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Industry Research
Anime and Game Figures Industry Research Report 2026
Market perspective
The global Anime and Game Figures market was valued at US$ million in 2025 and is projected to reach US$ million by 2032, implying a CAGR of % over 2026–2032.
The North America market for Anime and Game Figures is projected to increase from US$ million in 2026 to US$ million by 2032, corresponding to a CAGR of % over 2026–2032.
The Europe market for Anime and Game Figures is projected to rise from US$ million in 2026 to US$ million by 2032, registering a CAGR of % over 2026–2032.
Read the full market overview
The Asia Pacific market for Anime and Game Figures is expected to grow from US$ million in 2026 to US$ million by 2032, at a CAGR of % over 2026–2032.
Leading global manufacturers of Anime and Game Figures include Good Smile Company, Alter, MaxFactory, Bandai, Pop Mart, Kaiyodo, Kotobukiya, Aniplex+ and HOT TOYS, among others. In 2025, the top three vendors together accounted for approximately % of global revenue.
Report Scope
This report quantifies the global Anime and Game Figures market in terms of revenue (US$ million) and, where applicable, sales volume (k units), using 2025 as the base year and providing annual historical and forecast data for 2021–2032.
It standardizes definitions of Types and Applications, harmonizes vendor attribution, and presents comparable time series by company, Type, Application, and region/country, including indicative price bands (US$/k units) and concentration ratios (CR5/CR10).
The outputs are intended to support strategy development, budgeting, and performance benchmarking for brand owners, manufacturers, retailers, channel partners, and investors; data are structured with consistent units and fields to facilitate integration into internal FP&A and BI systems.
Key Companies & Market Share Insights
This section profiles leading manufacturers, combining 2021–2025 results with a 2026–2032 outlook. It reports revenue, market share, price bands, product and application mix, regional and channel mix, and key developments (M&A, capacity additions, certifications). It also provides global revenue, average price, and—where applicable—sales volume by manufacturer, and calculates CR5/CR10 and rank changes to support comparative benchmarking.
Anime and Game Figures Market by Company
Good Smile Company
Alter
MaxFactory
Bandai
Pop Mart
Kaiyodo
Kotobukiya
Aniplex+
HOT TOYS
Hobbymax
MegaHouse
Hasbro
Beijing Lezi Tiancheng
Aofei Entertainment
Square Enix
Medicom Toy
Funko
Sega
Anime and Game Figures Segment by Type
1/4 Scale Figure
1/6 Scale Figure
1/7 Scale Figure
1/8 Scale Figure
1/10 Scale Figure
1/12 Scale Figure
Q Version/Non-Scale Figure
Anime and Game Figures Segment by Application
Online Sales
Offline Sales
Anime and Game Figures Segment by Region
North America
United States
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Spain
Netherlands
Switzerland
Sweden
Poland
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Southeast Asia
South America
Brazil
Argentina
Chile
Colombia
Middle East & Africa
Egypt
South Africa
Israel
Türkiye
GCC Countries
Key Drivers & Barriers
High-impact rendering factors and drivers have been studied in this report to aid the readers to understand the general development. Moreover, the report includes restraints and challenges that may act as stumbling blocks on the way of the players. This will assist the users to be attentive and make informed decisions related to business. Specialists have also laid their focus on the upcoming business prospects.
Reasons to Buy This Report
1. This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global Anime and Game Figures market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market.
2. This report will help stakeholders to understand the global industry status and trends of Anime and Game Figures and provides them with information on key market drivers, restraints, challenges, and opportunities.
3. This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in volume and value), competitor ecosystem, new product development, expansion, and acquisition.
4. This report stays updated with novel technology integration, features, and the latest developments in the market
5. This report helps stakeholders to gain insights into which regions to target globally
6. This report helps stakeholders to gain insights into the end-user perception concerning the adoption of Anime and Game Figures.
7. This report helps stakeholders to identify some of the key players in the market and understand their valuable contribution.
Chapter Outline
Chapter 1: Research objectives, research methods, data sources, data cross-validation;
Chapter 2: Introduces the report scope of the report, executive summary of different market segments (by region, product type, application, etc.), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 3: Detailed analysis of Anime and Game Figures manufacturers competitive landscape, price, production and value market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product production/output, value, price, gross margin, product introduction, recent development, etc.
Chapter 5: Production/output, value of Anime and Game Figures by region/country. It provides a quantitative analysis of the market size and development potential of each region in the next six years.
Chapter 6: Consumption of Anime and Game Figures in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and production of each country in the world.
Chapter 7: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 8: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 9: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 10: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 11: The main points and conclusions of the report.
More report detail
Tables and figures
Scope & coverage.
Types
- 1/4 Scale Figure
- 1/6 Scale Figure
- 1/7 Scale Figure
- 1/8 Scale Figure
- 1/10 Scale Figure
- 1/12 Scale Figure
- Q Version/Non-Scale Figure
Applications
- Online Sales
- Offline Sales
Companies covered
- Good Smile Company
- Alter
- MaxFactory
- Bandai
- Pop Mart
- Kaiyodo
- Kotobukiya
- Aniplex+
- HOT TOYS
- Hobbymax
- MegaHouse
- Hasbro
- Beijing Lezi Tiancheng
- Aofei Entertainment
- Square Enix
- Medicom Toy
- Funko
- Sega
Inside the report.
1 Preface
- 1.1 Scope of Report
- 1.2 Reasons for Doing This Study
- 1.3 Research Methodology
- 1.4 Research Process
- 1.5 Data Source
- 1.5.1 Secondary Sources
- 1.5.2 Primary Sources
2 Market Overview
- 2.1 Product Definition
- 2.2 Global Market Growth Prospects
- 2.2.1 Global Anime and Game Figures Market Size (2021-2032)
- 2.2.2 Global Anime and Game Figures Sales (2021-2032)
- 2.2.3 Global Anime and Game Figures Market Average Price (2021-2032)
- 2.3 Anime and Game Figures by Type
- 2.3.1 Market Value Comparison by Type (2021 VS 2025 VS 2032) & (US$ Million)
- 2.3.2 1/4 Scale Figure
- 2.3.3 1/6 Scale Figure
- 2.3.4 1/7 Scale Figure
- 2.3.5 1/8 Scale Figure
- 2.3.6 1/10 Scale Figure
- 2.3.7 1/12 Scale Figure
- 2.3.8 Q Version/Non-Scale Figure
- 2.4 Anime and Game Figures by Application
- 2.4.1 Market Value Comparison by Application (2021 VS 2025 VS 2032)
- 2.4.2 Online Sales
- 2.4.3 Offline Sales
3 Market Competitive Landscape by Manufacturers
- 3.1 Global Anime and Game Figures Market Competitive Situation by Manufacturers (2021 Versus 2025)
- 3.2 Global Anime and Game Figures Sales (k units) of Manufacturers (2021-2026)
- 3.3 Global Anime and Game Figures Revenue of Manufacturers (2021-2026)
- 3.4 Global Anime and Game Figures Average Price by Manufacturers (2021-2026)
- 3.5 Global Anime and Game Figures Industry Ranking, 2024 VS 2025 VS 2026
- 3.6 Global Manufacturers of Anime and Game Figures, Manufacturing Sites & Headquarters
- 3.7 Global Manufacturers of Anime and Game Figures, Product Type & Application
- 3.8 Global Manufacturers of Anime and Game Figures, Established Date
- 3.9 Global Anime and Game Figures Market CR5 and HHI
- 3.10 Global Manufacturers Mergers & Acquisition
4 Manufacturers Profiled
- 4.1 Good Smile Company
- 4.1.1 Good Smile Company Company Information
- 4.1.2 Good Smile Company Business Overview
- 4.1.3 Good Smile Company Anime and Game Figures Sales, Revenue and Gross Margin (2021-2026)
- 4.1.4 Good Smile Company Anime and Game Figures Product Portfolio
- 4.1.5 Good Smile Company Recent Developments
- 4.2 Alter
- 4.2.1 Alter Company Information
- 4.2.2 Alter Business Overview
- 4.2.3 Alter Anime and Game Figures Sales, Revenue and Gross Margin (2021-2026)
- 4.2.4 Alter Anime and Game Figures Product Portfolio
- 4.2.5 Alter Recent Developments
- 4.3 MaxFactory
- 4.3.1 MaxFactory Company Information
- 4.3.2 MaxFactory Business Overview
- 4.3.3 MaxFactory Anime and Game Figures Sales, Revenue and Gross Margin (2021-2026)
- 4.3.4 MaxFactory Anime and Game Figures Product Portfolio
- 4.3.5 MaxFactory Recent Developments
- 4.4 Bandai
- 4.4.1 Bandai Company Information
- 4.4.2 Bandai Business Overview
- 4.4.3 Bandai Anime and Game Figures Sales, Revenue and Gross Margin (2021-2026)
- 4.4.4 Bandai Anime and Game Figures Product Portfolio
- 4.4.5 Bandai Recent Developments
- 4.5 Pop Mart
- 4.5.1 Pop Mart Company Information
- 4.5.2 Pop Mart Business Overview
- 4.5.3 Pop Mart Anime and Game Figures Sales, Revenue and Gross Margin (2021-2026)
- 4.5.4 Pop Mart Anime and Game Figures Product Portfolio
- 4.5.5 Pop Mart Recent Developments
- 4.6 Kaiyodo
- 4.6.1 Kaiyodo Company Information
- 4.6.2 Kaiyodo Business Overview
- 4.6.3 Kaiyodo Anime and Game Figures Sales, Revenue and Gross Margin (2021-2026)
- 4.6.4 Kaiyodo Anime and Game Figures Product Portfolio
- 4.6.5 Kaiyodo Recent Developments
- 4.7 Kotobukiya
- 4.7.1 Kotobukiya Company Information
- 4.7.2 Kotobukiya Business Overview
- 4.7.3 Kotobukiya Anime and Game Figures Sales, Revenue and Gross Margin (2021-2026)
- 4.7.4 Kotobukiya Anime and Game Figures Product Portfolio
- 4.7.5 Kotobukiya Recent Developments
- 4.8 Aniplex+
- 4.8.1 Aniplex+ Company Information
- 4.8.2 Aniplex+ Business Overview
- 4.8.3 Aniplex+ Anime and Game Figures Sales, Revenue and Gross Margin (2021-2026)
- 4.8.4 Aniplex+ Anime and Game Figures Product Portfolio
- 4.8.5 Aniplex+ Recent Developments
- 4.9 HOT TOYS
- 4.9.1 HOT TOYS Company Information
- 4.9.2 HOT TOYS Business Overview
- 4.9.3 HOT TOYS Anime and Game Figures Sales, Revenue and Gross Margin (2021-2026)
- 4.9.4 HOT TOYS Anime and Game Figures Product Portfolio
- 4.9.5 HOT TOYS Recent Developments
- 4.10 Hobbymax
- 4.10.1 Hobbymax Company Information
- 4.10.2 Hobbymax Business Overview
- 4.10.3 Hobbymax Anime and Game Figures Sales, Revenue and Gross Margin (2021-2026)
- 4.10.4 Hobbymax Anime and Game Figures Product Portfolio
- 4.10.5 Hobbymax Recent Developments
- 4.11 MegaHouse
- 4.11.1 MegaHouse Company Information
- 4.11.2 MegaHouse Business Overview
- 4.11.3 MegaHouse Anime and Game Figures Sales, Revenue and Gross Margin (2021-2026)
- 4.11.4 MegaHouse Anime and Game Figures Product Portfolio
- 4.11.5 MegaHouse Recent Developments
- 4.12 Hasbro
- 4.12.1 Hasbro Company Information
- 4.12.2 Hasbro Business Overview
- 4.12.3 Hasbro Anime and Game Figures Sales, Revenue and Gross Margin (2021-2026)
- 4.12.4 Hasbro Anime and Game Figures Product Portfolio
- 4.12.5 Hasbro Recent Developments
- 4.13 Beijing Lezi Tiancheng
- 4.13.1 Beijing Lezi Tiancheng Company Information
- 4.13.2 Beijing Lezi Tiancheng Business Overview
- 4.13.3 Beijing Lezi Tiancheng Anime and Game Figures Sales, Revenue and Gross Margin (2021-2026)
- 4.13.4 Beijing Lezi Tiancheng Anime and Game Figures Product Portfolio
- 4.13.5 Beijing Lezi Tiancheng Recent Developments
- 4.14 Aofei Entertainment
- 4.14.1 Aofei Entertainment Company Information
- 4.14.2 Aofei Entertainment Business Overview
- 4.14.3 Aofei Entertainment Anime and Game Figures Sales, Revenue and Gross Margin (2021-2026)
- 4.14.4 Aofei Entertainment Anime and Game Figures Product Portfolio
- 4.14.5 Aofei Entertainment Recent Developments
- 4.15 Square Enix
- 4.15.1 Square Enix Company Information
- 4.15.2 Square Enix Business Overview
- 4.15.3 Square Enix Anime and Game Figures Sales, Revenue and Gross Margin (2021-2026)
- 4.15.4 Square Enix Anime and Game Figures Product Portfolio
- 4.15.5 Square Enix Recent Developments
- 4.16 Medicom Toy
- 4.16.1 Medicom Toy Company Information
- 4.16.2 Medicom Toy Business Overview
- 4.16.3 Medicom Toy Anime and Game Figures Sales, Revenue and Gross Margin (2021-2026)
- 4.16.4 Medicom Toy Anime and Game Figures Product Portfolio
- 4.16.5 Medicom Toy Recent Developments
- 4.17 Funko
- 4.17.1 Funko Company Information
- 4.17.2 Funko Business Overview
- 4.17.3 Funko Anime and Game Figures Sales, Revenue and Gross Margin (2021-2026)
- 4.17.4 Funko Anime and Game Figures Product Portfolio
- 4.17.5 Funko Recent Developments
- 4.18 Sega
- 4.18.1 Sega Company Information
- 4.18.2 Sega Business Overview
- 4.18.3 Sega Anime and Game Figures Sales, Revenue and Gross Margin (2021-2026)
- 4.18.4 Sega Anime and Game Figures Product Portfolio
- 4.18.5 Sega Recent Developments
5 Global Anime and Game Figures Market Scenario by Region
- 5.1 Global Anime and Game Figures Market Size by Region: 2021 VS 2025 VS 2032
- 5.2 Global Anime and Game Figures Sales by Region: 2021-2032
- 5.2.1 Global Anime and Game Figures Sales by Region: 2021-2026
- 5.2.2 Global Anime and Game Figures Sales by Region: 2027-2032
- 5.3 Global Anime and Game Figures Revenue by Region: 2021-2032
- 5.3.1 Global Anime and Game Figures Revenue by Region: 2021-2026
- 5.3.2 Global Anime and Game Figures Revenue by Region: 2027-2032
- 5.4 North America Anime and Game Figures Market Facts & Figures by Country
- 5.4.1 North America Anime and Game Figures Market Size by Country: 2021 VS 2025 VS 2032
- 5.4.2 North America Anime and Game Figures Sales by Country (2021-2032)
- 5.4.3 North America Anime and Game Figures Revenue by Country (2021-2032)
- 5.4.4 United States
- 5.4.5 Canada
- 5.4.6 Mexico
- 5.5 Europe Anime and Game Figures Market Facts & Figures by Country
- 5.5.1 Europe Anime and Game Figures Market Size by Country: 2021 VS 2025 VS 2032
- 5.5.2 Europe Anime and Game Figures Sales by Country (2021-2032)
- 5.5.3 Europe Anime and Game Figures Revenue by Country (2021-2032)
- 5.5.4 Germany
- 5.5.5 France
- 5.5.6 U.K.
- 5.5.7 Italy
- 5.5.8 Russia
- 5.5.9 Spain
- 5.5.10 Netherlands
- 5.5.11 Switzerland
- 5.5.12 Sweden
- 5.5.13 Poland
- 5.6 Asia Pacific Anime and Game Figures Market Facts & Figures by Country
- 5.6.1 Asia Pacific Anime and Game Figures Market Size by Country: 2021 VS 2025 VS 2032
- 5.6.2 Asia Pacific Anime and Game Figures Sales by Country (2021-2032)
- 5.6.3 Asia Pacific Anime and Game Figures Revenue by Country (2021-2032)
- 5.6.4 China
- 5.6.5 Japan
- 5.6.6 South Korea
- 5.6.7 India
- 5.6.8 Australia
- 5.6.9 Taiwan
- 5.6.10 Southeast Asia
- 5.7 South America Anime and Game Figures Market Facts & Figures by Country
- 5.7.1 South America Anime and Game Figures Market Size by Country: 2021 VS 2025 VS 2032
- 5.7.2 South America Anime and Game Figures Sales by Country (2021-2032)
- 5.7.3 South America Anime and Game Figures Revenue by Country (2021-2032)
- 5.7.4 Brazil
- 5.7.5 Argentina
- 5.7.6 Chile
- 5.7.7 Colombia
- 5.8 Middle East and Africa Anime and Game Figures Market Facts & Figures by Country
- 5.8.1 Middle East and Africa Anime and Game Figures Market Size by Country: 2021 VS 2025 VS 2032
- 5.8.2 Middle East and Africa Anime and Game Figures Sales by Country (2021-2032)
- 5.8.3 Middle East and Africa Anime and Game Figures Revenue by Country (2021-2032)
- 5.8.4 Egypt
- 5.8.5 South Africa
- 5.8.6 Israel
- 5.8.7 Türkiye
- 5.8.8 GCC Countries
6 Segment by Type
- 6.1 Global Anime and Game Figures Sales by Type (2021-2032)
- 6.1.1 Global Anime and Game Figures Sales by Type (2021-2032) & (k units)
- 6.1.2 Global Anime and Game Figures Sales Market Share by Type (2021-2032)
- 6.2 Global Anime and Game Figures Revenue by Type (2021-2032)
- 6.2.1 Global Anime and Game Figures Sales by Type (2021-2032) & (US$ Million)
- 6.2.2 Global Anime and Game Figures Revenue Market Share by Type (2021-2032)
- 6.3 Global Anime and Game Figures Price by Type (2021-2032)
7 Segment by Application
- 7.1 Global Anime and Game Figures Sales by Application (2021-2032)
- 7.1.1 Global Anime and Game Figures Sales by Application (2021-2032) & (k units)
- 7.1.2 Global Anime and Game Figures Sales Market Share by Application (2021-2032)
- 7.2 Global Anime and Game Figures Revenue by Application (2021-2032)
- 7.2.1 Global Anime and Game Figures Sales by Application (2021-2032) & (US$ Million)
- 7.2.2 Global Anime and Game Figures Revenue Market Share by Application (2021-2032)
- 7.3 Global Anime and Game Figures Price by Application (2021-2032)
8 Value Chain and Sales Channels Analysis of the Market
- 8.1 Anime and Game Figures Value Chain Analysis
- 8.1.1 Anime and Game Figures Key Raw Materials
- 8.1.2 Raw Materials Key Suppliers
- 8.1.3 Anime and Game Figures Production Mode & Process
- 8.2 Anime and Game Figures Sales Channels Analysis
- 8.2.1 Direct Comparison with Distribution Share
- 8.2.2 Anime and Game Figures Distributors
- 8.2.3 Anime and Game Figures Customers
9 Global Anime and Game Figures Analyzing Market Dynamics
- 9.1 Anime and Game Figures Industry Trends
- 9.2 Anime and Game Figures Industry Drivers
- 9.3 Anime and Game Figures Industry Opportunities and Challenges
- 9.4 Anime and Game Figures Industry Restraints
10 Report Conclusion
11 Disclaimer
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