Product Code: GVR-4-68040-816-0
Japanese IP-driven Merchandise & Content Market Summary
The global Japanese IP-driven merchandise and content market size was estimated at USD 19,170.1 million in 2024 and is expected to reach USD 37,247.0 million by 2030, growing at a CAGR of 11.7% from 2025 to 2030. The global popularity of anime drives the market growth, the widespread adoption of e-commerce and streaming platforms, the expanding otaku and fandom culture, frequent international and cross-industry collaborations, the rollout of limited-edition collectibles, and the integration of advanced technologies, such as AI-powered personalization, AR, and NFTs, into merchandise experiences.
The close relationship between content creation and merchandise sales significantly drives the growth of Japan's IP-driven merchandise and content industry. The rising popularity of Japanese content, including anime and manga, both domestically and globally, significantly boosts demand for associated physical products. These products include figurines, apparel, keychains, accessories, and collectibles, which allow fans to have a tangible connection to their favorite characters and stories. This merchandise market is supported by well-established licensing programs that authorize the legal use of IP elements, ensuring authenticity and quality.
Marketing and distribution channels play a crucial role in expanding the market reach for Japanese IP-driven merchandise. E-commerce platforms and international licensing agreements have significantly increased accessibility, allowing fans worldwide to purchase a diverse range of merchandise. The growth of digital and social media further amplifies marketing efforts by connecting fans directly with brands and exclusive product launches. Additionally, limited-edition and collaboration products with fashion and tech brands contribute to sustained consumer interest and sales growth, thereby boosting the growth of the Japanese IP-driven merchandise and content industry.
Furthermore, the Japanese IP-driven merchandise and content market is witnessing strong global demand for Japanese IP-driven merchandise and content, characterized by the proliferation of its intellectual properties (IPs) across multiple media and product formats. Japanese companies employ a "media mix" strategy, expanding popular IPs created as manga or anime into various formats, including films, video games, merchandise, and themed attractions. A notable example is the Demon Slayer franchise, which successfully transitioned from manga to anime, blockbuster films, gaming, and merchandise, creating a synergistic ecosystem that appeals to a worldwide audience.
Moreover, in Japan, the process of content creation is closely intertwined with the development of merchandising opportunities from the very beginning. This strategy, known as the media mix model, involves expanding a single intellectual property (IP) simultaneously across various media formats such as manga, light novels, anime, and video games, alongside a wide range of related merchandise. This model ensures that content and products support and amplify each other, creating a cycle of media exposure, fan engagement, and revenue generation. In Japan, merchandising is an integral part of the content's lifecycle and is deliberately embedded within the creative and commercial strategy.
Global Japanese IP-driven Merchandise And Content Market Report Segmentation
This report forecasts revenue growth at the global, regional, and country levels and provides an analysis of the latest technological trends in each of the sub-segments from 2018 to 2030. For this study, Grand View Research has segmented the Japanese IP-driven merchandise and content market report based on type, age group, gender, distribution channel, and region:
- Type Outlook (Revenue, USD Million, 2018 - 2030)
- Merchandise
- Figurine
- Clothing
- T-Shirts
- Jackets
- Others
- Books
- Comic Books
- Light Novels
- Others
- Posters
- Tin Badges
- Pins
- Keychains
- Plush Toys
- Others
- Content
- Age Group Outlook (Revenue, USD Million, 2018 - 2030)
- Aged between 10 and 16 years
- Aged above 16 years
- Gender Outlook (Revenue, USD Million, 2018 - 2030)
- Male
- Female
- Distribution Channel Outlook (Revenue, USD Million, 2018 - 2030)
- Online
- Offline
- Regional Outlook (Revenue, USD Million, 2018 - 2030)
- North America
- Europe
- Asia Pacific
- China
- Japan
- India
- South Korea
- Australia
- Latin America
- Middle East & Africa
- UAE
- Saudi Arabia
- South Africa
Table of Contents
Chapter 1. Methodology and Scope
- 1.1. Market Segmentation and Scope
- 1.2. Market Definitions
- 1.2.1. Information analysis
- 1.2.2. Market formulation & data visualization
- 1.2.3. Data validation & publishing
- 1.3. Research Scope and Assumptions
- 1.3.1. List of Data Sources
Chapter 2. Executive Summary
- 2.1. Market Outlook
- 2.2. Segment Outlook
- 2.3. Competitive Insights
Chapter 3. Japanese IP-driven Merchandise and Content Market Variables, Trends, & Scope
- 3.1. Market Lineage Outlook
- 3.2. Market Dynamics
- 3.2.1. Market Driver Analysis
- 3.2.2. Market Restraint Analysis
- 3.2.3. Industry Challenge
- 3.3. Japanese IP-driven Merchandise and Content Market Analysis Tools
- 3.3.1. Industry Analysis - Porter's
- 3.3.1.1. Bargaining power of the suppliers
- 3.3.1.2. Bargaining power of the buyers
- 3.3.1.3. Threats of substitution
- 3.3.1.4. Threats from new entrants
- 3.3.1.5. Competitive rivalry
- 3.3.2. PESTEL Analysis
- 3.3.2.1. Political landscape
- 3.3.2.2. Economic landscape
- 3.3.2.3. Social landscape
- 3.3.2.4. Technological landscape
- 3.3.2.5. Environmental landscape
- 3.3.2.6. Legal landscape
Chapter 4. Japanese IP-driven Merchandise and Content Market: Type Estimates & Trend Analysis
- 4.1. Segment Dashboard
- 4.2. Japanese IP-driven Merchandise and Content Market: Type Movement Analysis, 2024 & 2030 (USD Million)
- 4.3. Merchandise
- 4.3.1. Merchandise Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 4.3.2. Figurine
- 4.3.2.1. Figurine Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 4.3.3. Clothing
- 4.3.3.1. Clothing Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 4.3.3.2. T-Shirts
- 4.3.3.2.1. T-Shirts Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 4.3.3.3. Jackets
- 4.3.3.3.1. Jackets Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 4.3.3.4. Others
- 4.3.3.4.1. Others Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 4.3.4. Books
- 4.3.4.1. Books Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 4.3.4.2. Comic Books
- 4.3.4.2.1. Comic Books Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 4.3.4.3. Light Novels
- 4.3.4.3.1. Light Novels Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 4.3.4.4. Others
- 4.3.4.4.1. Others Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 4.3.5. Posters
- 4.3.5.1. Posters Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 4.3.6. Tin Badges
- 4.3.6.1. Tin Badges Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 4.3.7. Pins
- 4.3.7.1. Pins Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 4.3.8. Keychains
- 4.3.8.1. Keychains Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 4.3.9. Plush Toys
- 4.3.9.1. Plush Toys Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 4.3.10. Others
- 4.3.10.1. Others Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 4.4. Content
- 4.4.1. Content Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
Chapter 5. Japanese IP-driven Merchandise and Content Market: Age Group Estimates & Trend Analysis
- 5.1. Segment Dashboard
- 5.2. Japanese IP-driven Merchandise and Content Market: Age Group Movement Analysis, 2024 & 2030 (USD Million)
- 5.3. Aged between 10 and 16 years
- 5.3.1. Aged between 10 and 16 years Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 5.4. Aged above 16 years
- 5.4.1. Aged above 16 years Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
Chapter 6. Japanese IP-driven Merchandise and Content Market: Gender Estimates & Trend Analysis
- 6.1. Segment Dashboard
- 6.2. Japanese IP-driven Merchandise and Content Market: Gender Movement Analysis, 2024 & 2030 (USD Million)
- 6.3. Male
- 6.3.1. Male Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 6.4. Female
- 6.4.1. Female Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
Chapter 7. Japanese IP-driven Merchandise and Content Market: Distribution Channel Estimates & Trend Analysis
- 7.1. Segment Dashboard
- 7.2. Japanese IP-driven Merchandise and Content Market: Distribution Channel Movement Analysis, 2024 & 2030 (USD Million)
- 7.3. Online
- 7.3.1. Online Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
- 7.4. Offline
- 7.4.1. Offline Market Revenue Estimates and Forecasts, 2018 - 2030 (USD Million)
Chapter 8. Japanese IP-driven Merchandise and Content Regional Estimates & Trend Analysis
- 8.1. Japanese IP-driven Merchandise and Content Market by Region, 2024 & 2030
- 8.2. North America
- 8.2.1. North America Japanese IP-driven Merchandise and Content market estimates & forecasts, 2018 - 2030 (USD Million)
- 8.2.2. U.S.
- 8.2.2.1. Japanese IP-driven Merchandise and Content Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.2.3. Canada
- 8.2.3.1. Canada Japanese IP-driven Merchandise and Content Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.2.4. Mexico
- 8.2.4.1. Mexico Japanese IP-driven Merchandise and Content Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.3. Europe
- 8.3.1. Europe Japanese IP-driven Merchandise and Content Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.3.2. UK
- 8.3.2.1. UK Japanese IP-driven Merchandise and Content Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.3.3. Germany
- 8.3.3.1. Germany Japanese IP-driven Merchandise and Content Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.3.4. France
- 8.3.4.1. France Japanese IP-driven Merchandise and Content Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.4. Asia Pacific
- 8.4.1. Asia Pacific Japanese IP-driven Merchandise and Content Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.4.2. China
- 8.4.2.1. China Japanese IP-driven Merchandise and Content Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.4.3. Japan
- 8.4.3.1. Japan Japanese IP-driven Merchandise and Content Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.4.4. India
- 8.4.4.1. India Japanese IP-driven Merchandise and Content Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.4.5. South Korea
- 8.4.5.1. South Korea Japanese IP-driven Merchandise and Content Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.4.6. Australia
- 8.4.6.1. Australia Japanese IP-driven Merchandise and Content Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.5. Latin America
- 8.5.1. Latin America Japanese IP-driven Merchandise and Content Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.5.2. Brazil
- 8.5.2.1. Brazil Japanese IP-driven Merchandise and Content Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.6. Middle East and Africa
- 8.6.1. Middle East and Africa Japanese IP-driven Merchandise and Content Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.6.2. UAE
- 8.6.2.1. UAE Japanese IP-driven Merchandise and Content Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.6.3. Saudi Arabia
- 8.6.3.1. Saudi Arabia Japanese IP-driven Merchandise and Content Market Estimates and Forecasts, 2018 - 2030 (USD Million)
- 8.6.4. South Africa
- 8.6.4.1. South Africa Japanese IP-driven Merchandise and Content Market Estimates and Forecasts, 2018 - 2030 (USD Million)
Chapter 9. Competitive Landscape
- 9.1. Company Categorization
- 9.2. Company Market Positioning
- 9.3. Company Heat Map Analysis
- 9.4. Company Profiles/Listing
- 9.4.1. Akita Publishing Co., Ltd.
- 9.4.1.1. Participant's Overview
- 9.4.1.2. Financial Performance
- 9.4.1.3. Service Benchmarking
- 9.4.1.4. Strategic Initiatives
- 9.4.2. Alter Co., Ltd.
- 9.4.2.1. Participant's Overview
- 9.4.2.2. Financial Performance
- 9.4.2.3. Service Benchmarking
- 9.4.2.4. Strategic Initiatives
- 9.4.3. Aniplex Inc. (Sony Pictures Entertainment Inc.)
- 9.4.3.1. Participant's Overview
- 9.4.3.2. Financial Performance
- 9.4.3.3. Service Benchmarking
- 9.4.3.4. Strategic Initiatives
- 9.4.4. Bioworld Merchandising, Inc.
- 9.4.4.1. Participant's Overview
- 9.4.4.2. Financial Performance
- 9.4.4.3. Service Benchmarking
- 9.4.4.4. Strategic Initiatives
- 9.4.5. Bones, Inc.
- 9.4.5.1. Participant's Overview
- 9.4.5.2. Financial Performance
- 9.4.5.3. Service Benchmarking
- 9.4.5.4. Strategic Initiatives
- 9.4.6. Crunchyroll (Sony Pictures Entertainment Inc.)
- 9.4.6.1. Participant's Overview
- 9.4.6.2. Financial Performance
- 9.4.6.3. Service Benchmarking
- 9.4.6.4. Strategic Initiatives
- 9.4.7. Good Smile Company Inc.
- 9.4.7.1. Participant's Overview
- 9.4.7.2. Financial Performance
- 9.4.7.3. Service Benchmarking
- 9.4.7.4. Strategic Initiatives
- 9.4.8. Kadokawa Corporation
- 9.4.8.1. Participant's Overview
- 9.4.8.2. Financial Performance
- 9.4.8.3. Service Benchmarking
- 9.4.8.4. Strategic Initiatives
- 9.4.9. Kodansha Ltd.
- 9.4.9.1. Participant's Overview
- 9.4.9.2. Financial Performance
- 9.4.9.3. Service Benchmarking
- 9.4.9.4. Strategic Initiatives
- 9.4.10. Kyoto Animation Co., Ltd.
- 9.4.10.1. Participant's Overview
- 9.4.10.2. Financial Performance
- 9.4.10.3. Service Benchmarking
- 9.4.10.4. Strategic Initiatives
- 9.4.11. MADHOUSE, Inc.
- 9.4.11.1. Participant's Overview
- 9.4.11.2. Financial Performance
- 9.4.11.3. Service Benchmarking
- 9.4.11.4. Strategic Initiatives
- 9.4.12. MAX FACTORY, Inc.
- 9.4.12.1. Participant's Overview
- 9.4.12.2. Financial Performance
- 9.4.12.3. Service Benchmarking
- 9.4.12.4. Strategic Initiatives
- 9.4.13. Medicom Toy Co., Ltd.
- 9.4.13.1. Participant's Overview
- 9.4.13.2. Financial Performance
- 9.4.13.3. Service Benchmarking
- 9.4.13.4. Strategic Initiatives
- 9.4.14. MegaHouse Corporation (Bandai Namco Filmworks Inc.)
- 9.4.14.1. Participant's Overview
- 9.4.14.2. Financial Performance
- 9.4.14.3. Service Benchmarking
- 9.4.14.4. Strategic Initiatives
- 9.4.15. Pierrot Co., Ltd.
- 9.4.15.1. Participant's Overview
- 9.4.15.2. Financial Performance
- 9.4.15.3. Service Benchmarking
- 9.4.15.4. Strategic Initiatives
- 9.4.16. Production I.G, Inc.
- 9.4.16.1. Participant's Overview
- 9.4.16.2. Financial Performance
- 9.4.16.3. Service Benchmarking
- 9.4.16.4. Strategic Initiatives
- 9.4.17. Sentai Holdings, LLC (AMC Networks)
- 9.4.17.1. Participant's Overview
- 9.4.17.2. Financial Performance
- 9.4.17.3. Service Benchmarking
- 9.4.17.4. Strategic Initiatives
- 9.4.18. Shogakukan Inc.
- 9.4.18.1. Participant's Overview
- 9.4.18.2. Financial Performance
- 9.4.18.3. Service Benchmarking
- 9.4.18.4. Strategic Initiatives
- 9.4.19. Shueisha Inc.
- 9.4.19.1. Participant's Overview
- 9.4.19.2. Financial Performance
- 9.4.19.3. Service Benchmarking
- 9.4.19.4. Strategic Initiatives
- 9.4.20. Studio Ghibli, Inc.
- 9.4.20.1. Participant's Overview
- 9.4.20.2. Financial Performance
- 9.4.20.3. Service Benchmarking
- 9.4.20.4. Strategic Initiatives
- 9.4.21. Sunrise, Inc.
- 9.4.21.1. Participant's Overview
- 9.4.21.2. Financial Performance
- 9.4.21.3. Service Benchmarking
- 9.4.21.4. Strategic Initiatives
- 9.4.22. Toei Animation Co., Ltd.
- 9.4.22.1. Participant's Overview
- 9.4.22.2. Financial Performance
- 9.4.22.3. Service Benchmarking
- 9.4.22.4. Strategic Initiatives
- 9.4.23. Ufotable Co., Ltd.
- 9.4.23.1. Participant's Overview
- 9.4.23.2. Financial Performance
- 9.4.23.3. Service Benchmarking
- 9.4.23.4. Strategic Initiatives
- 9.4.24. VIZ Media, LLC
- 9.4.24.1. Participant's Overview
- 9.4.24.2. Financial Performance
- 9.4.24.3. Service Benchmarking
- 9.4.24.4. Strategic Initiatives
- 9.4.25. Yen Press LLC
- 9.4.25.1. Participant's Overview
- 9.4.25.2. Financial Performance
- 9.4.25.3. Service Benchmarking
- 9.4.25.4. Strategic Initiatives