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PUBLISHER: Persistence Market Research | PRODUCT CODE: 1539384

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PUBLISHER: Persistence Market Research | PRODUCT CODE: 1539384

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

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PAGES: 164 Pages
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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
Product Code: PMRREP34707

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
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