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Anime Market Size to Reach $33.6 billion by 2026
The global Anime Market is presumed to reach US$ 33.6 Bn in 2026 with an annual growth rate (CAGR) of 8.1% over the forecast period 2019 to 2026, As per the study held by Acumen Research™. The report provides analysis of global Anime Market for the period 2015-2026, wherein 2018 to 2026 is the forecast period and 2018 is considered as the base year
The global Anime Market research report comprises of qualitative and quantitative data designed with the visual representation for better understanding. The research report is additionally helpful to the students in the research field so that they can efficiently study the interest area with qualitative and quantitative data.
Qualitative Analysis | Quantitative Analysis |
Porter’s Five Forces Analysis | Industry Share Analysis |
Market Growth Opportunities | Market Size and Forecast, by Application |
Completive Landscape | Market Size and Forecast, by Type |
Current Industry Trends | Market Size and Forecast, by Product |
Competition Analysis | Market Size and Forecast, by Region |
The overall report includes historic, current and forecast data based-on primary and secondary research with estimations done by research analyst specialized in the respective industry vertical.
The market is comprehensively segmented to dig the maximum desired information with respect to the Anime Market. On the basis of regional segmentation, the market is divided into North America, Europe, Asia Pacific, Latin America, and Middle East & Africa. Moreover, regions are further sub-segmented in terms of respective countries.
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To better understand the market presence, a detailed examination is done for Porter’s five forces model, value chain analysis, regulatory compliance, and strategic developments. The study of prominent players is important to understand the current market position for the same, entities including company snapshot, business overview, financial overview, product and specifications, player positioning analysis, mergers & acquisition, partnerships, new product development and manufacturing plant analysis in accordance with the profiled players is elaborated in the research report. Moreover, the derived information is completely based on authorized sources that have almost null chances of being inaccurate or baseless.
Overall, The global Anime Market research report is an efficiently organized solution for the people who are seeking information particularly to take business decisions in the respective market to expand the market share by amplifying into new regions, technology, or portfolio.
Scope of the Report:
The report first uses historic data from different companies. The data collected is used to analyses the growth of industries in the past years. It includes data from the year 2015 to the year 2019. The forecast data provides the reader with an understating of the future of the market. The same data is used to predict the expectation of the companies and how they are expected to evolve in the coming years. The research provides historical as well as estimated data from the year 2019 to 2026. The details in the report give a brief overview of the market by examining its historical data, the current data, and forecast data to understand the growth of the market.
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Competitive Landscape and Share Analysis:
The competition witnessed in the market is soaring hence the global Anime Market competitive landscape provide details by competitors. With rising demand for innovation, players are experimenting with various strategies to gain competitive edge and strengthen their foothold in the market. Several companies operating in the industry are looking at expanding their footprint across emerging nations to capitalize on the prevailing opportunities there.
These companies are looking at capitalizing on this to emerge at the fore of the global market. Growth strategies adopted by the companies operating in the market are examined in detail. This is done to study how these strategies influence on this market. Furthermore, the bargaining power of suppliers and buyers. Furthermore, it reveals threat from new entrants and available substitute products.
Key Players
The Anime Market is consolidated with large number of manufacturers. The company profiling of key players in the market includes major business strategies, company overview and revenues. In-depth interviews and discussions were conducted with several key market participants and opinion leaders to compile the research report. Primary research represents a bulk of research efforts, supplemented by extensive secondary research.
The market share of the global Anime Market is dominated by companies like Toei Animation Co., Ltd, Sunrise Inc., Bones Inc., Studio Ghibli, Inc., and Production I.G, Inc., Pierrot Co., Ltd., P.A.Works, Inc., Manglobe Inc., Madhouse Inc., and Kyoto Animation Co., Ltd.
Market Segmentation as below:
Market By Type
- T.V.
- Movie
- Video
- Internet Distribution
- Merchandising
- Music
- Pachinko
- Live Entertainment
Market By Geography
North America
- U.S.
- Canada
Europe
- U.K.
- Germany
- France
- Spain
- Rest of Europe
Asia-Pacific
- China
- Japan
- India
- Australia
- South Korea
- Rest of Asia-Pacific
Latin America
- Brazil
- Mexico
- Rest of Latin America
Middle East & Africa
- GCC
- South Africa
- Rest of Middle East & Africa
Key Questions Answered in the Report
The report addresses key questions concerning the market evolution and overarching trends shaping global market growth. Some of the key questions answered in the report include-
- What is the overall structure of the market?
- What was the historical value and what is the forecasted value of the market?
- What are the key product level trends in the market?
- What are the market level trends in the market?
- Which of the market players are leading and what are their key differential strategies to retain their stronghold?
- Which are the most lucrative regions in the market space?
TABLE OF CONTENT
CHAPTER 1. INDUSTRY OVERVIEW
1.1. Definition and Scope
1.1.1. Definition of Anime
1.1.2. Market Segmentation
1.1.3. List of Abbreviations
1.2. Summary
1.2.1. Market Snapshot
1.2.2. Anime Market By Type
1.2.2.1. Global Anime Market Revenue and Growth Rate Comparison By Type (2015-2026)
1.2.2.2. Global Anime Market Revenue Share By Type in 2018
1.2.2.3. T.V.
1.2.2.4. Movie
1.2.2.5. Video
1.2.2.6. Internet Distribution
1.2.2.7. Merchandising
1.2.2.8. Music
1.2.2.9. Pachinko
1.2.2.10. Live Entertainment
1.2.3. Anime Market by Geography
1.2.3.1. Global Anime Market Revenue and Growth Rate Comparison by Geography (2015-2026)
1.2.3.2. North America Anime Market Revenue and Growth Rate (2015-2026)
1.2.3.3. Europe Anime Market Revenue and Growth Rate (2015-2026)
1.2.3.4. Asia-Pacific Anime Market Revenue and Growth Rate (2015-2026)
1.2.3.5. Latin America Anime Market Revenue and Growth Rate (2015-2026)
1.2.3.6. Middle East and Africa (MEA) Anime Market Revenue and Growth Rate (2015-2026)
CHAPTER 2. MARKET DYNAMICS AND COMPETITION ANALYSIS
2.1. Market Drivers
2.2. Restraints and Challenges
2.3. Growth Opportunities
2.4. Porter’s Five Forces Analysis
2.4.1. Bargaining Power of Suppliers
2.4.2. Bargaining Power of Buyers
2.4.3. Threat of Substitute
2.4.4. Threat of New Entrants
2.4.5. Degree of Competition
2.5. Value Chain Analysis
2.6. Cost Structure Analysis
2.6.1. Raw Material and Suppliers
2.6.2. Manufacturing Process Analysis
2.7. Regulatory Compliance
2.8. Competitive Landscape, 2018
2.8.1. Player Positioning Analysis
2.8.2. Key Strategies Adopted By Leading Players
CHAPTER 3. MANUFACTURING RETAIL ANALYSIS
3.1. Capacity and Commercial Production Date of Global Anime Major Manufacturers in 2018
3.2. Manufacturing Plants Distribution of Global Anime Major Manufacturers in 2018
3.3. R&D Status and Technology Source of Global Anime Major Manufacturers in 2018
3.4. Raw Materials Sources Analysis of Global Anime Major Manufacturers in 2018
CHAPTER 4. ANIME MARKET By TYPE
4.1. Global Anime Revenue By Type
4.2. T.V.
4.2.1. Market Revenue and Growth Rate, 2015 - 2026 ($Million)
4.2.2. Market Revenue and Forecast, By Region, 2015 - 2026 ($Million)
4.3. Movie
4.3.1. Market Revenue and Growth Rate, 2015 - 2026 ($Million)
4.3.2. Market Revenue and Forecast, By Region, 2015 - 2026 ($Million)
4.4. Video
4.4.1. Market Revenue and Growth Rate, 2015 - 2026 ($Million)
4.4.2. Market Revenue and Forecast, By Region, 2015 - 2026 ($Million)
4.5. Internet Distribution
4.5.1. Market Revenue and Growth Rate, 2015 - 2026 ($Million)
4.5.2. Market Revenue and Forecast, By Region, 2015 - 2026 ($Million)
4.6. Merchandising
4.6.1. Market Revenue and Growth Rate, 2015 - 2026 ($Million)
4.6.2. Market Revenue and Forecast, By Region, 2015 - 2026 ($Million)
4.7. Music
4.7.1. Market Revenue and Growth Rate, 2015 - 2026 ($Million)
4.7.2. Market Revenue and Forecast, By Region, 2015 - 2026 ($Million)
4.8. Pachinko
4.8.1. Market Revenue and Growth Rate, 2015 - 2026 ($Million)
4.8.2. Market Revenue and Forecast, By Region, 2015 - 2026 ($Million)
4.9. Live Entertainment
4.9.1. Market Revenue and Growth Rate, 2015 - 2026 ($Million)
4.9.2. Market Revenue and Forecast, By Region, 2015 - 2026 ($Million)
CHAPTER 5. NORTH AMERICA ANIME MARKET BY COUNTRY
5.1. North America Anime Market Revenue and Growth Rate, 2015 - 2026 ($Million)
5.2. North America Anime Market Revenue Share Comparison, 2015 & 2026 (%)
5.3. U.S.
5.3.1. U.S. Anime Market Revenue and Forecast By Type, 2015 - 2026 ($Million)
5.4. Canada
5.4.1. Market Revenue and Forecast By Type, 2015 - 2026 ($Million)
CHAPTER 6. EUROPE ANIME MARKET BY COUNTRY
6.1. Europe Anime Market Revenue and Growth Rate, 2015 - 2026 ($Million)
6.2. Europe Anime Market Revenue Share Comparison, 2015 & 2026 (%)
6.3. UK
6.3.1. Market Revenue and Forecast By Type, 2015 - 2026 ($Million)
6.4. Germany
6.4.1. Market Revenue and Forecast By Type, 2015 - 2026 ($Million)
6.5. France
6.5.1. Market Revenue and Forecast By Type, 2015 - 2026 ($Million)
6.6. Spain
6.6.1. Market Revenue and Forecast By Type, 2015 - 2026 ($Million)
6.7. Rest of Europe
6.7.1. Market Revenue and Forecast By Type, 2015 - 2026 ($Million)
CHAPTER 7. ASIA-PACIFIC ANIME MARKET BY COUNTRY
7.1. Asia-Pacific Anime Market Revenue and Growth Rate, 2015 - 2026 ($Million)
7.2. Asia-Pacific Anime Market Revenue Share Comparison, 2015 & 2026 (%)
7.3. China
7.3.1. Market Revenue and Forecast By Type, 2015 - 2026 ($Million)
7.4. Japan
7.4.1. Market Revenue and Forecast By Type, 2015 - 2026 ($Million)
7.5. India
7.5.1. Market Revenue and Forecast By Type, 2015 - 2026 ($Million)
7.6. Australia
7.6.1. Market Revenue and Forecast By Type, 2015 - 2026 ($Million)
7.7. South Korea
7.7.1. Market Revenue and Forecast By Type, 2015 - 2026 ($Million)
7.8. Rest of Asia-Pacific
7.8.1. Market Revenue and Forecast By Type, 2015 - 2026 ($Million)
CHAPTER 8. LATIN AMERICA ANIME MARKET BY COUNTRY
8.1. Latin America Anime Market Revenue and Growth Rate, 2015 - 2026 ($Million)
8.2. Latin America Anime Market Revenue Share Comparison, 2015 & 2026 (%)
8.3. Brazil
8.3.1. Market Revenue and Forecast By Type, 2015 - 2026 ($Million)
8.4. Mexico
8.4.1. Market Revenue and Forecast By Type, 2015 - 2026 ($Million)
8.5. Rest of Latin America
8.5.1. Market Revenue and Forecast By Type, 2015 - 2026 ($Million)
CHAPTER 9. MIDDLE EAST & AFRICA ANIME MARKET BY COUNTRY
9.1. Middle East & Africa Anime Market Revenue and Growth Rate, 2015 - 2026 ($Million)
9.2. Middle East & Africa Anime Market Revenue Share Comparison, 2015 & 2026 (%)
9.3. GCC
9.3.1. Market Revenue and Forecast By Type, 2015 - 2026 ($Million)
9.4. South Africa
9.4.1. Market Revenue and Forecast By Type, 2015 - 2026 ($Million)
9.5. Rest of Middle East & Africa
9.5.1. Market Revenue and Forecast By Type, 2015 - 2026 ($Million)
CHAPTER 10. COMPANY PROFILE
10.1. Toei Animation Co., Ltd
10.1.1. Company Snapshot
10.1.2. Overview
10.1.3. Financial Overview
10.1.4. Product Portfolio
10.1.5. Key Developments
10.1.6. Strategies
10.2. Sunrise Inc.
10.2.1. Company Snapshot
10.2.2. Overview
10.2.3. Financial Overview
10.2.4. Product Portfolio
10.2.5. Key Developments
10.2.6. Strategies
10.3. Bones Inc.
10.3.1. Company Snapshot
10.3.2. Overview
10.3.3. Financial Overview
10.3.4. Product Portfolio
10.3.5. Key Developments
10.3.6. Strategies
10.4. Studio Ghibli, Inc.
10.4.1. Company Snapshot
10.4.2. Overview
10.4.3. Financial Overview
10.4.4. Product Portfolio
10.4.5. Key Developments
10.4.6. Strategies
10.5. Production I.G, Inc.
10.5.1. Company Snapshot
10.5.2. Overview
10.5.3. Financial Overview
10.5.4. Product Portfolio
10.5.5. Key Developments
10.5.6. Strategies
10.6. Pierrot Co., Ltd.
10.6.1. Company Snapshot
10.6.2. Overview
10.6.3. Financial Overview
10.6.4. Product Portfolio
10.6.5. Key Developments
10.6.6. Strategies
10.7. P.A.Works, Inc.
10.7.1. Company Snapshot
10.7.2. Overview
10.7.3. Financial Overview
10.7.4. Product Portfolio
10.7.5. Key Developments
10.7.6. Strategies
10.8. Manglobe Inc.
10.8.1. Company Snapshot
10.8.2. Overview
10.8.3. Financial Overview
10.8.4. Product Portfolio
10.8.5. Key Developments
10.8.6. Strategies
10.9. Madhouse Inc.
10.9.1. Company Snapshot
10.9.2. Overview
10.9.3. Financial Overview
10.9.4. Product Portfolio
10.9.5. Key Developments
10.9.6. Strategies
10.10. Kyoto Animation Co., Ltd.
10.10.1. Company Snapshot
10.10.2. Overview
10.10.3. Financial Overview
10.10.4. Product Portfolio
10.10.5. Key Developments
10.10.6. Strategies
10.11. Others
10.11.1. Company Snapshot
10.11.2. Overview
10.11.3. Financial Overview
10.11.4. Product Portfolio
10.11.5. Key Developments
10.11.6. Strategies
CHAPTER 11. RESEARCH APPROACH
11.1. Research Methodology
11.1.1. Initial Data Search
11.1.2. Secondary Research
11.1.3. Primary Research
11.2. Assumptions and Scope
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