2026-2030年全球數位漫畫市場
市場調查報告書
商品編碼
2109685

2026-2030年全球數位漫畫市場

Global Digital Comic Book Market 2026-2030

出版日期: | 出版商: TechNavio | 英文 294 Pages | 訂單完成後即時交付

價格
簡介目錄

全球數位漫畫市場預計在 2025 年至 2030 年間成長至 17.45 億美元,預測期內複合年成長率為 5.5%。

這份關於全球數位漫畫市場的報告提供了全面的分析,包括市場規模和預測、趨勢、成長促進因素、挑戰以及涵蓋約 25 家供應商的供應商分析。

本報告對當前市場狀況、最新趨勢和促進因素以及整體市場環境進行了最新分析。推動該市場成長的因素包括:連網行動裝置的普及、原生數位平台的擴張和內容多元化、與主流娛樂的協同效應以及智慧財產權的價值。

本研究客觀地結合了一手和二手訊息,包括來自主要行業相關人員的信息。報告內容涵蓋主要公司分析、全面的市場規模數據、細分市場數據及區域分析,以及供應商格局數據。此外,報告還包含歷史數據和預測數據。

市場範圍
基準年 2025
年末 2030
調查期 2026-2030
成長勢頭 加速度
2026 年同比比較 5.4%
複合年成長率 5.5%
增量 17.45億美元

本研究指出,訂閱式消費模式的興起是未來幾年全球數位漫畫市場成長的主要驅動力之一。此外,豎版漫畫在全球範圍內的普及、創作者經濟的興起以及直接連接創作者和讀者的平台的出現,預計也將產生顯著的市場需求。

目錄

第1章:執行摘要

第2章 Technavio 分析

  • 分析價格敏感度、生命週期、顧客購買籃子、採用率和購買標準。
  • 輸入的重要性及差異化因素
  • 干擾因素
  • 促進因素和挑戰的影響

第3章 市場狀況

  • 市場生態系統
  • 市場特徵
  • 價值鏈分析

第4章 市場規模

  • 市場的定義
  • 市場區隔分析
  • 2025年市場規模
  • 市場展望,2025-2030年

第5章 市場規模與表現

  • 2020-2024年全球數位漫畫市場
  • 按類型分類的細分市場分析,2020-2024 年
  • 2020-2024 年基於類型細分市場的分析
  • 基於應用領域的細分市場分析,2020-2024 年
  • 區域區隔市場分析,2020-2024 年
  • 2020-2024年各國細分市場分析

第6章 定性分析

  • 人工智慧的影響:全球數位漫畫市場
  • 地緣政治衝突的影響:全球數位漫畫市場

第7章:五力分析

第8章 市場區隔:依類型

  • 比較:按類型
  • 有薪資的
  • 自由的
  • 市場機會:按類型分類

第9章 市場細分:依類型

  • 比較:按類型
  • SF
  • 漫畫
  • 超級英雄
  • 非虛構類
  • 其他
  • 市場機會:按類型分類

第10章 市場區隔:依應用

  • 比較:透過應用
  • 成人
  • 適合兒童
  • 市場機會:依應用領域分類

第11章 客戶情況

第12章 區域情勢

  • 區域細分
  • 區域比較
  • 亞太地區
    • 中國
    • 日本
    • 澳洲
    • 韓國
    • 印度
    • 新加坡
  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 英國
    • 德國
    • 法國
    • 義大利
    • 西班牙
    • 荷蘭
  • 南美洲
    • 巴西
    • 阿根廷
    • 智利
  • 中東和非洲
    • 南非
    • UAE
    • 沙烏地阿拉伯
    • 以色列
    • 土耳其
  • 市場機會:按地區分類

第13章 促進因素、挑戰與機遇

  • 市場促進因素
  • 市場挑戰
  • 促進因素和挑戰的影響
  • 市場機遇

第14章 競爭格局

  • 概述
  • 競爭格局
  • 混亂局面
  • 產業風險

第15章 競爭分析

  • 公司簡介
  • 公司排名指標
  • 企業市場定位
  • Dark Horse Comics
  • DC Comics
  • GlobalComix Inc.
  • Kakao Entertainment Corp.
  • Kodansha Ltd.
  • Lezhin Entertainment
  • Marvel Entertainment LLC
  • NTT Solmare Corp
  • Panini SpA
  • Seven Seas Entertainment LLC
  • Shueisha Inc.
  • Valiant Entertainment LLC
  • VIZ Media LLC
  • Webtoon Entertainment Inc.
  • Zenescope Entertainment Inc.

第16章附錄

簡介目錄
Product Code: IRTNTR75615

The global digital comic book market is forecasted to grow by USD 1745.0 mn during 2025-2030, accelerating at a CAGR of 5.5% during the forecast period. The report on the global digital comic book market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by widespread proliferation of internet-connected mobile devices, expansion of digital-native platforms and content diversification, synergy with mainstream entertainment and intellectual property value.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2025
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 20265.4%
CAGR5.5%
Incremental Value$1745.0 mn

Technavio's global digital comic book market is segmented as below:

By Type

  • Paid
  • Free

By Genre

  • Science-fiction
  • Manga
  • Superhero
  • Non-fiction
  • Others

By Application

  • Adult
  • Child

Geography

  • APAC
    • China
    • Japan
    • Australia
    • South Korea
    • India
    • Singapore
  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • UK
    • Germany
    • France
    • Italy
    • Spain
    • The Netherlands
  • South America
    • Brazil
    • Argentina
    • Chile
  • Middle East and Africa
    • South Africa
    • UAE
    • Turkey
  • Rest of World (ROW)

This study identifies the ascendancy of subscription-based consumption models as one of the prime reasons driving the global digital comic book market growth during the next few years. Also, global proliferation of vertical-scroll format and rise of creator economy and direct-to-audience platforms will lead to sizable demand in the market.

The report on the global digital comic book market covers the following areas:

  • Global digital comic book market sizing
  • Global digital comic book market forecast
  • Global digital comic book market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global digital comic book market vendors that include Crunchyroll, Dark Horse Comics, DC Comics, Dynamite Entertainment, GlobalComix Inc., Idea and Design Works LLC, Image Comics Inc., Kadokawa Corp, Kakao Entertainment Corp., Kodansha Ltd., Lezhin Entertainment, Marvel Entertainment LLC, NTT Solmare Corp, Panini S.p.A., Seven Seas Entertainment LLC, Shueisha Inc., Valiant Entertainment LLC, VIZ Media LLC, Webtoon Entertainment Inc., Zenescope Entertainment Inc.. Also, the global digital comic book market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Type
    • Executive Summary - Chart on Market Segmentation by Genre
    • Executive Summary - Chart on Market Segmentation by Application
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global Digital Comic Book Market 2020 - 2024
    • Historic Market Size - Data Table on Global Digital Comic Book Market 2020 - 2024 ($ million)
  • 5.2 Type segment analysis 2020 - 2024
    • Historic Market Size - Type Segment 2020 - 2024 ($ million)
  • 5.3 Genre segment analysis 2020 - 2024
    • Historic Market Size - Genre Segment 2020 - 2024 ($ million)
  • 5.4 Application segment analysis 2020 - 2024
    • Historic Market Size - Application Segment 2020 - 2024 ($ million)
  • 5.5 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ million)
  • 5.6 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ million)

6 Qualitative Analysis

  • 6.1 Impact of AI on Global Digital Comic Book Market
  • 6.2 Impact of Geopolitical Conflicts on Global Digital Comic Book Market

7 Five Forces Analysis

  • 7.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 7.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 7.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 7.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 7.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 7.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 7.7 Market condition

8 Market Segmentation by Type

  • 8.1 Market segments
  • 8.2 Comparison by Type
  • 8.3 Paid - Market size and forecast 2025-2030
  • 8.4 Free - Market size and forecast 2025-2030
  • 8.5 Market opportunity by Type
    • Market opportunity by Type ($ million)

9 Market Segmentation by Genre

  • 9.1 Market segments
  • 9.2 Comparison by Genre
  • 9.3 Science-fiction - Market size and forecast 2025-2030
  • 9.4 Manga - Market size and forecast 2025-2030
  • 9.5 Superhero - Market size and forecast 2025-2030
  • 9.6 Non-fiction - Market size and forecast 2025-2030
  • 9.7 Others - Market size and forecast 2025-2030
  • 9.8 Market opportunity by Genre
    • Market opportunity by Genre ($ million)

10 Market Segmentation by Application

  • 10.1 Market segments
  • 10.2 Comparison by Application
  • 10.3 Adult - Market size and forecast 2025-2030
  • 10.4 Child - Market size and forecast 2025-2030
  • 10.5 Market opportunity by Application
    • Market opportunity by Application ($ million)

11 Customer Landscape

  • 11.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

12 Geographic Landscape

  • 12.1 Geographic segmentation
  • 12.2 Geographic comparison
  • 12.3 APAC - Market size and forecast 2025-2030
    • 12.3.1 China - Market size and forecast 2025-2030
    • 12.3.2 Japan - Market size and forecast 2025-2030
    • 12.3.3 Australia - Market size and forecast 2025-2030
    • 12.3.4 South Korea - Market size and forecast 2025-2030
    • 12.3.5 India - Market size and forecast 2025-2030
    • 12.3.6 Singapore - Market size and forecast 2025-2030
  • 12.4 North America - Market size and forecast 2025-2030
    • 12.4.1 US - Market size and forecast 2025-2030
    • 12.4.2 Canada - Market size and forecast 2025-2030
    • 12.4.3 Mexico - Market size and forecast 2025-2030
  • 12.5 Europe - Market size and forecast 2025-2030
    • 12.5.1 UK - Market size and forecast 2025-2030
    • 12.5.2 Germany - Market size and forecast 2025-2030
    • 12.5.3 France - Market size and forecast 2025-2030
    • 12.5.4 Italy - Market size and forecast 2025-2030
    • 12.5.5 Spain - Market size and forecast 2025-2030
    • 12.5.6 The Netherlands - Market size and forecast 2025-2030
  • 12.6 South America - Market size and forecast 2025-2030
    • 12.6.1 Brazil - Market size and forecast 2025-2030
    • 12.6.2 Argentina - Market size and forecast 2025-2030
    • 12.6.3 Chile - Market size and forecast 2025-2030
  • 12.7 Middle East and Africa - Market size and forecast 2025-2030
    • 12.7.1 South Africa - Market size and forecast 2025-2030
    • 12.7.2 UAE - Market size and forecast 2025-2030
    • 12.7.3 Saudi Arabia - Market size and forecast 2025-2030
    • 12.7.4 Israel - Market size and forecast 2025-2030
    • 12.7.5 Turkey - Market size and forecast 2025-2030
  • 12.8 Market opportunity by geography
    • Market opportunity by geography ($ million)
    • Data Tables on Market opportunity by geography ($ million)

13 Drivers, Challenges, and Opportunity

  • 13.1 Market drivers
    • Widespread proliferation of internet-connected mobile devices
    • Expansion of digital-native platforms and content diversification
    • Synergy with mainstream entertainment and intellectual property value
  • 13.2 Market challenges
    • Pervasiveness of digital piracy and copyright infringement
    • Intense competition for consumer attention and market saturation
    • Complexity of monetization and fair creator compensation
  • 13.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 13.4 Market opportunities
    • Ascendancy of subscription-based consumption models
    • Global proliferation of vertical-scroll format
    • Rise of creator economy and direct-to-audience platforms

14 Competitive Landscape

  • 14.1 Overview
  • 14.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 14.3 Landscape disruption
    • Overview on factors of disruption
  • 14.4 Industry risks
    • Impact of key risks on business

15 Competitive Analysis

  • 15.1 Companies profiled
    • Companies covered
  • 15.2 Company ranking index
    • Company ranking index
  • 15.3 Market positioning of companies
    • Matrix on companies position and classification
  • 15.4 Dark Horse Comics
    • Dark Horse Comics - Overview
    • Dark Horse Comics - Product / Service
    • Dark Horse Comics - Key offerings
    • SWOT
  • 15.5 DC Comics
    • DC Comics - Overview
    • DC Comics - Product / Service
    • DC Comics - Key offerings
    • SWOT
  • 15.6 GlobalComix Inc.
    • GlobalComix Inc. - Overview
    • GlobalComix Inc. - Product / Service
    • GlobalComix Inc. - Key offerings
    • SWOT
  • 15.7 Kakao Entertainment Corp.
    • Kakao Entertainment Corp. - Overview
    • Kakao Entertainment Corp. - Product / Service
    • Kakao Entertainment Corp. - Key offerings
    • SWOT
  • 15.8 Kodansha Ltd.
    • Kodansha Ltd. - Overview
    • Kodansha Ltd. - Product / Service
    • Kodansha Ltd. - Key offerings
    • SWOT
  • 15.9 Lezhin Entertainment
    • Lezhin Entertainment - Overview
    • Lezhin Entertainment - Product / Service
    • Lezhin Entertainment - Key offerings
    • SWOT
  • 15.10 Marvel Entertainment LLC
    • Marvel Entertainment LLC - Overview
    • Marvel Entertainment LLC - Product / Service
    • Marvel Entertainment LLC - Key offerings
    • SWOT
  • 15.11 NTT Solmare Corp
    • NTT Solmare Corp - Overview
    • NTT Solmare Corp - Product / Service
    • NTT Solmare Corp - Key offerings
    • SWOT
  • 15.12 Panini S.p.A.
    • Panini S.p.A. - Overview
    • Panini S.p.A. - Product / Service
    • Panini S.p.A. - Key offerings
    • SWOT
  • 15.13 Seven Seas Entertainment LLC
    • Seven Seas Entertainment LLC - Overview
    • Seven Seas Entertainment LLC - Product / Service
    • Seven Seas Entertainment LLC - Key offerings
    • SWOT
  • 15.14 Shueisha Inc.
    • Shueisha Inc. - Overview
    • Shueisha Inc. - Product / Service
    • Shueisha Inc. - Key offerings
    • SWOT
  • 15.15 Valiant Entertainment LLC
    • Valiant Entertainment LLC - Overview
    • Valiant Entertainment LLC - Product / Service
    • Valiant Entertainment LLC - Key offerings
    • SWOT
  • 15.16 VIZ Media LLC
    • VIZ Media LLC - Overview
    • VIZ Media LLC - Product / Service
    • VIZ Media LLC - Key offerings
    • SWOT
  • 15.17 Webtoon Entertainment Inc.
    • Webtoon Entertainment Inc. - Overview
    • Webtoon Entertainment Inc. - Business segments
    • Webtoon Entertainment Inc. - Key offerings
    • Webtoon Entertainment Inc. - Segment focus
    • SWOT
  • 15.18 Zenescope Entertainment Inc.
    • Zenescope Entertainment Inc. - Overview
    • Zenescope Entertainment Inc. - Product / Service
    • Zenescope Entertainment Inc. - Key offerings
    • SWOT

16 Appendix

  • 16.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 16.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 16.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 16.4 Research methodology
    • Research methodology
  • 16.5 Data procurement
    • Information sources
  • 16.6 Data validation
    • Data validation
  • 16.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 16.8 Data synthesis
    • Data synthesis
  • 16.9 360 degree market analysis
    • 360 degree market analysis
  • 16.10 List of abbreviations
    • List of abbreviations