The anime market size was estimated at USD 34,256.2 million in 2024 and is projected to grow at a CAGR of 9.8% from 2025 to 2030. The market is primarily driven by the rise of social media platforms, which has fostered community building among fans, allowing for greater interaction and engagement. This increased connectivity is increasingly promoting anime culture globally. In addition, the strong connection between popular anime series and merchandise sales is significantly driving the anime industry’s expansion. From figures to clothing, the demand for anime-related products continues to grow, enhancing the overall market, and is expected to further fuel the market growth in the coming years.
The growing dominance of streaming platforms have made anime more accessible worldwide, with episodes often being released simultaneously across multiple regions. This global reach has helped break down geographical barriers, allowing anime to expand beyond Japan and into mainstream entertainment markets, particularly in the West. With subscriptions growing and exclusive content being produced for these platforms, streaming has become a driving force behind anime’s increasing popularity and commercial success.
The growing advancements in animation technology and techniques are transforming the anime industry, enhancing both production and viewer experiences. Improved software and tools facilitate higher production quality, resulting in visually captivating content that appeals to both dedicated fans and newcomers. The emergence of virtual reality (VR) and augmented reality (AR) technologies opens new avenues for immersive storytelling, enabling fans to interact with their favorite series and characters in innovative ways, thereby driving market growth.
The growing international collaborations are playing an increasingly significant role in shaping the anime industry. Partnerships between Japanese anime studios and Western production companies have given rise to hybrid projects that seamlessly merge diverse cultural elements and storytelling styles. These collaborations help enrich the quality of content and appeal to a wider global audience, highlighting the growing interconnectedness of the entertainment industry. This trend is anticipated to drive further growth and expansion within the anime industry.
Moreover, the increasing popularity of video games inspired by anime is emerging as a significant trend within the anime industry, creating new revenue streams and expanding audience engagement. These games often feature beloved characters and storylines from popular anime series, allowing fans to immerse themselves in familiar worlds while interacting with their favorite characters in dynamic ways. This convergence of anime and gaming is enhancing the overall experience for fans and thereby attracting more groups of audience, including gamers who may not have previously engaged with anime. These factors are expected to drive market growth in the coming years.
The merchandising segment led the market with the largest revenue share of 31.6% in 2024. This dominance is largely attributed to the increasing popularity of anime in various regions, especially in the U.S., where the demand for merchandise related to popular titles like "Demon Slayer" and "My Hero Academia" is surging. The rise of conventions and events dedicated to anime culture further fuels this demand, as fans seek to collect items that resonate with their favorite series and characters. These factors are expected to drive the segmental growth in the coming years.
The internet distribution segment is expected to witness at the fastest CAGR of 13.8% from 2025 to 2030. This rapid growth can be attributed to the increasing accessibility of anime through various streaming platforms, which allow viewers to easily access a diverse range of titles. As more consumers turn to online platforms for their entertainment needs, the demand for digital content continues to rise, driving significant growth in this segment. The convenience of online shopping for anime merchandise also complements this trend, making it easier for fans to engage with their favorite franchises across multiple mediums.
Based on genre, the action & adventure segment led the market with the largest revenue share of 34.3% in 2024, driven by its widespread appeal across diverse demographics. This genre captivates audiences with fast-paced storytelling and intricate character development, catering to those seeking escapism. The availability of these series on streaming platforms has significantly boosted viewer engagement, enabling fans to access an extensive library of titles. In addition, the influx of new action and adventure anime in the U.S. is playing a crucial role in this segment's growth, attracting a varied audience eager for compelling narratives and high-quality animation.
The sci-fi & fantasy segment is expected to register at the fastest CAGR from 2025 to 2030, fueled by advancements in animation technology that enable more immersive and creative storytelling. This genre resonates with audiences through its exploration of futuristic themes and fantastical worlds, appealing to a broad demographic seeking innovative narratives. The growing availability of diverse titles on streaming platforms has further boosted its popularity. Notable trends driving this growth include collaborations between anime studios and gaming companies, resulting in cross-media adaptations that broaden the audience reach and deepen viewer engagement.
The anime market in North America is expected to grow at the fastest CAGR of 16.3% from 2025 to 2030. The advancements in animation technology and techniques are revolutionizing the way anime is produced and experienced in the region. Improved software and tools allow for higher production quality and more visually stunning content, capturing the attention of both dedicated fans and new viewers, which is further driving the market.
The anime market in U.S. is expected to grow at the fastest CAGR of 16% from 2025 to 2030. The expansion of streaming platforms is a key driver fueling the market growth, due to several interconnected factors that enhance accessibility, audience reach, and content variety.
Asia-Pacific dominated the anime market with the largest revenue share of 27.09% in 2024, driven by several factors, including the increasing consumption of digital content and the popularity of streaming services. Countries of the region are leading this trend, with a strong fanbase that actively engages with both local and international anime productions. The rise of mobile gaming and interactive content related to anime is also a significant trend, enhancing viewer engagement and expanding market opportunities.
The China anime market is experiencing rapid expansion fueled by rising disposable incomes and an increasing appetite for diverse entertainment options. The integration of advanced technologies such as virtual reality (VR) and augmented reality (AR) into anime experiences enhances viewer engagement and broadens audience reach. In addition, the government's support for cultural exports has led to greater international collaboration and distribution of Chinese anime content, contributing to its global appeal.
The anime market in Japan remains at the forefront, characterized by a rich cultural heritage and a dedicated fanbase that drives demand for both traditional and innovative content. Recent trends include collaborations with international brands and increased investment in technology to enhance production quality. Moreover, the rise of digital streaming platforms has made Japanese anime more accessible worldwide, further solidifying its status as a leading entertainment genre
The anime market in Europe is expected to grow at the fastest CAGR of 11.2% from 2025 to 2030. This growth is driven by the rising popularity of Japanese pop culture among younger demographics in the region and the increasing availability of anime content on digital streaming platforms, which enhances accessibility for viewers. The influence of social media and fan communities has amplified anime's visibility, while collaborations between anime production houses and European distributors broaden its audience reach. In addition, the integration of anime into mainstream entertainment through merchandise, themed events, and educational sectors is contributing to its appeal, supported by a growing interest in anime-inspired storytelling and artistic styles.
The anime market in UK is expected to grow at a significant CAGR during the forecast period. This expansion is largely driven by the proliferation of streaming platforms that provide easy access to a wide array of anime titles, as well as an increasing number of licensed distributions. Partnerships between major streaming services, such as Netflix and Nippon Television, to acquire popular anime titles further enhance the market's appeal.
The Germany anime market is bolstered by the increasing preference for online consumption of anime content, particularly within the action and adventure genres. The popularity of streaming services has facilitated easier access to anime, allowing viewers to engage more deeply with the content. Furthermore, young audiences are increasingly drawn to anime culture, supported by local conventions and events that celebrate this medium.
Some of the key players operating in the global market Crunchyroll (Sony Pictures Entertainment), Bioworld Merchandising, Inc.
Crunchyroll (Sony Pictures Entertainment Inc.) is a joint venture that operates independently, formed by U.S.-based Sony Pictures Entertainment, Inc. and Japan’s Aniplex, which is a subsidiary of Sony Music Entertainment (Japan) Inc. The company provides a streaming platform specializing in anime, manga, and Asian media, primarily targeting the U.S. market. The platform offers a vast library of titles, including simulcasts of popular series, allowing fans to watch episodes shortly after their release in Japan.
Bioworld Merchandising, Inc. is a company specializing in licensed apparel and accessories, offering a wide range of products tied to popular culture, including anime. The company plays a crucial role by producing and distributing merchandise that enhances fan engagement and reflects the increasing mainstream acceptance of anime, thereby supporting the thriving fan culture and driving demand for anime-related products.
Atomic Flare, and Eleven Arts are some of the emerging participants in the Anime industry.
Atomic Flare is a company dedicated to providing hard-to-find video games, anime, and pop culture merchandise at affordable prices. The company features a diverse range of officially licensed products from popular franchises such as Final Fantasy, Pokemon, and My Hero Academia, among others. The company emphasizes local shipping and personalized customer service, ensuring a memorable shopping experience.
Eleven Arts is a dedicated film distribution company specializing in bringing anime and live-action films to North American audiences. Originally focused on theatrical releases, Eleven Arts has expanded its operations to encompass all aspects of film distribution, including translation, localization, home video, and merchandise. By collaborating closely with studios and producers in Japan, Eleven Arts aims to enhance the overall experience for anime fans in North America, striving to deliver compelling stories and high-quality content.
The following are the leading companies in the anime market. These companies collectively hold the largest market share and dictate industry trends.
In January 2025, Crunchyroll announced at Sony Group Corporation's CES press conference that it will launch a new digital manga application called Crunchyroll Manga later this year. This app will serve as a premium add-on for Crunchyroll subscribers and will be available as a standalone application on iOS and Android, with plans for web browser support in the future.
In August 2024, Discotek Media revealed 25 new upcoming releases during its panel at Otakon, an annual three-day anime convention and a live stream event, highlighting a diverse lineup of anime and tokusatsu titles, further broadening the variety available to U.S. consumers. This includes well-known franchises such as Lupin III and Digimon, alongside niche offerings like Kiss×sis and various tokusatsu films.
In July 2024, Bioworld Merchandising, Inc. announced its acquisition of Packed Party, a Texas-based manufacturer specializing in lifestyle and party accessories. This partnership is expected to enhance product innovation and growth for both companies by leveraging Bioworld's global presence and infrastructure to expand Packed Party's distribution channels and product offerings.
Report Attribute |
Details |
Market size value in 2025 |
USD 37,698.9 million |
Revenue forecast in 2030 |
USD 60,272.2 million |
Growth rate |
CAGR of 9.8% from 2025 to 2030 |
Base year for estimation |
2024 |
Historical data |
2018 - 2023 |
Forecast period |
2025 - 2030 |
Quantitative units |
Revenue in USD million/billion, and CAGR from 2025 to 2030 |
Report Product |
Revenue forecast, company ranking, competitive landscape, growth factors, and trends |
Segments covered |
Type, genre, region |
Regional scope |
North America; Europe; Asia Pacific; Latin America; Middle East & Africa |
Country scope |
U.S.; Canada; UK; Germany; France; Italy; Spain; Poland; Hungary; Austria; Russia; Netherlands; Finland; Sweden; Czech Republic; ANZ; Japan; China; India; Philippines; South Korea; Indonesia; Vietnam; Thailand; Malesia; Brazil; Mexico; Saudi Arabia; Turkey |
Key companies profiled |
Pierrot Co., Ltd.; Production I.G, Inc.; Studio Ghibli, Inc.; Sunrise, Inc. (Bandai Namco Filmworks); Toei Animation Co., Ltd.; Bones Inc.; Kyoto Animation Co., Ltd.; MADHOUSE, Inc.; Crunchyroll (Sony Pictures Entertainment Inc.); Progressive Animation Works Co., Ltd. (PA Works); Good Smile Company, Inc.; Discotek Media; Sentai Holdings, LLC (AMC Networks); VIZ Media, LLC; Ufotable Co., Ltd.; Atomic Flare |
Customization scope |
Free report customization (equivalent to up to 8 analyst’s working days) with purchase. Addition or alteration to country, regional & segment scope. |
Pricing and purchase options |
Avail customized purchase options to meet your exact research needs. Explore purchase options |
This report forecasts revenue growth at global, regional, and country levels and provides an analysis of the latest technology trends in each of the sub-segments from 2018 to 2030. For this study, Grand View Research has segmented the global anime market report based on type, genre, and region:
Type Outlook (Revenue, USD Million, 2018 - 2030)
T.V.
Movie
Video
Internet Distribution
Merchandising
Music
Pachinko
Live Entertainment
Genre Outlook (Revenue, USD Million, 2018 - 2030)
Action & Adventure
Sci-Fi & Fantasy
Romance & Drama
Sports
Others
Regional Outlook (Revenue, USD Million, 2018 - 2030)
North America
U.S.
Canada
Europe
UK
Germany
France
Italy
Spain
Poland
Hungary
Austria
Russia
Netherlands
Finland
Sweden
Czech Republic
Asia Pacific
ANZ
Japan
China
Philippines
South Korea
Indonesia
Vietnam
Thailand
Malaysia
India
Latin America
Brazil
Mexico
Middle East & Africa
Saudi Arabia
Turkey
Japan
b. The global anime market size was valued at USD 34,256.2 million in 2024 and is expected to reach USD 37,698.9 million in 2025.
b. The global anime market is expected to grow at a compound annual growth rate (CAGR) of 9.8% from 2025 to 2030 to reach USD 60,272.2 million by 2030.
b. Japan dominated the anime market with a share of over 39% in 2024. This is attributable to increased sales of anime content across the globe.
b. Some key players operating in the anime market include Pierrot Co., Ltd.; Production I.G, Inc.; Studio Ghibli, Inc.; Sunrise, Inc. (Bandai Namco Filmworks); Toei Animation Co., Ltd.; Bones Inc.; Kyoto Animation Co., Ltd.; MADHOUSE, Inc.; Crunchyroll (Sony Pictures Entertainment Inc.); Progressive Animation Works Co., Ltd. (PA Works); Good Smile Company, Inc.; Discotek Media; Sentai Holdings, LLC (AMC Networks); VIZ Media, LLC; Ufotable Co., Ltd.; Atomic Flare
b. The rising popularity and sales of Japanese anime content in other parts of the world apart from Japan are expected to drive the growth of the anime market over the forecast period.
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