封面
市場調查報告書
商品編碼
1729651

日本動漫市場規模、佔有率、趨勢及預測(按收入來源及地區),2025 年至 2033 年

Japan Anime Market Size, Share, Trends and Forecast by Revenue Source, and Region, 2025-2033

出版日期: | 出版商: IMARC | 英文 121 Pages | 商品交期: 5-7個工作天內

價格
簡介目錄

2024 年日本動漫市場規模價值 19.9 億美元。展望未來, IMARC Group估計到 2033 年市場規模將達到 39.6 億美元,2025 年至 2033 年的複合年成長率為 7.90%。市場主要透過在地化和串流平台實現快速的全球擴張,從而增強文化交流和受眾涵蓋範圍,原創內容製作的增加促進了創新的故事敘述,商品驅動的特許經營發展的成長刺激了粉絲的參與並確保了持續的盈利能力。

區域市場主要受到動畫技術不斷進步的推動,製作出吸引全球觀眾的視覺震撼內容。同時,人工智慧 (AI) 與虛擬實境的快速融合正在增強故事敘事能力並創造身臨其境的體驗。 2024 年 12 月 14 日,Kaka Creation 和 Frontier Works 推出了《Twins Hinahima》,這是一部 2025 年春季動畫,使用 95% 支援性的 AI。該系列的靈感來自一位 TikTok 用戶,講述了兩名高中女生應對怪異事件的故事,凸顯了人工智慧在減輕動畫師工作量方面的潛力,同時引發了關於其在動漫中的作用的爭論。此外,全球串流媒體平台和帶有字幕和配音的在地化內容擴大了動漫的影響力,而策略行銷將其定位為優質文化輸出,增強了其全球意義。

動漫類型的多樣化,從動作和幻想到浪漫和生活片段,繼續推動日本動漫市場的成長,滿足不同觀眾的喜好,擴大其在不同年齡層和文化背景下的吸引力。日本工作室與國際娛樂巨頭的合作將動漫引入了新的市場,促進了擴張並為高品質的製作提供了資金。此外,政府的優惠措施也促進了該產業的發展,提供補貼、促銷支持和增強其全球競爭力的政策。 2024年6月21日,日本啟動了“新資本主義宏偉設計和行動計劃”,旨在透過支持創作者、改善製作環境和鞏固援助計劃來提升包括動漫在內的娛樂內容產業。內容產業公私合作委員會和action4cinema等計劃促進公平勞工實踐、海外擴張和全球文化交流,確保市場持續發展。

日本動漫市場趨勢:

透過在地化和串流媒體實現全球擴張

日本動漫的全球影響力得益於內容的日益在地化和串流平台影響力的不斷擴大。多語言字幕、配音和文化適應性敘事等在地化努力使動漫能夠引起不同國際觀眾的共鳴。例如,2024 年 9 月 14 日,Visionary AI Cinema (VAC) 與日本串流媒體平台和內容製作商合作,利用人工智慧驅動的推薦來增強在地化娛樂體驗。 VAC 的舉措包括在全球推廣日本動漫和原創內容,支持文化交流,同時提高觀眾滿意度和日本串流媒體和動漫產業的國際成長。 Netflix、Amazon Prime Video 和 Crunchyroll 等平台正在擴大其動漫庫並委託製作獨家內容,採用同步播出和有針對性的促銷方式。這些策略擴大了動漫的全球吸引力,使其成為主流娛樂媒介,促進了持續成長和文化交流。

原創動漫內容日益流行

日本動漫市場佔有率正在見證原創內容製作的顯著成長,這反映出人們不再局限於漫畫、小說或遊戲的改編。這一趨勢賦予了創作者更大的創作自由,從而創造出獨特的故事情節和創新的敘事方式,引起全球觀眾的共鳴。一個典型的例子是《忍者神威》,這是一部由著名導演朴成浩創作的原創動畫,將於 2024 年 2 月 10 日在 Adult Swim 的 Toonami 上首播。該系列以岡崎貴志的人物設計和 coldrain 的音樂為特色,在近未來的背景下重新塑造了忍者形象。電子遊戲改編作品《忍者神威:忍者起源》將於 2024 年春季上映。全球串流媒體平台和多元化受眾對高品質、新鮮內容的需求推動著這一趨勢,幫助工作室建立新的智慧財產權,並確保源源不斷的創新動漫內容,以維持該行業的全球知名度和文化影響力。

商品銷售及特許經營發展

商品銷售和特許經營開發已成為日本動漫市場的關鍵收入驅動力。成功的動漫系列通常會擴展為多方面的特許經營,包括電影、商品、電玩遊戲和主題樂園景點。動作人物、服裝和獨家商品等收藏品深受粉絲追捧,產生了豐厚的利潤。值得一提的是,2024年5月22日,麥克法蘭玩具公司與VIZ Media合作,推出了基於《死神:千年血戰》的7英寸精緻可動人偶,其擁有22個可動部件,並擁有超強可動性。這些收藏品將於2024年夏末上市,吸引《死神》的新老粉絲,凸顯了動畫周邊市場的蓬勃發展。主題咖啡館和展覽等特許經營項目可以提升粉絲參與度,同時利用跨平台的知識產權,提升長期盈利能力、品牌忠誠度以及行業在競爭激烈的全球環境中的韌性。

目錄

第1章:前言

第2章:範圍與方法

  • 研究目標
  • 利害關係人
  • 資料來源
    • 主要來源
    • 次要來源
  • 市場評估
    • 自下而上的方法
    • 自上而下的方法
  • 預測方法

第3章:執行摘要

第4章:日本動漫市集 - 簡介

  • 概述
  • 市場動態
  • 產業趨勢
  • 競爭情報

第5章:日本動漫市場格局

  • 歷史與當前市場趨勢(2019-2024)
  • 市場預測(2025-2033)

第6章:日本動漫市場-細分:依收入來源

  • 電視
    • 概述
  • 電影
    • 概述
  • 影片
    • 概述
  • 網際網路分銷
    • 概述
  • 商品推銷
    • 概述
  • 音樂
    • 概述
  • 彈珠台
    • 概述
  • 現場娛樂
    • 概述

第7章:現場娛樂

    • 概述
    • 歷史與當前市場趨勢(2018-2024)
    • 市場預測(2025-2033)

第7章:日本動漫市場-競爭格局

  • 概述
  • 市場結構
  • 市場參與者定位
  • 最佳獲勝策略
  • 競爭儀錶板
  • 公司評估象限

第8章:關鍵參與者簡介

  • Company A
    • Business Overview
    • Services Offered
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Company B
    • Business Overview
    • Services Offered
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Company C
    • Business Overview
    • Services Offered
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Company D
    • Business Overview
    • Services Offered
    • Business Strategies
    • SWOT Analysis
    • Major News and Events
  • Company E
    • Business Overview
    • Services Offered
    • Business Strategies
    • SWOT Analysis
    • Major News and Events

第9章:日本動漫市場-產業分析

  • 促進因素、限制因素和機遇
    • 概述
    • 驅動程式
    • 限制
    • 機會
  • 波特五力分析
    • 概述
    • 買家的議價能力
    • 供應商的議價能力
    • 競爭程度
    • 新進入者的威脅
    • 替代品的威脅
  • 價值鏈分析

第 10 章:附錄

簡介目錄
Product Code: SR112025A10087

The Japan anime market size was valued at USD 1.99 Billion in 2024. Looking forward, IMARC Group estimates the market to reach USD 3.96 Billion by 2033, exhibiting a CAGR of 7.90% from 2025-2033. The market is primarily driven by rapid global expansion through localization and streaming platforms enhancing cultural exchange and audience reach, a rise in original content production fostering innovative storytelling, and growth in merchandising-driven franchise development stimulating fan engagement and ensuring sustained profitability.

The regional market is majorly driven by the continual technological advancements in animation, producing visually stunning content that captivates global audiences. In line with this, the rapid integration of artificial intelligence (AI) and virtual reality is enhancing storytelling and creating immersive experiences. On December 14, 2024, Kaka Creation and Frontier Works unveiled Twins Hinahima, a Spring 2025 anime using 95% supportive AI. The series, inspired by a TikTok user, follows two high school girls navigating eerie events, highlighting AI's potential to reduce animators' workload while sparking debate about its role in anime. Moreover, global streaming platforms and localized content, with subtitles and dubbing, have expanded anime's reach, while strategic marketing positions it as a premium cultural export, bolstering its global significance.

The diversification of anime genres, ranging from action and fantasy to romance and slice-of-life, continues to drive the Japan anime market growth by catering to diverse audience preferences and broadening its appeal across age groups and cultural backgrounds. Collaborative ventures between Japanese studios and international entertainment giants have introduced anime to new markets, fostering expansion and funding high-quality productions. Furthermore, favorable government initiatives bolster the industry, offering subsidies, promotional support, and policies that enhance its global competitiveness. On June 21, 2024, Japan launched the Grand Design and Action Plan for a New Form of Capitalism to elevate its entertainment content industry, including anime, by supporting creators, improving production environments, and consolidating assistance programs. Initiatives like the Content Industry Public-Private Council and action4cinema promote fair labor practices, overseas expansion, and global cultural exchange, ensuring sustained market development.

Japan Anime Market Trends:

Global Expansion via Localization and Streaming

The global reach of Japanese anime is driven by the increasing localization of content and the expanding influence of streaming platforms. Localization efforts, such as multilingual subtitles, dubbing, and culturally adapted narratives, allow anime to resonate with diverse international audiences. For instance, on September 14, 2024, Visionary AI Cinema (VAC) partnered with Japanese streaming platforms and content producers to enhance localized entertainment experiences using AI-driven recommendations. VAC's initiatives, including promoting Japanese anime and original content globally, support cultural exchange while increasing audience satisfaction and the international growth of Japan's streaming and anime industries. Platforms like Netflix, Amazon Prime Video, and Crunchyroll are expanding their anime libraries and commissioning exclusive content, using simulcast releases and targeted promotions. These strategies broaden anime's global appeal and establish it as a mainstream entertainment medium, fostering sustained growth and cultural exchange.

Growing Popularity of Original Anime Content

The Japan anime market share is witnessing a significant rise in original content production, reflecting a shift away from adaptations of manga, novels, or games. This trend allows creators greater creative freedom, resulting in unique storytelling and innovative narratives that resonate with global audiences. A prime example is Ninja Kamui, an original anime by acclaimed director Sunghoo Park, premiering February 10, 2024, on Adult Swim's Toonami. Featuring character designs by Takashi Okazaki and music by coldrain, the series reimagines ninjas in a near-future setting. A videogame adaptation, Ninja Kamui: Shinobi Origins, is set to release in spring 2024. The demand for high-quality, fresh content from global streaming platforms and diverse audiences is driving this trend, helping studios establish new intellectual properties and ensuring a steady stream of innovative anime content that sustains the industry's global popularity and cultural influence.

Merchandising and Franchise Development

Merchandising and franchise development have become pivotal revenue drivers in the Japanese anime market. Successful anime series often expand into multifaceted franchises, including films, merchandise, video games, and theme park attractions. Collectibles such as action figures, apparel, and exclusive merchandise are highly coveted by fans, generating substantial profits. Notably, on May 22, 2024, McFarlane Toys partnered with VIZ Media to release detailed 7" action figures based on BLEACH: Thousand-Year Blood War, featuring ultra-articulation with 22 moving parts. Launching in late Summer 2024, these collectibles appeal to both long-time and new BLEACH fans, highlighting the growing anime-inspired merchandise market. Franchise-based projects like themed cafes and exhibitions boost fan engagement, while leveraging intellectual property across platforms cultivates long-term profitability, brand loyalty, and the industry's resilience in a competitive global landscape.

Japan Anime Industry Segmentation:

Analysis by Revenue Source:

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

The Japanese anime industry is seeing remarkable growth, driven by expanding global demand for television and movie content. Anime TV shows are a key revenue driver, with networks leveraging their immense popularity to secure high advertising revenues and licensing deals. Streaming platforms, both domestic and international, have further fueled this growth, making anime widely accessible. Increased investments in high-quality storytelling and innovative animation techniques have also captured global audiences, strengthening the industry's profitability. With expanding viewership, Japanese anime continues to dominate not only traditional broadcasting but also subscription-based video-on-demand platforms, ensuring steady and increasing revenue streams.

Anime movies represent another robust revenue stream, with theatrical releases achieving record-breaking box office sales in Japan and abroad. International distribution deals have introduced Japanese anime films to new markets, enhancing their profitability. Major studios are investing heavily in cinematic anime, blending rich narratives with visually stunning artistry to attract global audiences. Franchise-based movies, often building on popular TV series, are particularly lucrative. The rise of co-productions and collaborations with global studios is also amplifying opportunities, ensuring that anime films remain a cornerstone of the industry's economic growth.

The video segment, encompassing physical media and digital formats, continues to contribute significantly to the anime market's revenue. Blu-ray and DVD sales, although declining in some regions, remain popular among anime enthusiasts who value collectible editions. Simultaneously, the rise in digital purchases and rentals offset the decline in physical media. Video game adaptations and spin-offs of anime series have further bolstered the market. These cross-media ventures, supported by robust merchandising strategies, ensure that the video segment maintains its relevance, providing additional avenues for growth and reinforcing the Japanese anime industry's global dominance.

Competitive Landscape:

The Japanese anime market's competitive landscape features a mix of established studios, emerging creators, and global players. Major studios dominate with high-quality productions and global franchises, while smaller studios gain ground with niche storytelling and innovative techniques. Streaming platforms like Netflix and Crunchyroll are expanding the market by commissioning exclusive anime, intensifying competition. Furthermore, strategic collaborations between Japanese creators and global studios are intensifying, thereby impelling the market. On December 12, 2024, Warner Music Japan (WMJ) and NBCUniversal Entertainment Japan (NBCUJ) announced a partnership to leverage anime's global popularity. The collaboration involves music tie-ins, such as WMJ artists creating theme songs, and expanding NBCUJ's anime catalog internationally through ADA's network. Moreover, rising demand, technological advancements, and government support ensure sustained growth and innovation in the market.

The report provides a comprehensive analysis of the competitive landscape in the Japan anime market with detailed profiles of all major companies.

Latest News and Developments:

  • January 15, 2024: Toei Animation's ONN'ON STUDIOS announced that they will host "Virtual Anime Fes" on January 27, 2024 (JST), in VRChat's ImaginaryPark2070 and live stream it on YouTube. Highlights include a virtual reading stage, a new MR game from KAIJU DECODE, and a new film announcement by the Expelled from Paradise team. SATELLITE, a time-limited virtual unit, will also debut with two original songs.
  • February 26, 2024: Toyota, in collaboration with Intertrend Communications, launched its first anime series, GRIP. The five-episode campaign showcases Toyota's Gazoo Racing (GR) cars in a high-energy anime adventure that blends human spirit and tech-driven challenges. Created to captivate young audiences, the series highlights driving thrills while celebrating anime's global popularity and Toyota's innovative, performance-oriented image.
  • April 20, 2024: Studio Ghibli, in collaboration with Premium Bandai, released new action figures from Nausicaa of the Valley of the Wind. The sets include Tolmekian Armoured Soldiers and Imperial Princess Kushana, featuring detailed designs, removable headgear, and 20 movable parts for dynamic posing. Priced between 10,450-11,000 yen, the figures are available for pre-order in limited quantities, with shipping scheduled for October, offering fans a chance to recreate iconic scenes from the 1984 classic.
  • May 23, 2024: Tech Mahindra and Fuji TV announced a strategic partnership to co-develop content for the global entertainment industry. Combining Fuji TV's original programming with Tech Mahindra's localization and animation expertise, the collaboration will introduce Japanese content, including anime, to Indian audiences while licensing Indian content to Japan. The partnership aims to create unique, globally appealing content by leveraging Tech Mahindra's animation studios and market insights.
  • January 6, 2025: Sony's Crunchyroll announced an anime adaptation of Ghost of Tsushima, based on the acclaimed Sucker Punch video game, premiering in 2027. Produced with Aniplex, directed by Takanobu Mizuno, and featuring Gen Urobuchi's storytelling, the series will combine samurai aesthetics and cinematic visuals. This marks Sony's first anime adaptation, highlighting the synergy of PlayStation Productions, Sucker Punch, and Aniplex.

Key Questions Answered in This Report

  • 1.What is anime?
  • 2.How big is the anime market in Japan?
  • 3.What is the expected growth rate of the Japan anime market during 2025-2033?
  • 4.What are the key factors driving the Japan anime market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Japan Anime Market - Introduction

  • 4.1 Overview
  • 4.2 Market Dynamics
  • 4.3 Industry Trends
  • 4.4 Competitive Intelligence

5 Japan Anime Market Landscape

  • 5.1 Historical and Current Market Trends (2019-2024)
  • 5.2 Market Forecast (2025-2033)

6 Japan Anime Market - Breakup by Revenue Source

  • 6.1 T.V.
    • 6.1.1 Overview
    • 6.1.2 Historical and Current Market Trends (2019-2024)
    • 6.1.3 Market Forecast (2025-2033)
  • 6.2 Movie
    • 6.2.1 Overview
    • 6.2.2 Historical and Current Market Trends (2019-2024)
    • 6.2.3 Market Forecast (2025-2033)
  • 6.3 Video
    • 6.3.1 Overview
    • 6.3.2 Historical and Current Market Trends (2019-2024)
    • 6.3.3 Market Forecast (2025-2033)
  • 6.4 Internet Distribution
    • 6.4.1 Overview
    • 6.4.2 Historical and Current Market Trends (2019-2024)
    • 6.4.3 Market Forecast (2025-2033)
  • 6.5 Merchandising
    • 6.5.1 Overview
    • 6.5.2 Historical and Current Market Trends (2019-2024)
    • 6.5.3 Market Forecast (2025-2033)
  • 6.6 Music
    • 6.6.1 Overview
    • 6.6.2 Historical and Current Market Trends (2019-2024)
    • 6.6.3 Market Forecast (2025-2033)
  • 6.7 Pachinko
    • 6.7.1 Overview
    • 6.7.2 Historical and Current Market Trends (2019-2024)
    • 6.7.3 Market Forecast (2025-2033)
  • 6.8 Live Entertainment
    • 6.8.1 Overview
    • 6.8.2 Historical and Current Market Trends (2019-2024)
    • 6.8.3 Market Forecast (2025-2033)

7 Live Entertainment

    • 6.7.1 Overview
    • 6.7.2 Historical and Current Market Trends (2018-2024)
    • 6.7.3 Market Forecast (2025-2033)

7 Japan Anime Market - Competitive Landscape

  • 7.1 Overview
  • 7.2 Market Structure
  • 7.3 Market Player Positioning
  • 7.4 Top Winning Strategies
  • 7.5 Competitive Dashboard
  • 7.6 Company Evaluation Quadrant

8 Profiles of Key Players

  • 8.1 Company A
    • 8.1.1 Business Overview
    • 8.1.2 Services Offered
    • 8.1.3 Business Strategies
    • 8.1.4 SWOT Analysis
    • 8.1.5 Major News and Events
  • 8.2 Company B
    • 8.2.1 Business Overview
    • 8.2.2 Services Offered
    • 8.2.3 Business Strategies
    • 8.2.4 SWOT Analysis
    • 8.2.5 Major News and Events
  • 8.3 Company C
    • 8.3.1 Business Overview
    • 8.3.2 Services Offered
    • 8.3.3 Business Strategies
    • 8.3.4 SWOT Analysis
    • 8.3.5 Major News and Events
  • 8.4 Company D
    • 8.4.1 Business Overview
    • 8.4.2 Services Offered
    • 8.4.3 Business Strategies
    • 8.4.4 SWOT Analysis
    • 8.4.5 Major News and Events
  • 8.5 Company E
    • 8.5.1 Business Overview
    • 8.5.2 Services Offered
    • 8.5.3 Business Strategies
    • 8.5.4 SWOT Analysis
    • 8.5.5 Major News and Events

9 Japan Anime Market - Industry Analysis

  • 9.1 Drivers, Restraints and Opportunities
    • 9.1.1 Overview
    • 9.1.2 Drivers
    • 9.1.3 Restraints
    • 9.1.4 Opportunities
  • 9.2 Porters Five Forces Analysis
    • 9.2.1 Overview
    • 9.2.2 Bargaining Power of Buyers
    • 9.2.3 Bargaining Power of Suppliers
    • 9.2.4 Degree of Competition
    • 9.2.5 Threat of New Entrants
    • 9.2.6 Threat of Substitutes
  • 9.3 Value Chain Analysis

10 Appendix