US Anime Market Size, Trends and Insights By Type (T.V., Movie, Internet Distribution, Merchandising, Music, Pachinko, Live Entertainment, Others), By Genre (Action & Adventure, Sci-Fi & Fantasy, Romance & Drama, Sports, Others), and By Region - Industry Overview, Statistical Data, Competitive Analysis, Share, Outlook, and Forecast 2025-2034
Report Snapshot
Study Period: | 2025-2034 |
Fastest Growing Market: | USA |
Largest Market: | USA |
Major Players
- Crunchyroll Inc.
- Funimation Global Group LLC
- Viz Media LLC
- Sentai Filmworks LLC
- Aniplex of America Inc.
- GKIDS Inc.
- Others
Reports Description
According to current market research conducted by the CMI Team, the US Anime Market is expected to record a CAGR of 11.5% from 2025 to 2035. In 2025, the market size is projected to reach a valuation of USD 2,878.5 Million. By 2035, the valuation is anticipated to reach USD 7,667.2 Million.
The U.S. anime market involves the distribution, streaming, and viewing of anime content in America. It encompasses television shows, movies, and video-on-demand. This market has been expanding rapidly owing to global services like Crunchyroll, Funimation and Netflix, as well as the influx of new anime fans from varying backgrounds.
Other important components of this market are streaming, DVD/Blu-ray sales, theatrical distribution, and merchandising. The market is impacted by emerging trends like production of original content, wide-ranging licensing, and inclusion of anime into popular culture.
Merchandising is also a significant segment where the scope of anime spans from clothing, toys, home décor, and gaming accessories etc. Certain fans interactively cover popular series which leads to increased sales in certain franchises and maximizes marketing for companies.
The market is deeply interconnected with social networks and fan created content tracking awareness and promoting action. Places like anime expos and fan meetups help maintain enthusiasm and encourage participation in the community.
US Anime Market – Significant Growth Factors
The US Anime Market presents significant growth opportunities due to several factors:
- Streaming Services: Majorly streaming platforms such as Crunchyroll, Funimation, and Netflix have increased the opportunities for fans to access a large amount of anime, and in this way, they promote viewer engagement and market growth. Their worldwide accessibility and original content give opportunities for individuals from different backgrounds to become subscribers and hence result in the development of a powerful streaming environment that accounts for the brisk pace of growth.
- Original Content Production: Investment by streaming media in unique anime productions, and the acquisition of exclusive content lures new subscribers and keeps the loyalists excited. These services, in turn, develop a brand name for themselves by presenting fresh, high-quality content and also benefit from the growing demand for novelty and innovativeness.
- Merchandising: Through the sale of anime-themed products, including t-shirts, collectibles, and accessories, the revenue of the music industry can increase and a more diverse market is being created. Top series, which are responsible for merchandise sales, blend with brand collaborations and thus benefit from extensive promotions, which bring in both casual fans and underlying collectors.
- Mainstream Acceptance: Progression of anime items demystifies the culture and subsequently benefits from collaboration with Western media. It also caters for the increasing number of viewers by engaging anime in the regular scene of entertainment. The increase in publicity of anime from media crossovers and mainstream events lessens the stigma attached to it, thus increasing its accessibility, and summoning a more diverse audience.
- Virtual and Augmented Reality: Developing VR and AR technologies for anime experiences will, in tandem, attract gadget lovers and will have an added advantage in fan involvement. These technologies offer consumers a new way to actively engage with the content. They also establish a channel for revenue generation and thus become a successful vehicle for enhancing fan loyalty.
US Anime Market – Key Developments
The US anime market has undergone a lot of changes in recent times. Always in an expansion mode, its efforts are to synergize market position with product offerings and profitability improvements. Some of the significant USA Anime Market mergers and acquisitions include:
- In 2025, Crunchyroll and Sony Pictures Entertainment Inc. announced that their subsidiary is teaming up with Crocs to unleash limited-edition JUJUTSU KAISEN footwear inspired by this hit Shonen Jump manga. Collection consists of three never-before-seen shoe styles and themed Jibbitz charms.
- In 2025, The AMC Networks acquired Sentai Filmworks enabling the company to extend its territories through enhancing more content and product distribution. The acquisition let the Sentai to cater the wider audience along with streamlining deliveries across various platforms which boosted its market presence.
Such key developments have helped the companies in expanding the product offerings along with improving the market presence and capitalize on the growth opportunities that are present in the US anime market. It is expected that the market players will do the developments to have a competitive advantage in the market.
COMPARATIVE ANALYSIS OF THE RELATED MARKET
US Anime Market | Intelligent Building Management Systems Market |
CAGR 11.5% (Approx) | CAGR 8.3% (Approx) |
USD 7,667.2 Million by 2035 | USD 2,46.764 Million by 2035 |
US Anime Market – Significant Threats
The US Anime Market faces several significant threats that could impact its growth and profitability in the future. Some of these threats include:
- Market Saturation: The rapid growth of the streaming platforms along with the boost in the anime content may create a situation of saturation for the market. Such situation can hamper growth of the market as it makes difficult for the new and niche contents to get noticed.
- Piracy: The illegal sale and streaming of anime content not only threaten the revenue of licensed distributors and streaming services but also undermine the profitability of the market. This is a big problem for the market.
- Cultural Barriers: Cultural differences in preferences and sensitivities can lead to the limiting of some anime to the U.S. audience, which in turn will affect the performance of new releases and may result in market growth restrictions.
- Intellectual Property Issues: The existence of disputes over the intellectual property rights and licensing agreements can result in legal problems, and disrupt the content availability and attract uncertainty for the investors and distributors.
- Economic Fluctuations: Economic crises or transformations in consumer spending can affect the entertainment discretionary spending including anime subscriptions and merchandise, and this may be the reason for the revenue decline and market contraction.
Category-Wise Insights:
By Type
- T.V.: The term encompasses anime broadcast on either cable or free television and includes anime segments on non related programming. The conventional TV anime is fast dying out because of the excess popularity of the online TV series. Still, niche markets are satisfied by anime channels and dedicated TV slots. However, There is a rise in the number of Television networks that enter into partnership with online services to provide exclusive or simulcast services.
- Movie: These are all the animated motion pictures shown in cinemas and comprise of full-length cartoons and those that are shown for a limited time or on special occasions. Theatrical releases of animated features have been on the rise owing to the advent of limited release windows and special event screenings. There has been a growing increase in the market due to the success of films like ‘Kimi no Na Wa’ and the Aid by large animation studios have improved the market. Trends are An increase in the market for theatrical release as well as the takeover of anime films into existing documentary film primetime schedules.
- Internet Distribution: This is the concept of accessing animation videos through the internet. Anime streaming services such as Crunchyroll, Funimation and even Netflix among others come at the top of the market with a wide range of anime offerings, as well as, self-produced anime series. The expansion of the audience base and the increase of the overall market have come with the introduction of subscriptions and microscopically access with the tendencies on the exclusivity and international licensing content turning inwards.
- Merchandising: This refers to the process of selling products which are generally favourable and closely associated with that, including, attires, action figures, and other trinkets. Franchise merchandising largely brings in revenue for most existent economy participators, especially to those who engage in more successful franchisees. Presently there are trends of working with designers and other fashion houses, bringing out limited ranges of clothing and various products. E commerce has also made it much easier to sell a wider range of anime products due to their popularity. Music: Songs, soundtracks, and singles associated with a character and his or her television program from the anime genre. This digital media is including off air and online downloading and distribution of such music due to the existence of regimes and accompanying marketing policies. Trends include features cross-cultural initiatives for the promotion of anime soundtracks music plays a key role in the anime business through prolonged fan interaction.
- Pachinko: Typically found in pachinko parlors, these themed gaming devices are equipped with a Japanese gambling apparatus. There have been trends in these machines where anime characters on the machines are liked by the players and in turn bring revenue. An Emerging trend will be the scale of new anime-based vessels as they deploy to enhance the play experience. This segment remains a niche market in the us, yet it has its own role in shaping the society in relation to anime in other parts of the world.
- Live Entertainment: Live shows and activities based on anime content, such as exhibitions, performances and fan meetings. Similarly, the number of splurge events characterized with activities such as drama speeches mimicking anime and their characters have significantly increased. Trends include higher volumes of fans attracting best anime festivals, screen plays depicting the anime, and such experiences for fans. These activities help to foster and strengthen the community and encourage fans to purchase more goods and services.
- Others: Other segments include video games and mobile applications mainly in Asia. The craze for anime-based video games and applications is booming especially with the seasons release of the favourite titles and their pairing with anime series. The usage of anime in gaming consoles and in mobile applications makes the audiences active and helps in making profits in extra ways.
By Genre
- Action & Adventure: Action & Adventure anime contains lots of riveting action and drama involving princess rescue missions, dangerous risks, and epic confrontations. It usually contains adventure, combat as well as character development. In the U.S. market the action & adventure is much popular owing to its engaging and fast-paced story. Sometimes antagonistic tendencies are accompanied by helps in integration with other media and more streaming opportunities, which helps to bring in more viewers and increase the rating respectively.
- Sci-Fi & Fantasy: The realms of fantasy and Drama and Sci-Fi/Biography amalgamation these methods of generation draw upon Collins created worlds within the vast and sprawling comic book. It also frequently combines romance, some sci-fi elements and grand narratives. This category of entertainment is increasing in demand in the country because of the exceptional graphics and intricate details of the scope. The growth of original programmes is constant, and there are increasing numbers of works combining the media expanding audiences and addressing different categories of fans.
- Romance & Drama: In the Romance & Drama anime, emotional and relational elements are often intertwined. It involves portraying a story as well as character development in a more relatable manner. In the U.S. market, background images of that genre are becoming more common as they have been told more often than it used to and are more interesting content-wise. Social issues that encourage progress such as inclusion of this genre into original programming of streaming services as well as active use of social media and other means of communication with fans are also very common.
- Sports: Sports anime focuses on competition through sports and these include sporting activities, interpersonal relationships and self-improvement. This mostly emphasizes on games and the practice of preparing for them. In recent years, the consumption of sports anime in the US. market has increased accumulation of appealing animation alongside captivating sports stories. Furthermore, it is a recent trend to extend the licensing and join in forming partnerships with sports companies.
- Others: The “Others” includes all the other miscellaneous anime genres such as mystery, horror, and slice-of-life. This anime presents its own different ways of telling the story and themes. This section is growing due to the people’s attitude which is the craving for different offerings and the niche content. Patterns and the changing marketplace: Increasing compass of genre-pushing shows and the growing reach of these shows through the web have made it possible to great audience attendance and reception.
Report Scope
Feature of the Report | Details |
Market Size in 2025 | USD 2,878.5 Million |
Projected Market Size in 2035 | USD 7,667.2 Million |
Market Size in 2025 | USD 2,581.6 Million |
CAGR Growth Rate | 11.5% CAGR |
Base Year | 2024 |
Forecast Period | 2025-2034 |
Key Segment | By Type, Genre and Region |
Report Coverage | Revenue Estimation and Forecast, Company Profile, Competitive Landscape, Growth Factors and Recent Trends |
Country Scope | US |
Buying Options | Request tailored purchasing options to fulfil your research requirements. |
Competitive Landscape – US Anime Market
The US Anime Market is highly competitive, with many productions operating in the US. Some of the key players in the market include:
- Crunchyroll Inc.
- Funimation Global Group LLC
- Viz Media LLC
- Sentai Filmworks LLC
- Aniplex of America Inc.
- GKIDS Inc.
- Netflix Inc.
- Amazon Prime Video
- Hulu LLC
- Toei Animation Inc.
- Bandai Namco Entertainment America Inc.
- Yen Press LLC
- Right Stuf Inc.
- Discotek Media
- Eleven Arts Inc.
- Others
These companies operate in the market through various strategies such as innovation, mergers and acquisitions, and partnerships.
New players like HiDive and RetroCrush have embraced new tactics by enhancing their services offering curated streaming libraries and retro anime collections to appeal to specific market segments and to stand out.
Crunchyroll, Funimation and Netflix have a large share of the us anime industry because they focus on developing a lot of original content, acquiring exclusive rights and distribution worldwide. Their vast content, easy to use site, and signing contracts with major entertainment companies enables them to be the leaders of the market while their continued success lies in identifying and fulfilling viewers’ changing needs.
The US Anime Market is segmented as follows:
By Type
- V.
- Movie
- Internet Distribution
- Merchandising
- Music
- Pachinko
- Live Entertainment
- Others
By Genre
- Action & Adventure
- Sci-Fi & Fantasy
- Romance & Drama
- Sports
- Others
Table of Contents
- Chapter 1. Preface
- 1.1 Report Description and Scope
- 1.2 Research scope
- 1.3 Research methodology
- 1.3.1 Market Research Type
- 1.3.2 Market Research Methodology
- Chapter 2. Executive Summary
- 2.1 US Anime Market (2025 – 2034) (USD Million)
- 2.2 US Anime Market: snapshot
- Chapter 3. US Anime Market – Industry Analysis
- 3.1 US Anime Market: Market Dynamics
- 3.2 Market Drivers
- 3.2.1 Streaming Services
- 3.2.2 Original Content Prod
- 3.2.3 Merchandising
- 3.2.4 Mainstream Acceptance
- 3.2.5 Virtual and Augmented Reality
- 3.3 Market Restraints
- 3.4 Market Opportunities
- 3.5 Market Challenges
- 3.6 Porter’s Five Forces Analysis
- 3.7 Market Attractiveness Analysis
- 3.7.1 Market Attractiveness Analysis By Type
- 3.7.2 Market Attractiveness Analysis By Genre
- Chapter 4. US Anime Market- Competitive Landscape
- 4.1 Company market share analysis
- 4.1.1 US Anime Market: company market share, 2025
- 4.2 Strategic development
- 4.2.1 Acquisitions & mergers
- 4.2.2 New Product launches
- 4.2.3 Agreements, partnerships, collaboration, and joint ventures
- 4.2.4 Research and development and Regional expansion
- 4.3 Price trend analysis
- 4.1 Company market share analysis
- Chapter 5. US Anime Market: Type Analysis
- 5.1 US Anime Market Overview: By Type
- 5.1.1 US Anime Market Share, By Type, 2025 and 2034
- 5.2 T.V.
- 5.2.1 US Anime Market by T.V., 2025 – 2034 (USD Million)
- 5.3 Movie
- 5.3.1 US Anime Market by Movie, 2025 – 2034 (USD Million)
- 5.4 Internet Distribution
- 5.4.1 US Anime Market by Internet Distribution, 2025 – 2034 (USD Million)
- 5.5 Merchandising
- 5.5.1 US Anime Market by Merchandising, 2025 – 2034 (USD Million)
- 5.6 Music
- 5.6.1 US Anime Market by Music, 2025 – 2034 (USD Million)
- 5.7 Pachinko
- 5.7.1 US Anime Market by Pachinko, 2025 – 2034 (USD Million)
- 5.8 Live Entertainment
- 5.8.1 US Anime Market by Live Entertainment, 2025 – 2034 (USD Million)
- 5.9 Others
- 5.9.1 US Anime Market by Others, 2025 – 2034 (USD Million)
- 5.1 US Anime Market Overview: By Type
- Chapter 6. US Anime Market: Genre Analysis
- 6.1 US Anime Market Overview: By Genre
- 6.1.1 US Anime Market Share, By Genre, 2025 and 2034
- 6.2 Action & Adventure
- 6.2.1 US Anime Market by Action & Adventure, 2025 – 2034 (USD Million)
- 6.3 Sci-Fi & Fantasy
- 6.3.1 US Anime Market by Sci-Fi & Fantasy, 2025 – 2034 (USD Million)
- 6.4 Romance & Drama
- 6.4.1 US Anime Market by Romance & Drama, 2025 – 2034 (USD Million)
- 6.5 Sports
- 6.5.1 US Anime Market by Sports, 2025 – 2034 (USD Million)
- 6.6 Others
- 6.6.1 US Anime Market by Others, 2025 – 2034 (USD Million)
- 6.1 US Anime Market Overview: By Genre
- Chapter 7. US Anime Market: Regional Analysis
- 7.1 US Anime Market Regional Overview
- 7.2 US Anime Market Share, by Region, 2025 & 2034 (USD Million)
- Chapter 8. Company Profiles
- 8.1 Crunchyroll Inc.
- 8.1.1 Overview
- 8.1.2 Financials
- 8.1.3 Product Portfolio
- 8.1.4 Business Strategy
- 8.1.5 Recent Developments
- 8.2 Funimation Group LLC
- 8.2.1 Overview
- 8.2.2 Financials
- 8.2.3 Product Portfolio
- 8.2.4 Business Strategy
- 8.2.5 Recent Developments
- 8.3 Viz Media LLC
- 8.3.1 Overview
- 8.3.2 Financials
- 8.3.3 Product Portfolio
- 8.3.4 Business Strategy
- 8.3.5 Recent Developments
- 8.4 Sentai Filmworks LLC
- 8.4.1 Overview
- 8.4.2 Financials
- 8.4.3 Product Portfolio
- 8.4.4 Business Strategy
- 8.4.5 Recent Developments
- 8.5 Aniplex of America Inc.
- 8.5.1 Overview
- 8.5.2 Financials
- 8.5.3 Product Portfolio
- 8.5.4 Business Strategy
- 8.5.5 Recent Developments
- 8.6 GKIDS Inc.
- 8.6.1 Overview
- 8.6.2 Financials
- 8.6.3 Product Portfolio
- 8.6.4 Business Strategy
- 8.6.5 Recent Developments
- 8.7 Netflix Inc.
- 8.7.1 Overview
- 8.7.2 Financials
- 8.7.3 Product Portfolio
- 8.7.4 Business Strategy
- 8.7.5 Recent Developments
- 8.8 Amazon Prime Video
- 8.8.1 Overview
- 8.8.2 Financials
- 8.8.3 Product Portfolio
- 8.8.4 Business Strategy
- 8.8.5 Recent Developments
- 8.9 Hulu LLC
- 8.9.1 Overview
- 8.9.2 Financials
- 8.9.3 Product Portfolio
- 8.9.4 Business Strategy
- 8.9.5 Recent Developments
- 8.10 Toei Animation Inc.
- 8.10.1 Overview
- 8.10.2 Financials
- 8.10.3 Product Portfolio
- 8.10.4 Business Strategy
- 8.10.5 Recent Developments
- 8.11 Bandai Namco Entertainment America Inc.
- 8.11.1 Overview
- 8.11.2 Financials
- 8.11.3 Product Portfolio
- 8.11.4 Business Strategy
- 8.11.5 Recent Developments
- 8.12 Yen Press LLC
- 8.12.1 Overview
- 8.12.2 Financials
- 8.12.3 Product Portfolio
- 8.12.4 Business Strategy
- 8.12.5 Recent Developments
- 8.13 Right Stuf Inc.
- 8.13.1 Overview
- 8.13.2 Financials
- 8.13.3 Product Portfolio
- 8.13.4 Business Strategy
- 8.13.5 Recent Developments
- 8.14 Discotek Media
- 8.14.1 Overview
- 8.14.2 Financials
- 8.14.3 Product Portfolio
- 8.14.4 Business Strategy
- 8.14.5 Recent Developments
- 8.15 Eleven Arts Inc.
- 8.15.1 Overview
- 8.15.2 Financials
- 8.15.3 Product Portfolio
- 8.15.4 Business Strategy
- 8.15.5 Recent Developments
- 8.16 Others.
- 8.16.1 Overview
- 8.16.2 Financials
- 8.16.3 Product Portfolio
- 8.16.4 Business Strategy
- 8.16.5 Recent Developments
- 8.1 Crunchyroll Inc.
List Of Figures
Figures No 1 to 22
List Of Tables
Tables No 1 to 2
Report Methodology
In order to get the most precise estimates and forecasts possible, Custom Market Insights applies a detailed and adaptive research methodology centered on reducing deviations. For segregating and assessing quantitative aspects of the market, the company uses a combination of top-down and bottom-up approaches. Furthermore, data triangulation, which examines the market from three different aspects, is a recurring theme in all of our research reports. The following are critical components of the methodology used in all of our studies:
Preliminary Data Mining
On a broad scale, raw market information is retrieved and compiled. Data is constantly screened to make sure that only substantiated and verified sources are taken into account. Furthermore, data is mined from a plethora of reports in our archive and also a number of reputed & reliable paid databases. To gain a detailed understanding of the business, it is necessary to know the entire product life cycle and to facilitate this, we gather data from different suppliers, distributors, and buyers.
Surveys, technological conferences, and trade magazines are used to identify technical issues and trends. Technical data is also gathered from the standpoint of intellectual property, with a focus on freedom of movement and white space. The dynamics of the industry in terms of drivers, restraints, and valuation trends are also gathered. As a result, the content created contains a diverse range of original data, which is then cross-validated and verified with published sources.
Statistical Model
Simulation models are used to generate our business estimates and forecasts. For each study, a one-of-a-kind model is created. Data gathered for market dynamics, the digital landscape, development services, and valuation patterns are fed into the prototype and analyzed concurrently. These factors are compared, and their effect over the projected timeline is quantified using correlation, regression, and statistical modeling. Market forecasting is accomplished through the use of a combination of economic techniques, technical analysis, industry experience, and domain knowledge.
Short-term forecasting is typically done with econometric models, while long-term forecasting is done with technological market models. These are based on a synthesis of the technological environment, legal frameworks, economic outlook, and business regulations. Bottom-up market evaluation is favored, with crucial regional markets reviewed as distinct entities and data integration to acquire worldwide estimates. This is essential for gaining a thorough knowledge of the industry and ensuring that errors are kept to a minimum.
Some of the variables taken into account for forecasting are as follows:
• Industry drivers and constraints, as well as their current and projected impact
• The raw material case, as well as supply-versus-price trends
• Current volume and projected volume growth through 2035
We allocate weights to these variables and use weighted average analysis to determine the estimated market growth rate.
Primary Validation
This is the final step in our report’s estimating and forecasting process. Extensive primary interviews are carried out, both in-person and over the phone, to validate our findings and the assumptions that led to them.
Leading companies from across the supply chain, including suppliers, technology companies, subject matter experts, and buyers, use techniques like interviewing to ensure a comprehensive and non-biased overview of the business. These interviews are conducted all over the world, with the help of local staff and translators, to overcome language barriers.
Primary interviews not only aid with data validation, but also offer additional important insight into the industry, existing business scenario, and future projections, thereby improving the quality of our reports.
All of our estimates and forecasts are validated through extensive research work with key industry participants (KIPs), which typically include:
• Market leaders
• Suppliers of raw materials
• Suppliers of raw materials
• Buyers.
The following are the primary research objectives:
• To ensure the accuracy and acceptability of our data.
• Gaining an understanding of the current market and future projections.
Data Collection Matrix
Perspective | Primary research | Secondary research |
Supply-side |
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Demand-side |
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Market Analysis Matrix
Qualitative analysis | Quantitative analysis |
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Prominent Player
- Crunchyroll Inc.
- Funimation Global Group LLC
- Viz Media LLC
- Sentai Filmworks LLC
- Aniplex of America Inc.
- GKIDS Inc.
- Netflix Inc.
- Amazon Prime Video
- Hulu LLC
- Toei Animation Inc.
- Bandai Namco Entertainment America Inc.
- Yen Press LLC
- Right Stuf Inc.
- Discotek Media
- Eleven Arts Inc.
- Others
FAQs
The key factors driving the Market are Streaming Services, Original Content Prod, Merchandising, Mainstream Acceptance, Virtual and Augmented Reality.
The “T.V.” category dominated the market in 2025.
The key players in the market are Crunchyroll Inc., Funimation Global Group LLC, Viz Media LLC, Sentai Filmworks LLC, Aniplex of America Inc., GKIDS Inc., Netflix Inc., Amazon Prime Video, Hulu LLC, Toei Animation Inc., Bandai Namco Entertainment America Inc., Yen Press LLC, Right Stuf Inc., Discotek Media, Eleven Arts Inc., Others.
The market is projected to grow at a CAGR of 11.5% during the forecast period, 2025-2034.
The US Anime Market size was valued at USD 2,878.5 Million in 2025.