GVR Report cover Anime Market Size, Share & Trends Report

Anime Market Size, Share & Trends Analysis Report By Type (T.V., Movie, Video, Internet Distribution, Merchandising, Music), By Region, And Segment Forecasts, 2021 - 2028

  • Published Date: Aug, 2021
  • Base Year for Estimate: 2020
  • Report ID: GVR-3-68038-841-1
  • Format: Electronic (PDF)
  • Historical Data: 2018 - 2019
  • Number of Pages: 110

Report Overview

The global anime market size was valued at USD 23.56 billion in 2020 and is expected to expand at a compound annual growth rate (CAGR) of 9.5% over the forecast period. The rising popularity and sales of Japanese anime content in other parts of the world are expected to drive the growth of the market over the forecast period. Subsequently, overseas sales are expected to contribute to greater revenue generation in the market. As such, application games and the growing preference for internet distribution, which account for a significant share of overseas sales in Japan, are expected to play a decisive role in driving the growth of the market. The market has been gaining significant traction in line with the growing popularity of anime content across the globe. Animators, developers, publishers, artists, and other creative agencies have been playing a vital role in substantial value generation for the market. Anime content is typically distributed via television, OTT streaming platforms, social media, comics (manga), among others. The market has been consistent across all the platforms it is distributed.

North America anime market size, by type, 2018 - 2028 (USD Billion)

The outbreak of the COVID-19 pandemic has had a considerable impact on the market. The month of April is typically considered the busiest period of the year owing to the commencement of new shows. However, several animated television series, including the existing ones, were either suspended or postponed in the wake of the outbreak of the pandemic. Theatre releases and live performances were also affected owing to the complete lockdowns imposed in major cities. On the contrary, streaming platforms, such as Netflix, gained significant traction. The platform acquired 2 million new subscribers in Japan alone, which ultimately led to an increase in the screen time of animated shows and movies.

Advances in technology and the rising levels of disposable income are improving the standard of living in various parts of the world. The young population is spending aggressively on the latest, technology-oriented products. Spending on anime games featuring in-game communication and virtual surround sound is particularly growing. Advances in the latest technologies, such as Virtual Reality (VR), and subsequently, the growing demand for VR gaming headsets bodes well for the growth of the anime market.

The Japanese animation industry has significantly contributed to the economic growth of Japan. As a result, diversified modes of funding are being adopted in the country to fund the production of films, serials, and games. At the same time, several animation companies are also emerging in other nations, such as the U.S., France, and China, in response to the growing popularity and demand for animated games and animation films. Animation companies are also collaborating with the incumbents of the business industry for branding and marketing purposes.

Type Insights

Based on type, the market has been further segmented into T.V., movie, video, internet distribution, merchandising, music, pachinko, and live entertainment. The merchandising segment accounted for the highest market share of approximately 30% in 2020. The segment is expected to continue dominating the market over the forecast period. Key chains, t-shirts, figurines, and posters, among others, are some of the popular anime merchandise items. These items are sold via multiple online and offline channels. The growing trend among individuals to collect merchandise items related to their favorite anime shows is emerging as the prime factor driving the growth of the segment.

Global anime market share, by type, 2020 (%)

The internet distribution segment is expected to register the highest CAGR of over 14.0% from 2021 to 2028. The growth can be attributed to the upsurge in the overseas sales of anime content via online streaming platforms and application games. Online streaming platforms, such as Netflix and AbemaTV, are developing original animations as part of the efforts to gain a competitive edge. For instance, in June 2019, Netflix partnered with Production I.G., Inc. and Anima Inc. to develop new anime content, namely Ghost in the Shell: SAC_2045 and Altered Carbon: Resleeved, respectively.

Regional Insights

Japan accounted for the highest market share of almost 45% in 2020. Japan is home to a majority of animation studios. For instance, approximately 622 animation studios engaged in the development of animation content are present in Japan, out of which, 542 anime studios are present in Tokyo alone. Japanese comic books, popularly known as manga, are also gaining immense popularity, thereby encouraging several young and talented individuals to pursue a career in this field.

The Middle East and Africa (MEA) region is expected to exhibit the fastest CAGR of approximately 17.5% from 2021 to 2028. The anime fan base is growing significantly across the MEA region. As a result, consumption of anime content, including video games and comics, and the sale of anime merchandise items are also gaining traction in the region. The region is home to several studios and convention centers catering to the anime fan base. The popularity of anime content is particularly growing in Saudi Arabia. The country is home to one of the largest anime communities among the Arab nations. The country has also emerged as a hub for several anime stores in recent years, and the number of anime stores is growing across larger cities, such as Riyadh and Jeddah, as well as across smaller cities, such as Khobar.

Key Companies & Market Share Insights

The market can be described as a highly competitive market owing to the presence of several market players. On the other hand, the presence of a multitude of proprietors of creative content licensing their properties and gaming characters to select merchandise distributors and manufacturers is equally driving competition in the area of merchandising and licensing. Competition in merchandising and licensing is expected to intensify as new players continue to make a foray into the market. As a result, the key market players, which are primarily engaged in the production, direction, editing, shooting, and planning of anime content, are putting a strong emphasis on leveraging advanced technologies to visualize stories with high-end graphics. Easy availability of animation software and the necessary hardware is typically allowing the market players to enhance their capabilities. Some of the prominent players operating in the global anime market are:

  • Bones Inc.

  • Kyoto Animation Co., Ltd.

  • Madhouse Inc.

  • Production I.G, Inc.

  • Toei Animation Co., Ltd.

Anime Market Report Scope

Report Attribute


Market size value in 2021

USD 25.46 billion

Revenue forecast in 2028

USD 48.03 billion

Growth rate

CAGR of 9.5% from 2021 to 2028

Base year for estimation


Historical data

2018 - 2019

Forecast period

2021 - 2028

Quantitative units

Revenue in USD million and CAGR from 2021 to 2028

Report coverage

Revenue forecasts, company ranking, competitive landscape, growth factors, and trends

Segments covered

Type, region

Regional scope

North America; Europe; Asia Pacific (Ex. Japan); Latin America; Middle East & Africa; Japan

Country scope

U.S.; Canada; France; U.K.; Germany; Western Europe; China; Australia & New Zealand (ANZ); South Korea; Philippines; Mexico; Brazil; Saudi Arabia

Key companies profiled

Bones Inc.; Kyoto Animation Co., Ltd.; Madhouse Inc.; Production I.G, Inc.; Toei Animation Co., Ltd.

Customization scope

Free report customization (equivalent to up to 8 analysts’ working days) with purchase. Addition or alteration to country, regional, and segment scope.

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Segments Covered in the Report

This report forecasts revenue growth at the global, regional, and country levels and analyzes the latest industry trends in each of the sub-segments from 2018 to 2028. For this study, Grand View Research has segmented the global anime market report based on type and region:

  • Type Outlook (Revenue, USD Million, 2018 - 2028)

    • T.V

    • Movie

    • Video

    • Internet Distribution

    • Merchandising

    • Music

    • Pachinko

    • Live Entertainment

  • Regional Outlook (Revenue, USD Million, 2018 - 2028)

    • North America

      • U.S.

      • Canada

    • Europe

      • France

      • U.K.

      • Germany

      • Western Europe

    • Asia Pacific Ex. Japan

      • Australia & New Zealand (ANZ)

      • China

      • Philippines

      • South Korea

    • Latin America

      • Mexico

      • Brazil

    • Middle East & Africa

      • Saudi Arabia

    • Japan

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