South Korea Anime Market Size, Share, Industry Overview, Trends and Forecast 2033

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The South Korea anime market size reached USD 638.40 Million in 2024 and is projected to reach USD 1,188.28 Million by 2033, demonstrating a CAGR of 6.41% during the forecast period of 2025-2033

IMARC Group has recently released a new research study titled “South Korea Anime Market Size, Share, Trends and Forecast by Revenue Source and Region, 2025-2033” This report offers a detailed analysis of the market drivers, segmentation, growth opportunities, trends, and competitive landscape to understand the current and future market scenarios.

South Korea Anime Market Overview

The South Korea anime market size reached USD 638.40 Million in 2024 and is projected to reach USD 1,188.28 Million by 2033, demonstrating a CAGR of 6.41% during the forecast period of 2025-2033. This growth is driven by an increasing youth population and growing demand for anime education and content, supported by private schools and extracurricular programs encouraging careers in animation and gaming. The market is strongly influenced by expanding social media usage and a deep cultural connection to anime trends.

Study Assumption Years

  • Base Year: 2024
  • Historical Year/Period: 2019-2024
  • Forecast Year/Period: 2025-2033

South Korea Anime Market Key Takeaways

  • Current Market Size: USD 638.40 Million in 2024
  • CAGR: 6.41%
  • Forecast Period: 2025-2033
  • Private schools and extracurricular programs offer anime-style drawing courses appealing to teens aiming for animation and gaming careers.
  • Youth population growth and increased social media usage are accelerating the spread of anime trends.
  • Rising educational interest is fueling enrollments in art schools, animation courses, and design programs focusing on anime techniques.
  • Japanese pop culture has strong appeal in South Korea, influencing local content creation, collaborations, and increasing demand for licensed anime.
  • Anime-themed cafes, exhibitions, and fan meetups are becoming common, deepening cultural engagement.

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Market Growth Factors

Growing educational interest is a core driver in the South Korea anime market. Many students inspired by anime enroll in art schools, animation courses, and design programs to learn drawing, character development, and digital storytelling. These education paths, including private academies and after-school anime-style illustration classes, attract teenagers aspiring to work in animation and gaming. This educational movement fuels a new generation of skilled creators producing fan art, short animations, and webtoons influenced by anime. Schools and universities support student projects and festivals, while online tutorials and workshops make anime creation more accessible, steadily increasing demand for content and education.

The rising popularity of Japanese pop culture also propels the market. Korean audiences, especially teenagers and young adults, demonstrate strong interest in Japanese anime, manga, J-pop, and fashion. Characters and stories emotionally and artistically resonate with Korean viewers, promoting deep engagement through following series, merchandise collection, and content sharing on social media. This affinity influences Korean artists and creators, fostering collaborations and local anime-inspired productions. The growing social media penetration, where 93.4% of South Korea's population (48.34 million people) used social media in 2024, accelerates content dissemination and trendsetting, enhancing demand for licensed anime, events, and products.

The increasing youth population alongside digital and social media proliferation is a significant growth factor. With more young people entering creative fields, the enthusiasm for anime content creation and consumption rises. Anime trends spread quickly across platforms, supported by fan communities, anime-themed events, and merchandising. Moreover, the market benefits from cultural and creative ties fuelled by social media, contributing to stronger market share and revenue growth through diverse channels such as television, internet distribution, merchandising, and live entertainment.

Market Segmentation

Revenue Source Insights:

  • T.V.: Includes revenue from anime television broadcasts.
  • Movie: Comprises income generated by theatrical anime releases.
  • Video: Covers revenue from anime video sales and rentals.
  • Internet Distribution: Involves revenue from anime distributed via online streaming platforms.
  • Merchandising: Encompasses sales of anime-related merchandise products.
  • Music: Includes income derived from anime-related music tracks and albums.
  • Pachinko: Covers revenue from anime-themed pachinko machines.
  • Live Entertainment: Involves revenue from live events related to anime.

Regional Insights:

  • Seoul Capital Area: Major regional market for anime consumption.
  • Yeongnam (Southeastern Region): Significant regional contributor.
  • Honam (Southwestern Region): Regional market with distinct consumer base.
  • Hoseo (Central Region): Important market region.
  • Others: Includes remaining regions outside the main four.

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Regional Insights

The Seoul Capital Area is the dominant region in the South Korea anime market, hosting a large share of consumer demand and contributing significantly to market growth. Other notable regions include Yeongnam, Honam, and Hoseo, each with distinct market dynamics. The report does not provide specific numerical statistics for these regions. However, the dominance of Seoul reflects its large population and status as a cultural hub, supporting widespread anime consumption and related events.

Recent Developments & News

In May 2025, CreateAI Holdings announced its entry into the South Korean market and introduced major upgrades to its AI anime video creation platform, Animon.ai. The update included Korean language support and enhanced features to improve creator accessibility and efficiency in anime production. In January 2025, Animecoin launched on South Korea’s Upbit exchange after listing on Binance, providing trading pairs with Korean Won, Bitcoin, and Tether. This initiative aimed to offer various unique anime-related materials, including games, products, and NFTs, expanding the anime digital ecosystem.

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