Anime Market Forecast to 2028 - COVID-19 Impact and Global Analysis By Size, Share & Trends, Drivers, Restraints, Opportunities, Manufacturer, Applications, And Segments

  • AMR-1067243
  • December 2021
  • Telecommunications and Wireless
  • 154 Pages
Report Description

This report is a comprehensive study that examines the Anime industry in depth. With reference to key regions and major nations, the study specifies the product type of Anime as well as its use in various industrial verticals. Furthermore, the report identified and analysed all of the top companies functioning in the global Anime market arena, comparing and contrasting them based on market revenue, yearly sales volume, historical growth rate, and company strategies. The worldwide Anime market research offers a business strategy for current market participants to strengthen their market positions based on all of these findings. Furthermore, the paper recommends a market entry strategy for newcomers to the sector.

The top vendors and distributors operating in all of the major regions have also been highlighted in the Anime market report. This data and research should aid market players in strengthening their market distribution networks and expanding their geographic reach.
 
Anime Market Strategic Analysis 

The market was studied using several marketing methodologies such as Porter's Five Forces Analysis, player positioning analysis, SWOT analysis, market share analysis, and value chain analysis in the Anime market study. The market dynamics and factors such as the threat of a Anime substitute, the threat of new entrants into the Anime market, buyer bargaining power, supplier bargaining power to Anime providing companies, and internal rivalry among Anime providers are analysed in Porter's Five Forces analysis to provide the report's readers with a detailed view of the current market dynamics.

This analysis assists report users in evaluating the Anime market based on various parameters such as economies of scale, switching costs, brand loyalty, existing distribution channels, capital investments, manufacturing rights & patents, government regulations, advertising impact, and consumer preference impact. This simplified data is expected to aid the industry's key decision-makers in their decision-making process. Furthermore, this study answers the crucial question of whether or not new entrants should enter the Anime industry.
 
Anime Market Key Trends Analysis

The important factors influencing the growth of the Anime market have been examined in this report. The driving factors that are boosting demand for Animes and the restraining factors that are slowing growth of the Anime industry are addressed in depth, as well as their implications for the worldwide Anime market. In addition, the published analysis identifies and discusses in detail the trends that are driving the market and impacting its growth. In addition, other qualitative variables such as risks connected with operations and key problems faced by market players are covered in the report.

Anime Market Key Segment Analysis

By segmenting the market by product type, application, and geography, the study provides a clear picture of the Anime industry. On the basis of current and future trends, all segments of the Anime industry have been examined. The market and its divisions are forecasted for the years 2021 through 2028. The study identifies the categories that are contributing the most to total market revenue growth, as well as the factors that are supporting their growth.

The research will provide a detailed qualitative and quantitative product type segment analysis for the years 2021 to 2028.

The report study analyses and includes a variety of prospective prospects and aspects affecting various applications.
 
Anime Market Regional Trends and Market Player’s Analysis

North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa are the regions in which the market is divided. In 2020, the worldwide Anime market was dominated by North America. The Asia Pacific region is expected to have the highest CAGR for the Anime market throughout the projected period.


 
The market revenue, market shares, business strategies, recent developments, and growth rates of major players with substantial market shares in the global Anime market are all examined. These firms' recent developments, such as new solution/product launches, research projects, acquisitions, geographic expansions, and technological advancements, are taken into account when determining their position in the Anime market. All important stakeholders in the Anime value chain and technological ecosystem are expected to benefit from the insights offered in the Anime market research study.

In order to provide a broader understanding of the top competitors in the Anime market, the research includes a company market share analysis. BONES Inc., JC STAFF Co. Ltd., Kyoto Animation Co. Ltd., MADHOUSE Inc., Madman Entertainment Pty. Ltd., PA Works Co. Ltd., Pierrot Co. Ltd., Production IG Inc., Sunrise Inc., TOEI ANIMATION Co. Ltd. are among the major participants in the global Anime industry.
 
Scope of the report
Report Parameters Details of Parameter
Market Size xx Million
Based Year 2021
Forecast Period Covered 2021-2028
Units for value Revenue in USD million and CAGR from 2021 to 2028
Covered Segments Component, Types, Applications, End-Users, and more.
Region Covered North America, Europe, Asia Pacific, Latin America, Middle East and Africa
Companies Covered BONES Inc., JC STAFF Co. Ltd., Kyoto Animation Co. Ltd., MADHOUSE Inc., Madman Entertainment Pty. Ltd., PA Works Co. Ltd., Pierrot Co. Ltd., Production IG Inc., Sunrise Inc., TOEI ANIMATION Co. Ltd.
 
Major Highlights of the Anime Market report study:
  • An in-depth examination of the global Anime industry will be published soon.
  • The study examines the global Anime market and offers major actionable information to its players.
  • The research has taken into account all key events in the recent past, providing users with up-to-date industry information.
  • The report study is expected to aid the industry's key decision-makers in their decision-making process.
  • Data on market intelligence, changing market dynamics, existing and predicted market trends, and so on are included in the report.
  • The research includes a detailed examination of the macroeconomic and microeconomic aspects that influence the global Anime industry.
  • The Market Ecosystem and Adoption in Different Markets
  • The global Anime market is being shaped by several major trends.
  • The size of the Anime market in terms of revenue has been measured in the past and will be measured in the future in USD million.
  • Consumer preference patterns and recent industrial developments
  • The worldwide Anime market's competitive landscape and player positioning analysis
  • Major players' key goods and solutions, as well as their business strategies
  • Recommendations for new market entrants as well as existing market participants.
  • The study of niche and potential segments (product type, application, and regions/countries) predicts that promising growth will be noticed.
  • Operating players in the market encounter a number of significant hurdles.
  • An examination of the major risks involved in market operations
 
The report segment of the global Anime market as follows:
Global Anime Market: By Product Type

  • Merchandise
  • Movie
  • Internet distribution
  • Live entertainment
  • Others

Global Anime Market: By Application
  • Application I
  • Application II
  • Application III

Global Anime Market: By Region
  • North America
    • U.S.
    • Canada
    • Rest of North America
  • Europe
    • UK
    • Germany
    • France
    • Italy
    • Spain
    • Rest of Europe
  • Asia Pacific
    • China 
    • Japan
    • India
    • Southeast Asia
    • Rest of Asia Pacific
  • Latin America
    • Brazil
    • Argentina
    • Rest of Latin America
  • Middle East and Africa
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

The report study is drafted to provide actionable insights to the following mentioned audience:
  • Institutes of research and consulting firms
  • Companies are attempting to get into the Anime market.
  • Universities and students
  • Other companies in the Anime market include solution providers, product producers, service providers, and others.
  • Private companies and government agencies that are linked
  • Individuals interested in learning more about the Anime market

Manufacturers and Segments

  • BONES Inc.
  • JC STAFF Co. Ltd.
  • Kyoto Animation Co. Ltd.
  • MADHOUSE Inc.
  • Madman Entertainment Pty. Ltd.
  • PA Works Co. Ltd.
  • Pierrot Co. Ltd.
  • Production IG Inc.
  • Sunrise Inc.
  • TOEI ANIMATION Co. Ltd.
  • Merchandise
  • Movie
  • Internet distribution
  • Live entertainment
  • Others
  • Application I
  • Application II
  • Application III

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1. Preface
     1.1. Report Scope and Description
     1.2. Research Methodology
          1.2.1. Phase I-Secondary Research
          1.2.2. Phase II-Primary Research
          1.2.3. Phase II-Expert Panel Review
          1.2.4. Assumptions
          1.2.5. Approach Adopted

2. Executive Summarysegment Form
     2.1. Global Anime Market Snapshot
          2.1.1. Global Anime Market By Merchandise,2019
               2.1.1.1.
               2.1.1.2.Merchandise
               2.1.1.3.Movie
               2.1.1.4.Internet distribution
               2.1.1.5.Live entertainment
          2.1.2. Global Anime Market By Application I,2019
               2.1.2.1.
               2.1.2.2.Application I I
               2.1.2.3.Application I II
          2.1.3. Global Anime Market By End-use,2019
          2.1.4. Global Anime Market By Geography,2019

3. Global Anime Market Dynamics
     3.1. Market Overview
     3.2. Market Inclination Insights Analysis
     3.3. Drivers
     3.4. Challenges
     3.5. Future Prospects
     3.6. Impact Analysis of Drivers and Challenges During the Forecast Period, (2020-2028)

4. Global Anime Market Size (US$), By Merchandise, 2018 – 2028 
     4.1. Overview
          4.1.1. Market Share Analysis By Merchandise, 2019 vs.2028
          4.1.2. Attractive Investment Proposition By Merchandise, 2020
     4.2. Global Anime Market Size (US$), By Merchandise, 2018 – 2028

5. Global Anime Market Size (US$), By Application I, 2018 – 2028 
     5.1. Overview
          5.1.1. Market Share Analysis By Application I, 2019 vs.2028
          5.1.2. Attractive Investment Proposition By Application I, 2020
     5.2. Global Anime Market Size (US$), By Application I, 2018 – 2028

6. Global Anime Market Size (US$), By End-use, 2018 – 2028 
     6.1. Overview
          6.1.1. Market Share Analysis By End-use, 2019 vs.2028
          6.1.2. Attractive Investment Proposition By End-use, 2020
     6.2. Global Anime Market Size (US$), By End-use, 2018 – 2028

7. Global Anime Market Size (US$), By Geography, 2018 – 2028
     7.1. Overview
          7.1.1. Market Share Analysis by Geography, 2019 vs. 2028
          7.1.2. Attractive Investment Proposition by Geography, 2020
     7.2. North America Anime Market Analysis, 2018 – 2028 
          7.2.1. North America Anime Market Size (US$), By Country, 2018 – 2028 
               7.2.1.1. U.S.
               7.2.1.2. Canada
          7.2.2. North America Anime Market Size (US$), By Merchandise, 2018 – 2028
          7.2.3. North America Anime Market Size (US$), By Application I, 2018 – 2028
          7.2.4. North America Anime Market Size (US$), By End-use, 2018 – 2028
     7.3. Europe Anime Market Analysis, 2018 – 2028 
          7.3.1.  Europe Anime Market Size (US$), By Country, 2018 – 2028 
               7.3.1.1. U.K.
               7.3.1.2. Germany
               7.3.1.3. France
               7.3.1.4. Rest of Europe
          7.3.2. Europe Anime Market Size (US$), By Merchandise, 2018 – 2028
          7.3.3. Europe Anime Market Size (US$), By Application I, 2018 – 2028
          7.3.4. Europe Anime Market Size (US$), By End-use, 2018 – 2028
     7.4. Asia Pacific Anime Market Analysis , 2018 – 2028
          7.4.1.  Asia Pacific Anime Market Size (US$), By Country, 2018 – 2028 
               7.4.1.1. China
               7.4.1.2. Japan
               7.4.1.3. India
               7.4.1.4. Rest of Asia Pacific
          7.4.2. Asia Pacific Anime Market Size (US$), By Merchandise, 2018 – 2028
          7.4.3. Asia Pacific Anime Market Size (US$), By Application I, 2018 – 2028
          7.4.4. Asia Pacific Anime Market Size (US$), By End-use, 2018 – 2028
     7.5. Latin America Anime Market Analysis, 2018 – 2028 
          7.5.1.  Latin America Anime Market Size (US$), By Country, 2018 – 2028 
               7.5.1.1. Brazil
               7.5.1.2. Mexico
               7.5.1.3. Rest of Latin America
          7.5.2. Latin America Anime Market Size (US$), By Merchandise, 2018 – 2028
          7.5.3. Latin America Anime Market Size (US$), By Application I, 2018 – 2028
          7.5.4. Latin America Anime Market Size (US$), By End-use, 2018 – 2028
     7.6. Middle East & Africa (MEA) Anime Market Analysis, 2018 – 2028 
          7.6.1.  MEA Anime Market Size (US$), By Region, 2018 – 2028 
               7.6.1.1. GCC Countries
               7.6.1.2. South Africa
               7.6.1.3. Rest of MEA
          7.6.2. MEA Anime Market Size (US$), By Merchandise, 2018 – 2028
          7.6.3. MEA Anime Market Size (US$), By Application I, 2018 – 2028
          7.6.4. MEA Anime Market Size (US$), By End-use, 2018 – 2028

8. Company Profiles
     8.1. Competitive Analysis 
     8.2. Market Positioning of Key Vendors 
     8.3. Key Strategies adopted by the Leading Players
     8.4. Key Anime Providers
        8.4.1 BONES Inc.
                8.4.1.1 Business Description
                8.4.1.2 BONES Inc. Geographic Operations
                8.4.1.3 BONES Inc. Financial Information
                8.4.1.4 BONES Inc. Product Positions/Portfolio
                8.4.1.5 BONES Inc. Key Developments
        8.4.2 JC STAFF Co. Ltd.
                8.4.2.1 Business Description
                8.4.2.2 JC STAFF Co. Ltd. Geographic Operations
                8.4.2.3 JC STAFF Co. Ltd. Financial Information
                8.4.2.4 JC STAFF Co. Ltd. Product Positions/Portfolio
                8.4.2.5 JC STAFF Co. Ltd. Key Developments
        8.4.3 Kyoto Animation Co. Ltd.
                8.4.3.1 Business Description
                8.4.3.2 Kyoto Animation Co. Ltd. Geographic Operations
                8.4.3.3 Kyoto Animation Co. Ltd. Financial Information
                8.4.3.4 Kyoto Animation Co. Ltd. Product Positions/Portfolio
                8.4.3.5 Kyoto Animation Co. Ltd. Key Developments
        8.4.4 MADHOUSE Inc.
                8.4.4.1 Business Description
                8.4.4.2 MADHOUSE Inc. Geographic Operations
                8.4.4.3 MADHOUSE Inc. Financial Information
                8.4.4.4 MADHOUSE Inc. Product Positions/Portfolio
                8.4.4.5 MADHOUSE Inc. Key Developments
        8.4.5 Madman Entertainment Pty. Ltd.
                8.4.5.1 Business Description
                8.4.5.2 Madman Entertainment Pty. Ltd. Geographic Operations
                8.4.5.3 Madman Entertainment Pty. Ltd. Financial Information
                8.4.5.4 Madman Entertainment Pty. Ltd. Product Positions/Portfolio
                8.4.5.5 Madman Entertainment Pty. Ltd. Key Developments
        8.4.6 PA Works Co. Ltd.
                8.4.6.1 Business Description
                8.4.6.2 PA Works Co. Ltd. Geographic Operations
                8.4.6.3 PA Works Co. Ltd. Financial Information
                8.4.6.4 PA Works Co. Ltd. Product Positions/Portfolio
                8.4.6.5 PA Works Co. Ltd. Key Developments
        8.4.7 Pierrot Co. Ltd.
                8.4.7.1 Business Description
                8.4.7.2 Pierrot Co. Ltd. Geographic Operations
                8.4.7.3 Pierrot Co. Ltd. Financial Information
                8.4.7.4 Pierrot Co. Ltd. Product Positions/Portfolio
                8.4.7.5 Pierrot Co. Ltd. Key Developments
        8.4.8 Production IG Inc.
                8.4.8.1 Business Description
                8.4.8.2 Production IG Inc. Geographic Operations
                8.4.8.3 Production IG Inc. Financial Information
                8.4.8.4 Production IG Inc. Product Positions/Portfolio
                8.4.8.5 Production IG Inc. Key Developments
        8.4.9 Sunrise Inc.
                8.4.9.1 Business Description
                8.4.9.2 Sunrise Inc. Geographic Operations
                8.4.9.3 Sunrise Inc. Financial Information
                8.4.9.4 Sunrise Inc. Product Positions/Portfolio
                8.4.9.5 Sunrise Inc. Key Developments
        8.4.10 TOEI ANIMATION Co. Ltd.
                8.4.10.1 Business Description
                8.4.10.2 TOEI ANIMATION Co. Ltd. Geographic Operations
                8.4.10.3 TOEI ANIMATION Co. Ltd. Financial Information
                8.4.10.4 TOEI ANIMATION Co. Ltd. Product Positions/Portfolio
                8.4.10.5 TOEI ANIMATION Co. Ltd. Key Developments

LIST OF TABLES

TABLE 1 Market Snapshot: Global Anime Market 
TABLE 2 Impact Indicators 
TABLE 3 Impact Analysis of Drivers and Restraints 
TABLE 4 North America Anime Market Revenue, By Merchandise, 2018 – 2028 (US$ Mn) 
TABLE 5 North America Anime Market Revenue, By Application I, 2018 – 2028 (US$ Mn) 
TABLE 6 North America Anime Market Revenue, By End-use, 2018 – 2028 (US$ Mn) 
TABLE 7 Europe Anime Market Revenue, By Merchandise, 2018 – 2028 (US$ Mn) 
TABLE 8 Europe Anime Market Revenue, By Application I, 2018 – 2028 (US$ Mn) 
TABLE 9 Europe Anime Market Revenue, By End-use, 2018 – 2028 (US$ Mn) 
TABLE 10 Asia Pacific Anime Market Revenue, By Merchandise, 2018 – 2028 (US$ Mn) 
TABLE 11 Asia Pacific Anime Market Revenue, By Application I, 2018 – 2028 (US$ Mn) 
TABLE 12 Asia Pacific Anime Market Revenue, By End-use, 2018 – 2028 (US$ Mn) 
TABLE 13 Latin America Anime Market Revenue, By Merchandise, 2018 – 2028 (US$ Mn) 
TABLE 14 Latin America Anime Market Revenue, By Application I, 2018 – 2028 (US$ Mn) 
TABLE 15 Latin America Anime Market Revenue, By End-use, 2018 – 2028 (US$ Mn)
TABLE 16 MEA Anime Market Revenue, By Merchandise, 2018 – 2028 (US$ Mn) 
TABLE 17 MEA Anime Market Revenue, By Application I, 2018 – 2028 (US$ Mn) 
TABLE 18 MEA Anime Market Revenue, By End-use, 2018 – 2028 (US$ Mn)

LIST OF FIGURES

FIG. 1 Global Anime: Market Segmentation 
FIG. 2 Global Anime Market: Research Methodology 
FIG. 3 Top-Down and Bottom-up Approach 
FIG. 4 Global Anime Market, By Merchandise, 2019 (US$ Mn) 
FIG. 5 Global Anime Market, By Application I, 2019 (US$ Mn) 
FIG. 6 Global Anime Market, By End-use, 2019 (US$ Mn) 
FIG. 7 Global Anime Market, By Geography, 2019 (US$ Mn) 
FIG. 8 Global Anime Market Revenue and Growth, 2018 – 2028, (US$ Mn) (Y-o-Y %)
FIG. 9 Attractive Investment Proposition 
FIG. 10 Market Positioning of Key Anime Providers, 2019
FIG. 11 Global Anime Market Revenue Contribution, By Merchandise, 2019 & 2028 (Value %) 
FIG. 12 Global Anime Market Revenue Contribution, By Application I, 2019 & 2028 (Value %) 
FIG. 13 Global Anime Market Revenue Contribution, By End-use, 2019 & 2028 (Value %) 
FIG. 14 North America Anime Market Revenue, 2018 – 2028, (US$ Mn) 
FIG. 15 Europe Anime Market Revenue, 2018 – 2028, (US$ Mn) 
FIG. 16 Asia Pacific Anime Market Revenue, 2018 – 2028, (US$ Mn) 
FIG. 17 Latin America Anime Market Revenue, 2018 – 2028, (US$ Mn)
FIG. 18 MEA Anime Market Revenue, 2018 – 2028, (US$ Mn)

Key Takeaways:

1. Market value and estimate of the Anime market for the period from 2020 to 2028
2. Compounded annual growth rate (CAGR%) for individual segments in various regional markets for a period from 2020 to 2028
3. Value chain analysis
4. Market share study combined with competitive landscape of major players
5. Profiles of major market players covering overall business operations, geographic occurrence, product portfolio, financial status and news coverage 

List of Tables

TABLE  Market Snapshot: Global Anime Market
TABLE  Impact Pointers
TABLE  Impact Analysis of Drivers and Restraints
TABLE  North America Anime Market Value, By Segment1, 2018 – 2028
TABLE  North America Anime Market Value, By Segment2, 2018 – 2028
TABLE  North America Anime Market Value, By Country, 2018 – 2028
TABLE  Europe Anime Market Value, By Segment1, 2018 – 2028
TABLE  Europe Anime Market Value, By Segment2, 2018 – 2028
TABLE  Europe Anime Market Value, By Country, 2018 – 2028
TABLE  Asia Pacific Anime Market Value, By Segment1, 2018 – 2028
TABLE  Asia Pacific Anime Market Value, By Segment2, 2018 – 2028
TABLE  Asia Pacific Anime Market Value, By Country, 2018 – 2028
TABLE  Latin America Anime Market Value, By Segment1, 2018 – 2028
TABLE  Latin America Anime Market Value, By Segment2, 2018 – 2028
TABLE  Latin America Anime Market Value, By Country, 2018 – 2028
TABLE  MEA Anime Market Value, By Segment1, 2018 – 2028
TABLE  MEA Anime Market Value, By Segment2, 2018 – 2028
TABLE  MEA Anime Market Value, By Country, 2018 – 2028
TABLE  BONES Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  JC STAFF Co. Ltd.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  Kyoto Animation Co. Ltd.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  MADHOUSE Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  Madman Entertainment Pty. Ltd.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  PA Works Co. Ltd.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  Pierrot Co. Ltd.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  Production IG Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  Sunrise Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
TABLE  TOEI ANIMATION Co. Ltd.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Recent News and Announcements)
 

List of Figures

FIG.  Global Anime Market: Research Methodology
FIG.  Top-Down and Bottom Up Approach
FIG.  Global Anime Market, By Segment1, 2019 (US$ Mn)
FIG.  Global Anime Market, By Segment2, 2019 (US$ Mn)
FIG.  Global Anime Market, By Geography, 2019 (US$ Mn)
FIG.  Global Anime Market Value and Growth, 2018 – 2028, (US$ Mn) (Y-o-Y %)
FIG.  Attractive Investment Proposition
FIG.  Market Positioning of Key Anime Providers, 2016
FIG.  Global Anime Market Value Share, By Segment1, 2019 & 2028 (% Value)
FIG.  Global Merchandise Market Value, 2018 – 2028, (US$ Mn)
FIG.  Global Movie Market Value, 2018 – 2028, (US$ Mn)
FIG.  Global Internet distribution Market Value, 2018 – 2028, (US$ Mn)
FIG.  Global Live entertainment Market Value, 2018 – 2028, (US$ Mn)
FIG.  Global Others Market Value, 2018 – 2028, (US$ Mn)
FIG.  Global Anime Market Value Share, By Segment2, 2019 & 2028 (% Value)
FIG.  Global Application I Market Value, 2018 – 2028, (US$ Mn)
FIG.  Global Application II Market Value, 2018 – 2028, (US$ Mn)
FIG.  Global Application III Market Value, 2018 – 2028, (US$ Mn)
FIG.  U.S. Anime Market Value, 2018 – 2028, (US$ Mn)
FIG.  Canada Anime Market Value, 2018 – 2028, (US$ Mn)
FIG.  UK Anime Market Value, 2018 – 2028, (US$ Mn)
FIG.  Germany Anime Market Value, 2018 – 2028, (US$ Mn)
FIG.  France Anime Market Value, 2018 – 2028, (US$ Mn)
FIG.  Rest of Europe Anime Market Value, 2018 – 2028, (US$ Mn)
FIG.  China Anime Market Value, 2018 – 2028, (US$ Mn)
FIG.  Japan Anime Market Value, 2018 – 2028, (US$ Mn)
FIG.  India Anime Market Value, 2018 – 2028, (US$ Mn)
FIG.  Rest of Asia Pacific Anime Market Value, 2018 – 2028, (US$ Mn)
FIG.  Mexico Anime Market Value, 2018 – 2028, (US$ Mn)
FIG.  Brazil Anime Market Value, 2018 – 2028, (US$ Mn)
FIG.  Rest of Latin America Anime Market Value, 2018 – 2028, (US$ Mn)
FIG.  GCC Countries Anime Market Value, 2018 – 2028, (US$ Mn)
FIG.  South Africa Anime Market Value, 2018 – 2028, (US$ Mn)
FIG.  Rest of MEA Anime Market Value, 2018 – 2028, (US$ Mn)