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Anime Market Size, Growth, Demands Outlook and Forecasts to 2030

According to the research report, the global anime market size is expected to touch USD 48.3 Billion by 2030, from USD 26.01 Billion in 2022, growing with a significant CAGR of 7.9% from 2022 to 2030. 

Anime Market Size 2020 to 2030

The anime report offers a comprehensive study of the current state expected at the major drivers, market strategies, and key vendors’ growth. The report presents energetic visions to conclude and study the market size, market hopes, and competitive surroundings. The research also focuses on the important achievements of the market, research & development, and regional growth of the leading competitors operating in the market. The current trends of the global anime in conjunction with the geographical landscape of this vertical have also been included in this report.

The report offers intricate dynamics about different aspects of the global anime market, which aids companies operating in the market in making strategic development decisions. The study also elaborates on significant changes that are highly anticipated to configure growth of the global anime during the forecast period. It also includes a key indicator assessment that highlights growth prospects of this market and estimates statistics related to growth of the market in terms of value (US$ Mn) and volume (tons).

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 Report Scope of the Anime Market

Report CoverageDetails
Market SizeUSD 48.3 Billion by 2030
Growth RateCAGR of 7.9% From 2021 to 2030
Base Year2021
Forecast Period2021 to 2030
Largest MarketAsia Pacific
Fastest Growing MarketMiddle East
Segments CoveredService Type, Region Type

This study covers a detailed segmentation of the global anime market, along with key information and a competition outlook. The report mentions company profiles of players that are currently dominating the global anime market, wherein various developments, expansions, and winning strategies practiced and implemented by leading players have been presented in detail.

Key Players

  • 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.

Market Segmentation

 By Service

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

By Geography

  • North America
    • U.S.
    • Canada
  • Europe
    • U.K.
    • Germany
    • France
  • Asia Pacific
    • China
    • India
    • Japan
    • South Korea
  • Rest of the World

Research Methodology

The research methodology adopted by analysts for compiling the global anime report is based on detailed primary as well as secondary research. With the help of in-depth insights of the market-affiliated information that is obtained and legitimated by market-admissible resources, analysts have offered riveting observations and authentic forecasts for the global market.

During the primary research phase, analysts interviewed market stakeholders, investors, brand managers, vice presidents, and sales and marketing managers. Based on data obtained through interviews of genuine resources, analysts have emphasized the changing scenario of the global market.

For secondary research, analysts scrutinized numerous annual report publications, white papers, market association publications, and company websites to obtain the necessary understanding of the global anime market.

TABLE OF CONTENT

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

Chapter 5. Market Dynamics Analysis and Trends

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, 2020-2027

7.1.1. T.V

7.1.1.1. Market Revenue and Forecast (2019-2030)

7.1.2. Movie

7.1.2.1. Market Revenue and Forecast (2019-2030)

7.1.3. Video

7.1.3.1. Market Revenue and Forecast (2019-2030)

7.1.4. Internet Distribution

7.1.4.1. Market Revenue and Forecast (2019-2030)

7.1.5. Merchandising

7.1.5.1. Market Revenue and Forecast (2019-2030)

7.1.6. Music

7.1.6.1. Market Revenue and Forecast (2019-2030)

7.1.7. Pachinko

7.1.7.1. Market Revenue and Forecast (2019-2030)

7.1.8. Live Entertainment

7.1.8.1. Market Revenue and Forecast (2019-2030) 

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

8.1. North America

8.1.1. Market Revenue and Forecast, by Service (2019-2030)

8.1.2. U.S.

8.1.3. Rest of North America

8.1.3.1. Market Revenue and Forecast, by Service (2019-2030)

8.2. Europe

8.2.1. Market Revenue and Forecast, by Service (2019-2030)

8.2.2. UK

8.2.2.1. Market Revenue and Forecast, by Service (2019-2030)

8.2.3. France

8.2.3.1. Market Revenue and Forecast, by Service (2019-2030)

8.2.4. Rest of Europe

8.2.4.1. Market Revenue and Forecast, by Service (2019-2030)

8.3. APAC

8.3.1. Market Revenue and Forecast, by Service (2019-2030)

8.3.2. India

8.3.2.1. Market Revenue and Forecast, by Service (2019-2030)

8.3.3. China

8.3.3.1. Market Revenue and Forecast, by Service (2019-2030)

8.3.4. Japan

8.3.4.1. Market Revenue and Forecast, by Service (2019-2030)

8.3.5. Rest of APAC

8.3.5.1. Market Revenue and Forecast, by Service (2019-2030)

8.4. MEA

8.4.1. Market Revenue and Forecast, by Service (2019-2030)

8.4.2. GCC

8.4.2.1. Market Revenue and Forecast, by Service (2019-2030)

8.4.3. North Africa

8.4.3.1. Market Revenue and Forecast, by Service (2019-2030)

8.4.4. South Africa

8.4.4.1. Market Revenue and Forecast, by Service (2019-2030)

8.4.5. Rest of MEA

8.4.5.1. Market Revenue and Forecast, by Service (2019-2030)

8.5. Latin America

8.5.1. Market Revenue and Forecast, by Service (2019-2030)

8.5.2. Brazil

8.5.2.1. Market Revenue and Forecast, by Service (2019-2030)

8.5.3. Rest of LATAM

8.5.3.1. Market Revenue and Forecast, by Service (2019-2030)

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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