Is There A Market For Anime Retail
Report Overview
The global anime market size was valued at USD 24.80 billion in 2021 and is expected to grow at a compound almanac growth rate (CAGR) of 9.7% over the forecast period. The growing popularity and the rising sales of Japanese anime content worldwide are predictable to drive the growth of the market over the forecast period. As such, foreign sales are expected to contribute to substantial acquirement generation in the market. The growing preference for cyberspace distribution and application games, which account for the majority of overseas sales in Japan, is projected to play a decisive role in propelling the market growth. The outbreak of the COVID-19 pandemic has had a significant impact on the market.
The calendar month of April is commonly considered the busiest of the year because of the start of new shows. Withal, several animated television programs, including those already in product, were either postponed or canceled in the wake of the outbreak of the pandemic. At the same time, theatre releases and live performances were likewise impacted as a consequence of the lockdowns and restrictions imposed on the movement of people as part of the efforts to arrest the spread of the coronavirus. On the other hand, streaming services, such as Netflix, have gained immense popularity. For instance, in Japan solitary, the platform witnessed a sudden rise in the number of subscribers as individuals preferred spending most of the time watching animated serial and movies.
Advances in the latest technologies, including Bogus Intelligence (AI), Virtual Reality (VR), Augmented reality (AR), and Cyberspace of Things (IoT) among others coupled with the increasing levels of disposable income are expected to play a vital role in driving the market growth. The latest, nearly up-to-date, and technologically advanced gadgets, smartphones , and other mobile devices are increasingly being introduced in the marketplace as technologies proceed to advance. The rising levels of dispensable income are allowing the immature generation to invest in the latest smartphones and other gadgets. This is encouraging the consumption of anime content beyond the globe through various gaming applications, websites, and other sources.
Advances in cutting-edge technologies, such every bit VR, and the continued development of new, innovative VR gaming equipment are driving the popularity of anime games with virtual environs audio and in-game communication, which also bodes well for the market growth. The growing preference for the distribution of anime content over multiple platforms, including television, comics, Over the Top (OTT) streaming platforms, games, and social media amongst others, is equally expected to contribute to the market growth. At this juncture, animators, artists, publishers, developers, and other creative agencies are all working aggressively towards the development of new content.
For example, in March 2021, Netflix Inc. appear its plan to introduce new anime shows at the AnimeJapan 2021 Expo in Tokyo. The company announced to launch of40 anime shows at the event. The visitor announced its plans to launch double the number of anime shows and series in 2020. Furthermore, during the forecast catamenia, the global marketplace is expected to be driven by the rising popularity of media shows and rising consumer expenditure on online shows. The market growth is further aided by the increasing number of anime production firms and pic artists. In Japan, the animation industry has made a substantial contribution to the country's economical growth.
Equally a result, the government in the state is pursuing several supportive initiatives to fund the production of such films, serials, and games. In response to the growing popularity and the increasing demand for animated games and animation films, a number of blitheness companies are also emerging in other countries, such as the U.South., Prc, and France. In addition, these animation companies are collaborating with marketing and advertisement agencies to realize their branding and marketing goals. All these factors will bode well for the growth of the global market over the forecast catamenia.
Anime Type Insights
Based on anime type, the market has been further segmented into video, T.5., merchandising, pachinko, movie, internet distribution, music, and live amusement. The merchandising segment accounted for the highest share of more than 29.00% of the global revenue in 2021 and is predictable to continue dominating the market during the forecast period. The popularity of anime merchandise including t-shirts, keychains, posters, and figurines is growing significantly among the young population. Moreover, this trade is available for sale through a multifariousness of online and offline channels, thereby allowing easy access to consumers. As such, collecting figurines, keychains, t-shirts, and other anime character merchandise is emerging as a trend, thereby driving the segment growth.
The internet distribution segment is predictable to grow at the fastest CAGR over the forecast period. The growing sales of anime content via application games and internet streaming platforms, particularly in overseas markets, are expected to drive the segment growth. Online streaming services, such equally Netflix and AbemaTV, are producing original blitheness content and shows as role of their efforts to proceeds a competitive edge in the market. For instance, in February 2020, Netflix partnered with 6 Japanese anime developers, namely Shin Kibayashi, Otsuichi, Mari Yamazaki, Clamp, Yasuo Ohtagaki, and Tow Ubukata, to deliver original anime content.
Regional Insights
Japan deemed for the highest market share of over 43.0% in 2021 and is expected to continue dominating the market during the forecast period. Nihon is considered a hub of blitheness studios. There are around 622 animation studios in Nippon, including effectually 542 in Tokyo alone. The growing popularity of manga, the Japanese comic novels, is especially inspiring young and creative people to pursue a career in this industry. The Asia Pacific Ex. Japan's regional marketplace is as well anticipated to witness meaning growth from 2022 to 2030 in line with the rising popularity of anime content amongst young individuals in Mainland china and India. The growing preference for developing in-house anime content in China is specially expected to drive the growth of the regional market.
The Centre Eastward and Africa (MEA) regional market is anticipated to grow at the fastest CAGR from 2022 to 2030 due to the growing fan base of anime content in the region. Equally a result, the sales of anime content including comic books & video games, and anime merchandise show no signs of abating. Several studios, such as Doleep Studios, The Company Films, and RD Content, are working toward catering to the rising demand in the region. The popularity of anime content is rising significantly in Kingdom of saudi arabia owing to the presence of ane of the largest anime communities. The country is also witnessing an increase in the number of retail stores for anime in various cities including Khobar, Jeddah, and Riyadh.
Primal Companies & Market Share Insights
The marketplace is highly competitive and characterized by the presence of several players. The growing number of creative content owners licensing their anime creations and gaming characters to a limited grouping of distributors and manufacturers is particularly propelling the growth of merchandising and licensing revenues. However, equally new players proceed to make a foray into the market, competition in merchandising and licensing is expected to intensify. The value chain catering to the global market place is likewise evolving gradually in line with the growing competition on the merchandising and licensing fronts.
At this juncture, market participants associated with the direction, shooting, production, editing, and planning of content have started emphasizing the use of avant-garde technologies to stand for stories with high-end graphics. Key players in the market are adopting the latest, avant-garde technologies, such as 3D, blockchain, auto learning, AI, and VR, to offer an immersive experience to the audition and gain a competitive edge. Advances in these latest technologies are besides allowing companies to explore innovative storyboarding techniques and cut production costs.
For case, in November 2021, Masterpiece Studio, a 3-dimension creation, and animation software platform provider introduced a cost-free edition of Masterpiece Studio Pro. The new, advanced platform would offer a consummate VR creative suite for artists and indie creators deploying 3-dimensional props and characters for animations, games, and metaverse. The platform can be deployed either every bit a standalone or with other three-dimensional modeling VR and desktop applications. Some of the prominent players operating in the global anime marketplace are:
-
Bones Inc.
-
Kyoto Animation Co., Ltd.
-
MADHOUSE Inc.
-
Product I.Grand
-
TOEI Animation Co., Ltd.
Anime Market Study Telescopic
Study Attribute | Details |
Market size value in 2022 | USD 26.89 billion |
Revenue forecast in 2030 | USD 56.39 billion |
Growth rate | CAGR of nine.seven% from 2022 to 2030 |
Base year for estimation | 2021 |
Historical data | 2018 - 2020 |
Forecast period | 2022 - 2030 |
Quantitative units | Revenue in USD million/billion and CAGR from 2022 to 2030 |
Study coverage | Revenue forecast, company ranking, competitive landscape, growth factors, and trends |
Segments covered | Anime type, region |
Regional scope | North America; Europe; Asia Pacific Ex. Japan; Latin America; MEA; Japan |
Country scope | U.S.; Canada; France; U.Yard.; Frg; Western Europe; Australia & New Zealand (ANZ); China, Philippines; Republic of korea; United mexican states; Brazil; Saudi Arabia |
Key companies profiled | Basic Inc.; Kyoto Animation Co., Ltd.; MADHOUSE Inc.; Manglobe Inc.; P.A.WORKS Co.,Ltd.; Pierrot Co., Ltd.; Product I.Grand; Studio Ghibli, Inc.; Sunrise Inc.; TOEI Animation Co., Ltd. |
Customization scope | Costless report customization (equivalent to upwards to 8 analysts working days) with purchase. Addition or amending to country, regional & segment scope. |
Pricing and buy options | Avail customized purchase options to run into your exact research needs. Explore buy options |
Segments Covered in the Report
This written report forecasts revenue growth at global, regional, and country levels and provides an analysis of the latest industry trends in each of the sub-segments from 2018 to 2030. For the purpose of this study, Thou View Research has segmented the global anime market report on the basis of anime blazon and region:
-
Anime Type Outlook (Revenue, USD Million, 2018 - 2030)
-
T.V.
-
Film
-
Video
-
Net Distribution
-
Merchandising
-
Music
-
Pachinko
-
Live Entertainment
-
-
Regional Outlook (Revenue, USD Million, 2018 - 2030)
-
North America
-
U.South.
-
Canada
-
-
Europe
-
France
-
U.K.
-
Germany
-
Western Europe
-
-
Asia Pacific Ex. Japan
-
ANZ
-
China
-
Philippines
-
South korea
-
-
Latin America
-
United mexican states
-
Brazil
-
-
Center Eastward & Africa
-
Saudi arabia
-
-
Japan
-
Frequently Asked Questions Near This Written report
b. The global anime marketplace size was valued at USD 24.80 billion in 2021 and is expected to reach USD 26.89 billion in 2022.
b. The global anime market place is expected to abound at a compound almanac growth rate of 9.7% from 2022 to 2030 to reach USD 56.39 billion by 2030.
b. Japan dominated the anime market with a share of 43.ii% in 2021. This is attributable to increased sales of anime content beyond the globe.
b. Some key players operating in the anime marketplace include Basic Inc., Kyoto Animation Co., Ltd., Madhouse Inc., Manglobe Inc., P.A.Works, Inc., Pierrot Co., Ltd., Production I.Thousand, Inc., Studio Ghibli, Inc., Sunrise Inc., Toei Animation Co., Ltd.
b. The rising popularity and sales of Japanese anime content in other parts of the globe apart from Nihon are expected to bulldoze the growth of the anime market over the forecast period.
Source: https://www.grandviewresearch.com/industry-analysis/anime-market
Posted by: campbelltorcer.blogspot.com
0 Response to "Is There A Market For Anime Retail"
Post a Comment