Anime Market Size, Share & Trends Analysis Report By Type (T.V., Movie, Video, Internet Distribution, Merchandising, Music), By Region (North America, Europe), And Segment Forecasts, 2023 - 2030

Anime Market Size, Share & Trends Analysis Report By Type (T.V., Movie, Video, Internet Distribution, Merchandising, Music), By Region (North America, Europe), And Segment Forecasts, 2023 - 2030


Anime Market Growth & Trends


The global anime market size is expected to reach USD 60.06 billion by 2030 and is expected to expand at 9.8% CAGR from 2023 to 2030, according to a new study by Grand View Research, Inc. The market growth is attributed to the rising popularity of anime content globally. The introduction of application games and the growing online distribution of anime content are projected to complement the market growth during the forecast period. The online distribution of anime content accounts for a large portion of global revenues.

Technological advancements are helping anime content creators improve the capabilities of their solutions. Anime content creators are putting considerable effort into building complex pre and post-production tools. Moreover, the ongoing implementation of innovative and advanced technologies, such as Artificial Intelligence (AI) and blockchain in anime gaming to improve the entire gaming experience is projected to fuel the anime industry growth during the forecast period.

Anime content has an exponentially growing fan base across the globe. Naruto, One Piece, Hunter X Hunter, and Dragon Ball Z are some examples of successful anime programs. Anime comics, also known as manga, are becoming increasingly popular among anime lovers worldwide. As a result, anime content creators are scrambling to create high-quality anime and distinctive characters that can aid in the development of children at a young age.

In August 2022, Toei Animation Co. Ltd. partnered with Epic Games to introduce iconic playable Dragon Ball Z characters in the Fortnite video game. The popular anime character attracted more players to the video game and simultaneously introduced the character to players who do not know about anime. Such innovative collaboration is expected to fuel the growth of the anime industry during the forecast period.

Anime Market Report Highlights

  • Key companies are developing anime movies and series that could aid in the development of cognitive, problem-solving, and social abilities in children
  • Based on type segment, the merchandising segment accounted for the highest market share of over 31% owing to the growing demand for anime merchandise products, including figurines, t-shirts, posters, and key chains
  • North America is expected to grow at the highest CAGR of over 16% during the forecast period from 2023 to 2030 owing to the growing fan base and popularity of anime content across the region along with an increase in the sale of anime merchandise
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Chapter 1 Methodology and Scope
1.1 Information Procurement
1.2 Market Formulation and Data Visualization
1.3 Market Scope and Assumptions
1.4 Data Validation and Publishing
Chapter 2 Executive Summary
2.1 Market Snapshot
2.2 Segment Snapshot
2.3 Competitive Landscape Snapshot
Chapter 3 Market Variables, Trends & Scope
3.1 Market Segmentation & Scope
3.2 Market Definitions
3.3 Market Size & Growth Prospect
3.4 Industry Value Chain Analysis
3.5 Anime Market - Vendor Mix
3.6 Market Dynamics
3.6.1 Market driver analysis
3.6.1.1 Increased sale of anime content across the globe
3.6.1.2 Increasing internet penetration and growing demand for anime video games
3.6.2 Market restraint/challenges analysis
3.6.2.1 Low budget and shortage of skilled animators
3.7 3D Animation Market
3.8 Breakup of Animation Studios in Canada Based on Capabilities
3.9 Breakup of Animation Studios in Australia Based on Capabilities
3.10 Nature of Animation Business
3.11 Technological Advancements in Animation and Video Games
3.12 Comparative Analysis of Animation and Video Games
3.13 Penetration and Growth Prospect Mapping
3.14 Porter’s Five Forces Analysis
3.15 PEST Analysis
3.16 Key Company Analysis, 2022
Chapter 4 Type Estimates and Trend Analysis
4.1 Market Size Estimates & Forecasts and Trend Analysis, 2018 - 2030 (USD Million)
4.2 T.V.
4.2.1 Market size estimates and forecasts, 2018 - 2030 (USD Million)
4.3 Movie
4.3.1 Market size estimates and forecasts, 2018 - 2030 (USD Million)
4.4 Video
4.4.1 Market size estimates and forecasts, 2018 - 2030 (USD Million)
4.5 Internet distribution
4.5.1 Market size estimates and forecasts, 2018 - 2030 (USD Million)
4.6 Merchandising
4.6.1 Market size estimates and forecasts, 2018 - 2030 (USD Million)
4.6.2 Market size estimates and forecasts, 2018 - 2030 (USD Million)
4.7 Pachinko
4.7.1 Market size estimates and forecasts, 2018 - 2030 (USD Million)
4.8 Live Entertainment
4.8.1 Market size estimates and forecasts, 2018 - 2030 (USD Million)
Chapter 5 Regional Estimates & Trend Analysis
5.1 Anime Market By Region, 2022 & 2030
5.2 North America
5.2.1 North America Anime Market - Key Takeaways, 2022 & 2030
5.2.2 North America Anime Market, By Type, 2018 - 2030 (USD Million)
5.2.3 U.S.
5.2.3.1 U.S. Anime Market, By Type, 2018 - 2030 (USD Million)
5.2.4 Canada
5.2.4.1 Canada Anime Market, By Type, 2018 - 2030 (USD Million)
5.3 Europe
5.3.1 Europe Anime Market - Key Takeaways, 2022 & 2030
5.3.2 Europe Anime Market, By Type, 2018 - 2030 (USD Million)
5.3.3 France
5.3.3.1 France Anime Market, By Type, 2018 - 2030 (USD Million)
5.3.4 U.K.
5.3.4.1 U.K. Anime Market, By Type, 2018 - 2030 (USD Million)
5.3.5 Germany
5.3.5.1 Germany Anime Market, By Type, 2018 - 2030 (USD Million)
5.3.6 Western Europe
5.3.6.1 Western Europe Anime Market, By Type, 2018 - 2030 (USD Million)
5.4 Asia Pacific
5.4.1 Asia Pacific Anime Market - Key Takeaways, 2022 & 2030
5.4.2 Asia Pacific Anime Market, By Type, 2018 - 2030 (USD Million)
5.4.3 Australia & New Zealand
5.4.3.1 Australia & New Zealand Anime Market, By Type, 2018 - 2030 (USD Million)
5.4.4 China
5.4.4.1 China Anime Market, By Type, 2018 - 2030 (USD Million)
5.4.5 Philippines
5.4.5.1 Philippines Anime Market, By Type, 2018 - 2030 (USD Million)
5.4.6 South Korea
5.4.6.1 South Korea Anime Market, By Type, 2018 - 2030 (USD Million)
5.5 Latin America
5.5.1 Latin America Anime Market - Key Takeaways, 2022 & 2030
5.5.2 Latin America Anime Market, By Type, 2018 - 2030 (USD Million)
5.5.3 Brazil
5.5.3.1 Brazil Anime Market, By Type, 2018 - 2030 (USD Million)
5.5.4 Mexico
5.5.4.1 Mexico Anime Market, By Type, 2018 - 2030 (USD Million)
5.6 Middle East And Africa (Mea)
5.6.1 Middle East & Africa (Mea) Anime Market - Key Takeaways, 2022 & 2030
5.6.2 Mea Anime Market, By Type, 2018 - 2030 (USD Million)
5.6.3 Saudi Arabia
5.6.3.1 Saudi Arabia Anime Market, By Type, 2018 - 2030 (USD Million)
5.7 Japan
5.7.1 Japan Anime Market - Key Takeaways, 2022 & 2030
5.7.2 Japan Anime Market, By Type, 2018 - 2030 (USD Million)
Chapter 6 Competitive Landscape
6.1 Pierrot Co., Ltd
6.1.1 Company Overview
6.1.2 Product Benchmarking
6.1.3 Recent Developments
6.2 Production I.G, Inc.
6.2.1 Company Overview
6.2.2 Product Benchmarking
6.2.3 Recent Developments
6.3 Studio Ghibli, Inc.
6.3.1 Company Overview
6.3.2 Product Benchmarking
6.3.3 Recent Developments
6.4 Sunrise, Inc. (Bandai Namco Filmworks)
6.4.1 Company Overview
6.4.2 Financial Performance
6.4.3 Product Benchmarking
6.4.4 Recent Developments
6.5 Toei Animation Co., Ltd.
6.5.1 Company Overview
6.5.2 Financial Performance
6.5.3 Product Benchmarking
6.5.4 Recent Developments
6.6 Bones Inc.
6.6.1 Company Overview
6.6.2 Product Benchmarking
6.6.3 Recent Developments
6.7 Kyoto Animation Co., Ltd.
6.7.1 Company Overview
6.7.2 Product Benchmarking
6.8 Madhouse, Inc.
6.8.1 Company Overview
6.8.2 Product Benchmarking
6.9 Crunchyroll (Sony Pictures Entertainment Inc.)
6.9.1 Company Overview
6.9.2 Financial Performance
6.9.3 Product Benchmarking
6.9.4 Recent Developments
6.10 Progressive Animation Works Co., Ltd. (Pa Works)
6.10.1 Company Overview
6.10.2 Product Benchmarking
6.10.3 Recent Developments
6.11 Good Smile Company, Inc.
6.11.1 Company Overview
6.11.2 Financial Performance
6.11.3 Product Benchmarking
6.11.4 Recent Developments
6.12 Discotek Media
6.12.1 Company Overview
6.12.2 Product Benchmarking
6.13 Sentai Holdings, Llc (Amc Networks)
6.13.1 Company Overview
6.13.2 Financial Performance
6.13.3 Product Benchmarking
6.13.4 Recent Developments
6.14 Viz Media, Llc
6.14.1 Company Overview
6.14.2 Product Benchmarking
6.14.3 Recent Developments
6.15 Ufotable Co., Ltd.
6.15.1 Company Overview
6.15.2 Product Benchmarking
6.16 Atomic Flare
6.16.1 Company Overview
6.16.2 Product Benchmarking

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