Anime Industry Report 2023
SummaryAuthors
Hiromichi Masuda

Anime Industry ResearcherAuditor, Video Market Corporation

Tadashi Sudo

Journalist
Appointed professor, Japan University of Economics Graduate School,Entertainment Business InstituteToshiyuki Koudate

Codate CO.,LTD.

Atsushi Matsumoto

Atsushi Matsumoto / Journalist / Associate Professor, Keiwa Gakuen College

Kazuo Rikukawa

President, Character Databank, Ltd.
Director/Secretary-General, Character Brand Licensing Association

Tomotaka Ishida

ADK Emotions Inc. Content Business Strategy Dept. Planning Director

Yasuo Kameyama
Yuji Mori
Masahiro Hasegawa

Representative Director

Senior Director of C i P Committee
Researcher, Graduate School of Media Design, Keio University
Partner, Strategy&, PwC Consulting
Professor, Graduate School of Digital Content Management, Digital Hollywood
UniversityProducer, HUMANMEDIA Inc.
Part-time Lecturer, School of Network and Information, Senshu Univercity

Editor
Hiromichi Masuda(editor in chief)

Anime Industry Researcher
Auditor, Video Market Corporation

Masahiro Hasegawa

Producer, HUMANMEDIA Inc.
Part-time Lecturer, School of Network and Information, Senshu Univercity

Misako Ashikawa

HUMANMEDIA Inc.

Cooperation in Material Research
Mitsuru Soda

Animation Researcher, curator
eiga.com inc. Director

Editorial Cooperation
Hiroko Uehara

Part-time Lecturer , Shobi University Graduate School

Megumi Onouchi

President, HUMANMEDIA Inc.
Vice Chairman, The Association of Japanese Animations,
Digital production environment Committee
Vice Chairman, The Association of Japanese Animations,
Human Resources Development Committee

March, 2024
The Association of Japanese Animations

The Trends of Rapid Economic Growth That Have Continued Since the Mid2010s Have Been Made Evident
2021 saw a comeback after the direct attack from the COVID-19 pandemic in 2020, and 2022 showed even further growth. The trends behind the rapid economic growth that have continued since 2010 have been made evident. If we consider 2020 to be
an accident caused by the COVID-19 pandemic, it is otherwise true that for the past 13 years, the industry has continued to break its previous highest records annually. The past few years have seen a deceleration of the growth speed of the international
market, so now our industry must focus on how long this growth can continue.

Trends in the Anime Industry Market (2022)

Thinking of the Primary Factors Driving the 2022 Market〈The anime industry market continues to grow even after the COVID-19 pandemic,reaching 106.8% of the previous year at 2.9 trillion yen〉

〈The main factors that made 2022 the highest grossing year so far are International, LiveEntertainment, and Movie〉

The anime industry market in 2022 reached 106.8% of the previous year, which had then been the highest on record,

The Japanese anime industry market has reached almost 3 trillion yen. The market was 1.09 trillion yen in 2002 andwith a 185.5 billion yen increase to 2.9 trillion yen for a new record. If we remove 2020 as an exception because of thefinally broke 2 trillion yen fifteen years later in 2017, yet it is reaching 3 trillion yen in just five years. The driving force

direct hit the industry took from the COVID-19 pandemic, the market has continued to expand since the 2010s. Comparedbehind that is the international market. It rose 145.8 billion yen compared to 2022, which is on a different scale from theto when the first calculations of the market were taken in 2002, the scale has grown by 2.67 times. From the growth period

increases of the next most-grossing markets: 40 billion yen of Live Entertainment, 18.3 billion yen of Movie, and 10.9 billionof the early 2000s to the slump of the 2010s (2002 - 2012), where the market grew 122% over 11 years, the expansion

yen of Streaming.

period (2013-2022) has seen a growth of 198% over ten years. Japanese anime possesses true potential especially in theinternational market, which has led to more recognition that this growth will continue.

The Live Entertainment market is the next one to focus on after the international market. It became a new anime window
in 2013 and the market has expanded by 10 billion yen each year, but it was dealt a devastating blow in 2020 with theCOVID-19 pandemic. It instantly dropped to just 29 billion yen and there were worries about its future, but it recovered in[Figure 1] The Japanese Animation Market in a Broad Sense (Yen in billions)
2,928

3,000

2,742

2021 with 57.1 billion yen. After the pandemic restrictions were lifted in 2022, so many concert events and 2.5 musicals
were held that it was like a dam broke. The genre grew to 97.2 billion yen, surpassing Television.

2,515
2,420

2,500

2,142

2,181

〈Has Streaming Media Reached Its Peak?〉

1,990
1,829

2,0001,637

1,500
1,097

1,118

1,223

1,304

1,350

1,314

1,389

1,266

1,324

1,338

1,340

Streaming Media began expanding in the 2010s. In 2019, the 68.5 billion yen market doubled to 154.3 billion yen in 2021,

1,477

but it began showing signs of slowing down in 2022 at 165.2 billion yen. The global platforms Netflix and Disney+ saw a
slowing of paid members from 2022 to 2023, and it cannot be denied that similar signs are being seen in Japan. However,

1,000

when it comes to streaming, there are no new ways to circulate the media, so it has a longer lifetime than Video.

5000
2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022

Based on questionnaires conducted by the Association of Japanese Animations and other publicly available statistics〈Regarding the International and Domestic Markets〉
As stated before, the primary factor in the growth of the anime industry in 2022 was the international market. It wasthought that the domestic and international market would reverse for the first time in two years, but the domestic[Figure 2] Japanese animation market trends in a broad sense (billion yen)
Item2013

20142015201620172018

2019

2020

market exceeded the international market by 9.3 billion yen, only 0.6%, due to the contribution of fields like Live
2021

2022

YoY

Entertainment. The international market takes up half of the overall profit through a wide-ranging number of fields like
Television, Movie, Video, Streaming, Merchandising, Game Licensing, and more. It is reassuring for Japan that this market

①TV

102.7

111.6

107.3

105.6

106.1

113.7

94.8

84.0

90.6

94.3

104.1％②Movie

47.0

41.7

47.7

66.3

41.0

42.6

69.2

55.4

60.2

78.5

130.4％③Video

115.3

102.1

92.878.8

76.5

58.7

56.3

46.6

66.2

38.5

58.2％

④Internet Distribution

34.0

40.8

43.7

47.8

54.0

59.5

68.5

93.0

154.3

165.2

107.1％The Mechanisms Behind the Passion,” where they stated that “the market has more than doubled in ten years! A rare

⑤Merchandising

598.5

655.2

579.4

552.2

503.7

500.3

586.8

581.9

663.1

669.3

100.9％

growth industry has burst onto the scene.” However, their point was, “We can expect a ripple effect as international⑥Music

29.6

29.2

32.4

36.9

34.4

35.8

33.7

27.6

31.727.4

86.4％

expansion continues to see good results as this is an industry that will likely continue to grow, something rare in Japan⑦Overseas

282.3

326.6

583.4

767.7

994.8

1009.21200.91239.41313.41459.2111.1％⑧The Pachinko and the like

242.7

298.1

294.1

281.8

268.7

283.5

319.9

263.0

305.6

298.1

97.5％

right now.” That same feature alludes to the anime industry’s potential. Mr. Atsuo Nakayama, a sociologist specializing in⑨Live Entertainment

24.8

31.8

48.4

53.2

62.9

77.4

84.4

29.0

57.1

97.2170.2％

1476.91637.1

1829.2

1990.32142.12180.72514.52419.92742.22927.7106.8％

Total

Based on questionnaires conducted by the Association of Japanese Animations and other publicly available statistics

has continued to grow since the mid-2010s. The May 27, 2023 issue of Weekly Toyo Keizai had a feature called “Anime:entertainment studies, believes that when we look at how the international gaming software market grew to be fourtimes the domestic market, the anime industry will also likely have an international market four times the size of thedomestic market and can be expected to reach a market scale of 5 trillion yen. Akira Ishii, the CEO of REMOW, believes
that the demand for anime means that the global market should be at a scale of 34 trillion yen.

[Figure 3] Comparison of Domestic and International Anime Markets (Broad Anime Market/Units of Hundred Million Yen)
1600.0
Domestic

Overseas1310.51400.01194.6

1200.01037.2975.1 1011.7

1000.0800.0724.3 697.0 740.3

600.0
372.5

421.2

782.7

830.0

482.7 521.5 520.4

1245.81222.6

1071.51098.7

767.7

1428.81468.5

3413503023001313.6
1147.31171.5
994.8 1009.2

875.3

1313.41200.91180.5

583.4

250

208

223

187

200
150

230

212

137

141

2002

2003

182
147

150

154

2009

2010

2011

185

187

2013

2014

293

274

267

1459.2439.0 413.7

245

201

165

100
254.4 286.7 266.9

400.0

1239.4[Figure 4] The Japanese Animation Market in a Narrow Sense (Yen in billions)

240.8

282.3

326.6

50

200.0

00.0

2004

2005

2006

2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022

20072008

20122015

2016

2017

2018

2019

2020

2021

2022

Based on questionnaires conducted by the Association of Japanese Animations and other publicly available statistics

Based on questionnaires conducted by the Association of Japanese Animations〈The Unusual Events in Hollywood Animation and Japan’s Great Advances〉

Item

2013

2014

2015

2016

2017

2018

2019

2020

2021

2022

YoY

①TV

67.4

61.7

60.5

65.7

68.9

76.5

72.1

65.5

70.9

77.1

108.7％

Hollywood Animation has been suffering some unusual changes since the COVID-19 pandemic. 2022’s Strange World②Movie

24.8

22.6

23.1

25.2

29.3

34.1

38.8

26.8

22.9

30.1

131.4％

only grossed $37 million in the North American box office, and in 2023, Disney’s 100th anniversary film Wish stopped at③Video

15.5

16.1

14.4

12.4

11.6

8.0

7.5

7.1

5.0

5.3

106.0％④Internet Distribution

8.5

10.2

11.0

12.0

13.6

14.7

21.6

19.1

24.9

34.7

139.4％⑤Merchandising

26.5

26.6

25.8

30.4

34.5

42.5

56.4

53.4

52.5

66.8

127.2％⑥Music

3.6

3.6

4.0

4.5

4.2

4.4

4.1

3.4

3.9

3.4

87.2％

Animation’s Spiderman: Across the Spiderverse at #3. Those companies knocked Disney and Pixar off the top. Also,⑦Overseas

16.9

19.5

34.8

45.8

52.4

60.371.8

76.1

82.7

85.6

103.5％

2021’s Demon Slayer: Kimetsu no Yaiba - The Movie: Mugen Train, 2022’s Dragon Ball Super: Super Hero and Jujutsu⑧The Pachinko and the like

11.6

14.2

13.9

13.3

13.4

15.1

17.9

15.3

16.9

19.9

117.8％⑨Live Entertainment

1.2

1.6

2.4

2.7

3.1

3.9

4.2

1.5

2.9

4.9

169.0％$606 million (as of the end of 2023). The fall of Disney (including Pixar) is striking. On the other hand, The Super MarioBros. Movie by Nintendo and Illumination took #2 in the 2023 North American box office, followed by Sony Pictures

Kaisen 0, and 2023’s The Boy and the Heron were all Japanese anime movies that took number one in the weekly North
American box office charts. All of those movies were also popular across various Asian countries and rewrote the global
anime world map.

〈The 2022 Anime Industry Market (The Narrow Anime Market/Production Companies’Profits)〉
The industry market is actually the profits and market of the studios producing the anime, which is how the financial
situation of the “anime industry” comes forth. However, each studio’s revenue structure differs drastically due to factorslike whether there is financing for the production, whether they are the coordinators of the production committee, andwhether they have the right to be the sales window within the committee. Even so, it is Television that is continuing tosupport the studios. Televisionʼs 77 billion yen make it #2 (22.6%) of the market when split by genres, which is an increaseof 106.9% since 2019, and we can conjecture that much of it are production costs for TV series. TV anime are still the “staplefood” of the anime industry. International, which is the #1 genre with a share of 25.1% of 86 billion yen, is up 103.5% fromlast year and 119.2% up from 2019. Merchandising, which is #3 with a share of 67 billion (19.6%) is also showing favorable
growth with an increase of 118.4% from 2019. Streaming is #4 with a 10.2% share of 34 billion yen, up 160.6% from 2019.
It is expected that Streaming will be a constant source of income for the anime industry the way Video once was. The 5th
share of the market was Movie at 8.8%, 30 billion, which is up 131.4% from last year and 77.6% from 2019. #6,Entertainment, takes 5.8% of the share at 19 billion and is up 111.2% since 2019. 2019 had been considered its peak andits share was declining, but in 2022 it made a comeback. The 7th genre was Other, with 3.8% at 12 billion, 8th was Video
with 5.3 billion and 1.6% of the market, and 9th was Live Entertainment, with 1.4% of the market at 4.9 billion yen.

⑩Others
Total

9.1

10.7

11.0

18.3

14.1

7.5

7.2

6.2

10.1

12.9

127.7％

185.1

186.8

200.9

230.3

245.1

267.0

301.6

274.4

292.7

340.7

116.4％

Based on questionnaires conducted by the Association of Japanese Animations〈A Business Model Supporting Rising Production Fees〉
It has been evident over the past few years that anime production fees have been rising, but there is a business model
being established to recoup some of those fees wherein a streaming platform is given the rights for early release. If it is aseries, the designated platform streams it exclusively at first. After a specific holding period, it is broadcast in other fields
such as TV before being available on streaming once again. That is the business model spearheaded by production
committees. The designated streaming platform gets the early streaming license of the series with the goal of recoupingsome of the production fees. After that, the broadcast and secondary streaming, merchandising, live entertainment, andinternational sales will expand profits. While it depends on the hype of the series itself, this model is one of the pillars
sustaining the increasing production costs.

Chart-1

Chart-2

Chart-3

Chart-4

The 2022 Anime Industry Market Breaks Previous Records by Reaching
2.9 Trillion Yen, 106.8% of the Previous Year, After Recovering from theCOVID-19 Pandemic; The Market Approaches 3 Trillion Yen

Anime Industry Report 2023
The 2022 anime industry market reached 2.9 trillion yen (106.8% of the previous year). It once again grew after the powerfulcomeback seen in 2021 after the COVID-19 pandemic hit in 2020. The international market which drives the industry reached
1.5 trillion yen (111.1%), taking 49.8% of the market share. #2 is Merchandising at 669 billion yen (100.9%) with 22.9% ofthe share. Following that is Entertainment at 298 billion yen (97.5%) with 10.2% of the share, Streaming at 162 billion yen(107.1%) with 5.6% of the share, Live Entertainment at 97.2 billion yen (170.2%) with 3.3% of the share, Television at 94.3billion yen (104.1%) with 3.2% of the share, Movie with 78.5 billion yen (130.4%) with 2.7% of the share, Video at 38.5 billion
yen (58.2%) with 1.3% of the share, and Music at 27.4 billion yen (86.4%) with 0.9% of the share.
We hope this information will be useful to your business in the anime industry.

■Outline【Title】
Anime Industry Report 2023
【Publisher】
The Association of Japanese Animations【Release day】
November 14, 2023
【Size/Pages】
A4 / 120P (Report), + 4 chart sheets inserted+ All Animation Works Perfect Data(Online)【Price】
22,000 yen (tax excluded)【Index】
1.Overview of the Japanese animation industry in 2022
*Overall market trends and notable trends of the industry
2.Trends in respective media*Animation distribution market (TV animation, theatrical animation, videogram, Internet distribution), secondary use(including merchandising), advertisement/promotion, music, and live entertainment
3.Trends in the overseas market*Japanese animations in the global market
4.Special Texts*Production companies’ countryside locations
Chart: Trends in the Japanese Animation Market, Recent Movements of the Japanese Animation Industry and Market,
Development of Japanese Animation in the Overseas Market, Distribution Map of Japanese Animation Studios
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