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Japan’s Anime industry hits new record $28.2 bn

Domestic demand rebounds as overseas streaming, films and licensing drive growth worldwide

Japan’s anime industry has achieved another major milestone, with worldwide spending reaching a record $28.2 billion in 2025. The latest figures underline how Japanese animation has grown beyond its traditional entertainment audience to become a powerful global business, supported by streaming platforms, theatrical releases, merchandise, licensing and an expanding international fan base.

According to preliminary figures released by the Association of Japanese Animations (AJA), the industry generated 4.4491 trillion yen in 2025, registering a 15.8% increase over the previous year. The growth rate also edged past the 15.7% increase recorded in 2024, making 2025 a particularly strong year for Japanese animation.

The figures were presented on October 30 at TIFFCOM, the content market held alongside the Tokyo International Film Festival. The complete findings are expected to appear in the organisation’s 2026 Anime Industry Report, scheduled for publication in December.

One of the most significant developments is that the latest growth has come from both domestic and international markets. While overseas audiences continue to contribute the larger share of revenue, spending within Japan has also accelerated considerably.

Domestic anime revenue increased 14.1% to approximately 1.91 trillion yen, or $12.1 billion, in 2025. This represents a substantial improvement over the 4.6% growth recorded in the previous year. The stronger performance suggests that anime continues to attract spending from Japanese consumers across cinema, television, digital platforms, music, merchandise and live events.

Overseas markets, meanwhile, generated approximately 2.54 trillion yen, equivalent to $16.1 billion, marking a 17.2% annual increase. International audiences accounted for 57.1% of total anime industry revenue, compared with 56.5% in 2024.

This is the third consecutive year in which overseas revenue has exceeded domestic earnings. The trend reflects the growing international appeal of Japanese animation and the ability of popular titles to attract viewers across different languages and cultures.

Streaming technology has played an important role in this expansion. Digital platforms have made Japanese anime more accessible to audiences who previously had limited opportunities to watch these productions. Simultaneous international releases, subtitles, dubbing and wider digital distribution have helped popular series reach viewers beyond Japan.

The success of anime is also no longer restricted to television and streaming subscriptions. Theatrical releases, licensing agreements, character merchandise, music and fan events have created additional revenue opportunities. This broader business model allows successful titles to remain commercially relevant long after their original release.

The performance of major films in 2025 demonstrates the scale of this opportunity. Demon Slayer: Kimetsu no Yaiba – The Movie: Infinity Castle emerged as a major international success, earning approximately $793 million worldwide and becoming the highest-grossing Japanese film of all time. Other notable releases included Chainsaw Man – The Movie: Reze Arc and Detective Conan: One-Eyed Flashback, which also attracted substantial theatrical audiences.

However, the industry’s overall revenue figures should not be confused with the money received directly by animation studios. The AJA maintains separate measurements for total consumer spending and the revenue generated by production companies.

In 2025, Japanese animation studios recorded combined revenue of 505.5 billion yen, approximately $3.2 billion. This represented an 8.4% increase from the previous year and marked another record for the production segment.

Overseas business accounted for 27.9% of studio revenue, up from 25.5% in 2024. The increase reflects a gradual shift towards studios securing greater involvement in intellectual property ownership and international commercial arrangements.

Industry representatives have highlighted that retaining rights to original productions can help animation companies benefit more directly from the global popularity of their work. Traditionally, studios have often worked on commissioned projects without controlling the underlying intellectual property. Greater ownership can provide opportunities to earn from licensing, distribution and merchandise.

The next challenge will be converting international viewership into stronger commercial opportunities. Industry executives have identified localisation and copyright protection as important priorities for entering emerging markets. Adapting content to local languages, cultural expectations and regulations will be essential, alongside stronger action against piracy.

India and Saudi Arabia have emerged as markets attracting attention from Japanese animation companies. Production I.G, for instance, has discussed efforts to develop audiences in these regions and build partnerships beyond conventional production arrangements.

Japan’s government is also looking to strengthen the country’s position in the global content business through its IP360 initiative. It has set a target of generating 20 trillion yen in overseas revenue from Japanese content industries by 2033, with anime expected to contribute 6 trillion yen.

The latest figures suggest that Japanese animation has established itself as an important international entertainment business. Its future growth will depend not only on producing popular shows and films but also on expanding digital distribution, protecting intellectual property and ensuring creators and production companies receive a greater share of the revenue generated worldwide.