封面
市场调查报告书
商品编码
1539384

动画行销市场:全球产业分析、规模、占有率、成长、趋势、预测,2024-2031年

Anime Merchandising Market: Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2024-2031

出版日期: | 出版商: Persistence Market Research | 英文 164 Pages | 商品交期: 2-5个工作天内

价格
简介目录

Persistence Market Research最近发布了一份关于全球动画行销市场的综合报告。本报告全面评估了关键市场动态,如驱动因素、趋势、机会和挑战,并提供了有关市场结构的详细见解。

主要见解

  • 动画衍生性商品市场规模(2024年):91亿美元
  • 预测市场价值(2031年):163亿美元
  • 全球市场成长率(2024-2031年年复合成长率):8.6%

动画行销市场 - 研究范围:

动画行销包括人物、服装、配件、海报和数位商品等多种产品,在动画产业的创收中发挥重要作用。该市场为动画迷、收藏家和不断成长的全球受众提供与热门动画系列、电影和角色相关的商品。动画在全球范围内的日益普及、消费者在授权产品上的支出不断增加以及线上零售平台的扩张使动画产品更容易被世界各地的观众所推动,推动了市场成长。

推动市场成长的因素:

全球动画商品行销市场由多个关键因素推动,其中包括 Netflix、Crunchyroll 和 Hulu 等串流媒体平台的成功推动动画文化日益成长的国际吸引力。这些平台显着提高了日本以外地区对动画的认知度,并推动了对相关产品的需求。此外,动漫展、流行文化活动以及与时尚品牌的合作日益频繁,进一步推动了商品销售。电子商务和限量版产品线上销售的兴起也有助于市场扩张。

市场限制因素:

虽然动画商品市场预计将迎来良好的成长,但也面临着假冒产品、盗版以及官方商品高生产成本等挑战。市场上假冒伪劣产品的盛行,不仅减少了正品的销售量,也影响了品牌声誉。此外,製造成本因材料价格和製造复杂性而异,可能会影响获利能力,特别是对于严重依赖商品销售作为收入来源的中小型动画製作公司而言。

市场机会:

由于技术创新、新兴市场不断成长的动画粉丝群以及消费者对个人化、高品质产品不断变化的偏好,动画行销市场提供了巨大的成长机会。将扩增实境(AR)和虚拟实境(VR)整合到动画产品中,例如互动式人物和沈浸式体验,提供了新的参与途径。与全球品牌和时装设计师的合作也将动画行销的影响力扩展到传统粉丝社群之外,为吸引广泛的流行文化爱好者提供了有利的机会。

报告中回答的主要问题

  • 推动动画行销市场全球成长的关键因素是什么?
  • 最受动画消费者欢迎的产品类别和通路是什么?
  • AR 与 VR 等科技进步如何改变动画行销市场的竞争格局?
  • 谁是对动画行销市场做出贡献的主要公司?
  • 全球动画衍生市场的新趋势和未来前景如何?

目录

第1章 执行摘要

第2章 市场概述

  • 市场范围与定义
  • 市场动态
    • 促进因素
    • 抑制因素
    • 机会
    • 课题
    • 主要趋势
  • 宏观经济因素
    • 世界 GDP 成长前景
    • 全球医疗保健支出前景
  • 新冠肺炎(COVID-19)影响分析
  • 预测因子 - 相关性和影响

第3章 增值见解

  • 产品采用率分析
  • 成长机会矩阵
  • 监理状况
  • 价值链分析
    • 分销通路/市场列表
    • 最终用户清单(行业)
  • 主要交易和合併
  • PESTLE分析
  • 波特五力分析

第4章 2019-2031年价格趋势分析

  • 主要亮点
  • 影响产品价格的主要因素
  • 价格分析:依类型
  • 区域定价与产品选择

第5章 全球动画行销市场展望:实绩(2019-2023年)与预测(2024-2031年)

  • 全球动画行销市场展望:类型
    • 简介/主要发现
    • 2019-2023年历史市场规模(十亿美元)分析,依类型
    • 2024-2031年当前市场规模(十亿美元)分析与预测,依类型
  • 市场吸引力分析:类型
  • 全球动画行销市场前景:通路
    • 简介/主要发现
    • 2019-2023年过去的市场规模(十亿美元)分析,依通路
    • 2024-2031年目前市场规模(十亿美元)的分析与预测,依通路
  • 市场吸引力分析:通路

第6章 全球动画行销市场展望:地区

  • 主要亮点
  • 2019-2023年历史市场规模(十亿美元)分析,依地区
  • 2024-2031年当前市场规模(十亿美元)分析和预测,依地区
    • 北美
    • 欧洲
    • 东亚
    • 南亚/大洋洲
    • 拉丁美洲
    • 中东、非洲
  • 市场吸引力分析:地区

第7章 北美动画行销市场展望:结果(2019-2023年)与预测(2024-2031年)

第8章 欧洲动画行销市场展望:实绩(2019-2023年)与预测(2024-2031年)

第9章 东亚动画行销市场展望:实绩(2019-2023年)与预测(2024-2031年)

第10章 南亚/大洋洲动画行销市场展望:实绩(2019-2023年)与预测(2024-2031年)

第11章 拉丁美洲动画行销市场展望:实绩(2019-2023年)与预测(2024-2031年)

第12章 中东和非洲动画行销市场展望:结果(2019-2023年)和预测(2024-2031年)

第13章 竞争态势

  • 2024年市占率分析
  • 市场结构
    • 竞争强度图:依市场划分
    • 竞争仪表板
  • 公司简介(详细资料 - 概述、财务状况、策略、近期发展)
    • GOOD SMILE COMPANY
    • Production IG Inc.
    • Studio Ghibli Inc.
    • Toei Animation Co. Ltd.
    • Bones Inc.
    • Kyoto Animation Co. Ltd.
    • Ufotable Co. Ltd.
    • Bandai Namco Group
    • JND STUDIOS
    • SNAIL SHELL
    • FUNKO

第14章 附录

  • 调查方法
  • 调查的先决条件
  • 首字母缩写词和缩写词
简介目录
Product Code: PMRREP34707

Persistence Market Research has recently released a comprehensive report on the worldwide market for anime merchandising. The report offers a thorough assessment of crucial market dynamics, including drivers, trends, opportunities, and challenges, providing detailed insights into the market structure.

Key Insights:

  • Anime Merchandising Market Size (2024E): US$9.1 Bn
  • Projected Market Value (2031F): US$16.3 Bn
  • Global Market Growth Rate (CAGR 2024 to 2031):8.6%

Anime Merchandising Market - Report Scope:

Anime merchandising plays a crucial role in the revenue generation of the anime industry, encompassing a wide range of products such as figures, apparel, accessories, posters, and digital goods. The market caters to anime enthusiasts, collectors, and a growing global audience, offering products tied to popular anime series, movies, and characters. Market growth is driven by the rising global popularity of anime, increasing consumer spending on licensed merchandise, and the expansion of online retail platforms that make anime products more accessible to a worldwide audience.

Market Growth Drivers:

The global anime merchandising market is propelled by several key factors, including the growing international appeal of anime culture, fueled by the success of streaming platforms like Netflix, Crunchyroll, and Hulu. These platforms have significantly increased anime's visibility outside Japan, driving demand for related merchandise. Additionally, the increasing frequency of anime conventions, pop culture events, and collaborations with fashion brands have further boosted merchandise sales. The rise in e-commerce and the availability of exclusive, limited-edition products online have also contributed to the market's expansion.

Market Restraints:

Despite promising growth prospects, the anime merchandising market faces challenges related to counterfeit products, copyright infringements, and high production costs for official merchandise. The prevalence of unlicensed goods in the market not only undermines sales of official products but also affects brand reputation. Additionally, fluctuating production costs, driven by material prices and manufacturing complexities, can impact profitability, especially for small to medium-sized anime production companies that rely heavily on merchandising as a revenue stream.

Market Opportunities:

The anime merchandising market presents significant growth opportunities driven by technological innovations, expanding anime fan bases across emerging markets, and evolving consumer preferences for personalized and high-quality products. The integration of augmented reality (AR) and virtual reality (VR) into anime merchandise, such as interactive figures and immersive experiences, offers new avenues for engagement. Collaborations with global brands and fashion designers also present lucrative opportunities to expand the reach of anime merchandise beyond traditional fan communities, appealing to a broader demographic of pop culture enthusiasts.

Key Questions Answered in the Report:

  • What are the primary factors driving the growth of the anime merchandising market globally?
  • Which product categories and distribution channels are most popular among anime consumers?
  • How are technological advancements, such as AR and VR, reshaping the competitive landscape of the anime merchandising market?
  • Who are the key players contributing to the anime merchandising market, and what strategies are they employing to maintain market relevance?
  • What are the emerging trends and future prospects in the global anime merchandising market?

Competitive Intelligence and Business Strategy:

Leading players in the global anime merchandising market, including Good Smile Company, Bandai Namco Holdings, and Kotobukiya Co., Ltd., focus on innovation, product diversification, and strategic collaborations to gain a competitive edge. These companies invest in designing high-quality, collectible merchandise that appeals to both hardcore fans and casual consumers. Collaborations with anime studios, streaming platforms, and global retailers facilitate market access and promote product visibility. Additionally, leveraging digital marketing and social media campaigns enhances fan engagement and drives sales in the competitive anime merchandising landscape.

Key Companies Profiled:

  • GOOD SMILE COMPANY
  • Production I.G Inc.
  • Studio Ghibli Inc.
  • Toei Animation Co. Ltd.
  • Bones Inc.
  • Kyoto Animation Co. Ltd.
  • Ufotable Co. Ltd.
  • Bandai Namco Group
  • JND STUDIOS
  • SNAIL SHELL
  • FUNKO

Anime Merchandising Market Segmentation

By Type

  • Apparel and Accessories
  • Toys and Figurines
  • Stationery
  • Electronic Accessories
  • Video Games and DVDs

By Distribution Channel

  • Online
  • Offline

By Region

  • North America
  • Latin America
  • Europe
  • Asia Pacific
  • Japan
  • Middle East & Africa

Table of Contents

1. Executive Summary

  • 1.1. Global Anime Merchandising Market Snapshot, 2024-2031
  • 1.2. Market Opportunity Assessment, 2024-2031, US$ Mn
  • 1.3. Key Market Trends
  • 1.4. Future Market Projections
  • 1.5. Premium Market Insights
  • 1.6. Industry Developments and Key Market Events
  • 1.7. PMR Analysis and Recommendations

2. Market Overview

  • 2.1. Market Scope and Definition
  • 2.2. Market Dynamics
    • 2.2.1. Drivers
    • 2.2.2. Restraints
    • 2.2.3. Opportunity
    • 2.2.4. Challenges
    • 2.2.5. Key Trends
  • 2.3. Macro-Economic Factors
    • 2.3.1. Global GDP Growth Outlook
    • 2.3.2. Global Healthcare Spending Outlook
  • 2.4. COVID-19 Impact Analysis
  • 2.5. Forecast Factors - Relevance and Impact

3. Value Added Insights

  • 3.1. Product Adoption Analysis
  • 3.2. Growth Opportunity Matrix
  • 3.3. Regulatory Landscape
  • 3.4. Value Chain Analysis
    • 3.4.1. List of Distribution Channel/Marketplaces
    • 3.4.2. List of End User (Industry)
  • 3.5. Key Deals and Mergers
  • 3.6. PESTLE Analysis
  • 3.7. Porter's Five Force Analysis

4. Price Trend Analysis, 2019-2031

  • 4.1. Key Highlights
  • 4.2. Key Factors Impacting Product Prices
  • 4.3. Pricing Analysis, By Type
  • 4.4. Regional Prices and Product Preferences

5. Global Anime Merchandising Market Outlook: Historical (2019-2023) and Forecast (2024-2031)

  • 5.1. Global Anime Merchandising Market Outlook: Type
    • 5.1.1. Introduction / Key Findings
    • 5.1.2. Historical Market Size (US$ Bn) Analysis, By Type, 2019-2023
    • 5.1.3. Current Market Size (US$ Bn) Analysis and Forecast, By Type, 2024-2031
      • 5.1.3.1. Apparel and Accessories
      • 5.1.3.2. Toys and Figurines
      • 5.1.3.3. Stationery
      • 5.1.3.4. Electronic Accessories
      • 5.1.3.5. Video Games and DVDs
      • 5.1.3.6. Others
  • 5.2. Market Attractiveness Analysis: Type
  • 5.3. Global Anime Merchandising Market Outlook: Distribution Channel
    • 5.3.1. Introduction / Key Findings
    • 5.3.2. Historical Market Size (US$ Bn) Analysis, By Distribution Channel, 2019-2023
    • 5.3.3. Current Market Size (US$ Bn) Analysis and Forecast, By Distribution Channel, 2024-2031
      • 5.3.3.1. Online
        • 5.3.3.1.1. Own e-commerce
        • 5.3.3.1.2. General e-commerce
        • 5.3.3.1.3. Cross-border e-commerce
      • 5.3.3.2. Offline
        • 5.3.3.2.1. Specialty Stores
        • 5.3.3.2.2. General Supermarkets
        • 5.3.3.2.3. Convenience Stores
        • 5.3.3.2.4. Events
  • 5.4. Market Attractiveness Analysis: Distribution Channel

6. Global Anime Merchandising Market Outlook: Region

  • 6.1. Key Highlights
  • 6.2. Historical Market Size (US$ Bn) Analysis, By Region, 2019-2023
  • 6.3. Current Market Size (US$ Bn) Analysis and Forecast, By Region, 2024-2031
    • 6.3.1. North America
    • 6.3.2. Europe
    • 6.3.3. East Asia
    • 6.3.4. South Asia and Oceania
    • 6.3.5. Latin America
    • 6.3.6. Middle East & Africa
  • 6.4. Market Attractiveness Analysis: Region

7. North America Anime Merchandising Market Outlook: Historical (2019-2023) and Forecast (2024-2031)

  • 7.1. Key Highlights
  • 7.2. Pricing Analysis
  • 7.3. Historical Market Size (US$ Bn) Analysis, By Market, 2019-2023
    • 7.3.1. By Country
    • 7.3.2. By Type
    • 7.3.3. By Technology
    • 7.3.4. By Distribution Channel
  • 7.4. Current Market Size (US$ Bn) Analysis and Forecast, By Country, 2024-2031
    • 7.4.1. U.S.
    • 7.4.2. Canada
  • 7.5. Current Market Size (US$ Bn) Analysis and Forecast, By Type, 2024-2031
    • 7.5.1. Apparel and Accessories
    • 7.5.2. Toys and Figurines
    • 7.5.3. Stationery
    • 7.5.4. Electronic Accessories
    • 7.5.5. Video Games and DVDs
    • 7.5.6. Others
  • 7.6. Current Market Size (US$ Bn) Analysis and Forecast, By Distribution Channel, 2024-2031
    • 7.6.1. Online
      • 7.6.1.1. Own e-commerce
      • 7.6.1.2. General e-commerce
      • 7.6.1.3. Cross-border e-commerce
    • 7.6.2. Offline
      • 7.6.2.1. Specialty Stores
      • 7.6.2.2. General Supermarkets
      • 7.6.2.3. Convenience Stores
      • 7.6.2.4. Events
  • 7.7. Market Attractiveness Analysis

8. Europe Anime Merchandising Market Outlook: Historical (2019-2023) and Forecast (2024-2031)

  • 8.1. Key Highlights
  • 8.2. Pricing Analysis
  • 8.3. Historical Market Size (US$ Bn) Analysis, By Market, 2019-2023
    • 8.3.1. By Country
    • 8.3.2. By Type
    • 8.3.3. By Technology
    • 8.3.4. By Distribution Channel
  • 8.4. Current Market Size (US$ Bn) Analysis and Forecast, By Country, 2024-2031
    • 8.4.1. Germany
    • 8.4.2. France
    • 8.4.3. U.K.
    • 8.4.4. Italy
    • 8.4.5. Spain
    • 8.4.6. Russia
    • 8.4.7. Turkey
    • 8.4.8. Rest of Europe
  • 8.5. Current Market Size (US$ Bn) Analysis and Forecast, By Type, 2024-2031
    • 8.5.1. Apparel and Accessories
    • 8.5.2. Toys and Figurines
    • 8.5.3. Stationery
    • 8.5.4. Electronic Accessories
    • 8.5.5. Video Games and DVDs
    • 8.5.6. Others
  • 8.6. Current Market Size (US$ Bn) Analysis and Forecast, By Distribution Channel, 2024-2031
    • 8.6.1. Online
      • 8.6.1.1. Own e-commerce
      • 8.6.1.2. General e-commerce
      • 8.6.1.3. Cross-border e-commerce
    • 8.6.2. Offline
      • 8.6.2.1. Specialty Stores
      • 8.6.2.2. General Supermarkets
      • 8.6.2.3. Convenience Stores
      • 8.6.2.4. Events
  • 8.7. Market Attractiveness Analysis

9. East Asia Anime Merchandising Market Outlook: Historical (2019-2023) and Forecast (2024-2031)

  • 9.1. Key Highlights
  • 9.2. Pricing Analysis
  • 9.3. Historical Market Size (US$ Bn) Analysis, By Market, 2019-2023
    • 9.3.1. By Country
    • 9.3.2. By Type
    • 9.3.3. By Technology
    • 9.3.4. By Distribution Channel
  • 9.4. Current Market Size (US$ Bn) Analysis and Forecast, By Country, 2024-2031
    • 9.4.1. China
    • 9.4.2. Japan
    • 9.4.3. South Korea
  • 9.5. Current Market Size (US$ Bn) Analysis and Forecast, By Type, 2024-2031
    • 9.5.1. Apparel and Accessories
    • 9.5.2. Toys and Figurines
    • 9.5.3. Stationery
    • 9.5.4. Electronic Accessories
    • 9.5.5. Video Games and DVDs
    • 9.5.6. Others
  • 9.6. Current Market Size (US$ Bn) Analysis and Forecast, By Distribution Channel, 2024-2031
    • 9.6.1. Online
      • 9.6.1.1. Own e-commerce
      • 9.6.1.2. General e-commerce
      • 9.6.1.3. Cross-border e-commerce
    • 9.6.2. Offline
      • 9.6.2.1. Specialty Stores
      • 9.6.2.2. General Supermarkets
      • 9.6.2.3. Convenience Stores
      • 9.6.2.4. Events
  • 9.7. Market Attractiveness Analysis

10. South Asia & Oceania Anime Merchandising Market Outlook: Historical (2019-2023) and Forecast (2024-2031)

  • 10.1. Key Highlights
  • 10.2. Pricing Analysis
  • 10.3. Historical Market Size (US$ Bn) Analysis, By Market, 2019-2023
    • 10.3.1. By Country
    • 10.3.2. By Type
    • 10.3.3. By Technology
    • 10.3.4. By Distribution Channel
  • 10.4. Current Market Size (US$ Bn) Analysis and Forecast, By Country, 2024-2031
    • 10.4.1. India
    • 10.4.2. Southeast Asia
    • 10.4.3. ANZ
    • 10.4.4. Rest of South Asia & Oceania
  • 10.5. Current Market Size (US$ Bn) Analysis and Forecast, By Type, 2024-2031
    • 10.5.1. Apparel and Accessories
    • 10.5.2. Toys and Figurines
    • 10.5.3. Stationery
    • 10.5.4. Electronic Accessories
    • 10.5.5. Video Games and DVDs
    • 10.5.6. Others
  • 10.6. Current Market Size (US$ Bn) Analysis and Forecast, By Distribution Channel, 2024-2031
    • 10.6.1. Online
      • 10.6.1.1. Own e-commerce
      • 10.6.1.2. General e-commerce
      • 10.6.1.3. Cross-border e-commerce
    • 10.6.2. Offline
      • 10.6.2.1. Specialty Stores
      • 10.6.2.2. General Supermarkets
      • 10.6.2.3. Convenience Stores
      • 10.6.2.4. Events
  • 10.7. Market Attractiveness Analysis

11. Latin America Anime Merchandising Market Outlook: Historical (2019-2023) and Forecast (2024-2031)

  • 11.1. Key Highlights
  • 11.2. Pricing Analysis
  • 11.3. Historical Market Size (US$ Bn) Analysis, By Market, 2019-2023
    • 11.3.1. By Country
    • 11.3.2. By Type
    • 11.3.3. By Technology
    • 11.3.4. By Distribution Channel
  • 11.4. Current Market Size (US$ Bn) Analysis and Forecast, By Country, 2024-2031
    • 11.4.1. Brazil
    • 11.4.2. Mexico
    • 11.4.3. Rest of Latin America
  • 11.5. Current Market Size (US$ Bn) Analysis and Forecast, By Type, 2024-2031
    • 11.5.1. Apparel and Accessories
    • 11.5.2. Toys and Figurines
    • 11.5.3. Stationery
    • 11.5.4. Electronic Accessories
    • 11.5.5. Video Games and DVDs
    • 11.5.6. Others
  • 11.6. Current Market Size (US$ Bn) Analysis and Forecast, By Distribution Channel, 2024-2031
    • 11.6.1. Online
      • 11.6.1.1. Own e-commerce
      • 11.6.1.2. General e-commerce
      • 11.6.1.3. Cross-border e-commerce
    • 11.6.2. Offline
      • 11.6.2.1. Specialty Stores
      • 11.6.2.2. General Supermarkets
      • 11.6.2.3. Convenience Stores
      • 11.6.2.4. Events
  • 11.7. Market Attractiveness Analysis

12. Middle East & Africa Anime Merchandising Market Outlook: Historical (2019-2023) and Forecast (2024-2031)

  • 12.1. Key Highlights
  • 12.2. Pricing Analysis
  • 12.3. Historical Market Size (US$ Bn) Analysis, By Market, 2019-2023
    • 12.3.1. By Country
    • 12.3.2. By Type
    • 12.3.3. By Technology
    • 12.3.4. By Distribution Channel
  • 12.4. Current Market Size (US$ Bn) Analysis and Forecast, By Country, 2024-2031
    • 12.4.1. GCC Countries
    • 12.4.2. Egypt
    • 12.4.3. South Africa
    • 12.4.4. Northern Africa
    • 12.4.5. Rest of Middle East & Africa
  • 12.5. Current Market Size (US$ Bn) Analysis and Forecast, By Type, 2024-2031
    • 12.5.1. Apparel and Accessories
    • 12.5.2. Toys and Figurines
    • 12.5.3. Stationery
    • 12.5.4. Electronic Accessories
    • 12.5.5. Video Games and DVDs
    • 12.5.6. Others
  • 12.6. Current Market Size (US$ Bn) Analysis and Forecast, By Distribution Channel, 2024-2031
    • 12.6.1. Online
      • 12.6.1.1. Own e-commerce
      • 12.6.1.2. General e-commerce
      • 12.6.1.3. Cross-border e-commerce
    • 12.6.2. Offline
      • 12.6.2.1. Specialty Stores
      • 12.6.2.2. General Supermarkets
      • 12.6.2.3. Convenience Stores
      • 12.6.2.4. Events
  • 12.7. Market Attractiveness Analysis

13. Competition Landscape

  • 13.1. Market Share Analysis, 2024
  • 13.2. Market Structure
    • 13.2.1. Competition Intensity Mapping By Market
    • 13.2.2. Competition Dashboard
  • 13.3. Company Profiles (Details - Overview, Financials, Strategy, Recent Developments)
    • 13.3.1. GOOD SMILE COMPANY
      • 13.3.1.1. Overview
      • 13.3.1.2. Segments and Products
      • 13.3.1.3. Key Financials
      • 13.3.1.4. Market Developments
      • 13.3.1.5. Market Strategy
    • 13.3.2. Production I.G Inc.
    • 13.3.3. Studio Ghibli Inc.
    • 13.3.4. Toei Animation Co. Ltd.
    • 13.3.5. Bones Inc.
    • 13.3.6. Kyoto Animation Co. Ltd.
    • 13.3.7. Ufotable Co. Ltd.
    • 13.3.8. Bandai Namco Group
    • 13.3.9. JND STUDIOS
    • 13.3.10. SNAIL SHELL
    • 13.3.11. FUNKO

14. Appendix

  • 14.1. Research Methodology
  • 14.2. Research Assumptions
  • 14.3. Acronyms and Abbreviations