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Global Anime Merchandising Market to reach USD 18.8 billion by the end of 2030.

Global Anime Merchandising Market Size study & Forecast, by Product (Figurine, Clothing, Books, Board Games and Toys, Posters, Others), by Distribution Channel (Online, Offline) and Regional Analysis, 2023-2030

Product Code: ICTNGT-46018573
Publish Date: 20-07-2023
Page: 200

Global Anime Merchandising Market is valued at approximately USD 9.14 billion in 2022 and is anticipated to grow with a healthy growth rate of more than 9.4% over the forecast period 2023-2030. The anime merchandising market refers to the global industry focused on the production, distribution, and sale of various merchandise related to anime, including toys, figurines, clothing, accessories, and other collectables, catering to the dedicated fanbase and enthusiasts of anime and manga. The Anime Merchandising Market is being driven by factors such as an increase in anime content viewership on OTT platforms and increasing advancement in virtual reality.

The growing viewership of anime content on these platforms has created a larger fan base and increased demand for merchandise related to popular anime franchise. According to Netflix, in year 2021, there is a 50% increase in the number of households that watched at least one anime as compared to 2019. Furthermore, the anime merchandising market is also boosted by the growing number of conventions dedicated to anime and related fandoms. These conventions, such as AnimeFest, Otakon, Anime Boston, Anime Expo, and FanimeCon, are held across major regions globally. Along with that according to Statista, the global virtual reality market size in 2022, was USD 12 billion and is projected to increase by USD 22 billion by 2025. Thus, the rising number of amine merchandising conventions and increasing viewership of amine and increasing virtual reality market fuel the growth of the market. In addition to rising number of conventions merchandising and increasing penetration of online entrainment platform create lucrative opportunities for the market. However, the counterfeiting and piracy may hinder the market growth throughout the forecast period of 2023-2030.

The key regions considered for the Global Anime Merchandising Market study includes Asia Pacific, North America, Europe, Latin America, and Middle East & Africa. Asia Pacific dominated the market in 2022 owing to the presence of major amine studios in Japan and the increasing popularity of amine in the region. North America is considered the fastest growing region due to the increasing popularity of amine content and increase of retail stores whose sell amine merchandising in multiple areas in the region.

Major market player included in this report are:
Studio Ghibli, Inc.
Bandai Namco Filmworks Inc.
Crunchyroll (Sony Pictures Entertainment Inc.)
Good Smile Company, Inc.
Sentai Holdings, LLC (AMC Networks)
Ufotable Inc.
Alter Co., Ltd.
BANDAI SPIRITS CO., LTD.
Bioworld Merchandising, Inc.
Stronger Co., Ltd.

Recent Developments in the Market:
Ø In February 2023, Good Smile Company, Inc. introduced a new Nendoroid figurine of Hitori Gotou from the Bocchi the Rock series, even prior to the announcement of the series’ second season. This figurine stands out with its additional accessories tailored to the character, which are expected to contribute to the expansion of the market.

Global Anime Merchandising Market Report Scope:
ü Historical Data – 2020 – 2021
ü Base Year for Estimation – 2022
ü Forecast period – 2023-2030
ü Report Coverage – Revenue forecast, Company Ranking, Competitive Landscape, Growth factors, and Trends
ü Segments Covered – Product, Distribution Channel, Region
ü Regional Scope – North America; Europe; Asia Pacific; Latin America; Middle East & Africa
ü Customization Scope – Free report customization (equivalent up to 8 analyst’s working hours) with purchase. Addition or alteration to country, regional & segment scope*

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within countries involved in the study.

The report also caters detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, it also incorporates potential opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

By Product:
Figurine
Clothing
Books
Board Games and Toys
Posters
Others

By Distribution Channel:
Online
Offline

By Region:

North America
U.S.
Canada

Europe
UK
Germany
France
Spain
Italy
ROE

Asia Pacific
China
India
Japan
Australia
South Korea
RoAPAC

Latin America
Brazil
Mexico

Middle East & Africa
Saudi Arabia
South Africa
Rest of Middle East & Africa

Chapter 1. Executive Summary
1.1. Market Snapshot
1.2. Global & Segmental Market Estimates & Forecasts, 2020-2030 (USD Billion)
1.2.1. Anime Merchandising Market, by Region, 2020-2030 (USD Billion)
1.2.2. Anime Merchandising Market, by Product, 2020-2030 (USD Billion)
1.2.3. Anime Merchandising Market, by Distribution Channel, 2020-2030 (USD Billion)
1.3. Key Trends
1.4. Estimation Methodology
1.5. Research Assumption
Chapter 2. Global Anime Merchandising Market Definition and Scope
2.1. Objective of the Study
2.2. Market Definition & Scope
2.2.1. Industry Evolution
2.2.2. Scope of the Study
2.3. Years Considered for the Study
2.4. Currency Conversion Rates
Chapter 3. Global Anime Merchandising Market Dynamics
3.1. Anime Merchandising Market Impact Analysis (2020-2030)
3.1.1. Market Drivers
3.1.1.1. Increasing anime content viewership on OTT platforms
3.1.1.2. Increasing advancement in virtual reality
3.1.2. Market Challenges
3.1.2.1. Counterfeiting and Piracy
3.1.3. Market Opportunities
3.1.3.1. Rising number of conventions
3.1.3.2. Increasing penetration of online entrainment platform
Chapter 4. Global Anime Merchandising Market Industry Analysis
4.1. Porter’s 5 Force Model
4.1.1. Bargaining Power of Suppliers
4.1.2. Bargaining Power of Buyers
4.1.3. Threat of New Entrants
4.1.4. Threat of Substitutes
4.1.5. Competitive Rivalry
4.2. Porter’s 5 Force Impact Analysis
4.3. PEST Analysis
4.3.1. Political
4.3.2. Economical
4.3.3. Social
4.3.4. Technological
4.3.5. Environmental
4.3.6. Legal
4.4. Top investment opportunity
4.5. Top winning strategies
4.6. COVID-19 Impact Analysis
4.7. Disruptive Trends
4.8. Industry Expert Perspective
4.9. Analyst Recommendation & Conclusion
Chapter 5. Global Anime Merchandising Market, by Product
5.1. Market Snapshot
5.2. Global Anime Merchandising Market by Product, Performance – Potential Analysis
5.3. Global Anime Merchandising Market Estimates & Forecasts by Product 2020-2030 (USD Billion)
5.4. Anime Merchandising Market , Sub Segment Analysis
5.4.1. Figurine
5.4.2. Clothing
5.4.3. Books
5.4.4. Board Games and Toys
5.4.5. Posters
5.4.6. Others
Chapter 6. Global Anime Merchandising Market, by Distribution Channel
6.1. Market Snapshot
6.2. Global Anime Merchandising Market by Distribution Channel, Performance – Potential Analysis
6.3. Global Anime Merchandising Market Estimates & Forecasts by Distribution Channel 2020-2030 (USD Billion)
6.4. Anime Merchandising Market , Sub Segment Analysis
6.4.1. Online
6.4.2. Offline
Chapter 7. Global Anime Merchandising Market, Regional Analysis
7.1. Top Leading Countries
7.2. Top Emerging Countries
7.3. Anime Merchandising Market , Regional Market Snapshot
7.4. North America Anime Merchandising Market
7.4.1. U.S. Anime Merchandising Market
7.4.1.1. Product breakdown estimates & forecasts, 2020-2030
7.4.1.2. Distribution Channel breakdown estimates & forecasts, 2020-2030
7.4.2. Canada Anime Merchandising Market
7.5. Europe Anime Merchandising Market Snapshot
7.5.1. U.K. Anime Merchandising Market
7.5.2. Germany Anime Merchandising Market
7.5.3. France Anime Merchandising Market
7.5.4. Spain Anime Merchandising Market
7.5.5. Italy Anime Merchandising Market
7.5.6. Rest of Europe Anime Merchandising Market
7.6. Asia-Pacific Anime Merchandising Market Snapshot
7.6.1. China Anime Merchandising Market
7.6.2. India Anime Merchandising Market
7.6.3. Japan Anime Merchandising Market
7.6.4. Australia Anime Merchandising Market
7.6.5. South Korea Anime Merchandising Market
7.6.6. Rest of Asia Pacific Anime Merchandising Market
7.7. Latin America Anime Merchandising Market Snapshot
7.7.1. Brazil Anime Merchandising Market
7.7.2. Mexico Anime Merchandising Market
7.8. Middle East & Africa Anime Merchandising Market
7.8.1. Saudi Arabia Anime Merchandising Market
7.8.2. South Africa Anime Merchandising Market
7.8.3. Rest of Middle East & Africa Anime Merchandising Market

Chapter 8. Competitive Intelligence
8.1. Key Company SWOT Analysis
8.1.1. Company 1
8.1.2. Company 2
8.1.3. Company 3
8.2. Top Market Strategies
8.3. Company Profiles
8.3.1. Studio Ghibli, Inc.
8.3.1.1. Key Information
8.3.1.2. Overview
8.3.1.3. Financial (Subject to Data Availability)
8.3.1.4. Product Summary
8.3.1.5. Recent Developments
8.3.2. Bandai Namco Filmworks Inc.
8.3.3. Crunchyroll (Sony Pictures Entertainment Inc.)
8.3.4. Good Smile Company, Inc.
8.3.5. Sentai Holdings, LLC (AMC Networks)
8.3.6. Ufotable Inc.
8.3.7. Alter Co., Ltd.
8.3.8. BANDAI SPIRITS CO., LTD.
8.3.9. Bioworld Merchandising, Inc.
8.3.10. Stronger Co., Ltd.
Chapter 9. Research Process
9.1. Research Process
9.1.1. Data Mining
9.1.2. Analysis
9.1.3. Market Estimation
9.1.4. Validation
9.1.5. Publishing
9.2. Research Attributes
9.3. Research Assumption

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