Anime Market
Binge Watch-The Millennials’ Way to Avoid Emotional Realities! FMI Unveils how Popularity of Anime Benefit from this Trend
Anime Market by Application & Region | Forecast 2022 to 2032
Anime Market Outlook (2022 to 2032)
The global anime market size is anticipated to be valued at US$ 25.62 billion in 2022 and is expected to grasp US$ 52.99 billion by 2032, with a prompt CAGR of 7.5% from 2022 to 2032, according to the FMI assessment. The following components influence market expansion:
- Japanese anime content has become much more popular, and its sales are increasing rapidly worldwide.
- The growing preference for application games is a result of fast internet distribution.
- Live entertainment opportunities and online broadcasting of such content.
- the rising popularity of delivering anime content through several media routes, such as television, comic books, over-the-top (OTT) streaming services, games, and social media,
- The surge in the prevalence of anime production houses and filmmakers combined with a rise in the popularity of media programs and consumer spending on online shows.
- The popularity of streaming services like Netflix and Amazon Prime has skyrocketed.
- Advancements in the newest technologies, including the Internet of Things (IoT), Virtual Reality (VR), Augmented Reality (AR), and Artificial Intelligence (AI), among others.
- Utilizing emerging technology has allowed anime creators to cut production expenditures.
- As technology develops, new, cutting-edge, and technologically advanced gadgets, smartphones, and other mobile devices are progressively being released on the market.
- The younger generation is now able to purchase the newest smartphones and other technology owing to increased disposable income levels. This is promoting the global ingestion of anime content from different gaming platforms, websites, and other sources.
- The popularity of anime games with virtual surround sound and in-game dialogue is being fueled by developments in cutting-edge technology, such as VR, and the ongoing creation of new, inventive VR gaming equipment.
Regardless of the significant development that is anticipated for the anime industry, FMI analysts have predicted that a few factors might restrict market growth between 2022 and 2032. Currently, these are the primary factors that influence the market:
- The primary obstacle for players in the industry is the presence of unlicensed internet streams of anime series, as these platforms cause financial losses to the original creators.
- A possible risk and yet another significant restraint is the lack of anime artists due to the long working hours and poor remuneration.
Anime entertainment is becoming increasingly popular on a global scale. The most popular anime series are Naruto, One Piece, Hunter X Hunter, and Dragon Ball Z. Manga, often known as anime comics, are growing progressively and more well-liked among anime fans all around the world. Artists are concentrating their efforts on creating high-quality anime content with increased audio and high resolution as a consequence. Let's examine key market trends and tendencies going forward:
- The opportunities for the anime sector are being bolstered by the rising trend of millennials consuming anime content.
- Vendors are creating more personalized content as a result of the rising demand from abroad.
- Modern developments in computer animation techniques are among recent trends in the anime industry.
- The increase in anime-based merchandise sales is predicted to generate a substantial amount of income.
- The expansion opportunities are anticipated to be enhanced by the rising sales of application games.
- The rising popularity of Japanese comic books is another significant trend driving growth potential.
Report Attribute |
Details |
Anime Market Value (2022) |
US$ 25.62 Billion |
Anime Market Anticipated Value (2032) |
US$ 52.99 Billion |
Anime Market Projected Growth Rate (2022 to 2032) |
7.5% |
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Comparative Analysis of the Historical Market Scenario
The distinctive form of Japanese animation known as anime was originally regarded in the USA as a fringe medium. It's not like that anymore. According to data gathered by Future Market Insights, the global anime market has lately experienced an unexpected increase, notably during the covid-19. This pandemic has been a significant factor in the present consumption of different media, that number is still frankly insane. The market value increased significantly throughout the years from US$ 16.60 billion in 2017 to 2021 to US$ 25.62 billion in 2022 to 2032.
No signs indicate that the recent increasing trend in the popularity of anime will reverse. This also fits with a larger pattern that has developed over the past few years. Additionally, a large portion of this rising demand is due to streaming services like Netflix starting to release anime on their platforms, which is opening up new opportunities for the anime markets.
In the past, anime has frequently been excluded from several markets, especially the USA since Hollywood companies have a tendency to be unduly protective of foreign animation. However, businesses like Netflix operate outside of that bubble and merely analyzed the data. The end effect is this increase in popularity around the globe for nearly anything anime-related.
Netflix undoubtedly got the ball moving by making anime more approachable, even though they also gave birth to a number of terrible live-action remakes of anime. So, given that they've finally benefited anime in building an audience outside of its own country, they merit some grace.
More recently, anime has become more prevalent on various streaming services, including some that cater specifically to anime. In any event, it is very unlikely that the popularity of anime would decline anytime soon because it seems like many of the major anime franchises have just begun to expand internationally.
Comparative Analysis of Adjacent Markets
Anime Market:
Differentiating Aspects |
Anime Market |
CAGR |
7.5% |
Market Valuation in 2022 |
US$ 25.62 Billion |
Projected Market Value in 2032 |
US$ 52.99 Billion |
Driver |
The rise of the anime market is being accelerated by the rising consumer spending on online shows, the expanding popularity of media shows, and the rising number of anime production companies. |
Opportunity |
Given the large number of Gen Z and millennials, the global anime business offers several prospects for revenue development. This is a significant market expansion potential. |
Key Trend |
Rising interest in Japanese comic books and improvements in computer animation methods are recent trends in the anime industry that are boosting sales of anime content. |
Animated Films Market:
Differentiating Aspects |
Animated Films Market |
CAGR |
4.1% |
Market Valuation in 2022 |
US$ 12.04 Billion |
Projected Market Value in 2032 |
US$ 18 Billion |
Driver |
The desire for animated films, the rising use of digital technology, and the rise in businesses producing animated film material are all contributing to the growth of the global animated films market. |
Opportunity |
Growth opportunities will be presented throughout the forecast period by rising knowledge and comprehension of animated films. |
Key Trend |
The market participants in the animated film industry stand to gain from the rising demand for animated films as a consequence of the growing usage of animation technology. |
3D Animation Market:
Differentiating Aspects |
3D Animation Market |
CAGR |
12.0% |
Market Valuation in 2022 |
US$ 6.63 Billion |
Projected Market Value in 2032 |
US$ 20.6 Billion |
Driver |
Technology breakthroughs in the television and communications sectors are the primary driver for the growth of the global animation market since they are enabling a multitude of 3D technology upgrades in the market. |
Opportunity |
The audience has embraced technology in the form of 3D animation in response to their desire for more realistic and enticing movies, which has constantly propelled it to higher potential market growth over the past few years. |
Key Trend |
The market is estimated to keep growing as a result of the rising use of 3D modeling technologies in numerous fields, including Computer-Aided Design (CAD), marketing, 3D printing, science and manufacturing, medical reasoning, video games, and animation. |
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Talk to AnalystCategory-wise Insights
Dominating Segments in Conjunction with Consumer Preference
Live Entertainment - By Application
The market has been divided into segments based on application, including TV, movies, videos, internet distribution, merchandise, music, pachinko, and live entertainment. More than 29% of global revenue in 2021 came from the merchandise category, which is anticipated to expand and is likely to dominate over the forecasted period. T-shirts, keychains, posters, and miniatures are just a few of the merchandise made popular by anime among young people.
The primary elements that influenced the growth of this segment are as follows:
- It is becoming trendy to collect figurines, keychains, t-shirts, and other anime character memorabilia.
- Customers can easily get these merchandise since they are offered for sale through a variety of offline and online channels.
The anime producers collaborate with many consumer product manufacturers to sell their goods and boost sales.
Regional Insights
The Most Lucrative Genre in the World is Japanese Anime
It is anticipated that the Asia Pacific would continue to dominate the global anime market. This is mostly due to Japan being the large market in the global animation industry. The vast majority of anime producers and creators are based in Japan.
Japan is considered the heart of anime as anime originates from Japan. In Japan, there are over 622 animation studios, with 542 of them located in Tokyo alone. The rising recognition of manga, or Japanese comic books, is encouraging many young and imaginative people to work in this field. Additionally, the existence of a sizable number of anime creators, artists, production companies, and other stakeholders led to the creation of a sizable number of anime shows and characters, which over time acquired popularity among consumers throughout the world. Japanese anime producers are battling to keep up with an almost endless demand. It is becoming a more ubiquitous type of mass entertainment.
Furthermore, China is putting a lot of effort into its anime sector and plans to enact certain rules in this domain. The Chinese anime market is anticipated to expand quickly. In addition, the Asia Pacific region has seen a considerable increase in the consumption of anime material in recent years due to increased disposable income, rising smart device use, rising living standards, and rapid internet penetration. They are constantly honing their technique, even though they have not yet attracted the same recognition and fame as Japanese animation.
The Largest Anime and Manga Audience is in Saudi Arabia
The Middle East and Africa regional markets are anticipated to grow at a considerable CAGR due to the growing fan base in this region for anime content. As a consequence, there are no signs of a slowdown in the sales of anime-related products and entertainment, like comic books and video games.
Several businesses are making an effort to satisfy the expanding demand of individuals in this region for anime entertainment, including Doleep Studios, The Company Films, and RD Content. One of the greatest anime communities is found in Saudi Arabia, hence the demand for anime content is rising rapidly. The expansion of the anime sector in the region is also being positively impacted by the presence of several well-known convention venues. Additionally, the increasing adoption of cutting-edge technologies like VR in this state is anticipated to fuel market expansion throughout the course of the projection period.
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Start-up Ecosystem
New Players to Encourage Revolution in the Global Market
Business models vary throughout time, sometimes as a consequence of market shifts and other times as a result of technological advancements, which leads to the birth of exciting new trends. There are several opportunities in the anime sector for start-up companies and company owners. For the media and entertainment sectors, new market entrants provide compression, graphics, and animation software. To provide viewers with the finest anime experience possible, anime start-ups are working really hard.
Top Startups to Keep an Eye on
Start-up Company | Otakukart |
Country | India |
Description | The OtakuKart family is made up of people from all over the world who work day and night to provide the audience with the finest among the rest. After the pair, MahmadSohel and Jerika Moldharia, invested their entire lives in the project in 2015, this idea of offering pertinent news sources became a trend. |
Start-up Company | Magnopus |
Country | USA |
Description | This startup is a platform developer for metaverse experiences. It provides a platform for metaverse creation that allows users to create original content, technological innovations, and platforms for creating VR/metaverse experiences like telepresence and narrative storytelling and applying them to a range of applications like advertising, museums and science centers, sports, mobile VR apps, feature film production, and YouTube content channels. |
Competitive Landscape
The market is characterized by fierce competition and a number of participants. The increase in merchandising and licencing profits is particularly fueled by the rising number of creative content owners who are licencing their video game and anime productions to a select number of distributors and manufacturers. However, competition in licencing and merchandising is anticipated to increase as new competitors continue to enter the industry. Along with the escalating rivalry on the merchandising and licencing fronts, the value chain serving the global market is also rapidly changing.
Top companies in the anime market are actively utilizing cutting-edge technology to reduce production costs and to experiment with novel storyboarding processes. Some players have concentrated on adding cutting-edge hardware to improve their powers. Key market participants are embracing cutting-edge technologies to provide audiences with an immersive experience and achieve a competitive advantage, including 3D, blockchain, machine learning, AI, and VR.
3 Resilient Companies with Strong Dominance
- Kyoto Animation Co., Ltd.
Yoko and Hideaki Hatta, a married pair, co-founded Kyoto Animation in 1985. It was incorporated as a business in 1999. Since 2009, Kyoto Animation has sponsored the annual Kyoto Animation Awards, which are given in three categories: original books, manga, and scenarios. Some winning entries are printed under the company's KA Esuma Bunko brand and may eventually be animated. Free! Love, Chunibyo, and Other Delusions! The novels that served as the inspiration for the films Beyond the Boundary and Myriad Colors Phantom World won honourable mention in this category. High production quality and attention to the marvels and perplexities of everyday life have helped Kyoto Animation to gain recognition.
- MADHOUSE Inc.
Masao Maruyama, Osamu Dezaki, Rintaro, and Yoshiaki Kawajiri, all former Mushi Pro animators, created the Japanese animation studio Madhouse Inc. in 1972. Many well-known shows were conceived or produced in part by Madhouse. The studio was also in charge of the original Beyblade anime series, the Dragon Drive anime, and the 2011 Hunter*Hunter anime adaption.
- Production I.G
Mitsuhisa Ishikawa established Production I.G, Inc., a Japanese animation studio and production company, on December 15, 1987. Its main office is in Musashino, Tokyo, Japan. The studio also works on video game design and development, music publishing, and management in addition to producing various anime television series, OVAs, and theatrical features. Guilty Crown, Psycho-Pass, Eden of the East, and Haikyu are among its well-known works as well as the Ghost in the Shell books. It is renowned in the video game industry for creating intros, cutscenes, and artwork for titles like Tales of Symphonia by Namco Tales Studio.
Recent Developments
- In March 2022, with the help of Kinetix, a deep technology startup, and Adobe, the inventor of 3D animation, producers now have easy access to 3D animation aided by artificial intelligence (AI).
- In November 2021, a free version of Masterpiece Studio Pro was introduced by Masterpiece Studio, a producer of 3-dimensional creative and animation software. The cutting-edge platform would provide creators and independent producers with a full VR creative suite for using 3-dimensional objects and people in cartoons, games, and the metaverse.
- In February 2020, six Japanese anime creators including Shin Kibayashi, Otsuichi, Mari Yamazaki, CLAMP, Yasuo Ohtagaki, and Tow Ubukata collaborated with Netflix to produce original anime content.
Some of the other key companies identified are:
- Bones Inc.
- TOEI Animation Co., Ltd.
Key Segments in the Anime Market
By Application:
- T.V.
- Movie
- Video
- Internet Distribution
- Merchandising
- Music
- Pachinko
- Live Entertainment
By Region:
- North America
- Latin America
- Europe
- Asia Pacific
- Middle East and Africa
Frequently Asked Questions
What is the Growth Outlook for the Anime Market?
The growth outlook for the anime market is predicted to advance at a CAGR of 7.5% from 2022 to 2032.
Which Region Leads the Anime Market?
The Asia Pacific region is anticipated to lead the anime market during the forecast period.
How much Growth Potential does Anime Market hold?
The anime market is likely to hold a valuation of US$ 52.99 Billion by 2032.
Table of Content
1. Executive Summary | Anime Market 1.1. Global Market Outlook 1.2. Demand-side Trends 1.3. Supply-side Trends 1.4. Technology Roadmap Analysis 1.5. Analysis and Recommendations 2. Market Overview 2.1. Market Coverage / Taxonomy 2.2. Market Definition / Scope / Limitations 3. Market Background 3.1. Market Dynamics 3.1.1. Drivers 3.1.2. Restraints 3.1.3. Opportunity 3.1.4. Trends 3.2. Scenario Forecast 3.2.1. Demand in Optimistic Scenario 3.2.2. Demand in Likely Scenario 3.2.3. Demand in Conservative Scenario 3.3. Opportunity Map Analysis 3.4. Product Life Cycle Analysis 3.5. Investment Feasibility Matrix 3.6. PESTLE and Porter’s Analysis 3.7. Regulatory Landscape 3.7.1. By Key Regions 3.7.2. By Key Countries 3.8. Regional Parent Market Outlook 4. Global Market Analysis 2017 to 2021 and Forecast, 2022 to 2032 4.1. Historical Market Size Value (US$ Million) Analysis, 2017 to 2021 4.2. Current and Future Market Size Value (US$ Million) Projections, 2022 to 2032 4.2.1. Y-o-Y Growth Trend Analysis 4.2.2. Absolute $ Opportunity Analysis 5. Global Market Analysis 2017 to 2021 and Forecast 2022 to 2032, By Type 5.1. Introduction / Key Findings 5.2. Historical Market Size Value (US$ Million) Analysis By Type, 2017 to 2021 5.3. Current and Future Market Size Value (US$ Million) Analysis and Forecast By Type, 2022 to 2032 5.3.1. T.V. 5.3.2. Movie 5.3.3. Video 5.3.4. Internet Distribution 5.3.5. Merchandising 5.3.6. Music 5.3.7. Pachinko 5.3.8. Live Entertainment 5.4. Y-o-Y Growth Trend Analysis By Type, 2017 to 2021 5.5. Absolute $ Opportunity Analysis By Type, 2022 to 2032 6. Global Market Analysis 2017 to 2021 and Forecast 2022 to 2032, By Region 6.1. Introduction 6.2. Historical Market Size Value (US$ Million) Analysis By Region, 2017 to 2021 6.3. Current Market Size Value (US$ Million) Analysis and Forecast By Region, 2022 to 2032 6.3.1. North America 6.3.2. Latin America 6.3.3. Europe 6.3.4. Asia Pacific 6.3.5. Middle East and Africa 6.4. Market Attractiveness Analysis By Region 7. North America Market Analysis 2017 to 2021 and Forecast 2022 to 2032, By Country 7.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2017 to 2021 7.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2022 to 2032 7.2.1. By Country 7.2.1.1. USA 7.2.1.2. Canada 7.2.2. By Type 7.3. Market Attractiveness Analysis 7.3.1. By Country 7.3.2. By Type 7.4. Key Takeaways 8. Latin America Market Analysis 2017 to 2021 and Forecast 2022 to 2032, By Country 8.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2017 to 2021 8.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2022 to 2032 8.2.1. By Country 8.2.1.1. Brazil 8.2.1.2. Mexico 8.2.1.3. Rest of Latin America 8.2.2. By Type 8.3. Market Attractiveness Analysis 8.3.1. By Country 8.3.2. By Type 8.4. Key Takeaways 9. Europe Market Analysis 2017 to 2021 and Forecast 2022 to 2032, By Country 9.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2017 to 2021 9.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2022 to 2032 9.2.1. By Country 9.2.1.1. Germany 9.2.1.2. United Kingdom 9.2.1.3. France 9.2.1.4. Spain 9.2.1.5. Italy 9.2.1.6. Russia 9.2.1.7. Rest of Europe 9.2.2. By Type 9.3. Market Attractiveness Analysis 9.3.1. By Country 9.3.2. By Type 9.4. Key Takeaways 10. Asia Pacific Market Analysis 2017 to 2021 and Forecast 2022 to 2032, By Country 10.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2017 to 2021 10.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2022 to 2032 10.2.1. By Country 10.2.1.1. China 10.2.1.2. Japan 10.2.1.3. India 10.2.1.4. South Korea 10.2.1.5. Australia 10.2.1.6. Rest of Asia Pacific 10.2.2. By Type 10.3. Market Attractiveness Analysis 10.3.1. By Country 10.3.2. By Type 10.4. Key Takeaways 11. Middle East and Africa Market Analysis 2017 to 2021 and Forecast 2022 to 2032, By Country 11.1. Historical Market Size Value (US$ Million) Trend Analysis By Market Taxonomy, 2017 to 2021 11.2. Market Size Value (US$ Million) Forecast By Market Taxonomy, 2022 to 2032 11.2.1. By Country 11.2.1.1. South Africa 11.2.1.2. Saudi Arabia 11.2.1.3. United Arab Emirates 11.2.1.4. Israel 11.2.1.5. Rest of Middle East and Africa 11.2.2. By Type 11.3. Market Attractiveness Analysis 11.3.1. By Country 11.3.2. By Type 11.4. Key Takeaways 12. Key Countries Market Analysis 12.1. USA 12.1.1. Pricing Analysis 12.1.2. Market Share Analysis, 2021 12.1.2.1. By Type 12.2. Canada 12.2.1. Pricing Analysis 12.2.2. Market Share Analysis, 2021 12.2.2.1. By Type 12.3. Brazil 12.3.1. Pricing Analysis 12.3.2. Market Share Analysis, 2021 12.3.2.1. By Type 12.4. Mexico 12.4.1. Pricing Analysis 12.4.2. Market Share Analysis, 2021 12.4.2.1. By Type 12.5. Germany 12.5.1. Pricing Analysis 12.5.2. Market Share Analysis, 2021 12.5.2.1. By Type 12.6. United Kingdom 12.6.1. Pricing Analysis 12.6.2. Market Share Analysis, 2021 12.6.2.1. By Type 12.7. France 12.7.1. Pricing Analysis 12.7.2. Market Share Analysis, 2021 12.7.2.1. By Type 12.8. Spain 12.8.1. Pricing Analysis 12.8.2. Market Share Analysis, 2021 12.8.2.1. By Type 12.9. Italy 12.9.1. Pricing Analysis 12.9.2. Market Share Analysis, 2021 12.9.2.1. By Type 12.10. Russia 12.10.1. Pricing Analysis 12.10.2. Market Share Analysis, 2021 12.10.2.1. By Type 12.11. China 12.11.1. Pricing Analysis 12.11.2. Market Share Analysis, 2021 12.11.2.1. By Type 12.12. Japan 12.12.1. Pricing Analysis 12.12.2. Market Share Analysis, 2021 12.12.2.1. By Type 12.13. India 12.13.1. Pricing Analysis 12.13.2. Market Share Analysis, 2021 12.13.2.1. By Type 12.14. South Korea 12.14.1. Pricing Analysis 12.14.2. Market Share Analysis, 2021 12.14.2.1. By Type 12.15. Australia 12.15.1. Pricing Analysis 12.15.2. Market Share Analysis, 2021 12.15.2.1. By Type 12.16. South Africa 12.16.1. Pricing Analysis 12.16.2. Market Share Analysis, 2021 12.16.2.1. By Type 12.17. Saudi Arabia 12.17.1. Pricing Analysis 12.17.2. Market Share Analysis, 2021 12.17.2.1. By Type 12.18. United Arab Emirates 12.18.1. Pricing Analysis 12.18.2. Market Share Analysis, 2021 12.18.2.1. By Type 12.19. Israel 12.19.1. Pricing Analysis 12.19.2. Market Share Analysis, 2021 12.19.2.1. By Type 13. Market Structure Analysis 13.1. Competition Dashboard 13.2. Competition Benchmarking 13.3. Market Share Analysis of Top Players 13.3.1. By Regional 13.3.2. By Type 14. Competition Analysis 14.1. Competition Deep Dive 14.1.1. BONES INC 14.1.1.1. Overview 14.1.1.2. Product Portfolio 14.1.1.3. Profitability by Market Segments 14.1.1.4. Sales Footprint 14.1.1.5. Strategy Overview 14.1.1.5.1. Marketing Strategy 14.1.2. Kyoto Animation Co., Ltd. 14.1.2.1. Overview 14.1.2.2. Product Portfolio 14.1.2.3. Profitability by Market Segments 14.1.2.4. Sales Footprint 14.1.2.5. Strategy Overview 14.1.2.5.1. Marketing Strategy 14.1.3. MADHOUSE Inc. 14.1.3.1. Overview 14.1.3.2. Product Portfolio 14.1.3.3. Profitability by Market Segments 14.1.3.4. Sales Footprint 14.1.3.5. Strategy Overview 14.1.3.5.1. Marketing Strategy 14.1.4. Manglobe Inc. 14.1.4.1. Overview 14.1.4.2. Product Portfolio 14.1.4.3. Profitability by Market Segments 14.1.4.4. Sales Footprint 14.1.4.5. Strategy Overview 14.1.4.5.1. Marketing Strategy 14.1.5. P.A.WORKS Co., Ltd. 14.1.5.1. Overview 14.1.5.2. Product Portfolio 14.1.5.3. Profitability by Market Segments 14.1.5.4. Sales Footprint 14.1.5.5. Strategy Overview 14.1.5.5.1. Marketing Strategy 14.1.6. Pierrot Co., Ltd. 14.1.6.1. Overview 14.1.6.2. Product Portfolio 14.1.6.3. Profitability by Market Segments 14.1.6.4. Sales Footprint 14.1.6.5. Strategy Overview 14.1.6.5.1. Marketing Strategy 14.1.7. Production I.G. 14.1.7.1. Overview 14.1.7.2. Product Portfolio 14.1.7.3. Profitability by Market Segments 14.1.7.4. Sales Footprint 14.1.7.5. Strategy Overview 14.1.7.5.1. Marketing Strategy 14.1.8. Studio Ghibli, Inc. 14.1.8.1. Overview 14.1.8.2. Product Portfolio 14.1.8.3. Profitability by Market Segments 14.1.8.4. Sales Footprint 14.1.8.5. Strategy Overview 14.1.8.5.1. Marketing Strategy 14.1.9. SUNRISE INC. 14.1.9.1. Overview 14.1.9.2. Product Portfolio 14.1.9.3. Profitability by Market Segments 14.1.9.4. Sales Footprint 14.1.9.5. Strategy Overview 14.1.9.5.1. Marketing Strategy 14.1.10. TOEI ANIMATION Co., Ltd. 14.1.10.1. Overview 14.1.10.2. Product Portfolio 14.1.10.3. Profitability by Market Segments 14.1.10.4. Sales Footprint 14.1.10.5. Strategy Overview 14.1.10.5.1. Marketing Strategy 15. Assumptions & Acronyms Used 16. Research Methodology
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List of Tables
Table 1: Global Market Value (US$ Million) Forecast by Region, 2017 to 2032 Table 2: Global Market Value (US$ Million) Forecast by Type, 2017 to 2032 Table 3: North America Market Value (US$ Million) Forecast by Country, 2017 to 2032 Table 4: North America Market Value (US$ Million) Forecast by Type, 2017 to 2032 Table 5: Latin America Market Value (US$ Million) Forecast by Country, 2017 to 2032 Table 6: Latin America Market Value (US$ Million) Forecast by Type, 2017 to 2032 Table 7: Europe Market Value (US$ Million) Forecast by Country, 2017 to 2032 Table 8: Europe Market Value (US$ Million) Forecast by Type, 2017 to 2032 Table 9: Asia Pacific Market Value (US$ Million) Forecast by Country, 2017 to 2032 Table 10: Asia Pacific Market Value (US$ Million) Forecast by Type, 2017 to 2032 Table 11: Middle East and Africa Market Value (US$ Million) Forecast by Country, 2017 to 2032 Table 12: Middle East and Africa Market Value (US$ Million) Forecast by Type, 2017 to 2032
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Figure 1: Global Market Value (US$ Million) by Type, 2022 to 2032 Figure 2: Global Market Value (US$ Million) by Region, 2022 to 2032 Figure 3: Global Market Value (US$ Million) Analysis by Region, 2017 to 2032 Figure 4: Global Market Value Share (%) and BPS Analysis by Region, 2022 to 2032 Figure 5: Global Market Y-o-Y Growth (%) Projections by Region, 2022 to 2032 Figure 6: Global Market Value (US$ Million) Analysis by Type, 2017 to 2032 Figure 7: Global Market Value Share (%) and BPS Analysis by Type, 2022 to 2032 Figure 8: Global Market Y-o-Y Growth (%) Projections by Type, 2022 to 2032 Figure 9: Global Market Attractiveness by Type, 2022 to 2032 Figure 10: Global Market Attractiveness by Region, 2022 to 2032 Figure 11: North America Market Value (US$ Million) by Type, 2022 to 2032 Figure 12: North America Market Value (US$ Million) by Country, 2022 to 2032 Figure 13: North America Market Value (US$ Million) Analysis by Country, 2017 to 2032 Figure 14: North America Market Value Share (%) and BPS Analysis by Country, 2022 to 2032 Figure 15: North America Market Y-o-Y Growth (%) Projections by Country, 2022 to 2032 Figure 16: North America Market Value (US$ Million) Analysis by Type, 2017 to 2032 Figure 17: North America Market Value Share (%) and BPS Analysis by Type, 2022 to 2032 Figure 18: North America Market Y-o-Y Growth (%) Projections by Type, 2022 to 2032 Figure 19: North America Market Attractiveness by Type, 2022 to 2032 Figure 20: North America Market Attractiveness by Country, 2022 to 2032 Figure 21: Latin America Market Value (US$ Million) by Type, 2022 to 2032 Figure 22: Latin America Market Value (US$ Million) by Country, 2022 to 2032 Figure 23: Latin America Market Value (US$ Million) Analysis by Country, 2017 to 2032 Figure 24: Latin America Market Value Share (%) and BPS Analysis by Country, 2022 to 2032 Figure 25: Latin America Market Y-o-Y Growth (%) Projections by Country, 2022 to 2032 Figure 26: Latin America Market Value (US$ Million) Analysis by Type, 2017 to 2032 Figure 27: Latin America Market Value Share (%) and BPS Analysis by Type, 2022 to 2032 Figure 28: Latin America Market Y-o-Y Growth (%) Projections by Type, 2022 to 2032 Figure 29: Latin America Market Attractiveness by Type, 2022 to 2032 Figure 30: Latin America Market Attractiveness by Country, 2022 to 2032 Figure 31: Europe Market Value (US$ Million) by Type, 2022 to 2032 Figure 32: Europe Market Value (US$ Million) by Country, 2022 to 2032 Figure 33: Europe Market Value (US$ Million) Analysis by Country, 2017 to 2032 Figure 34: Europe Market Value Share (%) and BPS Analysis by Country, 2022 to 2032 Figure 35: Europe Market Y-o-Y Growth (%) Projections by Country, 2022 to 2032 Figure 36: Europe Market Value (US$ Million) Analysis by Type, 2017 to 2032 Figure 37: Europe Market Value Share (%) and BPS Analysis by Type, 2022 to 2032 Figure 38: Europe Market Y-o-Y Growth (%) Projections by Type, 2022 to 2032 Figure 39: Europe Market Attractiveness by Type, 2022 to 2032 Figure 40: Europe Market Attractiveness by Country, 2022 to 2032 Figure 41: Asia Pacific Market Value (US$ Million) by Type, 2022 to 2032 Figure 42: Asia Pacific Market Value (US$ Million) by Country, 2022 to 2032 Figure 43: Asia Pacific Market Value (US$ Million) Analysis by Country, 2017 to 2032 Figure 44: Asia Pacific Market Value Share (%) and BPS Analysis by Country, 2022 to 2032 Figure 45: Asia Pacific Market Y-o-Y Growth (%) Projections by Country, 2022 to 2032 Figure 46: Asia Pacific Market Value (US$ Million) Analysis by Type, 2017 to 2032 Figure 47: Asia Pacific Market Value Share (%) and BPS Analysis by Type, 2022 to 2032 Figure 48: Asia Pacific Market Y-o-Y Growth (%) Projections by Type, 2022 to 2032 Figure 49: Asia Pacific Market Attractiveness by Type, 2022 to 2032 Figure 50: Asia Pacific Market Attractiveness by Country, 2022 to 2032 Figure 51: Middle East and Africa Market Value (US$ Million) by Type, 2022 to 2032 Figure 52: Middle East and Africa Market Value (US$ Million) by Country, 2022 to 2032 Figure 53: Middle East and Africa Market Value (US$ Million) Analysis by Country, 2017 to 2032 Figure 54: Middle East and Africa Market Value Share (%) and BPS Analysis by Country, 2022 to 2032 Figure 55: Middle East and Africa Market Y-o-Y Growth (%) Projections by Country, 2022 to 2032 Figure 56: Middle East and Africa Market Value (US$ Million) Analysis by Type, 2017 to 2032 Figure 57: Middle East and Africa Market Value Share (%) and BPS Analysis by Type, 2022 to 2032 Figure 58: Middle East and Africa Market Y-o-Y Growth (%) Projections by Type, 2022 to 2032 Figure 59: Middle East and Africa Market Attractiveness by Type, 2022 to 2032 Figure 60: Middle East and Africa Market Attractiveness by Country, 2022 to 2032
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