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市場調查報告書
商品編碼
1558994

日式動畫市場:全球產業分析、規模、佔有率、成長、趨勢、2024-2031年預測

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

出版日期: | 出版商: Persistence Market Research | 英文 171 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日式動畫市場的綜合報告。本報告對關鍵市場動態進行了深入分析,包括市場驅動因素、趨勢、機會和挑戰,並提供了對市場結構的深入見解。

主要見解

  • 日式動畫市場規模(2024年):319億美元
  • 預估市場規模(2031年):541億美元
  • 全球市場成長率(2024-2031年年複合成長率):7.8%

日式動畫市場-調查範圍:

日式動畫是一種起源於日本並在全世界範圍內獲得廣泛流行和接受的動畫風格。日式動畫市場包括電視劇、電影、商品和串流媒體服務等各個領域。這個市場迎合了多元化的受眾,其特點是動態內容開發,從動感十足的劇集到感人至深的故事。日式動畫市場的成長是由全球觀眾的增加、數位串流技術的進步以及日式動畫內容擴展到新的地區和媒體格式所推動的。

市場驅動因素:

全球日式動畫市場受到幾個關鍵因素的推動,例如日式動畫在日本以外各個地區的受歡迎程度不斷上升。串流媒體平台和數位媒體的激增使世界各地的觀眾更容易接觸到日式動畫,顯著提高了收視率。此外,日式動畫對流行文化(包括時尚、遊戲和生活方式)日益成長的影響力也有助於市場擴張。動畫技術的進步以及國際合作和聯合製作的增加進一步增強了市場成長前景。領先的娛樂公司增加對日式動畫製作和發行的投資也推動了市場的成長。

市場限制因素:

儘管成長前景廣闊,但日式動畫市場仍面臨內容在地化和文化適應方面的挑戰。為不同的國際觀眾翻譯和改編日式動畫內容的需求成本高昂且複雜,並且會影響市場效率。此外,市場面臨其他形式娛樂的競爭,例如真人連續劇和電影,這可能會影響觀眾的偏好。智慧財產權問題和版權侵權問題也為市場成長帶來風險,影響創造收入和內容保護。應對這些挑戰需要策略合作夥伴關係以及內容分發和保護的創新方法。

市場機會:

由於新趨勢和技術進步,日式動畫市場提供了巨大的成長機會。虛擬實境(VR)和擴增實境(AR)技術的興起為沉浸式日式動畫體驗提供了新途徑,可能會吸引更廣泛的受眾。擴大日式動畫迷大會和活動列出內容推廣和社群參與的平台。此外,日式動畫融入主流媒體以及與全球品牌合作的趨勢創造新的商機。投資原創內容製作和開發利基日式動畫類型還可以利用不斷變化的消費者品味和市場需求。

本報告涵蓋的主要問題

  • 推動全球日式動畫市場成長的關鍵因素是什麼?
  • 哪些細分市場和平台引領全球日式動畫內容的擴張?
  • 科技進步如何形塑日式動畫市場的競爭格局?
  • 誰是日式動畫產業的主要參與者? 他們採用什麼策略來維持市場影響力?
  • 全球日式動畫市場的新趨勢和未來前景是什麼?

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
    • 全球 GDP 成長前景
    • 全球消費者支出前景
  • 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
    • 日式動畫類型/市場列表
    • 最終用戶(行業)列表
  • 主要交易和合併
  • PESTLE分析
  • 波特五力分析

第4章 2019-2024年價格趨勢分析

  • 影響產品價格的主要因素
  • 依動畫類型的價格分析
  • 依地區價格與產品偏好

第5章 全球日式動畫市場展望:實績(2019-2023年)與預測(2024-2031年)

  • 世界日式動畫市場展望:動畫類型
    • 簡介/主要調查結果
    • 2019-2023年市場規模(十億美元)實績分析,依動畫類型
    • 2024-2031年當前市場規模(十億美元)的分析和預測,依動畫類型
      • 電視
      • 電影
      • 影片
      • 網際網路散佈
      • 推銷
      • 音樂
      • 彈珠台
      • 現場娛樂表演
  • 市場吸引力分析:動畫類型
  • 世界日式動畫市場展望:動畫題材
    • 簡介/主要調查結果
    • 2019-2023年市場規模(十億美元)分析,依動畫題材
    • 2024-2031年當前市場規模(十億美元)的分析和預測,依動畫題材
      • 動作與冒險
      • 科幻與奇幻
      • 浪漫與戲劇
      • 運動
      • 其他
  • 市場吸引力分析:動畫題材

第6章 全球日式動畫市場展望:地區

  • 2019-2023年過去的市場規模(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
    • 南亞和大洋洲
    • 拉丁美洲
    • 中東、非洲
  • 市場吸引力分析:地區

第7章 北美日式動畫市場展望:實績(2019-2023年)與預測(2024-2031年)

第8章 歐洲日式動畫市場展望:實績(2019-2023年)與預測(2024-2031年)

第9章 東亞日式動畫市場展望:實績(2019-2023年)與預測(2024-2031年)

第10章 南亞和大洋洲日式動畫市場展望:實績(2019-2023年)和預測(2024-2031年)

第11章 拉丁美洲日式動畫市場展望:實績(2019-2023年)與預測(2024-2031年)

第12章 中東與非洲日式動畫市場展望:實績(2019-2023年)與預測(2024-2031年)

第13章 競爭態勢

  • 2023年市場佔有率分析
  • 市場結構
    • 依市場劃分的競爭強度圖
    • 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)
    • Studio Ghibli, Inc.
    • Pierrot Co., Ltd.
    • Production IG, Inc.
    • Bones Inc.
    • Kyoto Animation Co., Ltd.
    • MADHOUSE, Inc.
    • Sentai Holdings, LLC(AMC Networks)
    • VIZ Media, LLC
    • Ufotable Co., Ltd.
    • Sunrise, Inc.(Bandai Namco Filmworks)
    • Toei Animation Co., Ltd.
    • Crunchyroll(Progressive Animation Works Co., Ltd.)
    • Atomic Flare
    • Good Smile Company, Inc.
    • Discotek Media

第14章 附錄

  • 調查方法
  • 調查假設
  • 首字母縮寫詞和縮寫詞
簡介目錄
Product Code: PMRREP34686

Persistence Market Research has recently released a comprehensive report on the global Anime Market. The report offers an in-depth analysis of crucial market dynamics, including drivers, trends, opportunities, and challenges, providing detailed insights into the market structure.

Key Insights:

  • Anime Market Size (2024E): US$31.9 Bn
  • Projected Market Value (2031F): US$54.1 Bn
  • Global Market Growth Rate (CAGR 2024 to 2031): 7.8%

Anime Market - Report Scope:

Anime, a style of animation originating from Japan, has gained widespread popularity and acceptance globally. The anime market encompasses various segments, including television series, films, merchandise, and streaming services. This market caters to diverse audience demographics and is characterized by a dynamic content landscape, with offerings ranging from action-packed series to emotionally driven narratives. The growth of the anime market is driven by increasing global viewership, advancements in digital streaming technology, and the expansion of anime-based content into new regions and media formats.

Market Growth Drivers:

The global anime market is propelled by several key factors, including the rising popularity of anime across various regions outside Japan. The proliferation of streaming platforms and digital media has made anime more accessible to a global audience, significantly boosting its viewership. Additionally, the growing influence of anime on popular culture, including fashion, gaming, and lifestyle, contributes to its market expansion. Technological advancements in animation techniques and the rise of international collaborations and co-productions further enhance the market's growth prospects. The increasing investment in anime production and distribution by major entertainment companies also drives market growth.

Market Restraints:

Despite promising growth prospects, the anime market faces challenges related to content localization and cultural adaptation. The need to translate and adapt anime content for diverse international audiences can be costly and complex, potentially impacting market efficiency. Furthermore, the market faces competition from other entertainment forms, such as live-action series and films, which may impact viewer preference. Intellectual property issues and piracy concerns also pose risks to market growth, affecting revenue generation and content protection. Addressing these challenges requires strategic partnerships and innovative approaches to content delivery and protection.

Market Opportunities:

The anime market presents significant growth opportunities driven by emerging trends and technological advancements. The rise of virtual reality (VR) and augmented reality (AR) technologies offers new avenues for immersive anime experiences, potentially attracting a broader audience. Expanding anime fan conventions and events provide platforms for content promotion and community engagement. Additionally, the growing trend of anime integration into mainstream media and collaborations with global brands create new business opportunities. Investment in original content creation and the development of niche anime genres can also capitalize on evolving consumer preferences and market demands.

Key Questions Answered in the Report:

  • What are the primary factors driving the growth of the global anime market?
  • Which segments and platforms are leading the expansion of anime content worldwide?
  • How are technological advancements shaping the competitive landscape of the anime market?
  • Who are the key players in the anime industry, and what strategies are they employing to maintain market relevance?
  • What are the emerging trends and future prospects in the global anime market?

Competitive Intelligence and Business Strategy:

Leading players in the global anime market, including Studio Ghibli, Toei Animation, and Crunchyroll, focus on content innovation, strategic partnerships, and global expansion to gain a competitive edge. These companies invest in high-quality animation production, original content development, and strategic collaborations with international distributors. Partnerships with streaming platforms and multimedia companies facilitate wider content distribution and audience engagement. Emphasis on fan interaction, merchandise sales, and live events enhances market presence and revenue generation.

Key Companies Profiled:

  • Studio Ghibli
  • Toei Animation
  • Crunchyroll
  • Funimation
  • Kodansha
  • Madhouse
  • Sunrise Inc.
  • Kyoto Animation
  • Sentai Filmworks
  • Nippon Animation

Anime Market Research Segmentation

By Anime Type

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

By Anime Genre

  • Action & Adventure
  • Sci-Fi & Fantasy
  • Romance & Drama
  • Sports

By Region

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

Table of Contents

1. Executive Summary

  • 1.1. Global Anime 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 Consumer 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 Anime Genre/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, 2019-2024

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

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

  • 5.1. Global Anime Market Outlook: Anime Type
    • 5.1.1. Introduction / Key Findings
    • 5.1.2. Historical Market Size (US$ Bn) Analysis, By Anime Type, 2019-2023
    • 5.1.3. Current Market Size (US$ Bn) Analysis and Forecast, By Anime Type, 2024-2031
      • 5.1.3.1. T.V.
      • 5.1.3.2. Movie
      • 5.1.3.3. Video
      • 5.1.3.4. Internet Distribution
      • 5.1.3.5. Merchandising
      • 5.1.3.6. Music
      • 5.1.3.7. Pachinko
      • 5.1.3.8. Live Entertainment
  • 5.2. Market Attractiveness Analysis: Anime Type
  • 5.3. Global Anime Market Outlook: Anime Genre
    • 5.3.1. Introduction / Key Findings
    • 5.3.2. Historical Market Size (US$ Bn) Analysis, By Anime Genre, 2019-2023
    • 5.3.3. Current Market Size (US$ Bn) Analysis and Forecast, By Anime Genre, 2024-2031
      • 5.3.3.1. Action & Adventure
      • 5.3.3.2. Sci-Fi & Fantasy
      • 5.3.3.3. Romance & Drama
      • 5.3.3.4. Sports
      • 5.3.3.5. Others
  • 5.4. Market Attractiveness Analysis: Anime Genre

6. Global Anime 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 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 Anime Type
    • 7.3.3. By Technology
    • 7.3.4. By Anime Genre
  • 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 Anime Type, 2024-2031
    • 7.5.1. T.V.
    • 7.5.2. Movie
    • 7.5.3. Video
    • 7.5.4. Internet Distribution
    • 7.5.5. Merchandising
    • 7.5.6. Music
    • 7.5.7. Pachinko
    • 7.5.8. Live Entertainment
  • 7.6. Current Market Size (US$ Bn) Analysis and Forecast, By Anime Genre, 2024-2031
    • 7.6.1. Action & Adventure
    • 7.6.2. Sci-Fi & Fantasy
    • 7.6.3. Romance & Drama
    • 7.6.4. Sports
    • 7.6.5. Others
  • 7.7. Market Attractiveness Analysis

8. Europe Anime 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 Anime Type
    • 8.3.3. By Technology
    • 8.3.4. By Anime Genre
  • 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 Anime Type, 2024-2031
    • 8.5.1. T.V.
    • 8.5.2. Movie
    • 8.5.3. Video
    • 8.5.4. Internet Distribution
    • 8.5.5. Merchandising
    • 8.5.6. Music
    • 8.5.7. Pachinko
    • 8.5.8. Live Entertainment
  • 8.6. Current Market Size (US$ Bn) Analysis and Forecast, By Anime Genre, 2024-2031
    • 8.6.1. Action & Adventure
    • 8.6.2. Sci-Fi & Fantasy
    • 8.6.3. Romance & Drama
    • 8.6.4. Sports
    • 8.6.5. Others
  • 8.7. Market Attractiveness Analysis

9. East Asia Anime 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 Anime Type
    • 9.3.3. By Technology
    • 9.3.4. By Anime Genre
  • 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 Anime Type, 2024-2031
    • 9.5.1. T.V.
    • 9.5.2. Movie
    • 9.5.3. Video
    • 9.5.4. Internet Distribution
    • 9.5.5. Merchandising
    • 9.5.6. Music
    • 9.5.7. Pachinko
    • 9.5.8. Live Entertainment
  • 9.6. Current Market Size (US$ Bn) Analysis and Forecast, By Anime Genre, 2024-2031
    • 9.6.1. Action & Adventure
    • 9.6.2. Sci-Fi & Fantasy
    • 9.6.3. Romance & Drama
    • 9.6.4. Sports
    • 9.6.5. Others
  • 9.7. Market Attractiveness Analysis

10. South Asia & Oceania Anime 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 Anime Type
    • 10.3.3. By Technology
    • 10.3.4. By Anime Genre
  • 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 Anime Type, 2024-2031
    • 10.5.1. T.V.
    • 10.5.2. Movie
    • 10.5.3. Video
    • 10.5.4. Internet Distribution
    • 10.5.5. Merchandising
    • 10.5.6. Music
    • 10.5.7. Pachinko
    • 10.5.8. Live Entertainment
  • 10.6. Current Market Size (US$ Bn) Analysis and Forecast, By Anime Genre, 2024-2031
    • 10.6.1. Action & Adventure
    • 10.6.2. Sci-Fi & Fantasy
    • 10.6.3. Romance & Drama
    • 10.6.4. Sports
    • 10.6.5. Others
  • 10.7. Market Attractiveness Analysis

11. Latin America Anime 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 Anime Type
    • 11.3.3. By Technology
    • 11.3.4. By Anime Genre
  • 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 Anime Type, 2024-2031
    • 11.5.1. T.V.
    • 11.5.2. Movie
    • 11.5.3. Video
    • 11.5.4. Internet Distribution
    • 11.5.5. Merchandising
    • 11.5.6. Music
    • 11.5.7. Pachinko
    • 11.5.8. Live Entertainment
  • 11.6. Current Market Size (US$ Bn) Analysis and Forecast, By Anime Genre, 2024-2031
    • 11.6.1. Action & Adventure
    • 11.6.2. Sci-Fi & Fantasy
    • 11.6.3. Romance & Drama
    • 11.6.4. Sports
    • 11.6.5. Others
  • 11.7. Market Attractiveness Analysis

12. Middle East & Africa Anime 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 Anime Type
    • 12.3.3. By Technology
    • 12.3.4. By Anime Genre
  • 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 Anime Type, 2024-2031
    • 12.5.1. T.V.
    • 12.5.2. Movie
    • 12.5.3. Video
    • 12.5.4. Internet Distribution
    • 12.5.5. Merchandising
    • 12.5.6. Music
    • 12.5.7. Pachinko
    • 12.5.8. Live Entertainment
  • 12.6. Current Market Size (US$ Bn) Analysis and Forecast, By Anime Genre, 2024-2031
    • 12.6.1. Action & Adventure
    • 12.6.2. Sci-Fi & Fantasy
    • 12.6.3. Romance & Drama
    • 12.6.4. Sports
    • 12.6.5. Others
  • 12.7. Market Attractiveness Analysis

13. Competition Landscape

  • 13.1. Market Share Analysis, 2023
  • 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. Studio Ghibli, Inc.
      • 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. Pierrot Co., Ltd.
    • 13.3.3. Production I.G, Inc.
    • 13.3.4. Bones Inc.
    • 13.3.5. Kyoto Animation Co., Ltd.
    • 13.3.6. MADHOUSE, Inc.
    • 13.3.7. Sentai Holdings, LLC (AMC Networks)
    • 13.3.8. VIZ Media, LLC
    • 13.3.9. Ufotable Co., Ltd.
    • 13.3.10. Sunrise, Inc. (Bandai Namco Filmworks)
    • 13.3.11. Toei Animation Co., Ltd.
    • 13.3.12. Crunchyroll (Progressive Animation Works Co., Ltd.
    • 13.3.13. Atomic Flare
    • 13.3.14. Good Smile Company, Inc.
    • 13.3.15. Discotek Media

14. Appendix

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