Key Takeaways
- The Japanese anime industry generated 2.922 trillion yen in revenue in 2022
- Global anime market size reached approximately $25.1 billion in 2022
- Anime streaming revenue worldwide hit $4.5 billion in 2023
- Number of anime TV series produced in Japan: 346 in 2022
- Anime films released in Japan: 47 in 2022
- Total anime works produced: 523 in 2022 including TV, films, OVA
- Number of anime fans worldwide: 1.4 billion
- 80% of Japanese teens watch anime weekly
- U.S. anime viewers: 50 million in 2023
- Anime exports to 190 countries
- Overseas anime market share: 24% of total revenue 2022
- U.S. imports 40% of Japanese anime exports
- Anime industry employees in Japan: 15,000+
- Average animator salary Japan: 1.1 million yen/year
- Freelance animators: 60% of workforce
The global anime market is thriving with massive revenue growth and strong international demand.
Audience and Demographics
- Number of anime fans worldwide: 1.4 billion
- 80% of Japanese teens watch anime weekly
- U.S. anime viewers: 50 million in 2023
- Average age of anime fans: 23 years old globally
- Female anime fans: 45% worldwide
- Top anime consuming country after Japan: U.S. with 15% global demand
- Japanese adults watching anime: 52% monthly
- Gen Z anime penetration: 70% in U.S.
- Anime watch time per user on Netflix: 2 hours/week
- LGBTQ+ representation in anime fans: 25% higher than average
- China anime viewers: 400 million
- Peak viewing age group: 18-24 years (40% of audience)
- Anime convention attendance Japan: 5 million annually
- U.K. anime fans: 10 million
- Mobile anime consumption: 60% of total viewing
- Cosplay participants globally: 20 million
- Anime fans spending average $200/year on merch
- Brazil anime fans: 30 million
- 30% of global gamers also anime fans
- Female shonen fans: 50% in recent polls
- Anime literacy rate among U.S. youth: 85%
- Average episodes watched per fan/year: 100
- India anime audience growth: 300% since 2018
- 65% of anime fans are students
- Southeast Asia anime fans: 150 million
- Anime vs live-action preference: 70% anime among fans
- Urban vs rural anime viewership Japan: 60-40 split
- Global anime demand index leader: Attack on Titan (2023)
Audience and Demographics Interpretation
Employment and Industry Structure
- Anime industry employees in Japan: 15,000+
- Average animator salary Japan: 1.1 million yen/year
- Freelance animators: 60% of workforce
- Number of production committees: 300+ active
- Women in anime industry: 40% overall
- Turnover rate for animators: 20% annually
- Overseas studios employing Japanese talent: 50 companies
- Training schools for animators: 100+ in Japan
- Unionized workers: 5% of industry
- R&D spending on animation tech: 10 billion yen/year
- Veteran animators (20+ years): 15% of staff
- New hires in anime yearly: 2,000
- Executives from non-anime backgrounds: 30%
- Part-time workers in studios: 25%
- Global anime talent shortage: 10,000 positions
- Average work hours per animator: 60/week
- Diversity hires increasing 10% YoY
- Studio presidents average age: 55
- Voice actors employed: 5,000 active in Japan
- Tech staff (CG/VFX): 20% of total employees
- International hires in Japan studios: 5%
- Labor disputes: 15 major in 2022
- Benefits coverage: 70% health insurance
- Age distribution peak: 20-30 years (50%)
Employment and Industry Structure Interpretation
Global Reach and Exports
- Anime exports to 190 countries
- Overseas anime market share: 24% of total revenue 2022
- U.S. imports 40% of Japanese anime exports
- China anime licensing deals: 200+ per year
- Europe anime market growth: 12% CAGR 2020-2025
- Crunchyroll global reach: 200 countries
- Anime dubbed in 10+ languages routinely
- Southeast Asia anime revenue: $1.5 billion 2023
- Latin America anime fans: 100 million
- French anime market: largest in Europe $500 million
- Anime tourism to Japan: 10 million visitors/year
- Global simulcast releases: 90% of new series
- India anime market: $200 million 2023
- Australian anime conventions: 50+ annually
- Middle East anime growth: 25% YoY
- Netflix anime originals non-Japanese: 20% of catalog
- Korean anime co-productions: 15 in 2023
- German anime TV channels: 2 dedicated
- Africa anime streaming subs: 5 million
- Anime export value: 142 billion yen 2022
- Russia anime market pre-2022: $100 million
- Global Crunchyroll subs: 13 million paid 2023
- Anime in Spanish dubs: 500+ series
- Canada anime market: $300 million
- Anime festivals worldwide: 1,000+ yearly
- Thailand anime revenue: $150 million 2023
- Italy manga/anime sales: €200 million
- Global sub/dub preference: 60% sub
Global Reach and Exports Interpretation
Market Size and Revenue
- The Japanese anime industry generated 2.922 trillion yen in revenue in 2022
- Global anime market size reached approximately $25.1 billion in 2022
- Anime streaming revenue worldwide hit $4.5 billion in 2023
- Japan's anime market share from overseas markets was 24.2% in 2022
- Blu-ray/DVD sales in Japan declined to 70.8 billion yen in 2022
- Anime merchandise sales in Japan totaled 633.4 billion yen in 2022
- Global anime market projected to grow to $45 billion by 2030
- U.S. anime market revenue was $1.4 billion in 2022
- Anime TV broadcasting rights in Japan: 48.2 billion yen in 2022
- Digital distribution revenue for anime in Japan: 276.1 billion yen in 2022
- Anime market in China expected to reach 12.5 billion USD by 2025
- Japan's anime industry revenue grew 5.6% year-over-year in 2022
- Global otaku market size: 2.5 trillion yen in 2022
- Anime video market in Japan: 277.5 billion yen in 2022
- Licensing revenue from overseas: 142.9 billion yen in 2022
- Anime events and live revenue in Japan: 27.6 billion yen in 2022
- Projected global anime market CAGR 9.5% from 2023-2030
- North America anime market: $5.2 billion in 2023
- Anime music market in Japan: 51.4 billion yen in 2022
- Total anime industry revenue Japan 2021: 2.759 trillion yen
- Anime pachi-slot/pachi-isle revenue: 127.8 billion yen in 2022
- Global anime merchandise market: $10 billion in 2023
- Japan's anime market overseas ratio increased to 24% in 2022 from 20% in 2021
- Anime market revenue Asia-Pacific: $8.7 billion in 2022
- Theatrical anime revenue Japan: 25.9 billion yen in 2022
- Global anime streaming subscribers: 150 million in 2023
- Anime IP revenue from games: 800 billion yen globally 2022
- Japan's domestic anime market: 2.216 trillion yen excluding overseas in 2022
- Anime market Europe: $2.1 billion in 2023
- Total anime-related market Japan: 12 trillion yen in 2022
Market Size and Revenue Interpretation
Production and Output
- Number of anime TV series produced in Japan: 346 in 2022
- Anime films released in Japan: 47 in 2022
- Total anime works produced: 523 in 2022 including TV, films, OVA
- Average production cost per anime episode: 20 million yen in 2022
- Number of animation studios in Japan: over 800 in 2023
- Anime episodes broadcast on TV: 12,000+ annually worldwide
- OVA/ONA productions: 59 in 2022
- Anime production volume grew 15% from 2018 to 2022
- Number of new anime series on Crunchyroll: 50+ per year
- Total runtime of anime produced yearly: 13,000 hours
- Anime manga adaptations: 40% of TV series in 2022
- Number of anime studios employing freelancers: 70%
- Annual anime TV slots in Japan: 100+ series
- Demon Slayer film production budget: 11.3 billion yen
- Average anime series length: 12-24 episodes
- Web anime productions doubled since 2018
- Total anime OVAs produced 2022: 30
- Anime production committees average: 10 companies per project
- Number of 3DCG anime works: 25 in 2022
- Anime episode production time: 3-6 months per cour
- Total anime films 2021: 42
- Short anime formats produced: 91 in 2022
- Anime outsourced production: 20% of total workload
- Peak anime production year: 2006 with 548 works
- Current annual anime output: 200+ TV series
- Anime directed by women: 15% in 2022
- Global anime co-productions: 5% of total in 2023
- Anime key animators shortage: 40% positions unfilled
- Total pages animated per episode: 5,000-10,000 drawings
- Anime produced outside Japan: 10% in 2023 (Korea, China)
Production and Output Interpretation
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