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Global E-comics Supply, Demand and Key Producers, 2026-2032

Publisher GlobalInfoResearch
Published Jan 15, 2026
Length 164 Pages
SKU # GFSH20745422

Description

The global E-comics market size is expected to reach $ 35170 million by 2032, rising at a market growth of 11.9% CAGR during the forecast period (2026-2032).

E-comics, short for electronic comics, also called digital comics, refer to digital versions of comic books or graphic novels that are designed to be read on electronic devices, such as computers, tablets, e-readers, or smartphones. E-comics have become increasingly popular as technology has advanced, providing readers with a convenient and portable way to access and enjoy their favorite comic content. Here are some key features and aspects of e-comics:

Digital Format: E-comics are distributed in digital formats, allowing readers to download and store them electronically. This eliminates the need for physical copies and provides a space-efficient way to carry a large collection of comics. Various File Formats: E-comics are available in various file formats, including PDF, EPUB, CBR, CBZ, and more. Different platforms and devices may support different file types. Interactive Features: Some e-comics incorporate interactive features not possible in traditional print comics. This can include animations, sound effects, hyperlinks, and other multimedia elements. Online Platforms: E-comics are often distributed through online platforms or dedicated websites. Readers can purchase, download, or subscribe to digital comic content directly from these platforms. Subscription Services: Some platforms offer subscription services where users pay a recurring fee to access a library of digital comics. This model is similar to streaming services for other media types. Guided View Technology: To enhance the reading experience on smaller screens, many e-comic platforms use guided view technology. This feature guides readers through individual panels or frames, making it easier to follow the story on devices with limited screen space. Device Compatibility: E-comics are designed to be compatible with a wide range of electronic devices, including tablets, e-readers, smartphones, and computers. This ensures accessibility for readers using different devices. Global Accessibility: E-comics can be easily distributed and accessed globally, overcoming geographical barriers. Readers from different parts of the world can enjoy the same content simultaneously. Search and Navigation: Digital comics often include search and navigation features, allowing readers to quickly find specific pages or panels. This can enhance the overall reading experience. Creator Platforms: Some platforms cater to independent comic creators, providing tools and portals for them to publish and distribute their work directly to a global audience.

Global key players of E-comics include Naver, Kakao, Shueisha, Kodansha, Comico (NHN), etc. The top five players hold a share over 26%. Asia-Pacific is the largest market, and has a share about 87%, followed by North America and Europe with share 6% and 5%, separately. In terms of product type, Subscription Based is the largest segment, occupied for a share of 77%. In terms of application, Mobile Phone has a share about 83 percent.

This report studies the global E-comics demand, key companies, and key regions.

This report is a detailed and comprehensive analysis of the world market for E-comics, and provides market size (US$ million) and Year-over-Year (YoY) growth, considering 2025 as the base year. This report explores demand trends and competition, as well as details the characteristics of E-comics that contribute to its increasing demand across many markets.

Highlights and key features of the study

Global E-comics total market, 2021-2032, (USD Million)

Global E-comics total market by region & country, CAGR, 2021-2032, (USD Million)

U.S. VS China: E-comics total market, key domestic companies, and share, (USD Million)

Global E-comics revenue by player, revenue and market share 2021-2026, (USD Million)

Global E-comics total market by Type, CAGR, 2021-2032, (USD Million)

Global E-comics total market by Application, CAGR, 2021-2032, (USD Million)

This report profiles major players in the global E-comics market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Naver, Kakao, Shueisha, Marvel Unlimited, Shogakukan, Kodansha, DC, KidariStudio, Amazia, Kadokawa, etc.

This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.

Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the world E-comics market

Detailed Segmentation:

Each section contains quantitative market data including market by value (US$ Millions), by player, by regions, by Type, and by Application. Data is given for the years 2021-2032 by year with 2025 as the base year, 2026 as the estimate year, and 2027-2032 as the forecast year.

Global E-comics Market, By Region:
United States
China
Europe
Japan
South Korea
ASEAN
India
Rest of World

Global E-comics Market, Segmentation by Type:
Subscription Based
Advertisement Based

Global E-comics Market, Segmentation by Application:
Mobile Phone
PC/Notebook
Tablet Computer
Others

Companies Profiled:
Naver
Kakao
Shueisha
Marvel Unlimited
Shogakukan
Kodansha
DC
KidariStudio
Amazia
Kadokawa
Tappytoon
Hakusensha
Akita Shoten
Futabasha
IDW
Comico (NHN)
Image Comics
Delcourt
Glenat
Ridibooks (RIDI Corp)
Mr Blue
Webcomics (SideWalk Group)

Key Questions Answered

1. How big is the global E-comics market?

2. What is the demand of the global E-comics market?

3. What is the year over year growth of the global E-comics market?

4. What is the total value of the global E-comics market?

5. Who are the Major Players in the global E-comics market?

6. What are the growth factors driving the market demand?

Table of Contents

164 Pages
1 Supply Summary
2 Demand Summary
3 World E-comics Companies Competitive Analysis
4 United States VS China VS Rest of World (by Headquarter Location)
5 Market Analysis by Type
6 Market Analysis by Application
7 Company Profiles
8 Industry Chain Analysis
9 Research Findings and Conclusion
10 Appendix
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