Anime Market by Revenue Source (T.V., Movie, Video, Internet Distribution, Merchandising, Music, Pachinko, Live Entertainment), and Region 2024-2032

Anime Market by Revenue Source (T.V., Movie, Video, Internet Distribution, Merchandising, Music, Pachinko, Live Entertainment), and Region 2024-2032

Report Format: PDF+Excel | Report ID: SR112024A6992
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Market Overview:

The global anime market size reached US$ 31.2 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 60.7 Billion by 2032, exhibiting a growth rate (CAGR) of 7.68% during 2024-2032. The diverse genre offered by anime, the increasing interests among consumers, the widespread penetration of interest, the easy accessibility of anime, and the growing influence on pop culture are some of the factors propelling the market.

Report Attribute
Key Statistics
Base Year
Forecast Years
Historical Years
Market Size in 2023 US$ 31.2 Billion
Market Forecast in 2032 US$ 60.7 Billion
Market Growth Rate 2024-2032 7.68%

Anime is a style of animated film and television entertainment that originated in Japan and has since gained global popularity. It features colorful and visually striking artwork, often characterized by vibrant characters with large, expressive eyes and elaborate backgrounds. It covers various genres, including action, romance, fantasy, science fiction, and slice-of-life, catering to diverse audiences of all ages. The storytelling can be emotionally engaging, complex, and thought-provoking, attracting fans worldwide. With its unique blend of creativity, imagination, and cultural influences, anime has become a significant part of modern pop culture and continues to captivate enthusiasts and newcomers alike.

The global market is majorly driven by the increasing interest in Japanese pop culture. In line with this, the growth of online streaming platforms is significantly contributing to the market. Furthermore, the expansion of anime conventions and events is fostering a sense of community and expanding the fan base. Apart from this, the expansion of merchandise and licensing opportunities for popular franchises is positively influencing the market. Moreover, the rising collaborations with mainstream brands and industries are augmenting the market. Besides, the growth of international dubbing and subbing services is making anime accessible to non-Japanese speakers. Additionally, the growing demand for diverse and inclusive storytelling is providing a boost to the market.

Anime Market Trends/Drivers:

The emergence of anime as a source of inspiration for other media

The emergence of anime as a source of inspiration for other media is creating a positive outlook for the market. Over the years, it has become a rich source of creative ideas and narratives transcending its original medium. Its imaginative storytelling, diverse character designs, and unique visual style have influenced various forms of entertainment, including video games, comics, live-action films, and television shows. Its impact on video games, in particular, has been profound. Various successful game franchises draw inspiration from anime aesthetics and storytelling, appealing to fans and the broader gaming community. Additionally, adaptations of popular video games have further bolstered the collaboration between the two industries. Furthermore, anime's influence on comics (manga) has been reciprocal, with many anime series adaptations of successful manga works. The mutual cross-promotion between anime and manga has strengthened their combined market appeal. The film and television industries have also embraced anime's distinct visual style and captivating narratives. Live-action adaptations of anime series and films inspired by anime themes have succeeded both in Japan and internationally.

Expansion of anime studios and production companies

The expansion of anime studios and production companies is offering numerous opportunities for the market. As the demand for anime content has increased globally, these studios and companies have risen to meet the growing needs of the industry. With increased financial investment and advanced technologies, they have been able to produce high-quality anime with stunning visuals and captivating storytelling. The expansion of anime studios has also led to a more diverse range of anime series and films, catering to various genres and target audiences. This diversity has attracted a broader fan base, both within Japan and internationally, contributing to the overall growth of the market. Moreover, the expansion of production companies has facilitated collaborations with international partners, leading to co-productions and global distribution of the content. This globalization of the anime industry has further expanded its reach and popularity, reaching audiences beyond Japan's borders.

Increasing adoption of animation technology advancements

The increasing adoption of animation technology advancements is catalyzing the market. Animation technology advancements have revolutionized the production process, enabling studios to create visually stunning and sophisticated anime series and films. Computer-generated imagery (CGI) has become a prominent feature in modern anime, enhancing the visual quality and allowing for more complex and dynamic scenes. CGI integration has led to smoother animations and more realistic special effects, elevating the viewing experience. Furthermore, digital tools and software advancements have streamlined the production workflow, making it more efficient and cost-effective. Animators can now create intricate details and expressive characters more easily and precisely. The adoption of animation technology has also opened doors to experimentation and innovation, creating unique art styles and storytelling techniques. As anime continues to evolve with cutting-edge technology, it attracts a wider audience and drives market growth by setting new standards in quality and creativity.

Anime Industry Segmentation:

IMARC Group provides an analysis of the key trends in each segment of the global anime market, along with forecasts at the global, regional and country levels from 2024-2032. Our report has categorized the market based on revenue source.

Breakup by Revenue Source:

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

Merchandising dominates the market

The report has provided a detailed breakup and analysis of the market based on the revenue source. This includes T.V., movie, video, internet distribution, merchandising, music, pachinko, and live entertainment. According to the report, merchandising represented the largest segment.

Anime's popularity has led to a vast array of merchandise that caters to fans of all ages. The merchandising industry surrounding anime is expanding from toys, figures, and apparel to stationery, accessories, and home decor. Fans often seek to connect with their favorite characters and series beyond the screen, and merchandise provides them with tangible ways. Collectible figures and plush toys allow fans to own physical representations of their beloved characters. At the same time, apparel featuring iconic artwork and catchphrases lets them express their fandom daily.

Furthermore, merchandising extends to collaborations with various brands and industries, further expanding the market segment's scope. Promotional tie-ins with fast-food chains, cosmetic brands, and electronics companies, among others, leverage anime's popularity to reach a wider audience and drive sales. As its global appeal continues to grow, the merchandising segment remains a lucrative revenue source for the industry, cementing anime's position as a cultural phenomenon with a growing consumer market.

Breakup by Region:

  • North America
    • United States
    • Canada
  • Europe
    • Germany
    • France
    • United Kingdom
    • Italy
    • Spain
    • Others
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Indonesia
    • Others
  • Latin America
    • Brazil
    • Mexico
    • Others
  • Middle East and Africa

Asia Pacific exhibits a clear dominance, accounting for the largest market share

The report has also provided a comprehensive analysis of all the major regional markets, which include North America (the United States and Canada); Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, and others); Europe (Germany, France, the United Kingdom, Italy, Spain, and others); Latin America (Brazil, Mexico, and others); and the Middle East and Africa. According to the report, Asia Pacific represented the largest market.

Asia Pacific is the largest region for the market due to several factors contributing to its immense popularity and influence. Anime originated in Japan, part of the Asia Pacific region. Being the birthplace of anime, Japan has a rich and well-established anime industry that has been producing high-quality content for decades. The country's cultural connection with anime has led to a significant fan base and a robust market for anime-related products and events. Furthermore, the themes, storytelling, and art style often reflect Japanese culture and societal norms. These cultural elements resonate strongly with audiences in the Asia Pacific region, fostering a deep appreciation for anime as a form of entertainment and artistic expression.

The region also comprises diverse countries with different languages and cultures. However, the visual storytelling transcends language barriers, making it accessible and appealing to regional audiences. Moreover, the region has witnessed increasing digital connectivity and advancements in online streaming platforms, making anime easily accessible to viewers across different countries. This accessibility has played a significant role in spreading its popularity and contributing to its dominance in the region.

Competitive Landscape:

Top companies are bolstering the market through various strategic initiatives. They invest in high-quality production, collaborating with talented animators and studios to create visually stunning and engaging anime series and films. This ensures a consistent supply of captivating content that attracts and retains a wide audience. Furthermore, these companies actively promote their anime through effective marketing campaigns in Japan and internationally. They leverage social media, partnerships with other industries, and participation in anime conventions and events to increase visibility and fan engagement. Besides, the top companies explore cross-media opportunities, adapting successful series into manga, video games, and merchandise. This multi-platform approach expands the anime's reach and strengthens its brand recognition. Moreover, they explore global licensing and distribution deals, ensuring the content is available to a broader international audience. This has resulted in a rise in international viewership and increased revenue from overseas markets.

The report has provided a comprehensive analysis of the competitive landscape in the anime market. Detailed profiles of all major companies have also been provided.

  • Aniplex of America Inc
  • Bones Inc
  • Crunchyroll
  • Kyoto Animation Co. Ltd.
  • Madhouse Inc
  • P.A. Works Inc.
  • Pierrot Co. Ltd
  • Shout! Factory LLC
  • Studio Ghibli Inc.
  • Toei Animation Co. Ltd.
  • VIZ Media LLC (Shogakukan-Shueisha Productions Co. Ltd)

Recent Developments:

  • In 2020, Aniplex of America collaborated with the streaming platform Funimation to create a new joint venture called Funimation Global Group. This collaboration aimed to expand the availability of anime content globally and strengthen their combined streaming services. Additionally, Aniplex of America continued to license and distribute popular anime titles in North America, further increasing its regional presence.
  • In 2019, Bones Inc celebrated its 20th anniversary since its founding in 1998. The studio organized various events and collaborations throughout the year to commemorate this milestone. They also announced plans for new anime projects and continued their commitment to producing high-quality anime series and films.
  • In 2021, Crunchyroll, a leading anime streaming platform, was acquired by Sony's Funimation. The acquisition brought together two major players in the anime industry, allowing them to pool resources and expand their offerings to a wider global audience. The collaboration aimed to provide fans with a more extensive library of anime content and improve the overall anime streaming experience.

Anime Market Report Scope:

Report Features Details
Base Year of the Analysis 2023
Historical Period 2018-2023
Forecast Period 2024-2032
Units US$ Billion
Scope of the Report Exploration of Historical and Forecast Trends, Industry Catalysts and Challenges, Segment-Wise Historical and Predictive Market Assessment:
  • Revenue Sources
  • Region
Revenue Sources Covered T.V., Movie, Video, Internet Distribution, Merchandising, Music, Pachinko, Live Entertainment
Regions Covered Asia Pacific, Europe, North America, Latin America, Middle East and Africa
Countries Covered United States, Canada, Germany, France, United Kingdom, Italy, Spain, China, Japan, India, South Korea, Australia, Indonesia, Brazil, Mexico
Companies Covered Aniplex of America Inc, Bones Inc, Crunchyroll, Kyoto Animation Co. Ltd., Madhouse Inc, P.A. Works Inc., Pierrot Co. Ltd, Shout! Factory LLC, Studio Ghibli Inc., Toei Animation Co. Ltd., VIZ Media LLC (Shogakukan-Shueisha Productions Co. Ltd), etc.
Customization Scope 10% Free Customization
Report Price and Purchase Option Single User License: US$ 3899
Five User License: US$ 4899
Corporate License: US$ 5899
Post-Sale Analyst Support 10-12 Weeks
Delivery Format PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request)

Key Benefits for Stakeholders:

  • IMARC’s report offers a comprehensive quantitative analysis of various market segments, historical and current market trends, market forecasts, and dynamics of the anime market from 2018-2032.
  • The research study provides the latest information on the market drivers, challenges, and opportunities in the global anime market.
  • The study maps the leading, as well as the fastest-growing, regional markets. It further enables stakeholders to identify the key country-level markets within each region.
  • Porter's five forces analysis assists stakeholders in assessing the impact of new entrants, competitive rivalry, supplier power, buyer power, and the threat of substitution. It helps stakeholders to analyze the level of competition within the anime industry and its attractiveness.
  • Competitive landscape allows stakeholders to understand their competitive environment and provides an insight into the current positions of key players in the market.

Key Questions Answered in This Report

The global anime market was valued at US$ 31.2 Billion in 2023.

We expect the global anime market to exhibit a CAGR of 7.68% during 2024-2032.

The increasing popularity of Japanese pop culture, along with the increasing number of Over-The-Top (OTT) platforms that offer anime-based web series and movies, is primarily driving the global anime market.

The sudden outbreak of the COVID-19 pandemic has led to the increasing popularity of anime across various OTT platforms for entertainment purposes among individuals, during the lockdown scenario.

Based on the revenue source, the global anime market can be segmented into T.V., movie, video, internet distribution, merchandising, music, pachinko, and live entertainment. Currently, merchandising holds the majority of the total market share.

On a regional level, the market has been classified into North America, Europe, Asia Pacific, Latin America, and Middle East and Africa, where Asia Pacific currently dominates the global market.

Some of the major players in the global anime market include Aniplex of America Inc, Bones Inc, Crunchyroll, Kyoto Animation Co. Ltd., Madhouse Inc, P.A. Works Inc., Pierrot Co. Ltd, Shout! Factory LLC, Studio Ghibli Inc., Toei Animation Co. Ltd., VIZ Media LLC (Shogakukan-Shueisha Productions Co. Ltd), etc.

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Anime Market by Revenue Source (T.V., Movie, Video, Internet Distribution, Merchandising, Music, Pachinko, Live Entertainment), and Region 2024-2032
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