世界動漫市場:產業趨勢與預測
市場調查報告書
商品編碼
1361102

世界動漫市場:產業趨勢與預測

Global Anime Market: Industry Trends and Forecast

出版日期: | 出版商: BCC Research | 英文 55 Pages | 訂單完成後即時交付

價格

本報告調查了全球動漫市場,提供了市場和技術概述、市場影響因素和市場機會分析、市場規模趨勢和預測、各個部門市場和地區的詳細分析、技術趨勢、ESG 發展,總結了競爭形勢、主要企業簡介等資訊

目錄

第1章 簡介

第2章 執行摘要

第3章 市場概況

  • 概述
  • 動漫史
  • 市場動態
  • 市場促進因素
  • 市場抑制因素
  • 市場機會
  • 新科技和機遇
  • 擴增實境和虛擬實境
  • 動作捕捉
  • AI
  • 眾籌

第4章 市場部門:依類型和類型

  • 全球動漫市場:依類型
  • 電視機
  • 電影
  • 影片
  • 網路交付
  • 商品
  • 音樂
  • 彈珠機
  • 現場娛樂表演
  • 市場規模/預測
  • 依類型分類的全球動漫市場
  • 動作冒險
  • 科幻/奇幻
  • 言情劇
  • 運動的
  • 其他
  • 市場規模/預測

第5章 市場區隔:依地區

  • 概述
  • 北美洲
  • 歐洲
  • 亞太地區
  • 其他地區

第6章 動漫產業的永續性:ESG觀點

  • 動漫市場中的關鍵環境、社會和治理 (ESG) 問題
  • 對環境造成的影響
  • 能源消耗
  • 動漫產業ESG績效分析
  • 環保性能
  • 社會表現
  • 治理績效
  • 案例分析
  • BCC的結語

第7章 競爭形勢

  • 概述
  • 戰略分析

第8章 公司簡介

  • BANDIA NAMCO FILMWORKS INC.(SUNRISE INC.)
  • BONES INC.
  • CRUNCHYROLL LLC
  • KYOTO ANIMATION CO. LTD.
  • MADHOUSE INC.
  • MAPPA CO. LTD.
  • PA WORKS INC.
  • PIERROT CO. LTD.
  • PRODUCTION IG INC.
  • STUDIO GHIBLI INC.
  • TOEI ANIMATION CO.
  • UFOTABLE INC.

第9章 附錄:縮寫

Product Code: IFT291A

Highlights:

This report provides an overview of the global anime market size analysis and a detailed analysis of the market player’s products and strategies. Using 2022 as the base year, the report provides estimated market data for 2023 through 2028. Revenue forecasts for this period are segmented based on type, genre, and geography.

Report Scope:

Using 2022 as the base year, the report provides estimated market data for 2023 through 2028. Revenue forecasts for this period are segmented based on type, genre, and geography. The report covers all anime licensing, from merchandising to broadcasting and streaming platforms. This report also includes a concise history of the anime industry from its beginnings in the early 1900s to the present day. The revenue estimation covers all genres of revenue including science fiction, action and adventure, romance, historical drama, erotic, literary, information, humor, and sports. Revenue and strategies for acquiring and producing anime content are not discussed in this report.

The report also focuses on the significant drivers and challenges that affect the market and the vendor landscape. The report explains the current trends in the global anime market and concludes with detailed profiles of the major players.

Report Includes:

  • Detailed overview and an up-to-date analysis of the global anime market
  • Analyses of the global market trends for anime industry, with historical market revenue data (sales figures) for 2022, estimates for 2023, forecasts for 2024, and projections of compound annual growth rates (CAGRs) through 2028
  • Estimation of the actual market size and revenue forecast for global anime market, and corresponding market share analysis based on the type of digital streaming platform, genre (content), and geographic region
  • In-depth information (facts and figures) concerning the market growth drivers, opportunities and challenges, prospects, technologies, regulatory dynamics, and impact of macroeconomic variables on global anime market
  • An understanding of the ESG developments in anime (digital entertainment) industry, with emphasis on importance of ESG, consumer attitudes, risks and opportunity assessment, and ESG followed practices by production companies, distributors, streaming platforms, merchandisers, and other key stakeholders
  • A look at the major vendors in the global market for anime, and analyze the structure of this industry (e.g., company share analysis, concentration, M&A deals, and venture fundings etc.)
  • Identification of the major stakeholders and analysis of their company competitive landscape based on recent developments, key financials and segmental revenues, and operational integration
  • Detailed company profiles of the leading market players

Table of Contents

Chapter 1 Introduction

  • Study Goals and Objectives
  • Reasons for Doing the Study
  • Scope of Report
  • Research Methodology
  • Geographic Breakdown

Chapter 2 Executive Summary

  • Market Outlook
  • Market Summary

Chapter 3 Market Overview

  • Overview
  • The History of Anime
  • 1900-1920
  • 1920s-1950s
  • 1950s-1980s
  • 1990s-Present
  • Market Dynamics
  • Market Drivers
  • Market Restraints
  • Market Opportunities
  • Emerging Technologies and Opportunities
  • Augmented Reality (AR) and Virtual Reality (VR)
  • Motion Capture
  • Artificial Intelligence (AI)
  • Crowdfunding

Chapter 4 Market Breakdown by Type and Genre

  • Global Anime Market, by Type
  • Television (TV)
  • Movie
  • Video
  • Internet Distribution
  • Merchandising
  • Music
  • Pachinko
  • Live Entertainment
  • Market Size and Forecast
  • Global Anime Market, by Genre
  • Action and Adventure
  • Sci-fi and Fantasy
  • Romance and Drama
  • Sports
  • Others
  • Market Size and Forecast

Chapter 5 Market Breakdown by Region

  • Overview
  • North America
  • Europe
  • Asia-Pacific
  • Rest of the World

Chapter 6 Sustainability in Anime Industry: An ESG Perspective

  • Key Environmental, Social, and Governance (ESG) Issues in the Anime Market
  • Environmental Impact
  • Energy Consumption
  • Anime Industry ESG Performance Analysis
  • Environmental Performance
  • Social Performance
  • Governance Performance
  • Case Study
  • Concluding Remarks from BCC Research

Chapter 7 Competitive Landscape

  • Overview
  • Strategic Analysis

Chapter 8 Company Profiles

  • BANDIA NAMCO FILMWORKS INC. (SUNRISE INC.)
  • BONES INC.
  • CRUNCHYROLL LLC
  • KYOTO ANIMATION CO. LTD.
  • MADHOUSE INC.
  • MAPPA CO. LTD.
  • P.A. WORKS INC.
  • PIERROT CO. LTD.
  • PRODUCTION I.G INC.
  • STUDIO GHIBLI INC.
  • TOEI ANIMATION CO.
  • UFOTABLE INC.

Chapter 9 Appendix: Acronyms

List of Tables

  • Summary Table : Global Anime Market, by Region, Through 2028
  • Table 1 : Global Market for Anime, by Type, Through 2028
  • Table 2 : Global Market for Anime, by Genre, Through 2028
  • Table 3 : Global Market for Anime, by Region, Through 2028
  • Table 4 : North American Market for Anime, by Type, Through 2028
  • Table 5 : North American Market for Anime, by Genre, Through 2028
  • Table 6 : North American Market for Anime, by Country, Through 2028
  • Table 7 : European Market for Anime, by Type, Through 2028
  • Table 8 : European Market for Anime, by Genre, Through 2028
  • Table 9 : European Market for Anime, by Country, Through 2028
  • Table 10 : Asia-Pacific Market for Anime, by Type, Through 2028
  • Table 11 : Asia-Pacific Market for Anime, by Genre, Through 2028
  • Table 12 : Asia-Pacific Market for Anime, by Country, Through 2028
  • Table 13 : RoW Market for Anime, by Type, Through 2028
  • Table 14 : RoW Market for Anime, by Genre, Through 2028
  • Table 15 : RoW Market for Anime, by Subregion, Through 2028
  • Table 16 : Anime Market, Recent Developments, 2021-2023
  • Table 17 : Bandia Namco Filmworks Inc.: Products and Services
  • Table 18 : Bones Inc.: Products and Services
  • Table 19 : Crunchyroll LLC: Products and Services
  • Table 20 : Kyoto Animation Co. Ltd.: Products and Services
  • Table 21 : Madhouse Inc.: Products and Services
  • Table 22 : MAPPA Co. Ltd.: Products and Services
  • Table 23 : P.A. Works Inc.: Products and Services
  • Table 24 : Pierrot Co. Ltd.: Products and Services
  • Table 25 : Production I.G Inc.: Products and Services
  • Table 26 : Studio Ghibli Inc.: Products and Services
  • Table 27 : Toei Animation Co.: Products and Services
  • Table 28 : Ufotable Inc.: Products and Services
  • Table 29 : Acronyms Used in the Report

List of Figures

  • Summary Figure : Global Market Share of Anime, by Region, 2022

Figure A : Information Sources

  • Figure 1 : Global Market Share of Anime, by Type, 2022
  • Figure 2 : Global Market Share of Anime, by Genre, 2022
  • Figure 3 : Global Market Share of Anime, by Region, 2022