The GCC anime market size reached USD 644 Million in 2024. Looking forward, IMARC Group expects the market to reach USD 1,265 Million by 2033, exhibiting a growth rate (CAGR) of 7.8% during 2025-2033. The growing influence of Japanese pop culture, escalating penetration of the internet, expanding youth population with rising disposable income, rapid proliferation of anime convention and events, increasing use of animation in education, and the emerging trend of producing localized anime content represent some of the key factors driving the market.
Report Attribute
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Key Statistics
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Base Year
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2024 |
Forecast Years
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2025-2033
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Historical Years
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2019-2024
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Market Size in 2024 | USD 644 Million |
Market Forecast in 2033 | USD 1,265 Million |
Market Growth Rate (2025-2033) | 7.8% |
Anime refers to a style of animation recognized for its distinctive, colorful art, fantastical themes, and vibrant characters. It encompasses various types, including shonen, shojo, kodomomuke, seinen, and josei. It is available in various genres, such as action, drama, fantasy, horror, and romance. Anime finds widespread applications across various platforms, such as television series, films, video games, web series, and comic books. It is also utilized in advertising, music videos, educational content, tourism promotion, and cultural exchange. Anime offers a wide variety of narratives, explores complex themes, encourages creativity, fosters cultural diversity, provides educational content, boosts tourism, promotes merchandise sales, and contributes significantly to the economy. Additionally, it nurtures artistic talent, inspires fashion trends, facilitates language learning, promotes cultural exports, and offers vast career opportunities. It also offers numerous advantages, such as flexibility in storytelling, cross-platform adaptability, merchandising potential, influence on pop culture, and its role in promoting Japanese culture and language.
Growing Popularity of Online Streaming Platforms
The growing popularity of online streaming platforms is largely contributing to the growth of the anime business in the GCC. OTT companies are constantly adding anime titles to their libraries, making anime increasingly available to more viewers. The platforms are also dubbing content into Arabic, further increasing the attractiveness to viewers in the region. The ease of on-demand viewing and high internet penetration in the GCC are motivating increasing numbers of viewers to watch anime content. With these platforms having invested in producing original anime content, they are pulling in a wider audience base by providing exclusive content and premium-quality content. The ongoing transition from conventional broadcast television to digital media is changing the ways audiences interact with anime, driving an increasing number of fans throughout the GCC region. In 2024, Dubai’s Cinema Akil, the first independent cinema in the GCC area, announced its plan to host its own anime film week from October 25 to 31, showcasing three Studio Ghibli films along with the 2024 film ‘Ghost Cat Anzu’. The anime film week will feature Hayao Miyazaki’s highly praised movie ‘Spirited Away.’ The renowned 2011 film depicted a 10-year-old who relocates to a new area and encounters a realm inhabited by supernatural creatures.
Increasing Youth Populations and Evolving Patterns of Entertainment
Youth populations in the GCC are becoming interested in anime movies an merchandize. thereby increasing popularity of anime. Approximately 71 percent of the population in Saudi Arabia is under 35 years old, as stated in the recently published 2024 Saudi Family Statistics Report by the General Authority for Statistics (GASTAT). As per Worldometer, in 2025, the median age in the UAE is estimated to be 31.6 years. Since a large percentage of the population is young, with many below the age of 30, there is a rising need for new and varied forms of entertainment, which anime is well-placed to address. This younger generation is constantly researching international entertainment trends and is more accepting of foreign content, including anime. The inclusion of anime in mainstream culture, facilitated by social media, conventions, and fan groups, is also adding to its greater exposure. As young adults adopt anime for its visual storytelling, character evolution, and aesthetic appeal, there is a constant shift in entertainment consumption towards international content. This age group is also driving demand for localized anime merchandise and activities, making anime an integral part of their entertainment lifestyle and translating into a steady increase in the market.
Spreading Merchandising and Brand Partnerships
Anime merchandising's ongoing growth is contributing in a major way to the accelerated expansion of the GCC anime industry. Well-known anime titles and characters are increasingly being applied to all kinds of products, including apparel, accessories, toys, and even food products. Not only are these products being distributed through conventional retail channels, but also by online channels, which are increasingly popular with individuals across the GCC countries. In addition, partnerships between anime brands and local businesses, including fashion, gaming, and tech, are continually promoting increased brand visibility. These partnerships are giving rise to limited-edition goods and exclusive promotional offers that draw the attention of anime enthusiasts and collectors. Such merchandising opportunities are continually increasing the business side of anime, further propelling its exposure and popularity. Through connecting with the expanding consumer culture of the GCC, anime is solidifying its position as a commercial and influential aspect of regional consumer goods and entertainment markets. In 2025, The Japanese bookstore Kinokuniya, located in the UAE, has launched the Shonen Jump Shop pop-up store at Dubai Mall and Galleria Mall in Abu Dhabi. The latest pop-up offers unique products, collectibles, and treats featuring beloved Shonen Jump characters from One Piece, Naruto, Bleach, Demon Slayer: Kimetsu No Yaiba, and others. The Shonen Jump collaboration demonstrates how anime and manga enthusiasts can rely on Kinokuniya for official and exclusive.
Cultural Shift Towards Diverse and International Content
The GCC area is constantly undergoing a cultural transition towards the acceptance of more global and international styles of entertainment. Traditionally, local and regional media have been predominant in the area of entertainment, but with the effects of globalization and greater access to international media, there is an observable inclination towards global material, including anime. Audiences within the GCC are constantly on the lookout for fresh stories, designs, and genres, and anime is meeting this need by providing diverse content across a multitude of themes. Increased openness and interest in other cultures are fuelling the popularity of anime, and numerous audiences enjoy watching the diversity of anime genres, ranging from action series to slice-of-life.
Regional Events and Conventions Support
Anime events and conventions are constantly contributing to the market growth. Major events such as Middle East Film and Comic Con (MEFCC) in Dubai are continually attracting large audiences and providing a platform for anime content to be showcased. These conventions offer fans opportunities to meet voice actors, participate in cosplay contests, and discover new anime series. The increase in anime-related activities in the GCC is building a vibrant fan base that is increasingly growing in size and passion. Secondly, increasing events are boosting industry partnerships, where creators, distributors, and fans can meet directly, leading to increased engagement. The sustained support from such events is also urging international anime studios to look to the GCC market for marketing and distribution, making anime more accessible and visible. As the events mature, they will continue to grow the anime market by building experiences and cementing anime as a cultural force in the region.
Influence of Social Media and Online Communities
Social media and virtual communities are ever-increasingly playing a vital role in the growth of the anime market in the GCC. Social media sites like Instagram, Twitter, TikTok, and YouTube are becoming more and more platforms where fans discuss anime, post content, and market anime culture. These online platforms are constantly building a community of anime fans, who are employing hashtags, fan pages, and online forums to share recommendations, artwork, and opinions. The virality of the content related to anime, ranging from fan art to meme culture, is adding fuel to the swiftness with which anime is spreading throughout the region. Moreover, content creators and influencers are constantly contributing to anime's growing popularity by commenting on shows, producing reaction videos, and engaging in anime culture debates. The more anime is exposed to viewers online, the stronger it is solidifying its position as part of GCC viewing habits, particularly among the young generation who spend a great deal of their time on social media.
IMARC Group provides an analysis of the key trends in each segment of the GCC anime market report, along with forecasts at the regional and country levels for 2025-2033. Our report has categorized the market based on revenue source.
Revenue Source Insights:
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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.
Country Insights:
The report has also provided a comprehensive analysis of all the major regional markets, which include Saudi Arabia, UAE, Qatar, Bahrain, Kuwait, and Oman.
The report has also provided a comprehensive analysis of the competitive landscape in the market. Competitive analysis such as market structure, key player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant has been covered in the report. Also, detailed profiles of all major companies have been provided.
Report Features | Details |
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Base Year of the Analysis | 2024 |
Historical Period | 2019-2024 |
Forecast Period | 2025-2033 |
Units | Million USD |
Scope of the Report | Exploration of Historical and Forecast Trends, Industry Catalysts and Challenges, Segment-Wise Historical and Predictive Market Assessment:
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Revenue Sources Covered | T.V., Movie, Video, Internet Distribution, Merchandising, Music, Pachinko, Live Entertainment |
Countries Covered | Saudi Arabia, UAE, Qatar, Bahrain, Kuwait, Oman |
Customization Scope | 10% Free Customization |
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 Questions Answered in This Report:
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