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市场调查报告书
商品编码
1660063

动漫商品市场:现状分析与未来预测 (2024年~2032年)

Anime Merchandising Market: Current Analysis and Forecast (2024-2032)

出版日期: | 出版商: UnivDatos Market Insights Pvt Ltd | 英文 135 Pages | 商品交期: 最快1-2个工作天内

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简介目录

动漫商品市场预期成长率约8.9%。这是因为动漫世界的吸引力日益增强,促使对相关商品的需求激增。此外,产业内研发、投资、产品进步和合作的增加也在推动动漫商品市场的发展。例如,2024 年 8 月,Lactose 宣布与热门动画系列《海贼王》合作,推出限量版系列,其中包括受该剧人物和​​主题启发的服装和配件。此次合作体现了该品牌利用热门动画系列来打造与粉丝产生共鸣的独家服装和配件的持续趋势。

市场按类型细分为商品/人物、服装/时尚和印刷品/海报。收藏品和人物模型是全球动漫商品市场最大的部分,因为它们迎合了狂热粉丝和收藏家的需求。这些产品大多是高品质、高檔、限量生产、精细的产品,针对的是少数特定客户。随着越来越多的文化将收藏品视为权力和权威的象征,以及全球动漫观众的不断增长,收藏品的需求也随之增加。此外,3D 列印和个人化物品生产等技术的进步使品牌能够创造新奇和独特的精美玩具,从而增加该领域的流量和消费。

根据分销管道,市场分为线下和线上。其中,线上类目对动漫商品产业的贡献最大。这是因为需求最强烈,因为它使我们能够不受地理限制地协调世界各地的演出粉丝。透过我们的电子商务平台、社群媒体和专门的粉丝网站,您可以轻鬆浏览、购买和互动我们独家且多样化的商品系列。市场区隔、影响力行销、灵活且实惠的送货服务也推动了网路收入。此外,大量发布和个人化客製化推荐在网路环境中产生了较高的消费者满意度,从而促进了动漫人物和相关商品市场的持续成长。

为了更了解动漫商品的市场采用情况,我们根据其在北美(美国、加拿大和北美其他地区)、欧洲(德国、英国、法国、西班牙、义大利和欧洲其他地区)、亚太地区(中国、日本、印度和亚太地区其他地区)和世界其他地区的全球影响力对市场进行了分析。特别是北美的动漫商品市场,随着超越人口差异的动漫风潮日益高涨,正在经历快速成长。 Crunchyroll、Netflix 和 Hulu 等串流服务上提供动漫,促使与消费更多动漫内容和商品的顾客的互动增加,从而导致对服装和玩具等产品的限制。动漫博览会和纽约动漫展等商品推销和社区聚会充当了销售平台,而强大的网路市场影响力也有利于该领域的销售。此外,日本工作室与新兴市场品牌之间的合作正在深化其市场地位,北美被视为所有动漫相关商品开发的关键地区。

Animate International、京都动画、Madhouse Collectibles、Production IG(IG Port)、东映动画、Pierrot、Sunrise(万代南梦宫电影工作室)、吉卜力工作室收藏、VIZ Media, LLC(小学馆集英社製作)和 Crunchyroll LLC(索尼集团)。

目录

第1章 市场概要

  • 市场定义
  • 主要目的
  • 相关利益者
  • 限制事项

第2章 分析方法或前提条件

  • 分析流程
  • 分析方法
  • 受访者简介

第3章 摘要整理

  • 产业摘要
  • 各市场区隔预测
    • 市场成长的强度
  • 地区展望

第4章 市场动态

  • 促进因素
  • 机会
  • 阻碍因素
  • 趋势
  • PESTEL分析
  • 需求面分析
  • 供给面分析
    • 企业合併·收购 (M&A)
    • 合作与投资情境
    • 产业考察:主要Start-Ups企业及其独家策略

第5章 价格分析

  • 价格分析:各地区
  • 价格的影响因素

第6章 全球动漫商品的市场收益 (2022~2032年)

第7章 市场分析:各类型

  • 收集品和模型
  • 服装·流行
  • 印刷物和海报

第8章 市场分析:各流通管道

  • 线上
  • 离线

第9章 市场分析:各地区

  • 北美
    • 美国
    • 加拿大
    • 其他北美地区
  • 欧洲
    • 德国
    • 英国
    • 法国
    • 义大利
    • 西班牙
    • 其他欧洲地区
  • 亚太地区
    • 中国
    • 日本
    • 印度
    • 其他亚太地区
  • 全球其他地区

第10章 价值链分析

  • 限制分析
  • 市场参与企业一览

第11章 竞争情形

  • 竞争仪表板
  • 企业的市场定位分析
  • 波特的五力分析

第12章 企业简介

  • Animate International
    • 企业概要
    • 主要的财务指标
    • SWOT分析
    • 产品系列
    • 近几年趋势
  • Kyoto Animation Co.,Ltd.
  • MadHouse Collectibles
  • Production I.G (IG Port, Inc.)
  • Toei Animation Co Ltd
  • Pierrot Co.,Ltd.
  • SUNRISE (Bandai Namco Filmworks INC.)
  • The Studio Ghibli Collection
  • VIZ Media, LLC (Shogakukan-Shueisha Productions Co.Ltd.)
  • Crunchyroll LLC (Sony Group)

第13章 缩写与前提条件

第14章 附录

简介目录
Product Code: UMME213149

The global market of anime merchandise comprises manufacturing, marketing, and selling of merchandise related to anime including clothing, jewelry, toys, souvenirs, etc. This market has been growing steadily because of anime lovers around the world who are participating more in anime-related products, availability of various streaming sites, and Regional/global licensing. Driving forces are characterized by an ever-increasing demand for characters and related merchandise products, an improvement in e-commerce technologies, and the impact made by social networks and enthusiasts' groups in the promotion of merchandise and products.

The anime merchandising market is set to show a growth rate of about 8.9%. This is due to the increasing global appeal of anime has led to a surge in demand for related merchandise. Also, increasing R&D, investment, product advancements, and collaborations in this industry drive the Anime Merchandising market. For instance, in August 2024, Lactose announced a collaboration with the popular anime and manga series One Piece, featuring a limited-edition collection that includes apparel and accessories inspired by the show's characters and themes. This partnership reflects the ongoing trend of brands leveraging popular anime franchises to create limited-edition apparel and accessories that resonate with fans.

Based on type, the market is segmented into collectibles & figurines, apparel & fashion, and printed materials & posters. Collectibles and figurines are the largest segment in the global anime merchandising market because they sell items to die-hard fans and collectors who can relate to the products. These products mostly consist of high-quality and premium, limited production, and detailed products, which target a small but targeted clientele. The increase in cultures where collectibles are demonstrated as symbols of power and authority, and the increasing audience for anime across the world increases demand. In addition, improvements in technology such as 3-D printing and the production of personalized items allow brands to create novelty and exclusive elaborate toys that can increase both traffic and consumption in this segment.

Based on the distribution channel, the market is bifurcated into offline and online. Among these, the online category is the largest contributor to the Anime Merchandising industry. Because it has the strongest demand since it coordinates show fans worldwide without geographical restrictions. Browsing, purchasing, and interacting with exclusive and diverse merchandise collections through E-Commerce platforms, social media, and dedicated fan sites is made easy. Internet revenue is also driven by market segmentation, influencer marketing, and flexible and reasonable shipping services, meaning that enterprises can reach out to an enormous and constantly expanding global buyer base. Mass releases and individually tailored recommendations also create a higher satisfaction among consumers in online environments, which in turn contributes to the continuous growth of the market of anime figurines and related products.

For a better understanding of the market adoption of anime merchandising, the market is analyzed based on its worldwide presence in countries such as North America (U.S., Canada, and the Rest of North America), Europe (Germany, U.K., France, Spain, Italy, Rest of Europe), Asia-Pacific (China, Japan, India, Rest of Asia-Pacific), Rest of World. Among these, the North American anime merchandising market is steeped in growth due to the rising trends in anime across the demographic divide. The availability of anime through access to streaming services including Crunchyroll, Netflix, and Hulu has increased customer interactions with consuming more anime content and products, which are now regulated merchandise including clothes, toys, and so on. A solid online market presence also benefits sales in this area while merchandising itself and community gatherings like Anime Expo and New York Comic Con act as platforms for sales. Moreover, the partnerships between Japanese studios and Western brands have deepened their market position, and North America is considered the key area for the development of any anime-related merchandise.

Some major players running in the market include Animate International; Kyoto Animation Co.,Ltd.; MadHouse Collectibles; Production I.G (IG Port, Inc.); Toei Animation Co Ltd; Pierrot Co., Ltd.; SUNRISE (Bandai Namco Filmworks INC.); The Studio Ghibli Collection; VIZ Media, LLC (Shogakukan-Shueisha Productions Co.Ltd.); Crunchyroll LLC (Sony Group)

TABLE OF CONTENTS

1.MARKET INTRODUCTION

  • 1.1. Market Definitions
  • 1.2. Main Objective
  • 1.3. Stakeholders
  • 1.4. Limitation

2.RESEARCH METHODOLOGY OR ASSUMPTION

  • 2.1. Research Process of the Global Anime Merchandising Market
  • 2.2. Research Methodology of the Global Anime Merchandising Market
  • 2.3. Respondent Profile

3.EXECUTIVE SUMMARY

  • 3.1. Industry Synopsis
  • 3.2. Segmental Outlook
    • 3.2.1. Market Growth Intensity
  • 3.3. Regional Outlook

4.MARKET DYNAMICS

  • 4.1. Drivers
  • 4.2. Opportunity
  • 4.3. Restraints
  • 4.4. Trends
  • 4.5. PESTEL Analysis
  • 4.6. Demand Side Analysis
  • 4.7. Supply Side Analysis
    • 4.7.1. Merger & Acquisition
    • 4.7.2. Collaboration & Investment and Scenario
    • 4.7.3. Industry Insights: Leading Startups and Their Unique Strategies

5.PRICING ANALYSIS

  • 5.1. Regional Pricing Analysis
  • 5.2. Price Influencing Factors

6.GLOBAL ANIME MERCHANDISING MARKET REVENUE (USD BN), 2022-2032F

7.MARKET INSIGHTS BY TYPE

  • 7.1. Collectibles & Figurines
  • 7.2. Apparel & Fashion
  • 7.3. Printed Materials & Posters

8.MARKET INSIGHTS BY DISTRIBUTION CHANNEL

  • 8.1. Online
  • 8.2. Offline

9.MARKET INSIGHTS BY REGION

  • 9.1. North America
    • 9.1.1. U.S.
    • 9.1.2. Canada
    • 9.1.3. Rest of North America
  • 9.2. Europe
    • 9.2.1. Germany
    • 9.2.2. U.K.
    • 9.2.3. France
    • 9.2.4. Italy
    • 9.2.5. Spain
    • 9.2.6. Rest of Europe
  • 9.3. Asia-Pacific
    • 9.3.1. China
    • 9.3.2. Japan
    • 9.3.3. India
    • 9.3.4. Rest of Asia-Pacific
  • 9.4. Rest of World

10.VALUE CHAIN ANALYSIS

  • 10.1. Marginal Analysis
  • 10.2. List of Market Participants

11.COMPETITIVE LANDSCAPE

  • 11.1. Competition Dashboard
  • 11.2. Competitor Market Positioning Analysis
  • 11.3. Porter Five Forces Analysis

12.COMPANY PROFILED

  • 12.1. Animate International
    • 12.1.1. Company Overview
    • 12.1.2. Key Financials
    • 12.1.3. SWOT Analysis
    • 12.1.4. Product Portfolio
    • 12.1.5. Recent Developments
  • 12.2. Kyoto Animation Co.,Ltd.
  • 12.3. MadHouse Collectibles
  • 12.4. Production I.G (IG Port, Inc.)
  • 12.5. Toei Animation Co Ltd
  • 12.6. Pierrot Co.,Ltd.
  • 12.7. SUNRISE (Bandai Namco Filmworks INC.)
  • 12.8. The Studio Ghibli Collection
  • 12.9. VIZ Media, LLC (Shogakukan-Shueisha Productions Co.Ltd.)
  • 12.10. Crunchyroll LLC (Sony Group)

13.ACRONYMS & ASSUMPTION

14.ANNEXURE