Product Code: GVR-4-68040-084-4
Anime Merchandising Market Growth & Trends:
The global anime merchandising market size is estimated to reach USD 18,675.9 million by 2030, registering to grow at a CAGR of 9.4% from 2025 to 2030 according to a new report by Grand View Research, Inc. The significant growth of the market is attributed to the increasing consumer interest in figurines, apparel, accessories, books, posters, toys, etc., featuring anime characters and properties. Additionally, the 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 market across the globe.
The growing anime popularity globally has created lucrative opportunities for the market. Merchandise sales make up a major part of the anime market and is expected to observe notable growth in the future. Anime fans are increasingly interested in buying merchandise related to their favorite series and characters. Several fans believe merchandising is crucial to keep the fan community together and support the anime industry, which is expected to further fuel the market growth. Some popular merchandise items include figurines, shirts, hats, and stickers, among others.
Several companies operating in the market focus on launching new products and offerings to attract a more extensive customer base and strengthen their foothold in the industry. For instance, in June 2022, Bandai Namco Toys & Collectibles America introduced its latest line of Gundam Infinity figures to deliver an enhanced experience to anime fans through customization globally. The new product range offers an exciting line of customizable figures with several interchangeable parts and accessories. Such initiatives are expected to propel the market growth during the forecast period.
Anime Merchandising Market Report Highlights:
- The figurine segment recorded the largest revenue share of over 37% in 2024. This growth is driven by the rising popularity of anime series and the growing collector culture among fans.
- The e-commerce segment recorded the largest revenue share in 2024. This growth is primarily driven by the convenience and accessibility offered by digital platforms.
- North America's anime merchandising market is expected to grow at a CAGR of over 17% from 2025 to 2030.
Table of Contents
Chapter 1. Methodology and Scope
- 1.1. Market Segmentation & Scope
- 1.2. Market Definitions
- 1.3. Information Procurement
- 1.3.1. Information analysis
- 1.3.2. Market formulation & data visualization
- 1.3.3. Data validation & publishing
- 1.4. 1.4 Research Scope and Assumptions
- 1.4.1. List of Data Sources
Chapter 2. Executive Summary
- 2.1. Anime Merchandising Market Snapshot
- 2.2. Anime Merchandising Market - Segment Snapshot (1/2)
- 2.3. Anime Merchandising Market - Segment Snapshot (2/2)
- 2.4. Anime Merchandising Market - Competitive Landscape Snapshot
Chapter 3. Anime Merchandising Market - Industry Outlook
- 3.1. Market Lineage Outlook
- 3.2. Industry Value Chain Analysis
- 3.3. Market Dynamics
- 3.3.1. Market Driver Analysis
- 3.3.2. Market Restraint Analysis
- 3.3.3. Industry Challenges
- 3.3.4. Industry Opportunities
- 3.4. Industry Analysis Tools
- 3.4.1. Porter's five forces analysis
- 3.4.2. Macroeconomic analysis
Chapter 4. Anime Merchandising Market: Product Estimates & Trend Analysis
- 4.1. Segment Dashboard
- 4.2. 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. Board Games & Toys 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. Anime Merchandising Market: Distribution Channel Estimates & Trend Analysis
- 5.1. Segment Dashboard
- 5.2. 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. Regional Estimates & Trend Analysis
- 6.1. Anime Merchandising Market by Region, 2024 & 2030
- 6.2. North America
- 6.2.1. North America Anime Merchandising Market Estimates & Forecasts, 2018 - 2030, (USD Million)
- 6.2.2. U.S.
- 6.2.2.1. U.S. Anime Merchandising Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.2.3. Canada
- 6.2.3.1. Canada Anime Merchandising Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.3. Europe
- 6.3.1. Europe Anime Merchandising Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.3.2. UK
- 6.3.2.1. UK Anime Merchandising Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.3.3. Germany
- 6.3.3.1. Germany Anime Merchandising Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.3.4. France
- 6.3.4.1. France Anime Merchandising Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.4. Asia Pacific
- 6.4.1. Asia Pacific Anime Merchandising Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.4.2. China
- 6.4.2.1. China Anime Merchandising Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.4.3. Japan
- 6.4.3.1. Japan Anime Merchandising Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.4.4. India
- 6.4.4.1. India Anime Merchandising Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.4.5. South Korea
- 6.4.5.1. South Korea Anime Merchandising Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.4.6. Australia
- 6.4.6.1. Australia Anime Merchandising Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.5. Latin America
- 6.5.1. Latin America Anime Merchandising Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.5.2. Brazil
- 6.5.2.1. Brazil Anime Merchandising Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.5.3. Mexico
- 6.5.3.1. Mexico Anime Merchandising Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.6. Middle East and Africa
- 6.6.1. Middle East and Africa Anime Merchandising Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.6.2. UAE
- 6.6.2.1. UAE Anime Merchandising Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.6.3. Saudi Arabia
- 6.6.3.1. Saudi Arabia Anime Merchandising Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.6.4. South Africa
- 6.6.4.1. South Africa Anime Merchandising Market Estimates and Forecasts, 2018 - 2030 (USD Million)
Chapter 7. Anime Merchandising Market - Competitive Landscape
- 7.1. Company Categorization
- 7.2. Company Market Positioning
- 7.3. Company Heat Map Analysis
- 7.4. Company Profiles/Listing
- 7.4.1. Studio Ghibli, Inc.
- 7.4.1.1. Participant's Overview
- 7.4.1.2. Financial Performance
- 7.4.1.3. Product Benchmarking
- 7.4.1.4. Recent Developments
- 7.4.2. Bandai Namco Filmworks Inc.
- 7.4.2.1. Participant's Overview
- 7.4.2.2. Financial Performance
- 7.4.2.3. Product Benchmarking
- 7.4.2.4. Recent Developments
- 7.4.3. Crunchyroll (Sony Pictures Entertainment Inc.)
- 7.4.3.1. Participant's Overview
- 7.4.3.2. Financial Performance
- 7.4.3.3. Product Benchmarking
- 7.4.3.4. Recent Developments
- 7.4.4. Good Smile Company, Inc.
- 7.4.4.1. Participant's Overview
- 7.4.4.2. Financial Performance
- 7.4.4.3. Product Benchmarking
- 7.4.4.4. Recent Developments
- 7.4.5. Sentai Holdings, LLC (AMC Networks)
- 7.4.5.1. Participant's Overview
- 7.4.5.2. Financial Performance
- 7.4.5.3. Product Benchmarking
- 7.4.5.4. Recent Developments
- 7.4.6. Ufotable Co., Ltd.
- 7.4.6.1. Participant's Overview
- 7.4.6.2. Financial Performance
- 7.4.6.3. Product Benchmarking
- 7.4.6.4. Recent Developments
- 7.4.7. Atomic Flare
- 7.4.7.1. Participant's Overview
- 7.4.7.2. Financial Performance
- 7.4.7.3. Product Benchmarking
- 7.4.7.4. Recent Developments
- 7.4.8. MegaHouse (Bandai Namco Filmworks Inc.)
- 7.4.8.1. Participant's Overview
- 7.4.8.2. Financial Performance
- 7.4.8.3. Product Benchmarking
- 7.4.8.4. Recent Developments
- 7.4.9. MAX FACTORY, INC.
- 7.4.9.1. Participant's Overview
- 7.4.9.2. Financial Performance
- 7.4.9.3. Product Benchmarking
- 7.4.9.4. Recent Developments
- 7.4.10. Alter Co., Ltd.
- 7.4.10.1. Participant's Overview
- 7.4.10.2. Financial Performance
- 7.4.10.3. Product Benchmarking
- 7.4.10.4. Recent Developments
- 7.4.11. BANDAI SPIRITS CO., LTD.
- 7.4.11.1. Participant's Overview
- 7.4.11.2. Financial Performance
- 7.4.11.3. Product Benchmarking
- 7.4.11.4. Recent Developments
- 7.4.12. Bioworld Merchandising, Inc.
- 7.4.12.1. Participant's Overview
- 7.4.12.2. Financial Performance
- 7.4.12.3. Product Benchmarking
- 7.4.12.4. Recent Developments
- 7.4.13. Stronger Co., Ltd.
- 7.4.13.1. Participant's Overview
- 7.4.13.2. Financial Performance
- 7.4.13.3. Product Benchmarking
- 7.4.13.4. Recent Developments
- 7.4.14. Aniplex Inc. (Sony Pictures Entertainment Inc.)
- 7.4.14.1. Participant's Overview
- 7.4.14.2. Financial Performance
- 7.4.14.3. Product Benchmarking
- 7.4.14.4. Recent Developments
- 7.4.15. Medicom Toy Co., Ltd.
- 7.4.15.1. Participant's Overview
- 7.4.15.2. Financial Performance
- 7.4.15.3. Product Benchmarking
- 7.4.15.4. Recent Development