecast period in the anime market.

Which are the top key players operating in the anime market?

Toei Animation Co., Ltd, Sunrise Inc., Bones Inc., Studio Ghibli, Inc., and Production I.G, Inc., Pierrot Co., Ltd., P.A.Works, Inc., Manglobe Inc., Madhouse Inc., and Kyoto Animation Co., Ltd. are the top players operating in the anime market.

How much is the CAGR of merchandising segment?

The merchandising segment is expected to grow at a CAGR of around 8.8% during the forecast period 2019 to 2026.

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