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North America Anime Market Report by Type, Genre and Countries and Company Analysis, 2025-2033

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    Report

  • 200 Pages
  • September 2025
  • Region: North America
  • Renub Research
  • ID: 6178859
The North America anime market will significantly grow, from US$ 13.39 billion in 2024 to US$ 29.64 billion in 2033. This remarkable growth will be at a Compound Annual Growth Rate (CAGR) of 9.23% during the years 2025 to 2033. Growing popularity for anime, coupled with more streaming service offerings and merchandise sales, is fueling this growth, marking the genre's growing impact on entertainment culture.

North America Anime Market Outlook

Anime is an intense style of Japanese animation characterized by bright art, imaginative ideas, and various genres. Anime offers a variety of storytelling, ranging from action-adventure to deep dramas, frequently speaking to both kids and adults. Unlike common animated television shows, anime often involves sophisticated themes and development of characters, leading the audience on emotionally stimulating experiences.

The popularity of anime in North America has surged over the past two decades. Factors contributing to this growth include the rise of streaming platforms like Crunchyroll, Netflix, and Disney+, which offer extensive anime catalogs, making it more accessible to audiences. Additionally, conventions and fan communities, such as Anime Expo and Otakon, have fostered a vibrant culture that celebrates anime, cosplay, and Japanese pop culture.

In addition, popular franchises such as "My Hero Academia," "Attack on Titan," and "Demon Slayer" have gained mainstream popularity, fuelling further interest. As anime continues to grow, its impact on North American entertainment and culture is ever deeper, luring a wide and enthusiast fanbase.

Growth Driver in the North America Anime Market

Growing Streaming Platforms and Accessibility

The growth of streaming platforms has been a key driver for the anime business in North America. Services such as Crunchyroll, Netflix, Hulu, and Amazon Prime Video have greatly increased the accessibility of anime programming, allowing viewers to easily find new series and re-watch old favorites. In contrast with previous decades, in which anime was limited to specialized DVD box sets or late-night television airings, consumers today can instantly access entire libraries. This availability has brought anime to a wider audience, such as casual fans who would not necessarily watch the genre on purpose. Furthermore, releases at the same time and dubbed or subtitled forms have filled the cultural divide, enabling North American audience members to watch anime as fast as audiences in Japan. On July 2025, REMOW, a Japanese content provider, debuted this 24/7, ad-supported anime network on Samsung TV Plus across the United States and Canada. It features up-to-date series and vintage titles from Japan, with future plans to roll out to other platforms in 2025 and 2026.

Growing Pop Culture Adoption and Merchandise Hype

Anime has expanded beyond being a niche activity to being a pop culture pillar of the globe in North America. Properties like Pokémon, Dragon Ball, Naruto, and Attack on Titan have made household names, permeating fashion, video games, toys, and even music collaborations. This convergence has fueled a booming merchandise industry, from collectible statues and apparel to video games and fan events. Conventions like Anime Expo and Comic-Con are instrumental in creating fandom communities, reinforcing merchandise sales. The fusion of anime styles into broader fashion and entertainment also expands its cultural reach. Notably, Gen Z and Millennials are leading the trend as they adopt anime-infused products as a way of lifestyle. June 2025, Dentsu is introducing its anime business in North America, China and Southeast Asia as it grows its sports and entertainment offering, and appointed Yoshinobu Ise as its first international head of Dentsu Sports & Entertainment.

Cross-Media Adaptations and Global Collaborations

Anime's greater adoption in video games, film, and live-action television has further boosted its popularity in North America. One Piece, Pokémon, and Final Fantasy are some of the brands that show the effectiveness of cross-media storytelling, where the story expands beyond animation into interactive media and film. This approach not only maintains fan interest but also draws new viewers who consume other media types. Partnerships with Hollywood studios have also brought further attention to anime, with deals fueling live-action remakes, theatrical releases, and co-produced original programming. July 2023, Toho International, a subsidiary of Japan's legendary movie and TV conglomerate Toho, is to roll out twin e-commerce websites catering to the expanding ranks of North American Japanese pop culture enthusiasts.

Challenge in the North America Anime Market

Content Localization and Cultural Differences

Even as it becomes increasingly popular, one of the issues in the North American anime market is good localization. Though subtitling and dubbing have come a long way, cultural differences tend to be lost in translation. Jokes, social norms, or allusions based on Japanese culture can fail to land with North American audiences, resulting in disconnection or confusion. Too liberal an interpretation or censorship can also annoy loyal fans who crave authenticity. Equilibrating cultural authenticity with accessibility is a precarious mission for distributors. Additionally, inconsistencies in dubbing standards can influence audience perception, particularly when audiences compare several versions of the same show.

Piracy and Market Fragmentation

Piracy continues to erode revenue potential within the North American anime market. Notwithstanding the existence of legitimate streaming sites, numerous fans continue to utilize unauthorized sites for free access to anime episodes, films, or manga scans. This not only trims subscription increases for legitimate sites but also hurts licensing income for studios. Another wrinkle is market fragmentation: with different platforms owning exclusive rights to different shows, fans typically must subscribe to numerous services in order to get their hands on all the content they desire. This fragmentation may annoy viewers and lead them toward piracy. Furthermore, small studios and distributors may struggle to compete with larger corporations for licensing rights, leaving certain titles underrepresented.

North America Anime Video Market

Anime video programming - whether in the form of episodic series, OVAs (Original Video Animations), or streaming debuts - constitutes the core of the North American anime industry. The market for streaming services overwhelms this space with large volumes featuring dubbed and subtitled episodes. Availability has integrated anime into everyday entertainment for millions, and binge-watching patterns promote heightened fan interaction. Aside from streaming, physical formats such as Blu-rays and collector's editions are still available to niche consumers, particularly collectors who appreciate special content and premium packaging. Simulcasts, in which episodes are broadcast at the same time in Japan and North America, have reduced waiting times that previously drove people to piracy.

North America Anime Movie Market

The anime film segment has witnessed a boom in North America, with theatrical releases attracting hardcore enthusiasts as well as mainstream consumers. Films such as Demon Slayer: Mugen Train and Dragon Ball Super: Broly set box office records, demonstrating that anime movies can match Hollywood movies in popularity. These achievements underscore the increased demand for anime experiences on the big screen, where engaging visuals and interesting stories engage large masses of consumers. Theatrical releases commonly feature fan events, special merchandise, and one-time viewings, providing a sense of urgency and communal engagement. Streaming services also offer secondary income streams through releases of anime movies shortly after theatrical engagements.

North America Anime Pachinko Market

Though pachinko machines continue to be an integral part of Japanese gaming culture, their implementation within the North American anime market has been niche-oriented. Anime franchise pachinko machines, commonly associated with blockbuster shows like Evangelion or Fist of the North Star, are mainly destined for collectors and enthusiasts looking for unusual memorabilia. They are sold more as a novelty entertainment or collector's piece than as a mainstream gaming machine due to the varying regulatory and cultural environments in North America. Yet, they help extend anime's brand ecosystem by broadening the merchandise field and providing fans with interactive, themed experiences.

North America Anime Sci-Fi & Fantasy Market

Anime sci-fi and fantasy own North America's anime market, with cult classics such as Attack on Titan, Fullmetal Alchemist, and Sword Art Online taking the lead. They are very well received by audiences because of their creative storytelling, large-scale world-building, and action-filled narratives. They attract fans who want escapism and an immersive world that's comparable to Western franchises like Star Wars or Game of Thrones. The transmutability of science fiction and fantasy anime to video games, merchandise, and spin-offs makes them more commercially viable. Streaming sites tend to feature these titles as premium offerings, providing wide visibility and engaging fan bases.

North America Anime Romance & Drama Market

Romance and drama anime have a niche that is increasingly prominent in the North American market, appealing to viewers who crave emotional depth and character-driven narratives. Your Name, Clannad, and Toradora! have resonated deeply with fans, often sparking emotional conversations and online communities. This genre appeals strongly to younger audiences, particularly teens and young adults, who connect with the themes of love, personal growth, and human relationships. The commercial success of films such as Makoto Shinkai’s works (Your Name and Weathering With You) demonstrates the mainstream potential of this segment. Aside from movies, streaming media are expanding their romance and drama anime content, allowing regular audience involvement.

North America Anime Sports Market

Sports anime, being niche compared to fantasy or action anime genres, has picked up pace in North America. Shows such as Haikyuu!!, Kuroko's Basketball, and Yuri on Ice highlight the genre's capacity to mesh athletic themes with character development, teamwork, and drama. These titles appeal to sports fans and mainstream audiences alike, bridging the crossover between anime and sports culture. The genre also lends itself to community building, with viewers hosting viewing parties and online forums discussing major story arcs. Merchandise based on sports anime, including jerseys, posters, and sports equipment sporting anime-themed prints, provides a commercial niche. Sport anime has also gained crossover popularity, extending to real-life sportsmen and sports teams who see themselves connected to anime culture.

United States Anime Market

The United States is the biggest contributor to the North American market for anime, fueled by its enormous entertainment market and consumer base. The U.S. market enjoys universal streaming availability, high merchandise sales, and blockbuster movie releases of anime movies. Anime conventions like Anime Expo in Los Angeles and Otakon in Washington, D.C., host tens of thousands of fans each year, cementing anime's cultural presence. Anime has also penetrated music, fashion, and mainstream pop culture in the U.S., positioning it as a lifestyle movement for Gen Z and Millennials. The strength of the market lies in the heterogeneity of revenue streams, from streaming subscription and box office receipts to merchandise and gaming franchises. July 2025, Crunchyroll revealed at San Diego Comic-Con a new monthly theatrical series titled Crunchyroll Anime Nights, which will start in the United States.

Canada Anime Market

Canada is a burgeoning but slightly smaller share of the North American anime market. Streaming is the leading source of anime viewing, with streaming platforms providing access to the same content found in the United States. Conventions like Anime North in Toronto reveal the nation's thriving anime culture, with fans from around the world engaging and exchanging cultural influences. Canada's multicultural society also supports the embracing of and passion for anime, as audiences are relatively open to overseas entertainment. Though the market is smaller than that of the U.S., Canadian fans show strong fandom through merchandise buying, cosplay groups, and fan communities online. The anime film sector has also picked up, with films doing well in major metropolitan cities. Jan 2025, Crunchyroll and Telus joined forces to allow fans in Canada to sign up for the streaming service from their Telus account, becoming the first Canadian distributor to stock Crunchyroll as an add-on. The service will be offered to Koodo users as well, providing more access to anime throughout Canada.

Market Segmentations

Type

  • Merchandising
  • Internet Distribution
  • Pachinko
  • T.V.
  • Live Entertainment
  • Video
  • Movie
  • Music

Genre

  • Action & Adventure
  • Sci-Fi Fantasy
  • Romance & Drama
  • Sports
  • Others

North America

  • United States
  • Canada

All companies have been covered with 5 Viewpoints

  • Overviews
  • Key Persons
  • Recent Developments
  • SWOT Analysis
  • Revenue Analysis

Key Players Analysis

  • Pierrot Co. Ltd.
  • Production I.G Inc.
  • Studio Ghibli, Inc.
  • Bioworld Merchandising Inc.
  • Toei Animation Co. Ltd.
  • Bones Inc.
  • Kyoto Animation Co. Ltd.
  • MADHOUSE Inc.

Table of Contents

1. Introduction
2. Research Methodology
2.1 Data Source
2.1.1 Primary Sources
2.1.2 Secondary Sources
2.2 Research Approach
2.2.1 Top-Down Approach
2.2.2 Bottom-Up Approach
2.3 Forecast Projection Methodology
3. Executive Summary
4. Market Dynamics
4.1 Growth Drivers
4.2 Challenges
5. North America Anime Market
5.1 Historical Market Trends
5.2 Market Forecast
6. North America Anime Market Share Analysis
6.1 By Type
6.2 By Genre
6.3 By Countries
7. Type
7.1 Merchandising
7.2 Internet Distribution
7.3 Pachinko
7.4 T.V.
7.5 Live Entertainment
7.6 Video
7.7 Movie
7.8 Music
8. Genre
8.1 Action & Adventure
8.2 Sci-Fi Fantasy
8.3 Romance & Drama
8.4 Sports
8.5 Others
9. Country
9.1 United States
9.2 Canada
10. Porter’s Five Forces Analysis
10.1 Bargaining Power of Buyers
10.2 Bargaining Power of Suppliers
10.3 Degree of Rivalry
10.4 Threat of New Entrants
10.5 Threat of Substitutes
11. SWOT Analysis
11.1 Strength
11.2 Weakness
11.3 Opportunity
11.4 Threat
12. Key Players Analysis
12.1 Pierrot Co. Ltd.
12.1.1 Overviews
12.1.2 Key Persons
12.1.3 Recent Developments
12.1.4 SWOT Analysis
12.1.5 Revenue Analysis
12.2 Production I.G Inc.
12.2.1 Overviews
12.2.2 Key Persons
12.2.3 Recent Developments
12.2.4 SWOT Analysis
12.2.5 Revenue Analysis
12.3 Studio Ghibli, Inc.
12.3.1 Overviews
12.3.2 Key Persons
12.3.3 Recent Developments
12.3.4 SWOT Analysis
12.3.5 Revenue Analysis
12.4 Bioworld Merchandising Inc.
12.4.1 Overviews
12.4.2 Key Persons
12.4.3 Recent Developments
12.4.4 SWOT Analysis
12.4.5 Revenue Analysis
12.5 Toei Animation Co. Ltd.
12.5.1 Overviews
12.5.2 Key Persons
12.5.3 Recent Developments
12.5.4 SWOT Analysis
12.5.5 Revenue Analysis
12.6 Bones Inc.
12.6.1 Overviews
12.6.2 Key Persons
12.6.3 Recent Developments
12.6.4 SWOT Analysis
12.6.5 Revenue Analysis
12.7 Kyoto Animation Co. Ltd.
12.7.1 Overviews
12.7.2 Key Persons
12.7.3 Recent Developments
12.7.4 SWOT Analysis
12.7.5 Revenue Analysis
12.8 MADHOUSE Inc.
12.8.1 Overviews
12.8.2 Key Persons
12.8.3 Recent Developments
12.8.4 SWOT Analysis
12.8.5 Revenue Analysis

Companies Mentioned

  • Pierrot Co. Ltd.
  • Production I.G Inc.
  • Studio Ghibli, Inc.
  • Bioworld Merchandising Inc.
  • Toei Animation Co. Ltd.
  • Bones Inc.
  • Kyoto Animation Co. Ltd.
  • MADHOUSE Inc.

Methodology

In this report, for analyzing the future trends for the studied market during the forecast period, the publisher has incorporated rigorous statistical and econometric methods, further scrutinized by secondary, primary sources and by in-house experts, supported through their extensive data intelligence repository. The market is studied holistically from both demand and supply-side perspectives. This is carried out to analyze both end-user and producer behavior patterns, in the review period, which affects price, demand and consumption trends. As the study demands to analyze the long-term nature of the market, the identification of factors influencing the market is based on the fundamentality of the study market.

Through secondary and primary researches, which largely include interviews with industry participants, reliable statistics, and regional intelligence, are identified and are transformed to quantitative data through data extraction, and further applied for inferential purposes. The publisher's in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. These analytical tools and models sanitize the data & statistics and enhance the accuracy of their recommendations and advice.

Primary Research

The primary purpose of this phase is to extract qualitative information regarding the market from the key industry leaders. The primary research efforts include reaching out to participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions. The publisher also established professional corporate relations with various companies that allow us greater flexibility for reaching out to industry participants and commentators for interviews and discussions, fulfilling the following functions:

  • Validates and improves the data quality and strengthens research proceeds
  • Further develop the analyst team’s market understanding and expertise
  • Supplies authentic information about market size, share, growth, and forecast

The researcher's primary research interview and discussion panels are typically composed of the most experienced industry members. These participants include, however, are not limited to:

  • Chief executives and VPs of leading corporations specific to the industry
  • Product and sales managers or country heads; channel partners and top level distributors; banking, investment, and valuation experts
  • Key opinion leaders (KOLs)

Secondary Research

The publisher refers to a broad array of industry sources for their secondary research, which typically includes, however, is not limited to:

  • Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
  • Patent and regulatory databases for understanding of technical & legal developments
  • Scientific and technical writings for product information and related preemptions
  • Regional government and statistical databases for macro analysis
  • Authentic new articles, webcasts, and other related releases for market evaluation
  • Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecasts
 

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