市場調査レポート
商品コード
1315004

アニメ商品の世界市場規模の調査と予測:製品別、流通チャネル別(オンライン、オフライン)および地域分析、2023年~2030年

Global Anime Merchandising Market Size study & Forecast, by Product (Figurine, Clothing, Books, Board Games and Toys, Posters, Others), by Distribution Channel (Online, Offline) and Regional Analysis, 2023-2030

出版日: | 発行: Bizwit Research & Consulting LLP | ページ情報: 英文 | 納期: 2~3営業日

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価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=157.49円
アニメ商品の世界市場規模の調査と予測:製品別、流通チャネル別(オンライン、オフライン)および地域分析、2023年~2030年
出版日: 2023年07月20日
発行: Bizwit Research & Consulting LLP
ページ情報: 英文
納期: 2~3営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

アニメ商品の世界市場は2022年に約91億4,000万米ドルと評価され、2023年から2030年の予測期間にわたって9.4%を超える健全な成長率で成長すると予想されています。

アニメ商品市場とは、アニメやマンガの熱心なファン層や愛好家に向けた、おもちゃ、フィギュア、衣類、アクセサリー、その他の収集品など、アニメに関連するさまざまな商品の製造、流通、販売に焦点を当てた世界の業界を指します。アニメ商品市場は、OTTプラットフォームでのアニメコンテンツの視聴者数の増加や仮想現実の進歩などの要因によって牽引されています。

これらのプラットフォームでのアニメコンテンツの視聴者数の増加により、より大きなファンベースが生まれ、人気のアニメフランチャイズに関連する商品の需要が増加しました。 Netflixによると、2021年には、2019年と比較して、少なくとも1つのアニメを視聴した世帯数が50%増加するとのことです。さらに、アニメとその関連に特化したコンベンションの数の増加によって、アニメの商品化市場も後押しされています。ファンダム。 AnimeFest、Otakon、Anime Boston、Anime Expo、FanimeConなどのコンベンションは、世界の主要地域で開催されます。それに加えて、Statistaによると、2022年の世界の仮想現実市場規模は120億米ドルで、2025年までに220億米ドル増加すると予測されています。したがって、アミンの商品化コンベンションの数の増加、アミンの視聴者数の増加、および仮想現実の増加により、市場は市場の成長を促進します。コンベンションのマーチャンダイジング数の増加に加え、オンライン同調プラットフォームの普及拡大により、市場に有利な機会が生まれています。ただし、偽造と海賊行為は、2023年から2030年の予測期間を通じて市場の成長を妨げる可能性があります。

世界のアニメ商品市場の調査で考慮される主要地域には、アジア太平洋、北米、欧州、ラテンアメリカ、中東およびアフリカが含まれます。アジア太平洋地域は、日本に大手アミンスタジオが存在することと、この地域でのアミンの人気の高まりにより、2022年の市場を独占しました。北米は、アミン含有量の人気の高まりと、地域内の複数の地域でアミン商品を販売する小売店の増加により、最も急速に成長している地域とみなされています。

この調査の目的は、近年のさまざまなセグメントおよび国の市場規模を定義し、今後数年間の市場規模を予測することです。この報告書は、調査に参加している国の業界の定性的および定量的側面の両方を組み込むように設計されています。

このレポートは、市場の将来の成長を定義する促進要因や課題などの重要な側面に関する詳細情報も提供します。さらに、競合情勢と主要企業の製品提供の詳細な分析とともに、利害関係者が投資できるマイクロ市場における潜在的な機会も組み込まれています。

目次

第1章 エグゼクティブサマリー

  • 市場スナップショット
  • 世界および部門別の市場予測と予測、2020~2030年
    • アニメ商品市場、地域別、2020-2030
    • アニメ商品市場、製品別、2020-2030
    • アニメ商品市場、流通チャネル別、2020-2030
  • 主要な動向
  • 推定調査手法
  • 調査前提条件

第2章 世界のアニメ商品市場の定義と範囲

  • 研究の目的
  • 市場の定義と範囲
    • 業界の進化
    • 調査範囲
  • 研究の対象となった年数
  • 通貨換算レート

第3章 世界のアニメ商品市場力学

  • アニメ商品市場への影響分析(2020-2030年)
    • 市場促進要因
      • OTTプラットフォームでのアニメコンテンツの視聴者数の増加
      • 仮想現実の進歩が進む
    • 市場の課題
      • 偽造品と海賊版
    • 市場機会
      • 増加するコンベンション数
      • オンライン同調プラットフォームの普及拡大

第4章 世界のアニメ商品市場の産業分析

  • ポーターの5フォースモデル
    • 供給企業の交渉力
    • 買い手の交渉力
    • 新規参入業者の脅威
    • 代替品の脅威
    • 競争企業間の敵対関係
  • ポーターの5フォース影響分析
  • PEST分析
    • 政治的
    • 経済的
    • 社交
    • 技術的
    • 環境
    • 法的
  • 主な投資機会
  • 主要成功戦略
  • COVID-19感染症の影響分析
  • 破壊的な動向
  • 業界専門家の視点
  • アナリストの推奨事項と結論

第5章 世界のアニメ商品市場、製品別

  • 市場スナップショット
  • 世界のアニメ商品市場:製品別、実績- ポテンシャル分析
  • 世界のアニメ商品市場:製品別、推定と予測2020~2030年
  • アニメ商品市場、サブセグメント分析
    • フィギュア
    • 衣類
    • 書籍
    • ボードゲームとおもちゃ
    • ポスター
    • その他

第6章 世界のアニメ商品市場、流通チャネル別

  • 市場スナップショット
  • 世界のアニメ商品市場:流通チャネル別、実績- ポテンシャル分析
  • 世界のアニメ商品市場:流通チャネル別、推定と予測2020~2030年
  • アニメ商品市場、サブセグメント分析
    • オンライン
    • オフライン

第7章 世界のアニメ商品市場、地域分析

  • 主要国
  • 主な新興国
  • アニメ商品市場、地域市場スナップショット
  • 北米
    • 米国
      • 製品の内訳の見積もりと予測、2020~2030年
      • 流通チャネルの内訳の推定と予測、2020~2030年
    • カナダ
  • 欧州のアニメ商品市場のスナップショット
    • 英国
    • ドイツ
    • フランス
    • スペイン
    • イタリア
    • その他欧州
  • アジア太平洋のアニメ商品市場のスナップショット
    • 中国
    • インド
    • 日本
    • オーストラリア
    • 韓国
    • その他アジア太平洋地域
  • ラテンアメリカのアニメ商品市場のスナップショット
    • ブラジル
    • メキシコ
  • 中東とアフリカ
    • サウジアラビア
    • 南アフリカ
    • その他中東とアフリカ

第8章 競合情報

  • 主要企業のSWOT分析
  • 主要市場戦略
  • 企業プロファイル
    • Studio Ghibli, Inc.
      • 重要な情報
      • 概要
      • 財務(データの入手可能性による)
      • 製品概要
      • 最近の動向
    • Bandai Namco Filmworks Inc.
    • Crunchyroll(Sony Pictures Entertainment Inc.)
    • Good Smile Company, Inc.
    • Sentai Holdings, LLC(AMC Networks)
    • Ufotable Inc.
    • Alter Co., Ltd.
    • BANDAI SPIRITS CO., LTD.
    • Bioworld Merchandising, Inc.
    • Stronger Co., Ltd.

第9章 調査プロセス

  • 調査プロセス
    • データマイニング
    • 分析
    • 市場推定
    • 検証
    • 出版
  • 調査の属性
  • 調査前提条件
図表

LIST OF TABLES

  • TABLE 1. Global Anime Merchandising Market , report scope
  • TABLE 2. Global Anime Merchandising Market estimates & forecasts by Region 2020-2030 (USD Billion)
  • TABLE 3. Global Anime Merchandising Market estimates & forecasts by Product 2020-2030 (USD Billion)
  • TABLE 4. Global Anime Merchandising Market estimates & forecasts by Distribution Channel 2020-2030 (USD Billion)
  • TABLE 5. Global Anime Merchandising Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 6. Global Anime Merchandising Market by region, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 7. Global Anime Merchandising Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 8. Global Anime Merchandising Market by region, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 9. Global Anime Merchandising Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 10. Global Anime Merchandising Market by region, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 11. Global Anime Merchandising Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 12. Global Anime Merchandising Market by region, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 13. Global Anime Merchandising Market by segment, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 14. Global Anime Merchandising Market by region, estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 15. U.S. Anime Merchandising Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 16. U.S. Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 17. U.S. Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 18. Canada Anime Merchandising Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 19. Canada Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 20. Canada Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 21. UK Anime Merchandising Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 22. UK Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 23. UK Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 24. Germany Anime Merchandising Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 25. Germany Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 26. Germany Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 27. France Anime Merchandising Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 28. France Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 29. France Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 30. Italy Anime Merchandising Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 31. Italy Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 32. Italy Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 33. Spain Anime Merchandising Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 34. Spain Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 35. Spain Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 36. RoE Anime Merchandising Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 37. RoE Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 38. RoE Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 39. China Anime Merchandising Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 40. China Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 41. China Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 42. India Anime Merchandising Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 43. India Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 44. India Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 45. Japan Anime Merchandising Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 46. Japan Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 47. Japan Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 48. South Korea Anime Merchandising Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 49. South Korea Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 50. South Korea Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 51. Australia Anime Merchandising Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 52. Australia Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 53. Australia Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 54. RoAPAC Anime Merchandising Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 55. RoAPAC Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 56. RoAPAC Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 57. Brazil Anime Merchandising Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 58. Brazil Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 59. Brazil Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 60. Mexico Anime Merchandising Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 61. Mexico Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 62. Mexico Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 63. RoLA Anime Merchandising Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 64. RoLA Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 65. RoLA Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 66. Saudi Arabia Anime Merchandising Market estimates & forecasts, 2020-2030 (USD Billion)
  • TABLE 67. South Africa Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 68. RoMEA Anime Merchandising Market estimates & forecasts by segment 2020-2030 (USD Billion)
  • TABLE 69. List of secondary sources, used in the study of global Anime Merchandising Market
  • TABLE 70. List of primary sources, used in the study of global Anime Merchandising Market
  • TABLE 71. Years considered for the study
  • TABLE 72. Exchange rates considered

List of tables and figures are dummy in nature, final lists may vary in the final deliverable

LIST OF FIGURES

  • FIG 1. Global Anime Merchandising Market , research methodology
  • FIG 2. Global Anime Merchandising Market , Market estimation techniques
  • FIG 3. Global Market size estimates & forecast methods
  • FIG 4. Global Anime Merchandising Market , key trends 2022
  • FIG 5. Global Anime Merchandising Market , growth prospects 2023-2030
  • FIG 6. Global Anime Merchandising Market , porters 5 force model
  • FIG 7. Global Anime Merchandising Market , pest analysis
  • FIG 8. Global Anime Merchandising Market , value chain analysis
  • FIG 9. Global Anime Merchandising Market by segment, 2020 & 2030 (USD Billion)
  • FIG 10. Global Anime Merchandising Market by segment, 2020 & 2030 (USD Billion)
  • FIG 11. Global Anime Merchandising Market by segment, 2020 & 2030 (USD Billion)
  • FIG 12. Global Anime Merchandising Market by segment, 2020 & 2030 (USD Billion)
  • FIG 13. Global Anime Merchandising Market by segment, 2020 & 2030 (USD Billion)
  • FIG 14. Global Anime Merchandising Market , regional snapshot 2020 & 2030
  • FIG 15. North America Anime Merchandising Market 2020 & 2030 (USD Billion)
  • FIG 16. Europe Anime Merchandising Market 2020 & 2030 (USD Billion)
  • FIG 17. Asia pacific Anime Merchandising Market 2020 & 2030 (USD Billion)
  • FIG 18. Latin America Anime Merchandising Market 2020 & 2030 (USD Billion)
  • FIG 19. Middle East & Africa Anime Merchandising Market 2020 & 2030 (USD Billion)

List of tables and figures are dummy in nature, final lists may vary in the final deliverable

目次

Global Anime Merchandising Market is valued at approximately USD 9.14 billion in 2022 and is anticipated to grow with a healthy growth rate of more than 9.4% over the forecast period 2023-2030. The anime merchandising market refers to the global industry focused on the production, distribution, and sale of various merchandise related to anime, including toys, figurines, clothing, accessories, and other collectables, catering to the dedicated fanbase and enthusiasts of anime and manga. The Anime Merchandising Market is being driven by factors such as an increase in anime content viewership on OTT platforms and increasing advancement in virtual reality.

The growing viewership of anime content on these platforms has created a larger fan base and increased demand for merchandise related to popular anime franchise. According to Netflix, in year 2021, there is a 50% increase in the number of households that watched at least one anime as compared to 2019. Furthermore, the anime merchandising market is also boosted by the growing number of conventions dedicated to anime and related fandoms. These conventions, such as AnimeFest, Otakon, Anime Boston, Anime Expo, and FanimeCon, are held across major regions globally. Along with that according to Statista, the global virtual reality market size in 2022, was USD 12 billion and is projected to increase by USD 22 billion by 2025. Thus, the rising number of amine merchandising conventions and increasing viewership of amine and increasing virtual reality market fuel the growth of the market. In addition to rising number of conventions merchandising and increasing penetration of online entrainment platform create lucrative opportunities for the market. However, the counterfeiting and piracy may hinder the market growth throughout the forecast period of 2023-2030.

The key regions considered for the Global Anime Merchandising Market study includes Asia Pacific, North America, Europe, Latin America, and Middle East & Africa. Asia Pacific dominated the market in 2022 owing to the presence of major amine studios in Japan and the increasing popularity of amine in the region. North America is considered the fastest growing region due to the increasing popularity of amine content and increase of retail stores whose sell amine merchandising in multiple areas in the region.

Major market player included in this report are:

  • Studio Ghibli, Inc.
  • Bandai Namco Filmworks Inc.
  • Crunchyroll (Sony Pictures Entertainment Inc.)
  • Good Smile Company, Inc.
  • Sentai Holdings, LLC (AMC Networks)
  • Ufotable Inc.
  • Alter Co., Ltd.
  • BANDAI SPIRITS CO., LTD.
  • Bioworld Merchandising, Inc.
  • Stronger Co., Ltd.

Recent Developments in the Market:

  • In February 2023, Good Smile Company, Inc. introduced a new Nendoroid figurine of Hitori Gotou from the Bocchi the Rock series, even prior to the announcement of the series' second season. This figurine stands out with its additional accessories tailored to the character, which are expected to contribute to the expansion of the market.

Global Anime Merchandising Market Report Scope:

  • Historical Data: 2020 - 2021
  • Base Year for Estimatio: 2022
  • Forecast period: 2023-2030
  • Report Coverage: Revenue forecast, Company Ranking, Competitive Landscape, Growth factors, and Trends
  • Segments Covered: Product, Distribution Channel, Region
  • Regional Scope: North America; Europe; Asia Pacific; Latin America; Middle East & Africa
  • Customization Scope: Free report customization (equivalent up to 8 analyst's working hours) with purchase. Addition or alteration to country, regional & segment scope*

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within countries involved in the study.

The report also caters detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, it also incorporates potential opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

By Product:

  • Figurine
  • Clothing
  • Books
  • Board Games and Toys
  • Posters
  • Others

By Distribution Channel:

  • Online
  • Offline

By Region:

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Spain
  • Italy
  • ROE
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • RoAPAC
  • Latin America
  • Brazil
  • Mexico
  • Middle East & Africa
  • Saudi Arabia
  • South Africa
  • Rest of Middle East & Africa

Table of Contents

Chapter 1. Executive Summary

  • 1.1. Market Snapshot
  • 1.2. Global & Segmental Market Estimates & Forecasts, 2020-2030 (USD Billion)
    • 1.2.1. Anime Merchandising Market, by Region, 2020-2030 (USD Billion)
    • 1.2.2. Anime Merchandising Market, by Product, 2020-2030 (USD Billion)
    • 1.2.3. Anime Merchandising Market, by Distribution Channel, 2020-2030 (USD Billion)
  • 1.3. Key Trends
  • 1.4. Estimation Methodology
  • 1.5. Research Assumption

Chapter 2. Global Anime Merchandising Market Definition and Scope

  • 2.1. Objective of the Study
  • 2.2. Market Definition & Scope
    • 2.2.1. Industry Evolution
    • 2.2.2. Scope of the Study
  • 2.3. Years Considered for the Study
  • 2.4. Currency Conversion Rates

Chapter 3. Global Anime Merchandising Market Dynamics

  • 3.1. Anime Merchandising Market Impact Analysis (2020-2030)
    • 3.1.1. Market Drivers
      • 3.1.1.1. Increasing anime content viewership on OTT platforms
      • 3.1.1.2. Increasing advancement in virtual reality
    • 3.1.2. Market Challenges
      • 3.1.2.1. Counterfeiting and Piracy
    • 3.1.3. Market Opportunities
      • 3.1.3.1. Rising number of conventions
      • 3.1.3.2. Increasing penetration of online entrainment platform

Chapter 4. Global Anime Merchandising Market Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
  • 4.2. Porter's 5 Force Impact Analysis
  • 4.3. PEST Analysis
    • 4.3.1. Political
    • 4.3.2. Economical
    • 4.3.3. Social
    • 4.3.4. Technological
    • 4.3.5. Environmental
    • 4.3.6. Legal
  • 4.4. Top investment opportunity
  • 4.5. Top winning strategies
  • 4.6. COVID-19 Impact Analysis
  • 4.7. Disruptive Trends
  • 4.8. Industry Expert Perspective
  • 4.9. Analyst Recommendation & Conclusion

Chapter 5. Global Anime Merchandising Market, by Product

  • 5.1. Market Snapshot
  • 5.2. Global Anime Merchandising Market by Product, Performance - Potential Analysis
  • 5.3. Global Anime Merchandising Market Estimates & Forecasts by Product 2020-2030 (USD Billion)
  • 5.4. Anime Merchandising Market , Sub Segment Analysis
    • 5.4.1. Figurine
    • 5.4.2. Clothing
    • 5.4.3. Books
    • 5.4.4. Board Games and Toys
    • 5.4.5. Posters
    • 5.4.6. Others

Chapter 6. Global Anime Merchandising Market, by Distribution Channel

  • 6.1. Market Snapshot
  • 6.2. Global Anime Merchandising Market by Distribution Channel, Performance - Potential Analysis
  • 6.3. Global Anime Merchandising Market Estimates & Forecasts by Distribution Channel 2020-2030 (USD Billion)
  • 6.4. Anime Merchandising Market , Sub Segment Analysis
    • 6.4.1. Online
    • 6.4.2. Offline

Chapter 7. Global Anime Merchandising Market, Regional Analysis

  • 7.1. Top Leading Countries
  • 7.2. Top Emerging Countries
  • 7.3. Anime Merchandising Market , Regional Market Snapshot
  • 7.4. North America Anime Merchandising Market
    • 7.4.1. U.S. Anime Merchandising Market
      • 7.4.1.1. Product breakdown estimates & forecasts, 2020-2030
      • 7.4.1.2. Distribution Channel breakdown estimates & forecasts, 2020-2030
    • 7.4.2. Canada Anime Merchandising Market
  • 7.5. Europe Anime Merchandising Market Snapshot
    • 7.5.1. U.K. Anime Merchandising Market
    • 7.5.2. Germany Anime Merchandising Market
    • 7.5.3. France Anime Merchandising Market
    • 7.5.4. Spain Anime Merchandising Market
    • 7.5.5. Italy Anime Merchandising Market
    • 7.5.6. Rest of Europe Anime Merchandising Market
  • 7.6. Asia-Pacific Anime Merchandising Market Snapshot
    • 7.6.1. China Anime Merchandising Market
    • 7.6.2. India Anime Merchandising Market
    • 7.6.3. Japan Anime Merchandising Market
    • 7.6.4. Australia Anime Merchandising Market
    • 7.6.5. South Korea Anime Merchandising Market
    • 7.6.6. Rest of Asia Pacific Anime Merchandising Market
  • 7.7. Latin America Anime Merchandising Market Snapshot
    • 7.7.1. Brazil Anime Merchandising Market
    • 7.7.2. Mexico Anime Merchandising Market
  • 7.8. Middle East & Africa Anime Merchandising Market
    • 7.8.1. Saudi Arabia Anime Merchandising Market
    • 7.8.2. South Africa Anime Merchandising Market
    • 7.8.3. Rest of Middle East & Africa Anime Merchandising Market

Chapter 8. Competitive Intelligence

  • 8.1. Key Company SWOT Analysis
    • 8.1.1. Company 1
    • 8.1.2. Company 2
    • 8.1.3. Company 3
  • 8.2. Top Market Strategies
  • 8.3. Company Profiles
    • 8.3.1. Studio Ghibli, Inc.
      • 8.3.1.1. Key Information
      • 8.3.1.2. Overview
      • 8.3.1.3. Financial (Subject to Data Availability)
      • 8.3.1.4. Product Summary
      • 8.3.1.5. Recent Developments
    • 8.3.2. Bandai Namco Filmworks Inc.
    • 8.3.3. Crunchyroll (Sony Pictures Entertainment Inc.)
    • 8.3.4. Good Smile Company, Inc.
    • 8.3.5. Sentai Holdings, LLC (AMC Networks)
    • 8.3.6. Ufotable Inc.
    • 8.3.7. Alter Co., Ltd.
    • 8.3.8. BANDAI SPIRITS CO., LTD.
    • 8.3.9. Bioworld Merchandising, Inc.
    • 8.3.10. Stronger Co., Ltd.

Chapter 9. Research Process

  • 9.1. Research Process
    • 9.1.1. Data Mining
    • 9.1.2. Analysis
    • 9.1.3. Market Estimation
    • 9.1.4. Validation
    • 9.1.5. Publishing
  • 9.2. Research Attributes
  • 9.3. Research Assumption