デフォルト表紙
市場調査レポート
商品コード
1702753

アニメの世界市場レポート 2025年

Anime Global Market Report 2025


出版日
ページ情報
英文 200 Pages
納期
2~10営業日
カスタマイズ可能
適宜更新あり
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=146.96円
アニメの世界市場レポート 2025年
出版日: 2025年04月01日
発行: The Business Research Company
ページ情報: 英文 200 Pages
納期: 2~10営業日
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  • 概要
  • 目次
概要

アニメ市場規模は、今後数年間で力強い成長が見込まれます。2029年の年間平均成長率(CAGR)は10.0%で、460億7,000万米ドルに成長します。予測期間における成長の要因としては、日本のアニメコンテンツの販売と人気の高まり、インターネットベースの配信需要の増加、ゲーム用途の増加、メディア消費の増加、アニメビデオゲームへの関心の高まりなどが挙げられます。予測期間における主要動向としては、技術的に先進的なガジェットや製品の採用、VRゲームの需要拡大、AIを活用したコンテンツの統合、ストリーミングプラットフォームへの依存度の増加、コンテンツのデジタル配信チャネルの採用などが挙げられます。

アニメ市場は、ソーシャルメディアの普及拡大が成長の原動力になると予測されます。ソーシャルメディアのプラットフォームやアプリケーションを利用することで、ユーザーはコンテンツの作成、共有、交流ができるだけでなく、他者とのつながりやコミュニケーションも可能になります。このようなソーシャルメディアの普及拡大は、ユーザーフレンドリーなインターフェース、モバイル機器からのアクセス、多様なコンテンツ提供、ネットワーク機能、エンターテイメント価値、マーケティングや広告目的での有効性によるものです。ソーシャルメディアプラットフォームは、プロモーション、ファンとの交流、コミュニティ開拓、フィードバック収集のための世界の舞台を提供することで、アニメ市場に利益をもたらしています。例えば、Acodez IT Solutionsの報告によると、Facebookのデイリーアクティブユーザーは2023年に20億8,000万人に達し、前年に比べ9,600万人増加しました。このように、ソーシャルメディアプラットフォームのプレゼンス拡大は、アニメ市場の成長を促進しています。

アニメ市場の主要企業は、「ねんどろいど」のような革新的な製品を発売することで、アニメ愛好家の間で高まるコレクションフィギュアの需要に応えています。これらのフィギュアは、小型で細部まで作り込まれ、超デフォルメされたスタイルで、通常、高さ約10cm(3.9インチ)です。アニメやマンガ、ゲームに登場するキャラクタをちびキャラ風に描いたキュートなデザインが特徴です。例えば、日本のホビー専門メーカーであるGood Smile Company Inc.は、2023年1月に「アニメ」シリーズに登場するキャラクタ「五頭ヒトリ」のねんどろいどを発売しました。ギターを持った制服姿のほか、ギターストラップ、楽譜、マイクが付属します。

目次

第1章 エグゼクティブサマリー

第2章 市場の特徴

第3章 市場動向と戦略

第4章 市場-金利、インフレ、地政学、新型コロナウイルス感染症、景気回復が市場に与える影響を含むマクロ経済シナリオ

第5章 世界の成長分析と戦略分析フレームワーク

  • 世界のアニメPESTEL分析(政治、社会、技術、環境、法的要因、促進要因と抑制要因)
  • 最終用途産業の分析
  • 世界のアニメ市場:成長率分析
  • 世界のアニメ市場の実績:規模と成長、2019~2024年
  • 世界のアニメ市場の予測:規模と成長、2024~2029年、2034年
  • 世界のアニメ総アドレス可能市場(TAM)

第6章 市場セグメンテーション

  • 世界のアニメ市場アニメジャンル別、実績と予測、2019~2024年、2024~2029年、2034年
  • アクションとアドベンチャー
  • サイエンスフィクション(SF)とファンタジー
  • ロマンスとドラマ
  • スポーツ
  • その他のアニメジャンル
  • 世界のアニメ市場:ソリューション別、実績と予測、2019~2024年、2024~2029年、2034年
  • アニメ作成ソフトウェア
  • アニメ作成サービス
  • 世界のアニメ市場:出版者、タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • コミックとマンガ
  • 本と小説
  • 世界のアニメ市場:流通チャネル別、実績と予測、2019~2024年、2024~2029年、2034年
  • 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
  • 世界のアニメ市場、アクションとアドベンチャーのサブセグメンテーション、タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • 少年(若い男性向け)
  • 青年(成人男性向け)
  • メカ(ロボットと先端技術)
  • 軍事または戦争アニメ
  • スーパーヒーローとアクション満載の冒険
  • 世界のアニメ市場、SFとファンタジーのサブセグメンテーション、タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • サイバーパンク
  • スペースオペラ
  • ポスト黙示録
  • タイムトラベル
  • 魔法のリアリズムかファンタジーの世界か
  • 剣と魔法
  • 世界のアニメ市場、ロマンスとドラマのサブセグメンテーション、タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • 少女(若い女性向け)
  • スライス・オブ・ライフ
  • ロマンティックコメディ(ロマンティックコメディ)
  • 悲劇的なロマンス
  • 学校生活とドラマ
  • 歴史ロマンス
  • 世界のアニメ市場、スポーツのサブセグメンテーション、タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • チームスポーツ(バスケットボール、サッカー、野球)
  • 個人競技(ボクシング、テニス、格闘技)
  • エクストリームスポーツ(スケートボード、スノーボード)
  • eスポーツと競技ゲーム
  • 世界のアニメ市場、その他のアニメジャンルのサブセグメンテーション、タイプ別、実績と予測、2019~2024年、2024~2029年、2034年
  • ホラーと超自然
  • ミステリーまたはスリラー
  • コメディとパロディ
  • 異世界(による世界)
  • ハーレムと逆ハーレム
  • スライス・オブ・ライフ(非ロマンティック)

第7章 地域別・国別分析

  • 世界のアニメ市場:地域別、実績と予測、2019~2024年、2024~2029年、2034年
  • 世界のアニメ市場:国別、実績と予測、2019~2024年、2024~2029年、2034年

第8章 アジア太平洋市場

第9章 中国市場

第10章 インド市場

第11章 日本市場

第12章 オーストラリア市場

第13章 インドネシア市場

第14章 韓国市場

第15章 西欧市場

第16章 英国市場

第17章 ドイツ市場

第18章 フランス市場

第19章 イタリア市場

第20章 スペイン市場

第21章 東欧市場

第22章 ロシア市場

第23章 北米市場

第24章 米国市場

第25章 カナダ市場

第26章 南米市場

第27章 ブラジル市場

第28章 中東市場

第29章 アフリカ市場

第30章 競合情勢と企業プロファイル

  • アニメ市場:競合情勢
  • アニメ市場:企業プロファイル
    • Toei Animation Co. Ltd.
    • Sanrio Co. Ltd.
    • Netflix Inc.
    • Bandai Namco Holdings Inc.
    • Kodansha Ltd.

第31章 その他の大手企業と革新的企業

  • Crunchyroll LLC
  • VIZ Media LLC
  • MADHOUSE Inc.
  • Production I.G Inc.
  • Right Stuf Inc.
  • Gainax Co. Ltd.
  • Good Smile Company Inc.
  • Wit Studio Inc.
  • Studio Ghibli Inc.
  • Kyoto Animation
  • Pierrot Co. Ltd.
  • Bones Inc.
  • A-1 Pictures
  • Tatsunoko Production
  • kitsus Destiny

第32章 世界の市場競合ベンチマーキングとダッシュボード

第33章 主要な合併と買収

第34章 最近の市場動向

第35章 市場の潜在力が高い国、戦略

  • アニメ市場、2029年:新たな機会を提供する国
  • アニメ市場、2029年:新たな機会を提供するセグメント
  • アニメ市場、2029年:成長戦略
    • 市場動向による戦略
    • 競合の戦略

第36章 付録

目次
Product Code: r29407

Anime is an animated style originating in Japan, now popular globally due to its diverse genres and themes appealing to audiences of all ages. Its evolution and ability to captivate diverse viewers contribute to its lasting popularity and cultural significance.

The primary anime genres include action and adventure, science fiction (sci-fi) and fantasy, romance and drama, sports, and others. Action and adventure emphasize thrilling plots with heroic protagonists facing challenges and physical feats. Anime is created using specialized software and services, presented in formats such as comics, manga, books, and distributed through TV, movies, streaming services, merchandise, and music.

The anime market research report is one of a series of new reports from The Business Research Company that provides anime market statistics, including the anime industry global market size, regional shares, competitors with anime market share, detailed anime market segments, market trends, and opportunities, and any further data you may need to thrive in the anime industry. These anime market research reports deliver a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.

The anime market size has grown rapidly in recent years. It will grow from $28.55 billion in 2024 to $31.51 billion in 2025 at a compound annual growth rate (CAGR) of 10.4%. The growth in the historic period can be attributed to growth of merchandising, the rise of streaming and over-the-top (OTT) platforms, rising number of OTT content streamers, increasing fan base of anime, increased production of TV series.

The anime market size is expected to see strong growth in the next few years. It will grow to $46.07 billion in 2029 at a compound annual growth rate (CAGR) of 10.0%. The growth in the forecast period can be attributed to growing demand in sales and popularity of Japanese anime content, increasing demand for internet-based distribution, increasing gaming applications, increasing media consumption, rising interest in anime video games. Major trends in the forecast period include adoption of technologically advanced gadgets and products, growing demand for VR gaming, integration of AI-driven content, increasing reliance on streaming platforms, adoption of digital distribution channels for content.

The anime market is expected to experience growth driven by the increasing penetration of social media. Social media platforms and applications enable users to create, share, and interact with content, as well as connect and communicate with others. This growth in social media penetration is due to its user-friendly interface, accessibility via mobile devices, diverse content offerings, networking capabilities, entertainment value, and effectiveness for marketing and advertising purposes. Social media platforms benefit the anime market by providing a global stage for promotion, engaging with fans, fostering community development, and gathering feedback. For example, Acodez IT Solutions reported that Facebook's daily active users reached 2.08 billion in 2023, marking an increase of 96 million users compared to the previous year. Thus, the expanding presence of social media platforms is fueling growth in the anime market.

Leading companies in the anime market are responding to the growing demand for collectible figures among anime enthusiasts by introducing innovative products such as Nendoroid figurines. These figurines are small, highly detailed, and stylized in a super-deformed manner, typically around 10 cm (3.9 inches) tall. They feature cute designs that depict characters from anime, manga, and video games in a chibi style. For instance, Good Smile Company Inc., a Japan-based manufacturer specializing in hobby products, launched a Nendoroid figurine of Hitori Gotou, a prominent character from the anime series Bocchi the Rock, in January 2023. The figurine showcases Hitori in her school uniform, complete with a guitar, and includes additional accessories such as a guitar strap, music sheet, and microphone.

In May 2024, Toho Co., Ltd., an entertainment company based in Japan, acquired Science SARU, an animation studio, for an undisclosed sum. This acquisition is part of Toho's strategy to strengthen its animation business, improve animation quality, and support the ongoing growth of the anime sector. Science SARU is known for its contributions to the anime industry and its expertise in creating compelling animated content.

Major companies operating in the anime market are Toei Animation Co. Ltd., Sanrio Co. Ltd., Netflix Inc., Bandai Namco Holdings Inc., Kodansha Ltd., Crunchyroll LLC, VIZ Media LLC, MADHOUSE Inc., Production I.G Inc., Right Stuf Inc., Gainax Co. Ltd., Good Smile Company Inc., Wit Studio Inc., Studio Ghibli Inc., Kyoto Animation, Pierrot Co. Ltd., Bones Inc., A-1 Pictures, Tatsunoko Production, kitsus Destiny, Progressive Animation, Atomic Flare, J.C.Staff Co. Ltd., Studio Deen Co. Ltd.

Asia-Pacific was the largest region in the anime market in 2024. Middle East is expected to be the fastest-growing region in the forecast period. The regions covered in the anime market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the anime market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The anime market includes revenues earned by entities by providing merchandising and licensing, dubbing and subtitling, marketing and promotion. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Anime Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on anime market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for anime ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The anime market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Anime Genre: Action And Adventure; Science Fiction (Sci-Fi) And Fantasy; Romance And Drama; Sports; Other Anime Genres
  • 2) By Solution: Anime Creation Software; Anime Creation Services
  • 3) By Publishing: Comics And Manga; Books And Novels
  • 4) By Distribution Channel: Television (T.V.); Movie; Video; Internet Distribution; Merchandising; Music
  • Subsegments:
  • 1) By Action And Adventure: Shonen (Targeted At Young Male Audience); Seinen (Targeted At Adult Male Audience); Mecha (Robots And Advanced Technology); Military Or War Anime; Superhero And Action-Packed Adventures
  • 2) By Science Fiction (Sci-Fi) And Fantasy: Cyberpunk; Space Opera; Post-Apocalyptic; Time Travel; Magical Realism Or Fantasy Worlds; Sword And Sorcery
  • 3) By Romance And Drama: Shoujo (Targeted At Young Female Audience); Slice Of Life; Romantic Comedy (Rom-Com); Tragic Romance; School Life And Drama; Historical Romance
  • 4) By Sports: Team Sports (Basketball, Soccer, Baseball); Individual Sports (Boxing, Tennis, Martial Arts); Extreme Sports (Skateboarding, Snowboarding); Esports And Competitive Gaming
  • 5) By Other Anime Genres: Horror And Supernatural; Mystery Or Thriller; Comedy And Parody; Isekai (Alternate Worlds); Harem And Reverse Harem; Slice Of Life (Non-Romantic)
  • Companies Mentioned: Toei Animation Co. Ltd.; Sanrio Co. Ltd.; Netflix Inc.; Bandai Namco Holdings Inc.; Kodansha Ltd.
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Anime Market Characteristics

3. Anime Market Trends And Strategies

4. Anime Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Covid And Recovery On The Market

5. Global Anime Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Anime PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Anime Market Growth Rate Analysis
  • 5.4. Global Anime Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Anime Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Anime Total Addressable Market (TAM)

6. Anime Market Segmentation

  • 6.1. Global Anime Market, Segmentation By Anime Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Action And Adventure
  • Science Fiction (Sci-Fi) And Fantasy
  • Romance And Drama
  • Sports
  • Other Anime Genres
  • 6.2. Global Anime Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Anime Creation Software
  • Anime Creation Services
  • 6.3. Global Anime Market, Segmentation By Publishing, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Comics And Manga
  • Books And Novels
  • 6.4. Global Anime Market, Segmentation By Distribution Channel, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Television (T.V.)
  • Movie
  • Video
  • Internet Distribution
  • Merchandising
  • Music
  • 6.5. Global Anime Market, Sub-Segmentation Of Action And Adventure, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Shonen (Targeted At Young Male Audience)
  • Seinen (Targeted At Adult Male Audience)
  • Mecha (Robots And Advanced Technology)
  • Military Or War Anime
  • Superhero And Action-Packed Adventures
  • 6.6. Global Anime Market, Sub-Segmentation Of Science Fiction (Sci-Fi) And Fantasy, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Cyberpunk
  • Space Opera
  • Post-Apocalyptic
  • Time Travel
  • Magical Realism Or Fantasy Worlds
  • Sword And Sorcery
  • 6.7. Global Anime Market, Sub-Segmentation Of Romance And Drama, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Shoujo (Targeted At Young Female Audience)
  • Slice Of Life
  • Romantic Comedy (Rom-Com)
  • Tragic Romance
  • School Life And Drama
  • Historical Romance
  • 6.8. Global Anime Market, Sub-Segmentation Of Sports, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Team Sports (Basketball, Soccer, Baseball)
  • Individual Sports (Boxing, Tennis, Martial Arts)
  • Extreme Sports (Skateboarding, Snowboarding)
  • Esports And Competitive Gaming
  • 6.9. Global Anime Market, Sub-Segmentation Of Other Anime Genres, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Horror And Supernatural
  • Mystery Or Thriller
  • Comedy And Parody
  • Isekai (Alternate Worlds)
  • Harem And Reverse Harem
  • Slice Of Life (Non-Romantic)

7. Anime Market Regional And Country Analysis

  • 7.1. Global Anime Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Anime Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Anime Market

  • 8.1. Asia-Pacific Anime Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Anime Market, Segmentation By Anime Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Anime Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Anime Market, Segmentation By Publishing, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Anime Market

  • 9.1. China Anime Market Overview
  • 9.2. China Anime Market, Segmentation By Anime Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Anime Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Anime Market, Segmentation By Publishing, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Anime Market

  • 10.1. India Anime Market, Segmentation By Anime Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Anime Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Anime Market, Segmentation By Publishing, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Anime Market

  • 11.1. Japan Anime Market Overview
  • 11.2. Japan Anime Market, Segmentation By Anime Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Anime Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Anime Market, Segmentation By Publishing, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Anime Market

  • 12.1. Australia Anime Market, Segmentation By Anime Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Anime Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Anime Market, Segmentation By Publishing, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Anime Market

  • 13.1. Indonesia Anime Market, Segmentation By Anime Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Anime Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Anime Market, Segmentation By Publishing, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Anime Market

  • 14.1. South Korea Anime Market Overview
  • 14.2. South Korea Anime Market, Segmentation By Anime Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Anime Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Anime Market, Segmentation By Publishing, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Anime Market

  • 15.1. Western Europe Anime Market Overview
  • 15.2. Western Europe Anime Market, Segmentation By Anime Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Anime Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Anime Market, Segmentation By Publishing, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Anime Market

  • 16.1. UK Anime Market, Segmentation By Anime Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Anime Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Anime Market, Segmentation By Publishing, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Anime Market

  • 17.1. Germany Anime Market, Segmentation By Anime Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Anime Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Anime Market, Segmentation By Publishing, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Anime Market

  • 18.1. France Anime Market, Segmentation By Anime Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Anime Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Anime Market, Segmentation By Publishing, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Anime Market

  • 19.1. Italy Anime Market, Segmentation By Anime Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Anime Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Anime Market, Segmentation By Publishing, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Anime Market

  • 20.1. Spain Anime Market, Segmentation By Anime Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Anime Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Anime Market, Segmentation By Publishing, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Anime Market

  • 21.1. Eastern Europe Anime Market Overview
  • 21.2. Eastern Europe Anime Market, Segmentation By Anime Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Anime Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Anime Market, Segmentation By Publishing, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Anime Market

  • 22.1. Russia Anime Market, Segmentation By Anime Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Anime Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Anime Market, Segmentation By Publishing, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Anime Market

  • 23.1. North America Anime Market Overview
  • 23.2. North America Anime Market, Segmentation By Anime Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Anime Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Anime Market, Segmentation By Publishing, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Anime Market

  • 24.1. USA Anime Market Overview
  • 24.2. USA Anime Market, Segmentation By Anime Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Anime Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Anime Market, Segmentation By Publishing, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Anime Market

  • 25.1. Canada Anime Market Overview
  • 25.2. Canada Anime Market, Segmentation By Anime Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Anime Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Anime Market, Segmentation By Publishing, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Anime Market

  • 26.1. South America Anime Market Overview
  • 26.2. South America Anime Market, Segmentation By Anime Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Anime Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Anime Market, Segmentation By Publishing, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Anime Market

  • 27.1. Brazil Anime Market, Segmentation By Anime Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Anime Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Anime Market, Segmentation By Publishing, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Anime Market

  • 28.1. Middle East Anime Market Overview
  • 28.2. Middle East Anime Market, Segmentation By Anime Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Anime Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Anime Market, Segmentation By Publishing, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Anime Market

  • 29.1. Africa Anime Market Overview
  • 29.2. Africa Anime Market, Segmentation By Anime Genre, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Anime Market, Segmentation By Solution, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Anime Market, Segmentation By Publishing, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Anime Market Competitive Landscape And Company Profiles

  • 30.1. Anime Market Competitive Landscape
  • 30.2. Anime Market Company Profiles
    • 30.2.1. Toei Animation Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Sanrio Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Netflix Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Bandai Namco Holdings Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Kodansha Ltd. Overview, Products and Services, Strategy and Financial Analysis

31. Anime Market Other Major And Innovative Companies

  • 31.1. Crunchyroll LLC
  • 31.2. VIZ Media LLC
  • 31.3. MADHOUSE Inc.
  • 31.4. Production I.G Inc.
  • 31.5. Right Stuf Inc.
  • 31.6. Gainax Co. Ltd.
  • 31.7. Good Smile Company Inc.
  • 31.8. Wit Studio Inc.
  • 31.9. Studio Ghibli Inc.
  • 31.10. Kyoto Animation
  • 31.11. Pierrot Co. Ltd.
  • 31.12. Bones Inc.
  • 31.13. A-1 Pictures
  • 31.14. Tatsunoko Production
  • 31.15. kitsus Destiny

32. Global Anime Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Anime Market

34. Recent Developments In The Anime Market

35. Anime Market High Potential Countries, Segments and Strategies

  • 35.1 Anime Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Anime Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Anime Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer