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Report Description

Report Description

Forecast Period

2027-2031

Market Size (2025)

USD 37.53 Billion

CAGR (2026-2031)

16.43%

Fastest Growing Segment

Sci-Fi & Fantasy

Largest Market

North America

Market Size (2031)

USD 93.49 Billion

Market Overview

The Global Anime Market will grow from USD 37.53 Billion in 2025 to USD 93.49 Billion by 2031 at a 16.43% CAGR. Anime constitutes a distinctive style of animation originating in Japan, characterized by vibrant graphics, complex characters, and diverse thematic narratives distributed through television, cinema, and digital streaming services. The primary drivers propelling the market's expansion include the widespread proliferation of global Over-the-Top (OTT) platforms which have democratized access to content, and the robust monetization of intellectual property through ancillary channels such as merchandising, video games, and licensing. These structural enablers differ from transient consumption habits by establishing a sustainable revenue ecosystem that successfully transcends cultural borders and demographic segments.

However, the industry encounters a substantial challenge in the form of production capacity constraints, as chronic labor shortages and resource bottlenecks struggle to keep pace with escalating global demand. This structural strain risks delaying delivery schedules and inflating production costs, potentially stalling output. Illustrating the sector's continued financial expansion, according to the Association of Japanese Animations, in 2025, the total anime market value reached a record 3.84 trillion yen for the 2024 fiscal year, with international revenue significantly outpacing domestic figures.

Key Market Drivers

The proliferation of Over-the-Top (OTT) streaming platforms serves as the primary engine for the market's global expansion, dismantling historical distribution barriers. By facilitating simultaneous worldwide releases, these platforms have democratized access, allowing studios to bypass piracy and engage directly with international consumers. Highlighting the scale of this global consumption, according to The Japan Times, February 2024, in the 'Netflix bets big on anime' article, more than 100 million households worldwide tuned in to watch anime on the streaming service in 2023. This accessibility drives the growth of dedicated services; according to Sony Group Corporation, August 2024, in the 'Q1 FY2024 Consolidated Financial Results', the Crunchyroll platform surpassed 15 million monthly paid subscribers, underscoring the commercial viability of the direct-to-consumer model.

The surging global demand for licensed merchandise and collectibles acts as a critical financial stabilizer, extending the economic lifecycle of intellectual property beyond its initial broadcast. This driver creates a sustainable revenue ecosystem where franchises generate continuous income through video games, apparel, and physical products, thereby mitigating the risks associated with volatile production costs. This monetization strategy is exemplified by major legacy titles that command immense economic value. According to Bandai Namco Holdings Inc., May 2024, in the 'Financial Highlights for the Fiscal Year Ended March 31, 2024', the Dragon Ball franchise generated 140.6 billion yen in net sales, demonstrating how ancillary products function as a dominant revenue stream that transcends the animation content itself.

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Key Market Challenges

The growth of the Global Anime Market is severely impeded by production capacity constraints, a challenge primarily stemming from a chronic shortage of skilled labor and resource bottlenecks. While global demand for anime content has surged, the industry’s ability to supply this material is physically limited by a finite workforce and labor-intensive production processes. This disparity between the escalating appetite of international streaming platforms and the static output capabilities of studios creates a structural bottleneck. Consequently, production schedules are frequently delayed, and the volume of new content releases is effectively capped, preventing the market from fully capitalizing on potential revenue opportunities.

This capacity crisis is exacerbated by the industry's struggle to retain talent, which directly restricts the scalability of production. The high turnover rate among animators hollows out the skilled workforce required to meet delivery targets, leaving studios unable to expand operations despite financial incentives. Highlighting this critical labor issue, according to the Nippon Anime & Film Culture Association, in 2024, an industry survey revealed that approximately 37.7% of anime production staff earned a monthly income of less than 200,000 yen. This financial instability forces many skilled creatives to exit the profession, deepening the labor shortage and forcing studios to grapple with inflated costs for outsourcing, thereby stalling the sector's volumetric growth.

Key Market Trends

The surge in Webtoon and Manhwa adaptations is fundamentally altering the industry's intellectual property acquisition strategy, moving beyond the traditional reliance on Japanese manga. Studios are increasingly capitalizing on the proven digital readership of South Korean vertical-scrolling comics to engage a global demographic that prioritizes mobile-first storytelling. This shift allows production committees to leverage pre-existing international fanbases, bridging the gap between East Asian content formats and Western consumption habits. Validating the commercial viability of this pivot, according to Sony Group Corporation, June 2025, in the 'Business Segment Presentation & Fireside Chat 2025', the anime adaptation of the webtoon Solo Leveling ranked as the most-viewed title in Crunchyroll’s history as of March 2025. This trend signals a permanent diversification of source material designed to maximize streaming engagement.

Concurrently, the adoption of Artificial Intelligence in animation pipelines has emerged as a critical response to the sector’s chronic labor shortages and capacity constraints. Production houses are integrating machine learning algorithms to automate labor-intensive processes such as in-betweening, background rendering, and color specification, thereby reducing lead times without compromising stylistic integrity. Highlighting the scale of this technological investment, according to CBR, May 2025, in the 'Dragon Ball Anime Studio Invests in Major AI Development Company to Improve Operational Efficiency' article, Toei Animation allocated approximately 5 billion yen toward a partnership with Preferred Networks to co-develop AI tools specifically for anime production. This capitalization of digital efficiency tools represents a structural evolution in how studios aim to sustain output volume amidst a shrinking workforce.

Segmental Insights

The Science Fiction and Fantasy segment stands as the fastest growing category within the global anime industry. This trend is largely fueled by a shift in consumer preference toward immersive world-building and complex narrative structures found in these genres. Additionally, major streaming platforms are prioritizing the acquisition of fantasy titles to retain international subscribers. Reports from the Association of Japanese Animations suggest that the high potential for downstream revenue through video games and merchandise further incentivizes production studios to focus resources on these high-demand thematic areas.

Regional Insights

North America holds the largest share of the global anime market, primarily driven by high consumer demand and a robust distribution infrastructure. The region benefits significantly from the widespread adoption of streaming platforms such as Crunchyroll and Netflix, which provide extensive access to Japanese content. Additionally, the market is strengthened by a well-established retail sector that facilitates substantial sales of licensed merchandise and collectibles. Increasing theatrical releases and strategic partnerships between local distributors and Japanese studios further consolidate North America's position as the leading territory for anime revenue.

Recent Developments

  • In November 2025, Bandai Spirits Co., Ltd. launched a unique product collaboration merging the world of Japanese animation with North American professional basketball. The company announced a partnership between the hit franchise One Piece and the National Basketball Association to release a series of collaborative merchandise. The debut product featured the protagonist, Monkey D. Luffy, wearing an official NBA uniform in a dynamic figure from the "Master Stars Piece" line. This initiative was part of a broader strategy to elevate the brand value of both properties by targeting diverse fan communities across Asia and the United States through cross-cultural promotion.
  • In April 2025, Studio Pierrot and Asahi Production formalized a capital and business alliance to enhance their production capabilities amid growing global demand for anime. Building on a previous partnership, this agreement saw Studio Pierrot acquiring shares in Asahi Production to establish a stable system for creating high-quality animation. The collaboration aimed to combine Studio Pierrot's expertise in managing long-running series with Asahi Production’s specialized skills in digital photography and CGI. Management stated that this synergy would address industry labor shortages and improve the quality of future projects, ensuring a consistent supply of premium content for international audiences.
  • In December 2024, Sony Group Corporation solidified its position in the anime industry by entering a strategic capital and business alliance with Kadokawa Corporation. Through this agreement, Sony acquired additional shares in the publishing giant to strengthen the creation and global distribution of animated IP. The partnership facilitated deeper collaboration between Sony’s subsidiaries, such as Aniplex and Crunchyroll, and Kadokawa’s extensive portfolio of light novels and manga. This move was designed to accelerate the development of popular franchises into anime adaptations and games, leveraging Sony's global entertainment network to maximize the commercial value of Japanese content worldwide.
  • In March 2024, Netflix unveiled a collaborative crossover project involving two major martial arts anime franchises to boost its global content offering. The streaming platform announced Baki Hanma VS Kengan Ashura, a film bringing together protagonists from the popular series Baki Hanma and Kengan Ashura. This collaboration, produced with TMS Entertainment, aimed to unite the fanbases of both gritty fighting titles. Additionally, Netflix highlighted its partnership with Tsuburaya Productions and Industrial Light & Magic for the feature film Ultraman: Rising, demonstrating a continued strategy of co-producing high-profile content with established global studios to expand its exclusive anime library.

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.

By Type

By Genre

By Region

  • T.V
  • Movie
  • Video
  • Internet Distribution
  • Merchandising
  • Music
  • Action & Adventure
  • Sci-Fi & Fantasy
  • Romance & Drama
  • Sports
  • and Others
  • North America
  • Europe
  • Asia Pacific
  • South America
  • Middle East & Africa

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
  • and 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).

Global Anime Market is an upcoming report to be released soon. If you wish an early delivery of this report or want to confirm the date of release, please contact us at [email protected]

Table of content

Table of content

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, and 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

Figures and Tables

Frequently asked questions

Frequently asked questions

The market size of the Global Anime Market was estimated to be USD 37.53 Billion in 2025.

North America is the dominating region in the Global Anime Market.

Sci-Fi & Fantasy segment is the fastest growing segment in the Global Anime Market.

The Global Anime Market is expected to grow at 16.43% between 2026 to 2031.

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