Product Code: GVR-4-68040-044-0
U.S. Anime Merchandising Market Growth & Trends:
The U.S. anime merchandising market size is expected to reach USD 1,473.5 million by 2030, registering to grow at a CAGR of 18.2% from 2025 to 2030 according to a new report by Grand View Research, Inc. The considerable growth can be credited to the increasing consumer interest in figurines, apparel, accessories, books, posters, toys, etc., featuring anime characters in the country. Rising adoption of anime titles such as Jujutsu Kaisen, Demon Slayer, One Piece, Naruto, and Blue Lock, among others, as mainstream entertainment is accelerating the growth of the anime merchandising market in the U.S.
The growing anime popularity across the globe has created lucrative opportunities for the anime merchandising market. Selling merchandise forms a big part of the anime market and is expected to observe notable growth in the years to come. Anime fans are showing an increased interest in buying merchandise related to their favorite series. Several fans believe merchandising is crucial to keep the fan community together and support the anime industry. Some of the popular merchandise items include figurines, shirts, hats, and stickers.
The online fan communities and growing consumer interest in anime are significantly driving the growth of the U.S. anime merchandising industry. Streaming platforms, such as Netflix, Crunchyroll, and Funimation have strongly influenced viewers' interest in anime, thereby impelling the demand for anime items in the country.
Several companies operating in the U.S. anime merchandising market focus on launching new products and offerings to attract a larger customer base and strengthen their foothold in the industry. For instance, in 2022, Bandai Namco Toys & Collectibles America introduced its latest line of Gundam Infinity figures to deliver an enhanced experience to anime fans through customization. The new product range is an exciting line of customizable figures, with several interchangeable parts and accessories.
U.S. Anime Merchandising Market Report Highlights:
- The figurine segment led the market with the largest revenue share of 36.20% in 2024, owing to increasing demand for anime miniatures and collectibles driven by growing fandom for movies and series in this genre.
- The clothing segment is expected to witness at the fastest CAGR from 2025 to 2030, primarily driven by the growing fandom for anime and its increasing integration into fashion trends.
- Based on distribution channel, the online segment led the market with the largest revenue share of 56.9% in 2024, driven by the increasing accessibility and convenience of online shopping. The pricing discounts, free home delivery, and ease of shopping from home are factors boosting the growth of the online segment
- The key market players include Atomic Flare, Kotobukiya Co., Ltd., Bandai Namco, Good Smile Company USA, Crunchyroll (Sony Music Entertainment), Sentai Filmworks, LLC (AMC Networks), Viz Media LLC, Kodansha LTD., Kinokuniya Book Stores of America Co., Ltd., The Walt Disney Company, Toei Animation USA, Eleven Arts, and Lions Gate Entertainment Inc.
Table of Contents
Chapter 1. Methodology and Scope
- 1.1. Market Segmentation and Scope
- 1.2. Market Definitions
- 1.2.1. Information analysis
- 1.2.2. Market formulation & data visualization
- 1.2.3. Data validation & publishing
- 1.3. Research Scope and Assumptions
- 1.3.1. List of Data Sources
Chapter 2. Executive Summary
- 2.1. Market Outlook
- 2.2. Segment Outlook
- 2.3. Competitive Insights
Chapter 3. U.S. Anime Merchandising Market Variables, Trends, & Scope
- 3.1. Market Lineage Outlook
- 3.2. Market Dynamics
- 3.2.1. Market Driver Analysis
- 3.2.2. Market Restraint Analysis
- 3.2.3. Technology Challenge
- 3.3. U.S. Anime Merchandising Market Analysis Tools
- 3.3.1. Technology Analysis - Porter's
- 3.3.1.1. Bargaining power of the suppliers
- 3.3.1.2. Bargaining power of the buyers
- 3.3.1.3. Threats of substitution
- 3.3.1.4. Threats from new entrants
- 3.3.1.5. Competitive rivalry
- 3.3.2. PESTEL Analysis
- 3.3.2.1. Political landscape
- 3.3.2.2. Economic and social landscape
- 3.3.2.3. Technological landscape
Chapter 4. U.S. Anime Merchandising Market: Product Estimates & Trend Analysis
- 4.1. Segment Dashboard
- 4.2. U.S. Anime Merchandising Market: Product Movement Analysis, 2024 & 2030 (USD Million)
- 4.3. Figurine
- 4.3.1. Figurine Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 4.4. Clothing
- 4.4.1. Clothing Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 4.5. Books
- 4.5.1. Books Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 4.6. Board Games & Toys
- 4.6.1. Bankruptcy Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 4.7. Posters
- 4.7.1. Posters Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 4.8. Others
- 4.8.1. Others Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
Chapter 5. U.S. Anime Merchandising Market: Distribution Channel Estimates & Trend Analysis
- 5.1. Segment Dashboard
- 5.2. U.S. Anime Merchandising Market: Distribution Channel Movement Analysis, 2024 & 2030 (USD Million)
- 5.3. Online
- 5.3.1. Online Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 5.4. Offline
- 5.4.1. Offline Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
Chapter 6. Competitive Landscape
- 6.1. Company Categorization
- 6.2. Company Market Positioning
- 6.3. Company Heat Map Analysis
- 6.4. Company Profiles/Listing
- 6.4.1. Atomic Flare
- 6.4.1.1. Participant's Overview
- 6.4.1.2. Financial Performance
- 6.4.1.3. Product Benchmarking
- 6.4.1.4. Strategic Initiatives
- 6.4.2. Bioworld Merchandising, Inc.
- 6.4.2.1. Participant's Overview
- 6.4.2.2. Financial Performance
- 6.4.2.3. Product Benchmarking
- 6.4.2.4. Strategic Initiatives
- 6.4.3. Kotobukiya Co., Ltd.
- 6.4.3.1. Participant's Overview
- 6.4.3.2. Financial Performance
- 6.4.3.3. Product Benchmarking
- 6.4.3.4. Strategic Initiatives
- 6.4.4. Bandai Namco
- 6.4.4.1. Participant's Overview
- 6.4.4.2. Financial Performance
- 6.4.4.3. Product Benchmarking
- 6.4.4.4. Strategic Initiatives
- 6.4.5. Good Smile Company USA
- 6.4.5.1. Participant's Overview
- 6.4.5.2. Financial Performance
- 6.4.5.3. Product Benchmarking
- 6.4.5.4. Strategic Initiatives
- 6.4.6. Crunchyroll (Sony Music Entertainment)
- 6.4.6.1. Participant's Overview
- 6.4.6.2. Financial Performance
- 6.4.6.3. Product Benchmarking
- 6.4.6.4. Strategic Initiatives
- 6.4.7. Sentai Filmworks, LLC (AMC Networks)
- 6.4.7.1. Participant's Overview
- 6.4.7.2. Financial Performance
- 6.4.7.3. Product Benchmarking
- 6.4.7.4. Strategic Initiatives
- 6.4.8. Viz Media LLC
- 6.4.8.1. Participant's Overview
- 6.4.8.2. Financial Performance
- 6.4.8.3. Product Benchmarking
- 6.4.8.4. Strategic Initiatives
- 6.4.9. Kinokuniya Book Stores of America Co., Ltd.
- 6.4.9.1. Participant's Overview
- 6.4.9.2. Financial Performance
- 6.4.9.3. Product Benchmarking
- 6.4.9.4. Strategic Initiatives
- 6.4.10. The Walt Disney Company
- 6.4.10.1. Participant's Overview
- 6.4.10.2. Financial Performance
- 6.4.10.3. Product Benchmarking
- 6.4.10.4. Strategic Initiatives
- 6.4.11. Toei Animation USA
- 6.4.11.1. Participant's Overview
- 6.4.11.2. Financial Performance
- 6.4.11.3. Product Benchmarking
- 6.4.11.4. Strategic Initiatives
- 6.4.12. Eleven Arts
- 6.4.12.1. Participant's Overview
- 6.4.12.2. Financial Performance
- 6.4.12.3. Product Benchmarking
- 6.4.12.4. Strategic Initiatives
- 6.4.13. Lions Gate Entertainment Inc
- 6.4.13.1. Participant's Overview
- 6.4.13.2. Financial Performance
- 6.4.13.3. Product Benchmarking
- 6.4.13.4. Strategic Initiatives