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조사회사:BCC Research 출판년월:2023년10월

Global Anime Market: Industry Trends and Forecast

이 보고서는 세계 애니메이션 시장 규모 분석에 대한 개요와 시장 참여자의 제품 및 전략에 대한 자세한 분석을 제공합니다.

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Report Overview

This report provides an overview of the global anime market size analysis and a detailed analysis of the market player’s products and strategies. Using 2022 as the base year, the report provides estimated market data for 2023 through 2028. Revenue forecasts for this period are segmented based on type, genre, and geography.

アニメの世界市場: 業界動向と予測

Summary:

Anime refers to hand-drawn and computer animation originating from Japan. It has become popular worldwide over the past few decades, with fans across many countries and cultures. The global anime market has undergone a remarkable transformation in recent years, evolving from a niche subculture into a massive and influential industry that spans continents. Anime includes a diverse range of animated TV shows, films, and web series characterized by a distinctive art style and often complex storytelling. With its roots dating back to the early 20th century, anime gained international prominence during the latter half of the 20th century. By the 21st century, it had become a significant cultural export.

Driven by factors such as globalization, digital streaming platforms, and the power of social media, anime has seen a surge in popularity beyond its home country. This surge is evident in the increasing demand for anime content worldwide, leading to an increase in international licensing, distribution, and merchandise sales. Popular titles such as “Naruto,” “Dragon Ball,” “Attack on Titan,” “My Hero Academia,” “One Piece,” and “Jujutsu Kaisen” have garnered massive fan bases across the globe, further propelling the market’s growth. The anime industry involves production companies, distributors, streaming platforms, merchandisers, and other stakeholders. Piracy has been an ongoing challenge. However, overall, the global anime market appears poised for further expansion, as this unique style of animation/storytelling resonates with broader demographics. The global anime market was valued at $REDACTED billion in 2022. It is estimated that revenue will grow to $REDACTED billion during the forecast period.

The global anime market is segmented based on type, genre and geography. The genre segment has been categorized into action and adventure, sci-fi and fantasy, romance and drama, sports, and others (horror, shojo and music). With respect to genre, the action and adventure segment dominates the global anime market and was valued at $REDACTED billion in 2022. The action and adventure segment is expected to grow at a CAGR of REDACTED%, and it is forecast to reach $REDACTED billion through 2028.

Report Scope:

Using 2022 as the base year, the report provides estimated market data for 2023 through 2028. Revenue forecasts for this period are segmented based on type, genre, and geography. The report covers all anime licensing, from merchandising to broadcasting and streaming platforms. This report also includes a concise history of the anime industry from its beginnings in the early 1900s to the present day. The revenue estimation covers all genres of revenue including science fiction, action and adventure, romance, historical drama, erotic, literary, information, humor, and sports. Revenue and strategies for acquiring and producing anime content are not discussed in this report.

The report also focuses on the significant drivers and challenges that affect the market and the vendor landscape. The report explains the current trends in the global anime market and concludes with detailed profiles of the major players.

Report Synopsis

Report MetricsDetails
Base year considered2022
Forecast period considered2023-2028
Base year market size$21.2 billion
Market size forecast$41.5 billion
Growth rateCAGR of 12.3% for the forecast period of 2023-2028
Units considered$ Millions
Segments coveredType, Genre, and Region
Regions coveredNorth America, Europe, Asia-Pacific, and Rest of the World (RoW)
Countries coveredU.S., Mexico, Canada, France, Germany, U.K., Italy, Spain, China, India, Japan, Middle East, Africa, and South America
Key Market DriversIncreased globalization and expanded distribution.
Growth of merchandising.
Rise of streaming and over-the-top (OTT) platforms
Companies studiedBANDIA NAMCO FILMWORKS INC. (SUNRISE INC.)
BONES INC.
CRUNCHYROLL LLC
KYOTO ANIMATION CO. LTD.
MADHOUSE INC.
MAPPA CO. LTD.
P.A. WORKS INC.
PIERROT CO. LTD.
PRODUCTION I.G INC.
STUDIO GHIBLI INC.
TOEI ANIMATION CO.
UFOTABLE INC.

Report Includes:

  • Detailed overview and an up-to-date analysis of the global anime market
  • Analyses of the global market trends for anime industry, with historical market revenue data (sales figures) for 2022, estimates for 2023, forecasts for 2024, and projections of compound annual growth rates (CAGRs) through 2028
  • Estimation of the actual market size and revenue forecast for global anime market, and corresponding market share analysis based on the type of digital streaming platform, genre (content), and geographic region
  • In-depth information (facts and figures) concerning the market growth drivers, opportunities and challenges, prospects, technologies, regulatory dynamics, and impact of macroeconomic variables on global anime market
  • An understanding of the ESG developments in anime (digital entertainment) industry, with emphasis on importance of ESG, consumer attitudes, risks and opportunity assessment, and ESG followed practices by production companies, distributors, streaming platforms, merchandisers, and other key stakeholders
  • A look at the major vendors in the global market for anime, and analyze the structure of this industry (e.g., company share analysis, concentration, M&A deals, and venture fundings etc.)
  • Identification of the major stakeholders and analysis of their company competitive landscape based on recent developments, key financials and segmental revenues, and operational integration
  • Detailed company profiles of the leading market players

Table of Contents

Chapter 1 Introduction
Study Goals and Objectives
Reasons for Doing the Study
Scope of Report
Research Methodology
Geographic Breakdown
Chapter 2 Executive Summary
Market Outlook
Market Summary
Chapter 3 Market Overview
Overview
The History of Anime
1900–1920
1920s–1950s
1950s–1980s
1990s–Present
Market Dynamics
Market Drivers
Market Restraints
Market Opportunities
Emerging Technologies and Opportunities
Augmented Reality (AR) and Virtual Reality (VR)
Motion Capture
Artificial Intelligence (AI)
Crowdfunding
Chapter 4 Market Breakdown by Type and Genre
Global Anime Market, by Type
Television (TV)
Movie
Video
Internet Distribution
Merchandising
Music
Pachinko
Live Entertainment
Market Size and Forecast
Global Anime Market, by Genre
Action and Adventure
Sci-fi and Fantasy
Romance and Drama
Sports
Others
Market Size and Forecast
Chapter 5 Market Breakdown by Region
Overview
North America
Europe
Asia-Pacific
Rest of the World
Chapter 6 Sustainability in Anime Industry: An ESG Perspective
Key Environmental, Social, and Governance (ESG) Issues in the Anime Market
Environmental Impact
Energy Consumption
Anime Industry ESG Performance Analysis
Environmental Performance
Social Performance
Governance Performance
Case Study
Concluding Remarks from BCC Research
Chapter 7 Competitive Landscape
Overview
Strategic Analysis
Chapter 8 Company Profiles
BANDIA NAMCO FILMWORKS INC. (SUNRISE INC.)
BONES INC.
CRUNCHYROLL LLC
KYOTO ANIMATION CO. LTD.
MADHOUSE INC.
MAPPA CO. LTD.
P.A. WORKS INC.
PIERROT CO. LTD.
PRODUCTION I.G INC.
STUDIO GHIBLI INC.
TOEI ANIMATION CO.
UFOTABLE INC.
Chapter 9 Appendix: Acronyms

List of Tables
Summary Table : Global Anime Market, by Region, Through 2028
Table 1 : Global Market for Anime, by Type, Through 2028
Table 2 : Global Market for Anime, by Genre, Through 2028
Table 3 : Global Market for Anime, by Region, Through 2028
Table 4 : North American Market for Anime, by Type, Through 2028
Table 5 : North American Market for Anime, by Genre, Through 2028
Table 6 : North American Market for Anime, by Country, Through 2028
Table 7 : European Market for Anime, by Type, Through 2028
Table 8 : European Market for Anime, by Genre, Through 2028
Table 9 : European Market for Anime, by Country, Through 2028
Table 10 : Asia-Pacific Market for Anime, by Type, Through 2028
Table 11 : Asia-Pacific Market for Anime, by Genre, Through 2028
Table 12 : Asia-Pacific Market for Anime, by Country, Through 2028
Table 13 : RoW Market for Anime, by Type, Through 2028
Table 14 : RoW Market for Anime, by Genre, Through 2028
Table 15 : RoW Market for Anime, by Subregion, Through 2028
Table 16 : Anime Market, Recent Developments, 2021–2023
Table 17 : Bandia Namco Filmworks Inc.: Products and Services
Table 18 : Bones Inc.: Products and Services
Table 19 : Crunchyroll LLC: Products and Services
Table 20 : Kyoto Animation Co. Ltd.: Products and Services
Table 21 : Madhouse Inc.: Products and Services
Table 22 : MAPPA Co. Ltd.: Products and Services
Table 23 : P.A. Works Inc.: Products and Services
Table 24 : Pierrot Co. Ltd.: Products and Services
Table 25 : Production I.G Inc.: Products and Services
Table 26 : Studio Ghibli Inc.: Products and Services
Table 27 : Toei Animation Co.: Products and Services
Table 28 : Ufotable Inc.: Products and Services
Table 29 : Acronyms Used in the Report

List of Figures
Summary Figure : Global Market Share of Anime, by Region, 2022
Figure A : Information Sources
Figure 1 : Global Market Share of Anime, by Type, 2022
Figure 2 : Global Market Share of Anime, by Genre, 2022
Figure 3 : Global Market Share of Anime, by Region, 2022


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