Anime Market Report: Projected to Reach US$ 72.13 Billion by 2032

The global Anime market size is expected to reach USD 72.13 billion by 2032, according to a new study by Polaris Market Research. The report “Anime Market Share, Size, Trends, Industry Analysis Report, By Type (T.V., Movie, Video, Internet Distribution, Merchandising, Music, Pachinko, and Live Entertainment); By Distribution Channel; By Origin; By Region; Segment Forecast, 2023 – 2032” gives a detailed insight into current market dynamics and provides analysis on future market growth.

Rising demand for and sales of Japanese anime content abroad is anticipated to fuel market growth over the course of the projected timeframe. According to the Association of Japanese Animations, the sector experienced record-breaking revenue growth in 2021, gaining 13.3% after declining by a paltry 3.5% in peak-pandemic 2020. The Walt Disney Corporation has been the most recent U.S. news corporation to increase investment opportunities in Japanese goods. It recently times disclosed the growth of its long-standing partnership with manga publishing company Kodansha Ltd. Manga is kinetically promoted by anime, where between 2020 and 2021 on its own sold 171% so many duplicates in North America than just its newspaper’s main competitor. The way that younger generations shop is changing as a result of their increasing overseas consumption of Japanese media.

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Also, it is anticipated that sales of anime items and content on a global scale would provide a sizeable portion of the market’s revenue. In May 2021, the creation of Shaman King: Funbari Chronicle was announced by Studio Z. This year, iOS and Android users will be able to download the first smartphone app based on the ongoing Shaman King anime series. A “Mangatic Mode” in the game will let players experience the manga’s plot in 3D graphics. With the aid of series characters, players can assemble their groups. As a result, the market growth is anticipated to be significantly influenced by consumers’ growing preference for internet distribution and application games, which make up the majority of Japan’s exports.

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Additionally, the rising demand for the market is being greatly impacted by the popularity of anime video games that feature in-game dialogue and virtual surround sound. The expansion of the industry is anticipated to be fueled by the development of cutting-edge technologies like virtual reality (VR) and the ensuing surge in demand for VR gaming gear. The wide range of outlets through which anime content is available for viewing, including television, comic books, online streaming services, video games, and social media, is another factor boosting the anime industry’s expansion during the forecast period.

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Anime Market Report Highlights

  • Internet distribution segment is projected to grow at a high CAGR over the study period. This is explained by the sharp rise in the anime content sale in foreign nations
  • The online segment accounted for largest revenue share. Growth in this market is anticipated to be fueled by increasing sales of anime content through online streaming services
  • Asia Pacific is expected to grow rapidly over the projected period. This is caused by a rise in the sale of anime merchandise as well as an expanding fan base for anime content in the area.
  • The global players include Bones Inc., Good Smile Company, Kyoto Animation, Madhouse Inc., Pierrot, Production, Sentai Holdings, Studio Ghibli, Sunrise, Inc., Toei Animation, Ufotable., and VIZ Media.

Key Features and Drivers:

Diverse Genres and Themes: Anime caters to a wide range of audiences with diverse genres and themes, including action, romance, fantasy, science fiction, horror, and slice of life. This diversity appeals to viewers of all ages and interests, contributing to the popularity and longevity of the medium.

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Global Appeal and Cult Following: While anime originated in Japan, it has gained immense popularity worldwide, thanks to its compelling storytelling, unique art style, and universal themes. The global fanbase of anime enthusiasts, known as “otaku,” actively consume anime content through various channels and contribute significantly to the market’s growth.

Digital Distribution and Streaming Platforms: The rise of digital distribution and streaming platforms has transformed the anime market, making content more accessible to audiences worldwide. Platforms like Crunchyroll, Funimation, Netflix, and Hulu offer a vast library of anime titles for streaming, catering to the growing demand for on-demand and simulcast content.

Applications:

Television and Streaming Shows: Anime series are the cornerstone of the market, comprising episodic TV shows produced for broadcast on television networks and streaming platforms. These series range from long-running shonen (targeting young males) titles like “Naruto” and “One Piece” to shorter, more niche-oriented series like “Attack on Titan” and “My Hero Academia.”

Movies and OVA (Original Video Animation): Anime movies and OVAs are standalone or extended adaptations of popular series or original stories. These productions often showcase higher production values and are released theatrically or directly to home video. Examples include Studio Ghibli films like “Spirited Away” and “My Neighbor Totoro.”

Merchandise and Collectibles: The anime market includes a vast array of merchandise and collectibles, including figurines, apparel, posters, manga (Japanese comic books), artbooks, and video games. Licensed merchandise featuring popular anime characters and franchises is highly sought after by fans worldwide.

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Market Segments:

Production Studios:

Production companies in Japan responsible for creating anime content, ranging from established studios like Studio Ghibli and Toei Animation to smaller, independent studios.

Streaming Platforms:

Digital platforms that license and distribute anime content for streaming, including Crunchyroll, Funimation, Netflix, Amazon Prime Video, and Hulu.

Merchandise and Retail:

Companies involved in the production, distribution, and retail of anime-related merchandise, including toy manufacturers, apparel brands, and specialty retailers.

Polaris Market Research has segmented the Anime market report based on type, origin, distribution channel, and region:

Anime, Type Outlook (Revenue – USD Billion, 2019 – 2032)

  • T.V.
  • Movie
  • Video
  • Internet Distribution
  • Merchandising
  • Music
  • Pachinko
  • Live Entertainment

Anime, Distribution Channel Outlook (Revenue – USD Billion, 2019 – 2032)

  • Offline Sales Channel
  • Online Retail Stores

Anime, Origin Outlook (Revenue – USD Billion, 2019 – 2032)

  • Comics
  • Computer Based

Anime, Regional Outlook (Revenue – USD Million, 2019 – 2032)

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

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