Anime and manga continue to grow in popularity and reach worldwide. And, in the process, anime and manga – and their audiences – can be the subject of certain particular and very specific kinds of publications that now exists alongside both scholarly monographs and articles on one hand and coverage in magazines, newspapers, and the online popular press on the other.

These publications take the form and format of research reports that treat anime first and foremost as an market and an industry, although some are increasingly focusing on specifically how audiences are approaching, consuming, and perceiving anime. These are generally produced by independent research companies, although some may be developed in cooperation with media outlets. Many are available free of charge, while others are accessible only through a subscription or as a one-off purchase. They can then both drive media conversation, and serve as important sources for actual scholarship. However, some, such as as those produced by Jefferies and Bernstein Research – and referenced in newspaper articles like Anime is Japan’s Next Global Champion (Wall Street Journal, October 20, 2024) and As Anime Streaming Market Booms, Netflix and Crunchyroll Dominate (Variety VIP+, March 17, 2025), are not available to outside/public users at all.

This is not a comprehensive listing of these kinds of reports, but it can serve to highlight the range of them, as well as several that have recently received significant attention.

Anime: A Growing Opportunity for Brands
[PDF document]
(Dentsu, 2025)

“The findings in this global report on anime reflect data collected between October 2024 and March 2025 with 8,600 consumers across 10 countries (US, UK, Poland, Spain, France, Italy, Japan, China, Indonesia & Thailand)”

Anime Industry in Japan
(Statista, 2025)

“This report provides fundamental information on the Japanese anime industry. Next to a general overview of the market, it includes detailed data on broadcasting, movies, streaming and videograms, as well as other segments, such as merchandising and cosplay.”

Statista reports are generally available for purchase at a cost of several hundred dollars, but may be accessible through both academic and public libraries.

Leveraging Anime: A Nuanced Scene not a Genre
(MIDiA Research Ltd., April 30, 2025)

“This report explores how anime fans watch shows, listen to music, play games, and create content as a means of deepening engagement with the franchises they love. It sets out to help entertainment companies and brands devise strategies for reaching younger consumers via anime.

Key data and insights in this report:

  • Anime fan penetration by age, Q4 2024, global
  • Anime fan and consumer average weekly hours spent performing consumer activities, Q4 2024, global
  • Types of anime fandom purchasing by anime fans, Q4 2024, global
  • A conceptual graphic of the different anime genre types
  • A conceptual graphic of the different types of anime fan creators”

(summary – Yano Research Institute Ltd.)

Survey Results on Overall Trends of “Otaku”

    • Method of Calculating Otaku Population in Japan
    • Otaku Population in Japan
    • Traits of Otaku (in comparison with non-Otaku)
    • Otaku Population by Category
    • Comparison of Otaku by Category (31 Categories)
      (Comparison by gender, age, occupation, annual income, marriage status, number of years for being otaku, annual consumption amount, hours spent per week on otaku activity, relationship between hours spent on otaku activities and consumption by value, daily hours spent online, most frequently watched VOD/video streaming, most frequently used social media, lifestyle/personal characteristics, and “oshi-katsu” status)
    • Relation between Otaku Activities and Annual Amount Spent (9 patterns)

    Global State of Anime
    (NRG, Inc. / Crunchyroll, Inc., 2025)

    “So what makes anime so distinct—and so magnetic? And where does the genre go from here?

    To find out, Crunchyroll, the global anime brand, commissioned National Research Group (NRG), a leading global insights agency, to conduct a study exploring the values, identity markers, and fandom behaviors that set anime apart.

    The results were striking. Among Gen Z, anime fandom now rivals that of major music stars and sports franchises, providing fans with a powerful sense of community and cultural connection. The message is clear: anime is no longer on the sidelines of pop culture. It’s leading the charge.

    Anime – Ascendant – Why the World is Falling in Love with Anime
    (NRG, Inc., Sep. 5, 2004)

    “Our latest report, Anime, Ascendant, explores the recent rise of the genre and its capacity for further growth. Drawing on insights from a study of 1,012 anime viewers aged 13-54 across the US and Japan, and leveraging data from NRG’s Franchise IQ product—a weekly tracker that measures the health of franchises across a wide variety of entertainment categories—this report offers actionable guidance for those looking to tap into the anime wave.

    In this paper, you’ll find:

    • Cultural Exchange: How anime is bridging the gap between Eastern and Western storytelling
    • Representation and Diversity: The growing demand for more inclusive and diverse characters in anime
    • Innovative Opportunities: New ways for studios and brands to engage with anime’s passionate fan base”

    Anime is Huge, And Here are the Numbers to Prove It (archived)
    (Polygon / Vox Media, Jan. 22, 2024)

    “To better understand just how vast anime culture has become, Polygon surveyed more than 4,000 Americans over the age of 18 about their anime consumption habits. Working with Vox Media’s Insights and Research team and market research group The Circus, our results show that not only is anime’s popularity growing significantly with each generation, but that — among younger audiences — it’s even surpassing cultural touchstones like the NFL.

    So anime is big. But how big, and in what ways? Let’s dig in.”

    [Vox Media also published a separate summary of this survey]

    The Numbers Speak for Themselves! Anime is Killer Content for Gen Z
    (Dentsu, Dec. 3, 2023)

    “The anime industry has recently been growing at a high rate, reaching a market size of 2,742.2 billion JPY in 2021. It is now truly a massive industry by any measure.

    Dentsu conducted a survey in July 2022 on the topics of the popularity of anime in the US and the characteristics of anime consumption especially in Gen Z, targeting Americans aged 18 to 54″


    These two additional documents are published specifically as industry analyst reports, and priced to be sold accordingly – at several thousand dollars.

    Anime Market 2025-2029
    (Research and Markets, Inc., 2025)

    “The anime market is forecasted to grow by USD 21.92 billion during 2024-2029, accelerating at a CAGR of 9.4% during the forecast period. The report on the anime market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

    The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by high speed internet expansion fuels surge in anime video game popularity, rising penetration of smartphones, and rising popularity of media shows and growth in spending on online shows and video.

    The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.”

    Anime Market Size, Share & Trends Analysis Report, 2025 – 2030
    (Grand View Research, 2025)

    The global anime market size was estimated at USD 34,256.2 million in 2024 and is projected to reach USD 60,272.2 million by 2030, growing at a CAGR of 9.8% from 2025 to 2030. The market is primarily driven by the rise of social media platforms, which has fostered community building among fans, allowing for greater interaction and engagement. 

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