Anime Market Size, Share & Trends Analysis Report By Type (T.V., Movie, Video, Internet Distribution, Merchandising, Music, Pachinko, Live Entertainment), By Genre (Action & Adventure, Sci-Fi & Fantasy, Sports), By Region, And Segment Forecasts, 2025 - 20

Anime Market Growth & Trends

The global anime market size is expected to reach USD 60,272.2 million by 2030, registering a CAGR of 9.8% from 2025 to 2030, according to a new report by Grand View Research, Inc. The market growth is attributed to the rising popularity of anime content globally. The market's growth is further fueled by the introduction of application games and the rising trend of online distribution of anime content in the coming years. The online distribution of anime content is a significant contributor to the market's revenue, and its continued growth is expected to fuel the market's position in the entertainment industry.

The anime market is benefiting from the technology advancements, as content creators are developing complex pre and post-production tools to enhance the quality of their solutions. Additionally, the utilization of cutting-edge technologies such as Artificial Intelligence (AI) and blockchain in anime gaming is anticipated to contribute to the growth of the anime market by improving the overall gaming experience.

The number of anime enthusiasts globally is rising at an exponential rate, with popular shows such as Naruto, One Piece, Hunter X Hunter, and Dragon Ball Z appealing to audiences. In addition, manga, the comics that inspired many anime series, are gaining popularity among fans worldwide. Consequently, anime creators are working tirelessly to deliver high-quality anime content and unique characters that can contribute to the positive development of children at a young age. For instance, in August 2022, Toei Animation Co. Ltd. collaborated with Epic Games, Inc. to launch Dragon Ball Z characters as playable options in the popular Fortnite video game. This partnership brought in more players to the game and also served as an introduction to the anime for those who were previously unaware of it.

Anime Market Report Highlights

  • The merchandising segment led the market with the largest revenue share of 31.6% in 2024. This dominance is largely attributed to the increasing popularity of anime in various regions, especially in the U.S., where the demand for merchandise related to popular titles like "Demon Slayer" and "My Hero Academia" is surging.
  • The internet distribution segment is expected to witness the fastest CAGR of 13.8% from 2025 to 2030. This rapid growth can be attributed to the increasing accessibility of anime through various streaming platforms, which allow viewers to easily access a diverse range of titles.
  • Based on genre, the action & adventure segment led the market with the largest revenue share of 34.3% in 2024, driven by its widespread appeal across diverse demographics.
  • The sci-fi & fantasy segment is expected to register at the fastest CAGR from 2025 to 2030, fueled by advancements in animation technology that enable more immersive and creative storytelling.
  • Asia-Pacific dominated the anime market with the largest revenue share of 27.09% in 2024, driven by several factors, including the increasing consumption of digital content and the popularity of streaming services.
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Chapter 1. Methodology and Scope
1.1. Market Segmentation and Scope
1.2. Market Definitions
1.2.1. Information analysis
1.2.2. Market formulation & data visualization
1.2.3. Data validation & publishing
1.3. Research Scope and Assumptions
1.3.1. List of Data Sources
Chapter 2. Executive Summary
2.1. Market Outlook
2.2. Segment Outlook
2.3. Competitive Insights
Chapter 3. Anime Market Variables, Trends, & Scope
3.1. Market Lineage Outlook
3.2. Market Dynamics
3.2.1. Market Driver Analysis
3.2.2. Market Restraint Analysis
3.2.3. Technology Challenge
3.3. Anime Market Analysis Tools
3.3.1. Technology Analysis - Porter’s
3.3.1.1. Bargaining power of the suppliers
3.3.1.2. Bargaining power of the buyers
3.3.1.3. Threats of substitution
3.3.1.4. Threats from new entrants
3.3.1.5. Competitive rivalry
3.3.2. PESTEL Analysis
3.3.2.1. Political landscape
3.3.2.2. Economic and social landscape
3.3.2.3. Technological landscape
Chapter 4. Anime Market: Type Estimates & Trend Analysis
4.1. Segment Dashboard
4.2. Anime Market: Product Movement Analysis, USD Million, 2024 & 2030
4.3. T.V.
4.3.1. T.V. Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
4.4. Movie
4.4.1. Movie Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
4.5. Video
4.5.1. Video Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
4.6. Internet Distribution
4.6.1. Internet Distribution Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
4.7. Merchandising
4.7.1. Merchandising Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
4.8. Music
4.8.1. Music Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
4.9. Pachinko
4.9.1. Pachinko Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
Chapter 5. Anime Market: Genre Estimates & Trend Analysis
5.1. Segment Dashboard
5.2. Anime Market: Genre Movement Analysis, USD Million, 2024 & 2030
5.3. Action & Adventure
5.3.1. Action & Adventure Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
5.4. Sci-Fi & Fantasy
5.4.1. Sci-Fi & Fantasy Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
5.5. Romance & Drama
5.5.1. Romance & Drama Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
5.6. Sports
5.6.1. Sports Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
5.7. Others
5.7.1. Others Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
Chapter 6. Regional Estimates & Trend Analysis
6.1. Anime Market by Region, 2024 & 2030
6.2. North America
6.2.1. North America Anime Market Estimates & Forecasts, 2018 - 2030 (USD Million)
6.2.2. U.S.
6.2.2.1. U.S. Anime Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.2.3. Canada
6.2.3.1. Canada Anime Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.3. Europe
6.3.1. Europe Anime Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.3.2. UK
6.3.2.1. UK Anime Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.3.3. Germany
6.3.3.1. Germany Anime Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.3.4. France
6.3.4.1. France Anime Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.3.5. Italy
6.3.5.1. Italy Anime Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.3.6. Spain
6.3.6.1. Spain Anime Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.3.7. Poland
6.3.7.1. Poland Anime Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.3.8. Hungary
6.3.8.1. Hungary Anime Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.3.9. Austria
6.3.9.1. Austria Anime Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.3.10. Russia
6.3.10.1. Russia Anime Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.3.11. Netherlands
6.3.11.1. Netherlands Anime Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.3.12. Finland
6.3.12.1. Finland Anime Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.3.13. Sweden
6.3.13.1. Sweden Anime Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.3.14. Czech Republic
6.3.14.1. Czech Republic Anime Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.4. Asia Pacific
6.4.1. Asia Pacific Anime Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.4.2. ANZ
6.4.2.1. ANZ Anime Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.4.3. China
6.4.3.1. China Anime Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.4.4. Philippines
6.4.4.1. Philippines Anime Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.4.5. South Korea
6.4.5.1. South Korea Anime Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.4.6. Indonesia
6.4.6.1. Indonesia Anime Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.4.7. Vietnam
6.4.7.1. Vietnam Anime Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.4.8. Thailand
6.4.8.1. Thailand Anime Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.4.9. Malaysia
6.4.9.1. Malaysia Anime Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.4.10. India
6.4.10.1. India Anime Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.5. Latin America
6.5.1. Latin America Anime Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.5.2. Brazil
6.5.2.1. Brazil Anime Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.5.3. Mexico
6.5.3.1. Mexico Anime Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.6. Middle East and Africa
6.6.1. Middle East and Africa Anime Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.6.2. Turkey
6.6.2.1. Turkey Anime Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.6.3. Saudi Arabia
6.6.3.1. Saudi Arabia Anime Market Estimates and Forecasts, 2018 - 2030 (USD Million)
6.7. Japan
6.7.1. Japan Anime Market Estimates and Forecasts, 2018 - 2030 (USD Million)
Chapter 7. Competitive Landscape
7.1. Company Categorization
7.2. Company Market Positioning
7.3. Company Heat Map Analysis
7.4. Company Profiles/Listing
7.4.1. Pierrot Co., Ltd.
7.4.1.1. Participant’s Overview
7.4.1.2. Financial Performance
7.4.1.3. Product Benchmarking
7.4.1.4. Strategic Initiatives
7.4.2. Production I.G, Inc.
7.4.2.1. Participant’s Overview
7.4.2.2. Financial Performance
7.4.2.3. Product Benchmarking
7.4.2.4. Strategic Initiatives
7.4.3. Studio Ghibli, Inc.
7.4.3.1. Participant’s Overview
7.4.3.2. Financial Performance
7.4.3.3. Product Benchmarking
7.4.3.4. Strategic Initiatives
7.4.4. Bioworld Merchandising, Inc.
7.4.4.1. Participant’s Overview
7.4.4.2. Financial Performance
7.4.4.3. Product Benchmarking
7.4.4.4. Strategic Initiatives
7.4.5. Sunrise, Inc. (Bandai Namco Filmworks)
7.4.5.1. Participant’s Overview
7.4.5.2. Financial Performance
7.4.5.3. Product Benchmarking
7.4.5.4. Strategic Initiatives
7.4.6. Toei Animation Co., Ltd.
7.4.6.1. Participant’s Overview
7.4.6.2. Financial Performance
7.4.6.3. Product Benchmarking
7.4.6.4. Strategic Initiatives
7.4.7. Bones Inc.
7.4.7.1. Participant’s Overview
7.4.7.2. Financial Performa
7.4.7.3. Product Benchmarking
7.4.7.4. Strategic Initiatives
7.4.8. Kyoto Animation Co., Ltd.
7.4.8.1. Participant’s Overview
7.4.8.2. Financial Performance
7.4.8.3. Product Benchmarking
7.4.8.4. Strategic Initiatives
7.4.9. MADHOUSE, Inc.
7.4.9.1. Participant’s Overview
7.4.9.2. Financial Performance
7.4.9.3. Product Benchmarking
7.4.9.4. Strategic Initiatives
7.4.10. Crunchyroll (Sony Pictures Entertainment Inc.)
7.4.10.1. Participant’s Overview
7.4.10.2. Financial Performance
7.4.10.3. Product Benchmarking
7.4.10.4. Strategic Initiatives
7.4.11. Progressive Animation Works Co., Ltd. (PA Works)
7.4.11.1. Participant’s Overview
7.4.11.2. Financial Performance
7.4.11.3. Product Benchmarking
7.4.11.4. Strategic Initiatives
7.4.12. Good Smile Company, Inc.
7.4.12.1. Participant’s Overview
7.4.12.2. Financial Performance
7.4.12.3. Product Benchmarking
7.4.12.4. Strategic Initiatives
7.4.13. Discotek Media
7.4.13.1. Participant’s Overview
7.4.13.2. Financial Performance
7.4.13.3. Product Benchmarking
7.4.13.4. Strategic Initiatives
7.4.14. Sentai Holdings, LLC (AMC Networks)
7.4.14.1. Participant’s Overview
7.4.14.2. Financial Performance
7.4.14.3. Product Benchmarking
7.4.14.4. Strategic Initiatives
7.4.15. VIZ Media, LLC
7.4.15.1. Participant’s Overview
7.4.15.2. Financial Performance
7.4.15.3. Product Benchmarking
7.4.15.4. Strategic Initiatives
7.4.16. Ufotable Co., Ltd.
7.4.16.1. Participant’s Overview
7.4.16.2. Financial Performance
7.4.16.3. Product Benchmarking
7.4.16.4. Strategic Initiatives
7.4.17. Eleven Arts
7.4.17.1. Participant’s Overview
7.4.17.2. Financial Performance
7.4.17.3. Product Benchmarking
7.4.17.4. Strategic Initiatives
7.4.18. Atomic Flare
7.4.18.1. Participant’s Overview
7.4.18.2. Financial Performance
7.4.18.3. Product Benchmarking
7.4.18.4. Strategic Initiatives

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