Market Research Report

Japan Anime Merchandising Market Research Report: Forecast (2025-2030)

Japan Anime Merchandising Market Size - By Product Type (Figurines & Collectibles, Apparel & Accessories, Home Decor & Lifestyle, Books & Manga, Electronics & Gadgets, Toys & Games..., Others (Cosmetics, Food Products, etc.)), By Distribution Channel (Retail Offline, [Specialty Anime Stores, Department Stores, Convenience Stores, Supermarkets/Hypermarkets, Themed Events], Retail E-Commerce, [Official Brand Stores, Third-Party Platforms]), By End-User (Individual, Commercial (Gift Shops, Themed Attractions, Hospitality)) and others Read more

  • FMCG
  • Jul 2025
  • Pages 125
  • Report Format: PDF, Excel, PPT

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Market Definition

Anime merchandise is a specially designed range of products based on the characters, logos, and other designs of animated cartoons, web series, movies, and games. It includes the apparel, figurines, toys, keychains, posters, etc.

Market Insights & Analysis: Japan Anime Merchandising Market (2025-30):

The Japan Anime Merchandising Market size was valued at around USD6.02 billion in 2024 and is projected to reach USD9.18 billion by 2030. Along with this, the market is estimated to grow at a CAGR of around 7.29% during the forecast period, i.e., 2025-30. The Japan Anime Merchandising Market growth is due to the increasing global reach, growing demand for anime collectibles among the population, long-standing tradition of otaku & kidult, advancing technologies & techniques, government support, increasing fanbase, expansion of online streaming platforms, internet connectivity, adoption of e-commerce services, and others.

Report Coverage Details
Historical Years 2020–23
Forecast Years 2025–30
Market Value in 2024 USD 6.02 Billion
Market Value by 2030 USD 9.18 Billion
CAGR (2025–30) 7.29%
Top Key Players Bandai Namco Filmworks Inc., Good Smile Company, Inc., Aniplex Inc. (Sony Pictures Entertainment Inc.), Studio Ghibli, Inc., MegaHouse (Bandai Namco Filmworks Inc.), Alter Co., Ltd., Kotobukiya Co., Ltd., BANDAI SPIRITS CO., LTD., SEGA Toys Co., Ltd., Sanrio Co., Ltd., Others
Key Report Highlights
  • Market Dimensions & Projections
  • Pricing Evaluation
  • Recent Strategic Moves by Companies
  • Primary Stakeholders
  • Import/Export Trend Analysis
  • Competitive Landscape Assessment
  • Emerging Opportunities
  • Market Trends and Indicators

 

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Moreover, the emerging gaming industry and the streaming partners have increased the demand for Japanese anime merchandise not only in Japan but also across the globe. The increasing penetration and adoption of K-pop culture and music, and the widespread otaku culture, lead to the adoption of anime merchandise worldwide, thus increasing the demand for Japanese Anime merchandise. The anime merchandising industry of Japan is further supported by the subscription boxes and merch-as-a-service (MaaS), under which the individual pays a monthly fee to receive a surprise subscription box with things and figures like shirts, keychains, shirts, and various other merchandise. Such services are offered by the Akibento, TokyoTreat, Loot Anime, etc., who offers such services and ship the boxes to the consumers in Japan.

Additionally, the support of the Japanese government through the Cool Japan Initiative and funds to promote the anime, manga, and gaming sector of the Japanese market, across the globe, spreads awareness of the anime and the loyalty of the individuals under the growing otaku and kidult culture fuels the demand for Japanese anime merchandise, across the globe including Japan.

Japan Anime Merchandising Market Driver:

Perforation of Otaku Culture Drives Market Growth – The popularity of otaku culture is growing in Japan lately due to the digital transformation across multiple sectors of the country, collaboration with other industries like food, fashion, gaming, etc., expansion of online streaming platforms, cultural acceptance, and others. Additionally, the adoption of online streaming & gaming platforms like Netflix, Crunchyroll, Funimation, etc., is rising exponentially, with approximately over 10 million Netflix Japan users, attracting not only the young population, but the population of all age groups and demographics. The broadened spectrum of the fanbase, including children, teenagers, and adults domestically and internationally, has created a demand for figurines, apparel, accessories, stationery, and other merchandise.  

The otaku culture not only includes the increase in the consumption of anime series and gaming, but also includes the ouen, which means to support the culture. In ouen, the fans purchase merchandise and character-themed clothing, and integrate them as a part of their daily life cycle, showcasing their deep engagement and loyalty to their anime. Further, the fan collects Comiket and other limited edition merchandise, thus increasing the demand for anime merchandising, propelling the market growth.


Japan Anime Merchandising Market Size& Share (2025-2030)

Japan Anime Merchandising Market Challenge:

Fluctuating Consumers’ Interest Hampers Market Growth The key challenge that the anime merchandising industry of Japan faces is the frequent shift of the consumers across anime titles, depending on the release of new titles. The digital advertisements of the new anime title on social media platforms and other in-app advertisements overshadow the existing titles. Anime fans are highly trend-sensitive, which are easily influenced by viral content and advertisements, leading to a hike in the seasonal merchandise. For instance, Demon Slayer merchandise depicted sales of around 150 million copies in the first four years of release, making it one of the best-selling manga series; however, with the increasing popularity of Demon Slayer, the preexisting title like Attack on Titan’s faced a drop in its sales to approximately 2.5 million in 2024 from over 7.3 million sold in 2021.

Around a dozen new titles are released in an anime season, leading to shorter hype for the titles and related merchandise. This sharp drop in merchandise directly negatively impacts the inventory and the production of the anime merchandise, unbalancing the budget, eventually resulting in financial loss due to the overproduction, hence hampering the market growth.

Japan Anime Merchandising Market Trend:

Integration of Advanced Technologies in Anime Merchandising Manufacturing Procedure – The advances, such as AI, IIoT, ML, and others, are increasingly adopted in the anime manufacturing sector of Japan, due to the smart, automated, and optimized manufacturing process, with improved product quality and lower error rate.

The AI-driven personalized manufacturing is shaping Japan’s anime merchandise industry, with the customization of fan-based, tailored characters and other merchandising products, to streamline their production and enhance customer engagement. An anime fan is connected with the merchandise due to their favorite characters, and the trend following in the Japanese market, which is predicted and analyzed by the AI-powered machinery through the real-time monitoring of the consumers' choices.

Several merchandise brands, including Good Smile Company, Pixiv’s BOOTH, PixivFactory, and others, are integrating AI tools into their manufacturing and product units, capturing the consumer's interest, thus increasing the market demand. The Bandai Namco, a leading Japanese toy and merchandise company, incorporated AI into its system to support its Gashapon strategy, targeting the niche fan bases. Further, they are adopting AI-driven recommendation engines and interactive virtual shopping assistance in their online shop, Asobistore. Thus, by integrating AI into designing, manufacturing, customer interaction, and sales, the anime merchandising companies are transforming the products into customer-centric and personalized products, hence driving the anime merchandise market in Japan.

Japan Anime Merchandising Market (2025-30): Segmentation Analysis

The Japan Anime Merchandising Market study of MarkNtel Advisors evaluates & highlights the major trends and influencing factors in each segment. It includes predictions for the period 2025–2030 at the global level. Based on the analysis, the market has been further classified as:

Based on Product Type:

  • Figurines & Collectibles
  • Apparel & Accessories
  • Home Decor & Lifestyle
  • Books & Manga
  • Electronics & Gadgets
  • Toys & Games
  • Others (Cosmetics, Food Products, etc.)

Based on product type, toys and games hold the largest market share, around 37%. It is due to a diverse range of products, like action figures, trading card games, plush toys, capsule toys, model kits, board games, etc. Some of the game titles like Pokémon, Dragon Ball, One Piece, Demon Slayer, and others attract a broad spectrum of consumers ranging from kids to adults, due to the long-term consumer interest and consistent demand. Thus, the toys & games anime merchandise is enjoyed by a cross-generation, due to their loyalty towards the franchise. The toys & games are often associated with the anime movies, series, and games, which have a broad audience, increasing the collectible nature of them. The toy products, like blind boxes, trading cards, and limited edition releases, increase the repetitive purchase of the products among the population, especially among collectors in Japan.     

Thus, the wide demographic reach, consumer loyalty, repeated purchase to attain the limited edition anime merchandise, and the broad audience lead to an increase in the demand for toys & games anime merchandise, hence facilitating the large market share of them across the country.  

Based on Distribution Channel:

  • Retail Offline
    • Specialty Anime Stores
    • Department Stores
    • Convenience Stores
    • Supermarkets/Hypermarkets
    • Themed Events
  • Retail E-Commerce
    • Official Brand Stores
    • Third-Party Platforms

Retail E-Commerce holds the largest market share of about 56%. This is due to the digitalization of the banks, increasing penetration of electronic devices, primarily smartphones, development of the digital & cloud infrastructure, growing 5G internet connectivity, etc. The growth of digital platforms with a convenient delivery system and the increasing white collar population is driving the growth of e-commerce services, including the sales of anime merchandise. The anime merchandise sales benefit from both official brand stores and third-party platforms, with approximately USD3 billion in revenue generated in 2025 through third-party platforms like Amazon Japan, Rakuten, Yahoo! Shopping, etc.

The anime merchandise brands like Good Smile Company, Aniplex, Bandai Namco, and others, primarily through their online websites, offer the latest and exclusive merchandise, offers & discounts, and early access to their limited & latest collection, attracting exclusive and limited merchandise collectors to the websites. Thus, the wide range of variety, the access to limited & exclusive collections, competitive pricing on e-commerce platforms, and the digital transformation attract the fans, increasing their popularity, hence increasing the demand for anime merchandise through retail e-commerce in Japan.    

Japan Anime Merchandising Industry Recent Development:

  • 2025: Studio Ghibli expanded its merchandise portfolio with a seasonal rollout of beanbag plushies, folding fans, and summer-themed accessories across retail stores in Japan. The collection reflects Ghibli’s continued focus on character-driven lifestyle products, offering fans playful and practical items inspired by its beloved animated films.
  • 2025: Bandai Spirits released new 1/144 scale Gunpla model kits for Mobile Suit Gundam GQuuuuuuX, marking the debut of the latest addition to its iconic plastic model line. The first unit shipped nationwide in Japan, reinforcing the franchise's dominance in the collectible anime merchandise segment.

Gain a Competitive Edge with Our Japan Anime Merchandising Market Report

  1. Japan Anime Merchandising Market by MarkNtel Advisors provides a detailed & thorough analysis of market size & share, growth rate, competitive landscape, and key players. This comprehensive analysis helps businesses gain a holistic understanding of the market dynamics & make informed decisions.
  2. This report also highlights current market trends & future projections, allowing businesses to identify emerging opportunities & potential challenges. By understanding market forecasts, companies can align their strategies & stay ahead of the competition.
  3. Japan Anime Merchandising Market Report aids in assessing & mitigating risks associated with entering or operating in the market. By understanding market dynamics, regulatory frameworks, and potential challenges, businesses can develop strategies to minimize risks & optimize their operations.

*Reports Delivery Format - Market research studies from MarkNtel Advisors are offered in PDF, Excel and PowerPoint formats. Within 24 hours of the payment being successfully received, the report will be sent to your email address.

Frequently Asked Questions

   A. The Japan Anime Merchandising Market is expected to grow at a compound annual growth rate (CAGR) of around 7.29% during 2025-30.

   A. The Japan Anime Merchandising Market size was valued at around USD6.02 billion in 2024 and is projected to reach USD9.18 billion by 2030.

   A. Perforation of otaku culture is expected to drive the Japan Anime Merchandising Market during 2025-30.

   A. The top companies in the Japan Anime Merchandising Market are Bandai Namco Filmworks Inc., Good Smile Company, Inc., Aniplex Inc. (Sony Pictures Entertainment Inc.), Studio Ghibli, Inc., MegaHouse (Bandai Namco Filmworks Inc.), Alter Co., Ltd., Kotobukiya Co., Ltd., BANDAI SPIRITS CO., LTD., SEGA Toys Co., Ltd., Sanrio Co., Ltd., and others.

   A. Toys and games held the largest share of the Japan Anime Merchandising Market.

   A. Integration of advanced technologies in anime merchandising manufacturing procedure is one of the key trends shaping the growth of the Japan Anime Merchandising Market.

   A. Fluctuating consumers’ interest is one of the possible restraints affecting the growth of the Japan Anime Merchandising Market.

  1. Market Segmentation
  2. Introduction
    1. Product Definition
    2. Research Process
    3. Assumptions
  3. Executive Summary
  4. Japan Anime Merchandising Market Policies, Regulations, and Product Standards
  5. Japan Anime Merchandising Market Supply Chain Analysis
  6. Japan Anime Merchandising Market Trends & Developments
  7. Japan Anime Merchandising Market Dynamics
    1. Growth Drivers
    2. Challenges
  8. Japan Anime Merchandising Market Hotspot & Opportunities
  9. Japan Anime Merchandising Market Outlook, 2025-2030
    1. Market Size & Outlook
      1. By Revenues (USD Million)
      2. By Volume (Million Units)
    2. Market Share & Outlook
      1. By Product Type
        1. Figurines & Collectibles – Market Size & Forecast 2025-2030, USD Million & Million Units
        2. Apparel & Accessories – Market Size & Forecast 2025-2030, USD Million & Million Units
        3. Home Decor & Lifestyle – Market Size & Forecast 2025-2030, USD Million & Million Units
        4. Books & Manga – Market Size & Forecast 2025-2030, USD Million & Million Units
        5. Electronics & Gadgets – Market Size & Forecast 2025-2030, USD Million & Million Units
        6. Toys & Games – Market Size & Forecast 2025-2030, USD Million & Million Units
        7. Others (Cosmetics, Food Products, etc.) – Market Size & Forecast 2025-2030, USD Million & Million Units
      2. By Distribution Channel
        1. Retail Offline – Market Size & Forecast 2025-2030, USD Million & Million Units
          1. Specialty Anime Stores – Market Size & Forecast 2025-2030, USD Million & Million Units
          2. Department Stores – Market Size & Forecast 2025-2030, USD Million & Million Units
          3. Convenience Stores – Market Size & Forecast 2025-2030, USD Million & Million Units
          4. Supermarkets/Hypermarkets – Market Size & Forecast 2025-2030, USD Million & Million Units
          5. Themed Events – Market Size & Forecast 2025-2030, USD Million & Million Units
        2. Retail E-Commerce – Market Size & Forecast 2025-2030, USD Million & Million Units
          1. Official Brand Stores – Market Size & Forecast 2025-2030, USD Million & Million Units
          2. Third-Party Platforms – Market Size & Forecast 2025-2030, USD Million & Million Units
      3. By End-User
        1. Individual– Market Size & Forecast 2025-2030, USD Million & Million Units
        2. Commercial (Gift Shops, Themed Attractions, Hospitality) – Market Size & Forecast 2025-2030, USD Million & Million Units
  10. By Company
    1. Company Revenue Shares
    2. Competitor Characteristics
  11. Japan Individual Anime Merchandising Market Outlook, 2025-2030
    1. Market Size & Outlook
      1. By Revenues (USD Million)
      2. By Volume (Million Units)
    2. Market Share & Outlook
      1. By Product Type – Market Size & Forecast 2025-2030, USD Million & Million Units
      2. By Distribution Channel – Market Size & Forecast 2025-2030, USD Million & Million Units
  12. Japan Commercial Anime Merchandising Market Outlook, 2025-2030
    1. Market Size & Outlook
      1. By Revenues (USD Million)
      2. By Volume (Million Units)
    2. Market Share & Outlook
      1. By Product Type – Market Size & Forecast 2025-2030, USD Million & Million Units
      2. By Distribution Channel – Market Size & Forecast 2025-2030, USD Million & Million Units
  13. Japan Anime Merchandising Market Key Strategic Imperatives for Success & Growth
  14. Competition Outlook
    1. Company Profiles
      1. Bandai Namco Filmworks Inc.
        1. Business Description
        2. Product Portfolio
        3. Strategic Alliances or Partnerships
        4. Recent Developments
        5. Financial Details
        6. Others
    2. Good Smile Company, Inc.
      1. Business Description
      2. Product Portfolio
      3. Strategic Alliances or Partnerships
      4. Recent Developments
      5. Financial Details
      6. Others
  15. Aniplex Inc. (Sony Pictures Entertainment Inc.)
    1. Business Description
    2. Product Portfolio
    3. Strategic Alliances or Partnerships
    4. Recent Developments
    5. Financial Details
    6. Others
  16. Studio Ghibli, Inc.
    1. Business Description
    2. Product Portfolio
    3. Strategic Alliances or Partnerships
    4. Recent Developments
    5. Financial Details
    6. Others
  17. MegaHouse (Bandai Namco Filmworks Inc.)
    1. Business Description
    2. Product Portfolio
    3. Strategic Alliances or Partnerships
    4. Recent Developments
    5. Financial Details
    6. Others
  18. Alter Co., Ltd.
    1. Business Description
    2. Product Portfolio
    3. Strategic Alliances or Partnerships
    4. Recent Developments
    5. Financial Details
    6. Others
  19. Kotobukiya Co., Ltd.
    1. Business Description
    2. Product Portfolio
    3. Strategic Alliances or Partnerships
    4. Recent Developments
    5. Financial Details
    6. Others
  20. BANDAI SPIRITS CO., LTD.
    1. Business Description
    2. Product Portfolio
    3. Strategic Alliances or Partnerships
    4. Recent Developments
    5. Financial Details
    6. Others
  21. SEGA Toys Co., Ltd.
    1. Business Description
    2. Product Portfolio
    3. Strategic Alliances or Partnerships
    4. Recent Developments
    5. Financial Details
    6. Others
  22. Sanrio Co., Ltd.
    1. Business Description
    2. Product Portfolio
    3. Strategic Alliances or Partnerships
    4. Recent Developments
    5. Financial Details
    6. Others
  23. Others
  24. Disclaimer


MarkNtel Advisors follows a robust and iterative research methodology designed to ensure maximum accuracy and minimize deviation in market estimates and forecasts. Our approach combines both bottom-up and top-down techniques to effectively segment and quantify various aspects of the market. A consistent feature across all our research reports is data triangulation, which examines the market from three distinct perspectives to validate findings. Key components of our research process include:

1. Scope & Research Design At the outset, MarkNtel Advisors define the research objectives and formulate pertinent questions. This phase involves determining the type of research—qualitative or quantitative—and designing a methodology that outlines data collection methods, target demographics, and analytical tools. They also establish timelines and budgets to ensure the research aligns with client goals.

2. Sample Selection and Data Collection In this stage, the firm identifies the target audience and determines the appropriate sample size to ensure representativeness. They employ various sampling methods, such as random or stratified sampling, based on the research objectives. Data collection is carried out using tools like surveys, interviews, and observations, ensuring the gathered data is reliable and relevant.

3. Data Analysis and Validation Once data is collected, MarkNtel Advisors undertake a rigorous analysis process. This includes cleaning the data to remove inconsistencies, employing statistical software for quantitative analysis, and thematic analysis for qualitative data. Validation steps are taken to ensure the accuracy and reliability of the findings, minimizing biases and errors.

Data Trangulation

4. Data Forecast and FinalizationThe final phase involves forecasting future market trends based on the analyzed data. MarkNtel Advisors utilize predictive modeling and time series analysis to anticipate market behaviors. The insights are then compiled into comprehensive reports, featuring visual aids like charts and graphs, and include strategic recommendations to inform client decision-making