Table of Content


1 INTRODUCTION
1.1 Study Assumptions and Market Definition
1.2 Scope of the Study


2 RESEARCH METHODOLOGY


3 EXECUTIVE SUMMARY


4 MARKET INSIGHTS
4.1 Market Overview
4.2 Industry Attractiveness - Porter Five Forc es Analysis
4.2.1 Bargaining Power of Suppliers
4.2.2 Bargaining Power of Consumers
4.2.3 Threat of New Entrants
4.2.4 Threat of Substitute Products
4.2.5 Intensity of Competitive Rivalry
4.3 Assessment of the Impact of COVID-19 on the Market


5 MARKET DYNAMICS
5.1 Market Drivers
5.1.1 The Growing Popularity of Anime
5.1.2 The Growing Popularity of Streaming Platforms
5.2 Market Challenges
5.2.1 High Production Costs owing to the Soaring Labor Costs


6 MARKET SEGMENTATION
6.1 By Type
6.1.1 T.V.
6.1.2 Movie
6.1.3 Video
6.1.4 Internet Distribution
6.1.5 Merchandising
6.1.6 Music
6.1.7 Pachinko
6.1.8 Live Entertainment
6.2 By Geography
6.2.1 North America
6.2.2 Europe
6.2.3 Asia Pacific
6.2.4 Latin America
6.2.5 Middle East & Africa


7 COMPETITIVE LANDSCAPE
7.1 Company Profiles
7.1.1 Kyoto Animation Co., Ltd.
7.1.2 Pierrot Co.,Ltd.
7.1.3 Production I.G
7.1.4 TOEI ANIMATION Co., Ltd.
7.1.5 STUDIO GHIBLI Inc.
7.1.6 Crunchyroll (Sony Pictures Entertainment Inc.)
7.1.7 Madhouse Inc
7.1.8 P.A.WORKS Co.,Ltd
7.1.9 VIZ Media, LLC
7.1.10 Bandai Namco Filmworks Inc.
7.1.11 Aniplex of America Inc.


8 INVESTMENT ANALYSIS


9 MARKET OPPORTUNITIES AND FUTURE TRENDS