The japan anime market size was estimated at USD 13.90 billion in 2023 and is projected to hit around USD 20.38 billion by 2033, growing at a CAGR of 3.9% during the forecast period from 2024 to 2033.
Key Takeaways:
Japan Anime Market Growth
The increasing popularity, emerging digital distribution, and rise of otaku culture are the key factors driving the market growth. Due to the aging population and their changing preferences, Japan has witnessed a significant diversification in terms of anime content, delivery, and adaptations.
The widespread adoption of anime on a global scale is contributing to the growth of Japan anime market as multinational entertainment companies are obtaining copyrights and acquiring Japan-based anime streaming firms. For instance, in August 2021, Sony Pictures Entertainment announced the successful acquisition of AT&T's subsidiary, Crunchyroll LLC, an anime organization, through Funimation Global Group, LLC. Funimation, an alliance between Sony Music Entertainment's subsidiary, Aniplex Inc., and SPE has expanded distribution for content partners and fan-centric offerings, catering to more than 120 million registered users in more than 200 territories worldwide.
The Otaku culture plays a significant role in the Japanese anime market, influencing trends, consumer behavior, and industry landscape. Otaku refers to a person passionate about manga, anime, video games, and other properties of Japanese pop culture. These enthusiastic fans often drive the demand for anime-related products and contribute substantially to the market's growth.
Japanese manga, a form of illustrated book developed for diverse age groups, is deeply ingrained in the local culture and is expected to play a pivotal role in promoting related anime, thereby fueling growth of the Japan anime industry. Additionally, other forms of entertainment media, such as anime-based video games are anticipated to further accelerate the market development. Animes such as Pokemon, Mobile Suit Gundam, One Piece, Naruto Shippuden, and Attack on Titans have a wealth of popular game adaptations.
Live-action adaptations of popular Japan anime series are attracting new viewers who may avoid anime due to its cartoonish presentation style. This filmography branch utilizes real-life characters instead of cartoon animations to recreate the original anime series. Netflix's One Piece, a successful live-action adaptation, topped the charts in 60 countries for weeks after its debut in August 2023. This success illustrates the potential of live-action adaptations to appeal to a broader audience, including those unfamiliar with anime, and is anticipated to increase the Japan anime market value in the near future.
The outbreak of COVID-19 adversely impacted anime production worldwide, resulting in the implementation of lockdown measures. However, this unprecedented situation led to a surge in the number of viewers, primarily attributed to the temporary halt in work and the resultant increase in overall entertainment consumption.
Japan Anime Market Report Scope
Report Attribute | Details |
Market Size in 2024 | USD 14.44 Billion |
Market Size by 2033 | USD 20.38 Billion |
Growth Rate From 2024 to 2033 | CAGR of 3.9% |
Base Year | 2023 |
Forecast Period | 2024 to 2033 |
Segments Covered | Type, genre |
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 | Pierrot Co., Ltd.; Production I.G, Inc.; Studio Ghibli, Inc.; Sunrise, Inc. (Bandai Namco Filmworks); Toei Animation Co., Ltd.; Bones Inc.; Kyoto Animation Co., Ltd.; MADHOUSE, Inc.; Crunchyroll (Sony Pictures Entertainment Inc.); Progressive Animation Works Co., Ltd. (PA Works); Sentai Holdings, LLC (AMC Networks); Ufotable Co., Ltd. |
Segments Insights:
Type Insights
The merchandising segment accounted for the largest revenue share of 44.19% in 2023 and is expected to continue its dominance from 2024 to 2033. The growth of the merchandising segment can be attributed to factors such as rising anime fanbase, creative and personalized product demand, and rising disposable income. The organizations can influence more fans, leading to increased viewership and consumers, enhancing the market's growth.
The internet distribution segment is anticipated to witness the fastest growth during the forecast period. This growth can be attributed to the emergence of technology and the increasing demand for streaming services. The consumption of anime series and episodes on various Japanese anime websites and streaming services, such as Crunchyroll, Netflix, Funimation, and Aniplus Asia, is rising. In October 2023, Sony's Crunchyroll launched a free ad-based anime streaming channel to cater to a broader consumer base.
Genre Insights
Based on genre, the market is segmented into action and adventure, sci-fi and fantasy, romance and drama, sports, and others. The action and adventure segment held the largest revenue share in 2023. The genre is driven by thrilling narratives and action-packed scenes capable of appealing to a wider audience range.
On the other hand, the sci-fi & fantasy segment is expected to witness the fastest CAGR from 2024 to 2033. Sci-fi & fantasy anime present an opportunity to explore new and intriguing possibilities, particularly for those seeking respite from the stresses of daily life, driving the segment. Several new anime are being launched by this demand, for instance, Cyberpunk: Edgerunners, a sci-fi anime launched by Studio Trigger, an anime producer, in collaboration with CD Projekt, a game developer, in September 2022, to capture an audience for both, the series as well as the game, Cyberpunk 2077.
Recent Developments
Key Japan Anime Company Insights
Some of the key market players includeToei Animation Co., Ltd.; Studio Ghibli; Sunrise, Inc.; Pierrot Co., Ltd.; Production I.G, Inc.; MADHOUSE; Crunchyroll; Kyoto Animation Co., Ltd., Inc.; Ufotable Co., Ltd.; Bones Inc.; and Progressive Animation Works Co., Ltd.
Key Japan Anime Companies:
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 market.
By Type
By Genre
Chapter 1. Methodology and Scope
1.1. Market Segmentation & Scope
1.2. Segment Definitions
1.2.1. Type
1.2.2. Genre
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. Type
2.2.2. Genre
2.3. Competitive Insights
Chapter 3. Japan Anime 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. Increasing adoption of digital streaming platforms
3.2.1.2. Rising otaku culture
3.2.2. Market restraint analysis
3.2.2.1. Growing concerns over piracy
3.2.3. Market opportunity analysis
3.2.3.1. Emergence of AR, VR, and AI technologies
3.3. Japan Anime 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 Market: Type Estimates & Trend Analysis
4.1. Type Market Share, 2023 & 2030
4.2. Segment Dashboard
4.3. Japan Anime Market by Type Outlook
4.4. Market Size & Forecasts and Trend Analyses, 2020 - 2033 for the following
4.4.1. T.V.
4.4.1.1. Market estimates and forecasts, 2020 - 2033
4.4.2. Movie
4.4.2.1. Market estimates and forecasts, 2020 - 2033
4.4.3. Video
4.4.3.1. Market estimates and forecasts, 2020 - 2033
4.4.4. Internet Distribution
4.4.4.1. Market estimates and forecasts, 2020 - 2033
4.4.5. Merchandising
4.4.5.1. Market estimates and forecasts, 2020 - 2033
4.4.6. Music
4.4.6.1. Market estimates and forecasts, 2020 - 2033
4.4.7. Pachinko
4.4.7.1. Market estimates and forecasts, 2020 - 2033
4.4.8. Live Entertainment
4.4.8.1. Market estimates and forecasts, 2020 - 2033
Chapter 5. Japan Anime Market: Genre Estimates & Trend Analysis
5.1. Genre Market Share, 2023 & 2030
5.2. Segment Dashboard
5.3. Japan Anime Market by Genre Outlook
5.4. Market Size & Forecasts and Trend Analyses, 2020 - 2033 for the following
5.4.1. Action & Adventure
5.4.1.1. Market estimates and forecasts, 2020 - 2033
5.4.2. Sci-Fi & Fantasy
5.4.2.1. Market estimates and forecasts, 2020 - 2033
5.4.3. Romance & Drama
5.4.3.1. Market estimates and forecasts, 2020 - 2033
5.4.4. Sports
5.4.4.1. Market estimates and forecasts, 2020 - 2033
5.4.5. Others
5.4.5.1. Market estimates and forecasts, 2020 - 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. Pierrot Co., Ltd.
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. Production I.G, 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. Studio Ghibli, Inc.
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. Sunrise, Inc. (Bandai Namco Filmworks)
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. Toei 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. Bones Inc.
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. Kyoto Animation 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. MADHOUSE, Inc.
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. Crunchyroll (Sony Pictures Entertainment 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. Progressive Animation Works Co., Ltd. (PA Works)
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. Sentai Holdings, LLC (AMC Networks)
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. Ufotable Co., Ltd.
6.4.12.1. Company overview
6.4.12.2. Financial performance
6.4.12.3. Product benchmarking
6.4.12.4. Strategic initiatives