封面
市场调查报告书
商品编码
1741338

动画市场(按类型和地区)

Anime Market, By Type (T.V., Mobile, Movie, Video, Internet Distribution, Merchandising, Music, Pachinko, Live Entertainment), And By Geography (North America, Europe, Asia Pacific, Latin America)

出版日期: | 出版商: Coherent Market Insights | 英文 120 Pages | 商品交期: 2-3个工作天内

价格
简介目录

动画市场规模预计在 2025 年达到 379.2 亿美元,预计在 2032 年达到 1,144.9 亿美元,2025 年至 2032 年的复合年增长率为 17.1%。

报告范围 报告详细信息
基准年 2024 2025年的市场规模 379.2亿美元
效能数据 从2020年到2024年 预测期 2025年至2032年
预测期:2025-2032年复合年增长率: 17.10% 2032年价值预测 1144.9亿美元

近年来,日本动画( 动画 )在世界各地迅速流行起来。它在美国尤其受欢迎,其丰富的角色和复杂的剧情深深吸引着大量年轻观众。动画通常采用手绘和数位技术製作,人物设计风格独特。动画在日本流行起来,并迅速传播到其他国家,在年轻人和普通大众中赢得了狂热追捧。

市场动态:

随着动画在世界各地日益普及,动画产业正在迅速扩张。此外,手机游戏需求激增、消费者可支配收入增加以及OTT平台覆盖范围不断扩大,也是推动市场成长的因素。此外,区块链和人工智慧等最尖端科技的不断发展也提升了动画游戏的整体游戏体验,为该产业的发展提供了巨大的推动力。

同时,熟练动画师的短缺预计将阻碍动画市场的成长。

本研究的主要特点

  • 本报告对全球动画市场进行了详细分析,并以 2024 年为基准年,提供了 2025 年至 2032 年预测期内的市场规模和年复合成长率(CAGR%)。
  • 它还强调了各个领域的潜在商机,并说明了该市场的有吸引力的投资提案矩阵。
  • 它还提供了有关市场驱动因素、限制因素、机会、新产品发布和核准、市场趋势、区域前景和主要企业采用的竞争策略的主要考察。
  • 它根据公司亮点、产品系列、关键亮点、财务表现和策略等参数介绍了全球动画市场的主要企业概况。
  • 本报告的见解将使负责人和公司经营团队能够就未来的产品发布、类型升级、市场扩张和行销策略做出明智的决策。
  • 全球动画市场报告针对该行业的各个相关人员,包括投资者、供应商、产品製造商、经销商、新进业者和金融分析师。
  • 相关人员可以透过分析全球动画市场所使用的各种策略矩阵来促进决策。

目录

第一章 调查目的与前提条件

  • 研究目标
  • 先决条件
  • 简称

第二章 市场展望

  • 报告描述
    • 市场定义和范围
  • 执行摘要
  • Coherent Opportunity Map(COM)

第三章市场动态、法规与趋势分析

  • 市场动态
    • 网路普及率不断提高,动画电玩需求不断成长
    • 熟练动画师短缺
    • 动画内容销售增加
  • 影响分析
  • 主要亮点
  • 监管情景
  • 产品发布/核准
  • PEST分析
  • 波特分析
  • 併购场景

第四章 全球动画市场—新冠病毒疫情的影响

  • COVID-19流行病学
  • 供需侧分析
  • 经济影响

第五章 全球动画市场(依类型),2020 年至 2032 年

  • 电视机
  • 移动的
  • 电影
  • 影片
  • 互联网分销
  • 商品行销
  • 音乐
  • 柏青哥
  • 现场娱乐

第六章 2020 年至 2032 年全球动画市场(按地区)

  • 北美洲
  • 欧洲
  • 亚太地区
  • 拉丁美洲
  • 中东和非洲

第七章 竞争态势

  • Production IG, Inc.
  • Studio Ghibli, Inc.
  • Pierrot Co., Ltd.
  • Sunrise Inc.
  • Toei Animation Co., Ltd.
  • BONES INC
  • Kyoto Animation Co., Ltd.
  • MADHOUSE Inc.
  • Manglobe Inc.
  • Manglobe Inc.

第 8 章 章节

  • 调查方法
  • 关于出版商
简介目录
Product Code: CMI6102

Anime Market is estimated to be valued at USD 37.92 Bn in 2025 and is expected to reach USD 114.49 Bn by 2032, growing at a compound annual growth rate (CAGR) of 17.1% from 2025 to 2032.

Report Coverage Report Details
Base Year: 2024 Market Size in 2025: USD 37.92 Bn
Historical Data for: 2020 To 2024 Forecast Period: 2025 To 2032
Forecast Period 2025 to 2032 CAGR: 17.10% 2032 Value Projection: USD 114.49 Bn

The popularity of anime, or Japanese animation, has exploded worldwide in recent years. It has become especially popular in the United States, where it has found a significant following among younger people who are attracted to its colorful characters and complex plots. Anime is usually created using hand-drawn images and digital technology, and it is characterized by its stylized character designs. It became popular in Japan and quickly spread to other countries, where it gained a cult following among young people and the general population.

Market Dynamics:

Growing popularity of anime in the world has led to a rapid expansion of the industry. Moreover, surging demand for mobile gaming, increasing disposable incomes of consumers, and expanding the reach of OTT platforms are other factors contributing to the market growth. In addition to this, the ongoing development of cutting-edge technologies like blockchain and AI has provided a huge boost to this business, by enhancing the overall gaming experience in anime video games.

On the other hand, lack of skilled animators are expected to hamper the anime market growth

Key features of the study:

  • This report provides in-depth analysis of the global anime market, and provides market size (US$ Billion) and compound annual growth rate (CAGR%) for the forecast period 2025-2032, considering 2024 as the base year
  • It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market
  • This study also provides key insights about market drivers, restraints, opportunities, new product launches or approval, market trends, regional outlook, and competitive strategies adopted by key players
  • It profiles key players in the global anime market based on the following parameters - company highlights, products portfolio, key highlights, financial performance, and strategies
  • Key companies covered as a part of this study include Production I.G, Inc., Studio Ghibli, Inc., Pierrot Co., Ltd., Sunrise Inc., Toei Animation Co., Ltd., BONES INC, Kyoto Animation Co.,Ltd., MADHOUSE Inc., Manglobe Inc., and PAWORKS Co.,Ltd.
  • Insights from this report would allow marketers and the management authorities of the companies to make informed decisions regarding their future product launches, type up-gradation, market expansion, and marketing tactics
  • The global anime market report caters to various stakeholders in this industry including investors, suppliers, product manufacturers, distributors, new entrants, and financial analysts
  • Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global anime market

Detailed Segmentation:

  • Global Anime Market, By Type
    • T.V.
    • Mobile
    • Movie
    • Video
    • Internet Distribution
    • Merchandising
    • Music
    • Pachinko
    • Live Entertainment
  • Global Anime Market, By Region
    • North America
    • Latin America
    • Europe
    • Asia Pacific
    • Middle East
    • Africa
  • Company Profiles
    • Production I.G, Inc.
    • Studio Ghibli, Inc.
    • Pierrot Co., Ltd.
    • Sunrise Inc.
    • Toei Animation Co., Ltd.
    • BONES INC
    • Kyoto Animation Co.,Ltd.
    • MADHOUSE Inc.
    • Manglobe Inc.
    • PAWORKS Co., Ltd.

Table of Contents

1. Research Objectives and Assumptions

  • Research Objectives
  • Assumptions
  • Abbreviations

2. Market Purview

  • Report Description
    • Market Definition and Scope
  • Executive Summary
    • Market Snapshot, By Type
    • Market Snapshot, By Region
  • Coherent Opportunity Map (COM)

3. Market Dynamics, Regulations, and Trends Analysis

  • Market Dynamics
    • Growing internet penetration and increasing demand for anime video games
    • Shortage of skilled animators
    • Increasing sale of anime content
  • Impact Analysis
  • Key Highlights
  • Regulatory Scenario
  • Product launch/Approvals
  • PEST Analysis
  • PORTER's Analysis
  • Merger and Acquisition Scenario

4. Global Anime Market - Impact of Coronavirus (COVID-19) Pandemic

  • COVID-19 Epidemiology
  • Supply Side and Demand Side Analysis
  • Economic Impact

5. Global Anime Market, By Type, 2020-2032, (US$ Billion)

  • Introduction
    • Market Share Analysis, 2025 and 2032 (%)
    • Y-o-Y Growth Analysis, 2020-2032
    • Segment Trends
  • T.V.
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032,(US$ Bn)
  • Mobile
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032,(US$ Bn)
  • Movie
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032,(US$ Bn)
  • Video
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032,(US$ Bn)
  • Internet Distribution
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032,(US$ Bn)
  • Merchandising
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032,(US$ Bn)
  • Music
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032,(US$ Bn)
  • Pachinko
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032,(US$ Bn)
  • Live Entertainment
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2020-2032,(US$ Bn)

6. Global Anime Market, By Region, 2020-2032, (US$ Billion)

  • Introduction
    • Market Share Analysis, By Country, 2025 and 2032 (%)
    • Y-o-Y Growth Analysis, For Country 2025 -2032
    • Country Trends
  • North America
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, By Type, 2020-2032,(US$ Bn)
  • Europe
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, By Type, 2020-2032,(US$ Bn)
  • Asia Pacific
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, By Type, 2020-2032,(US$ Bn)
  • Latin America
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, By Type, 2020-2032,(US$ Bn)
  • Middle East & Africa
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, By Type, 2020-2032,(US$ Bn)

7. Competitive Landscape

  • Production I.G, Inc.
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Studio Ghibli, Inc.
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Pierrot Co., Ltd.
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Sunrise Inc.
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Toei Animation Co., Ltd.
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • BONES INC
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Kyoto Animation Co., Ltd.
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • MADHOUSE Inc.
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Manglobe Inc.
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Manglobe Inc.
    • Company Highlights
    • Product Portfolio
    • Key Highlights
    • Financial Performance
    • Strategies
  • Analyst Views

8. Section

  • Research Methodology
  • About us