Anime Market Size and Share

Anime Market (2025 - 2030)
Image © Mordor Intelligence. Reuse requires attribution under CC BY 4.0.

Anime Market Analysis by Mordor Intelligence

The anime market reached USD 27.1 billion in 2025 and is forecast to advance at a 10.8% CAGR, lifting value to USD 40.8 billion by 2030. Scale expansion is underpinned by four reinforcing dynamics: surging global demand for Japanese intellectual property, rising investments from streaming platforms that shorten release windows, accelerated adoption of production automation tools, and an adult-skewing consumer base that spends more per title. Competitive positioning is shifting as overseas revenues overtake domestic earnings, prompting studios to strengthen localization and co-production capabilities. At the same time, chronic labor shortages have spurred experiments with generative artificial intelligence, compressed production cycles, and strategic alliances that link content libraries with direct-to-consumer channels. These forces collectively widen monetization avenues across merchandise, live events, gaming tie-ins, and financial services, even as they expose structural cost pressures in the core production ecosystem.

Key Report Takeaways

  • By revenue stream, merchandising led with a 20.9% share of the anime market in 2024; internet distribution is projected to expand at a 22.0% CAGR through 2030.
  • By genre, action and adventure held 26.0% of anime market share in 2024, while isekai is forecast to grow at a 15.0% CAGR to 2030.
  • By target demographic, young adults accounted for 42.0% revenue in 2024 in the anime market, but the kids segment is advancing at a 13.0% CAGR through 2030.
  • By region, Asia Pacific captured 49.0% of 2024 revenue in the anime market; North America is expected to post the fastest 14.0% CAGR between 2025 and 2030.

Segment Analysis

By Type: Internet Distribution Reshapes Revenue Architecture

Internet distribution generated the fastest 22.0% CAGR between 2025 and 2030, overtaking traditional broadcasting as the prime growth engine for the anime market. Streaming payouts climbed in parallel with subscriber bases, while simultaneous global premieres curtailed piracy and preserved price integrity. Merchandising retained leadership with a 20.9% anime market share in 2024, thanks to a deep backlog of evergreen intellectual property and the spending power of adult collectors. Secondary streams such as live entertainment and gaming crossovers monetize fan engagement beyond viewing hours. The anime market size attributed to merchandising stood at roughly one-fifth of aggregate revenue in 2024 and is forecast to expand in mid-single digits as premium collectibles offset slowing toy volumes.

Traditional TV and movie windows face secular audience migration, but high-budget theatrical releases still anchor franchise lifecycles and lift peripheral sales. Physical video continues to recede as collectors shift to ultra-high-definition editions with value-added features. Music revenues benefit from digital platforms that bundle themed songs into curated playlists, improving discoverability. Pachinko remains domestically significant yet shows limited international headroom, while live events gain resilience through virtual concert formats that scale globally at low incremental cost. Studio strategies now bundle multi-format rights to secure multipliers across these revenue silos, tightening feedback loops between popularity and profitability.

Anime Market: Market Share by Type
Image © Mordor Intelligence. Reuse requires attribution under CC BY 4.0.

Note: Segment shares of all individual segments available upon report purchase

Get Detailed Market Forecasts at the Most Granular Levels
Download PDF

By Genre: Isekai Phenomenon Drives Cultural Export

Action and adventure kept a 26.0% anime market share in 2024, owing to universal narratives and strong franchise histories. Isekai, however, posted the quickest 15.0% CAGR and now represents 15% of new series orders.[4]Crystalyn Hodgkins, “Isekai Continues to Dominate New TV Orders,” animenewsnetwork.com Its escapist premise resonated during pandemic lockdowns and remains sticky among mobile gamers, who often cross-purchase tie-in titles. The anime market size generated by isekai is set to double by 2030 if current commissioning trends persist. Horror and slice-of-life maintain a niche but steady viewership, offering diversification that hedges macro shifts in mainstream tastes. Studios curate balanced slates that mix sure-fire action hits with experimental hybrids, ensuring that pipeline volatility does not undermine cash flow stability.

Audience data show that isekai fans binge-watch more episodes per session than average, raising platform engagement metrics coveted by advertisers. Merchandise lines such as character figurines and cosplay outfits extend shelf life well beyond initial airing. Meanwhile, darker dystopian titles gain traction in markets with flexible content-rating rules, showcasing the genre’s adaptability. Collectively, sustained expansion across multiple genres broadens the cultural footprint of the anime market, reinforcing its appeal to investors seeking resilient, IP-driven portfolios.

By Target Demographic: Adult Monetization Accelerates

Adults aged 18-29 furnished 42.0% of 2024 revenue, confirming a structural pivot toward older audiences who value collector editions and exclusive experiences. This cohort’s share of the anime market size expands because premium price points magnify spending even when viewership growth moderates. Streaming services actively license mature dramas that justify higher monthly fees, and brick-and-mortar retailers showcase high-margin figurines at pop-up stores. Children remain pivotal for franchise lifespans; the kids’ segment is growing at a healthy 13.0% CAGR as family-friendly catalogs attract new households. The anime market size associated with children’s programming therefore rises in tandem, supporting a dual-core demographic model rather than substitution.

Hybrid content strategies knit together these age groups. Flagship series often spawn spin-offs pitched at younger viewers, preserving long-term relevance. Premium subscription bundles that offer separate user profiles for adults and minors improve engagement without compromising parental controls. Studios also compile shorter episodic formats aimed at international school schedules, enhancing discoverability in emerging markets. Collectively, demographic diversification ensures revenue continuity across economic cycles and cultural contexts.

Anime Market: Market Share by Target Demographic
Image © Mordor Intelligence. Reuse requires attribution under CC BY 4.0.

Note: Segment shares of all individual segments available upon report purchase

Get Detailed Market Forecasts at the Most Granular Levels
Download PDF

Geography Analysis

Asia Pacific commanded 49.0% of 2024 revenue, anchored by Japan’s production hub and China’s swelling consumer base. However, profit margins face compression as regional studios grapple with wage inflation and fierce bidding for veteran animators. Government export programs anticipate Japanese IP shipments hitting JPY 4.7 trillion (USD 30.4 billion) by 2025, with a longer-range goal of JPY 20 trillion (USD 130 billion) by 2033. Domestic streaming growth remains robust, signaling untapped runway despite the region’s maturity.

North America delivered the fastest 14.0% CAGR, rising from USD 1.6 billion in 2018 to USD 4.0 billion in 2024. Superior licensing terms and high average revenue per user elevate profitability. Toho Animation reported a 91% surge in fiscal 2024 revenue to JPY 46.3 billion (USD 299 million), with overseas sales up 78%, underscoring North America’s strategic weight in slate planning. Physical merchandise distribution contends with potential tariff shifts, yet digital sales and simulcast strategies insulate core earnings.

Europe’s anime market is smaller but expanding as language-specific dubbing workflows quicken and local events proliferate. Latin America and the Middle East and Africa register early-stage adoption; Saudi Arabia’s Manga Productions co-develops culturally tailored series in partnership with Japanese studios. Rising broadband penetration and youthful demographics suggest durable upside, prompting studios to pre-position content libraries ahead of demand curves. 

Anime Market CAGR (%), Growth Rate by Region
Image © Mordor Intelligence. Reuse requires attribution under CC BY 4.0.
Get Analysis on Important Geographic Markets
Download PDF

Competitive Landscape

The industry remains fragmented; the five largest studios collectively control less than 10% of global revenue. Project-by-project financing diffuses ownership, allowing merchandising firms and streaming platforms to capture disproportionate value. Consolidation is accelerating as vertically integrated groups seek scale. Sony invested JPY 50 billion (USD 320 million) to raise its stake in Kadokawa, aligning publishing, production, and distribution assets. Toho’s 100% acquisition of GKIDS for USD 140 million in January 2025 secures a North American theatrical pipeline.

Technology serves as a differentiator. Sony’s patent filings cover avatar customization and live-event optimization, helping extend IP life cycles into virtual spaces. Bandai Namco and Sony jointly injected JPY 10 billion (USD 69.1 million) into Web3 platform Gaudiy to trial blockchain-based fan economies. Start-ups that automate coloring, lip-sync, and background generation lower entry barriers for boutique studios but also raise the baseline for visual fidelity. Cross-media synergies with gaming remain underexploited; anime-linked titles account for less than 5% of global game sales, presenting fertile ground for future deals.

Competitive intensity differs by segment. Streaming services engage in aggressive bidding wars for exclusive windows, driving up minimum guarantees. Merchandising incumbents leverage long-term licenses and distribution muscle to defend margin. Live-event organizers pivot hybrid physical-digital formats, extending reach while diversifying revenue. Together, these developments hint at a gradual tilt toward platform ecosystems where content, commerce, and community reinforce each other.

Anime Industry Leaders

  1. Kyoto Animation Co., Ltd.

  2. Pierrot Co.,Ltd.

  3. Production I.G 

  4. TOEI ANIMATION Co., Ltd.

  5. STUDIO GHIBLI Inc.

  6. *Disclaimer: Major Players sorted in no particular order
Anime Market  Concentration
Image © Mordor Intelligence. Reuse requires attribution under CC BY 4.0.
Need More Details on Market Players and Competitors?
Download PDF

Recent Industry Developments

  • May 2025: Sony and Bandai Namco invested JPY 10 billion (USD 69.1 million) in Web3 start-up Gaudiy to build blockchain-based fan engagement platforms.
  • April 2025: Toho announced plans to triple anime production volume, citing strong international demand.
  • March 2025: Aniplex and Crunchyroll formed HAYATE Inc. to create originals for the Crunchyroll service.
  • February 2025: Bandai Namco outlined a JPY 600 billion (USD 3.9 billion) three-year investment to expand anime and gaming, targeting 50% overseas sales by 2028.

Table of Contents for Anime Industry Report

1. INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2. RESEARCH METHODOLOGY

3. EXECUTIVE SUMMARY

4. MARKET LANDSCAPE

  • 4.1 Market Overview
  • 4.2 Market Drivers
    • 4.2.1 Growing popularity of anime content
    • 4.2.2 Growing popularity of streaming platforms
    • 4.2.3 Adult consumer spending power
    • 4.2.4 Artificial intelligence in production workflows
    • 4.2.5 Localization of intellectual property
    • 4.2.6 Cross-platform IP monetization (gaming, live events)
  • 4.3 Market Restraints
    • 4.3.1 High production costs (soaring labor costs)
    • 4.3.2 Talent retention challenges
    • 4.3.3 Profit distribution imbalance
    • 4.3.4 Intellectual property fragmentation
  • 4.4 Industry Value Chain Analysis
  • 4.5 Regulatory Landscape
  • 4.6 Technological Outlook
  • 4.7 Porter’s Five Forces Analysis
    • 4.7.1 Bargaining Power of Suppliers
    • 4.7.2 Bargaining Power of Buyers
    • 4.7.3 Threat of New Entrants
    • 4.7.4 Intensity of Competitive Rivalry
    • 4.7.5 Threat of Substitutes
  • 4.8 Investment and Funding Analysis

5. MARKET SIZE AND GROWTH FORECASTS (VALUE)

  • 5.1 By Type
    • 5.1.1 TV
    • 5.1.2 Movie
    • 5.1.3 Video
    • 5.1.4 Internet Distribution
    • 5.1.5 Merchandising
    • 5.1.6 Music
    • 5.1.7 Pachinko
    • 5.1.8 Live Entertainment
  • 5.2 By Genre
    • 5.2.1 Action & Adventure
    • 5.2.2 Isekai
    • 5.2.3 Horror
    • 5.2.4 Others
  • 5.3 By Target Demographic
    • 5.3.1 Young Adults (18-29)
    • 5.3.2 Kids (0-12)
    • 5.3.3 Others
  • 5.4 By Geography
    • 5.4.1 North America
    • 5.4.2 Europe
    • 5.4.3 Asia Pacific
    • 5.4.4 Latin America
    • 5.4.5 Middle East and Africa

6. COMPETITIVE LANDSCAPE

  • 6.1 Market Concentration
  • 6.2 Strategic Moves
  • 6.3 Market Share Analysis
  • 6.4 Company Profiles (includes Global level Overview, Market level overview, Core Segments, Financials as available, Strategic Information, Market Rank/Share for key companies, Products and Services, and Recent Developments)
    • 6.4.1 Kyoto Animation
    • 6.4.2 Pierrot
    • 6.4.3 Production I.G
    • 6.4.4 Toei Animation
    • 6.4.5 Studio Ghibli
    • 6.4.6 Crunchyroll (Sony Pictures)
    • 6.4.7 Madhouse
    • 6.4.8 P.A. Works
    • 6.4.9 VIZ Media
    • 6.4.10 Bandai Namco Filmworks
    • 6.4.11 Aniplex of America

7. MARKET OPPORTUNITIES AND FUTURE OUTLOOK

  • 7.1 White-space and Unmet-need Assessment
You Can Purchase Parts Of This Report. Check Out Prices For Specific Sections
Get Price Break-up Now

Global Anime Market Report Scope

Anime is a style of Japanese animated entertainment that has become increasingly popular worldwide in recent years. It is distributed through various OTT platforms and apparently through home media, television broadcasts, the internet, merchandise, and over the web.

The anime market is segmented by type (TV, movie, video, internet distribution, merchandising, music, pachinko, and live entertainment) and by geography (North America, Europe, Asia Pacific, Latin America, Middle East & Africa). The market sizes and forecasts are provided in terms of value USD for all the above segments.

By Type
TV
Movie
Video
Internet Distribution
Merchandising
Music
Pachinko
Live Entertainment
By Genre
Action & Adventure
Isekai
Horror
Others
By Target Demographic
Young Adults (18-29)
Kids (0-12)
Others
By Geography
North America
Europe
Asia Pacific
Latin America
Middle East and Africa
By Type TV
Movie
Video
Internet Distribution
Merchandising
Music
Pachinko
Live Entertainment
By Genre Action & Adventure
Isekai
Horror
Others
By Target Demographic Young Adults (18-29)
Kids (0-12)
Others
By Geography North America
Europe
Asia Pacific
Latin America
Middle East and Africa
Need A Different Region or Segment?
Customize Now

Key Questions Answered in the Report

What is the current value of the anime market?

The anime market stands at USD 27.1 billion in 2025 and is projected to reach USD 40.8 billion by 2030.

Which segment is growing fastest within the anime market?

Internet distribution is expanding at 22.0% CAGR through 2030, outpacing all other revenue streams.

Why is North America important for anime producers?

North America delivers the highest regional growth at 14.0% CAGR and offers superior licensing margins, making it a key profit center for Japanese studios.

How are production costs affecting the anime industry?

Rising wages and overtime push studio margins down, with low pay driving experienced animators to competing markets and exacerbating delivery risks.

What role does artificial intelligence play in anime production?

AI tools automate labor-intensive tasks such as background art and coloring, cutting costs by up to 15% and allowing studios to meet tighter deadlines.

Are adults or children the primary consumers of anime today?

Adults aged 18-29 generate the largest revenue share, but children’s programming is growing rapidly, creating a dual-core demographic that supports long-term franchise health.

Page last updated on:

Anime Report Snapshots