日本アニメ市場規模、シェア、競争環境、トレンド分析レポート:タイプ別(テレビ、映画、ビデオ、インターネット配信、マーチャンダイジング、音楽、パチンコ、ライブエンタテインメント)、ジャンル別(アクション・アドベンチャー、SF・ファンタジー、ロマンス・ドラマ、スポーツ、その他): 2024年から2032年までの機会分析および業界予測

レポートID : ROJP1224422  |  発行日 : 2024年12月  |  フォーマット :  :   : 

Table of Contents

1. Methodology and Scope

1.1. Market Segmentation & Scope
1.2. Segment Definitions
1.2.1. Type
1.2.2. Genre
1.2.3. Estimates and forecasts timeline
1.3. Research Methodology
1.4. Information Procurement
1.4.1. Purchased database
1.4.2. GVR’s internal database
1.4.3. Secondary sources
1.4.4. Primary research
1.4.5. Details of primary research
1.4.5.1. Data for primary interviews in Asia Pacific
1.5. Information or Data Analysis
1.5.1. Data analysis models
1.6. Market Formulation & Validation
1.7. Model Details
1.7.1. Commodity flow analysis (Model 1)
1.7.2. Approach 1: Commodity flow approach
1.7.3. Volume price analysis (Model 2)
1.7.4. Approach 2: Volume price analysis
1.8. List of Secondary Sources
1.9. List of Primary Sources
1.10. Objectives

2. Executive Summary

2.1. Market Outlook
2.2. Segment Outlook
2.2.1. Type
2.2.2. Genre
2.3. Competitive Insights

3. Japan Anime Market Variables, Trends & Scope

3.1. Market Lineage Outlook
3.1.1. Parent market outlook
3.1.2. Related/ancillary market outlook
3.2. Market Dynamics
3.2.1. Market driver analysis
3.2.1.1. Growth in Demand for Anime Content Propels the Market's Expansion
3.2.1.2. Rising otaku culture
3.2.2. Market restraint analysis
3.2.2.1. Low Spending and Scarcity of Competent Animators May Impede the Growth of the Market
3.2.3. Market opportunity analysis
3.2.3.1. Growth in Projects with High Production Costs and Technological Advancements Drives the Market's Expansion
3.3. Japan Anime Market Analysis Tools
3.3.1. Industry Analysis - Porter’s
3.3.1.1. Supplier power
3.3.1.2. Buyer power
3.3.1.3. Substitution threat
3.3.1.4. Threat of new entrant
3.3.1.5. Competitive rivalry
3.3.2. PESTEL Analysis
3.3.2.1. Political landscape
3.3.2.2. Economic landscape
3.3.2.3. Social landscape
3.3.2.4. Technological landscape
3.3.2.5. Environmental landscape
3.3.2.6. Legal landscape

4. Japan Anime Market: By Type

4.1. By Type Market Share, 2024 & 2032
4.2. Segment Dashboard
4.3. Japan Anime Market by Type Outlook
4.4. Market Size & Forecasts and Trend Analyses, 2024 to 2032 for the following
4.4.1. T.V.
4.4.1.1. Market estimates and forecasts, 2024 to 2032 (USD Million)
4.4.2. Movie
4.4.2.1. Market estimates and forecasts, 2024 to 2032 (USD Million)
4.4.3. Video
4.4.3.1. Market estimates and forecasts, 2024 to 2032 (USD Million)
4.4.4. Internet Distribution
4.4.4.1. Market estimates and forecasts, 2024 to 2032 (USD Million)
4.4.5. Merchandising
4.4.5.1. Market estimates and forecasts, 2024 to 2032 (USD Million)
4.4.6. Music
4.4.6.1. Market estimates and forecasts, 2024 to 2032 (USD Million)
4.4.7. Pachinko
4.4.7.1. Market estimates and forecasts, 2024 to 2032 (USD Million)
4.4.8. Live Entertainment
4.4.8.1. Market estimates and forecasts, 2024 to 2032 (USD Million)

5. Japan Anime Market: By Genre

5.1. By Genre Market Share, 2024 & 2032
5.2. Segment Dashboard
5.3. Japan Anime Market by Genre Outlook
5.4. Market Size & Forecasts and Trend Analyses, 2024 to 2032 for the following
5.4.1. Action & Adventure
5.4.1.1. Market estimates and forecasts, 2024 to 2032 (USD Million)
5.4.2. Sci-Fi & Fantasy
5.4.2.1. Market estimates and forecasts, 2024 to 2032 (USD Million)
5.4.3. Romance & Drama
5.4.3.1. Market estimates and forecasts, 2024 to 2032 (USD Million)
5.4.4. Sports
5.4.4.1. Market estimates and forecasts, 2024 to 2032 (USD Million)
5.4.5. Others
5.4.5.1. Market estimates and forecasts, 2024 to 2032 (USD Million)

6. Competitive Landscape

6.1. Recent Developments & Impact Analysis, By Key Market Participants
6.2. Company/Competition Categorization
6.3. Vendor Landscape
6.3.1. List of key distributors and channel partners
6.3.2. Key customers
6.4. Company Profiles
6.4.1. Pierrot Co., Ltd.
6.4.1.1. Company overview
6.4.1.2. Financial performance
6.4.1.3. Product benchmarking
6.4.1.4. Strategic initiatives
6.4.2. Production I.G, Inc.
6.4.2.1. Company overview
6.4.2.2. Financial performance
6.4.2.3. Product benchmarking
6.4.2.4. Strategic initiatives
6.4.3. Studio Ghibli, Inc.
6.4.3.1. Company overview
6.4.3.2. Financial performance
6.4.3.3. Product benchmarking
6.4.3.4. Strategic initiatives
6.4.4. Sunrise, Inc. (Bandai Namco Filmworks)
6.4.4.1. Company overview
6.4.4.2. Financial performance
6.4.4.3. Product benchmarking
6.4.4.4. Strategic initiatives
6.4.5. Toei Animation Co., Ltd.
6.4.5.1. Company overview
6.4.5.2. Financial performance
6.4.5.3. Product benchmarking
6.4.5.4. Strategic initiatives
6.4.6. Bones Inc.
6.4.6.1. Company overview
6.4.6.2. Financial performance
6.4.6.3. Product benchmarking
6.4.6.4. Strategic initiatives
6.4.7. Kyoto Animation Co., Ltd.
6.4.7.1. Company overview
6.4.7.2. Financial performance
6.4.7.3. Product benchmarking
6.4.7.4. Strategic initiatives
6.4.8. MADHOUSE, Inc.
6.4.8.1. Company overview
6.4.8.2. Financial performance
6.4.8.3. Product benchmarking
6.4.8.4. Strategic initiatives
6.4.9. Crunchyroll (Sony Pictures Entertainment Inc.)
6.4.9.1. Company overview
6.4.9.2. Financial performance
6.4.9.3. Product benchmarking
6.4.9.4. Strategic initiatives
6.4.10. Progressive Animation Works Co., Ltd. (PA Works)
6.4.10.1. Company overview
6.4.10.2. Financial performance
6.4.10.3. Product benchmarking
6.4.10.4. Strategic initiatives
6.4.11. Sentai Holdings, LLC (AMC Networks)
6.4.11.1. Company overview
6.4.11.2. Financial performance
6.4.11.3. Product benchmarking
6.4.11.4. Strategic initiatives
6.4.12. Ufotable Co., Ltd.
6.4.12.1. Company overview
6.4.12.2. Financial performance
6.4.12.3. Product benchmarking
6.4.12.4. Strategic initiatives

Booklet
  • 発行日 :
    Dec-2024
  • 予想年 :
    2024年~2032年
  • 納期 :
    即日から翌営業日

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