Research Expert: Sarah Overall
  • Published: Mar 2025
  • Pages: 150
  • SKU: IRTNTR71056

  • Latest News- Anime Market: Shows or series is expected to lead the Content Type segment during 2025-2029

    The Anime Market is being driven by High speed internet expansion fuels surge in anime video game popularity

    The Anime Market is expected to grow at a CAGR of 9.4% during 2024 and 2029. During this period, the market is also expected to show a growth of USD 21920.5 million. The anime industry is experiencing significant growth, leading to the integration of advanced technologies to enhance production efficiency. Artificial Intelligence (AI) is a prominent technology being adopted for anime production, particularly in the rendering of character-based shots. AI automates various processes, including camera tracking, motion capturing, simulation, rendering, character animation, and image processing, reducing the reliance on human resources. In the post-production phase, AI is employed to create high-definition computer graphic characters by scanning low-quality renders using vertically aligned HD cameras and applying AI algorithms with a vast library of high-resolution face scans and diverse expressions. 

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    Which Factors Are Causing a Surge in Market Growth?

    The market is segmented based on

    • Content Type
      • Shows or series
      • Movie
      • Music
      • Live entertainment
    • Type
      • Merchandising
      • Theatrical
      • Internet
      • Others
    • Genre
      • Action and adventure
      • Sci-Fi and fantasy
      • Romance and drama
      • Sports
      • Others
    • Geography
      • APAC
        • China
        • India
        • Japan
        • South Korea
      • Europe
        • Germany
        • UK
      • North America
        • Canada
        • US
      • South America
        • Brazil
      • Middle East and Africa

      According to Technavio, There are several factors that are causing the market to flourish during the forecast period, which are as follows: 

      • High speed internet expansion fuels surge in anime video game popularity
      • Rising penetration of smartphones
      • Rising popularity of media shows and growth in spending on online shows and video

      However, the market also witnesses some limitations, which are as follows:

      • Lack of skilled professionals in anime industry
      • Availability of pirated video content on online platforms
      • Growing threat of cyberattacks

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      Market Scope in Anime Market Research Report

      Market Scope

      Report Coverage

      Details

      Page number

      230

      Base year

      2024

      Historic period

      2019-2023

      Forecast period

      2025-2029

      Growth momentum & CAGR

      Accelerate at a CAGR of 9.4%

      Market growth 2025-2029

      USD 21920.5 million

      Market structure

      market_structure.ucfirst

      YoY growth 2024-2025(%)

      8.4

      Key countries

      China, South Korea, US, India, Japan, UK, Australia, Brazil, Germany, and Canada

      Competitive landscape

      Leading Companies, Market Positioning of Companies, Competitive Strategies, and Industry Risks

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      Find out which segment is leading the market by accessing the free PDF report

      Research Analysis Overview

      Anime, a significant part of Japanese pop culture, is now accessible through various online platforms for distribution. Anime studios and production companies create animated episodes for gaming applications, home media, and television broadcasts. Creative agencies use the internet for distribution, reaching a global audience. Virtual Reality is also embraced, offering immersive anime experiences. Japanese comics, or manga, are another source of anime content.

      Market Research Overview

      The Anime market is a significant segment of the larger global movies and entertainment industry. This sector encompasses businesses involved in advertising, broadcasting, cable and satellite, publishing, movies and entertainment, interactive home entertainment, and interactive media and services. Key trends in this market include the use of internet-based distribution, gaming applications, creative agencies, online platforms, and advanced technologies such as Artificial Intelligence, Virtual Reality, Augmented Reality, and the Internet of Things. Companies in this sector produce and sell animated episodes, movies, music, and provide entertainment services through various channels, including traditional theaters and online streaming platforms. The market size is calculated based on the combined revenue generated by these companies in the provision of media, entertainment, and interactive media and services.. Industries are leveraging the products belonging to the market for customer engagement, transactional notifications, and promotional offers.


      Contacts

      Technavio Research
      Jesse Maida
      Media & Marketing Executive
      US: +1 844 364 1100
      UK: +44 203 893 3200
      Email: media@technavio.com
      Website: www.technavio.com/

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