The global Anime market size is expected to reach USD 72.13 billion by 2032, according to a new study by Polaris Market Research. The report “Anime Market Share, Size, Trends, Industry Analysis Report, By Type (T.V., Movie, Video, Internet Distribution, Merchandising, Music, Pachinko, and Live Entertainment); By Distribution Channel; By Origin; By Region; Segment Forecast, 2023 - 2032” gives a detailed insight into current market dynamics and provides analysis on future market growth.
Rising demand for and sales of Japanese anime content abroad is anticipated to fuel market growth over the course of the projected timeframe. According to the Association of Japanese Animations, the sector experienced record-breaking revenue growth in 2021, gaining 13.3% after declining by a paltry 3.5% in peak-pandemic 2020. The Walt Disney Corporation has been the most recent U.S. news corporation to increase investment opportunities in Japanese goods. It recently times disclosed the growth of its long-standing partnership with manga publishing company Kodansha Ltd. Manga is kinetically promoted by anime, where between 2020 and 2021 on its own sold 171% so many duplicates in North America than just its newspaper's main competitor. The way that younger generations shop is changing as a result of their increasing overseas consumption of Japanese media.
Also, it is anticipated that sales of anime items and content on a global scale would provide a sizeable portion of the market's revenue. In May 2021, the creation of Shaman King: Funbari Chronicle was announced by Studio Z. This year, iOS and Android users will be able to download the first smartphone app based on the ongoing Shaman King anime series. A "Mangatic Mode" in the game will let players experience the manga's plot in 3D graphics. With the aid of series characters, players can assemble their groups. As a result, the market growth is anticipated to be significantly influenced by consumers' growing preference for internet distribution and application games, which make up the majority of Japan's exports.
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Additionally, the rising demand for the market is being greatly impacted by the popularity of anime video games that feature in-game dialogue and virtual surround sound. The expansion of the industry is anticipated to be fueled by the development of cutting-edge technologies like virtual reality (VR) and the ensuing surge in demand for VR gaming gear. The wide range of outlets through which anime content is available for viewing, including television, comic books, online streaming services, video games, and social media, is another factor boosting the anime industry's expansion during the forecast period.
Anime Market Report Highlights
Polaris Market Research has segmented the Anime market report based on type, origin, distribution channel, and region:
Anime, Type Outlook (Revenue - USD Billion, 2019 - 2032)
Anime, Distribution Channel Outlook (Revenue - USD Billion, 2019 - 2032)
Anime, Origin Outlook (Revenue - USD Billion, 2019 - 2032)
Anime, Regional Outlook (Revenue - USD Billion, 2019 - 2032)
Report Attributes |
Details |
Market size value in 2023 |
USD 31.79 billion |
Revenue forecast in 2032 |
USD 72.13 billion |
CAGR |
9.5% from 2023 - 2032 |
Base year |
2022 |
Historical data |
2019- 2021 |
Forecast period |
2023- 2032 |
Quantitative units |
Revenue in USD billion and CAGR from 2023 to 2032 |
Segments Covered |
By Type, By Origin, By Distribution Channel, By Region |
Regional scope |
North America, Europe, Asia Pacific, Latin America; Middle East & Africa |
Key Companies |
Atomic Flare Corp., Bones Inc., Crunchyroll (Sony Pictures Entertainment Inc.), Good Smile Company, Inc., Kyoto Animation Co., Ltd., Madhouse Inc., MADHOUSE, Inc., Progressive Animation Works Co., Ltd. (PA Works), Pierrot Co., Ltd., Production I.G, Inc., Sentai Holdings, LLC (AMC Networks), Studio Ghibli, Inc., Sunrise, Inc. (Bandai Namco Filmworks), Toei Animation Co., Ltd., Ufotable Co., Ltd., and VIZ Media, LLC |
For Specific Research Requirements |