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市場調查報告書
商品編碼
1539384

動畫行銷市場:全球產業分析、規模、佔有率、成長、趨勢、預測,2024-2031年

Anime Merchandising Market: Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2024-2031

出版日期: | 出版商: Persistence Market Research | 英文 164 Pages | 商品交期: 2-5個工作天內

價格
簡介目錄

Persistence Market Research最近發布了一份關於全球動畫行銷市場的綜合報告。本報告全面評估了關鍵市場動態,如驅動因素、趨勢、機會和挑戰,並提供了有關市場結構的詳細見解。

主要見解

  • 動畫衍生性商品市場規模(2024年):91億美元
  • 預測市場價值(2031年):163億美元
  • 全球市場成長率(2024-2031年年複合成長率):8.6%

動畫行銷市場 - 研究範圍:

動畫行銷包括人物、服裝、配件、海報和數位商品等多種產品,在動畫產業的創收中發揮重要作用。該市場為動畫迷、收藏家和不斷成長的全球受眾提供與熱門動畫系列、電影和角色相關的商品。動畫在全球範圍內的日益普及、消費者在授權產品上的支出不斷增加以及線上零售平台的擴張使動畫產品更容易被世界各地的觀眾所推動,推動了市場成長。

推動市場成長的因素:

全球動畫商品行銷市場由多個關鍵因素推動,其中包括 Netflix、Crunchyroll 和 Hulu 等串流媒體平台的成功推動動畫文化日益成長的國際吸引力。這些平台顯著提高了日本以外地區對動畫的認知度,並推動了對相關產品的需求。此外,動漫展、流行文化活動以及與時尚品牌的合作日益頻繁,進一步推動了商品銷售。電子商務和限量版產品線上銷售的興起也有助於市場擴張。

市場限制因素:

雖然動畫商品市場預計將迎來良好的成長,但也面臨著假冒產品、盜版以及官方商品高生產成本等挑戰。市場上假冒偽劣產品的盛行,不僅減少了正品的銷售量,也影響了品牌聲譽。此外,製造成本因材料價格和製造複雜性而異,可能會影響獲利能力,特別是對於嚴重依賴商品銷售作為收入來源的中小型動畫製作公司而言。

市場機會:

由於技術創新、新興市場不斷成長的動畫粉絲群以及消費者對個人化、高品質產品不斷變化的偏好,動畫行銷市場提供了巨大的成長機會。將擴增實境(AR)和虛擬實境(VR)整合到動畫產品中,例如互動式人物和沈浸式體驗,提供了新的參與途徑。與全球品牌和時裝設計師的合作也將動畫行銷的影響力擴展到傳統粉絲社群之外,為吸引廣泛的流行文化愛好者提供了有利的機會。

報告中回答的主要問題

  • 推動動畫行銷市場全球成長的關鍵因素是什麼?
  • 最受動畫消費者歡迎的產品類別和通路是什麼?
  • AR 與 VR 等科技進步如何改變動畫行銷市場的競爭格局?
  • 誰是對動畫行銷市場做出貢獻的主要公司?
  • 全球動畫衍生市場的新趨勢和未來前景如何?

目錄

第1章 執行摘要

第2章 市場概述

  • 市場範圍與定義
  • 市場動態
    • 促進因素
    • 抑制因素
    • 機會
    • 課題
    • 主要趨勢
  • 宏觀經濟因素
    • 世界 GDP 成長前景
    • 全球醫療保健支出前景
  • 新冠肺炎(COVID-19)影響分析
  • 預測因子 - 相關性和影響

第3章 增值見解

  • 產品採用率分析
  • 成長機會矩陣
  • 監理狀況
  • 價值鏈分析
    • 分銷通路/市場列表
    • 最終用戶清單(行業)
  • 主要交易和合併
  • PESTLE分析
  • 波特五力分析

第4章 2019-2031年價格趨勢分析

  • 主要亮點
  • 影響產品價格的主要因素
  • 價格分析:依類型
  • 區域定價與產品選擇

第5章 全球動畫行銷市場展望:實績(2019-2023年)與預測(2024-2031年)

  • 全球動畫行銷市場展望:類型
    • 簡介/主要發現
    • 2019-2023年歷史市場規模(十億美元)分析,依類型
    • 2024-2031年當前市場規模(十億美元)分析與預測,依類型
  • 市場吸引力分析:類型
  • 全球動畫行銷市場前景:通路
    • 簡介/主要發現
    • 2019-2023年過去的市場規模(十億美元)分析,依通路
    • 2024-2031年目前市場規模(十億美元)的分析與預測,依通路
  • 市場吸引力分析:通路

第6章 全球動畫行銷市場展望:地區

  • 主要亮點
  • 2019-2023年歷史市場規模(十億美元)分析,依地區
  • 2024-2031年當前市場規模(十億美元)分析和預測,依地區
    • 北美
    • 歐洲
    • 東亞
    • 南亞/大洋洲
    • 拉丁美洲
    • 中東、非洲
  • 市場吸引力分析:地區

第7章 北美動畫行銷市場展望:結果(2019-2023年)與預測(2024-2031年)

第8章 歐洲動畫行銷市場展望:實績(2019-2023年)與預測(2024-2031年)

第9章 東亞動畫行銷市場展望:實績(2019-2023年)與預測(2024-2031年)

第10章 南亞/大洋洲動畫行銷市場展望:實績(2019-2023年)與預測(2024-2031年)

第11章 拉丁美洲動畫行銷市場展望:實績(2019-2023年)與預測(2024-2031年)

第12章 中東和非洲動畫行銷市場展望:結果(2019-2023年)和預測(2024-2031年)

第13章 競爭態勢

  • 2024年市佔率分析
  • 市場結構
    • 競爭強度圖:依市場劃分
    • 競爭儀表板
  • 公司簡介(詳細資料 - 概述、財務狀況、策略、近期發展)
    • GOOD SMILE COMPANY
    • Production IG Inc.
    • Studio Ghibli Inc.
    • Toei Animation Co. Ltd.
    • Bones Inc.
    • Kyoto Animation Co. Ltd.
    • Ufotable Co. Ltd.
    • Bandai Namco Group
    • JND STUDIOS
    • SNAIL SHELL
    • FUNKO

第14章 附錄

  • 調查方法
  • 調查的先決條件
  • 首字母縮寫詞和縮寫詞
簡介目錄
Product Code: PMRREP34707

Persistence Market Research has recently released a comprehensive report on the worldwide market for anime merchandising. The report offers a thorough assessment of crucial market dynamics, including drivers, trends, opportunities, and challenges, providing detailed insights into the market structure.

Key Insights:

  • Anime Merchandising Market Size (2024E): US$9.1 Bn
  • Projected Market Value (2031F): US$16.3 Bn
  • Global Market Growth Rate (CAGR 2024 to 2031):8.6%

Anime Merchandising Market - Report Scope:

Anime merchandising plays a crucial role in the revenue generation of the anime industry, encompassing a wide range of products such as figures, apparel, accessories, posters, and digital goods. The market caters to anime enthusiasts, collectors, and a growing global audience, offering products tied to popular anime series, movies, and characters. Market growth is driven by the rising global popularity of anime, increasing consumer spending on licensed merchandise, and the expansion of online retail platforms that make anime products more accessible to a worldwide audience.

Market Growth Drivers:

The global anime merchandising market is propelled by several key factors, including the growing international appeal of anime culture, fueled by the success of streaming platforms like Netflix, Crunchyroll, and Hulu. These platforms have significantly increased anime's visibility outside Japan, driving demand for related merchandise. Additionally, the increasing frequency of anime conventions, pop culture events, and collaborations with fashion brands have further boosted merchandise sales. The rise in e-commerce and the availability of exclusive, limited-edition products online have also contributed to the market's expansion.

Market Restraints:

Despite promising growth prospects, the anime merchandising market faces challenges related to counterfeit products, copyright infringements, and high production costs for official merchandise. The prevalence of unlicensed goods in the market not only undermines sales of official products but also affects brand reputation. Additionally, fluctuating production costs, driven by material prices and manufacturing complexities, can impact profitability, especially for small to medium-sized anime production companies that rely heavily on merchandising as a revenue stream.

Market Opportunities:

The anime merchandising market presents significant growth opportunities driven by technological innovations, expanding anime fan bases across emerging markets, and evolving consumer preferences for personalized and high-quality products. The integration of augmented reality (AR) and virtual reality (VR) into anime merchandise, such as interactive figures and immersive experiences, offers new avenues for engagement. Collaborations with global brands and fashion designers also present lucrative opportunities to expand the reach of anime merchandise beyond traditional fan communities, appealing to a broader demographic of pop culture enthusiasts.

Key Questions Answered in the Report:

  • What are the primary factors driving the growth of the anime merchandising market globally?
  • Which product categories and distribution channels are most popular among anime consumers?
  • How are technological advancements, such as AR and VR, reshaping the competitive landscape of the anime merchandising market?
  • Who are the key players contributing to the anime merchandising market, and what strategies are they employing to maintain market relevance?
  • What are the emerging trends and future prospects in the global anime merchandising market?

Competitive Intelligence and Business Strategy:

Leading players in the global anime merchandising market, including Good Smile Company, Bandai Namco Holdings, and Kotobukiya Co., Ltd., focus on innovation, product diversification, and strategic collaborations to gain a competitive edge. These companies invest in designing high-quality, collectible merchandise that appeals to both hardcore fans and casual consumers. Collaborations with anime studios, streaming platforms, and global retailers facilitate market access and promote product visibility. Additionally, leveraging digital marketing and social media campaigns enhances fan engagement and drives sales in the competitive anime merchandising landscape.

Key Companies Profiled:

  • GOOD SMILE COMPANY
  • Production I.G Inc.
  • Studio Ghibli Inc.
  • Toei Animation Co. Ltd.
  • Bones Inc.
  • Kyoto Animation Co. Ltd.
  • Ufotable Co. Ltd.
  • Bandai Namco Group
  • JND STUDIOS
  • SNAIL SHELL
  • FUNKO

Anime Merchandising Market Segmentation

By Type

  • Apparel and Accessories
  • Toys and Figurines
  • Stationery
  • Electronic Accessories
  • Video Games and DVDs

By Distribution Channel

  • Online
  • Offline

By Region

  • North America
  • Latin America
  • Europe
  • Asia Pacific
  • Japan
  • Middle East & Africa

Table of Contents

1. Executive Summary

  • 1.1. Global Anime Merchandising Market Snapshot, 2024-2031
  • 1.2. Market Opportunity Assessment, 2024-2031, US$ Mn
  • 1.3. Key Market Trends
  • 1.4. Future Market Projections
  • 1.5. Premium Market Insights
  • 1.6. Industry Developments and Key Market Events
  • 1.7. PMR Analysis and Recommendations

2. Market Overview

  • 2.1. Market Scope and Definition
  • 2.2. Market Dynamics
    • 2.2.1. Drivers
    • 2.2.2. Restraints
    • 2.2.3. Opportunity
    • 2.2.4. Challenges
    • 2.2.5. Key Trends
  • 2.3. Macro-Economic Factors
    • 2.3.1. Global GDP Growth Outlook
    • 2.3.2. Global Healthcare Spending Outlook
  • 2.4. COVID-19 Impact Analysis
  • 2.5. Forecast Factors - Relevance and Impact

3. Value Added Insights

  • 3.1. Product Adoption Analysis
  • 3.2. Growth Opportunity Matrix
  • 3.3. Regulatory Landscape
  • 3.4. Value Chain Analysis
    • 3.4.1. List of Distribution Channel/Marketplaces
    • 3.4.2. List of End User (Industry)
  • 3.5. Key Deals and Mergers
  • 3.6. PESTLE Analysis
  • 3.7. Porter's Five Force Analysis

4. Price Trend Analysis, 2019-2031

  • 4.1. Key Highlights
  • 4.2. Key Factors Impacting Product Prices
  • 4.3. Pricing Analysis, By Type
  • 4.4. Regional Prices and Product Preferences

5. Global Anime Merchandising Market Outlook: Historical (2019-2023) and Forecast (2024-2031)

  • 5.1. Global Anime Merchandising Market Outlook: Type
    • 5.1.1. Introduction / Key Findings
    • 5.1.2. Historical Market Size (US$ Bn) Analysis, By Type, 2019-2023
    • 5.1.3. Current Market Size (US$ Bn) Analysis and Forecast, By Type, 2024-2031
      • 5.1.3.1. Apparel and Accessories
      • 5.1.3.2. Toys and Figurines
      • 5.1.3.3. Stationery
      • 5.1.3.4. Electronic Accessories
      • 5.1.3.5. Video Games and DVDs
      • 5.1.3.6. Others
  • 5.2. Market Attractiveness Analysis: Type
  • 5.3. Global Anime Merchandising Market Outlook: Distribution Channel
    • 5.3.1. Introduction / Key Findings
    • 5.3.2. Historical Market Size (US$ Bn) Analysis, By Distribution Channel, 2019-2023
    • 5.3.3. Current Market Size (US$ Bn) Analysis and Forecast, By Distribution Channel, 2024-2031
      • 5.3.3.1. Online
        • 5.3.3.1.1. Own e-commerce
        • 5.3.3.1.2. General e-commerce
        • 5.3.3.1.3. Cross-border e-commerce
      • 5.3.3.2. Offline
        • 5.3.3.2.1. Specialty Stores
        • 5.3.3.2.2. General Supermarkets
        • 5.3.3.2.3. Convenience Stores
        • 5.3.3.2.4. Events
  • 5.4. Market Attractiveness Analysis: Distribution Channel

6. Global Anime Merchandising Market Outlook: Region

  • 6.1. Key Highlights
  • 6.2. Historical Market Size (US$ Bn) Analysis, By Region, 2019-2023
  • 6.3. Current Market Size (US$ Bn) Analysis and Forecast, By Region, 2024-2031
    • 6.3.1. North America
    • 6.3.2. Europe
    • 6.3.3. East Asia
    • 6.3.4. South Asia and Oceania
    • 6.3.5. Latin America
    • 6.3.6. Middle East & Africa
  • 6.4. Market Attractiveness Analysis: Region

7. North America Anime Merchandising Market Outlook: Historical (2019-2023) and Forecast (2024-2031)

  • 7.1. Key Highlights
  • 7.2. Pricing Analysis
  • 7.3. Historical Market Size (US$ Bn) Analysis, By Market, 2019-2023
    • 7.3.1. By Country
    • 7.3.2. By Type
    • 7.3.3. By Technology
    • 7.3.4. By Distribution Channel
  • 7.4. Current Market Size (US$ Bn) Analysis and Forecast, By Country, 2024-2031
    • 7.4.1. U.S.
    • 7.4.2. Canada
  • 7.5. Current Market Size (US$ Bn) Analysis and Forecast, By Type, 2024-2031
    • 7.5.1. Apparel and Accessories
    • 7.5.2. Toys and Figurines
    • 7.5.3. Stationery
    • 7.5.4. Electronic Accessories
    • 7.5.5. Video Games and DVDs
    • 7.5.6. Others
  • 7.6. Current Market Size (US$ Bn) Analysis and Forecast, By Distribution Channel, 2024-2031
    • 7.6.1. Online
      • 7.6.1.1. Own e-commerce
      • 7.6.1.2. General e-commerce
      • 7.6.1.3. Cross-border e-commerce
    • 7.6.2. Offline
      • 7.6.2.1. Specialty Stores
      • 7.6.2.2. General Supermarkets
      • 7.6.2.3. Convenience Stores
      • 7.6.2.4. Events
  • 7.7. Market Attractiveness Analysis

8. Europe Anime Merchandising Market Outlook: Historical (2019-2023) and Forecast (2024-2031)

  • 8.1. Key Highlights
  • 8.2. Pricing Analysis
  • 8.3. Historical Market Size (US$ Bn) Analysis, By Market, 2019-2023
    • 8.3.1. By Country
    • 8.3.2. By Type
    • 8.3.3. By Technology
    • 8.3.4. By Distribution Channel
  • 8.4. Current Market Size (US$ Bn) Analysis and Forecast, By Country, 2024-2031
    • 8.4.1. Germany
    • 8.4.2. France
    • 8.4.3. U.K.
    • 8.4.4. Italy
    • 8.4.5. Spain
    • 8.4.6. Russia
    • 8.4.7. Turkey
    • 8.4.8. Rest of Europe
  • 8.5. Current Market Size (US$ Bn) Analysis and Forecast, By Type, 2024-2031
    • 8.5.1. Apparel and Accessories
    • 8.5.2. Toys and Figurines
    • 8.5.3. Stationery
    • 8.5.4. Electronic Accessories
    • 8.5.5. Video Games and DVDs
    • 8.5.6. Others
  • 8.6. Current Market Size (US$ Bn) Analysis and Forecast, By Distribution Channel, 2024-2031
    • 8.6.1. Online
      • 8.6.1.1. Own e-commerce
      • 8.6.1.2. General e-commerce
      • 8.6.1.3. Cross-border e-commerce
    • 8.6.2. Offline
      • 8.6.2.1. Specialty Stores
      • 8.6.2.2. General Supermarkets
      • 8.6.2.3. Convenience Stores
      • 8.6.2.4. Events
  • 8.7. Market Attractiveness Analysis

9. East Asia Anime Merchandising Market Outlook: Historical (2019-2023) and Forecast (2024-2031)

  • 9.1. Key Highlights
  • 9.2. Pricing Analysis
  • 9.3. Historical Market Size (US$ Bn) Analysis, By Market, 2019-2023
    • 9.3.1. By Country
    • 9.3.2. By Type
    • 9.3.3. By Technology
    • 9.3.4. By Distribution Channel
  • 9.4. Current Market Size (US$ Bn) Analysis and Forecast, By Country, 2024-2031
    • 9.4.1. China
    • 9.4.2. Japan
    • 9.4.3. South Korea
  • 9.5. Current Market Size (US$ Bn) Analysis and Forecast, By Type, 2024-2031
    • 9.5.1. Apparel and Accessories
    • 9.5.2. Toys and Figurines
    • 9.5.3. Stationery
    • 9.5.4. Electronic Accessories
    • 9.5.5. Video Games and DVDs
    • 9.5.6. Others
  • 9.6. Current Market Size (US$ Bn) Analysis and Forecast, By Distribution Channel, 2024-2031
    • 9.6.1. Online
      • 9.6.1.1. Own e-commerce
      • 9.6.1.2. General e-commerce
      • 9.6.1.3. Cross-border e-commerce
    • 9.6.2. Offline
      • 9.6.2.1. Specialty Stores
      • 9.6.2.2. General Supermarkets
      • 9.6.2.3. Convenience Stores
      • 9.6.2.4. Events
  • 9.7. Market Attractiveness Analysis

10. South Asia & Oceania Anime Merchandising Market Outlook: Historical (2019-2023) and Forecast (2024-2031)

  • 10.1. Key Highlights
  • 10.2. Pricing Analysis
  • 10.3. Historical Market Size (US$ Bn) Analysis, By Market, 2019-2023
    • 10.3.1. By Country
    • 10.3.2. By Type
    • 10.3.3. By Technology
    • 10.3.4. By Distribution Channel
  • 10.4. Current Market Size (US$ Bn) Analysis and Forecast, By Country, 2024-2031
    • 10.4.1. India
    • 10.4.2. Southeast Asia
    • 10.4.3. ANZ
    • 10.4.4. Rest of South Asia & Oceania
  • 10.5. Current Market Size (US$ Bn) Analysis and Forecast, By Type, 2024-2031
    • 10.5.1. Apparel and Accessories
    • 10.5.2. Toys and Figurines
    • 10.5.3. Stationery
    • 10.5.4. Electronic Accessories
    • 10.5.5. Video Games and DVDs
    • 10.5.6. Others
  • 10.6. Current Market Size (US$ Bn) Analysis and Forecast, By Distribution Channel, 2024-2031
    • 10.6.1. Online
      • 10.6.1.1. Own e-commerce
      • 10.6.1.2. General e-commerce
      • 10.6.1.3. Cross-border e-commerce
    • 10.6.2. Offline
      • 10.6.2.1. Specialty Stores
      • 10.6.2.2. General Supermarkets
      • 10.6.2.3. Convenience Stores
      • 10.6.2.4. Events
  • 10.7. Market Attractiveness Analysis

11. Latin America Anime Merchandising Market Outlook: Historical (2019-2023) and Forecast (2024-2031)

  • 11.1. Key Highlights
  • 11.2. Pricing Analysis
  • 11.3. Historical Market Size (US$ Bn) Analysis, By Market, 2019-2023
    • 11.3.1. By Country
    • 11.3.2. By Type
    • 11.3.3. By Technology
    • 11.3.4. By Distribution Channel
  • 11.4. Current Market Size (US$ Bn) Analysis and Forecast, By Country, 2024-2031
    • 11.4.1. Brazil
    • 11.4.2. Mexico
    • 11.4.3. Rest of Latin America
  • 11.5. Current Market Size (US$ Bn) Analysis and Forecast, By Type, 2024-2031
    • 11.5.1. Apparel and Accessories
    • 11.5.2. Toys and Figurines
    • 11.5.3. Stationery
    • 11.5.4. Electronic Accessories
    • 11.5.5. Video Games and DVDs
    • 11.5.6. Others
  • 11.6. Current Market Size (US$ Bn) Analysis and Forecast, By Distribution Channel, 2024-2031
    • 11.6.1. Online
      • 11.6.1.1. Own e-commerce
      • 11.6.1.2. General e-commerce
      • 11.6.1.3. Cross-border e-commerce
    • 11.6.2. Offline
      • 11.6.2.1. Specialty Stores
      • 11.6.2.2. General Supermarkets
      • 11.6.2.3. Convenience Stores
      • 11.6.2.4. Events
  • 11.7. Market Attractiveness Analysis

12. Middle East & Africa Anime Merchandising Market Outlook: Historical (2019-2023) and Forecast (2024-2031)

  • 12.1. Key Highlights
  • 12.2. Pricing Analysis
  • 12.3. Historical Market Size (US$ Bn) Analysis, By Market, 2019-2023
    • 12.3.1. By Country
    • 12.3.2. By Type
    • 12.3.3. By Technology
    • 12.3.4. By Distribution Channel
  • 12.4. Current Market Size (US$ Bn) Analysis and Forecast, By Country, 2024-2031
    • 12.4.1. GCC Countries
    • 12.4.2. Egypt
    • 12.4.3. South Africa
    • 12.4.4. Northern Africa
    • 12.4.5. Rest of Middle East & Africa
  • 12.5. Current Market Size (US$ Bn) Analysis and Forecast, By Type, 2024-2031
    • 12.5.1. Apparel and Accessories
    • 12.5.2. Toys and Figurines
    • 12.5.3. Stationery
    • 12.5.4. Electronic Accessories
    • 12.5.5. Video Games and DVDs
    • 12.5.6. Others
  • 12.6. Current Market Size (US$ Bn) Analysis and Forecast, By Distribution Channel, 2024-2031
    • 12.6.1. Online
      • 12.6.1.1. Own e-commerce
      • 12.6.1.2. General e-commerce
      • 12.6.1.3. Cross-border e-commerce
    • 12.6.2. Offline
      • 12.6.2.1. Specialty Stores
      • 12.6.2.2. General Supermarkets
      • 12.6.2.3. Convenience Stores
      • 12.6.2.4. Events
  • 12.7. Market Attractiveness Analysis

13. Competition Landscape

  • 13.1. Market Share Analysis, 2024
  • 13.2. Market Structure
    • 13.2.1. Competition Intensity Mapping By Market
    • 13.2.2. Competition Dashboard
  • 13.3. Company Profiles (Details - Overview, Financials, Strategy, Recent Developments)
    • 13.3.1. GOOD SMILE COMPANY
      • 13.3.1.1. Overview
      • 13.3.1.2. Segments and Products
      • 13.3.1.3. Key Financials
      • 13.3.1.4. Market Developments
      • 13.3.1.5. Market Strategy
    • 13.3.2. Production I.G Inc.
    • 13.3.3. Studio Ghibli Inc.
    • 13.3.4. Toei Animation Co. Ltd.
    • 13.3.5. Bones Inc.
    • 13.3.6. Kyoto Animation Co. Ltd.
    • 13.3.7. Ufotable Co. Ltd.
    • 13.3.8. Bandai Namco Group
    • 13.3.9. JND STUDIOS
    • 13.3.10. SNAIL SHELL
    • 13.3.11. FUNKO

14. Appendix

  • 14.1. Research Methodology
  • 14.2. Research Assumptions
  • 14.3. Acronyms and Abbreviations