Categories: Business

Anime Market Value is Projected to Reach USD 48.3 Billion By 2030

Precedence Research recently published a report on “Anime Market (By Type: TV, Video, Movie, Internet Distribution, Music, Live Entertainment, and Others) – Global Industry Analysis, Size, Share, Growth, Trends, Regional Outlook, and Forecast 2021 – 2030”, the global anime market size is projected to hit USD 48.3 billion by 2030 from an estimated USD 22.6 billion in 2020, growing at a noteworthy CAGR of 7.9% from 2021 – 2030.

The market revenue/volume with the help of widespread quantitative and qualitative insights, and forecasts of the market. This report presents breakdown of market into forthcoming and niche segments. Additionally, this research study gauges market revenue growth and its drift at global, regional, and country from 2017 to 2030. This research report evaluates the anime market on a global and regional level. It offers thorough analysis of market status, growth and forecast of the global anime market for the period from 2017 to 2030.

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Crucial factors accountable for market growth are:

  • Technological advancements in the anime industry
  • Rising penetration of OTT platforms
  • Introduction of virtual reality (VR)
  • Improvement in the standard of living
  • Huge population of youth and children
  • Rise in disposable income
  • Rising number of anime creators
  • Strategic partnerships between the developers and online streaming platforms
  • Growing merchandising activities across the globe

Report Scope of the Anime Market

Report Highlights Details
Market Size USD 48.3 Billion by 2030
Growth Rate CAGR of 7.9% From 2021 to 2030
Base Year 2021
Forecast Period 2021 to 2030
Largest Market Asia Pacific
Fastest Growing Market Middle East
Segments Covered Service Type, Region Type
Companies Mentioned ManglobeInc., Kyoto Animation Co. Ltd, P.A.Works, Inc., Bones Inc., Production I.G., Toei Animation Co. Ltd., Pierrot Co. Ltd, Madhouse Inc., Studio Ghibli, Inc., Sunrise, Inc.

Report Highlights

  • By Type, the merchandising segment was the dominant segment in 2020. The increasing number of partnerships between the consumer product manufacturers and the anime creators to launch numerous products for the merchandising segment has significantly boosted the market growth. The internet distribution is expected to be the fastest-growing segment owing to the rising penetration of various OTT platforms across the globe.

Market Dynamics

Drivers – The growing popularity of media shows and rising consumer expenditure on online shows is expected to drive the global anime market during the forecast period. The growing number of anime production houses and film creators are also augmenting the anime market growth.

Restraints – The lack of efficient artists due to the insufficient payments to the anime artists is a potential threat and a major restraining factor that may hamper the growth of the global anime market during the forecast period.

Opportunities – The Asia Pacific is a growing market which shows a lot of revenue generation opportunities owing to the presence of huge number of children in the region. This is a major opportunity for growth in the market.

Challenges – The availability of unauthorized online streamers of anime shows are the major challenge to the industry players as these unauthorized streaming platforms results in financial losses to the original creators.

Scope of the Study

This anime market report studies market dynamics, status and outlook especially in North America, Europe and Asia-Pacific, Latin America, Middle East and Africa. This research report offers scenario and forecast (revenue/volume), and categorizes market by players, type, application, and region. This report also studies global market prominence, competitive landscape, market share, growth rate market dynamics such as drivers, restraints and opportunities, and distributors and sales channel.

This research study also integrates Industry Chain analysis and Porter’s Five Forces Analysis. Further, this report offers competitive scenario which comprises collaborations, market concentration rate and expansions, mergers & acquisitions undertaken by companies.

Key Players:

This report also provides detailed company profiles of the key market players. This research report also highlights the competitive landscape of the anime market and ranks noticeable companies as per their occurrence in diverse regions across globe and crucial developments initiated by them in the market space. This research study also tracks and evaluates competitive developments, such as collaborations, partnerships, and agreements, mergers and acquisitions; novel product introductions and developments, promotion strategies and Research and Development (R&D) activities in the marketplace. The competitive profiling of these players includes business and financial overview, gross margin, production, sales, and recent developments which can aid in assessing competition in the market.

Some of the prominent players in the anime market include:

  • Kyoto Animation Co. Ltd
  • P.A.Works, Inc.
  • Production I.G.
  • Toei Animation Co. Ltd.
  • ManglobeInc.
  • Pierrot Co. Ltd
  • Madhouse Inc.
  • Bones Inc.
  • Studio Ghibli, Inc.
  • Sunrise, Inc.

Segments Covered in the Report

By Service

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

By Geography

  • North America
    • U.S.
    • Canada
  • Europe
    • U.K.
    • Germany
    • France
  • Asia Pacific
    • China
    • India
    • Japan
    • South Korea
  • Rest of the World

Key Points Covered in anime market Study:

  • Growth of anime in 2021
  • Market Estimates and Forecasts (2017-2030)
  • Brand Share and Market Share Analysis
  • Key Drivers and Restraints Shaping Market Growth
  • Segment-wise, Country-wise, and Region-wise Analysis
  • Competition Mapping and Benchmarking
  • Recommendation on Key Winning Strategies
  • COVID-19 Impact on Demand for anime and How to Navigate
  • Key Product Innovations and Regulatory Climate
  • anime Consumption Analysis
  • anime Production Analysis
  • anime and Management

TABLE OF CONTENT

Chapter 1. Introduction

1.1. Research Objective

1.2. Scope of the Study

1.3. Definition

Chapter 2. Research Methodology

2.1. Research Approach

2.2. Data Sources

2.3. Assumptions & Limitations

Chapter 3. Executive Summary

3.1. Market Snapshot

Chapter 4. Market Variables and Scope 

4.1. Introduction

4.2. Market Classification and Scope

4.3. Industry Value Chain Analysis

4.3.1. Raw Material Procurement Analysis

4.3.2. Sales and Distribution Channel Analysis

4.3.3. Downstream Buyer Analysis

Chapter 5. Market Dynamics Analysis and Trends

5.1. Market Dynamics

5.1.1. Market Drivers

5.1.2. Market Restraints

5.1.3. Market Opportunities

5.2. Porter’s Five Forces Analysis

5.2.1. Bargaining power of suppliers

5.2.2. Bargaining power of buyers

5.2.3. Threat of substitute

5.2.4. Threat of new entrants

5.2.5. Degree of competition

Chapter 6. Competitive Landscape

6.1.1. Company Market Share/Positioning Analysis

6.1.2. Key Strategies Adopted by Players

6.1.3. Vendor Landscape

6.1.3.1. List of Suppliers

6.1.3.2. List of Buyers

Chapter 7. Global Anime Market, By Service

7.1. Anime Market, by Service Type, 2020-2027

7.1.1. T.V

7.1.1.1. Market Revenue and Forecast (2019-2030)

7.1.2. Movie

7.1.2.1. Market Revenue and Forecast (2019-2030)

7.1.3. Video

7.1.3.1. Market Revenue and Forecast (2019-2030)

7.1.4. Internet Distribution

7.1.4.1. Market Revenue and Forecast (2019-2030)

7.1.5. Merchandising

7.1.5.1. Market Revenue and Forecast (2019-2030)

7.1.6. Music

7.1.6.1. Market Revenue and Forecast (2019-2030)

7.1.7. Pachinko

7.1.7.1. Market Revenue and Forecast (2019-2030)

7.1.8. Live Entertainment

7.1.8.1. Market Revenue and Forecast (2019-2030)

Chapter 8. Global Anime Market, Regional Estimates and Trend Forecast

8.1. North America

8.1.1. Market Revenue and Forecast, by Service (2019-2030)

8.1.2. U.S.

8.1.3. Rest of North America

8.1.3.1. Market Revenue and Forecast, by Service (2019-2030)

8.2. Europe

8.2.1. Market Revenue and Forecast, by Service (2019-2030)

8.2.2. UK

8.2.2.1. Market Revenue and Forecast, by Service (2019-2030)

8.2.3. France

8.2.3.1. Market Revenue and Forecast, by Service (2019-2030)

8.2.4. Rest of Europe

8.2.4.1. Market Revenue and Forecast, by Service (2019-2030)

8.3. APAC

8.3.1. Market Revenue and Forecast, by Service (2019-2030)

8.3.2. India

8.3.2.1. Market Revenue and Forecast, by Service (2019-2030)

8.3.3. China

8.3.3.1. Market Revenue and Forecast, by Service (2019-2030)

8.3.4. Japan

8.3.4.1. Market Revenue and Forecast, by Service (2019-2030)

8.3.5. Rest of APAC

8.3.5.1. Market Revenue and Forecast, by Service (2019-2030)

8.4. MEA

8.4.1. Market Revenue and Forecast, by Service (2019-2030)

8.4.2. GCC

8.4.2.1. Market Revenue and Forecast, by Service (2019-2030)

8.4.3. North Africa

8.4.3.1. Market Revenue and Forecast, by Service (2019-2030)

8.4.4. South Africa

8.4.4.1. Market Revenue and Forecast, by Service (2019-2030)

8.4.5. Rest of MEA

8.4.5.1. Market Revenue and Forecast, by Service (2019-2030)

8.5. Latin America

8.5.1. Market Revenue and Forecast, by Service (2019-2030)

8.5.2. Brazil

8.5.2.1. Market Revenue and Forecast, by Service (2019-2030)

8.5.3. Rest of LATAM

8.5.3.1. Market Revenue and Forecast, by Service (2019-2030)

Chapter 9. Company Profiles

9.1. Kyoto Animation Co. Ltd

9.1.1. Company Overview

9.1.2. Product Offerings

9.1.3. Financial Performance

9.1.4. Recent Initiatives

9.2. P.A.Works, Inc.

9.2.1. Company Overview

9.2.2. Product Offerings

9.2.3. Financial Performance

9.2.4. Recent Initiatives

9.3. Production I.G.

9.3.1. Company Overview

9.3.2. Product Offerings

9.3.3. Financial Performance

9.3.4. Recent Initiatives

9.4. Toei Animation Co. Ltd.

9.4.1. Company Overview

9.4.2. Product Offerings

9.4.3. Financial Performance

9.4.4. Recent Initiatives

9.5. ManglobeInc.

9.5.1. Company Overview

9.5.2. Product Offerings

9.5.3. Financial Performance

9.5.4. Recent Initiatives

9.6. Pierrot Co. Ltd

9.6.1. Company Overview

9.6.2. Product Offerings

9.6.3. Financial Performance

9.6.4. Recent Initiatives

9.7. Madhouse Inc.

9.7.1. Company Overview

9.7.2. Product Offerings

9.7.3. Financial Performance

9.7.4. Recent Initiatives

9.8. Bones Inc.

9.8.1. Company Overview

9.8.2. Product Offerings

9.8.3. Financial Performance

9.8.4. Recent Initiatives

9.9. Studio Ghibli, Inc.

9.9.1. Company Overview

9.9.2. Product Offerings

9.9.3. Financial Performance

9.9.4. Recent Initiatives

9.10. Sunrise, Inc.

9.10.1. Company Overview

9.10.2. Product Offerings

9.10.3. Financial Performance

9.10.4. Recent Initiatives

9.10.5.

Chapter 10. Research Methodology

10.1. Primary Research

10.2. Secondary Research

10.3. Assumptions

Chapter 11. Appendix

11.1. About Us

11.2. Glossary of Terms

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Precedence Research

Precedence Research is a worldwide market research and consulting organization. We give unmatched nature of offering to our customers present all around the globe across industry verticals. Precedence Research has expertise in giving deep-dive market insight along with market intelligence to our customers spread crosswise over various undertakings.

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