Amine market to grow by USD 10,518.98 million: Media and entertainment is the parent market - Technavio
NEW YORK, Dec. 8, 2022 /PRNewswire/ -- The global amine market has been categorized as a part of the global media and entertainment sector. The parent global media and entertainment market covers companies offering products, services, and solutions in advertising, broadcasting, cable and satellite, publishing, movies and entertainment, interactive home entertainment, and interactive media and services.
The amine market size is forecast to grow by USD 10,518.98 million, at a CAGR of 7.53% between 2022 and 2027, according to Technavio, Download a sample
Amine market 2023-2027: Scope
The amine market report covers the following areas:
Amine market 2023-2027: Vendor Landscape
The global anime market is fragmented due to the presence of several international and domestic vendors. Vendors compete based on several factors, such as quality, price, service, brand image, distribution, and marketing. Moreover, major vendors are focusing on acquiring other small brands to increase their market presence. The increasing competition among vendors may lead to a decline in their product prices, which can negatively impact profit margins and the growth of the market.
Bandai Namco Filmworks Inc., Bones Inc., Discotek Media, Kyoto Animation Co. Ltd., PA Works Co. Ltd., Pierrot Co. Ltd., Production IG Inc., Sony Group Corp., The Walt Disney Co., TOEI ANIMATION Co. Ltd., VIZ Media LLC, and Zerochan are among some of the major market participants.
Amine market 2023-2027: Competitive Analysis
The competitive scenario categorizes companies based on various performance indicators. Some of the factors considered include the financial performance of companies, growth strategies, product innovations, new product launches, investments, and growth in market share, among others, Buy the Report
Anime market 2023-2027: Segmentation
Content-Type
The shows or series segment was valued at USD 8,464.09 million in 2017 and continue to grow until 2021. Anime filmmakers produce many top-rated and big-budget web series, movies, and animated series, which are easily accessible through OTT services. The huge demand for OTT services globally encourages other service providers to price discounts on their services. This has resulted in increased competition, which, in turn, prompted the existing service providers to upgrade their offerings and increase investments in producing better content to gain a larger market share. Such factors are expected to drive the growth of the shows or series segment of the anime market during the forecast period.
Type
Geography
APAC is estimated to account for 75% of the market's growth during the forecast period. The market in APAC is mainly driven by low labor costs in the region. The region attracts animation companies from Europe and the US. Layout preparation, painting, inking, and compositing are the major activities that are outsourced to APAC. Japan, South Korea, and China are the leading countries in the market in APAC.
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What are the key data covered in this anime market report?
CAGR of the market during the forecast period 2023-2027
Detailed information on factors that will assist anime market growth during the next five years
Estimation of the anime market size and its contribution to the parent market
Predictions on upcoming trends and changes in consumer behavior
The growth of the anime market
Analysis of the market's competitive landscape and detailed information on vendors
Comprehensive details of factors that will challenge the growth of anime market, vendors
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Anime Market Scope | |
Report Coverage | Details |
Page number | 161 |
Base year | 2022 |
Historic period | 2017-2021 |
Forecast period | 2023-2027 |
Growth momentum & CAGR | Accelerate at a CAGR of 7.53% |
Market growth 2023-2027 | USD 10,518.98 million |
Market structure | Concentrated |
YoY growth 2022-2023(%) | 6.96 |
Regional analysis | APAC, Europe, North America, South America, and Middle East and Africa |
Performing market contribution | APAC at 75% |
Key countries | US, Japan, China, India, and UK |
Competitive landscape | Leading Vendors, Market Positioning of Vendors, Competitive Strategies, and Industry Risks |
Key companies profiled | Bandai Namco Filmworks Inc., Bones Inc., Discotek Media, Kyoto Animation Co. Ltd., PA Works Co. Ltd., Pierrot Co. Ltd., Production IG Inc., Sony Group Corp., The Walt Disney Co., TOEI ANIMATION Co. Ltd., VIZ Media LLC, and Zerochan |
Market dynamics | Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID-19 impact and recovery analysis and future consumer dynamics, and Market condition analysis for the forecast period. |
Customization purview | If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized. |
Customization purview | If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized. |
Table of Contents:
1 Executive Summary
1.1 Market Overview
2 Market Landscape
2.1 Market ecosystem
3 Market Sizing
3.1 Market Definition
3.2 Market segment analysis
3.3 Market size 2022
3.4 Market outlook: Forecast for 2022-2027
4 Historic Market Size
4.1 Global anime market 2017 - 2021
4.2 Content type Segment Analysis 2017 - 2021
4.3 Type Segment Analysis 2017 - 2021
4.4 Geography Segment Analysis 2017 - 2021
4.5 Country Segment Analysis 2017 - 2021
5 Five Forces Analysis
5.1 Five forces summary
5.2 Bargaining power of buyers
5.3 Bargaining power of suppliers
5.4 Threat of new entrants
5.5 Threat of substitutes
5.6 Threat of rivalry
5.7 Market condition
6 Market Segmentation by Content Type
6.1 Market segments
6.2 Comparison by Content Type
6.3 Shows or series - Market size and forecast 2022-2027
6.4 Movie - Market size and forecast 2022-2027
6.5 Music - Market size and forecast 2022-2027
6.6 Live entertainment - Market size and forecast 2022-2027
6.7 Market opportunity by Content Type
7 Market Segmentation by Type
7.1 Market segments
7.2 Comparison by Type
7.3 Merchandising - Market size and forecast 2022-2027
7.4 Theatrical - Market size and forecast 2022-2027
7.5 Internet - Market size and forecast 2022-2027
7.6 Others - Market size and forecast 2022-2027
7.7 Market opportunity by Type
8 Customer Landscape
8.1 Customer landscape overview
9 Geographic Landscape
9.1 Geographic segmentation
9.2 Geographic comparison
9.3 APAC - Market size and forecast 2022-2027
9.4 Europe - Market size and forecast 2022-2027
9.5 North America - Market size and forecast 2022-2027
9.6 South America - Market size and forecast 2022-2027
9.7 Middle East and Africa - Market size and forecast 2022-2027
9.8 Japan - Market size and forecast 2022-2027
9.9 China - Market size and forecast 2022-2027
9.10 US - Market size and forecast 2022-2027
9.11 India - Market size and forecast 2022-2027
9.12 UK - Market size and forecast 2022-2027
9.13 Market opportunity by geography
10 Drivers, Challenges, and Trends
10.1 Market drivers
10.2 Market challenges
10.3 Impact of drivers and challenges
10.4 Market trends
11 Vendor Landscape
11.1 Overview
11.2 Vendor landscape
11.3 Landscape disruption
11.4 Industry risks
12 Vendor Analysis
12.1 Vendors covered
12.2 Market positioning of vendors
12.3 Bandai Namco Filmworks Inc.
12.4 Bones Inc.
12.5 Discotek Media
12.6 Kyoto Animation Co. Ltd.
12.7 PA Works Co. Ltd.
12.8 Pierrot Co. Ltd.
12.9 Production IG Inc.
12.10 Sony Group Corp.
12.11 The Walt Disney Co.
12.12 TOEI ANIMATION Co. Ltd.
12.13 VIZ Media LLC
12.14 Zerochan
13 Appendix
13.1 Scope of the report
13.2 Inclusions and exclusions checklist
13.3 Currency conversion rates for US$
13.4 Research methodology
13.5 List of abbreviations
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