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Global Anime and Game Figures Industry Growth and Trends Forecast to 2031

Publisher APO Research, Inc.
Published Oct 20, 2025
Length 116 Pages
SKU # APRC20549775

Description

Summary

According to APO Research, The global Anime and Game Figures market was estimated at US$ million in 2025 and is projected to reach a revised size of US$ million by 2031, witnessing a CAGR of xx% during the forecast period 2026-2031.

North American market for Anime and Game Figures is estimated to increase from $ million in 2025 to reach $ million by 2031, at a CAGR of % during the forecast period of 2026 through 2031.

Asia-Pacific market for Anime and Game Figures is estimated to increase from $ million in 2025 to reach $ million by 2031, at a CAGR of % during the forecast period of 2026 through 2031.

Europe market for Anime and Game Figures is estimated to increase from $ million in 2025 to reach $ million by 2031, at a CAGR of % during the forecast period of 2026 through 2031.

The major global manufacturers of Anime and Game Figures include Good Smile Company, Alter, MaxFactory, Bandai, Pop Mart, Kaiyodo, Kotobukiya, Aniplex+ and HOT TOYS, etc. In 2024, the world's top three vendors accounted for approximately % of the revenue.

Report Scope

This report aims to provide a comprehensive presentation of the global market for Anime and Game Figures, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Anime and Game Figures.
The Anime and Game Figures market size, estimations, and forecasts are provided in terms of sales volume (k units) and revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. This report segments the global Anime and Game Figures market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided. For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.

Key Companies & Market Share Insights

In this section, the readers will gain an understanding of the key players competing. This report has studied the key growth strategies, such as innovative trends and developments, intensification of product portfolio, mergers and acquisitions, collaborations, new product innovation, and geographical expansion, undertaken by these participants to maintain their presence. Apart from business strategies, the study includes current developments and key financials. The readers will also get access to the data related to global revenue, price, and sales by manufacturers for the period 2020-2025. This all-inclusive report will certainly serve the clients to stay updated and make effective decisions in their businesses.

Anime and Game Figures Segment by Company

Good Smile Company
Alter
MaxFactory
Bandai
Pop Mart
Kaiyodo
Kotobukiya
Aniplex+
HOT TOYS
Hobbymax
MegaHouse
Hasbro
Beijing Lezi Tiancheng
Aofei Entertainment
Square Enix
Medicom Toy
Funko
Sega
Anime and Game Figures Segment by Type

1/4 Scale Figure
1/6 Scale Figure
1/7 Scale Figure
1/8 Scale Figure
1/10 Scale Figure
1/12 Scale Figure
Q Version/Non-Scale Figure
Anime and Game Figures Segment by Application

Online Sales
Offline Sales
Anime and Game Figures Segment by Region

North America
United States
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Spain
Netherlands
Switzerland
Sweden
Poland
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Southeast Asia
South America
Brazil
Argentina
Chile
Colombia
Middle East & Africa
Egypt
South Africa
Israel
Türkiye
GCC Countries

Key Drivers & Barriers

High-impact rendering factors and drivers have been studied in this report to aid the readers to understand the general development. Moreover, the report includes restraints and challenges that may act as stumbling blocks on the way of the players. This will assist the users to be attentive and make informed decisions related to business. Specialists have also laid their focus on the upcoming business prospects.

Reasons to Buy This Report

1. This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global Anime and Game Figures market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market.
2. This report will help stakeholders to understand the global industry status and trends of Anime and Game Figures and provides them with information on key market drivers, restraints, challenges, and opportunities.
3. This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in volume and value), competitor ecosystem, new product development, expansion, and acquisition.
4. This report stays updated with novel technology integration, features, and the latest developments in the market
5. This report helps stakeholders to gain insights into which regions to target globally
6. This report helps stakeholders to gain insights into the end-user perception concerning the adoption of Anime and Game Figures.
7. This report helps stakeholders to identify some of the key players in the market and understand their valuable contribution.

Chapter Outline

Chapter 1: Introduces the study scope of this report, executive summary of market segments by type, market size segments for North America, Europe, Asia Pacific, South America, Middle East & Africa.
Chapter 2: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Anime and Game Figures manufacturers competitive landscape, price, sales, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter 4: Sales, revenue of Anime and Game Figures in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the future development prospects, and market space in the world.
Chapter 5: Introduces market segments by application, market size segment for North America, Europe, Asia Pacific, South America, Middle East & Africa.
Chapter 6: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 7, 8, 9, 10 and 11: North America, Europe, Asia Pacific, South America, Middle East & Africa, sales and revenue by country.
Chapter 12: Analysis of industrial chain, key raw materials, manufacturing cost, and market dynamics.
Chapter 13: Concluding Insights of the report.

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Table of Contents

116 Pages
1 Market Overview
1.1 Product Definition
1.2 Global Market Growth Prospects
1.2.1 Global Anime and Game Figures Market Size Estimates and Forecasts (2020-2031)
1.2.2 Global Anime and Game Figures Sales Estimates and Forecasts (2020-2031)
1.3 Anime and Game Figures Market by Type
1.3.1 1/4 Scale Figure
1.3.2 1/6 Scale Figure
1.3.3 1/7 Scale Figure
1.3.4 1/8 Scale Figure
1.3.5 1/10 Scale Figure
1.3.6 1/12 Scale Figure
1.3.7 Q Version/Non-Scale Figure
1.4 Global Anime and Game Figures Market Size by Type
1.4.1 Global Anime and Game Figures Market Size Overview by Type (2020-2031)
1.4.2 Global Anime and Game Figures Historic Market Size Review by Type (2020-2025)
1.4.3 Global Anime and Game Figures Forecasted Market Size by Type (2026-2031)
1.5 Key Regions Market Size by Type
1.5.1 North America Anime and Game Figures Sales Breakdown by Type (2020-2025)
1.5.2 Europe Anime and Game Figures Sales Breakdown by Type (2020-2025)
1.5.3 Asia-Pacific Anime and Game Figures Sales Breakdown by Type (2020-2025)
1.5.4 South America Anime and Game Figures Sales Breakdown by Type (2020-2025)
1.5.5 Middle East and Africa Anime and Game Figures Sales Breakdown by Type (2020-2025)
2 Global Market Dynamics
2.1 Anime and Game Figures Industry Trends
2.2 Anime and Game Figures Industry Drivers
2.3 Anime and Game Figures Industry Opportunities and Challenges
2.4 Anime and Game Figures Industry Restraints
3 Market Competitive Landscape by Company
3.1 Global Top Players by Anime and Game Figures Revenue (2020-2025)
3.2 Global Top Players by Anime and Game Figures Sales (2020-2025)
3.3 Global Top Players by Anime and Game Figures Price (2020-2025)
3.4 Global Anime and Game Figures Industry Company Ranking, 2023 VS 2024 VS 2025
3.5 Global Anime and Game Figures Major Company Production Sites & Headquarters
3.6 Global Anime and Game Figures Company, Product Type & Application
3.7 Global Anime and Game Figures Company Establishment Date
3.8 Market Competitive Analysis
3.8.1 Global Anime and Game Figures Market CR5 and HHI
3.8.2 Global Top 5 and 10 Anime and Game Figures Players Market Share by Revenue in 2024
3.8.3 2023 Anime and Game Figures Tier 1, Tier 2, and Tier 3
4 Anime and Game Figures Regional Status and Outlook
4.1 Global Anime and Game Figures Market Size and CAGR by Region: 2020 VS 2024 VS 2031
4.2 Global Anime and Game Figures Historic Market Size by Region
4.2.1 Global Anime and Game Figures Sales in Volume by Region (2020-2025)
4.2.2 Global Anime and Game Figures Sales in Value by Region (2020-2025)
4.2.3 Global Anime and Game Figures Sales (Volume & Value), Price and Gross Margin (2020-2025)
4.3 Global Anime and Game Figures Forecasted Market Size by Region
4.3.1 Global Anime and Game Figures Sales in Volume by Region (2026-2031)
4.3.2 Global Anime and Game Figures Sales in Value by Region (2026-2031)
4.3.3 Global Anime and Game Figures Sales (Volume & Value), Price and Gross Margin (2026-2031)
5 Anime and Game Figures by Application
5.1 Anime and Game Figures Market by Application
5.1.1 Online Sales
5.1.2 Offline Sales
5.2 Global Anime and Game Figures Market Size by Application
5.2.1 Global Anime and Game Figures Market Size Overview by Application (2020-2031)
5.2.2 Global Anime and Game Figures Historic Market Size Review by Application (2020-2025)
5.2.3 Global Anime and Game Figures Forecasted Market Size by Application (2026-2031)
5.3 Key Regions Market Size by Application
5.3.1 North America Anime and Game Figures Sales Breakdown by Application (2020-2025)
5.3.2 Europe Anime and Game Figures Sales Breakdown by Application (2020-2025)
5.3.3 Asia-Pacific Anime and Game Figures Sales Breakdown by Application (2020-2025)
5.3.4 South America Anime and Game Figures Sales Breakdown by Application (2020-2025)
5.3.5 Middle East and Africa Anime and Game Figures Sales Breakdown by Application (2020-2025)
6 Company Profiles
6.1 Good Smile Company
6.1.1 Good Smile Company Comapny Information
6.1.2 Good Smile Company Business Overview
6.1.3 Good Smile Company Anime and Game Figures Sales, Revenue and Gross Margin (2020-2025)
6.1.4 Good Smile Company Anime and Game Figures Product Portfolio
6.1.5 Good Smile Company Recent Developments
6.2 Alter
6.2.1 Alter Comapny Information
6.2.2 Alter Business Overview
6.2.3 Alter Anime and Game Figures Sales, Revenue and Gross Margin (2020-2025)
6.2.4 Alter Anime and Game Figures Product Portfolio
6.2.5 Alter Recent Developments
6.3 MaxFactory
6.3.1 MaxFactory Comapny Information
6.3.2 MaxFactory Business Overview
6.3.3 MaxFactory Anime and Game Figures Sales, Revenue and Gross Margin (2020-2025)
6.3.4 MaxFactory Anime and Game Figures Product Portfolio
6.3.5 MaxFactory Recent Developments
6.4 Bandai
6.4.1 Bandai Comapny Information
6.4.2 Bandai Business Overview
6.4.3 Bandai Anime and Game Figures Sales, Revenue and Gross Margin (2020-2025)
6.4.4 Bandai Anime and Game Figures Product Portfolio
6.4.5 Bandai Recent Developments
6.5 Pop Mart
6.5.1 Pop Mart Comapny Information
6.5.2 Pop Mart Business Overview
6.5.3 Pop Mart Anime and Game Figures Sales, Revenue and Gross Margin (2020-2025)
6.5.4 Pop Mart Anime and Game Figures Product Portfolio
6.5.5 Pop Mart Recent Developments
6.6 Kaiyodo
6.6.1 Kaiyodo Comapny Information
6.6.2 Kaiyodo Business Overview
6.6.3 Kaiyodo Anime and Game Figures Sales, Revenue and Gross Margin (2020-2025)
6.6.4 Kaiyodo Anime and Game Figures Product Portfolio
6.6.5 Kaiyodo Recent Developments
6.7 Kotobukiya
6.7.1 Kotobukiya Comapny Information
6.7.2 Kotobukiya Business Overview
6.7.3 Kotobukiya Anime and Game Figures Sales, Revenue and Gross Margin (2020-2025)
6.7.4 Kotobukiya Anime and Game Figures Product Portfolio
6.7.5 Kotobukiya Recent Developments
6.8 Aniplex+
6.8.1 Aniplex+ Comapny Information
6.8.2 Aniplex+ Business Overview
6.8.3 Aniplex+ Anime and Game Figures Sales, Revenue and Gross Margin (2020-2025)
6.8.4 Aniplex+ Anime and Game Figures Product Portfolio
6.8.5 Aniplex+ Recent Developments
6.9 HOT TOYS
6.9.1 HOT TOYS Comapny Information
6.9.2 HOT TOYS Business Overview
6.9.3 HOT TOYS Anime and Game Figures Sales, Revenue and Gross Margin (2020-2025)
6.9.4 HOT TOYS Anime and Game Figures Product Portfolio
6.9.5 HOT TOYS Recent Developments
6.10 Hobbymax
6.10.1 Hobbymax Comapny Information
6.10.2 Hobbymax Business Overview
6.10.3 Hobbymax Anime and Game Figures Sales, Revenue and Gross Margin (2020-2025)
6.10.4 Hobbymax Anime and Game Figures Product Portfolio
6.10.5 Hobbymax Recent Developments
6.11 MegaHouse
6.11.1 MegaHouse Comapny Information
6.11.2 MegaHouse Business Overview
6.11.3 MegaHouse Anime and Game Figures Sales, Revenue and Gross Margin (2020-2025)
6.11.4 MegaHouse Anime and Game Figures Product Portfolio
6.11.5 MegaHouse Recent Developments
6.12 Hasbro
6.12.1 Hasbro Comapny Information
6.12.2 Hasbro Business Overview
6.12.3 Hasbro Anime and Game Figures Sales, Revenue and Gross Margin (2020-2025)
6.12.4 Hasbro Anime and Game Figures Product Portfolio
6.12.5 Hasbro Recent Developments
6.13 Beijing Lezi Tiancheng
6.13.1 Beijing Lezi Tiancheng Comapny Information
6.13.2 Beijing Lezi Tiancheng Business Overview
6.13.3 Beijing Lezi Tiancheng Anime and Game Figures Sales, Revenue and Gross Margin (2020-2025)
6.13.4 Beijing Lezi Tiancheng Anime and Game Figures Product Portfolio
6.13.5 Beijing Lezi Tiancheng Recent Developments
6.14 Aofei Entertainment
6.14.1 Aofei Entertainment Comapny Information
6.14.2 Aofei Entertainment Business Overview
6.14.3 Aofei Entertainment Anime and Game Figures Sales, Revenue and Gross Margin (2020-2025)
6.14.4 Aofei Entertainment Anime and Game Figures Product Portfolio
6.14.5 Aofei Entertainment Recent Developments
6.15 Square Enix
6.15.1 Square Enix Comapny Information
6.15.2 Square Enix Business Overview
6.15.3 Square Enix Anime and Game Figures Sales, Revenue and Gross Margin (2020-2025)
6.15.4 Square Enix Anime and Game Figures Product Portfolio
6.15.5 Square Enix Recent Developments
6.16 Medicom Toy
6.16.1 Medicom Toy Comapny Information
6.16.2 Medicom Toy Business Overview
6.16.3 Medicom Toy Anime and Game Figures Sales, Revenue and Gross Margin (2020-2025)
6.16.4 Medicom Toy Anime and Game Figures Product Portfolio
6.16.5 Medicom Toy Recent Developments
6.17 Funko
6.17.1 Funko Comapny Information
6.17.2 Funko Business Overview
6.17.3 Funko Anime and Game Figures Sales, Revenue and Gross Margin (2020-2025)
6.17.4 Funko Anime and Game Figures Product Portfolio
6.17.5 Funko Recent Developments
6.18 Sega
6.18.1 Sega Comapny Information
6.18.2 Sega Business Overview
6.18.3 Sega Anime and Game Figures Sales, Revenue and Gross Margin (2020-2025)
6.18.4 Sega Anime and Game Figures Product Portfolio
6.18.5 Sega Recent Developments
7 North America by Country
7.1 North America Anime and Game Figures Sales by Country
7.1.1 North America Anime and Game Figures Sales Growth Rate (CAGR) by Country: 2020 VS 2024 VS 2031
7.1.2 North America Anime and Game Figures Sales by Country (2020-2025)
7.1.3 North America Anime and Game Figures Sales Forecast by Country (2026-2031)
7.2 North America Anime and Game Figures Market Size by Country
7.2.1 North America Anime and Game Figures Market Size Growth Rate (CAGR) by Country: 2020 VS 2024 VS 2031
7.2.2 North America Anime and Game Figures Market Size by Country (2020-2025)
7.2.3 North America Anime and Game Figures Market Size Forecast by Country (2026-2031)
8 Europe by Country
8.1 Europe Anime and Game Figures Sales by Country
8.1.1 Europe Anime and Game Figures Sales Growth Rate (CAGR) by Country: 2020 VS 2024 VS 2031
8.1.2 Europe Anime and Game Figures Sales by Country (2020-2025)
8.1.3 Europe Anime and Game Figures Sales Forecast by Country (2026-2031)
8.2 Europe Anime and Game Figures Market Size by Country
8.2.1 Europe Anime and Game Figures Market Size Growth Rate (CAGR) by Country: 2020 VS 2024 VS 2031
8.2.2 Europe Anime and Game Figures Market Size by Country (2020-2025)
8.2.3 Europe Anime and Game Figures Market Size Forecast by Country (2026-2031)
9 Asia-Pacific by Country
9.1 Asia-Pacific Anime and Game Figures Sales by Country
9.1.1 Asia-Pacific Anime and Game Figures Sales Growth Rate (CAGR) by Country: 2020 VS 2024 VS 2031
9.1.2 Asia-Pacific Anime and Game Figures Sales by Country (2020-2025)
9.1.3 Asia-Pacific Anime and Game Figures Sales Forecast by Country (2026-2031)
9.2 Asia-Pacific Anime and Game Figures Market Size by Country
9.2.1 Asia-Pacific Anime and Game Figures Market Size Growth Rate (CAGR) by Country: 2020 VS 2024 VS 2031
9.2.2 Asia-Pacific Anime and Game Figures Market Size by Country (2020-2025)
9.2.3 Asia-Pacific Anime and Game Figures Market Size Forecast by Country (2026-2031)
10 South America by Country
10.1 South America Anime and Game Figures Sales by Country
10.1.1 South America Anime and Game Figures Sales Growth Rate (CAGR) by Country: 2020 VS 2024 VS 2031
10.1.2 South America Anime and Game Figures Sales by Country (2020-2025)
10.1.3 South America Anime and Game Figures Sales Forecast by Country (2026-2031)
10.2 South America Anime and Game Figures Market Size by Country
10.2.1 South America Anime and Game Figures Market Size Growth Rate (CAGR) by Country: 2020 VS 2024 VS 2031
10.2.2 South America Anime and Game Figures Market Size by Country (2020-2025)
10.2.3 South America Anime and Game Figures Market Size Forecast by Country (2026-2031)
11 Middle East and Africa by Country
11.1 Middle East and Africa Anime and Game Figures Sales by Country
11.1.1 Middle East and Africa Anime and Game Figures Sales Growth Rate (CAGR) by Country: 2020 VS 2024 VS 2031
11.1.2 Middle East and Africa Anime and Game Figures Sales by Country (2020-2025)
11.1.3 Middle East and Africa Anime and Game Figures Sales Forecast by Country (2026-2031)
11.2 Middle East and Africa Anime and Game Figures Market Size by Country
11.2.1 Middle East and Africa Anime and Game Figures Market Size Growth Rate (CAGR) by Country: 2020 VS 2024 VS 2031
11.2.2 Middle East and Africa Anime and Game Figures Market Size by Country (2020-2025)
11.2.3 Middle East and Africa Anime and Game Figures Market Size Forecast by Country (2026-2031)
12 Value Chain and Sales Channels Analysis
12.1 Anime and Game Figures Value Chain Analysis
12.1.1 Anime and Game Figures Key Raw Materials
12.1.2 Key Raw Materials Price
12.1.3 Raw Materials Key Suppliers
12.1.4 Manufacturing Cost Structure
12.1.5 Anime and Game Figures Production Mode & Process
12.2 Anime and Game Figures Sales Channels Analysis
12.2.1 Direct Comparison with Distribution Share
12.2.2 Anime and Game Figures Distributors
12.2.3 Anime and Game Figures Customers
13 Concluding Insights
14 Appendix
14.1 Reasons for Doing This Study
14.2 Research Methodology
14.3 Research Process
14.4 Authors List of This Report
14.5 Data Source
14.5.1 Secondary Sources
14.5.2 Primary Sources
14.6 Disclaimer
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