The global demand for Anime Market is presumed to reach the market size of nearly USD 52.56 MN by 2028 from USD 25.8 MN in 2021 with a CAGR of 10.7% under the study period 2022 - 2028.
Anime is the name given to computer animations based in Japan. Most anime are based on hand-drawn Japanese comics or Manga. The word anime comes from the English word animation. Anime encompasses all animated works from Japan. Anime is not made by keeping one audience in mind. Instead, they reach out to everyone. Yet some anime might be best suited for mature audiences as they contain adult themes that a young audience might not understand. Most anime stretch into episodic series, which can go on for hundreds of episodes.
Market Dynamics
A growing library, availability in multiple languages, multiple genres, various animation styles, and ease of access are factors leading to the anime market growth. In addition, people can watch anime on popular streaming websites, causing a further increase in its demand. A significant drawback faced by anime is piracy, which may impact the growth curve to some extent.
The research report covers Porter’s Five Forces Model, Market Attractiveness Analysis, and Value Chain analysis. These tools help to get a clear picture of the industry’s structure and evaluate the competition attractiveness at a global level. Additionally, these tools also give an inclusive assessment of each segment in the global market of anime. The growth and trends of anime industry provide a holistic approach to this study.
Market Segmentation
This section of the anime market report provides detailed data on the segments at country and regional level, thereby assisting the strategist in identifying the target demographics for the respective product or services with the upcoming opportunities.
By Anime Type
- T.V.
- Movie
- Video
- Internet Distribution
- Merchandising
- Music
- Pachinko
- Live Entertainment
Regional Analysis
This section covers the regional outlook, which accentuates current and future demand for the Anime market across North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa. Further, the report focuses on demand, estimation, and forecast for individual application segments across all the prominent regions.
Global Anime Market Share by Region (Representative Graph)

The research report also covers the comprehensive profiles of the key players in the market and an in-depth view of the competitive landscape worldwide. The major players in the anime market include Bones Inc., Kyoto Animation Co. Ltd., Madhouse Inc., Manglobe Inc., P.A.WORKS Co.Ltd., Pierrot Co. Ltd., Production I.G, Studio Ghibli, Inc., Sunrise Inc., TOEI Animation Co. Ltd. This section consists of a holistic view of the competitive landscape that includes various strategic developments such as key mergers & acquisitions, future capacities, partnerships, financial overviews, collaborations, new product developments, new product launches, and other developments.
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Frequently Asked Questions (FAQs) about this Report
b. The global anime market size was estimated to be worth USD 25.8 Billion in 2021.
b. For the years 2023-2028, the global anime market growth is expected to be around 10.7%.
b. The global anime market is currently dominated by Asia Pacific.
b. The global anime market is segmented by Anime Type (T.V., Movie, Video, Internet Distribution, Merchandising, Music, Pachinko, Live Entertainment).
b. The leading players in the global anime market are Bones Inc., Kyoto Animation Co. Ltd., Madhouse Inc., Manglobe Inc., P.A.WORKS Co.Ltd., Pierrot Co. Ltd., Production I.G, Studio Ghibli Inc., Sunrise Inc., TOEI Animation Co. Ltd.
1 . PREFACE
1.1. Report Description
1.1.1. Objective
1.1.2. Target Audience
1.1.3. Unique Selling Proposition (USP) & offerings
1.2. Research Scope
1.3. Research Methodology
1.3.1. Market Research Process
1.3.2. Market Research Methodology
2 . EXECUTIVE SUMMARY
2.1. Highlights of Market
2.2. Global Market Snapshot
3 . ANIME – INDUSTRY ANALYSIS
3.1. Introduction - Market Dynamics
3.2. Market Drivers
3.3. Market Restraints
3.4. Opportunities
3.5. Industry Trends
3.6. Porter’s Five Force Analysis
3.7. Market Attractiveness Analysis
3.7.1 Market Attractiveness Analysis By Anime Type
3.7.2 Market Attractiveness Analysis By Region
4 . VALUE CHAIN ANALYSIS
4.1. Value Chain Analysis
4.2. Raw Material Analysis
4.2.1. List of Raw Materials
4.2.2. Raw Material Manufactures List
4.2.3. Price Trend of Key Raw Materials
4.3. List of Potential Buyers
4.4. Marketing Channel
4.4.1. Direct Marketing
4.4.2. Indirect Marketing
4.4.3. Marketing Channel Development Trend
5 . IMPACT ANALYSIS OF COVID-19 OUTBREAK
5.1. Impact Analysis of Covid-19 Outbreak
5.1.1. Direct Impact on Production
5.1.2. Supply Chain and Market Disruption
5.1.3. Financial Impact on Firms and Financial Markets
5.2. COVID-19 Impact Analysis by Production, Import, Export and Demand
5.3. Market: Pre V/S Post COVID-19
5.4. Estimated Impact of the Coronavirus (COVID-19) Epidemic
5.5. COVID-19: Micro and Macro Factor Analysis
6 . GLOBAL ANIME MARKET ANALYSIS BY ANIME TYPE
6.1 Overview by Anime Type
6.2 Historical and Forecast Data
6.3 Analysis by Anime Type
6.4 T.V. Historic and Forecast Sales by Regions
6.5 Movie Historic and Forecast Sales by Regions
6.6 Video Historic and Forecast Sales by Regions
6.7 Internet Distribution Historic and Forecast Sales by Regions
6.8 Merchandising Historic and Forecast Sales by Regions
6.9 Music Historic and Forecast Sales by Regions
6.10. Pachinko Historic and Forecast Sales by Regions
6.11 Live Entertainment Historic and Forecast Sales by Regions
7 . GLOBAL ANIME MARKET ANALYSIS BY GEOGRAPHY
7.1. Regional Outlook
7.2. Introduction
7.3. North America Sales Analysis
7.3.1. Overview, Historic and Forecast Sales Analysis
7.3.2. North America By Segment Sales Analysis
7.3.3. North America By Country Sales Analysis
7.3.4. United State Sales Analysis
7.3.5. Canada Sales Analysis
7.3.6. Mexico Sales Analysis
7.4. Europe Sales Analysis
7.4.1. Overview, Historic and Forecast Sales Analysis
7.4.2. Europe by Segment Sales Analysis
7.4.3. Europe by Country Sales Analysis
7.4.4. United Kingdom Sales Analysis
7.4.5. France Sales Analysis
7.4.6. Germany Sales Analysis
7.4.7. Italy Sales Analysis
7.4.8. Russia Sales Analysis
7.4.9. Rest Of Europe Sales Analysis
7.5. Asia Pacific Sales Analysis
7.5.1. Overview, Historic and Forecast Sales Analysis
7.5.2. Asia Pacific by Segment Sales Analysis
7.5.3. Asia Pacific by Country Sales Analysis
7.5.4. China Sales Analysis
7.5.5. India Sales Analysis
7.5.6. Japan Sales Analysis
7.5.7. South Korea Sales Analysis
7.5.8. Australia Sales Analysis
7.5.9. Rest Of Asia Pacific Sales Analysis
7.6. Latin America Sales Analysis
7.6.1. Overview, Historic and Forecast Sales Analysis
7.6.2. Latin America by Segment Sales Analysis
7.6.3. Latin America by Country Sales Analysis
7.6.4. Brazil Sales Analysis
7.6.5. Argentina Sales Analysis
7.6.6. Peru Sales Analysis
7.6.7. Chile Sales Analysis
7.6.8. Rest of Latin America Sales Analysis
7.7. Middle East & Africa Sales Analysis
7.7.1. Overview, Historic and Forecast Sales Analysis
7.7.2. Middle East & Africa by Segment Sales Analysis
7.7.3. Middle East & Africa by Country Sales Analysis
7.7.4. Saudi Arabia Sales Analysis
7.7.5. UAE Sales Analysis
7.7.6. Israel Sales Analysis
7.7.7. South Africa Sales Analysis
7.7.8. Rest Of Middle East And Africa Sales Analysis
8 . COMPETITIVE LANDSCAPE OF THE ANIME COMPANIES
8.1. Anime Market Competition
8.2. Partnership/Collaboration/Agreement
8.3. Merger And Acquisitions
8.4. New Product Launch
8.5. Other Developments
9 . COMPANY PROFILES OF ANIME INDUSTRY
9.1. Top Companies Market Share Analysis
9.2. Market Concentration Rate
9.3. Bones Inc.
9.3.1. Company Overview
9.3.2. Company Revenue
9.3.3. Products
9.3.4. Recent Developments
9.4. Kyoto Animation Co. Ltd.
9.4.1. Company Overview
9.4.2. Company Revenue
9.4.3. Products
9.4.4. Recent Developments
9.5. Madhouse Inc.
9.5.1. Company Overview
9.5.2. Company Revenue
9.5.3. Products
9.5.4. Recent Developments
9.6. Manglobe Inc.
9.6.1. Company Overview
9.6.2. Company Revenue
9.6.3. Products
9.6.4. Recent Developments
9.7. P.A.WORKS Co.Ltd.
9.7.1. Company Overview
9.7.2. Company Revenue
9.7.3. Products
9.7.4. Recent Developments
9.8. Pierrot Co. Ltd.
9.8.1. Company Overview
9.8.2. Company Revenue
9.8.3. Products
9.8.4. Recent Developments
9.9. Production I.G
9.9.1. Company Overview
9.9.2. Company Revenue
9.9.3. Products
9.9.4. Recent Developments
9.10. Studio Ghibli Inc.
9.10.1. Company Overview
9.10.2. Company Revenue
9.10.3. Products
9.10.4. Recent Developments
9.11. Sunrise Inc.
9.11.1. Company Overview
9.11.2. Company Revenue
9.11.3. Products
9.11.4. Recent Developments
9.12. TOEI Animation Co. Ltd.
9.12.1. Company Overview
9.12.2. Company Revenue
9.12.3. Products
9.12.4. Recent Developments
*Note - in company profiling, financial details and recent development are subject to availability or might not be covered in case of private companies
LIST OF TABLES
- Market Snapshot
- Drivers : Impact Analysis
- Restraints : Impact Analysis
- List of Raw Material
- List of Raw Material Manufactures
- List of Potential Buyers
- COVID-19 Impact Analysis by Production, Import, Export and Demand
- Pre V/S Post COVID-19
- Estimated Impact Of The Coronavirus (Covid-19) Epidemic
- COVID-19: Micro and Macro Factor Analysis
- Analysis by Anime Type (USD MN)
- T.V. Market Sales by Geography (USD MN)
- Movie Market Sales by Geography (USD MN)
- Video Market Sales by Geography (USD MN)
- Internet Distribution Market Sales by Geography (USD MN)
- Merchandising Market Sales by Geography (USD MN)
- Music Market Sales by Geography (USD MN)
- Pachinko Market Sales by Geography (USD MN)
- Live Entertainment Market Sales by Geography (USD MN)
- Global Anime Market Sales by Geography (USD MN)
- North America Market Analysis (USD MN)
- United State Market Analysis (USD MN)
- Canada Market Analysis (USD MN)
- Mexico Market Analysis (USD MN)
- Europe Market Analysis (USD MN)
- Europe Market Estimate by Country (USD MN)
- United Kingdom Market Analysis (USD MN)
- France Market Analysis (USD MN)
- Germany Market Analysis (USD MN)
- Italy Market Analysis (USD MN)
- Russia Market Analysis (USD MN)
- Spain Market Analysis (USD MN)
- Rest of Europe Market Analysis (USD MN)
- Asia Pacific Market Analysis (USD MN)
- China Market Analysis (USD MN)
- Japan Market Analysis (USD MN)
- India Market Analysis (USD MN)
- South Korea Market Analysis (USD MN)
- Australia Market Analysis (USD MN)
- Rest of Asia Pacific Market Analysis (USD MN)
- Latin America Market Analysis (USD MN)
- Brazil Market Analysis (USD MN)
- Argentina Market Analysis (USD MN)
- Peru Market Analysis (USD MN)
- Chile Market Analysis (USD MN)
- Rest of Latin America Market Analysis (USD MN)
- Middle East & Africa Market Analysis (USD MN)
- Saudi Arabia Market Analysis (USD MN)
- UAE Market Analysis (USD MN)
- Israel Market Analysis (USD MN)
- South Africa Market Analysis (USD MN)
- Rest of Middle East and Africa Market Analysis (USD MN)
- Partnership/Collaboration/Agreement
- Mergers And Acquisition
LIST OF FIGURES
- Research Scope of Anime Report
- Market Research Process
- Market Research Methodology
- Global Anime Market Size, by Region (USD MN)
- Porters Five Forces Analysis
- Market Attractiveness Analysis by Anime Type
- Market Attractiveness Analysis by Region
- Value Chain Analysis
- Global Market Analysis by Anime Type (USD MN)
- T.V. Market Sales by Geography (USD MN)
- Movie Market Sales by Geography (USD MN)
- Video Market Sales by Geography (USD MN)
- Internet Distribution Market Sales by Geography (USD MN)
- Merchandising Market Sales by Geography (USD MN)
- Music Market Sales by Geography (USD MN)
- Pachinko Market Sales by Geography (USD MN)
- Live Entertainment Market Sales by Geography (USD MN)
- Global Market by Revenue
- North America Market by Revenue
- Europe Market by Revenue
- Asia Pacific Market by Revenue
- Latin America Market by Revenue
- Middle East & Africa Market by Revenue
- Recent Development in Industry
- Top Companies Market Share Analysis
* Kindly note that the above listed are the basic tables and figures of the report and are not limited to the TOC.