According to the latest report by IMARC Group, titled "Anime Market by Revenue Source (T.V., Movie, Video, Internet Distribution, Merchandising, Music, Pachinko, Live Entertainment), and Region 2025-2033," the global anime market size reached USD 33.6 Billion in 2024. Anime is a form of animated entertainment that originates in Japan. It features a diverse range of themes and genres, such as action, romance, comedy, drama, science fiction, and fantasy. It is characterized by vivid graphics and colorful characters with imaginative storylines and is produced by teams of animators, writers, and voice actors using multiple animation techniques. It uses advanced technologies, including motion capture, augmented reality (AR), computer-generated imagery (CGI), the internet of things (IoT), virtual reality (VR), and artificial intelligence (AI). It is distributed theatrically over various OTT platforms and through home media, television broadcasts, and over the web. The increasing popularity of Japanese pop culture has led to a rise in anime-based restaurants and cafes globally, fueling the demand for anime content.
Global Anime Market Trends:
The increasing number of over-the-top (OTT) platforms that are offering anime-based web series and movies is majorly driving the global market. Moreover, the growing popularity of anime content among the masses is also contributing to the overall growth of the demand. Besides, the increasing ownership of smart connected devices, and the growing affordability and accessibility to smartphones and internet services, are acting as another growth-inducing factor. Apart from this, several major companies are developing new technologies and techniques to create more visually stunning and engaging anime series, which are gaining prominence among individuals. Additionally, several key players are introducing anime-based merchandise, including printed tee-shirts, mobile covers, bottles, pens, notebooks, books, keychains, posters, and cards to expand their product portfolio and enhance the experience of individuals, thus impelling the market. Furthermore, the adoption of virtual reality technologies such as 3D, artificial intelligence, and blockchain in making anime content is providing a boost to the market. In line with this, the creation of customized content for the local geographical audience is significantly supporting the overall demand. Moreover, the growing adoption of electronic reading devices, such as e-readers, to enhance the experience of the reader is impacting the anime market positively. On account of the aforementioned factors, the market is anticipated to reach a value of USD 63.7 Billion by 2033, exhibiting a growth rate (CAGR) of 7.37% during 2025-2033.
Market Summary:
- On the basis of the revenue source, the market has been divided into T.V, movie, video, internet distribution, merchandising, music, pachinko, and live entertainment. Among these, merchandising exhibits a clear dominance in the market.
- Based on the regional insights, the market has been categorized into North America (the United States, and Canada), Europe (Germany, France, United Kingdom, Italy, Spain, and others), Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, and others), Latin America (Brazil, Mexico, and others), and the Middle East and Africa. Currently, Asia Pacific holds the leading position in the market.
- The competitive landscape of the market has been studied in the report with the detailed profiles of the key players operating in the market. Some of the key players 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., and VIZ Media LLC (Shogakukan-Shueisha Productions Co. Ltd).
Report Coverage:
Report Features |
Details |
Base Year of the Analysis |
2024 |
Historical Period |
2019-2024 |
Forecast Period |
2025-2033 |
Units |
Billion USD |
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 |
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) |
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