Anime Market Size was valued at USD 29.1 Billion in 2022. The Anime market industry is projected to grow from USD 32.1 Billion in 2023 to USD 69.8 Billion by 2032, exhibiting a compound annual growth rate (CAGR) of 10.20% during the forecast period (2023 - 2032). The growing popularity of and sales of Japanese anime content worldwide, as well as sales of both products and anime content, are the key market drivers enhancing the market growth.
Figure 1: Anime Market Size, 2024-2032 (USD Billion)
Source: Secondary Research, Primary Research, MRFR Database and Analyst Review
Market expansion is predicted to be fueled by the rising demand for and sales of Japanese anime content abroad during the period of forecasting. Additionally, a sizable amount of the market's revenue is predicted to come from the global sales of anime-related goods and content. As a result, it is projected that consumer preference for internet distribution and application games, which account for the majority of Japan's exports, will have a substantial impact on market growth. Animators, artists, publishers, developers, and other creative agencies have had a significant impact on the market's value generation. Just in Japan, these platforms showed a sharp rise in usage, which resulted in more people watching animated films and television episodes. For instance, although it did so for a brief period, Pierrot Co., Ltd. began broadcasting classic anime programmes on YouTube in June 2022.
Along with increased levels of disposable income, improvements in modern technologies such as artificial intelligence (AI), virtual reality (VR), augmented reality (AR), and the internet of things (IoT) are also predicted to boost market growth. The younger generation has also increased their spending on the most innovative products, which is expected to stimulate the anime industry's growth even more throughout the course of the projection year. For instance, in May 2021, HTC VIVE and Bandai Namco Pictures, a Japanese animation studio, cooperated to increase the amount of anime content that was accessible in Virtual Reality (VR). This collaboration is expected to offer new services that are meant to improve social VR interactions in addition to exploring unlimited possibilities.
The expanding appeal of anime video games with virtual surround sound and in-game conversation has a significant impact on the market's demand. As a result of advancements in cutting-edge technologies like virtual reality and the resulting rise in demand for VR gaming equipment, it is projected that the anime industry will grow during the forecast period. The abundance of distribution outlets for anime content, including television, comics, Over-the-Top (OTT) streaming platforms, games, social media, and others, is another aspect driving the anime industry's growth over the projection period. A multitude of factors, such as rising living standards, increased disposable money, and technical advancements in the entertainment industry, have an impact on how the market develops. Additionally, the anime industry has recently incorporated cutting-edge technology like virtual reality (VR), which offers viewers an amazing experience. Children and teenagers love anime because it appeals to this age group so strongly. The growing number of these two age groups is thus one of the elements driving the Anime Market. The anime market also generates significant revenue from merchandising. Thus, driving the Anime market revenue.
The Anime Market segmentation, based on type, includes T.V., movie, video, internet distribution, merchandising, music, pachinko, and live entertainment. Merchandising segment dominated the Anime Market in 2022. This can be linked to the younger population's rising demand for anime retail items like figurines, t-shirts, posters, and key chains. These products can be purchased through a number of offline and online sources. It is projected that the segment would develop due to people's growing desire to collect goods tied to their favorite anime episodes.
Figure 1: Anime Market, by Type, 2022 & 2032 (USD Billion)
Source: Secondary Research, Primary Research, MRFR Database and Analyst Review
By region, the study provides the market insights into North America, Europe, Asia-Pacific and Rest of the World. The Asia Pacific Anime market dominated this market in 2022 (45.80%). With approximately 600 animation studios, including more than 500 anime studios in Tokyo alone, Japan is known as the centre for animation studios in the Asia Pacific region. Manga, or Japanese comic novels, are also gaining a lot of traction and driving young and creative people to pursue jobs in this field, which is projected to fuel market expansion further across the area. Moreover, China’s Anime market held the largest market share, and the Indian Anime market was the fastest growing market in the Asia-Pacific region.
Further, the major countries studied in the market report are The US, Canada, German, France, the UK, Italy, Spain, China, Japan, India, Australia, South Korea, and Brazil.
Figure 2: ANIME MARKET SHARE BY REGION 2022 (USD Billion)
Source: Secondary Research, Primary Research, MRFR Database and Analyst Review
The North America Anime Market is expected to register significant growth from 2023 to 2032. This is due to a rise in the selling of anime merchandize as well as an expanding fan base for anime material in the area. A number of studios, including AnimEigo, Inc., Aniplex of America Inc., Discotek Media, and others, serve the local anime fan base. Additionally, the region has seen a surge in the quantity of anime retail outlets in a number of places, including California and North Carolina, which is fueling the market's expansion throughout the course of the projection period. Further, the U.S. Anime market held the largest market share, and the Canada Anime market was the fastest growing market in the North America region.
Europe Anime market accounted for the healthy market share in 2022. This is a result of young people in Germany and the UK becoming more and more interested in anime entertainment. Additionally, Spain's preference for producing its own anime content is fueling the expansion of the sector there. Further, the German Anime market held the largest market share, and the U.K Anime market was the fastest growing market in the European region
Leading market players are investing heavily in research and development in order to expand their product lines, which will help the Anime market, grow even more. Market participants are also undertaking a variety of strategic activities to expand their global footprint, with important market developments including new product launches, contractual agreements, mergers and acquisitions, higher investments, and collaboration with other organizations. To expand and survive in a more competitive and rising market climate, Anime industry must offer cost-effective items.
Manufacturing locally to minimize operational costs is one of the key business tactics used by manufacturers in the global Anime industry to benefit clients and increase the market sector. In recent years, the Anime industry has offered some of the most significant advantages to medicine. Major players in the Anime market, including 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, are attempting to increase market demand by investing in research and development operations.
Netflix Inc. (Netflix) offers entertainment services. The company offers TV shows and films, including original series, documentaries, and feature films, for watching on TVs, desktops, and mobile devices through an online subscription. It also offers a wide range of leisure possibilities, such as video games and other sorts of entertainment. In addition, Netflix offers a separate collection of films that may be seen instantaneously on subscribers' TVs through computers, mobile apps, or other devices. Original television series are among the materials it buys, produces, and licences. Distributors of multichannel video programmes, suppliers of streaming entertainment, manufacturers of consumer goods, mobile operators, and internet service providers are just a few of the marketing partners the company works with to market and advertise its service. It conducts business in the Americas, EMEA, and APAC. The corporate headquarters of Netflix are located in Los Gatos, California, in the United States. In August 2022, as part of a collaboration with Nippon TV, Netflix licenced 13 anime films. The organisation is constantly attempting to expand the variety of anime content available in order to entice more viewers from across the world.
Masterpiece Studio operates a platform for content creation to help today's creators produce their own 3D character animation. The company's platform automates the development of three-dimensional objects using generative artificial intelligence, fosters innovation, file sharing, and in-the-moment teamwork, and aids in the creation of common digital models for usage in printing, gaming, and film. Artists may now use intuitive and dynamic elements to sculpt and paint. In November 2021, the provider of 3-dimensional animation and production software platforms, Masterpiece Studio, announced an open edition of Masterpiece Studio Pro. The cutting-edge platform will offer a complete VR creative suite for creators and independent producers using three-dimensional characters and props in animation, video games, and the metaverse. The platform can be used on its own or in combination with different desktop, virtual reality, and three-dimensional modelling software.
February 2022: The parent business of Sunrise, Inc. announced a restructure in which Sunrise, Inc. would be merged into a brand-new firm called Bandai Namco Filmworks, Inc. This action followed the need for tighter regulation and more efficient corporate management.
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