Anime Merchandising Market - Global Anime Merchandising Industry Analysis, Size, Share, Growth, Trends, Regional Outlook, and Forecast 2023-2030 - (By Type Coverage, By Genre Coverage, By Geographic Coverage and Leading Companies)

Anime Merchandising Market - Global Anime Merchandising Industry Analysis, Size, Share, Growth, Trends, Regional Outlook, and Forecast 2023-2030 - (By Type Coverage, By Genre Coverage, By Geographic Coverage and Leading Companies)


Global Anime Merchandising Market: A Dynamic Industry Set to Thrive

Global anime merchandising market projected to soar at a significant pace, with a robust 8.10% CAGR during the assessment period from 2023 to 2030.

Anticipated market valuation to reach approximately US$44.67 billion by the end of 2030.

The global anime merchandising market is on a trajectory of remarkable growth, with projections indicating a robust Compound Annual Growth Rate (CAGR) of 8.10% during the forecast period from 2023 to 2030. This burgeoning market, with an expected valuation of around US$44.67 billion by 2030, is being propelled by the escalating popularity and global distribution of Japanese anime content.

Driving the Market: A Worldwide Love for Anime

The unprecedented growth in the global anime merchandising market is intrinsically linked to the soaring popularity of Japanese anime worldwide. This meteoric rise is underpinned by substantial revenues generated from the worldwide sales of anime content and associated merchandise. The market's upward trajectory is poised to be significantly influenced by the mounting preference for online distribution and mobile gaming, particularly boosting overseas sales in Japan.

Key players, including animators, artists, publishers, developers, and creative entities, collectively play a pivotal role in enhancing the market's value proposition. Anime streaming platforms and online retailers, with their global reach, allow fans from diverse regions to engage with anime content and effortlessly purchase related merchandise.

The Internet as a Catalyst for Growth

The internet has played a monumental role in fostering fan engagement through online communities, enhancing the sense of belonging, and driving the insatiable demand for anime merchandise. As internet penetration continues to surge, the anime merchandising market is poised for sustained growth, buoyed by the escalating global reach and popularity of anime.

Key Report Findings: Unveiling Market Potential
• The market for anime merchandising is poised to demonstrate robust revenue growth throughout the forecast period, spanning from 2023 to 2030.
• The action and adventure genre dominates the anime merchandising market share due to its widespread popularity and engaging content.
• The merchandising type claims the largest market share in the anime merchandising realm due to its versatile appeal and diverse range of products.
• Asia Pacific is set to maintain its leadership position, with North America's anime merchandising market experiencing the strongest growth until 2030.

Key Drivers of Market Growth: A Deeper Dive

Growing Anime Popularity: The surging global popularity of anime is a formidable driver for the anime merchandising market. With a broader global audience, the fan base for various anime series and characters is expanding rapidly. Fans enthusiastically express their passion for anime by collecting merchandise related to their favorite shows, such as action figures, posters, clothing, and accessories.

Rampant Expansion of Digital Platforms: Anime has transcended from being a niche interest to a mainstream cultural phenomenon, permeating various aspects of pop culture, including fashion, gaming, and entertainment. Anime's integration into mainstream pop culture opens up opportunities for merchandise collaborations with other industries, further propelling market growth.

Growing Internet Penetration and Increasing Demand: The rising internet penetration is a significant driver for the anime merchandising market as it broadens the global audience reach and accessibility of anime content. As more regions and countries access high-speed internet, anime streaming platforms become widely available, allowing fans worldwide to watch their favorite anime series and movies conveniently.

Challenges on the Horizon

Lower Budget and Skilled Animator Shortage: The anime industry's lower budget constraints and the shortage of skilled animators present significant challenges to the anime merchandising market. Animation is a labor-intensive process requiring skilled animators, and budget constraints can lead to less appealing anime content, reducing merchandise demand.

Overview of Key Segments: The Dominant Players

Merchandising Type Category Captures the Largest Market Share: The merchandising type category reigns supreme in the anime merchandising market due to its versatility and extensive product range. It includes action figures, clothing, accessories, posters, and collectibles, appealing to diverse anime fan segments.

Action and Adventure Segment Maintains the Lead: The action and adventure genre continue to dominate the anime merchandising market, securing the largest market share due to its broad appeal, iconic characters, and imaginative settings.

Growth Opportunities Across Regions: Asia Pacific and North America

Asia Pacific Jumps on the Bandwagon: Asia Pacific reigns as the largest market for anime merchandising, supported by its deep-rooted anime culture, major anime industry players, and reputation as a trusted source of authentic merchandise.

North America Presents a Hub of Opportunities: North America emerges as the fastest-growing region in the anime merchandising market, driven by the surging popularity of anime among North American audiences, the rise of anime conventions, and the integration of anime merchandise into mainstream pop culture.

Anime Merchandising Market: Competitive Landscape

The global anime merchandising market boasts a competitive landscape, with industry leaders such as Pierrot Co. Ltd., Production I.G Inc., Studio Ghibli Inc., Sunrise Inc. (Bandai Namco Filmworks), Toei Animation Co. Ltd., Bones Inc., Kyoto Animation Co. Ltd., MADHOUSE Inc., Crunchyroll (Sony Pictures Entertainment Inc.), Progressive Animation Works Co. Ltd. (PA Works), Good Smile Company Inc., Discotek Media, Sentai Holdings LLC (AMC Networks), VIZ Media LLC, Ufotable Co. Ltd., and Atomic Flare.

Please note: The PDF e-mail from publisher version of this report is for a global site license. Delivery Timelines - 5 working days.


1. Executive Summary
1.1. Global Anime Merchandising Market Snapshot
1.2. Future Projections
1.3. Key Market Trends
1.4. Regional Snapshot, by Value, 2022
1.5. Analyst Recommendations
2. Market Overview
2.1. Market Definitions and Segmentations
2.2. Market Dynamics
2.2.1. Drivers
2.2.2. Restraints
2.2.3. Market Opportunities
2.3. Value Chain Analysis
2.4. Porter’s Five Forces Analysis
2.5. Covid-19 Impact Analysis
2.5.1. Supply
2.5.2. Demand
2.6. Impact of Ukraine-Russia Conflict
2.7. Economic Overview
2.7.1. World Economic Projections
2.8. PESTLE Analysis
3. Global Anime Merchandising Market Outlook, 2018 - 2030
3.1. Global Anime Merchandising Market Outlook, by Type, Value (US$ Bn), 2018 - 2030
3.1.1. Key Highlights
3.1.1.1. T.V.
3.1.1.2. Movie
3.1.1.3. Video
3.1.1.4. Internet Distribution
3.1.1.5. Merchandising
3.1.1.6. Music
3.1.1.7. Pachinko
3.1.1.8. Live Entertainment
3.2. Global Anime Merchandising Market Outlook, by Genre, Value (US$ Bn), 2018 - 2030
3.2.1. Key Highlights
3.2.1.1. Action & Adventure
3.2.1.2. SciFi & Fantasy
3.2.1.3. Romance & Drama
3.2.1.4. Sports
3.3. Global Anime Merchandising Market Outlook, by Region, Value (US$ Bn), 2018 - 2030
3.3.1. Key Highlights
3.3.1.1. North America
3.3.1.2. Europe
3.3.1.3. Asia Pacific
3.3.1.4. Latin America
3.3.1.5. Middle East & Africa
4. North America Anime Merchandising Market Outlook, 2018 - 2030
4.1. North America Anime Merchandising Market Outlook, by Type, Value (US$ Bn), 2018 - 2030
4.1.1. Key Highlights
4.1.1.1. T.V.
4.1.1.2. Movie
4.1.1.3. Video
4.1.1.4. Internet Distribution
4.1.1.5. Merchandising
4.1.1.6. Music
4.1.1.7. Pachinko
4.1.1.8. Live Entertainment
4.2. North America Anime Merchandising Market Outlook, by Genre, Value (US$ Bn), 2018 - 2030
4.2.1. Key Highlights
4.2.1.1. Action & Adventure
4.2.1.2. SciFi & Fantasy
4.2.1.3. Romance & Drama
4.2.1.4. Sports
4.2.2. Market Attractiveness Analysis
4.3. North America Anime Merchandising Market Outlook, by Country, Value (US$ Bn), 2018 - 2030
4.3.1. Key Highlights
4.3.1.1. U.S. Anime Merchandising Market by Type, Value (US$ Bn), 2018 - 2030
4.3.1.2. U.S. Anime Merchandising Market by Genre, Value (US$ Bn), 2018 - 2030
4.3.1.3. Canada Anime Merchandising Market by Type, Value (US$ Bn), 2018 - 2030
4.3.1.4. Canada Anime Merchandising Market by Genre, Value (US$ Bn), 2018 - 2030
4.3.2. BPS Analysis/Market Attractiveness Analysis
5. Europe Anime Merchandising Market Outlook, 2018 - 2030
5.1. Europe Anime Merchandising Market Outlook, by Type, Value (US$ Bn), 2018 - 2030
5.1.1. Key Highlights
5.1.1.1. T.V.
5.1.1.2. Movie
5.1.1.3. Video
5.1.1.4. Internet Distribution
5.1.1.5. Merchandising
5.1.1.6. Music
5.1.1.7. Pachinko
5.1.1.8. Live Entertainment
5.2. Europe Anime Merchandising Market Outlook, by Genre, Value (US$ Bn), 2018 - 2030
5.2.1. Key Highlights
5.2.1.1. Action & Adventure
5.2.1.2. SciFi & Fantasy
5.2.1.3. Romance & Drama
5.2.1.4. Sports
5.2.2. BPS Analysis/Market Attractiveness Analysis
5.3. Europe Anime Merchandising Market Outlook, by Country, Value (US$ Bn), 2018 - 2030
5.3.1. Key Highlights
5.3.1.1. Germany Anime Merchandising Market by Type, Value (US$ Bn), 2018 - 2030
5.3.1.2. Germany Anime Merchandising Market by Genre, Value (US$ Bn), 2018 - 2030
5.3.1.3. U.K. Anime Merchandising Market by Type, Value (US$ Bn), 2018 - 2030
5.3.1.4. U.K. Anime Merchandising Market by Genre, Value (US$ Bn), 2018 - 2030
5.3.1.5. France Anime Merchandising Market By Type, Value (US$ Bn), 2018 - 2030
5.3.1.6. France Anime Merchandising Market By Genre, Value (US$ Bn), 2018 - 2030
5.3.1.7. Italy Anime Merchandising Market By Type, Value (US$ Bn), 2018 - 2030
5.3.1.8. Italy Anime Merchandising Market By Genre, Value (US$ Bn), 2018 - 2030
5.3.1.9. Russia Anime Merchandising Market By Type, Value (US$ Bn), 2018 - 2030
5.3.1.10. Russia Anime Merchandising Market By Genre, Value (US$ Bn), 2018 - 2030
5.3.1.11. Rest Of Europe Anime Merchandising Market By Type, Value (US$ Bn), 2018 - 2030
5.3.1.12. Rest Of Europe Anime Merchandising Market By Genre, Value (US$ Bn), 2018 - 2030
5.3.2. BPS Analysis/Market Attractiveness Analysis
6. Asia Pacific Anime Merchandising Market Outlook, 2018 - 2030
6.1. Asia Pacific Anime Merchandising Market Outlook, by Type, Value (US$ Bn), 2018 - 2030
6.1.1. Key Highlights
6.1.1.1. T.V.
6.1.1.2. Movie
6.1.1.3. Video
6.1.1.4. Internet Distribution
6.1.1.5. Merchandising
6.1.1.6. Music
6.1.1.7. Pachinko
6.1.1.8. Live Entertainment
6.2. Asia Pacific Anime Merchandising Market Outlook, by Genre, Value (US$ Bn), 2018 - 2030
6.2.1. Key Highlights
6.2.1.1. Action & Adventure
6.2.1.2. SciFi & Fantasy
6.2.1.3. Romance & Drama
6.2.1.4. Sports
6.2.2. BPS Analysis/Market Attractiveness Analysis
6.3. Asia Pacific Anime Merchandising Market Outlook, by Country, Value (US$ Bn), 2018 - 2030
6.3.1. Key Highlights
6.3.1.1. China Anime Merchandising Market by Type, Value (US$ Bn), 2018 - 2030
6.3.1.2. China Anime Merchandising Market by Genre, Value (US$ Bn), 2018 - 2030
6.3.1.3. Japan Anime Merchandising Market by Type, Value (US$ Bn), 2018 - 2030
6.3.1.4. Japan Anime Merchandising Market by Genre, Value (US$ Bn), 2018 - 2030
6.3.1.5. South Korea Anime Merchandising Market by Type, Value (US$ Bn), 2018 - 2030
6.3.1.6. South Korea Anime Merchandising Market by Genre, Value (US$ Bn), 2018 - 2030
6.3.1.7. India Anime Merchandising Market by Type, Value (US$ Bn), 2018 - 2030
6.3.1.8. India Anime Merchandising Market by Genre, Value (US$ Bn), 2018 - 2030
6.3.1.9. Southeast Asia Anime Merchandising Market by Type, Value (US$ Bn), 2018 - 2030
6.3.1.10. Southeast Asia Anime Merchandising Market by Genre, Value (US$ Bn), 2018 - 2030
6.3.1.11. Rest of Asia Pacific Anime Merchandising Market by Type, Value (US$ Bn), 2018 - 2030
6.3.1.12. Rest of Asia Pacific Anime Merchandising Market by Genre, Value (US$ Bn), 2018 - 2030
6.3.2. BPS Analysis/Market Attractiveness Analysis
7. Latin America Anime Merchandising Market Outlook, 2018 - 2030
7.1. Latin America Anime Merchandising Market Outlook, by Type, Value (US$ Bn), 2018 - 2030
7.1.1. Key Highlights
7.1.1.1. T.V.
7.1.1.2. Movie
7.1.1.3. Video
7.1.1.4. Internet Distribution
7.1.1.5. Merchandising
7.1.1.6. Music
7.1.1.7. Pachinko
7.1.1.8. Live Entertainment
7.2. Latin America Anime Merchandising Market Outlook, by Genre, Value (US$ Bn), 2018 - 2030
7.1.2. Key Highlights
7.2.1.1. Action & Adventure
7.2.1.2. SciFi & Fantasy
7.2.1.3. Romance & Drama
7.2.1.4. Sports
7.2.2. BPS Analysis/Market Attractiveness Analysis
7.3. Latin America Anime Merchandising Market Outlook, by Country, Value (US$ Bn), 2018 - 2030
7.3.1. Key Highlights
7.3.1.1. Brazil Anime Merchandising Market by Type, Value (US$ Bn), 2018 - 2030
7.3.1.2. Brazil Anime Merchandising Market by Genre, Value (US$ Bn), 2018 - 2030
7.3.1.3. Mexico Anime Merchandising Market by Type, Value (US$ Bn), 2018 - 2030
7.3.1.4. Mexico Anime Merchandising Market by Genre, Value (US$ Bn), 2018 - 2030
7.3.1.5. Rest of Latin America Anime Merchandising Market by Type, Value (US$ Bn), 2018 - 2030
7.3.1.6. Rest of Latin America Anime Merchandising Market by Genre, Value (US$ Bn), 2018 - 2030
7.3.2. BPS Analysis/Market Attractiveness Analysis
8. Middle East & Africa Anime Merchandising Market Outlook, 2018 - 2030
8.1. Middle East & Africa Anime Merchandising Market Outlook, by Type, Value (US$ Bn), 2018 - 2030
8.1.1. Key Highlights
8.1.1.1. T.V.
8.1.1.2. Movie
8.1.1.3. Video
8.1.1.4. Internet Distribution
8.1.1.5. Merchandising
8.1.1.6. Music
8.1.1.7. Pachinko
8.1.1.8. Live Entertainment
8.2. Middle East & Africa Anime Merchandising Market Outlook, by Genre, Value (US$ Bn), 2018 - 2030
8.2.1. Key Highlights
8.2.1.1. Action & Adventure
8.2.1.2. SciFi & Fantasy
8.2.1.3. Romance & Drama
8.2.1.4. Sports
8.2.2. BPS Analysis/Market Attractiveness Analysis
8.3. Middle East & Africa Anime Merchandising Market Outlook, by Country, Value (US$ Bn), 2018 - 2030
8.3.1. Key Highlights
8.3.1.1. GCC Anime Merchandising Market by Type, Value (US$ Bn), 2018 - 2030
8.3.1.2. GCC Anime Merchandising Market by Genre, Value (US$ Bn), 2018 - 2030
8.3.1.3. South Africa Anime Merchandising Market by Type, Value (US$ Bn), 2018 - 2030
8.3.1.4. South Africa Anime Merchandising Market by Genre, Value (US$ Bn), 2018 - 2030
8.3.1.5. Rest of Middle East & Africa Anime Merchandising Market by Type, Value (US$ Bn), 2018 - 2030
8.3.1.6. Rest of Middle East & Africa Anime Merchandising Market by Genre, Value (US$ Bn), 2018 - 2030
8.3.2. BPS Analysis/Market Attractiveness Analysis
9. Competitive Landscape
9.1. Company Market Share Analysis, 2022
9.2. Competitive Dashboard
9.3. Company Profiles
9.3.1. Pierrot Co. Ltd.
9.3.1.1. Company Overview
9.3.1.2. Product Portfolio
9.3.1.3. Financial Overview
9.3.1.4. Business Strategies and Development
9.3.2. Production I.G Inc.
9.3.2.1. Company Overview
9.3.2.2. Product Portfolio
9.3.2.3. Financial Overview
9.3.2.4. Business Strategies and Development
9.3.3. Studio Ghibli Inc.
9.3.3.1. Company Overview
9.3.3.2. Product Portfolio
9.3.3.3. Financial Overview
9.3.3.4. Business Strategies and Development
9.3.4. Sunrise Inc. (Bandai Namco Filmworks)
9.3.4.1. Company Overview
9.3.4.2. Product Portfolio
9.3.4.3. Financial Overview
9.3.4.4. Business Strategies and Development
9.3.5. Toei Animation Co. Ltd.
9.3.5.1. Company Overview
9.3.5.2. Product Portfolio
9.3.5.3. Financial Overview
9.3.5.4. Business Strategies and Development
9.3.6. Bones Inc.
9.3.6.1. Company Overview
9.3.6.2. Product Portfolio
9.3.6.3. Financial Overview
9.3.6.4. Business Strategies and Development
9.3.7. Kyoto Animation Co. Ltd.
9.3.7.1. Company Overview
9.3.7.2. Product Portfolio
9.3.7.3. Financial Overview
9.3.7.4. Business Strategies and Development
9.3.8. MADHOUSE Inc.
9.3.8.1. Company Overview
9.3.8.2. Product Portfolio
9.3.8.3. Business Strategies and Development
9.3.9. Crunchyroll (Sony Pictures Entertainment Inc.)
9.3.9.1. Company Overview
9.3.9.2. Product Portfolio
9.3.9.3. Financial Overview
9.3.9.4. Business Strategies and Development
9.3.10. Progressive Animation Works Co. Ltd. (PA Works)
9.3.10.1. Company Overview
9.3.10.2. Product Portfolio
9.3.10.3. Financial Overview
9.3.10.4. Business Strategies and Development
9.3.11. Good Smile Company Inc.
9.3.11.1. Company Overview
9.3.11.2. Product Portfolio
9.3.11.3. Business Strategies and Development
9.3.12. Discotek Media
9.3.12.1. Company Overview
9.3.12.2. Product Portfolio
9.3.12.3. Financial Overview
9.3.12.4. Business Strategies and Development
9.3.13. Sentai Holdings
9.3.13.1. Company Overview
9.3.13.2. Product Portfolio
9.3.13.3. Financial Overview
9.3.13.4. Business Strategies and Development
9.3.14. VIZ Media LLC
9.3.14.1. Company Overview
9.3.14.2. Product Portfolio
9.3.14.3. Financial Overview
9.3.14.4. Business Strategies and Development
9.3.15. Ufotable Co.
9.3.15.1. Company Overview
9.3.15.2. Product Portfolio
9.3.15.3. Financial Overview
9.3.15.4. Business Strategies and Development
9.3.16. Atomic Flare
9.3.16.1. Company Overview
9.3.16.2. Product Portfolio
9.3.16.3. Financial Overview
9.3.16.4. Business Strategies and Development
10. Appendix
10.1. Research Methodology
10.2. Report Assumptions
10.3. Acronyms and Abbreviations

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