Anime Industry Report 2021 (Part 1): Market Fell for the First Time Since 2008, Overseas Market has Surpassed Domestic Market

A couple of things to note before you guys jump in to read. All of the information that you see below is accessible via the Anime Industry Report 2021 which must be purchased. You can check out the summary report available here. Note that I was unable to include all of the information included in the 130-page report. In addition, some of the charts will not be displayed as usual since I had trouble making them look good, in particular the doughnut chart which is not responding to my codes, hence the size may be quite big when viewed on desktops. Nevertheless, I have left all of their respective Google charts all the way down below. Also, I have decided to split the report into several sections, of which the rest of the sections are viewable down below:

Anime Industry Report 2021 (Part 2): TV and Theatrical Animations at Low Production Minutes
Anime Industry Report 2021 (Part 3): The Crumbling Videogram Market, but is There Still Hope?
Anime Industry Report 2021 (Part 4): Music and Merchandise Sales Slowed Down

Past reports: 2019, 2020

The Anime market fell for the first time since 2008 from 2,514.5 billion yen (≈22.17 billion USD) in 2019 to 2,426.1 billion yen (≈21.39 billion USD) in 2020 as most of its sectors are down with the exception of Internet Distribution and receipts from the Overseas Market amid the pandemic. While the report concluded that the Anime industry itself was not really that badly affected by the Corona pandemic, the production troubles faced by entities involved in the production of Anime related products have caused a delay in deposits. Several comments by industry players included difficulties in predicting delivery dates, and issues faced by employees who work from home who cited reduction in efficiency. Nevertheless, most who were surveyed remained upbeat, saying that the industry is healthy, and orders of production are on the rise. This has caused the production costs to be on the rise according to many as a result of a climb in the projects worked.

As for each department of the industry, the TV market has shrunken 11.50% from 94.8 billion yen (≈835.66 million USD) to 83.9 billion yen (≈739.57 million USD), the Movie market 10.84% from 69.2 billion yen (≈609.10 million USD) to 61.7 billion yen (≈543.88 million USD), the Videogram market 17.23% from 56.3 billion yen (≈496.34 million USD) to 46.6 billion yen (≈410.82 million USD), the Merchandising market  at a small drop of 0.84% from 586.8 billion yen (≈5.17 billion USD) to 581.9 billion yen (≈5.13 billion USD), the Music market 18.10% from 33.7 billion yen (≈297.13 million USD) to 27.6 billion yen (≈243.42 million USD), the Pachinko and the likes market 17.79% from 319.9 billion yen (≈2.82 billion USD) to 263.0 billion yen (≈2.32 billion USD) and Live Entertainment market a significant fall of 65.64% from 84.4 billion yen (≈744.27 million USD) to 29.0 billion yen (≈255.73 million USD). It was expected that the Live Entertainment market would be severely affected by the pandemic as many shows had to either be cancelled or postponed.

On the other hand, both the Internet Distribution and Overseas markets swelled 26.34% from 68.5 billion yen (≈604.02 million USD) to 93.0 billion yen (≈820.05 million USD) and the latter 3.11% from 1,200.9 billion yen (≈10.59 billion USD) to 1,239.4 billion yen (≈10.93 billion USD). The expansion of the Overseas market is thanks to the growing copyright sales of Anime related content such as Dragon Ball in Europe and the United States, while in Asia, that would be Slam Dunk. Internet Distribution jump in sales was due to the growing popularity of consumption of Anime related products via internet platforms, in particular streaming sites such as Amazon, Netflix etc.

State emergencies that were announced and enforced have actually resulted in a boom of Anime copyright sales which marked its highest ever since 2002 at 93 billion yen (≈822.70 million USD), Compared that to only 200 million yen (≈1.77 million USD) it had in 2002. The consistent growth is also attributed to the rapid growth of online video distribution platforms, as can be seen throughout the world with the likes of Disney+, HBO Max, Netflix etc. The pandemic has exacerbated consumers’ dependence on these platforms as they were forced to coop up at home. As such, causing a surge in demands leading to exponential growth. Amazon Prime is cited to be the best thus far according to a survey conducted by Impress Sougou Kenkyuusho which accounted for nearly 70% of paid customers, followed by Netflix and Hulu.

Interestingly for the year 2020, the Overseas market has finally overtaken the Domestic market for the first time ever since 2002, accounting for 51% of the entire market. The 1,239.4 billion yen (≈10.93 billion USD) market capitalization it has is 4.25% higher than the Domestic’s 1,186.7 billion yen (≈10.46 billion USD) as the local market fell from its best performance the year before of 1,313.6 billion yen (≈11.59 billion USD).

Let me know if you find any issues with the information above! Also, don’t shy away from dropping a comment or two down below and share your thoughts with us.

Source:
The Association of Japanese Animations

Google Charts:
The Japanese Animation Market in Broad Sense
Trends in Japanese Animation Market in a Limited Sense
Trends in Japanese Animation Market in a Broad Sense in Hundred Million (¥) in 2020
The Trend of Domestic and Overseas Market in a Broad Sense as of 2020
Anime Copyright Sales (Time Series)

Download visualisations:
Part 1
Part 2
Part 3
Part 4

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5 thoughts on “Anime Industry Report 2021 (Part 1): Market Fell for the First Time Since 2008, Overseas Market has Surpassed Domestic Market

  1. “ever since 2002 at 93 billion yen (≈822.70 million USD), Compared that to only 200 million yen (≈1.77 million USD) it had in 2002” 🤨

  2. “mercado de entretenimiento en vivo una caída significativa del 65,64% de 84,4 mil millones de yenes (≈744,27 millones de USD) a 29,0 mil millones de yenes (≈255,73 millones de USD). No creo que solo significativa para mí es grande 😆

    1. Haha well, for the Japanese market it is probably quite important. We don’t get that many live performance outside of Japan… so…

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