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PUBLISHER: Renub Research | PRODUCT CODE: 1785055

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PUBLISHER: Renub Research | PRODUCT CODE: 1785055

United States Anime Market - Industry Trends & Forecast 2025-2033

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United States Anime Market Size & Forecast 2025-2033

United States Anime Market is anticipated to grow at a CAGR of 11.49% from 2025 to 2033 to reach US$ 6,947.05 billion by 2033 from US$ 2,610.22 million in 2024. Rising popularity of Japanese anime content, growing demand on streaming platforms, and growing fanbase among millennials and Gen Z are major growth drivers for the U.S. anime entertainment and merchandise market.

United States Anime Market Report by Type (T.V., Movie, Video, Internet Distribution, Merchandising, Music, Pachinko, Live Entertainment), Countries and Company Analysis, 2025-2033.

United States Anime Market Outlook

Anime is a unique form of animation originating from Japan, and it has become immensely popular worldwide, particularly in the United States. With its vibrant imagery, varied content, and emotionally charged storytelling, anime covers a broad spectrum of genres ranging from action and fantasy to romance, sci-fi, and slice of life. Initially made for Japan, anime has acquired an ardent fan base in America, with tens of millions of viewers consuming dubbed or subtitled anime.

In the United States, anime is consumed on a variety of platforms such as television, streaming media like Crunchyroll, Netflix, and Hulu, and by way of Blu-ray/DVD sets. It is also utilized in educational settings, cosplay, and fan events like Anime Expo. Anime's popularity stems from its distinctive plots, likable characters, and cultural richness that appeal to youths and adults alike. Anime's popularity in the U.S. has permeated into fashion, video games, music, and even painting. Hit series such as Naruto, Attack on Titan, My Hero Academia, and Demon Slayer have been cultural sensations, so anime is now a big component of American entertainment today.

Growth Drivers in the United States Anime Market

Growing Streaming Platforms

Online streaming sites like Netflix, Crunchyroll, Hulu, and Amazon Prime have revolutionized the world of anime access in America. Not only do these websites spend considerable amounts of resources securing the rights to hundreds of popular anime shows, but they are also co-producing more and more original content that warms the hearts of audiences everywhere. By providing subtitled and dubbed versions of their series, they essentially break down any language barriers that could discourage potential viewers, successfully attracting a diverse group consisting of both new and old fans that cut across all age groups. In a major breakthrough, January 2025 witnessed Crunchyroll making headlines at the high-profile CES press conference held by Sony Group Corporation. The firm revealed a new digital manga app, cleverly named Crunchyroll Manga, that will launch later this year. The revolutionary app will serve as an upscale add-on for subscribers of Crunchyroll, but also as a simple application that can be accessed via iOS and Android devices. In addition, promising plans for future support on web browsers guarantee that manga enthusiasts can have their favorite titles at their fingertips, anywhere and anytime.

Expanding Fan Culture and Events

The rise of lively anime conventions like Anime Expo and Otakon, as well as the fascinating realm of cosplay, has ignited a vibrant and thriving fan culture. These meetings establish a celebratory environment through which fans can relate, commemorate the common interests, and indulge in the colorful phenomenon of anime. Online platforms and specialized forum websites have also fueled this spirit of community by enabling fans to build lasting relationships, share creative material, and support their preferred creatives. This dynamic social interaction is crucial in cultivating and growing the appeal of anime among diverse audiences, bringing vibrancy to its continually escalating popularity. In January of 2025, Azuki will make history with the unveiling of Anime.com, a paradigm-shifting online platform that has the potential to revolutionize the vast $30+ billion anime market. Anime.com is committed to building an engaging and harmonious platform that not only respects the rich diversity of anime culture but also enhances the connections between fans, favorite series, memorable characters, and the brilliant artists who bring the magic to life.

Cultural Integration and Mainstream Appeal

Anime has increasingly integrated into American popular culture, shaping music videos, fashion, and even education. Major collaborations between anime and top Western brands as well as celebrities have rendered anime more mainstream. Schools and universities integrate anime and Japanese popular culture into educational curricula, further mainstreaming and boosting its popularity. August 2024 saw Manga Plus by Shueisha open its first US online store in America, selling exclusive anime and manga merchandise. The store has a range of collectibles, apparel, and limited-edition items from best-selling series such as One Piece, Naruto, and Jujutsu Kaisen. This project seeks to widen its base of fans and make North American fans have easier access to genuine goods affiliated with their favorite anime and manga.

Challenges in the United States Anime Market

Content Licensing and Distribution Complications

Securing the rights to stream or distribute anime presents several challenges, primarily due to overlapping regional licensing agreements and the high costs associated with acquiring popular titles. As a result, smaller platforms often find it difficult to afford top-tier anime, which can limit the variety of content available to viewers. Furthermore, delays in localizing anime-whether through dubbing or subtitling-may diminish the enthusiasm among U.S. fans who are used to real-time global releases.

Market Oversaturation and Piracy

With anime becoming more and more popular across the world, the marketplace is facing a deep oversaturation with scores of titles in the running for attention. The content flood poses a huge challenge for new and less popular series, which in turn tend to find it difficult to penetrate the crowds and gain attention from viewers. Adding to this problem is the ongoing danger of piracy, where most enthusiasts turn to pirated streaming sites for their anime fix. Not only does this erode the income of creators and legit distributors but also prevents the market from growing as a whole. The effects of such a practice trickle down in the industry, preventing new and innovative pieces of work that are worthy of exposure.

United States Anime Movie Market

The anime film market in the U.S. has increased tremendously, fueled by box office successes like Demon Slayer: Mugen Train and Jujutsu Kaisen 0. Theatrical releases are usually accompanied by limited-run IMAX or dubbed showings, drawing in existing fans as well as curious newcomers. The success of anime films demonstrated that there is significant demand for cinematic storytelling outside Western animation, making anime a legitimate box office contender.

California Anime Market

California leads the U.S. anime market because of its closeness to Hollywood, sizeable Asian-American population, and well-established entertainment infrastructure. It is home to Anime Expo, which is one of the world's largest anime conventions and is held every year in Los Angeles. The state's strong media, cosplayer, and fan art industries enhance anime's cultural impact, making it a key market for expansion and innovation in anime merchandise and content.

New York Anime Market

New York's eclectic population and thriving arts community are helping to fuel a burgeoning anime fan culture. Such events as Anime NYC draw tens of thousands of spectators, and small independent theaters and cultural centers frequently schedule anime showings and exhibitions. Major publishing companies and media organizations are also present to facilitate the promotion of manga and anime, making New York a central market for anime content consumption and creative partnerships.

New Jersey Anime Market

New Jersey is advantaged by its proximal location to New York City, with a compact, ethnically diverse population that is increasingly interested in anime. Fan clubs, campus-based anime clubs, and local conventions such as Castle Point Anime Convention promote community interaction. Retailers and pop culture shops also realize high demand for anime products, a sign of the market's commercial viability even though it is smaller than seaport cities.

Washington Anime Market

Washington State, particularly the Seattle area, has emerged as a hub for tech and pop culture, leading to a tech-oriented anime fan base. Activity such as Sakura-Con and vibrant anime clubs on college campuses indicates high grassroots interest. The state's open-minded and cosmopolitan citizenry is open to international programming, thus serving as a solid secondary market for streaming services and domestic anime-associated events and commerce.

Market Segmentation

Type

  • T.V.
  • Movie
  • Video
  • Internet Distribution
  • Merchandising
  • Music
  • Pachinko
  • Live Entertainment

Top 10 States

  • California
  • Texas
  • New York
  • Florida
  • Illinois
  • Pennsylvania
  • Ohio
  • Georgia
  • Washington
  • New Jersey
  • Rest of United States

All companies have been covered with 5 Viewpoints

  • Overviews
  • Key Person
  • Recent Developments
  • SWOT Analysis
  • Revenue Analysis

Key Players Analysis

  • Kyoto Animation Co., Ltd.
  • Pierrot Co,Ltd.
  • Production I.G
  • STUDIO GHIBLI Inc.
  • Crunchyroll (Sony Pictures Entertainment Inc.)
  • Madhouse Inc
  • P.A.WORKS Co.,Ltd
  • VIZ Media, LLC
  • Bandai Namco Filmworks Inc.
  • Aniplex of America Inc.

Table of Contents

1. Introduction

2. Research & Methodology

  • 2.1 Data Source
    • 2.1.1 Primary Sources
    • 2.1.2 Secondary Sources
  • 2.2 Research Approach
    • 2.2.1 Top-Down Approach
    • 2.2.2 Bottom-Up Approach
  • 2.3 Forecast Projection Methodology

3. Executive Summary

4. Market Dynamics

  • 4.1 Growth Drivers
  • 4.2 Challenges

5. United States Anime Market

  • 5.1 Historical Market Trends
  • 5.2 Market Forecast

6. Market Share Analysis

  • 6.1 By Type
  • 6.2 By States

7. Type

  • 7.1 T.V.
    • 7.1.1 Market Analysis
    • 7.1.2 Market Size & Forecast
  • 7.2 Movie
    • 7.2.1 Market Analysis
    • 7.2.2 Market Size & Forecast
  • 7.3 Video
    • 7.3.1 Market Analysis
    • 7.3.2 Market Size & Forecast
  • 7.4 Internet Distribution
    • 7.4.1 Market Analysis
    • 7.4.2 Market Size & Forecast
  • 7.5 Merchandising
    • 7.5.1 Market Analysis
    • 7.5.2 Market Size & Forecast
  • 7.6 Music
    • 7.6.1 Market Analysis
    • 7.6.2 Market Size & Forecast
  • 7.7 Pachinko
    • 7.7.1 Market Analysis
    • 7.7.2 Market Size & Forecast
  • 7.8 Live Entertainment
    • 7.8.1 Market Analysis
    • 7.8.2 Market Size & Forecast

8. Top 10 States

  • 8.1 California
    • 8.1.1 Market Analysis
    • 8.1.2 Market Size & Forecast
  • 8.2 Texas
    • 8.2.1 Market Analysis
    • 8.2.2 Market Size & Forecast
  • 8.3 New York
    • 8.3.1 Market Analysis
    • 8.3.2 Market Size & Forecast
  • 8.4 Florida
    • 8.4.1 Market Analysis
    • 8.4.2 Market Size & Forecast
  • 8.5 Illinois
    • 8.5.1 Market Analysis
    • 8.5.2 Market Size & Forecast
  • 8.6 Pennsylvania
    • 8.6.1 Market Analysis
    • 8.6.2 Market Size & Forecast
  • 8.7 Ohio
    • 8.7.1 Market Analysis
    • 8.7.2 Market Size & Forecast
  • 8.8 Georgia
    • 8.8.1 Market Analysis
    • 8.8.2 Market Size & Forecast
  • 8.9 Washington
    • 8.9.1 Market Analysis
    • 8.9.2 Market Size & Forecast
  • 8.10 New Jersey
    • 8.10.1 Market Analysis
    • 8.10.2 Market Size & Forecast
  • 8.11 Rest of United States
    • 8.11.1 Market Analysis
    • 8.11.2 Market Size & Forecast

9. Value Chain Analysis

10. Porter's Five Forces Analysis

  • 10.1 Bargaining Power of Buyers
  • 10.2 Bargaining Power of Suppliers
  • 10.3 Degree of Competition
  • 10.4 Threat of New Entrants
  • 10.5 Threat of Substitutes

11. SWOT Analysis

  • 11.1 Strength
  • 11.2 Weakness
  • 11.3 Opportunity
  • 11.4 Threats

12. Pricing Benchmark Analysis

  • 12.1 Kyoto Animation Co., Ltd.
  • 12.2 Pierrot Co.,Ltd.
  • 12.3 Production I.G
  • 12.4 STUDIO GHIBLI Inc.
  • 12.5 Crunchyroll (Sony Pictures Entertainment Inc.)
  • 12.6 Madhouse Inc
  • 12.7 P.A.WORKS Co.,Ltd
  • 12.8 VIZ Media, LLC
  • 12.9 Bandai Namco Filmworks Inc.
  • 12.10 Aniplex of America Inc.

13. Key Players Analysis

  • 13.1 Kyoto Animation Co., Ltd.
    • 13.1.1 Overviews
    • 13.1.2 Key Person
    • 13.1.3 Recent Developments
    • 13.1.4 SWOT Analysis
    • 13.1.5 Revenue Analysis
  • 13.2 Pierrot Co.,Ltd.
    • 13.2.1 Overviews
    • 13.2.2 Key Person
    • 13.2.3 Recent Developments
    • 13.2.4 SWOT Analysis
    • 13.2.5 Revenue Analysis
  • 13.3 Production I.G
    • 13.3.1 Overviews
    • 13.3.2 Key Person
    • 13.3.3 Recent Developments
    • 13.3.4 SWOT Analysis
    • 13.3.5 Revenue Analysis
  • 13.4 STUDIO GHIBLI Inc.
    • 13.4.1 Overviews
    • 13.4.2 Key Person
    • 13.4.3 Recent Developments
    • 13.4.4 SWOT Analysis
    • 13.4.5 Revenue Analysis
  • 13.5 Crunchyroll (Sony Pictures Entertainment Inc.)
    • 13.5.1 Overviews
    • 13.5.2 Key Person
    • 13.5.3 Recent Developments
    • 13.5.4 SWOT Analysis
    • 13.5.5 Revenue Analysis
  • 13.6 Madhouse Inc.
    • 13.6.1 Overviews
    • 13.6.2 Key Person
    • 13.6.3 Recent Developments
    • 13.6.4 SWOT Analysis
    • 13.6.5 Revenue Analysis
  • 13.7 P.A.WORKS Co.,Ltd
    • 13.7.1 Overviews
    • 13.7.2 Key Person
    • 13.7.3 Recent Developments
    • 13.7.4 SWOT Analysis
    • 13.7.5 Revenue Analysis
  • 13.8 VIZ Media, LLC
    • 13.8.1 Overviews
    • 13.8.2 Key Person
    • 13.8.3 Recent Developments
    • 13.8.4 SWOT Analysis
    • 13.8.5 Revenue Analysis
  • 13.9 Bandai Namco Filmworks Inc.
    • 13.9.1 Overviews
    • 13.9.2 Key Person
    • 13.9.3 Recent Developments
    • 13.9.4 SWOT Analysis
    • 13.9.5 Revenue Analysis
  • 13.10 Aniplex of America Inc.
    • 13.10.1 Overviews
    • 13.10.2 Key Person
    • 13.10.3 Recent Developments
    • 13.10.4 SWOT Analysis
    • 13.10.5 Revenue Analysis
Have a question?
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Jeroen Van Heghe

Manager - EMEA

+32-2-535-7543

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Christine Sirois

Manager - Americas

+1-860-674-8796

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