Using 2022 as the base year, the report provides estimated market data for 2023 through 2028. Revenue forecasts for this period are segmented based on type, genre, and geography. The report covers all anime licensing, from merchandising to broadcasting and streaming platforms. This report also includes a concise history of the anime industry from its beginnings in the early 1900s to the present day. The revenue estimation covers all genres of revenue including science fiction, action and adventure, romance, historical drama, erotic, literary, information, humor, and sports. Revenue and strategies for acquiring and producing anime content are not discussed in this report.
The report also focuses on the significant drivers and challenges that affect the market and the vendor landscape. The report explains the current trends in the global anime market and concludes with detailed profiles of the major players.
Report Includes:
Detailed overview and an up-to-date analysis of the global anime market
Analyses of the global market trends for anime industry, with historical market revenue data (sales figures) for 2022, estimates for 2023, forecasts for 2024, and projections of compound annual growth rates (CAGRs) through 2028
Estimation of the actual market size and revenue forecast for global anime market, and corresponding market share analysis based on the type of digital streaming platform, genre (content), and geographic region
In-depth information (facts and figures) concerning the market growth drivers, opportunities and challenges, prospects, technologies, regulatory dynamics, and impact of macroeconomic variables on global anime market
An understanding of the ESG developments in anime (digital entertainment) industry, with emphasis on importance of ESG, consumer attitudes, risks and opportunity assessment, and ESG followed practices by production companies, distributors, streaming platforms, merchandisers, and other key stakeholders
A look at the major vendors in the global market for anime, and analyze the structure of this industry (e.g., company share analysis, concentration, M&A deals, and venture fundings etc.)
Identification of the major stakeholders and analysis of their company competitive landscape based on recent developments, key financials and segmental revenues, and operational integration
Detailed company profiles of the leading market players
Chapter 1 Introduction
Study Goals and Objectives
Reasons for Doing the Study
Scope of Report
Research Methodology
Geographic Breakdown
Chapter 2 Executive Summary
Market Outlook
Market Summary
Chapter 3 Market Overview
Overview
The History of Anime
1900–1920
1920s–1950s
1950s–1980s
1990s–Present
Market Dynamics
Market Drivers
Market Restraints
Market Opportunities
Emerging Technologies and Opportunities
Augmented Reality (AR) and Virtual Reality (VR)
Motion Capture
Artificial Intelligence (AI)
Crowdfunding
Chapter 4 Market Breakdown by Type and Genre
Global Anime Market, by Type
Television (TV)
Movie
Video
Internet Distribution
Merchandising
Music
Pachinko
Live Entertainment
Market Size and Forecast
Global Anime Market, by Genre
Action and Adventure
Sci-fi and Fantasy
Romance and Drama
Sports
Others
Market Size and Forecast
Chapter 5 Market Breakdown by Region
Overview
North America
Europe
Asia-Pacific
Rest of the World
Chapter 6 Sustainability in Anime Industry: An ESG Perspective
Key Environmental, Social, and Governance (ESG) Issues in the Anime Market