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市场调查报告书
商品编码
1967769

动画市场-全球产业规模、份额、趋势、机会、预测:按类型、主题、地区和竞争格局划分,2021-2031年

Anime Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented, By Type, By Genre, By Region & Competition, 2021-2031F

出版日期: | 出版商: TechSci Research | 英文 181 Pages | 商品交期: 2-3个工作天内

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简介目录

全球动画市场预计将从 2025 年的 375.3 亿美元成长到 2031 年的 934.9 亿美元,复合年增长率为 16.43%。

动画以其源自日本的文化、鲜明的视觉风格、精细的人物刻画和多元化的主题而着称,并透过电视、电影和数位发行管道进行传播。市场成长的主要驱动力是全球OTT平台的广泛普及,这些平台使内容获取更加便捷,以及商品销售、电子游戏和授权等强大的商业化战略。这些结构性驱动因素超越了短暂的消费趋势,创造了永续的收入模式,成功跨越了文化和人口界限。

市场概览
预测期 2027-2031
市场规模:2025年 375.3亿美元
市场规模:2031年 934.9亿美元
复合年增长率:2026-2031年 16.43%
成长最快的细分市场 科幻与奇幻
最大的市场 北美洲

然而,该产业在产能方面面临严峻挑战。持续的劳动力短缺和资源限制无法满足不断增长的全球需求,这些结构性问题可能导致影片上映延期、製作成本上升,并最终导致产量下降。儘管面临这些挑战,该产业依然展现出强劲的财务实力。根据日本动画协会预测,2025财年该产业的总市场价值预计将达到创纪录的3.84兆日圆,其中海外收入将远超国内收入。

市场驱动因素

串流媒体平台( Over-The-Top)的蓬勃发展正成为推动全球市场成长的核心力量,有效打破了传统的发行障碍。这些服务透过实现全球同步发行,让内容获取更加普及,使工作室能够直接与国际观众互动,同时避免盗版问题。日本时报2024年2月发表的一篇题为《Netflix大举进军动画领域》的报导,充分展现了这一消费规模之庞大。该文章报导,2023年全球超过1亿个家庭透过Netflix观看动画。此外,SONY集团在2024年8月发布的《2024财年第一季综合合併会计》中指出,Crunchyroll的付费用户数量已超过每月1,500万,进一步印证了直接面向消费者(FDR)模式的商业性成功。

除了串流媒体收入外,全球对授权商品和收藏品日益增长的需求也成为重要的财务稳定因素,使智慧财产权的经济价值在最初播出后得以长期维持。这种驱动力孕育了一个永续的生态系统,使特许经营权能够透过电子游戏、服装和实体商品持续产生收入,有效抵消了与製作成本波动相关的风险。 《七龙珠》系列就是这种商业化战略的绝佳例子。根据Namco Bandai Holdings,Inc.公司于2024年5月发布的《截至2024年3月财年财务亮点》,该系列净销售额达1406亿日元,表明相关商品已成为主要收入来源,甚至超过了动画内容本身。

市场挑战

全球动画市场的扩张很大程度上受到产能限制的限制,产能限制主要源自于熟练劳动力长期短缺和资源瓶颈。儘管全球动画的需求不断增长,但有限的劳动力和劳动密集的工作流程限制了内容交付的实际能力。国际串流媒体平台日益增长的需求与工作室固定的产能之间的这种差距,造成了结构性瓶颈。因此,频繁的延期和新内容发布受限,阻碍了市场充分发挥其收入潜力。

雪上加霜的是,人才流失严重限制了生产规模的扩张。动画师的高离职率导致熟练劳动力短缺,即使有经济奖励,也难以推动工作室扩张。日本动画影像文化协会2024年的一项产业调查揭示了问题的严重性。调查显示,约37.7%的动画製作人员月收入低于20万日圆。这种经济不稳定导致许多技术娴熟的创新人才离开这个行业,加剧了劳动力短缺,并迫使工作室承担高昂的外包成本,最终抑制了生产规模的成长。

市场趋势

网路漫画和韩国漫画动画数量的不断增长,从根本上改变了业界获取智慧财产权的方式,使其不再像过去那样依赖日本漫画。各大工作室正积极利用韩国竖屏漫画已有的数位读者群,触达更倾向于行动优先叙事方式的全球受众。这项策略转变使製作团队能够利用其现有的国际粉丝基础,有效地弥合东亚内容形式与西方消费者偏好之间的差距。SONY集团在2025年6月发布的「2025年业务板块展示及炉边谈话」中证实了这一趋势的商业性成功。公告指出,截至2025年3月,网路漫画《我独自升级》的动画改编版已成为Crunchyroll史上观看次数最多的作品。

同时,将人工智慧(AI)融入动画製作流程正成为解决长期劳动力短缺和生产瓶颈的关键策略。製作公司正利用机器学习演算法实现中间稿绘製、背景渲染和色彩设定等劳力密集任务的自动化。其目标是在保证动画品质的前提下缩短製作前置作业时间。 2025年5月CBR的报导《七龙珠动画工作室投资领先的人工智慧开发公司以提高营运效率》清晰地展现了这项技术变革的规模。报导指出,东映动画投资约50亿日圆,与Preferred Networks公司建立合作关係,旨在共同开发专门用于动画製作的人工智慧工具。

目录

第一章概述

第二章:调查方法

第三章执行摘要

第四章:客户心声

第五章:全球动画市场展望

  • 市场规模及预测
    • 按金额
  • 市占率及预测
    • 按类型(电视、电影、录影带、网路串流、商品、音乐)
    • 按类型(动作冒险、科幻奇幻、爱情剧情、运动、其他)
    • 按地区
    • 按公司(2025 年)
  • 市场地图

第六章:北美动画市场展望

  • 市场规模及预测
  • 市占率及预测
  • 北美洲:国别分析
    • 我们
    • 加拿大
    • 墨西哥

第七章:欧洲动画市场展望

  • 市场规模及预测
  • 市占率及预测
  • 欧洲:国别分析
    • 德国
    • 法国
    • 英国
    • 义大利
    • 西班牙

第八章:亚太地区动画市场展望

  • 市场规模及预测
  • 市占率及预测
  • 亚太地区:国别分析
    • 中国
    • 印度
    • 日本
    • 韩国
    • 澳洲

第九章:中东和非洲动画市场展望

  • 市场规模及预测
  • 市占率及预测
  • 中东与非洲:国别分析
    • 沙乌地阿拉伯
    • 阿拉伯聯合大公国
    • 南非

第十章:南美洲动画市场展望

  • 市场规模及预测
  • 市占率及预测
  • 南美洲:国别分析
    • 巴西
    • 哥伦比亚
    • 阿根廷

第十一章 市场动态

  • 促进因素
  • 任务

第十二章 市场趋势与发展

  • 併购
  • 产品发布
  • 近期趋势

第十三章:全球动画市场:SWOT分析

第十四章:波特五力分析

  • 产业竞争
  • 新进入者的潜力
  • 供应商的议价能力
  • 顾客权力
  • 替代品的威胁

第十五章 竞争格局

  • Sony Pictures Entertainment Inc.
  • NVIDIA Corporation
  • The Studio Ghibli Collection
  • Bandai Namco Filmworks Inc.
  • TOEI ANIMATION Co., Ltd.
  • Pierrot Co.,Ltd.
  • Aniplex of America Inc.
  • Ufotable Inc.

第十六章 策略建议

第十七章:关于研究公司及免责声明

简介目录
Product Code: 24755

The Global Anime Market is projected to expand from USD 37.53 billion in 2025 to USD 93.49 billion by 2031, registering a CAGR of 16.43%. Defined by its Japanese origins, vibrant visual style, complex characterizations, and diverse thematic narratives, anime is distributed across television, cinema, and digital channels. The market's growth is primarily fueled by the extensive reach of global Over-the-Top (OTT) platforms, which have democratized access to content, alongside robust monetization strategies involving merchandise, video games, and licensing. These structural drivers move beyond temporary consumption trends, creating a sustainable revenue model that successfully transcends cultural and demographic boundaries.

Market Overview
Forecast Period2027-2031
Market Size 2025USD 37.53 Billion
Market Size 2031USD 93.49 Billion
CAGR 2026-203116.43%
Fastest Growing SegmentSci-Fi & Fantasy
Largest MarketNorth America

However, the industry faces significant hurdles regarding production capacity, driven by persistent labor shortages and resource constraints that struggle to match rising global demand. These structural issues threaten to delay release schedules and increase production costs, potentially hindering output volume. Despite these challenges, the sector continues to demonstrate financial strength; according to the Association of Japanese Animations, the total market value hit a record 3.84 trillion yen for the 2024 fiscal year in 2025, with international earnings notably exceeding domestic revenue.

Market Driver

The widespread adoption of Over-the-Top (OTT) streaming platforms acts as the central force behind the market's global growth, effectively dismantling traditional distribution barriers. By enabling simultaneous worldwide releases, these services have democratized content access, allowing studios to circumvent piracy issues and engage international audiences directly. The scale of this consumption is highlighted by The Japan Times in February 2024, which noted in its article 'Netflix bets big on anime' that over 100 million households globally watched anime on the service in 2023. Furthermore, Sony Group Corporation reported in its 'Q1 FY2024 Consolidated Financial Results' in August 2024 that Crunchyroll surpassed 15 million monthly paid subscribers, confirming the commercial success of the direct-to-consumer model.

Complementing streaming revenue, the escalating global demand for licensed merchandise and collectibles serves as a vital financial stabilizer, prolonging the economic relevance of intellectual property well beyond initial broadcasts. This driver fosters a sustainable ecosystem wherein franchises yield continuous income through video games, apparel, and physical goods, effectively offsetting risks linked to volatile production costs. A prime example of this monetization strategy is the Dragon Ball franchise; as reported by Bandai Namco Holdings Inc. in their May 2024 'Financial Highlights for the Fiscal Year Ended March 31, 2024', the property generated 140.6 billion yen in net sales, illustrating how ancillary products function as a dominant revenue stream surpassing the animation content itself.

Market Challenge

The expansion of the Global Anime Market is significantly hindered by production capacity limitations, which arise primarily from a chronic lack of skilled labor and resource bottlenecks. Although global appetite for anime has increased, the industry's physical capacity to supply content is restricted by a finite workforce and labor-intensive workflows. This gap between the growing demands of international streaming platforms and the static output capabilities of studios creates a structural bottleneck, resulting in frequent schedule delays and a cap on new content releases that prevents the market from fully maximizing revenue potential.

Exacerbating this crisis is the industry's difficulty in retaining talent, which directly limits production scalability. High turnover rates among animators deplete the skilled workforce necessary to meet delivery goals, preventing studios from expanding operations despite the availability of financial incentives. The severity of this issue was highlighted by a 2024 industry survey from the Nippon Anime & Film Culture Association, which revealed that approximately 37.7% of anime production staff earned a monthly income below 200,000 yen. This financial precarity drives many skilled creatives out of the profession, worsening the labor shortage and forcing studios to manage inflated outsourcing costs, ultimately stalling volumetric growth.

Market Trends

The rise of Webtoon and Manhwa adaptations is fundamentally reshaping the industry's approach to intellectual property acquisition, extending beyond the traditional reliance on Japanese manga. Studios are increasingly leveraging the proven digital readership of South Korean vertical-scrolling comics to capture a global audience that favors mobile-first storytelling. This strategic shift enables production committees to tap into existing international fanbases, effectively bridging the gap between East Asian content formats and Western consumption preferences. The commercial success of this trend was confirmed by Sony Group Corporation in their 'Business Segment Presentation & Fireside Chat 2025' in June 2025, which noted that the adaptation of the webtoon Solo Leveling had become the most-viewed title in Crunchyroll's history as of March 2025.

Simultaneously, the integration of Artificial Intelligence into animation workflows has become a critical strategy for addressing chronic labor shortages and production constraints. Production houses are utilizing machine learning algorithms to automate labor-intensive tasks such as in-betweening, background rendering, and color specification, aiming to reduce lead times while maintaining stylistic quality. The magnitude of this technological shift is evident in a May 2025 CBR article titled 'Dragon Ball Anime Studio Invests in Major AI Development Company to Improve Operational Efficiency,' which reported that Toei Animation allocated approximately 5 billion yen for a partnership with Preferred Networks to co-develop AI tools specifically for anime production.

Key Market Players

  • Sony Pictures Entertainment Inc.
  • NVIDIA Corporation
  • The Studio Ghibli Collection
  • Bandai Namco Filmworks Inc.
  • TOEI ANIMATION Co., Ltd.
  • Pierrot Co.,Ltd.
  • Aniplex of America Inc.
  • Ufotable Inc.

Report Scope

In this report, the Global Anime Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Anime Market, By Type

  • T.V
  • Movie
  • Video
  • Internet Distribution
  • Merchandising
  • Music

Anime Market, By Genre

  • Action & Adventure
  • Sci-Fi & Fantasy
  • Romance & Drama
  • Sports
  • Others

Anime Market, By Region

  • North America
    • United States
    • Canada
    • Mexico
  • Europe
    • France
    • United Kingdom
    • Italy
    • Germany
    • Spain
  • Asia Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
  • South America
    • Brazil
    • Argentina
    • Colombia
  • Middle East & Africa
    • South Africa
    • Saudi Arabia
    • UAE

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Anime Market.

Available Customizations:

Global Anime Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Product Overview

  • 1.1. Market Definition
  • 1.2. Scope of the Market
    • 1.2.1. Markets Covered
    • 1.2.2. Years Considered for Study
    • 1.2.3. Key Market Segmentations

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

  • 3.1. Overview of the Market
  • 3.2. Overview of Key Market Segmentations
  • 3.3. Overview of Key Market Players
  • 3.4. Overview of Key Regions/Countries
  • 3.5. Overview of Market Drivers, Challenges, Trends

4. Voice of Customer

5. Global Anime Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Type (T.V, Movie, Video, Internet Distribution, Merchandising, Music)
    • 5.2.2. By Genre (Action & Adventure, Sci-Fi & Fantasy, Romance & Drama, Sports, Others)
    • 5.2.3. By Region
    • 5.2.4. By Company (2025)
  • 5.3. Market Map

6. North America Anime Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Type
    • 6.2.2. By Genre
    • 6.2.3. By Country
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Anime Market Outlook
      • 6.3.1.1. Market Size & Forecast
        • 6.3.1.1.1. By Value
      • 6.3.1.2. Market Share & Forecast
        • 6.3.1.2.1. By Type
        • 6.3.1.2.2. By Genre
    • 6.3.2. Canada Anime Market Outlook
      • 6.3.2.1. Market Size & Forecast
        • 6.3.2.1.1. By Value
      • 6.3.2.2. Market Share & Forecast
        • 6.3.2.2.1. By Type
        • 6.3.2.2.2. By Genre
    • 6.3.3. Mexico Anime Market Outlook
      • 6.3.3.1. Market Size & Forecast
        • 6.3.3.1.1. By Value
      • 6.3.3.2. Market Share & Forecast
        • 6.3.3.2.1. By Type
        • 6.3.3.2.2. By Genre

7. Europe Anime Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Type
    • 7.2.2. By Genre
    • 7.2.3. By Country
  • 7.3. Europe: Country Analysis
    • 7.3.1. Germany Anime Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Type
        • 7.3.1.2.2. By Genre
    • 7.3.2. France Anime Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Type
        • 7.3.2.2.2. By Genre
    • 7.3.3. United Kingdom Anime Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Type
        • 7.3.3.2.2. By Genre
    • 7.3.4. Italy Anime Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Type
        • 7.3.4.2.2. By Genre
    • 7.3.5. Spain Anime Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Type
        • 7.3.5.2.2. By Genre

8. Asia Pacific Anime Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Type
    • 8.2.2. By Genre
    • 8.2.3. By Country
  • 8.3. Asia Pacific: Country Analysis
    • 8.3.1. China Anime Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Type
        • 8.3.1.2.2. By Genre
    • 8.3.2. India Anime Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Type
        • 8.3.2.2.2. By Genre
    • 8.3.3. Japan Anime Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Type
        • 8.3.3.2.2. By Genre
    • 8.3.4. South Korea Anime Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Type
        • 8.3.4.2.2. By Genre
    • 8.3.5. Australia Anime Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Type
        • 8.3.5.2.2. By Genre

9. Middle East & Africa Anime Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Type
    • 9.2.2. By Genre
    • 9.2.3. By Country
  • 9.3. Middle East & Africa: Country Analysis
    • 9.3.1. Saudi Arabia Anime Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Type
        • 9.3.1.2.2. By Genre
    • 9.3.2. UAE Anime Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Type
        • 9.3.2.2.2. By Genre
    • 9.3.3. South Africa Anime Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Type
        • 9.3.3.2.2. By Genre

10. South America Anime Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Type
    • 10.2.2. By Genre
    • 10.2.3. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Anime Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Type
        • 10.3.1.2.2. By Genre
    • 10.3.2. Colombia Anime Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Type
        • 10.3.2.2.2. By Genre
    • 10.3.3. Argentina Anime Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Type
        • 10.3.3.2.2. By Genre

11. Market Dynamics

  • 11.1. Drivers
  • 11.2. Challenges

12. Market Trends & Developments

  • 12.1. Merger & Acquisition (If Any)
  • 12.2. Product Launches (If Any)
  • 12.3. Recent Developments

13. Global Anime Market: SWOT Analysis

14. Porter's Five Forces Analysis

  • 14.1. Competition in the Industry
  • 14.2. Potential of New Entrants
  • 14.3. Power of Suppliers
  • 14.4. Power of Customers
  • 14.5. Threat of Substitute Products

15. Competitive Landscape

  • 15.1. Sony Pictures Entertainment Inc.
    • 15.1.1. Business Overview
    • 15.1.2. Products & Services
    • 15.1.3. Recent Developments
    • 15.1.4. Key Personnel
    • 15.1.5. SWOT Analysis
  • 15.2. NVIDIA Corporation
  • 15.3. The Studio Ghibli Collection
  • 15.4. Bandai Namco Filmworks Inc.
  • 15.5. TOEI ANIMATION Co., Ltd.
  • 15.6. Pierrot Co.,Ltd.
  • 15.7. Aniplex of America Inc.
  • 15.8. Ufotable Inc.

16. Strategic Recommendations

17. About Us & Disclaimer