市場調査レポート
商品コード
1361102

アニメの世界市場:産業動向・予測

Global Anime Market: Industry Trends and Forecast

出版日: | 発行: BCC Research | ページ情報: 英文 55 Pages | 納期: 即納可能 即納可能とは

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アニメの世界市場:産業動向・予測
出版日: 2023年10月06日
発行: BCC Research
ページ情報: 英文 55 Pages
納期: 即納可能 即納可能とは
  • 全表示
  • 概要
  • 図表
  • 目次
概要

当レポートでは、世界のアニメ市場を調査し、市場および技術の概要、市場影響因子および市場機会の分析、市場規模の推移・予測、各種区分・地域別の詳細分析、技術動向、ESGの展開、競合情勢、主要企業のプロファイルなどをまとめています。

目次

第1章 イントロダクション

第2章 エグゼクティブサマリー

第3章 市場概要

  • 概要
  • アニメの歴史
  • 市場力学
  • 市場促進要因
  • 市場抑制要因
  • 市場機会
  • 新たな技術と機会
  • ARとVR
  • モーションキャプチャ
  • AI
  • クラウドファンディング

第4章 市場内訳:タイプおよびジャンル別

  • 世界のアニメ市場:タイプ別
  • テレビ
  • 映画
  • ビデオ
  • インターネット配信
  • 商品
  • 音楽
  • パチンコ
  • ライブエンターテイメント
  • 市場規模・予測
  • 世界のアニメ市場・ジャンル別
  • アクション・アドベンチャー
  • SF・ファンタジー
  • ロマンス・ドラマ
  • スポーツ
  • その他
  • 市場規模・予測

第5章 市場内訳:地域別

  • 概要
  • 北米
  • 欧州
  • アジア太平洋
  • その他の地域

第6章 アニメ産業の持続可能性:ESGの視点

  • アニメ市場における主な環境・社会・ガバナンス (ESG) 上の問題
  • 環境への影響
  • エネルギー消費
  • アニメ業界のESGパフォーマンス分析
  • 環境面のパフォーマンス
  • 社会面のパフォーマンス
  • ガバナンス面のパフォーマンス
  • ケーススタディ
  • BCCによる総論

第7章 競合情勢

  • 概要
  • 戦略的分析

第8章 企業プロファイル

  • BANDIA NAMCO FILMWORKS INC.(SUNRISE INC.)
  • BONES INC.
  • CRUNCHYROLL LLC
  • KYOTO ANIMATION CO. LTD.
  • MADHOUSE INC.
  • MAPPA CO. LTD.
  • P.A. WORKS INC.
  • PIERROT CO. LTD.
  • PRODUCTION I.G INC.
  • STUDIO GHIBLI INC.
  • TOEI ANIMATION CO.
  • UFOTABLE INC.

第9章 付録:頭字語

図表

List of Tables

  • Summary Table : Global Anime Market, by Region, Through 2028
  • Table 1 : Global Market for Anime, by Type, Through 2028
  • Table 2 : Global Market for Anime, by Genre, Through 2028
  • Table 3 : Global Market for Anime, by Region, Through 2028
  • Table 4 : North American Market for Anime, by Type, Through 2028
  • Table 5 : North American Market for Anime, by Genre, Through 2028
  • Table 6 : North American Market for Anime, by Country, Through 2028
  • Table 7 : European Market for Anime, by Type, Through 2028
  • Table 8 : European Market for Anime, by Genre, Through 2028
  • Table 9 : European Market for Anime, by Country, Through 2028
  • Table 10 : Asia-Pacific Market for Anime, by Type, Through 2028
  • Table 11 : Asia-Pacific Market for Anime, by Genre, Through 2028
  • Table 12 : Asia-Pacific Market for Anime, by Country, Through 2028
  • Table 13 : RoW Market for Anime, by Type, Through 2028
  • Table 14 : RoW Market for Anime, by Genre, Through 2028
  • Table 15 : RoW Market for Anime, by Subregion, Through 2028
  • Table 16 : Anime Market, Recent Developments, 2021-2023
  • Table 17 : Bandia Namco Filmworks Inc.: Products and Services
  • Table 18 : Bones Inc.: Products and Services
  • Table 19 : Crunchyroll LLC: Products and Services
  • Table 20 : Kyoto Animation Co. Ltd.: Products and Services
  • Table 21 : Madhouse Inc.: Products and Services
  • Table 22 : MAPPA Co. Ltd.: Products and Services
  • Table 23 : P.A. Works Inc.: Products and Services
  • Table 24 : Pierrot Co. Ltd.: Products and Services
  • Table 25 : Production I.G Inc.: Products and Services
  • Table 26 : Studio Ghibli Inc.: Products and Services
  • Table 27 : Toei Animation Co.: Products and Services
  • Table 28 : Ufotable Inc.: Products and Services
  • Table 29 : Acronyms Used in the Report

List of Figures

  • Summary Figure : Global Market Share of Anime, by Region, 2022

Figure A : Information Sources

  • Figure 1 : Global Market Share of Anime, by Type, 2022
  • Figure 2 : Global Market Share of Anime, by Genre, 2022
  • Figure 3 : Global Market Share of Anime, by Region, 2022
目次
Product Code: IFT291A

Highlights:

This report provides an overview of the global anime market size analysis and a detailed analysis of the market player’s products and strategies. Using 2022 as the base year, the report provides estimated market data for 2023 through 2028. Revenue forecasts for this period are segmented based on type, genre, and geography.

Report Scope:

Using 2022 as the base year, the report provides estimated market data for 2023 through 2028. Revenue forecasts for this period are segmented based on type, genre, and geography. The report covers all anime licensing, from merchandising to broadcasting and streaming platforms. This report also includes a concise history of the anime industry from its beginnings in the early 1900s to the present day. The revenue estimation covers all genres of revenue including science fiction, action and adventure, romance, historical drama, erotic, literary, information, humor, and sports. Revenue and strategies for acquiring and producing anime content are not discussed in this report.

The report also focuses on the significant drivers and challenges that affect the market and the vendor landscape. The report explains the current trends in the global anime market and concludes with detailed profiles of the major players.

Report Includes:

  • Detailed overview and an up-to-date analysis of the global anime market
  • Analyses of the global market trends for anime industry, with historical market revenue data (sales figures) for 2022, estimates for 2023, forecasts for 2024, and projections of compound annual growth rates (CAGRs) through 2028
  • Estimation of the actual market size and revenue forecast for global anime market, and corresponding market share analysis based on the type of digital streaming platform, genre (content), and geographic region
  • In-depth information (facts and figures) concerning the market growth drivers, opportunities and challenges, prospects, technologies, regulatory dynamics, and impact of macroeconomic variables on global anime market
  • An understanding of the ESG developments in anime (digital entertainment) industry, with emphasis on importance of ESG, consumer attitudes, risks and opportunity assessment, and ESG followed practices by production companies, distributors, streaming platforms, merchandisers, and other key stakeholders
  • A look at the major vendors in the global market for anime, and analyze the structure of this industry (e.g., company share analysis, concentration, M&A deals, and venture fundings etc.)
  • Identification of the major stakeholders and analysis of their company competitive landscape based on recent developments, key financials and segmental revenues, and operational integration
  • Detailed company profiles of the leading market players

Table of Contents

Chapter 1 Introduction

  • Study Goals and Objectives
  • Reasons for Doing the Study
  • Scope of Report
  • Research Methodology
  • Geographic Breakdown

Chapter 2 Executive Summary

  • Market Outlook
  • Market Summary

Chapter 3 Market Overview

  • Overview
  • The History of Anime
  • 1900-1920
  • 1920s-1950s
  • 1950s-1980s
  • 1990s-Present
  • Market Dynamics
  • Market Drivers
  • Market Restraints
  • Market Opportunities
  • Emerging Technologies and Opportunities
  • Augmented Reality (AR) and Virtual Reality (VR)
  • Motion Capture
  • Artificial Intelligence (AI)
  • Crowdfunding

Chapter 4 Market Breakdown by Type and Genre

  • Global Anime Market, by Type
  • Television (TV)
  • Movie
  • Video
  • Internet Distribution
  • Merchandising
  • Music
  • Pachinko
  • Live Entertainment
  • Market Size and Forecast
  • Global Anime Market, by Genre
  • Action and Adventure
  • Sci-fi and Fantasy
  • Romance and Drama
  • Sports
  • Others
  • Market Size and Forecast

Chapter 5 Market Breakdown by Region

  • Overview
  • North America
  • Europe
  • Asia-Pacific
  • Rest of the World

Chapter 6 Sustainability in Anime Industry: An ESG Perspective

  • Key Environmental, Social, and Governance (ESG) Issues in the Anime Market
  • Environmental Impact
  • Energy Consumption
  • Anime Industry ESG Performance Analysis
  • Environmental Performance
  • Social Performance
  • Governance Performance
  • Case Study
  • Concluding Remarks from BCC Research

Chapter 7 Competitive Landscape

  • Overview
  • Strategic Analysis

Chapter 8 Company Profiles

  • BANDIA NAMCO FILMWORKS INC. (SUNRISE INC.)
  • BONES INC.
  • CRUNCHYROLL LLC
  • KYOTO ANIMATION CO. LTD.
  • MADHOUSE INC.
  • MAPPA CO. LTD.
  • P.A. WORKS INC.
  • PIERROT CO. LTD.
  • PRODUCTION I.G INC.
  • STUDIO GHIBLI INC.
  • TOEI ANIMATION CO.
  • UFOTABLE INC.

Chapter 9 Appendix: Acronyms