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日本のアニメの市場規模、シェア、動向、予測:収益源別、地域別、2025年~2033年

Japan Anime Market Size, Share, Trends and Forecast by Revenue Source, and Region, 2025-2033


出版日
発行
IMARC
ページ情報
英文 121 Pages
納期
5~7営業日
カスタマイズ可能
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=147.05円
日本のアニメの市場規模、シェア、動向、予測:収益源別、地域別、2025年~2033年
出版日: 2025年05月01日
発行: IMARC
ページ情報: 英文 121 Pages
納期: 5~7営業日
GIIご利用のメリット
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  • 概要
  • 目次
概要

日本のアニメの市場規模は2024年に19億9,000万米ドルとなりました。今後、IMARC Groupは、2033年には39億6,000万米ドルに達し、2025年から2033年にかけて7.90%のCAGRを示すと予測しています。市場を牽引する主な要因は、ローカライゼーションやストリーミングプラットフォームによる文化交流と視聴者リーチの拡大、革新的なストーリーテリングを促進するオリジナルコンテンツ制作の増加、ファンエンゲージメントを刺激し持続的な収益性を確保するマーチャンダイジング主導のフランチャイズ開拓の成長などによる急速な世界展開です。

本レポートで扱う主な質問

  • 1.アニメとは何か?
  • 2.日本のアニメ市場の規模は?
  • 3.2025-2033年の日本のアニメ市場の予想成長率は?
  • 4.日本のアニメ市場を牽引する主要因は何か?

目次

第1章 序文

第2章 調査範囲と調査手法

  • 調査の目的
  • ステークホルダー
  • データソース
  • 市場推定
  • 調査手法

第3章 エグゼクティブサマリー

第4章 日本のアニメ市場:イントロダクション

  • 概要
  • 市場力学
  • 業界動向
  • 競合情報

第5章 日本のアニメ市場情勢

  • 過去および現在の市場動向(2019~2024年)
  • 市場予測(2025~2033年)

第6章 日本のアニメ市場:収入源別の内訳

  • テレビ
  • フィルム
  • ビデオ
  • インターネット配信
  • マーチャンダイジング
  • 音楽
  • パチンコ
  • ライブエンターテイメント

第7章 ライブエンターテイメント

    • 概要
    • 過去および現在の市場動向(2018~2024年)
    • 市場予測(2025~2033年)

第7章 日本のアニメ市場:競合情勢

  • 概要
  • 市場構造
  • 市場企業のポジショニング
  • 主要成功戦略
  • 競合ダッシュボード
  • 企業評価象限

第8章 主要企業のプロファイル

第9章 日本のアニメ市場:業界分析

  • 促進要因、抑制要因、機会
  • ポーターのファイブフォース分析
  • バリューチェーン分析

第10章 付録

目次
Product Code: SR112025A10087

The Japan anime market size was valued at USD 1.99 Billion in 2024. Looking forward, IMARC Group estimates the market to reach USD 3.96 Billion by 2033, exhibiting a CAGR of 7.90% from 2025-2033. The market is primarily driven by rapid global expansion through localization and streaming platforms enhancing cultural exchange and audience reach, a rise in original content production fostering innovative storytelling, and growth in merchandising-driven franchise development stimulating fan engagement and ensuring sustained profitability.

The regional market is majorly driven by the continual technological advancements in animation, producing visually stunning content that captivates global audiences. In line with this, the rapid integration of artificial intelligence (AI) and virtual reality is enhancing storytelling and creating immersive experiences. On December 14, 2024, Kaka Creation and Frontier Works unveiled Twins Hinahima, a Spring 2025 anime using 95% supportive AI. The series, inspired by a TikTok user, follows two high school girls navigating eerie events, highlighting AI's potential to reduce animators' workload while sparking debate about its role in anime. Moreover, global streaming platforms and localized content, with subtitles and dubbing, have expanded anime's reach, while strategic marketing positions it as a premium cultural export, bolstering its global significance.

The diversification of anime genres, ranging from action and fantasy to romance and slice-of-life, continues to drive the Japan anime market growth by catering to diverse audience preferences and broadening its appeal across age groups and cultural backgrounds. Collaborative ventures between Japanese studios and international entertainment giants have introduced anime to new markets, fostering expansion and funding high-quality productions. Furthermore, favorable government initiatives bolster the industry, offering subsidies, promotional support, and policies that enhance its global competitiveness. On June 21, 2024, Japan launched the Grand Design and Action Plan for a New Form of Capitalism to elevate its entertainment content industry, including anime, by supporting creators, improving production environments, and consolidating assistance programs. Initiatives like the Content Industry Public-Private Council and action4cinema promote fair labor practices, overseas expansion, and global cultural exchange, ensuring sustained market development.

Japan Anime Market Trends:

Global Expansion via Localization and Streaming

The global reach of Japanese anime is driven by the increasing localization of content and the expanding influence of streaming platforms. Localization efforts, such as multilingual subtitles, dubbing, and culturally adapted narratives, allow anime to resonate with diverse international audiences. For instance, on September 14, 2024, Visionary AI Cinema (VAC) partnered with Japanese streaming platforms and content producers to enhance localized entertainment experiences using AI-driven recommendations. VAC's initiatives, including promoting Japanese anime and original content globally, support cultural exchange while increasing audience satisfaction and the international growth of Japan's streaming and anime industries. Platforms like Netflix, Amazon Prime Video, and Crunchyroll are expanding their anime libraries and commissioning exclusive content, using simulcast releases and targeted promotions. These strategies broaden anime's global appeal and establish it as a mainstream entertainment medium, fostering sustained growth and cultural exchange.

Growing Popularity of Original Anime Content

The Japan anime market share is witnessing a significant rise in original content production, reflecting a shift away from adaptations of manga, novels, or games. This trend allows creators greater creative freedom, resulting in unique storytelling and innovative narratives that resonate with global audiences. A prime example is Ninja Kamui, an original anime by acclaimed director Sunghoo Park, premiering February 10, 2024, on Adult Swim's Toonami. Featuring character designs by Takashi Okazaki and music by coldrain, the series reimagines ninjas in a near-future setting. A videogame adaptation, Ninja Kamui: Shinobi Origins, is set to release in spring 2024. The demand for high-quality, fresh content from global streaming platforms and diverse audiences is driving this trend, helping studios establish new intellectual properties and ensuring a steady stream of innovative anime content that sustains the industry's global popularity and cultural influence.

Merchandising and Franchise Development

Merchandising and franchise development have become pivotal revenue drivers in the Japanese anime market. Successful anime series often expand into multifaceted franchises, including films, merchandise, video games, and theme park attractions. Collectibles such as action figures, apparel, and exclusive merchandise are highly coveted by fans, generating substantial profits. Notably, on May 22, 2024, McFarlane Toys partnered with VIZ Media to release detailed 7" action figures based on BLEACH: Thousand-Year Blood War, featuring ultra-articulation with 22 moving parts. Launching in late Summer 2024, these collectibles appeal to both long-time and new BLEACH fans, highlighting the growing anime-inspired merchandise market. Franchise-based projects like themed cafes and exhibitions boost fan engagement, while leveraging intellectual property across platforms cultivates long-term profitability, brand loyalty, and the industry's resilience in a competitive global landscape.

Japan Anime Industry Segmentation:

Analysis by Revenue Source:

  • T.V.
  • Movie
  • Video
  • Internet Distribution
  • Merchandising
  • Music
  • Pachinko
  • Live Entertainment

The Japanese anime industry is seeing remarkable growth, driven by expanding global demand for television and movie content. Anime TV shows are a key revenue driver, with networks leveraging their immense popularity to secure high advertising revenues and licensing deals. Streaming platforms, both domestic and international, have further fueled this growth, making anime widely accessible. Increased investments in high-quality storytelling and innovative animation techniques have also captured global audiences, strengthening the industry's profitability. With expanding viewership, Japanese anime continues to dominate not only traditional broadcasting but also subscription-based video-on-demand platforms, ensuring steady and increasing revenue streams.

Anime movies represent another robust revenue stream, with theatrical releases achieving record-breaking box office sales in Japan and abroad. International distribution deals have introduced Japanese anime films to new markets, enhancing their profitability. Major studios are investing heavily in cinematic anime, blending rich narratives with visually stunning artistry to attract global audiences. Franchise-based movies, often building on popular TV series, are particularly lucrative. The rise of co-productions and collaborations with global studios is also amplifying opportunities, ensuring that anime films remain a cornerstone of the industry's economic growth.

The video segment, encompassing physical media and digital formats, continues to contribute significantly to the anime market's revenue. Blu-ray and DVD sales, although declining in some regions, remain popular among anime enthusiasts who value collectible editions. Simultaneously, the rise in digital purchases and rentals offset the decline in physical media. Video game adaptations and spin-offs of anime series have further bolstered the market. These cross-media ventures, supported by robust merchandising strategies, ensure that the video segment maintains its relevance, providing additional avenues for growth and reinforcing the Japanese anime industry's global dominance.

Competitive Landscape:

The Japanese anime market's competitive landscape features a mix of established studios, emerging creators, and global players. Major studios dominate with high-quality productions and global franchises, while smaller studios gain ground with niche storytelling and innovative techniques. Streaming platforms like Netflix and Crunchyroll are expanding the market by commissioning exclusive anime, intensifying competition. Furthermore, strategic collaborations between Japanese creators and global studios are intensifying, thereby impelling the market. On December 12, 2024, Warner Music Japan (WMJ) and NBCUniversal Entertainment Japan (NBCUJ) announced a partnership to leverage anime's global popularity. The collaboration involves music tie-ins, such as WMJ artists creating theme songs, and expanding NBCUJ's anime catalog internationally through ADA's network. Moreover, rising demand, technological advancements, and government support ensure sustained growth and innovation in the market.

The report provides a comprehensive analysis of the competitive landscape in the Japan anime market with detailed profiles of all major companies.

Latest News and Developments:

  • January 15, 2024: Toei Animation's ONN'ON STUDIOS announced that they will host "Virtual Anime Fes" on January 27, 2024 (JST), in VRChat's ImaginaryPark2070 and live stream it on YouTube. Highlights include a virtual reading stage, a new MR game from KAIJU DECODE, and a new film announcement by the Expelled from Paradise team. SATELLITE, a time-limited virtual unit, will also debut with two original songs.
  • February 26, 2024: Toyota, in collaboration with Intertrend Communications, launched its first anime series, GRIP. The five-episode campaign showcases Toyota's Gazoo Racing (GR) cars in a high-energy anime adventure that blends human spirit and tech-driven challenges. Created to captivate young audiences, the series highlights driving thrills while celebrating anime's global popularity and Toyota's innovative, performance-oriented image.
  • April 20, 2024: Studio Ghibli, in collaboration with Premium Bandai, released new action figures from Nausicaa of the Valley of the Wind. The sets include Tolmekian Armoured Soldiers and Imperial Princess Kushana, featuring detailed designs, removable headgear, and 20 movable parts for dynamic posing. Priced between 10,450-11,000 yen, the figures are available for pre-order in limited quantities, with shipping scheduled for October, offering fans a chance to recreate iconic scenes from the 1984 classic.
  • May 23, 2024: Tech Mahindra and Fuji TV announced a strategic partnership to co-develop content for the global entertainment industry. Combining Fuji TV's original programming with Tech Mahindra's localization and animation expertise, the collaboration will introduce Japanese content, including anime, to Indian audiences while licensing Indian content to Japan. The partnership aims to create unique, globally appealing content by leveraging Tech Mahindra's animation studios and market insights.
  • January 6, 2025: Sony's Crunchyroll announced an anime adaptation of Ghost of Tsushima, based on the acclaimed Sucker Punch video game, premiering in 2027. Produced with Aniplex, directed by Takanobu Mizuno, and featuring Gen Urobuchi's storytelling, the series will combine samurai aesthetics and cinematic visuals. This marks Sony's first anime adaptation, highlighting the synergy of PlayStation Productions, Sucker Punch, and Aniplex.

Key Questions Answered in This Report

  • 1.What is anime?
  • 2.How big is the anime market in Japan?
  • 3.What is the expected growth rate of the Japan anime market during 2025-2033?
  • 4.What are the key factors driving the Japan anime market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Japan Anime Market - Introduction

  • 4.1 Overview
  • 4.2 Market Dynamics
  • 4.3 Industry Trends
  • 4.4 Competitive Intelligence

5 Japan Anime Market Landscape

  • 5.1 Historical and Current Market Trends (2019-2024)
  • 5.2 Market Forecast (2025-2033)

6 Japan Anime Market - Breakup by Revenue Source

  • 6.1 T.V.
    • 6.1.1 Overview
    • 6.1.2 Historical and Current Market Trends (2019-2024)
    • 6.1.3 Market Forecast (2025-2033)
  • 6.2 Movie
    • 6.2.1 Overview
    • 6.2.2 Historical and Current Market Trends (2019-2024)
    • 6.2.3 Market Forecast (2025-2033)
  • 6.3 Video
    • 6.3.1 Overview
    • 6.3.2 Historical and Current Market Trends (2019-2024)
    • 6.3.3 Market Forecast (2025-2033)
  • 6.4 Internet Distribution
    • 6.4.1 Overview
    • 6.4.2 Historical and Current Market Trends (2019-2024)
    • 6.4.3 Market Forecast (2025-2033)
  • 6.5 Merchandising
    • 6.5.1 Overview
    • 6.5.2 Historical and Current Market Trends (2019-2024)
    • 6.5.3 Market Forecast (2025-2033)
  • 6.6 Music
    • 6.6.1 Overview
    • 6.6.2 Historical and Current Market Trends (2019-2024)
    • 6.6.3 Market Forecast (2025-2033)
  • 6.7 Pachinko
    • 6.7.1 Overview
    • 6.7.2 Historical and Current Market Trends (2019-2024)
    • 6.7.3 Market Forecast (2025-2033)
  • 6.8 Live Entertainment
    • 6.8.1 Overview
    • 6.8.2 Historical and Current Market Trends (2019-2024)
    • 6.8.3 Market Forecast (2025-2033)

7 Live Entertainment

    • 6.7.1 Overview
    • 6.7.2 Historical and Current Market Trends (2018-2024)
    • 6.7.3 Market Forecast (2025-2033)

7 Japan Anime Market - Competitive Landscape

  • 7.1 Overview
  • 7.2 Market Structure
  • 7.3 Market Player Positioning
  • 7.4 Top Winning Strategies
  • 7.5 Competitive Dashboard
  • 7.6 Company Evaluation Quadrant

8 Profiles of Key Players

  • 8.1 Company A
    • 8.1.1 Business Overview
    • 8.1.2 Services Offered
    • 8.1.3 Business Strategies
    • 8.1.4 SWOT Analysis
    • 8.1.5 Major News and Events
  • 8.2 Company B
    • 8.2.1 Business Overview
    • 8.2.2 Services Offered
    • 8.2.3 Business Strategies
    • 8.2.4 SWOT Analysis
    • 8.2.5 Major News and Events
  • 8.3 Company C
    • 8.3.1 Business Overview
    • 8.3.2 Services Offered
    • 8.3.3 Business Strategies
    • 8.3.4 SWOT Analysis
    • 8.3.5 Major News and Events
  • 8.4 Company D
    • 8.4.1 Business Overview
    • 8.4.2 Services Offered
    • 8.4.3 Business Strategies
    • 8.4.4 SWOT Analysis
    • 8.4.5 Major News and Events
  • 8.5 Company E
    • 8.5.1 Business Overview
    • 8.5.2 Services Offered
    • 8.5.3 Business Strategies
    • 8.5.4 SWOT Analysis
    • 8.5.5 Major News and Events

9 Japan Anime Market - Industry Analysis

  • 9.1 Drivers, Restraints and Opportunities
    • 9.1.1 Overview
    • 9.1.2 Drivers
    • 9.1.3 Restraints
    • 9.1.4 Opportunities
  • 9.2 Porters Five Forces Analysis
    • 9.2.1 Overview
    • 9.2.2 Bargaining Power of Buyers
    • 9.2.3 Bargaining Power of Suppliers
    • 9.2.4 Degree of Competition
    • 9.2.5 Threat of New Entrants
    • 9.2.6 Threat of Substitutes
  • 9.3 Value Chain Analysis

10 Appendix