Anime Market Size, Share, and Trends 2024 to 2034

The global anime market size was accounted for USD 81.96 billion in 2024, grew to USD 89.77 billion in 2025 and is predicted to surpass around USD 203.68 billion by 2034, representing a healthy CAGR of 9.53% between 2025 and 2034.

  • Last Updated : December 2024
  • Report Code : 1306
  • Category : ICT

Chapter 1. Introduction

1.1. Research Objective

1.2. Scope of the Study

1.3. Definition

Chapter 2. Research Methodology

2.1. Research Approach

2.2. Data Sources

2.3. Assumptions & Limitations

Chapter 3. Executive Summary

3.1. Market Snapshot

Chapter 4. Market Variables and Scope 

4.1. Introduction

4.2. Market Classification and Scope

4.3. Industry Value Chain Analysis

4.3.1. Raw Material Procurement Analysis 

4.3.2. Sales and Distribution Channel Analysis

4.3.3. Downstream Buyer Analysis

5.1. Market Dynamics

5.1.1. Market Drivers

5.1.2. Market Restraints

5.1.3. Market Opportunities

5.2. Porter’s Five Forces Analysis

5.2.1. Bargaining power of suppliers

5.2.2. Bargaining power of buyers

5.2.3. Threat of substitute

5.2.4. Threat of new entrants

5.2.5. Degree of competition

Chapter 6. Competitive Landscape

6.1.1. Company Market Share/Positioning Analysis

6.1.2. Key Strategies Adopted by Players

6.1.3. Vendor Landscape

6.1.3.1. List of Suppliers

6.1.3.2. List of Buyers

Chapter 7. Global Anime Market, By Service

7.1. Anime Market, by Service Type, 2025-2034

7.1.1. T.V

7.1.1.1. Market Revenue and Forecast (2022-2034)

7.1.2. Movie

7.1.2.1. Market Revenue and Forecast (2022-2034)

7.1.3. Video

7.1.3.1. Market Revenue and Forecast (2022-2034)

7.1.4. Internet Distribution

7.1.4.1. Market Revenue and Forecast (2022-2034)

7.1.5. Merchandising

7.1.5.1. Market Revenue and Forecast (2022-2034)

7.1.6. Music

7.1.6.1. Market Revenue and Forecast (2022-2034)

7.1.7. Pachinko

7.1.7.1. Market Revenue and Forecast (2022-2034)

7.1.8. Live Entertainment

7.1.8.1. Market Revenue and Forecast (2022-2034) 

Chapter 8. Global Anime Market, Regional Estimates and Trend Forecast

8.1. North America

8.1.1. Market Revenue and Forecast, by Service (2022-2034)

8.1.2. U.S.

8.1.3. Rest of North America

8.1.3.1. Market Revenue and Forecast, by Service (2022-2034)

8.2. Europe

8.2.1. Market Revenue and Forecast, by Service (2022-2034)

8.2.2. UK

8.2.2.1. Market Revenue and Forecast, by Service (2022-2034)

8.2.3. France

8.2.3.1. Market Revenue and Forecast, by Service (2022-2034)

8.2.4. Rest of Europe

8.2.4.1. Market Revenue and Forecast, by Service (2022-2034)

8.3. APAC

8.3.1. Market Revenue and Forecast, by Service (2022-2034)

8.3.2. India

8.3.2.1. Market Revenue and Forecast, by Service (2022-2034)

8.3.3. China

8.3.3.1. Market Revenue and Forecast, by Service (2022-2034)

8.3.4. Japan

8.3.4.1. Market Revenue and Forecast, by Service (2022-2034)

8.3.5. Rest of APAC

8.3.5.1. Market Revenue and Forecast, by Service (2022-2034)

8.4. MEA

8.4.1. Market Revenue and Forecast, by Service (2022-2034)

8.4.2. GCC

8.4.2.1. Market Revenue and Forecast, by Service (2022-2034)

8.4.3. North Africa

8.4.3.1. Market Revenue and Forecast, by Service (2022-2034)

8.4.4. South Africa

8.4.4.1. Market Revenue and Forecast, by Service (2022-2034)

8.4.5. Rest of MEA

8.4.5.1. Market Revenue and Forecast, by Service (2022-2034)

8.5. Latin America

8.5.1. Market Revenue and Forecast, by Service (2022-2034)

8.5.2. Brazil

8.5.2.1. Market Revenue and Forecast, by Service (2022-2034)

8.5.3. Rest of LATAM

8.5.3.1. Market Revenue and Forecast, by Service (2022-2034)

Chapter 9. Company Profiles

9.1. Kyoto Animation Co. Ltd

9.1.1. Company Overview

9.1.2. Product Offerings

9.1.3. Financial Performance

9.1.4. Recent Initiatives

9.2. P.A.Works, Inc.

9.2.1. Company Overview

9.2.2. Product Offerings

9.2.3. Financial Performance

9.2.4. Recent Initiatives

9.3. Production I.G.

9.3.1. Company Overview

9.3.2. Product Offerings

9.3.3. Financial Performance

9.3.4. Recent Initiatives

9.4. Toei Animation Co. Ltd.

9.4.1. Company Overview

9.4.2. Product Offerings

9.4.3. Financial Performance

9.4.4. Recent Initiatives

9.5. ManglobeInc.

9.5.1. Company Overview

9.5.2. Product Offerings

9.5.3. Financial Performance

9.5.4. Recent Initiatives

9.6. Pierrot Co. Ltd

9.6.1. Company Overview

9.6.2. Product Offerings

9.6.3. Financial Performance

9.6.4. Recent Initiatives

9.7. Madhouse Inc.

9.7.1. Company Overview

9.7.2. Product Offerings

9.7.3. Financial Performance

9.7.4. Recent Initiatives

9.8. Bones Inc.

9.8.1. Company Overview

9.8.2. Product Offerings

9.8.3. Financial Performance

9.8.4. Recent Initiatives

9.9. Studio Ghibli, Inc.

9.9.1. Company Overview

9.9.2. Product Offerings

9.9.3. Financial Performance

9.9.4. Recent Initiatives

9.10. Sunrise, Inc.

9.10.1. Company Overview

9.10.2. Product Offerings

9.10.3. Financial Performance

9.10.4. Recent Initiatives

9.10.5.

Chapter 10. Research Methodology

10.1. Primary Research

10.2. Secondary Research

10.3. Assumptions

Chapter 11. Appendix

11.1. About Us

11.2. Glossary of Terms

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Frequently Asked Questions

According to Precedence Research, the global anime market size surpassed at USD 81.96 billion in 2024 and is expected to be worth around USD 203.68 billion by 2034.

The global anime market growth is poised to grow at a CAGR of 9.53% from 2025 to 2034.

Rising penetration of OTT platforms, introduction of virtual reality (VR) and rising number of anime creators are the driving factors of the anime market.

The major players in the anime market are Kyoto Animation Co. Ltd, P.A.Works, Inc., Production I.G., Toei Animation Co. Ltd., ManglobeInc., Pierrot Co. Ltd, Madhouse Inc., Bones Inc., Studio Ghibli, Inc., Sunrise, Inc.

Asia Pacific region will lead the global anime market over the forecast period 2025 to 2034.

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