Global Anime Market Growth, Share, Size, Trends and Forecast (2025 - 2031)

By Type;

T.V., Movie, Video, Internet Distribution, Merchandising, Music, Pachinko and Live Entertainment.

By Geography;

North America, Europe, Asia Pacific, Middle East and Africa and Latin America - Report Timeline (2021 - 2031).
Report ID: Rn109055801 Published Date: March, 2025 Updated Date: April, 2025

Introduction

Global Anime Market (USD Million), 2021 - 2031

In the year 2024, the Global Anime Market was valued at USD 32,960.78 million. The size of this market is expected to increase to USD 63,418.19 million by the year 2031, while growing at a Compounded Annual Growth Rate (CAGR) of 9.8%.

The Global Anime Market has witnessed remarkable growth over the past decade, evolving from a niche entertainment genre to a mainstream cultural phenomenon with a significant global footprint. Originating in Japan, anime encompasses a diverse range of animated media, including television series, films, and web content, known for its distinctive art style, compelling storytelling, and vibrant character designs. The market's expansion is driven by the increasing popularity of anime worldwide, the proliferation of streaming platforms, and the growing influence of Japanese pop culture across various regions.

Anime's global appeal is underscored by its ability to attract audiences of all ages, transcending cultural and linguistic barriers. Streaming services such as Netflix, Crunchyroll, and Amazon Prime Video have played a pivotal role in making anime more accessible to international viewers, offering a vast library of content with subtitles and dubbing in multiple languages. This accessibility has fueled the growth of a dedicated fanbase and created new opportunities for content creators and distributors to tap into diverse markets.

Furthermore, the economic impact of the anime industry extends beyond entertainment, influencing merchandise sales, video games, fashion, and even tourism. Major anime franchises like "Naruto," "One Piece," and "Attack on Titan" have become global brands, driving substantial revenue through various commercial avenues. The continuous innovation in animation techniques, coupled with the integration of digital technologies, ensures that the anime industry remains dynamic and resilient, poised for sustained growth in the coming years. As the demand for high-quality, engaging content continues to rise, the Global Anime Market is set to expand further, solidifying its position as a key player in the global entertainment landscape.

  1. Introduction
    1. Research Objectives and Assumptions
    2. Research Methodology
    3. Abbreviations
  2. Market Definition & Study Scope
  3. Executive Summary
    1. Market Snapshot, By Type
    2. Market Snapshot, By Region
  4. Global Anime Market Dynamics
    1. Drivers, Restraints and Opportunities
      1. Drivers
        1. Rising Popularity of Streaming Platforms
        2. Increasing Global Fanbase
        3. Expansion of Merchandise and Licensing Opportunities
        4. Cultural Influence and Global Appeal of Japanese Pop Culture
      2. Restraints
        1. High Production Costs and Time-Consuming Processes
        2. Intellectual Property and Piracy Issues
        3. Cultural and Localization Challenges
        4. Market Saturation and Competition
      3. Oppourtunities
        1. Expansion into New Geographic Markets
        2. Growth of Streaming Services and Digital Platforms
        3. Increased Demand for Original Content and Co-Productions
        4. Leveraging Augmented Reality (AR) and Virtual Reality (VR)
    2. PEST Analysis
      1. Political Analysis
      2. Economic Analysis
      3. Social Analysis
      4. Technological Analysis
    3. Porter's Analysis
      1. Bargaining Power of Suppliers
      2. Bargaining Power of Buyers
      3. Threat of Substitutes
      4. Threat of New Entrants
      5. Competitive Rivalry
  5. Market Segmentation
    1. Global Anime Market, By Type, 2021 - 2031 (USD Million)
      1. T.V.
      2. Movie
      3. Video
      4. Internet Distribution
      5. Merchandising
      6. Music
      7. Pachinko
      8. Live Entertainment.
    2. Global Anime Market, By Geography, 2021 - 2031 (USD Million)
      1. North America
        1. United States
        2. Canada
      2. Europe
        1. Germany
        2. United Kingdom
        3. France
        4. Italy
        5. Spain
        6. Nordic
        7. Benelux
        8. Rest of Europe
      3. Asia Pacific
        1. Japan
        2. China
        3. India
        4. Australia & New Zealand
        5. South Korea
        6. ASEAN (Association of South East Asian Countries)
        7. Rest of Asia Pacific
      4. Middle East & Africa
        1. GCC
        2. Israel
        3. South Africa
        4. Rest of Middle East & Africa
      5. Latin America
        1. Brazil
        2. Mexico
        3. Argentina
        4. Rest of Latin America
  6. Competitive Landscape
    1. Company Profiles
      1. Bones Inc.
      2. Kyoto Animation Co., Ltd.
      3. Madhouse Inc.
      4. Manglobe Inc.
      5. P.A.Works, Inc.
      6. Pierrot Co., Ltd.
      7. Production I.G, Inc.
      8. Studio Ghibli, Inc.
      9. Sunrise Inc.
      10. Toei Animation Co., Ltd.
  7. Analyst Views
  8. Future Outlook of the Market