
Global Anime Market Growth, Size, Trends Analysis – By Type, By Genre, By Distribution Channel- Regional Outlook, Competitive Strategies and Segment Forecast to 2034
Description
Anime Market Introduction and Overview
According to SPER market research, ‘Global Anime Market Size- By Type, By Genre, By Distribution Channel- Regional Outlook, Competitive Strategies and Segment Forecast to 2034’ state that the Global Anime Market is predicted to reach 89.63 billion by 2034 with a CAGR of 10.04%.
Anime, a Japanese animation technique, has gained international recognition and popularity as a kind of entertainment. It appeals to viewers of all ages since it covers a broad variety of genres and issues. Anime, which is renowned for its unique visual aesthetic, lively characters, and gripping narratives, frequently delves into intricate feelings, subtle cultural aspects, and fantasy settings.
Restraints:Despite its widespread appeal, the anime business confronts a number of difficulties. One significant problem is that animators are overworked and paid poorly, which causes burnout and high studio turnover rates. Working conditions are frequently degraded by the industry’s strong dependence on freelance labor and strict production deadlines. Furthermore, piracy is still a serious problem as it lowers the profits from authorized distribution outlets.
Scope of the report:
Report Metric Details
Market size available for years 2021-2034
Base year considered 2024
Forecast period 2025-2034
Segments covered
By Type, By Genre, By Distribution Channel
Regions covered
North America, Latin America, Asia-Pacific, Europe, and Middle East & Africa
Companies Covered
Atomic Flare, Bones Inc, Crunchyroll (Sony Pictures Entertainment Inc), Discotek Media, Good Smile Company, Inc, Kyoto Animation Co., Ltd, MADHOUSE, Inc, Pierrot Co., Ltd, Production I.G, Inc, Progressive Animation Works Co., Ltd (PA Works), Sentai Holdings, LLC (AMC Networks), Studio Ghibli, Inc, Sunrise, Inc (Bandai Namco Filmworks), Toei Animation Co., Ltd, Ufotable Co., Ltd, VIZ Media, LLC.
Global Anime Market Segmentation:
By Type: Based on the Type, Global Anime Market is segmented as; T.V, Movie, Video, Internet Distribution, Merchandising, Music, Pachinko, Live Entertainment.
By Genre: Based on the Genre, Global Anime Market is segmented as; Action & Adventure, Sci-Fi & Fantasy, Sports, Romance & Drama, Others.
By Distribution Channel: Based on the Distribution Channel, Global Anime Market is segmented as; T.V Broadcasting, Online Streaming, DVD, Theatrical Release, Merchandising Stores, Gaming Platforms.
By Region:
This research also includes data for North America, Latin America, Asia-Pacific, Europe, Middle East & Africa.
According to SPER market research, ‘Global Anime Market Size- By Type, By Genre, By Distribution Channel- Regional Outlook, Competitive Strategies and Segment Forecast to 2034’ state that the Global Anime Market is predicted to reach 89.63 billion by 2034 with a CAGR of 10.04%.
Anime, a Japanese animation technique, has gained international recognition and popularity as a kind of entertainment. It appeals to viewers of all ages since it covers a broad variety of genres and issues. Anime, which is renowned for its unique visual aesthetic, lively characters, and gripping narratives, frequently delves into intricate feelings, subtle cultural aspects, and fantasy settings.
Restraints:Despite its widespread appeal, the anime business confronts a number of difficulties. One significant problem is that animators are overworked and paid poorly, which causes burnout and high studio turnover rates. Working conditions are frequently degraded by the industry’s strong dependence on freelance labor and strict production deadlines. Furthermore, piracy is still a serious problem as it lowers the profits from authorized distribution outlets.
Scope of the report:
Report Metric Details
Market size available for years 2021-2034
Base year considered 2024
Forecast period 2025-2034
Segments covered
By Type, By Genre, By Distribution Channel
Regions covered
North America, Latin America, Asia-Pacific, Europe, and Middle East & Africa
Companies Covered
Atomic Flare, Bones Inc, Crunchyroll (Sony Pictures Entertainment Inc), Discotek Media, Good Smile Company, Inc, Kyoto Animation Co., Ltd, MADHOUSE, Inc, Pierrot Co., Ltd, Production I.G, Inc, Progressive Animation Works Co., Ltd (PA Works), Sentai Holdings, LLC (AMC Networks), Studio Ghibli, Inc, Sunrise, Inc (Bandai Namco Filmworks), Toei Animation Co., Ltd, Ufotable Co., Ltd, VIZ Media, LLC.
Global Anime Market Segmentation:
By Type: Based on the Type, Global Anime Market is segmented as; T.V, Movie, Video, Internet Distribution, Merchandising, Music, Pachinko, Live Entertainment.
By Genre: Based on the Genre, Global Anime Market is segmented as; Action & Adventure, Sci-Fi & Fantasy, Sports, Romance & Drama, Others.
By Distribution Channel: Based on the Distribution Channel, Global Anime Market is segmented as; T.V Broadcasting, Online Streaming, DVD, Theatrical Release, Merchandising Stores, Gaming Platforms.
By Region:
This research also includes data for North America, Latin America, Asia-Pacific, Europe, Middle East & Africa.
Table of Contents
229 Pages
- 1. Introduction
- 1.1. Scope of the report
- 1.2. Market segment analysis
- 2. Research Methodology
- 2.1. Research data source
- 2.1.1. Secondary Data
- 2.1.2. Primary Data
- 2.1.3. SPERs internal database
- 2.1.4. Premium insight from KOLs
- 2.2. Market size estimation
- 2.2.1. Top-down and Bottom-up approach
- 2.3. Data triangulation
- 3. Executive Summary
- 4. Market Dynamics
- 4.1. Driver, Restraint, Opportunity and Challenges analysis
- 4.1.1. Drivers
- 4.1.2. Restraints
- 4.1.3. Opportunities
- 4.1.4. Challenges
- 5. Market variable and outlook
- 5.1. SWOT Analysis
- 5.1.1. Strengths
- 5.1.2. Weaknesses
- 5.1.3. Opportunities
- 5.1.4. Threats
- 5.2. PESTEL Analysis
- 5.2.1. Political Landscape
- 5.2.2. Economic Landscape
- 5.2.3. Social Landscape
- 5.2.4. Technological Landscape
- 5.2.5. Environmental Landscape
- 5.2.6 . Legal Landscape
- 5.3. PORTERs Five Forces
- 5.3.1. Bargaining power of suppliers
- 5.3.2. Bargaining power of buyers
- 5.3.3. Threat of Substitute
- 5.3.4. Threat of new entrant
- 5.3.5. Competitive rivalry
- 5.4. Heat Map Analysis
- 6. Competitive Landscape
- 6.1. Global Anime Market Manufacturing Base Distribution, Sales Area, Product Type
- 6.2. Mergers & Acquisitions, Partnerships, Product Launch, and Collaboration in Global Anime Market
- 7. Global Anime Market, By Type (USD Million) 2021-2034
- 7.1. T.V
- 7.2. Movie
- 7.3. Video
- 7.4. Internet Distribution
- 7.5. Merchandising
- 7.6. Music
- 7.7. Pachinko
- 7.8. Live Entertainment
- 8. Global Anime Market, By Genre (USD Million) 2021-2034
- 8.1. Action & Adventure
- 8.2. Sci-Fi & Fantasy
- 8.3. Sports
- 8.4. Romance & Drama
- 8.5. Others
- 9. Global Anime Market, By Distribution Channel (USD Million) 2021-2034
- 9.1. T.V Broadcasting
- 9.2. Online Streaming
- 9.3. DVD
- 9.4. Theatrical Release
- 9.5. Merchandising Stores
- 9.6. Gaming Platforms
- 10. Global Anime Market, (USD Million) 2021-2034
- 10.1. Global Anime Market Size and Market Share
- 11. Global Anime Market, By Region, (USD Million) 2021-2034
- 11.1. Asia-Pacific
- 11.1.1. Australia
- 11.1.2. China
- 11.1.3. India
- 11.1.4. Japan
- 11.1.5. South Korea
- 11.1.6. Rest of Asia-Pacific
- 11.2. Europe
- 11.2.1. France
- 11.2.2. Germany
- 11.2.3. Italy
- 11.2.4. Spain
- 11.2.5. United Kingdom
- 11.2.6. Rest of Europe
- 11.3. Middle East and Africa
- 11.3.1. Kingdom of Saudi Arabia
- 11.3.2. United Arab Emirates
- 11.3.3. Qatar
- 11.3.4. South Africa
- 11.3.5. Egypt
- 11.3.6. Morocco
- 11.3.7. Nigeria
- 11.3.8. Rest of Middle-East and Africa
- 11.4. North America
- 11.4.1. Canada
- 11.4.2. Mexico
- 11.4.3. United States
- 11.5. Latin America
- 11.5.1. Argentina
- 11.5.2. Brazil
- 11.5.3. Rest of Latin America
- 12. Company Profile
- 12.1. Atomic Flare
- 12.1.1. Company details
- 12.1.2. Financial outlook
- 12.1.3. Product summary
- 12.1.4. Recent developments
- 12.2. Bones Inc.
- 12.2.1. Company details
- 12.2.2. Financial outlook
- 12.2.3. Product summary
- 12.2.4. Recent developments
- 12.3. Crunchyroll (Sony Pictures Entertainment Inc)
- 12.3.1. Company details
- 12.3.2. Financial outlook
- 12.3.3. Product summary
- 12.3.4 . Recent developments
- 12.4. Discotek Media
- 12.4.1. Company details
- 12.4.2. Financial outlook
- 12.4.3. Product summary
- 12.4.4. Recent developments
- 12.5. Good Smile Company, Inc
- 12.5.1. Company details
- 12.5.2. Financial outlook
- 12.5.3. Product summary
- 12.5.4. Recent developments
- 12.6. Kyoto Animation Co., Ltd
- 12.6.1. Company details
- 12.6.2. Financial outlook
- 12.6.3. Product summary
- 12.6.4. Recent developments
- 12.7. MADHOUSE, Inc
- 12.7.1. Company details
- 12.7.2. Financial outlook
- 12.7.3. Product summary
- 12.7.4. Recent developments
- 12.8. Pierrot Co., Ltd
- 12.8.1. Company details
- 12.8.2. Financial outlook
- 12.8.3. Product summary
- 12.8.4. Recent developments
- 12.9. Production I.G, Inc
- 12.9.1. Company details
- 12.9.2. Financial outlook
- 12.9.3. Product summary
- 12.9.4. Recent developments
- 12.10. Progressive Animation Works Co., Ltd. (PA Works)
- 12.10.1. Company details
- 12.10.2. Financial outlook
- 12.10.3. Product summary
- 12.10.4. Recent developments
- 12.11. Sentai Holdings, LLC (AMC Networks)
- 12.11.1. Company details
- 12.11.2. Financial outlook
- 12.11.3. Product summary
- 12.11.4. Recent developments
- 12.12. Studio Ghibli, Inc
- 12.12.1. Company details
- 12.12.2. Financial outlook
- 12.12.3. Product summary
- 12.12.4. Recent developments
- 12.13. Sunrise, Inc. (Bandai Namco Filmworks)
- 12.13.1. Company details
- 12.13.2. Financial outlook
- 12.13.3. Product summary
- 12.13.4. Recent developments
- 12.14. Toei Animation Co., Ltd.
- 12.14.1. Company details
- 12.14.2. Financial outlook
- 12.14.3. Product summary
- 12.14.4. Recent developments
- 12.15. Ufotable Co., Ltd.
- 12.15.1. Company details
- 12.15.2. Financial outlook
- 12.15.3. Product summary
- 12.15.4. Recent developments
- 12.16. VIZ Media, LLC
- 12.16.1. Company details
- 12.16.2. Financial outlook
- 12.16.3. Product summary
- 12.16.4. Recent developments
- 12.17. Others
- 13. Conclusion
- 14. List of Abbreviations
- 15. Reference Links
Pricing
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