Global E-comics Market 2023 by Manufacturers, Regions, Type and Application, Forecast to 2029
According to our (Global Info Research) latest study, the global E-comics market size was valued at USD 7408.4 million in 2022 and is forecast to a readjusted size of USD 16340 million by 2029 with a CAGR of 12.0% during review period.
E-comics, short for electronic comics, are digital versions of comic books and graphic novels that can be read on electronic devices such as computers, tablets, smartphones, and e-readers. These digital comics are a modern evolution of traditional print-based comic books.
Market Drivers:
Digital Accessibility: The widespread availability of digital devices, such as smartphones, tablets, and e-readers, has made it easier for consumers to access and read e-comics, expanding the potential audience.
Convenience: E-comics offer readers the convenience of carrying an entire collection on a single device, eliminating the need for physical storage and allowing for on-the-go reading.
Cost Savings: E-comics are often priced lower than their print counterparts, making them an attractive option for budget-conscious readers.
Instant Delivery: Readers can instantly download e-comics from online stores, eliminating the need to wait for physical delivery, which is particularly appealing for readers who want immediate access to new releases.
Interactive Features: Some e-comics incorporate interactive elements, multimedia content, animations, and sound effects, enhancing the reading experience and attracting tech-savvy readers.
Market Restrictions:
Digital Piracy: E-comics are susceptible to digital piracy, which can lead to revenue loss for publishers and creators. Digital rights management (DRM) tools are used to mitigate this issue, but they can also inconvenience legitimate customers.
Device Compatibility: E-comics may be formatted for specific devices or platforms, limiting compatibility. This can be frustrating for readers who own devices that do not support a particular format.
Ownership vs. Licensing: Some e-comics are sold as licenses rather than owned outright. This means that readers may not have full control over their digital comic collections, as access can be revoked by the content provider.
Digital Comics Preservation: Ensuring the long-term preservation and accessibility of e-comics can be a challenge, as formats and technologies evolve over time.
The Global Info Research report includes an overview of the development of the E-comics industry chain, the market status of Children (Superhero Comics, Detective Comics), Adults (Superhero Comics, Detective Comics), and key enterprises in developed and developing market, and analysed the cutting-edge technology, patent, hot applications and market trends of E-comics.
Regionally, the report analyzes the E-comics markets in key regions. North America and Europe are experiencing steady growth, driven by government initiatives and increasing consumer awareness. Asia-Pacific, particularly China, leads the global E-comics market, with robust domestic demand, supportive policies, and a strong manufacturing base.
Key Features:
The report presents comprehensive understanding of the E-comics market. It provides a holistic view of the industry, as well as detailed insights into individual components and stakeholders. The report analysis market dynamics, trends, challenges, and opportunities within the E-comics industry.
The report involves analyzing the market at a macro level:
Market Sizing and Segmentation: Report collect data on the overall market size, including the sales quantity (K Units), revenue generated, and market share of different by Type (e.g., Superhero Comics, Detective Comics).
Industry Analysis: Report analyse the broader industry trends, such as government policies and regulations, technological advancements, consumer preferences, and market dynamics. This analysis helps in understanding the key drivers and challenges influencing the E-comics market.
Regional Analysis: The report involves examining the E-comics market at a regional or national level. Report analyses regional factors such as government incentives, infrastructure development, economic conditions, and consumer behaviour to identify variations and opportunities within different markets.
Market Projections: Report covers the gathered data and analysis to make future projections and forecasts for the E-comics market. This may include estimating market growth rates, predicting market demand, and identifying emerging trends.
The report also involves a more granular approach to E-comics:
Company Analysis: Report covers individual E-comics manufacturers, suppliers, and other relevant industry players. This analysis includes studying their financial performance, market positioning, product portfolios, partnerships, and strategies.
Consumer Analysis: Report covers data on consumer behaviour, preferences, and attitudes towards E-comics This may involve surveys, interviews, and analysis of consumer reviews and feedback from different by Application (Children, Adults).
Technology Analysis: Report covers specific technologies relevant to E-comics. It assesses the current state, advancements, and potential future developments in E-comics areas.
Competitive Landscape: By analyzing individual companies, suppliers, and consumers, the report present insights into the competitive landscape of the E-comics market. This analysis helps understand market share, competitive advantages, and potential areas for differentiation among industry players.
Market Validation: The report involves validating findings and projections through primary research, such as surveys, interviews, and focus groups.
Market Segmentation
E-comics market is split by Type and by Application. For the period 2018-2029, the growth among segments provides accurate calculations and forecasts for consumption value by Type, and by Application in terms of volume and value.
Market segment by Type
Superhero Comics
Detective Comics
Sci-Fi and Fantasy
Dramas and Memoirs
Kids’ Comics
Market segment by Application
Children
Adults
Major players covered
Naver Corporation
Kakao Page
Shueisha
The Walt Disney Company
Shogakukan
Kodansha
Warner Bros
Kadokawa Future Publishing
Lezhin Entertainment
Tappytoon (Contents First)
Cinebook
Image Comics
Hakusensha
Akita Shoten
Futabasha
BAMBOO
Casterman
IDW Publishing
Boom! Studios
Dargaud
Delcourt
Dupuis
BAO Publishing
Glenat
Humanoids
L'Association
Le Lombard
Soleil
Market segment by region, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, United Kingdom, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, Korea, India, Southeast Asia, and Australia)
South America (Brazil, Argentina, Colombia, and Rest of South America)
Middle East & Africa (Saudi Arabia, UAE, Egypt, South Africa, and Rest of Middle East & Africa)
The content of the study subjects, includes a total of 15 chapters:
Chapter 1, to describe E-comics product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top manufacturers of E-comics, with price, sales, revenue and global market share of E-comics from 2018 to 2023.
Chapter 3, the E-comics competitive situation, sales quantity, revenue and global market share of top manufacturers are analyzed emphatically by landscape contrast.
Chapter 4, the E-comics breakdown data are shown at the regional level, to show the sales quantity, consumption value and growth by regions, from 2018 to 2029.
Chapter 5 and 6, to segment the sales by Type and application, with sales market share and growth rate by type, application, from 2018 to 2029.
Chapter 7, 8, 9, 10 and 11, to break the sales data at the country level, with sales quantity, consumption value and market share for key countries in the world, from 2017 to 2022.and E-comics market forecast, by regions, type and application, with sales and revenue, from 2024 to 2029.
Chapter 12, market dynamics, drivers, restraints, trends and Porters Five Forces analysis.
Chapter 13, the key raw materials and key suppliers, and industry chain of E-comics.
Chapter 14 and 15, to describe E-comics sales channel, distributors, customers, research findings and conclusion.