The Global Anime Figures And Action Toys Market size is expected to reach $9.67 billion by 2032, rising at a market growth of 9.0% CAGR during the forecast period.
The in-store display and immersive shopping environment also enhance customer engagement, making specialty stores a vital channel for premium and niche product segments. The specialty stores segment witnessed 39% revenue share in the market in 2024. These stores are typically tailored to anime and pop culture enthusiasts, offering a curated selection of high-quality, authentic merchandise. Their ability to provide a focused shopping experience, knowledgeable staff, and exclusive products makes them a preferred destination for collectors and serious buyers.
Additionally, social media platforms, particularly YouTube, Instagram, and TikTok, have become powerful engines for discovery and engagement in the market. Influencers and content creators specializing in anime culture regularly post unboxing videos, figure reviews, and behind-the-scenes looks at exclusive releases. These visual, authentic content pieces have a profound impact on consumer behaviour, often driving viral interest in specific toy lines or characters within hours of posting.
The Anime Figures and Action Toys Market begins with Concept and IP Development, where creators establish unique character designs and secure intellectual property rights. This is followed by Licensing and Brand Management, ensuring official partnerships with manufacturers. In Design and Prototyping, 3D models and physical prototypes are crafted for production. Manufacturing and Assembly then produces figures at scale, followed by Quality Control and Packaging to ensure product integrity. Afterward, products go through Distribution and Logistics, reaching Retail and E-commerce platforms. Post-purchase, companies focus on Marketing, Community Engagement, and After-Sales Support, fostering a loyal collector base and feeding insights back into concept development.
The leading players in the market are competing with diverse innovative offerings to remain competitive in the market. The above illustration shows the percentage of revenue shared by some of the leading companies in the market. The leading players of the market are adopting various strategies in order to cater demand coming from the different industries. The key developmental strategies in the market are Acquisitions, and Partnerships & Collaborations.
The in-store display and immersive shopping environment also enhance customer engagement, making specialty stores a vital channel for premium and niche product segments. The specialty stores segment witnessed 39% revenue share in the market in 2024. These stores are typically tailored to anime and pop culture enthusiasts, offering a curated selection of high-quality, authentic merchandise. Their ability to provide a focused shopping experience, knowledgeable staff, and exclusive products makes them a preferred destination for collectors and serious buyers.
COVID-19 Impact Analysis
During the COVID-19 pandemic, the anime figures and action toys market faced significant disruptions that hindered its growth. One of the most immediate impacts was the global supply chain breakdown, which delayed the manufacturing and distribution of toys and figures. Factories in key production hubs such as China and Japan were either shut down or operated at reduced capacity, leading to shortages of raw materials and unfinished products. As a result, many new releases and pre-orders were postponed or cancelled, disappointing collectors and impacting retail sales. This shift in consumer behaviour weakened market demand, particularly in lower and middle-income segments. Thus, the COVID-19 pandemic had negative impact on the market.Driving and Restraining Factors
Drivers
- Increasing Prevalence of Cardiovascular Diseases (CVDs) and the Need for Early Diagnosis
- Advancements in Medical Imaging and Data Analytics Technologies
- Growing Adoption of Telemedicine and Remote Patient Monitoring
- Increasing Investment and Support from Government and Private Sectors
Restraints
- Data Privacy and Security Concerns
- High Cost of Implementation and Maintenance
- Lack of Standardization and Regulatory Challenges
Opportunities
- Expansion of Remote Cardiac Monitoring and Telecardiology Services
- Integration of AI with Genomic and Precision Cardiology
- Development of AI-Driven Predictive Analytics for Population Health Management
Challenges
- Complexity and Variability of Cardiovascular Data
- Interpretability and Explainability of AI Models in Clinical Decision-Making
- Integration of AI Systems into Existing Clinical Workflows
Market Growth Factors
The global surge in anime content consumption, catalyzed by streaming giants like Netflix, Crunchyroll, and Amazon Prime, has created a vibrant ecosystem for anime merchandise, particularly figures and action toys. As these platforms localize content for global audiences, the reach of iconic anime franchises such as Demon Slayer, My Hero Academia, Attack on Titan, and Jujutsu Kaisen are expanding exponentially. With millions of new viewers being introduced to anime culture daily, the demand for related collectibles, especially high-quality figurines and action toys, has seen a sharp upward trend. Fans often feel a strong emotional attachment to characters, increasing their interest in owning a physical representation.Additionally, social media platforms, particularly YouTube, Instagram, and TikTok, have become powerful engines for discovery and engagement in the market. Influencers and content creators specializing in anime culture regularly post unboxing videos, figure reviews, and behind-the-scenes looks at exclusive releases. These visual, authentic content pieces have a profound impact on consumer behaviour, often driving viral interest in specific toy lines or characters within hours of posting.
Market Restraining Factors
However, the widespread availability of counterfeit and unlicensed anime figures poses a serious threat to the integrity and profitability of the global market. These imitation products are often sold at a fraction of the price of official figures, making them attractive to unaware or budget-conscious consumers. However, they usually lack the quality, safety standards, and design accuracy of genuine merchandise. This not only misleads buyers but also damages the perception of the original brands and dilutes the value of licensed products. Hence, proliferation of counterfeit and unlicensed products undermines brand reputation and revenue is hampering the growth of the market.Value Chain Analysis
The Anime Figures and Action Toys Market begins with Concept and IP Development, where creators establish unique character designs and secure intellectual property rights. This is followed by Licensing and Brand Management, ensuring official partnerships with manufacturers. In Design and Prototyping, 3D models and physical prototypes are crafted for production. Manufacturing and Assembly then produces figures at scale, followed by Quality Control and Packaging to ensure product integrity. Afterward, products go through Distribution and Logistics, reaching Retail and E-commerce platforms. Post-purchase, companies focus on Marketing, Community Engagement, and After-Sales Support, fostering a loyal collector base and feeding insights back into concept development.
Market Share Analysis
The leading players in the market are competing with diverse innovative offerings to remain competitive in the market. The above illustration shows the percentage of revenue shared by some of the leading companies in the market. The leading players of the market are adopting various strategies in order to cater demand coming from the different industries. The key developmental strategies in the market are Acquisitions, and Partnerships & Collaborations.
Age Group Outlook
Based on age group, the market is characterized into 15 years & above, 9 - 15 years, and up to 8 years. The up to 8 years segment held 8% revenue share in the market in 2024. Younger children are increasingly exposed to anime through age-appropriate content available on streaming platforms, driving early interest in character-based toys. Products targeted at this age group often emphasize safety, durability, and playability, appealing to both children and parents. Although the segment’s purchasing power is limited, it holds long-term market potential as early engagement can lead to continued interest in anime figures and merchandise as these consumers grow older.Price Range Outlook
On the basis of price range, the market is classified into < USD 50, USD 50 - USD 150, USD 150 - USD 500, and > USD 500. The > USD 500 segment held 5% revenue share in the market in 2024. These luxury items are often handcrafted, highly detailed, and produced in very limited quantities, sometimes as part of exclusive collaborations or commemorative editions. Buyers in this segment are typically hardcore collectors and investors in pop culture memorabilia. While the sales volume may be lower compared to other segments, the high unit price ensures substantial revenue contribution and reflects the increasing sophistication and maturity of the global anime merchandise market.Distribution Channel Outlook
By distribution channel, the anime figures and action toys market is divided into specialty stores, online/ e-commerce, hypermarkets & supermarkets, and others. The hypermarkets & supermarkets segment procured 21% revenue share in the market in 2024. These stores primarily cater to a mainstream audience and families, often stocking mass-produced and lower-priced figures. The convenience of one-stop shopping and regular foot traffic allows these retail formats to effectively reach casual buyers, especially during promotional seasons such as holidays and back-to-school periods.Regional Outlook
Region-wise, the market is analyzed across North America, Europe, Asia Pacific, and LAMEA. The Asia Pacific segment witnessed 47% revenue share in the market in 2024. This strong performance is largely attributed to Japan being the birthplace and global hub of anime culture, supported by a deeply rooted fanbase and a robust production and licensing ecosystem. Countries such as China and South Korea also contributed significantly, with rising consumer interest in anime-driven media, expanding collector communities, and increased availability of both domestic and imported merchandise. The region's cultural affinity with anime and continued technological and retail growth fuel its leading position in the market.Recent Strategies Deployed in the Market
- May-2025: JAKKS Pacific, Inc. announced the partnership with SEGA, a Video game company and Warner Bros., a Motion pictures/entertainment company to launch a DC x Sonic the Hedgehog toy line. Featuring articulated figures, vehicles, and plush toys of Sonic, Tails, Superman, and Batman, this collaboration showcases JAKKS Pacific’s innovation in the anime figures and action toys market.
- Apr-2025: Kotobukiya Co., Ltd. unveiled the MEGA MAN SCRAMBLE THUNDER Ver. / ROCKMAN SCRAMBLE THUNDER Ver. model kits, soon followed by the MEGA MAN PILE DRIVE Ver. / ROCKMAN PILE DRIVE Ver. These new releases broaden Kotobukiya’s collection of highly detailed action model kits, attracting classic Mega Man fans and supporting growth in the anime figures and action toys market.
- Mar-2025: JAKKS Pacific, Inc. unveiled new The Simpsons collectibles, including interactive plush toys and 2.5-5-inch action figures. Highlights include the Funzo Feature Plush, Bartman Roto Plush, and a Krusty Burger Diorama Set, all inspired by iconic episodes. These items expand their anime-style action and collectible toy line.
- Mar-2025: Playmates Toys Ltd. unveiled a new Mighty Morphin’ Power Rangers action figure line at Toy Fair 2025. Coordinated with the classic show's refresh and new stop-motion animated shorts, the release includes a variety of figures and vehicles in multiple sizes. This move aims to boost fan engagement and grow Playmates' presence in the anime figures and action toys market.
- Apr-2024: Hasbro, Inc. announced the partnership with Playmates Toys. a Toy Company to produce and distribute Power Rangers merchandise, excluding Asia. Playmates will handle design, development, and marketing of toys like action figures, while Hasbro retains entertainment rights and strategic oversight.
- Jul-2022: Spin Master Corp. announced the partnership with Sony, a Multinational conglomerate company to develop toys and merchandise for popular PlayStation franchises like God of War and The Last of Us. The lineup, launched in spring 2024, will include action figures, collectibles, and plush toys, aiming to extend PlayStation's gaming experiences into the physical toy market.
List of Key Companies Profiled
- Kotobukiya Co., Ltd.
- Good Smile Company, Inc.
- Bandai Namco Holdings Inc.
- Hasbro, Inc.
- Diamond Select Toys
- MAX FACTORY, INC.
- Playmates Toys Ltd. (Playmates Holdings Ltd.)
- JAKKS Pacific, Inc.
- Spin Master Corp.
- McFarlane Toys
Market Report Segmentation
By Age Group
- 15 Years & Above
- 9 - 15 Years
- Up to 8 Years
By Price Range
- < USD 50
- USD 50 - USD 150
- USD 150 - USD 500
- > USD 500
By Distribution Channel
- Specialty Stores
- Online/ E-commerce
- Hypermarkets & Supermarkets
- Other Distribution Channel
By Geography
- North America
- US
- Canada
- Mexico
- Rest of North America
- Europe
- Germany
- UK
- France
- Russia
- Spain
- Italy
- Rest of Europe
- Asia Pacific
- China
- Japan
- India
- South Korea
- Singapore
- Malaysia
- Rest of Asia Pacific
- LAMEA
- Brazil
- Argentina
- UAE
- Saudi Arabia
- South Africa
- Nigeria
- Rest of LAMEA
Table of Contents
Chapter 1. Market Scope & Methodology1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Global Anime Figures And Action Toys Market, by Age Group
1.4.2 Global Anime Figures And Action Toys Market, by Price Range
1.4.3 Global Anime Figures And Action Toys Market, by Distribution Channel
1.4.4 Global Anime Figures And Action Toys Market, by Geography
1.5 Methodology for the Research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.2.3 Market Opportunities
3.2.4 Market Challenges
Chapter 4. Competition Analysis - Global
4.1 Market Share Analysis, 2024
4.2 Recent Strategies Deployed in Anime Figures And Action Toys Market
4.3 Porter Five Forces Analysis
Chapter 5. Value Chain Analysis of Anime Figures And Action Toys Market
5.1 Concept and IP Development
5.2 Licensing and Brand Management
5.3 Design and Prototyping
5.4 Manufacturing and Assembly
5.5 Quality Control and Packaging
5.6 Distribution and Logistics
5.7 Retail and E-commerce
5.8 Marketing and Community Engagement
5.9 After-Sales Support and Collector Services
Chapter 6. Global Anime Figures And Action Toys Market by Age Group
6.1 Global 15 Years & Above Market by Region
6.2 Global 9 - 15 Years Market by Region
6.3 Global Up to 8 Years Market by Region
Chapter 7. Global Anime Figures And Action Toys Market by Price Range
7.1 Global < USD 50 Market by Region
7.2 Global USD 50 - USD 150 Market by Region
7.3 Global USD 150 - USD 500 Market by Region
7.4 Global > USD 500 Market by Region
Chapter 8. Global Anime Figures And Action Toys Market by Distribution Channel
8.1 Global Specialty Stores Market by Region
8.2 Global Online/ E-commerce Market by Region
8.3 Global Hypermarkets & Supermarkets Market by Region
8.4 Global Other Distribution Channel Market by Region
Chapter 9. Global Anime Figures And Action Toys Market by Region
9.1 North America Anime Figures And Action Toys Market
9.1.1 North America Anime Figures And Action Toys Market by Age Group
9.1.1.1 North America 15 Years & Above Market by Country
9.1.1.2 North America 9 - 15 Years Market by Country
9.1.1.3 North America Up to 8 Years Market by Country
9.1.2 North America Anime Figures And Action Toys Market by Price Range
9.1.2.1 North America < USD 50 Market by Country
9.1.2.2 North America USD 50 - USD 150 Market by Country
9.1.2.3 North America USD 150 - USD 500 Market by Country
9.1.2.4 North America > USD 500 Market by Country
9.1.3 North America Anime Figures And Action Toys Market by Distribution Channel
9.1.3.1 North America Specialty Stores Market by Country
9.1.3.2 North America Online/ E-commerce Market by Country
9.1.3.3 North America Hypermarkets & Supermarkets Market by Country
9.1.3.4 North America Other Distribution Channel Market by Country
9.1.4 North America Anime Figures And Action Toys Market by Country
9.1.4.1 US Anime Figures And Action Toys Market
9.1.4.1.1 US Anime Figures And Action Toys Market by Age Group
9.1.4.1.2 US Anime Figures And Action Toys Market by Price Range
9.1.4.1.3 US Anime Figures And Action Toys Market by Distribution Channel
9.1.4.2 Canada Anime Figures And Action Toys Market
9.1.4.2.1 Canada Anime Figures And Action Toys Market by Age Group
9.1.4.2.2 Canada Anime Figures And Action Toys Market by Price Range
9.1.4.2.3 Canada Anime Figures And Action Toys Market by Distribution Channel
9.1.4.3 Mexico Anime Figures And Action Toys Market
9.1.4.3.1 Mexico Anime Figures And Action Toys Market by Age Group
9.1.4.3.2 Mexico Anime Figures And Action Toys Market by Price Range
9.1.4.3.3 Mexico Anime Figures And Action Toys Market by Distribution Channel
9.1.4.4 Rest of North America Anime Figures And Action Toys Market
9.1.4.4.1 Rest of North America Anime Figures And Action Toys Market by Age Group
9.1.4.4.2 Rest of North America Anime Figures And Action Toys Market by Price Range
9.1.4.4.3 Rest of North America Anime Figures And Action Toys Market by Distribution Channel
9.2 Europe Anime Figures And Action Toys Market
9.2.1 Europe Anime Figures And Action Toys Market by Age Group
9.2.1.1 Europe 15 Years & Above Market by Country
9.2.1.2 Europe 9 - 15 Years Market by Country
9.2.1.3 Europe Up to 8 Years Market by Country
9.2.2 Europe Anime Figures And Action Toys Market by Price Range
9.2.2.1 Europe < USD 50 Market by Country
9.2.2.2 Europe USD 50 - USD 150 Market by Country
9.2.2.3 Europe USD 150 - USD 500 Market by Country
9.2.2.4 Europe > USD 500 Market by Country
9.2.3 Europe Anime Figures And Action Toys Market by Distribution Channel
9.2.3.1 Europe Specialty Stores Market by Country
9.2.3.2 Europe Online/ E-commerce Market by Country
9.2.3.3 Europe Hypermarkets & Supermarkets Market by Country
9.2.3.4 Europe Other Distribution Channel Market by Country
9.2.4 Europe Anime Figures And Action Toys Market by Country
9.2.4.1 Germany Anime Figures And Action Toys Market
9.2.4.1.1 Germany Anime Figures And Action Toys Market by Age Group
9.2.4.1.2 Germany Anime Figures And Action Toys Market by Price Range
9.2.4.1.3 Germany Anime Figures And Action Toys Market by Distribution Channel
9.2.4.2 UK Anime Figures And Action Toys Market
9.2.4.2.1 UK Anime Figures And Action Toys Market by Age Group
9.2.4.2.2 UK Anime Figures And Action Toys Market by Price Range
9.2.4.2.3 UK Anime Figures And Action Toys Market by Distribution Channel
9.2.4.3 France Anime Figures And Action Toys Market
9.2.4.3.1 France Anime Figures And Action Toys Market by Age Group
9.2.4.3.2 France Anime Figures And Action Toys Market by Price Range
9.2.4.3.3 France Anime Figures And Action Toys Market by Distribution Channel
9.2.4.4 Russia Anime Figures And Action Toys Market
9.2.4.4.1 Russia Anime Figures And Action Toys Market by Age Group
9.2.4.4.2 Russia Anime Figures And Action Toys Market by Price Range
9.2.4.4.3 Russia Anime Figures And Action Toys Market by Distribution Channel
9.2.4.5 Spain Anime Figures And Action Toys Market
9.2.4.5.1 Spain Anime Figures And Action Toys Market by Age Group
9.2.4.5.2 Spain Anime Figures And Action Toys Market by Price Range
9.2.4.5.3 Spain Anime Figures And Action Toys Market by Distribution Channel
9.2.4.6 Italy Anime Figures And Action Toys Market
9.2.4.6.1 Italy Anime Figures And Action Toys Market by Age Group
9.2.4.6.2 Italy Anime Figures And Action Toys Market by Price Range
9.2.4.6.3 Italy Anime Figures And Action Toys Market by Distribution Channel
9.2.4.7 Rest of Europe Anime Figures And Action Toys Market
9.2.4.7.1 Rest of Europe Anime Figures And Action Toys Market by Age Group
9.2.4.7.2 Rest of Europe Anime Figures And Action Toys Market by Price Range
9.2.4.7.3 Rest of Europe Anime Figures And Action Toys Market by Distribution Channel
9.3 Asia Pacific Anime Figures And Action Toys Market
9.3.1 Asia Pacific Anime Figures And Action Toys Market by Age Group
9.3.1.1 Asia Pacific 15 Years & Above Market by Country
9.3.1.2 Asia Pacific 9 - 15 Years Market by Country
9.3.1.3 Asia Pacific Up to 8 Years Market by Country
9.3.2 Asia Pacific Anime Figures And Action Toys Market by Price Range
9.3.2.1 Asia Pacific < USD 50 Market by Country
9.3.2.2 Asia Pacific USD 50 - USD 150 Market by Country
9.3.2.3 Asia Pacific USD 150 - USD 500 Market by Country
9.3.2.4 Asia Pacific > USD 500 Market by Country
9.3.3 Asia Pacific Anime Figures And Action Toys Market by Distribution Channel
9.3.3.1 Asia Pacific Specialty Stores Market by Country
9.3.3.2 Asia Pacific Online/ E-commerce Market by Country
9.3.3.3 Asia Pacific Hypermarkets & Supermarkets Market by Country
9.3.3.4 Asia Pacific Other Distribution Channel Market by Country
9.3.4 Asia Pacific Anime Figures And Action Toys Market by Country
9.3.4.1 Japan Anime Figures And Action Toys Market
9.3.4.1.1 Japan Anime Figures And Action Toys Market by Age Group
9.3.4.1.2 Japan Anime Figures And Action Toys Market by Price Range
9.3.4.1.3 Japan Anime Figures And Action Toys Market by Distribution Channel
9.3.4.2 China Anime Figures And Action Toys Market
9.3.4.2.1 China Anime Figures And Action Toys Market by Age Group
9.3.4.2.2 China Anime Figures And Action Toys Market by Price Range
9.3.4.2.3 China Anime Figures And Action Toys Market by Distribution Channel
9.3.4.3 India Anime Figures And Action Toys Market
9.3.4.3.1 India Anime Figures And Action Toys Market by Age Group
9.3.4.3.2 India Anime Figures And Action Toys Market by Price Range
9.3.4.3.3 India Anime Figures And Action Toys Market by Distribution Channel
9.3.4.4 South Korea Anime Figures And Action Toys Market
9.3.4.4.1 South Korea Anime Figures And Action Toys Market by Age Group
9.3.4.4.2 South Korea Anime Figures And Action Toys Market by Price Range
9.3.4.4.3 South Korea Anime Figures And Action Toys Market by Distribution Channel
9.3.4.5 Singapore Anime Figures And Action Toys Market
9.3.4.5.1 Singapore Anime Figures And Action Toys Market by Age Group
9.3.4.5.2 Singapore Anime Figures And Action Toys Market by Price Range
9.3.4.5.3 Singapore Anime Figures And Action Toys Market by Distribution Channel
9.3.4.6 Malaysia Anime Figures And Action Toys Market
9.3.4.6.1 Malaysia Anime Figures And Action Toys Market by Age Group
9.3.4.6.2 Malaysia Anime Figures And Action Toys Market by Price Range
9.3.4.6.3 Malaysia Anime Figures And Action Toys Market by Distribution Channel
9.3.4.7 Rest of Asia Pacific Anime Figures And Action Toys Market
9.3.4.7.1 Rest of Asia Pacific Anime Figures And Action Toys Market by Age Group
9.3.4.7.2 Rest of Asia Pacific Anime Figures And Action Toys Market by Price Range
9.3.4.7.3 Rest of Asia Pacific Anime Figures And Action Toys Market by Distribution Channel
9.4 LAMEA Anime Figures And Action Toys Market
9.4.1 LAMEA Anime Figures And Action Toys Market by Age Group
9.4.1.1 LAMEA 15 Years & Above Market by Country
9.4.1.2 LAMEA 9 - 15 Years Market by Country
9.4.1.3 LAMEA Up to 8 Years Market by Country
9.4.2 LAMEA Anime Figures And Action Toys Market by Price Range
9.4.2.1 LAMEA < USD 50 Market by Country
9.4.2.2 LAMEA USD 50 - USD 150 Market by Country
9.4.2.3 LAMEA USD 150 - USD 500 Market by Country
9.4.2.4 LAMEA > USD 500 Market by Country
9.4.3 LAMEA Anime Figures And Action Toys Market by Distribution Channel
9.4.3.1 LAMEA Specialty Stores Market by Country
9.4.3.2 LAMEA Online/ E-commerce Market by Country
9.4.3.3 LAMEA Hypermarkets & Supermarkets Market by Country
9.4.3.4 LAMEA Other Distribution Channel Market by Country
9.4.4 LAMEA Anime Figures And Action Toys Market by Country
9.4.4.1 Brazil Anime Figures And Action Toys Market
9.4.4.1.1 Brazil Anime Figures And Action Toys Market by Age Group
9.4.4.1.2 Brazil Anime Figures And Action Toys Market by Price Range
9.4.4.1.3 Brazil Anime Figures And Action Toys Market by Distribution Channel
9.4.4.2 Argentina Anime Figures And Action Toys Market
9.4.4.2.1 Argentina Anime Figures And Action Toys Market by Age Group
9.4.4.2.2 Argentina Anime Figures And Action Toys Market by Price Range
9.4.4.2.3 Argentina Anime Figures And Action Toys Market by Distribution Channel
9.4.4.3 UAE Anime Figures And Action Toys Market
9.4.4.3.1 UAE Anime Figures And Action Toys Market by Age Group
9.4.4.3.2 UAE Anime Figures And Action Toys Market by Price Range
9.4.4.3.3 UAE Anime Figures And Action Toys Market by Distribution Channel
9.4.4.4 Saudi Arabia Anime Figures And Action Toys Market
9.4.4.4.1 Saudi Arabia Anime Figures And Action Toys Market by Age Group
9.4.4.4.2 Saudi Arabia Anime Figures And Action Toys Market by Price Range
9.4.4.4.3 Saudi Arabia Anime Figures And Action Toys Market by Distribution Channel
9.4.4.5 South Africa Anime Figures And Action Toys Market
9.4.4.5.1 South Africa Anime Figures And Action Toys Market by Age Group
9.4.4.5.2 South Africa Anime Figures And Action Toys Market by Price Range
9.4.4.5.3 South Africa Anime Figures And Action Toys Market by Distribution Channel
9.4.4.6 Nigeria Anime Figures And Action Toys Market
9.4.4.6.1 Nigeria Anime Figures And Action Toys Market by Age Group
9.4.4.6.2 Nigeria Anime Figures And Action Toys Market by Price Range
9.4.4.6.3 Nigeria Anime Figures And Action Toys Market by Distribution Channel
9.4.4.7 Rest of LAMEA Anime Figures And Action Toys Market
9.4.4.7.1 Rest of LAMEA Anime Figures And Action Toys Market by Age Group
9.4.4.7.2 Rest of LAMEA Anime Figures And Action Toys Market by Price Range
9.4.4.7.3 Rest of LAMEA Anime Figures And Action Toys Market by Distribution Channel
Chapter 10. Company Profiles
10.1 Kotobukiya Co., Ltd.
10.1.1 Company Overview
10.1.2 Recent Strategies and Developments
10.1.2.1 Product Launches and Product Expansions
10.2 Good Smile Company, Inc.
10.2.1 Company Overview
10.3 Bandai Namco Holdings, Inc.
10.3.1 Company Overview
10.3.2 Financial Analysis
10.3.3 Segmental and Regional Analysis
10.4 Hasbro, Inc.
10.4.1 Company Overview
10.4.2 Financial Analysis
10.4.3 Segmental and Regional Analysis
10.4.4 Recent Strategies and Developments
10.4.4.1 Partnerships, Collaborations, and Agreements
10.4.5 SWOT Analysis
10.5 Diamond Select Toys
10.5.1 Company Overview
10.5.2 SWOT Analysis
10.6 MAX FACTORY, INC.
10.6.1 Company Overview
10.7 Playmates Toys Ltd. (Playmates Holdings Ltd.)
10.7.1 Company Overview
10.7.2 Financial Analysis
10.7.3 Regional Analysis
10.7.4 Recent Strategies and Developments
10.7.4.1 Product Launches and Product Expansions
10.7.5 SWOT Analysis
10.8 JAKKS Pacific, Inc.
10.8.1 Company Overview
10.8.2 Financial Analysis
10.8.3 Segmental and Regional Analysis
10.8.4 Recent Strategies and Developments
10.8.4.1 Product Launches and Product Expansions
10.8.5 SWOT Analysis
10.9 Spin Master Corp.
10.9.1 Company Overview
10.9.2 Financial Analysis
10.9.3 Regional & Segmental Analysis
10.9.4 Recent Strategies and Developments
10.9.4.1 Partnerships, Collaborations, and Agreements
10.9.5 SWOT Analysis
10.10. McFarlane Toys
10.10.1 Company Overview
10.10.2 SWOT Analysis
Chapter 11. Winning Imperatives of Anime Figures And Action Toys Market
Companies Mentioned
- Kotobukiya Co., Ltd.
- Good Smile Company, Inc.
- Bandai Namco Holdings Inc.
- Hasbro, Inc.
- Diamond Select Toys
- MAX FACTORY, INC.
- Playmates Toys Ltd. (Playmates Holdings Ltd.)
- JAKKS Pacific, Inc.
- Spin Master Corp.
- McFarlane Toys