Anime Market by Genre (Josei, Kodomomuke, Mecha), Format (Merchandising, Movies, Music), Distribution Platform - Global Forecast 2024-2030

Anime Market by Genre (Josei, Kodomomuke, Mecha), Format (Merchandising, Movies, Music), Distribution Platform - Global Forecast 2024-2030


The Anime Market size was estimated at USD 41.29 billion in 2023 and expected to reach USD 45.36 billion in 2024, at a CAGR 10.17% to reach USD 81.36 billion by 2030.

The anime consists of Japanese animated productions featuring unique visual styles, character designs, narratives, and cultural expressions. It encompasses various genres, such as action, romance, fantasy, science fiction, horror, comedy, and drama. The primary consumers include children, teenagers, young adults, and devoted fans known as otaku who are passionate about collecting related merchandise. Growing demand for merchandise due to fan enthusiasm and increased artistic recognition is driving market growth. Forging partnerships with localized voice actors and celebrity endorsements for promotional campaigns is expected to create opportunities for the market. The rising preference for digital media with the increasing popularity of anime games is elevating the demand for anime. High production costs, particularly for hand-drawn animation and piracy concerns, impede the growth of the market. Technological advancements in animation techniques, such as computer-generated imagery that enables more visually appealing content, are expected to create opportunities for market growth.

Regional Insights

In the Americas, particularly in the United States and Canada, anime has seen substantial growth due to popular streaming platforms such as Netflix and Crunchyroll. Additionally, collaboration with Hollywood production studios creates a synergy between traditional entertainment and anime offerings, expanding the demand for merchandise and driving market growth. Anime is well-received in EU countries such as France and Germany. In recent years, there has been an increase in localizing content to cater to regional language preferences. French companies are playing a crucial role in providing localized streaming services for European viewers. Moreover, events, including the Japan Expo, further drive interest in Japanese pop culture within Europe, thereby creating a platform for market growth. Increasing internet penetration and rising youth populations propel anime's popularity in the Middle East and Africa. As the birthplace of anime, Japan remains a significant player in both innovation and consumption. The Japanese government has backed various initiatives to promote its cultural exports, such as the Cool Japan Fund. Furthermore, technological advancements such as 4DX and virtual reality (VR) have been integrated into anime movies and exhibitions to offer immersive experiences for fans. Further, the growing internet penetration with increased exposure to international content is expected to create opportunities for market growth in Asia-Pacific.

Market Insights

Market Dynamics

The market dynamics represent an ever-changing landscape of the Anime Market by providing actionable insights into factors, including supply and demand levels. Accounting for these factors helps design strategies, make investments, and formulate developments to capitalize on future opportunities. In addition, these factors assist in avoiding potential pitfalls related to political, geographical, technical, social, and economic conditions, highlighting consumer behaviors and influencing manufacturing costs and purchasing decisions.

Market Drivers
  • Surging preference for digital media with increasing content consumption on OTT platforms
  • Adoption of virtual reality technologies in the making of anime content
  • Availability of a large number of animation studios globally
Market Restraints
  • Dearth of skilled and experienced animators
Market Opportunities
  • Increased focus on integrating artificial intelligence and virtual reality in anime
  • Emerging deployment of 3-dimension creations and the Internet of Things (IoT)
Market Challenges
  • Piracy concerns and unauthorized streaming of anime
Market Segmentation Analysis
  • Genre: Growing preference for shonen with rising inclination towards action-packed adventures
  • Format: Potential for series & episodes across streaming platforms
  • Distribution Platform: Emerging trend of online platforms due to instant access to a wide variety of content
Market Disruption Analysis
  • Porter’s Five Forces Analysis
  • Value Chain & Critical Path Analysis
  • Pricing Analysis
  • Technology Analysis
  • Patent Analysis
  • Trade Analysis
  • Regulatory Framework Analysis
FPNV Positioning Matrix

The FPNV positioning matrix is essential in evaluating the market positioning of the vendors in the Anime Market. This matrix offers a comprehensive assessment of vendors, examining critical metrics related to business strategy and product satisfaction. This in-depth assessment empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success, namely Forefront (F), Pathfinder (P), Niche (N), or Vital (V).

Market Share Analysis

The market share analysis is a comprehensive tool that provides an insightful and in-depth assessment of the current state of vendors in the Anime Market. By meticulously comparing and analyzing vendor contributions, companies are offered a greater understanding of their performance and the challenges they face when competing for market share. These contributions include overall revenue, customer base, and other vital metrics. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With these illustrative details, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.

Recent Developments

Studio Ghibli to be acquired by Nippon TV

Studio Ghibli, in an effort to secure its future, Studio Ghibli has become a unit of Nippon Television Holdings. Nippon Television now holds 42% of voting rights over the studio and has made a commitment to respecting its autonomy while protecting its craftsmanship and brand value.

Suicide Squad: Isekai Anime Series Announced by Warner Bros. Japan and WIT Studio

Warner Bros. Japan and WIT Studio have announced a new anime series called Suicide Squad Isekai, based on the popular franchise Suicide Squad. The series is set in a violent fantasy world, creating an intriguing backdrop for the story.

JETRO Launches Series of Indie Anime Studio Kickstarter Campaigns

JETRO is collaborating with Kickstarter to support crowdfunding campaigns of five Japanese indie anime studios. By participating, supporters gain access to exclusive rewards. The featured projects include Future Kid Takara by STUDIO4°C, Heike Monogatari Emaki by Ekura Animal, SAMURAI PIRATES by Picona Inc., Hana, The Last Diviner by Public Arts, and The Top Loft by GoRILLA Animation Studio.

Strategy Analysis & Recommendation

The strategic analysis is essential for organizations seeking a solid foothold in the global marketplace. Companies are better positioned to make informed decisions that align with their long-term aspirations by thoroughly evaluating their current standing in the Anime Market. This critical assessment involves a thorough analysis of the organization’s resources, capabilities, and overall performance to identify its core strengths and areas for improvement.

Key Company Profiles

The report delves into recent significant developments in the Anime Market, highlighting leading vendors and their innovative profiles. These include A-1 Pictures, Inc., Ajia-do Animation Works Inc., Arvo Animation Inc., Bandai Namco Filmworks Inc., Bones Studio, Brain's Base Co., Ltd., Discotek Media, GAINAX Co.,Ltd., IG Port, J.C.Staff Co., Ltd.,, Kinema Citrus Co., Ltd., Kyoto Animation Co., Ltd., MADHOUSE Inc., MAPPA Co., Ltd., Media Blasters, Nippon Animation Co., Ltd., P.A. Works, Inc., Pierrot Co., Ltd., Production I.G, Inc., SHAFT Animation Studio, Sony Pictures Entertainment, Studio Dean Co., Ltd., Studio Ghibli, Inc., TOEI Animation Co., Ltd., Trigger Inc., Ufotable, Inc., White Fox Co., Ltd., and Wit Studio Co., Ltd..

Market Segmentation & Coverage

This research report categorizes the Anime Market to forecast the revenues and analyze trends in each of the following sub-markets:
  • Genre
  • Josei
  • Kodomomuke
  • Mecha
  • Seinen
  • Shojo
  • Shonen
  • Slice of Life
  • Format
  • Merchandising
  • Movies
  • Music
  • Original Video Animations
  • Series & Episodes
  • Distribution Platform
  • Online
  • Physical Copies/DVDs
  • Region
  • Americas
  • Argentina
  • Bolivia
  • Brazil
  • Canada
  • Chile
  • Colombia
  • Costa Rica
  • Dominican Republic
  • El Salvador
  • Guatemala
  • Mexico
  • Panama
  • Paraguay
  • Peru
  • United States
  • California
  • Florida
  • Illinois
  • New York
  • Ohio
  • Pennsylvania
  • Texas
  • Uruguay
  • Venezuela
  • Asia-Pacific
  • Australia
  • China
  • India
  • Indonesia
  • Japan
  • Malaysia
  • Philippines
  • Singapore
  • South Korea
  • Taiwan
  • Thailand
  • Vietnam
  • Europe, Middle East & Africa
  • Denmark
  • Ecuador
  • Egypt
  • Finland
  • France
  • Germany
  • Israel
  • Italy
  • Netherlands
  • Nigeria
  • Norway
  • Poland
  • Qatar
  • Russia
  • Saudi Arabia
  • South Africa
  • Spain
  • Sweden
  • Switzerland
  • Turkey
  • United Arab Emirates
  • United Kingdom


Please Note: PDF & Excel + Online Access - 1 Year


1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Stakeholders
2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update
3. Executive Summary
4. Market Overview
5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Surging preference for digital media with increasing content consumption on OTT platforms
5.1.1.2. Adoption of virtual reality technologies in the making of anime content
5.1.1.3. Availability of a large number of animation studios globally
5.1.2. Restraints
5.1.2.1. Dearth of skilled and experienced animators
5.1.3. Opportunities
5.1.3.1. Increased focus on integrating artificial intelligence and virtual reality in anime
5.1.3.2. Emerging deployment of 3-dimension creations and the Internet of Things (IoT)
5.1.4. Challenges
5.1.4.1. Piracy concerns and unauthorized streaming of anime
5.2. Market Segmentation Analysis
5.2.1. Genre: Growing preference for shonen with rising inclination towards action-packed adventures
5.2.2. Format: Potential for series & episodes across streaming platforms
5.2.3. Distribution Platform: Emerging trend of online platforms due to instant access to a wide variety of content
5.3. Market Disruption Analysis
5.4. Porter’s Five Forces Analysis
5.4.1. Threat of New Entrants
5.4.2. Threat of Substitutes
5.4.3. Bargaining Power of Customers
5.4.4. Bargaining Power of Suppliers
5.4.5. Industry Rivalry
5.5. Value Chain & Critical Path Analysis
5.6. Pricing Analysis
5.7. Technology Analysis
5.8. Patent Analysis
5.9. Trade Analysis
5.10. Regulatory Framework Analysis
6. Anime Market, by Genre
6.1. Introduction
6.2. Josei
6.3. Kodomomuke
6.4. Mecha
6.5. Seinen
6.6. Shojo
6.7. Shonen
6.8. Slice of Life
7. Anime Market, by Format
7.1. Introduction
7.2. Merchandising
7.3. Movies
7.4. Music
7.5. Original Video Animations
7.6. Series & Episodes
8. Anime Market, by Distribution Platform
8.1. Introduction
8.2. Online
8.3. Physical Copies/DVDs
9. Americas Anime Market
9.1. Introduction
9.2. Argentina
9.3. Bolivia
9.4. Brazil
9.5. Canada
9.6. Chile
9.7. Colombia
9.8. Costa Rica
9.9. Dominican Republic
9.10. El Salvador
9.11. Guatemala
9.12. Mexico
9.13. Panama
9.14. Paraguay
9.15. Peru
9.16. United States
9.17. Uruguay
9.18. Venezuela
10. Asia-Pacific Anime Market
10.1. Introduction
10.2. Australia
10.3. China
10.4. India
10.5. Indonesia
10.6. Japan
10.7. Malaysia
10.8. Philippines
10.9. Singapore
10.10. South Korea
10.11. Taiwan
10.12. Thailand
10.13. Vietnam
11. Europe, Middle East & Africa Anime Market
11.1. Introduction
11.2. Denmark
11.3. Ecuador
11.4. Egypt
11.5. Finland
11.6. France
11.7. Germany
11.8. Israel
11.9. Italy
11.10. Netherlands
11.11. Nigeria
11.12. Norway
11.13. Poland
11.14. Qatar
11.15. Russia
11.16. Saudi Arabia
11.17. South Africa
11.18. Spain
11.19. Sweden
11.20. Switzerland
11.21. Turkey
11.22. United Arab Emirates
11.23. United Kingdom
12. Competitive Landscape
12.1. Market Share Analysis, 2023
12.2. FPNV Positioning Matrix, 2023
12.3. Competitive Scenario Analysis
12.3.1. Studio Ghibli to be acquired by Nippon TV
12.3.2. Suicide Squad: Isekai Anime Series Announced by Warner Bros. Japan and WIT Studio
12.3.3. JETRO Launches Series of Indie Anime Studio Kickstarter Campaigns
12.4. Strategy Analysis & Recommendation
13. Competitive Portfolio
13.1. Key Company Profiles
13.2. Key Product Portfolio

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