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Anime Market

Anime Market Size, Share & Trends Analysis Report By Merchandising (Toys and Collectibles, Apparel), By License to Consumer Goods (Stationery, school supplies, Home goods), By Digital Downloads (Episodes and soundtracks, Digital art), By Publishing (Comics and Manga, Books and Novels), By Events and Experiences (Conventions and Tours, Theme Parks and Attractions), By Advertising and Sponsorship (Product Placement (Incorporate product in anime), Sponsorship Deals), By Gaming and Apps (Mobile Apps, Web-based apps), By Social Media and Content Creation (YouTube and Patreon (Interviews, behind scenes, un-cut), MetaVerse (Avatars and Characters) and By Region(North America, Europe, APAC, Middle East and Africa, LATAM) Forecasts, 2022-2030

Report Code: SRTE3364DR
Study Period 2018-2030 CAGR 9.6%
Historical Period 2018-2020 Forecast Period 2022-2030
Base Year 2021 Base Year Market Size USD 23.56 Billion
Forecast Year 2030 Forecast Year Market Size USD 58.92 Billion
Largest Market Japan Fastest Growing Market Middle East and Africa 
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Market Overview

The global anime market size was valued at USD 23.56 Billion in 2021. It is expected to reach USD 58.92 Billion by 2030, growing at a CAGR of 9.60% during the forecast period (2022–2030).

Anime is the name for Japanese animation and is a well-liked subgenre found on numerous TV shows and streaming services. Anime has a sizable fan base that extends beyond national borders and a sizable portion of international fans. Die-hard admirers of the Japanese art of content creation who import their preferred series, whether new or old, are a significant source of revenue for anime programming. Through fan clubs that release the translated episodes informally, fans can obtain their preferred content on physical media or digitally. The popularity of online videos and shows, increased production of anime films, increased production of TV series, and growing viewer interest are just a few factors driving the anime industry's rapid growth.

Market Dynamics

Market Drivers

Increasing Demand for Anime Content

Accelerating demand and exports of Japanese anime content are driving the growth. For higher revenue generation, the Japanese anime industry currently depends heavily on the export of its anime content. A more significant portion of export sales in the Japanese anime market is being held by internet distribution and application games. Increased use of video-distribution services like Netflix, Amazon, and Chinese platforms is a significant factor in the growth of anime content sales abroad. The quick expansion of smartphone games developed in Japan, including Puzzle and Dragons, Monster Strike, White Cat Project, and Brain Wars, is also significantly boosting the market's overall growth.

Rising Internet Usage and Rising Interest in Anime Video Games

Due to ongoing digitization, high-speed internet connectivity has become standard for businesses and individuals. The widespread adoption of anime video games is significantly aided by the unabated rollout of high-speed data networks and the subsequent rise in data consumption. The high level of adoption of digital media across numerous industry verticals and the growing viewer inclination toward various streaming solutions and services are creating lucrative opportunities for the market's players.

An important factor driving the market's expansion is the rising funding that financial institutions allocate to creating anime video games. For instance, Galaxy Digital Funds provided USD 1.8 million in funding in 2018 to enable the integration of Microsoft Azure's blockchain into video games based on anime. In addition, Reddit also oversees a USD 3.75 million fund for Horizon Blockchain Games, a blockchain-based anime game studio. The market is also anticipated to grow as consumer awareness of interactive entertainment systems rises.

Market Restraints

Low Spending and Scarcity Competent Animators

Low pay and long hours caused a severe artist shortage. Despite spending over an hour on each drawing, animators only get paid about USD 2. Anime artists are unhappy with their pay because they hand-draw every frame. Thus, the industry will face an aging workforce and a shortage of skilled and experienced artists. According to the Japanese Animation Creators Association, a 20-year-old Japanese animator earns USD 10,000, USD 19,000 in their 30s, and USD 31,000 in their 40s and 50s (JACA).

According to a 2016 report by Teikoku Databank, revenue from animation studio jobs has decreased by 40% over the past decade. If the animation industry is to prosper, animators' financial standing must be raised as rapidly as possible. The animation industry, especially in Japan, is overworked, so professional participation in projects is low. Production committees traditionally keep show budgets low. This factor is anticipated to hinder market growth over the forecast period.

Market Opportunities

Rising Projects with High Production Costs and Technological Advancements

According to estimates, the global anime market's high production costs will create profitable opportunities for the industry, accelerating the market's growth rate. The creation of numerous online platforms has significantly aided the growth of the anime market. Several platforms, including Netflix, Amazon, and others, have impressively attracted another aspect of creating anime content.

Key market players embrace cutting-edge technologies to give audiences an immersive experience and gain a competitive advantage, including 3D, blockchain, machine learning, AI, and VR. For instance, in November 2021, a free version of Masterpiece Studio Pro was released by 3-dimension creation and animation software platform provider Masterpiece Studio. The brand-new, cutting-edge platform would provide a full VR creative suite for independent creators and artists using 3-dimensional characters and props for metaverse, games, and animations.

Regional Analysis

By Region, the global anime market is segmented into North America, Europe, Asia-Pacific, Latin America, the Middle East and Africa, and Japan.

Japan Dominates the Global Market

Japan is the most significant shareholder in the global anime market and is expected to grow at a CAGR of 4.8% during the forecast period. Japan held the largest market share in 2021, with over 43.0%, and it is anticipated that it will continue to dominate over the forecast period. Animation studios are thought to be concentrated in Japan. There are about 622 animation studios in Japan, including 542 in Tokyo. In addition, young and imaginative people are incredibly motivated to pursue careers in this sector by the rising popularity of manga, the Japanese comic books.

Additionally, the Asia Pacific Ex. Japan's regional market is also anticipated to witness significant growth over the forecast period in line with the rising popularity of anime content among young individuals in China and India. In particular, it is anticipated that Chinese consumers' growing preference for creating their anime content will fuel the regional market expansion.

The Middle East and Africa (MEA) regional market is anticipated to grow at the fastest CAGR over the forecast period due to the growing fan base of anime content in the region. As a result, the sales of anime content, including comic books, video games, and anime merchandise, show no signs of abating. Several studios, such as Doleep Studios, The Company Films, and RD Content, are working toward catering to the rising demand in the region. The popularity of anime content is rising significantly in Saudi Arabia owing to the presence of one of the largest anime communities. The country is also witnessing an increase in the number of retail stores for anime in various cities, including Khobar, Jeddah, and Riyadh.

Report Scope

Report Metric Details
Segmentations
By Merchandising
  1. Toys and Collectibles
  2. Apparel
By License to Consumer Goods
  1. Stationery, school supplies
  2. Home goods
By Digital Downloads
  1. Episodes and soundtracks
  2. Digital art
By Publishing
  1. Comics and Manga
  2. Books and Novels
By Events and Experiences
  1. Conventions and Tours
  2. Theme Parks and Attractions
By Advertising and Sponsorship
  1. Product Placement (Incorporate product in anime)
  2. Sponsorship Deals
By Gaming and Apps
  1. Mobile Apps
  2. Web-based apps
By Social Media and Content Creation
  1. YouTube and Patreon (Interviews, behind scenes, un-cut)
  2. MetaVerse (Avatars and Characters
Company Profiles Right Stuf Anime Tokyo Otaku Mode Crunchyroll Bandai Namco Sanrio Uniqlo Funimation Netflix Kitsu Viz Media Kodansha Yen Press Animate Others
Geographies Covered
North America U.S. Canada
Europe U.K. Germany France Spain Italy Russia Nordic Benelux Rest of Europe
APAC China Korea Japan India Australia Taiwan South East Asia Rest of Asia-Pacific
Middle East and Africa UAE Turkey Saudi Arabia South Africa Egypt Nigeria Rest of MEA
LATAM Brazil Mexico Argentina Chile Colombia Rest of LATAM
Report Coverage Revenue Forecast, Competitive Landscape, Growth Factors, Environment & Regulatory Landscape and Trends
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Segmental Analysis

The global anime market is segmented by type.

Based on Type, the global market is bifurcated into tv, movie, video, internet distribution, merchandising, music, pachinko, and live entertainment.

The merchandising segment is the highest contributor to the market and is expected to grow at a CAGR of 4.5% during the forecast period. Japanese anime-related goods are typically sold online and offline, including posters, t-shirts, key chains, dolls, and other figurines. Merchandising strategy and products are strategies or initiatives that aid in boosting the organization's ability to generate revenue. Since authentic products have increasingly given way to digital ones in recent years, the merchandising sector is expected to see a decline in market share over the forecast period. In order to survive in the market, vendors must now more than ever develop an appropriate merchandise strategy that meets consumer needs.

The internet distribution segment is anticipated to experience strong growth over the forecast period. This can be attributed to an increase in the export of Japanese anime through online streaming services and mobile game apps. From a specialized market to a mainstream one, anime streaming services have experienced significant growth over the past ten years. For the top spots in the market, businesses like Sony Corporation, Netflix, Inc., Amazon.com, Inc., and Warner Media, LLC compete. These companies have made sizable investments, which have aided in producing more anime and increased its accessibility outside of Japan.

Market Size By Merchandising

Recent Developments

  • February 2022- On February 26, 2022, MyAnimeList offered a free live-streaming event called "MAL Anime Academy" as a part of the larger MAL EXPO Lite 2022 series of events (February 25 for viewers in the Americas). The first-ever MAL EXPO Lite will be held in 2022 at MyAnimeList, a global anime and manga fan community with over 18 million monthly active users from 240 countries and territories.
  • March 2022- Kyoto Animation announced that the Kyoani & Do Shop! physical store in Uji, Kyoto, will be permanently shut down.

Top Key Players

Right Stuf Anime Tokyo Otaku Mode Crunchyroll Bandai Namco Sanrio Uniqlo Funimation Netflix Kitsu Viz Media Kodansha Yen Press Animate Others Others

Frequently Asked Questions (FAQs)

What is the estimated growth rate (CAGR) of the Anime Market?
Anime Market size will grow at approx. CAGR of 9.6% during the forecast period.
Some of the top prominent players in Anime Market are, Right Stuf Anime, Tokyo Otaku Mode, Crunchyroll, Bandai Namco, Sanrio, Uniqlo, Funimation, Netflix, Kitsu, Viz Media, Kodansha, Yen Press, Animate and Others.
Japan has held a dominant position in the Anime Market, with the largest market share.
The Middle East and Africa  region is projected to exhibit the highest rate of growth in the Anime Market.
The global Anime Market report is segmented as follows: By Social Media and Content Creation, By Gaming and Apps, By Advertising and Sponsorship, By Events and Experiences, By Publishing, By Digital Downloads, By License to Consumer Goods, By Merchandising,


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