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市場調查報告書
商品編碼
1967769

動畫市場-全球產業規模、佔有率、趨勢、機會、預測:按類型、主題、地區和競爭格局分類,2021-2031年

Anime Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented, By Type, By Genre, By Region & Competition, 2021-2031F

出版日期: | 出版商: TechSci Research | 英文 181 Pages | 商品交期: 2-3個工作天內

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簡介目錄

全球動畫市場預計將從 2025 年的 375.3 億美元成長到 2031 年的 934.9 億美元,複合年成長率為 16.43%。

動畫以其源自日本的文化、鮮明的視覺風格、精細的人物刻畫和多元化的主題而著稱,並透過電視、電影和數位發行管道進行傳播。市場成長的主要驅動力是全球OTT平台的廣泛普及,這些平台使內容獲取更加便捷,以及商品銷售、電子遊戲和授權等強大的商業化戰略。這些結構性促進因素超越了短暫的消費趨勢,創造了永續的收入模式,成功跨越了文化和人口界限。

市場概覽
預測期 2027-2031
市場規模:2025年 375.3億美元
市場規模:2031年 934.9億美元
複合年成長率:2026-2031年 16.43%
成長最快的細分市場 科幻與奇幻
最大的市場 北美洲

然而,該產業在產能方面面臨嚴峻挑戰。持續的勞動力短缺和資源限制無法滿足不斷成長的全球需求,這些結構性問題可能導致影片上映延期、製作成本上升,並最終導致產量下降。儘管面臨這些挑戰,該產業依然展現出強勁的財務實力。根據日本動畫協會預測,2025會計年度該產業的總市場價值預計將達到創紀錄的3.84兆日圓,其中海外收入將遠超國內收入。

市場促進因素

串流媒體平台( Over-The-Top)的蓬勃發展正成為推動全球市場成長的核心力量,有效打破了傳統的發行障礙。這些服務透過實現全球同步發行,讓內容獲取更加普及,使工作室能夠直接與國際觀眾互動,同時避免盜版問題。日本時報2024年2月發表的一篇題為《Netflix大舉進軍動畫領域》的報導,充分展現了這一消費規模之龐大。該文章報導,2023年全球超過1億個家庭透過Netflix觀看動畫。此外,SONY集團在2024年8月發布的《2024會計年度第一季綜合合併會計》中指出,Crunchyroll的付費用戶數量已超過每月1,500萬,進一步印證了直接面對消費者(FDR)模式的商業性成功。

除了串流媒體收入外,全球對授權商品和收藏品日益成長的需求也成為重要的財務穩定因素,使智慧財產權的經濟價值在最初播出後得以長期維持。這種驅動力孕育了一個永續的生態系統,使特許經營權能夠透過電子遊戲、服裝和實體商品持續產生收入,有效抵消了與製作成本波動相關的風險。 《七龍珠》系列就是這種商業化戰略的絕佳例子。根據Namco Bandai Holdings,Inc.公司於2024年5月發布的《截至2024年3月會計年度財務亮點》,該系列淨銷售額達1406億日元,表明相關商品已成為主要收入來源,甚至超過了動畫內容本身。

市場挑戰

全球動畫市場的擴張很大程度上受到產能限制的限制,產能限制主要源自於熟練勞動力長期短缺和資源瓶頸。儘管全球動畫的需求不斷成長,但有限的勞動力和勞動密集的工作流程限制了內容交付的實際能力。國際串流媒體平台日益成長的需求與工作室固定的產能之間的這種差距,造成了結構性瓶頸。因此,頻繁的延期和新內容發布受限,阻礙了市場充分發揮其收入潛力。

雪上加霜的是,人才流失嚴重限制了生產規模的擴張。動畫師的高離職率導致熟練勞動力短缺,即使有經濟獎勵,也難以推動工作室擴張。日本動畫影像文化協會2024年的一項產業調查揭示了問題的嚴重性。調查顯示,約37.7%的動畫製作人員月收入低於20萬日圓。這種經濟不穩定導致許多技術嫻熟的創新人才離開這個行業,加劇了勞動力短缺,並迫使工作室承擔高昂的外包成本,最終抑制了生產規模的成長。

市場趨勢

網路漫畫和韓國漫畫動畫數量的不斷成長,從根本上改變了業界獲取智慧財產權的方式,使其不再像過去那樣依賴日本漫畫。各大工作室正積極利用韓國豎屏漫畫已有的數位讀者群,觸達更傾向於行動優先敘事方式的全球受眾。這項策略轉變使製作團隊能夠利用其現有的國際粉絲基礎,有效地彌合東亞內容形式與西方消費者偏好之間的差距。SONY集團在2025年6月發布的「2025年業務板塊展示及爐邊談話」中證實了這一趨勢的商業性成功。公告指出,截至2025年3月,網路漫畫《我獨自升級》的動畫改編版已成為Crunchyroll史上觀看次數最多的作品。

同時,將人工智慧(AI)融入動畫製作流程正成為解決長期勞動力短缺和生產瓶頸的關鍵策略。製作公司正利用機器學習演算法實現中間稿繪製、背景渲染和色彩設定等勞力密集任務的自動化。其目標是在保證動畫品質的前提下縮短製作前置作業時間。 2025年5月CBR的報導《七龍珠動畫工作室投資領先的人工智慧開發公司以提高營運效率》清晰地展現了這項技術變革的規模。報導指出,東映動畫投資約50億日圓,與Preferred Networks公司建立合作關係,旨在共同開發專門用於動畫製作的人工智慧工具。

目錄

第1章概述

第2章:調查方法

第3章執行摘要

第4章:客戶心聲

第5章:全球動畫市場展望

  • 市場規模及預測
    • 按金額
  • 市佔率及預測
    • 按類型(電視、電影、錄影帶、網路串流、商品、音樂)
    • 按類型(動作冒險、科幻奇幻、愛情劇情、運動、其他)
    • 按地區
    • 按公司(2025 年)
  • 市場地圖

第6章:北美動畫市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 北美洲:國別分析
    • 美國
    • 加拿大
    • 墨西哥

第7章:歐洲動畫市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 歐洲:國別分析
    • 德國
    • 法國
    • 英國
    • 義大利
    • 西班牙

第8章:亞太地區動畫市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 亞太地區:國別分析
    • 中國
    • 印度
    • 日本
    • 韓國
    • 澳洲

第9章:中東和非洲動畫市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 中東與非洲:國別分析
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 南非

第10章:南美洲動畫市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 南美洲:國別分析
    • 巴西
    • 哥倫比亞
    • 阿根廷

第11章 市場動態

  • 促進因素
  • 任務

第12章 市場趨勢與發展

  • 併購
  • 產品發布
  • 近期趨勢

第13章:全球動畫市場:SWOT分析

第14章:波特五力分析

  • 產業競爭
  • 新進入者的潛力
  • 供應商的議價能力
  • 顧客權力
  • 替代品的威脅

第15章 競爭格局

  • 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.

第16章 策略建議

第17章:關於研究公司及免責聲明

簡介目錄
Product Code: 24755

The Global Anime Market is projected to expand from USD 37.53 billion in 2025 to USD 93.49 billion by 2031, registering a CAGR of 16.43%. Defined by its Japanese origins, vibrant visual style, complex characterizations, and diverse thematic narratives, anime is distributed across television, cinema, and digital channels. The market's growth is primarily fueled by the extensive reach of global Over-the-Top (OTT) platforms, which have democratized access to content, alongside robust monetization strategies involving merchandise, video games, and licensing. These structural drivers move beyond temporary consumption trends, creating a sustainable revenue model that successfully transcends cultural and demographic boundaries.

Market Overview
Forecast Period2027-2031
Market Size 2025USD 37.53 Billion
Market Size 2031USD 93.49 Billion
CAGR 2026-203116.43%
Fastest Growing SegmentSci-Fi & Fantasy
Largest MarketNorth America

However, the industry faces significant hurdles regarding production capacity, driven by persistent labor shortages and resource constraints that struggle to match rising global demand. These structural issues threaten to delay release schedules and increase production costs, potentially hindering output volume. Despite these challenges, the sector continues to demonstrate financial strength; according to the Association of Japanese Animations, the total market value hit a record 3.84 trillion yen for the 2024 fiscal year in 2025, with international earnings notably exceeding domestic revenue.

Market Driver

The widespread adoption of Over-the-Top (OTT) streaming platforms acts as the central force behind the market's global growth, effectively dismantling traditional distribution barriers. By enabling simultaneous worldwide releases, these services have democratized content access, allowing studios to circumvent piracy issues and engage international audiences directly. The scale of this consumption is highlighted by The Japan Times in February 2024, which noted in its article 'Netflix bets big on anime' that over 100 million households globally watched anime on the service in 2023. Furthermore, Sony Group Corporation reported in its 'Q1 FY2024 Consolidated Financial Results' in August 2024 that Crunchyroll surpassed 15 million monthly paid subscribers, confirming the commercial success of the direct-to-consumer model.

Complementing streaming revenue, the escalating global demand for licensed merchandise and collectibles serves as a vital financial stabilizer, prolonging the economic relevance of intellectual property well beyond initial broadcasts. This driver fosters a sustainable ecosystem wherein franchises yield continuous income through video games, apparel, and physical goods, effectively offsetting risks linked to volatile production costs. A prime example of this monetization strategy is the Dragon Ball franchise; as reported by Bandai Namco Holdings Inc. in their May 2024 'Financial Highlights for the Fiscal Year Ended March 31, 2024', the property generated 140.6 billion yen in net sales, illustrating how ancillary products function as a dominant revenue stream surpassing the animation content itself.

Market Challenge

The expansion of the Global Anime Market is significantly hindered by production capacity limitations, which arise primarily from a chronic lack of skilled labor and resource bottlenecks. Although global appetite for anime has increased, the industry's physical capacity to supply content is restricted by a finite workforce and labor-intensive workflows. This gap between the growing demands of international streaming platforms and the static output capabilities of studios creates a structural bottleneck, resulting in frequent schedule delays and a cap on new content releases that prevents the market from fully maximizing revenue potential.

Exacerbating this crisis is the industry's difficulty in retaining talent, which directly limits production scalability. High turnover rates among animators deplete the skilled workforce necessary to meet delivery goals, preventing studios from expanding operations despite the availability of financial incentives. The severity of this issue was highlighted by a 2024 industry survey from the Nippon Anime & Film Culture Association, which revealed that approximately 37.7% of anime production staff earned a monthly income below 200,000 yen. This financial precarity drives many skilled creatives out of the profession, worsening the labor shortage and forcing studios to manage inflated outsourcing costs, ultimately stalling volumetric growth.

Market Trends

The rise of Webtoon and Manhwa adaptations is fundamentally reshaping the industry's approach to intellectual property acquisition, extending beyond the traditional reliance on Japanese manga. Studios are increasingly leveraging the proven digital readership of South Korean vertical-scrolling comics to capture a global audience that favors mobile-first storytelling. This strategic shift enables production committees to tap into existing international fanbases, effectively bridging the gap between East Asian content formats and Western consumption preferences. The commercial success of this trend was confirmed by Sony Group Corporation in their 'Business Segment Presentation & Fireside Chat 2025' in June 2025, which noted that the adaptation of the webtoon Solo Leveling had become the most-viewed title in Crunchyroll's history as of March 2025.

Simultaneously, the integration of Artificial Intelligence into animation workflows has become a critical strategy for addressing chronic labor shortages and production constraints. Production houses are utilizing machine learning algorithms to automate labor-intensive tasks such as in-betweening, background rendering, and color specification, aiming to reduce lead times while maintaining stylistic quality. The magnitude of this technological shift is evident in a May 2025 CBR article titled 'Dragon Ball Anime Studio Invests in Major AI Development Company to Improve Operational Efficiency,' which reported that Toei Animation allocated approximately 5 billion yen for a partnership with Preferred Networks to co-develop AI tools specifically for anime production.

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.

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
  • 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).

Table of Contents

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, 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