Japan Anime Merchandising Market Size, Share & Trends Analysis Report By Product (Figurine, Clothing, Books), By Distribution Channel (Online, Offline), And Segment - Industry Analysis, Share, Growth, Regional Outlook and Forecasts, 2024-2033

The Japan anime merchandising market size was estimated at USD 6.90 billion in 2023 and is projected to hit around USD 15.17 billion by 2033, growing at a CAGR of 8.2% during the forecast period from 2024 to 2033.

Japan Anime Merchandising Market  Size, 2024 to 2033

Key Takeaways:

  • The figurine segment accounted for the largest revenue share of 39.0% in 2023 and is expected to grow significantly over the forecast period.
  • The books segment is expected to witness the fastest CAGR from 2024 to 2033.
  • Based on distribution channels, the market is segmented into online and offline channels. The online segment held the largest revenue share in 2023.
  • The offline segment is expected to witness the fastest CAGR from 2024 to 2033

Japan Anime Merchandising Market Growth

The increasing popularity of Japanese anime content, growing internet penetration, and increasing accessibility of anime content due to the expansion of digital platforms have led to an increased demand for anime merchandise. The merchandise includes clothes, toys, and limited edition collectibles based on respective anime characters and content due to the growing influence of otaku culture. The growing internet penetration worldwide has significantly widened the audience reach and accessibility of anime content.

With the increased high-speed internet connectivity in various regions, fans from diverse cultural backgrounds and geographical locations have unprecedented access to various anime series, movies, and related content. Streaming platforms dedicated to anime, such as Crunchyroll, Netflix, and Funimation, took advantage of this trend by offering extensive libraries of licensed anime titles that can be easily accessed and streamed on-demand, eliminating traditional barriers to physical distribution and localization.According to the World Population Review, in 2024, Japan is expected to have the highest percentage of its population that watches anime (75.9%). Internet platforms, such as Quriverse and Anime-Planet, support fan engagement by creating online communities around anime content.

Online communities connecting anime enthusiasts are crucial in cultivating a strong fellowship among fans. Providing a platform for fans to interact, share enthusiasm, and participate in discussions, encourages fans to get merchandise associated with their favorite franchises, driving market demand. Fan art creation and cosplay showcase within these communities also contribute to the growing popularity of anime and related merchandise. In addition,Japan anime merchandising market trends include the increase in internet-driven data analytics that enables online retailers to cater to anime fans' needs and preferences. Online retailers use insights to personalize anime merchandise recommendations based on user behavior and browsing patterns.

This data-driven approach ensures that fans are presented with a curated selection of products that align with their interests and preferences, effectively attracting them to purchase. As internet penetration expands, online retailers have a growing pool of data, enabling them to further refine their product offerings and marketing strategies, maximizing engagement and driving sustained growth in the market. Increasing demand for limited editions and collectibles is driving the market demand. The expansion of the merchandise market is further fueled by anime's frequent adaptation into various forms of media, including video games and comic books, providing fans with an extensive collection of merchandise options to explore. Influencers and social media play a crucial role in promoting anime merchandise, using their reach and engagement to attract fans to purchase.

Japan Anime Merchandising Market Report Scope

Report Attribute Details
Market Size in 2024 USD 7.47 Billion
Market Size by 2033 USD 15.17 Billion
Growth Rate From 2024 to 2033 CAGR of 8.2%
Base Year 2023
Forecast Period 2024 to 2033
Segments Covered Product, distribution channel 
Market Analysis (Terms Used) Value (US$ Million/Billion) or (Volume/Units)
Report Coverage Revenue forecast, company ranking, competitive landscape, growth factors, and trends
Key Companies Profiled Bandai Namco; Good Smile Company, Inc.; Kodansha Ltd.; Kotobukiya Co., Ltd.; Kyoto Animation Co., Ltd.; P.A.WORKS Co., Ltd.; Pierrot Co., Ltd.; Production I.G.; Studio Ghibli, Inc.; TOEI ANIMATION Co., Ltd.; Ufotable Co., Ltd.; VIZ Media, LLC.

 

Segments Insights:

Product Insights

Based on product, the market is further categorized into figurines, clothing, books, board games & toys, posters, and others. The figurine segment accounted for the largest revenue share of 39.0% in 2023 and is expected to grow significantly over the forecast period. The growth of this segment is attributed to the combination of unique design, exclusivity, quality craftsmanship, and the growing popularity of anime culture, making it a significant driver of growth and innovation within the broader anime merchandise industry. 3D printing technology has transformed the Japanese anime merchandise market, particularly in the figurine segment. In November 2023, Kaiyodo, a Japanese figurine manufacturer, launched and created two figurines from the 1984 Studio Ghibli anime film Nausicaä of the Valley of the Wind in 3-D form.

The books segment is expected to witness the fastest CAGR from 2024 to 2033. The segment growth can be attributed to the growing demand for anime series. It creates a strong demand for related books, such as manga adaptations, light novels, art books, and guidebooks. The popularity of anime adaptations based on manga and light novels fuels interest in their source material, creating a partnership that benefits both publishers and content creators. Readers collect physical copies as tangible representations of passion, leading to constant growth.

Distribution Channel Insights

Based on distribution channels, the market is segmented into online and offline channels. The online segment held the largest revenue share in 2023. It can be attributed to an increase in e-commerce websites, dedicated anime merchandise stores, and online marketplaces for easy access to various products. In addition, online platforms offer features, such as personalized recommendations, wish lists, and loyalty programs, which incentivize repeat purchases and customer loyalty. According to Japan’s Ministry of Economy, Trade and Industry (METI) annual e-commerce market survey released in August 2022, business-to-consumer e-commerce sales of goods grew in 2021 by 8.6% compared to 2020.

The offline segment is expected to witness the fastest CAGR from 2024 to 2033 due to the growing demand for specialty anime merchandise stores. Specialty anime merchandise stores, known as otaku shops, offer fans a unique shopping environment where various products are offered, allowing interaction with staff and face-to-face interactions with other enthusiasts. Many offline retailers offer exclusive collaborations, event-exclusive items, limited-edition releases, and the ability to cater to niche and specialized interests within the anime community, creating demand among buyers. Due to growing demand and popularity, market players are entering & strengthening their foothold in other countries. For instance, in November 2023, Bandai Namco, a Japanese company, announced plans to open a new store in London, followed by more outlets across the UK.

Recent Developments

  • In October 2023, Good Smile Company announced the launch of a Nendoroid (figurine) of Aqua Hoshino and Kana Arima from Oshi no Ko. Both Nendoroids are expected to be released in April 2024, and each one comes with its own set of face plates and optional parts
  • In November 2023, Kodansha launched a new merchandise set that showcases a crossover collaboration between The Quintessential Quintuplets and Sanrio characters. This set includes five clear files and five wedding forms, each featuring a Nakano quintuplet member paired with Hello Kitty and other Sanrio characters
  • In March 2023, Shinchosha Publishing Co, Ltd., a Japanese publishing house, Japan’s first AI-generated science-fiction manga (comics or graphic novels) named Cyberpunk: Peach John. All the futuristic gadgets and characters in Cyberpunk: Peach John were crafted by Midjourney, an AI tool. This tool and others, such as Stable Diffusion and DALL-E 2, are used in creating art

Key Japan Anime Merchandising Company Insights

  • Some of the key players operating in the market includeBandai Namco; Good Smile Company, Inc.;andKyoto Animation Co., Ltd.
  • Bandai Namco is a Japanese company that produces toys and holds licenses for popular anime brands, such as Tamagotchi, DragonBall, Vital Hero, Anime Heroes, Bandai Hobby, Gundam, and Studio Ghibli
  • Good Smile Company, Inc. is a Japanese company that specializes in producing and developing toys, goods, and figures. They also offer advertising, sales consulting, and business outsourcing services for goods, toys, and figures. They also offer packaging design, web design subcontracting services, and advertisement design for toys, goods, and figures, along with managing games and animation
  • Kyoto Animation Co., Ltd is a Japanese animation studio that designs, produces, retails, and wholesales anime and manga products and publishes light novels, comics, and visual books. The studio also creates and designs characters and produces packages

Key Japan Anime Merchandising Companies:

The following are the leading companies in the Japan anime merchandising market. These companies collectively hold the largest market share and dictate industry trends. Financials, strategy maps & products of these Japan anime merchandising companies are analyzed to map the supply network.

  • Bandai Namco
  • Good Smile Company, Inc.
  • Kodansha LTD.
  • Kotobukiya Co., Ltd.
  • Kyoto Animation Co., Ltd.
  • P.A.WORKS Co., Ltd.
  • Pierrot Co., Ltd.
  • Production I.G
  • Studio Ghibli, Inc.
  • TOEI ANIMATION Co., Ltd.
  • Ufotable Co., Ltd.
  • VIZ Media, LLC.

Segments Covered in the Report

This report forecasts revenue growth at country levels and provides an analysis of the latest industry trends in each of the sub-segments from 2021 to 2033. For this study, Nova one advisor, Inc. has segmented the Japan Anime Merchandising market.

By Product 

  • Figurine
  • Clothing
  • Books
  • Board Games and Toys
  • Posters
  • Others

By Distribution Channel 

  • Online
  • Offline

Frequently Asked Questions

The Japan anime merchandising market size was estimated at USD 6.90 billion in 2023 and is projected to hit around USD 15.17 billion by 2033

Some key players operating in the Japan anime merchandising market include Bandai Namco, Good Smile Company, Inc., Kodansha LTD., Kotobukiya Co., Ltd., Kyoto Animation Co., Ltd., P.A.WORKS Co.,Ltd, Pierrot Co.,Ltd., Production I.G, Studio Ghibli, Inc., TOEI ANIMATION Co., Ltd., Ufotable Co., Ltd., VIZ Media, LLC

The increasing popularity of Japanese anime content, growing internet penetration, and increasing accessibility of anime content due to the expansion of digital platforms have led to an increased demand for anime merchandise

Chapter 1. Methodology and Scope
                      1.1. Market Segmentation & Scope
                      1.2. Segment Definitions
                          1.2.1. Product
                          1.2.2. Distribution channel
                          1.2.3. Estimates and forecasts timeline
                      1.3. Research Methodology
                      1.4. Information Procurement
                          1.4.1. Purchased database
                          1.4.2. nova one advisor’s internal database
                          1.4.3. Secondary sources
                          1.4.4. Primary research
                          1.4.5. Details of primary research
                              1.4.5.1. Data for primary interviews in Asia Pacific
                      1.5. Information or Data Analysis
                          1.5.1. Data analysis models
                      1.6. Market Formulation & Validation
                      1.7. Model Details
                          1.7.1. Commodity flow analysis (Model 1)
                          1.7.2. Approach 1: Commodity flow approach
                          1.7.3. Volume price analysis (Model 2)
                          1.7.4. Approach 2: Volume price analysis
                      1.8. List of Secondary Sources
                      1.9. List of Primary Sources
                      1.10. Objectives
Chapter 2. Executive Summary
                      2.1. Market Outlook
                      2.2. Segment Outlook
                          2.2.1. Product outlook
                          2.2.2. Distribution channel outlook
                      2.3. Competitive Insights
Chapter 3. Japan Anime Merchandising Market Variables, Trends & Scope
                      3.1. Market Lineage Outlook
                          3.1.1. Parent market outlook
                          3.1.2. Related/ancillary market outlook
                      3.2. Market Dynamics
                          3.2.1. Market driver analysis
                              3.2.1.1. Growing popularity of anime content
                              3.2.1.2. Increasing use of technology and tools to craft merchandise and collaborations with brands
                          3.2.2. Market restraint analysis
                              3.2.2.1. Increasing prevalence of piracy and counterfeiting
                              3.2.2.2. Merchandise market in Japan faces saturation and intense competition
                          3.2.3. Market opportunity analysis
                              3.2.3.1. Increasing technology integration such as AR/VR, artificial intelligence tools
                      3.3. Japan Anime Merchandising Market Analysis Tools
                          3.3.1. Industry Analysis – Porter’s
                              3.3.1.1. Supplier power
                              3.3.1.2. Buyer power
                              3.3.1.3. Substitution threat
                              3.3.1.4. Threat of new entrant
                              3.3.1.5. Competitive rivalry
                          3.3.2. PESTEL Analysis
                              3.3.2.1. Political landscape
                              3.3.2.2. Economic landscape
                              3.3.2.3. Social landscape
                              3.3.2.4. Technological landscape
                              3.3.2.5. Environmental landscape
                              3.3.2.6. Legal landscape
Chapter 4. Japan Anime Merchandising Market: Product Estimates & Trend Analysis
                      4.1. Product Market Share, 2024 to 2033
                      4.2. Segment Dashboard
                      4.3. Japan Anime Merchandising Market by Product Outlook
                      4.4. Market Size & Forecasts and Trend Analyses, 2024 to 2033for the following
                          4.4.1. Figurine
                              4.4.1.1. Market estimates and forecasts 2020 to 2033
                          4.4.2. Clothing
                              4.4.2.1. Market estimates and forecasts 2020 to 2033
                          4.4.3. Books
                              4.4.3.1. Market estimates and forecasts 2020 to 2033
                          4.4.4. Board Games & Toys
                              4.4.4.1. Market estimates and forecasts 2020 to 2033
                          4.4.5. Posters
                              4.4.5.1. Market estimates and forecasts 2020 to 2033
                          4.4.6. Others
                              4.4.6.1. Market estimates and forecasts 2020 to 2033
Chapter 5. Japan Anime Merchandising Market: Distribution Channel Estimates & Trend Analysis
                      5.1. Distribution Channel Market Share, 2024 to 2033
                      5.2. Segment Dashboard
                      5.3. Japan Anime Merchandising Market by Distribution Channel Outlook
                      5.4. Market Size & Forecasts and Trend Analyses, 2024 to 2033for the following
                          5.4.1. Online
                              5.4.1.1. Market estimates and forecasts 2020 to 2033
                          5.4.2. Offline
                              5.4.2.1. Market estimates and forecasts 2020 to 2033
Chapter 6. Competitive Landscape
                      6.1. Recent Developments & Impact Analysis, By Key Market Participants
                      6.2. Company/Competition Categorization
                      6.3. Vendor Landscape
                          6.3.1. List of key distributors and channel partners
                          6.3.2. Key customers
                      6.4. Company Profiles
                          6.4.1. Bandai Namco
                              6.4.1.1. Company overview
                              6.4.1.2. Financial performance
                              6.4.1.3. Product benchmarking
                              6.4.1.4. Strategic initiatives
                          6.4.2. Good Smile Company, Inc.
                              6.4.2.1. Company overview
                              6.4.2.2. Financial performance
                              6.4.2.3. Product benchmarking
                              6.4.2.4. Strategic initiatives
                          6.4.3. Kodansha LTD.
                              6.4.3.1. Company overview
                              6.4.3.2. Financial performance
                              6.4.3.3. Product benchmarking
                              6.4.3.4. Strategic initiatives
                          6.4.4. Kotobukiya Co., Ltd.
                              6.4.4.1. Company overview
                              6.4.4.2. Financial performance
                              6.4.4.3. Product benchmarking
                              6.4.4.4. Strategic initiatives
                          6.4.5. Kyoto Animation Co., Ltd.
                              6.4.5.1. Company overview
                              6.4.5.2. Financial performance
                              6.4.5.3. Product benchmarking
                              6.4.5.4. Strategic initiatives
                           6.4.6. P.A.WORKS Co.,Ltd
                              6.4.6.1. Company overview
                              6.4.6.2. Financial performance
                              6.4.6.3. Product benchmarking
                              6.4.6.4. Strategic initiatives
                          6.4.7. Pierrot Co.,Ltd.
                              6.4.7.1. Company overview
                              6.4.7.2. Financial performance
                              6.4.7.3. Product benchmarking
                              6.4.7.4. Strategic initiatives
                          6.4.8. Production I.G
                              6.4.8.1. Company overview
                              6.4.8.2. Financial performance
                              6.4.8.3. Product benchmarking
                              6.4.8.4. Strategic initiatives
                          6.4.9. Studio Ghibli, Inc.
                              6.4.9.1. Company overview
                              6.4.9.2. Financial performance
                              6.4.9.3. Product benchmarking
                              6.4.9.4. Strategic initiatives
                          6.4.10. TOEI ANIMATION Co., Ltd.
                              6.4.10.1. Company overview
                              6.4.10.2. Financial performance
                              6.4.10.3. Product benchmarking
                              6.4.10.4. Strategic initiatives
                          6.4.11. Ufotable Co., Ltd.
                              6.4.11.1. Company overview
                              6.4.11.2. Financial performance
                              6.4.11.3. Product benchmarking
                              6.4.11.4. Strategic initiatives
                          6.4.12. VIZ Media, LLC.
                              6.4.12.1. Company overview
                              6.4.12.2. Financial performance
                              6.4.12.3. Product benchmarking
                              6.4.12.4. Strategic initiatives

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