世界动漫市场:产业趋势与预测
市场调查报告书
商品编码
1361102

世界动漫市场:产业趋势与预测

Global Anime Market: Industry Trends and Forecast

出版日期: | 出版商: BCC Research | 英文 55 Pages | 订单完成后即时交付

价格

本报告调查了全球动漫市场,提供了市场和技术概述、市场影响因素和市场机会分析、市场规模趋势和预测、各个细分市场和地区的详细分析、技术趋势、ESG 发展,总结了竞争形势、主要企业简介等

目录

第1章简介

第2章执行摘要

第3章市场概况

  • 概述
  • 动漫史
  • 市场动态
  • 市场促进因素
  • 市场抑制因素
  • 市场机会
  • 新科技和机会
  • 扩增实境和虚拟现实
  • 动作捕捉
  • AI
  • 众筹

第4章市场细分:按类型和类型

  • 全球动漫市场:按类型
  • 电视机
  • 电影
  • 影片
  • 网路交付
  • 商品
  • 音乐
  • 弹珠机
  • 现场娱乐表演
  • 市场规模/预测
  • 按类型分類的全球动漫市场
  • 动作冒险
  • 科幻/奇幻
  • 言情剧
  • 运动的
  • 其他的
  • 市场规模/预测

第5章市场区隔:依地区

  • 概述
  • 北美洲
  • 欧洲
  • 亚太地区
  • 其他地区

第6章动漫产业的永续性:ESG观点

  • 动漫市场中的关键环境、社会和治理 (ESG) 问题
  • 对环境造成的影响
  • 能源消耗
  • 动漫产业ESG绩效分析
  • 环保性能
  • 社会表现
  • 治理绩效
  • 案例分析
  • BCC的结语

第7章竞争形势

  • 概述
  • 战略分析

第8章公司简介

  • BANDIA NAMCO FILMWORKS INC.(SUNRISE INC.)
  • BONES INC.
  • CRUNCHYROLL LLC
  • KYOTO ANIMATION CO. LTD.
  • MADHOUSE INC.
  • MAPPA CO. LTD.
  • PA WORKS INC.
  • PIERROT CO. LTD.
  • PRODUCTION IG INC.
  • STUDIO GHIBLI INC.
  • TOEI ANIMATION CO.
  • UFOTABLE INC.

第9章附录:缩写

Product Code: IFT291A

Highlights:

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.

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 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