Report

Global Anime Market Size study, by Product Type (T.V, Movie, Video, Internet distribution, Merchandising, Music, Pachinko, Live entertainment), and Regional Forecasts 2021-2027

  • Publish Date: Mar,2022
  • Report ID: QI037
  • Page : 250
  • Report Type : PDF (Email)
Chapter 1. Executive Summary
1.1. Market Snapshot
1.2. Global & Segmental Market Estimates & Forecasts, 2019-2027 (USD Billion)
1.2.1. Anime Market , by Region, 2019-2027 (USD Billion)
1.2.2. Anime Market , by Product Type, 2019-2027 (USD Billion)
1.3. Key Trends
1.4. Estimation Methodology
1.5. Research Assumption
Chapter 2. Global Anime Market Definition and Scope
2.1. Objective of the Study
2.2. Market Definition & Scope
2.2.1. Scope of the Study
2.2.2. Industry Evolution
2.3. Years Considered for the Study
2.4. Currency Conversion Rates
Chapter 3. Global Anime Market Dynamics
3.1. Anime Market Impact Analysis (2019-2027)
3.1.1. Market Drivers
3.1.1.1. Increasing sales of anime content across the globe
3.1.1.2. Increasing internet penetration and growing demand for anime video games
3.1.2. Market Restraint
3.1.2.1. Low budget and shortage of skilled animators
3.1.3. Market Opportunities
3.1.3.1. The rising popularity and sales of Japanese anime content
3.1.3.2. rising levels of disposable income
Chapter 4. Global Anime 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
4.1.6. Futuristic Approach to Porter's 5 Force Model (2018-2027)
4.2. PEST Analysis
4.2.1. Political
4.2.2. Economical
4.2.3. Social
4.2.4. Technological
4.3. Investment Adoption Model
4.4. Analyst Recommendation & Conclusion
Chapter 5. Global Anime Market , by Product Type
5.1. Market Snapshot
5.2. Global Anime Market by Product Type, Performance - Potential Analysis
5.3. Global Anime Market Estimates & Forecasts by Product Type 2018-2027 (USD Billion)
5.4. Anime Market , Sub Segment Analysis
5.4.1. T.V
5.4.2. Movie
5.4.3. Video
5.4.4. Internet Distribution
5.4.5. Merchandising
5.4.6. Music
5.4.7. Pachinko
5.4.8. Live Entertainment
Chapter 6. Global Anime Market , Regional Analysis
6.1. Anime Market , Regional Market Snapshot
6.2. North America Anime Market
6.2.1. U.S. Anime Market
6.2.1.1. Product Type breakdown estimates & forecasts, 2018-2027
6.2.2. Canada Anime Market
6.3. Europe Anime Market Snapshot
6.3.1. U.K. Anime Market
6.3.2. Germany Anime Market
6.3.3. France Anime Market
6.3.4. Spain Anime Market
6.3.5. Italy Anime Market
6.3.6. Rest of Europe Anime Market
6.4. Asia-Pacific Anime Market Snapshot
6.4.1. China Anime Market
6.4.2. India Anime Market
6.4.3. Japan Anime Market
6.4.4. Australia Anime Market
6.4.5. South Korea Anime Market
6.4.6. Rest of Asia Pacific Anime Market
6.5. Latin America Anime Market Snapshot
6.5.1. Brazil Anime Market
6.5.2. Mexico Anime Market
6.6. Rest of The World Anime Market
Chapter 7. Competitive Intelligence
7.1. Top Market Strategies
7.2. Company Profiles
7.2.1. Pierrot Co., Ltd.
7.2.1.1. Key Information
7.2.1.2. Overview
7.2.1.3. Financial (Subject to Data Availability)
7.2.1.4. Product Summary
7.2.1.5. Recent Developments
7.2.2. Production I.G, Inc.
7.2.3. Studio Ghibli, Inc.
7.2.4. Sunrise Inc.
7.2.5. Toei Animation Co., Ltd.
7.2.6. bones Inc
7.2.7. Kyoto Animation Co., Ltd.
7.2.8. Madhouse Inc.
7.2.9. Manglobe Inc.
7.2.10. PA works co., ltd.

Chapter 8. Research Process
8.1. Research Process
8.1.1. Data Mining
8.1.2. Analysis
8.1.3. Market Estimation
8.1.4. Validation
8.1.5. Publishing
8.2. Research Attributes
8.3. Research Assumption