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Report Overview

The global anime market was valued to reach a market size of USD 34.66 Billion in 2024. The industry is expected to grow at a CAGR of 9.60% during the forecast period of 2025-2034.The growing global popularity of streaming platforms is one of the key drivers of the anime market, as it enables wider access to diverse anime content and expands international fanbases through localized dubbing and subtitles, thus aiding the market to attain a valuation of USD 86.68 Billion by 2034.

2024

Base Year

2018-2024

Historical Year

2025-2034

Forecast Year

  • Anime is very closely related to other entertainment segments such as manga, character merchandise, and games, creating a strong ecosystem that drives mutual growth. Popular anime series often encourage manga adaptations, video games, and collectible merchandise, which enhances fan engagement. For example, franchises like Naruto and Attack on Titan generate a lot of revenue across these interconnected markets, thus boosting the growth of the Anime market.
  • Increased streams and global fan engagement helped grow the demand for anime, according to industry reports that recorded a 118% increase in demand during 2020 and 2022. Major studios and streaming platforms like Crunchyroll and Netflix launched many popular series such as Demon Slayer and Jujutsu Kaisen on their platforms, paving a way for international accessibility.
  • The proliferation of streaming services and increasing global media consumption are expected to further fuel the anime market. Hulu, Amazon Prime Video, and Funimation continue to invest in anime content, including original productions. With an increase in internet access across the globe, the popularity of anime is set to grow exponentially, reaching a diverse audience worldwide.
Global Anime Market Report Summary Description Value
Base Year USD Billion 2023
Historical Period USD Billion 2018-2024
Forecast Period USD Billion 2025-2034
Market Size 2024 USD Billion 31.62
Market Size 2034 USD Billion 72.15
CAGR 2018-2024 Percentage XX%
CAGR 2025-2034 Percentage 9.6%
CAGR 2025-2034 - Market by Region Asia Pacific 11.1%
CAGR 2025-2034 - Market by Country India 12.7%
CAGR 2025-2034 - Market by Country China 10.6%
CAGR 2025-2034 - Market by Revenue Source Internet Distribution 10.8%
CAGR 2025-2034 - Market by Revenue Source Video 10.1%
Market Share by Country 2023 Germany 4.6%

Compound Annual Growth Rate

Value in USD Billion

9.6%

2025-2034


Anime Market Outlook

*this image is indicative*

Anime Market Overview

The anime market emerged as a global entertainment force, fueled by growing digital outlets, changing consumer preferences, and cross-industry collaborations. With its roots in Japan, anime has become international because of its variety, creative storytelling, and animation that is visually stunning. Growing internet penetration rates and the proliferation of the streaming platforms Crunchyroll, Funimation, and Netflix have made anime more readily available, thereby greatly adding to its growth in a global market.

Key drivers include rising investment from international media majors, increasing demand for localized content, and the popularity of anime-inspired products such as fashion, toys, and collectibles. Additionally, conventions related to anime and eSports events have been instrumental in nurturing fan engagement and expanding the market's reach worldwide, thereby propelling the anime demand growth.

New opportunities arise through original anime content production, AR experiences, and anime gaming ventures. The use of highly advanced animation technologies, like 3D rendering and virtual reality, is now changing the way people consume anime, making it possible to create immersive content.

The trends that will shape the market include global fashion collaborations inspired by anime, direct-to-consumer sales through online platforms, and the creation of live-action anime adaptations. As anime continues to cut across cultural boundaries, the appeal of this entertainment across diverse age groups and regions makes it a very fast-growing and dynamic entertainment industry.

Anime Market

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Anime Market Growth

Japan is an established stronghold for animation, with well over 600 studios spread around the nation and over 500 alone within Tokyo. The rich cultural heritage of manga continues to feed inspiration in what is almost a constant production line for a new generation of artists; expansion in anime programming on television has been surprisingly large. This growth has primarily been driven by streaming sites like Netflix, which boast very large libraries of everything from diverse anime to films and documentaries, thus pushing the growth of anime market globally. Genres include action-based adventure stories as well as inspirational ones and offbeat comedies. Anime caters to different segments. This fusion has made the world witness the rise of anime as a global phenomenon that pushes the market forward, creating enjoyable experiences for viewers in nearly every corner of the globe.

Historically, the global market for anime faced several challenges: it had only a few distribution channels, faced cultural barriers, and suffered from piracy. Since most titles could not be localised, they could reach very few international audiences, impeding the anime demand. The companies that rose above these problems are the major players Funimation and Crunchyroll, who were willing to invest in greater dubbing and subtitling to make their contents more accessible and later integrate these contents into various types of streaming platforms to make distribution more widespread. Moreover, the fight against piracy, such as streaming portals accessible over the internet, preserved much of the revenue. Hence, such measures have greatly increased the reach and popularity of anime worldwide.

Key Trends and Developments

Anime Market Opportunities

Expanding relationships with streaming platforms and gaming firms is a significant opportunity for market participants. Collaborating to create exclusive anime material suited for gaming adaptations can appeal to both anime fans and gamers, increasing the audience, thus boosting the anime market opportunities. Additionally, breaking into emerging nations with expanding internet access, such as Southeast Asia and Africa, has the potential to enhance viewership and revenue. Companies can efficiently reach younger populations by utilising social media and digital marketing tactics, which fosters community participation and drives demand for anime-related products and activities.

One of the newer technologies sweeping into the anime ecosystem is that of virtual reality. Virtually, fan experiences can hold fans about anime worlds, thus increasing engagement and interactivity. Firms are already researching VR adaptations of popular series so that fans can engage with characters and settings inside a 360-degree environment, opening up new anime market opportunities and trends. This approach brings in not only savvy audiences about technology but also avenues for further revenue through the content and experiences through VR. In the future years, technological advancements will be witnessing VR contributing to the shape of the future of anime entertainment.

Anime Market Trends

With the growing penetration of social media, anime series and games have gained substantial popularity, especially among Millennials and Gen Z. This is encouraging media houses and gaming studios to diversify their offerings and create unique experiences by leveraging advanced technologies like VR to meet evolving customer tastes. Factors such as these are thus propelling the various trends in the anime market.

Companies are also exploring the potential of anime for destination marketing, making use of different segments like fantasies, otaku, and the kidult segment to increase their revenue and expand customer base. Additionally, stakeholders are focusing on extending anime productions with new series in order to enhance customer engagement and develop the kidult segment.

Anime Market Restraints

There are many factors that threaten the growth of the market. Since local content is scarce, it might alienate viewers outside of Japan, affecting its wider acceptance, thereby leading to anime market challenges. Copyright issues and piracy might also lead to loss of revenue, thus being able to capitalise on the creators' and distributors' efforts. Cultural barriers also might not allow some viewers to appreciate the medium fully. Also, the flood of streaming sites means fighting for viewership, hence the dilution of quality in the content. The last factor relates to economic fluctuations, which affect consumer spending on anime-related products and services, thus influencing the overall growth rate.

Anime Industry Segmentation

“Anime Market Report and Forecast 2025-2034” offers a detailed analysis of the market based on the following segments:

On the basis of revenue source, the market can be divided into the following:

  • Television
  • Movie
  • Video
  • Internet Distribution
  • Merchandising
  • Music
  • Pachinko
  • Live Entertainment

Based on region, the market can be segregated into:

  • North America
  • Europe
  • Asia Pacific
  • Latin America
  • Middle East and Africa

Anime Market Share

By Revenue Source Analysis

Regular coverage through television broadcasts, bringing new audiences, builds interest and boosts the demand for anime globally. Films, especially theatrical runs, have an event experience type that helps raise the profile of anime. As per anime market analysis, sales and rental video distribution in the home encourages repeat viewership and loyalty. Internet-based distribution through streaming further increases the global level of viewership. Merchandising popular titles maximises and boosts fan engagement with additional revenue. Anime music and themes are an attraction to fans and can help generate cross-promotional opportunities. Pachinko also uses anime themes, tapping into gaming culture. In the last event, live entertainment events create a community which fosters demand and excitement for the medium.

Anime Market Regional Insights

North America Anime Market Opportunities

The market for anime is massive in North America, and an abundance of opportunities for merchandise as well as events is seen here. As the fan base increases, the need for collectibles, apparel, and themed experiences also increases, thus propelling the anime industry in North America. Events such as Anime Expo and Otakon attract thousands, and brands can thus engage with fans at a grassroots level. Again, with the streaming services increasing, niches are now easier accessible to wider varieties of titles, thus creating potential and contributing directly to the niche markets. Probably fan engagement and utilisation of various content will drive huge potential growth in the region.

CAGR 2025-2034 - Market by Country
India 12.7%
China 10.6%
Canada 8.9%
France 7.5%
Italy 6.7%
USA XX%
UK XX%
Germany XX%
Japan 6.6%
Australia XX%
Saudi Arabia XX%
Brazil XX%
Mexico XX%

Europe Anime Market Dynamics

One of the most important facets of the Europe anime market is that there is growing interrelation between local distribution companies and studios in Japan. Such interrelation makes dubbed and subtitled content more widespread and reaches more audience than would be allowed by exclusive localization. Companies such as Funimation and Wakanim expand a catalogue of content within both best-selling items and long-time lesser-known gems to maintain these varied tastes. Actually, the focus of localization not only increases viewership but also enhances the anime community across Europe in general, which creates market growth.

Asia Pacific Anime Market Trends

A significant trend in the Asia Pacific anime market is original content created specifically for online streaming platforms. There are indeed examples of such Netflix's heavily invested original animation products such as "Castlevania" and "Dota: Dragon's Blood," intended for distribution to local and foreign audiences. This will not only change the aesthetic of anime but also encourage the older studios to combine forces with new talent, which may even bring much innovation in storytelling and animation. Increased streaming will only further push demand to be made for unique and original anime content.

Latin America Anime Market Insights

The Latin America anime market is growing quite incredibly, with a benefit provided by the growth in the internet landscape and the rise of streaming services. Companies such as Crunchyroll have been significant, offering an extensive library of anime subtitled and dubbed in Spanish and Portuguese, thereby reaching the national market. Social media networks also contribute to community building and the promotion of anime culture, further energising demand. Anime conventions are also starting to emerge as events. Latin America is, therefore, positioned as a strategic market in the global anime industry.

Middle East and Africa Anime Market Drivers

The key factors augmenting growth in the Middle East and Africa anime market include rising internet penetration, increased access to streaming platforms, and a growing youth demographic eager for diverse entertainment. This is further aided by cultural exchanges and localised content for increased appeal, for instance, with dubbing and subtitling of popular anime titles in platforms such as Netflix. In addition, anime conventions and fan communities are also booming, building a great culture around the medium. This confluence of factors propels the popularity of anime in the region.

Competitive Landscape

To gain scalability in the global market, anime market players are leveraging digital platforms for wider distribution and enhancing production capabilities by collaborating with various international sources. They diversify their genre offerings, use advanced technologies like VR for greater immersion, and look for new revenue streams such as merchandise and gaming adaptations. Reaching out to international markets and enhancing engagement with the community can solidify the grip of these anime companies further, ensuring long-term growth in this dynamic and competitive landscape.

Aniplex of America, Inc.

Established as an affiliate company of the Japanese anime content producer, distributor, and music production company Aniplex Inc., Aniplex of America is considered one of the most acclaimed anime content producers and distributors in Japan. It also supports music production, adding to its entertainment capabilities.

Bones, Inc.

Founded in 1998, Bones, Inc. is a Japanese animation studio known for producing well-liked series su...

Crunchyroll, LLC

Crunchyroll, LLC is an independent joint venture between Sony Pictures Entertainment and Aniplex, af...

Kyoto Animation Co., Ltd.

Kyoto Animation Co., Ltd. is a Japanese publishing and animation light novel company established in ...

*Please note that this is only a partial list; the complete list of key players is available in the full report. Additionally, the list of key players can be customized to better suit your needs.*

Other players operating in the anime market are MADHOUSE Inc., P.A.WORKS Co.,Ltd., Pierrot Co.,Ltd., STUDIO GHIBLI Inc., TOEI ANIMATION Co., Ltd., and VIZ Media, LLC, among others.

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Anime Market Report Snapshots

Anime Market Size

Anime Market Share

Anime Market Trends

Anime Market Growth

Anime Market Regional Analysis

Anime Companies

*While we strive to always give you current and accurate information, the numbers depicted on the website are indicative and may differ from the actual numbers in the main report. At Expert Market Research, we aim to bring you the latest insights and trends in the market. Using our analyses and forecasts, stakeholders can understand the market dynamics, navigate challenges, and capitalize on opportunities to make data-driven strategic decisions.*

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Key Questions Answered in the Report

In 2024, the market reached an approximate value of USD 34.66 Billion.

The anime market is assessed to grow at a CAGR of 9.60% between 2025 and 2034.

The market is estimated to witness healthy growth in the forecast period of 2025-2034 to reach a value of around USD 86.68 Billion by 2034.

The major factors driving the market growth are the rapid globalisation and growing popularity of J-pop, growth of the gaming and entertainment industry, and increasing influence of social media.

The key trends aiding the market include the advent of streaming services and the rapid technological advancements and integration of VR to create immersive experience for the audience.

The key regions are North America, Europe, the Asia Pacific, Latin America, and the Middle East and Africa.

The major revenue sources are television, movie, video, internet distribution, merchandising, and music, pachinko, and live entertainment.

The major players in the market are Aniplex of America, Inc., Bones, Inc., Crunchyroll, LLC, Kyoto Animation Co.,Ltd., MADHOUSE Inc., P.A.WORKS Co.,Ltd., Pierrot Co.,Ltd., STUDIO GHIBLI Inc., TOEI ANIMATION Co., Ltd., and VIZ Media, LLC, among others.

Report Summary

Explore our key highlights of the report and gain a concise overview of key findings, trends, and actionable insights that will empower your strategic decisions.

Key Highlights of the Report

Please note that the figures mentioned in the description serve as estimates and may vary from the actual figures presented in the final report.

REPORT FEATURES DETAILS
Base Year 2024
Historical Period 2018-2024
Forecast Period 2025-2034
Scope of the Report

Historical and Forecast Trends, Industry Drivers and Constraints, Historical and Forecast Market Analysis by Segment:

  • Revenue Source
  • Region
Breakup by Revenue Source
  • Television
  • Movie
  • Video
  • Internet Distribution
  • Merchandising
  • Music
  • Pachinko
  • Live Entertainment
Breakup by Region
  • North America
    • United States of America 
    • Canada
  • Europe
    • United Kingdom
    • Germany
    • France
    • Italy
    • Others
  • Asia Pacific
    • China
    • Japan
    • India
    • ASEAN
    • Australia
    • Others
  • Latin America
    • Brazil
    • Argentina
    • Mexico
    • Others
  • Middle East and Africa
    • Saudi Arabia
    • United Arab Emirates
    • Nigeria
    • South Africa
    • Others
Market Dynamics
  • SWOT Analysis
  • Porter's Five Forces Analysis
  • Key Indicators for Demand
  • Key Indicators for Price
Competitive Landscape
  • Market Structure
  • Company Profiles
    • Company Overview
    • Product Portfolio
    • Demographic Reach and Achievements
    • Certifications
Companies Covered
  • Aniplex of America, Inc.
  • Bones, Inc.
  • Crunchyroll, LLC
  • Kyoto Animation Co.,Ltd.
  • MADHOUSE Inc.
  • P.A.WORKS Co.,Ltd.
  • Pierrot Co.,Ltd.
  • STUDIO GHIBLI Inc.
  • TOEI ANIMATION Co., Ltd.
  • VIZ Media, LLC
  • Others

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