Report Thumbnail
Product Code LP09131165286E
Published Date 2026/7/15
English100 PagesGlobal

Global Anime & Video Game Collectible Figures Market Growth 2026-2032 ‐ ConsumerGoods / Retail Market


Report Thumbnail
Product Code LP09131165286E
Published Date 2026/7/15
English 100 PagesGlobal

Global Anime & Video Game Collectible Figures Market Growth 2026-2032 ‐ ConsumerGoods / Retail Market



Abstract

This report provides a comprehensive analysis of the global anime and video game collectible figures market, projecting significant growth through 2032. It examines a diverse product landscape ranging from entry-level prize figures to premium resin statues, driven by increasing adult consumer demand and the global expansion of IP-based fandom. The study evaluates key market dynamics across various IP sources and materials, highlighting the structural importance of Japanese IP leadership and the evolving manufacturing capabilities of Chinese suppliers.

Related Questions

US$ 6212 million in 2025; US$ 10339 million in 2032

7.4% (2026 to 2032)

Bandai Spirits Co., Ltd., Good Smile Company, Inc., POP MART INTERNATIONAL GROUP LIMITED, 52TOYS, JoyToy, Queen Studios, ThreeA, Mattel, Inc., Hasbro, Inc., Spin Master Corp., Mondo, Kotobukiya Co., Ltd., MegaHouse Corporation, Kaiyodo Co., Ltd., ALTER Co., Ltd., Max Factory Inc., FuRyu Corporation, Taito Corporation, SEGA FAVE CORPORATION, Square Enix Co., Ltd., Prime 1 Studio Co., Ltd., KADOKAWA CORPORATION, Aniplex Inc., Medicos Entertainment Co., Ltd., P.M. Office A Co., Ltd. / PLUM, Wave Corporation, BellFine Co., Ltd., ques Q, Union Creative International Ltd., Phat! Company, Flare Co., Ltd., Hobby, Bushiroad Creative Inc., Sentinel Co., Ltd., Shanghai Apex Culture Technology Development Co., Ltd. / APEX-TOYS, MYETHOS LIMITED, Hobby Max, AniMester, Snail Shell Studio, RIBOSE, Reverse Studio, CCSTOYS, Hot Toys Limited, threezero, Storm Collectibles, Beast Kingdom Co., Ltd., XM Studios Pte Ltd, Mighty Jaxx International Pte. Ltd., Blitzway Co., Ltd., 5PRO Studio, Funko, Inc., Sideshow Collectibles, Dark Horse Direct, NECA, McFarlane Toys, JAKKS Pacific, Inc., Jazwares, LLC, Super7, Youtooz, PureArts Limited, PCS Collectibles, Diamond Select Toys, First 4 Figures Ltd., Tsume SA, Oniri Créations, Numskull Designs, Gaming Heads, Figurama Collectors, Wētā Workshop, Iron Studios

global circulation of anime content, long-cycle video game operations, character-based monetisation


Summary

Market Overview

The global Anime & Video Game Collectible Figures market is projected to grow from US$ 6,212 million in 2025 to US$ 10,339 million in 2032, representing a compound annual growth rate (CAGR) of 7.4% from 2026 to 2032.

Product Definition and Scope

Definition: Anime & Video Game Collectible Figures are physical character-based collectibles developed around anime, manga, video games, VTubers, virtual talent, and adjacent two-dimensional IP franchises.

Category Coverage: The category primarily encompasses:

  • Pre-painted scale figures
  • PVC/ABS figures
  • Articulated action figures
  • Resin statues
  • Vinyl or sofubi character figures
  • Prize figures
  • Chibi collectibles
  • Limited-edition premium statues

Research Focus: This research prioritizes commercially supplied, IP-based physical collectible figures with clear anime, manga, game, or virtual-character relevance. It focuses on real manufacturers, figure brands, licensed product suppliers, and recurring OEM/ODM production entities.

Value Drivers and Pricing Structure

Value Determinants: Collectors value these products based on:

  • Character fidelity and sculpting quality
  • Paint application and material finish
  • Articulation design and accessories
  • Licensing authenticity and edition scarcity
  • Display appeal

Pricing Assessment Methods: Prices are typically assessed via official suggested retail prices, official pre-order prices, brand-operated store prices, authorized hobby retail prices, and mainstream cross-border e-commerce prices.

Price Stratification:

  • Entry-level: Prize figures and small chibi collectibles (approx. USD 10–40).
  • Mainstream: Articulated figures and small-to-mid-sized character figures (approx. USD 40–120).
  • Standard: Pre-painted scale figures (approx. USD 80–250).
  • Mid-to-High Tier: Sixth-scale collectible figures and high-specification articulated figures (approx. USD 150–400).
  • Premium: Resin statues, limited diorama statues, and large-format video game character statues (approx. USD 300–1,500).
  • Ultra-Premium: Selected large-scale, low-edition, or highly complex licensed products (exceeding USD 2,000).

Market Dynamics and Strategic Analysis

Market Nature: The sector should not be viewed as a conventional toy-manufacturing segment, but as a specialized commercial mechanism converting IP ownership, fandom engagement, precision manufacturing, and collectible value into physical products. It operates at the intersection of the content industry, licensed merchandise, hobby retail, and adult collectible consumption.

Growth Drivers:

  • Transition from traditional children's toy demand toward adult collector purchasing power.
  • Global circulation of anime content and long-cycle video game operations.
  • Character-based monetization and social-media display culture.
  • The broader "Kidult" demand and the recovery of the pop culture collectibles market.

Supply-Side Landscape:

  • Japan: Remains the structural center of gravity due to deep IP access, product-planning discipline, sculpting ecosystems, and established retail channels. Examples include Bandai Namco (noted for diversified IP portfolios) and Good Smile Company (noted for recurring product systems like Nendoroid and figma).
  • Mainland China and Hong Kong: Undergoing structural repositioning from manufacturing subcontractors to entities involved in original planning, licensed product development, branded exports, and higher-specification finished collectibles.

Competitive Logic & Category Nuance: Revenue from large toy groups or IP operators often includes non-core categories (plush toys, blind boxes, model kits, trading cards, apparel, etc.). For example, POP MART's 2025 data showed plush products as their largest revenue contributor (RMB 18.71 billion, 50.4% share), necessitating strict category-level adjustments for accurate market modeling. This report distinguishes between the "broad relevant supplier universe" and the "core formal list" used for market sizing.

Demand-Side Trends:

  • Core Collectors: Focus on fidelity, sculpting, paint consistency, proportional accuracy, and scarcity.
  • Younger Consumers: Use figures for room decoration, personal identity, and social-media display.
  • Premium Segment: Highly sensitive to edition size, license authenticity, and long-term collectible value.
  • Market Structure: A stratified model where accessible products drive user acquisition, higher-spec figures sustain the core base, and premium statues provide brand elevation and margin elasticity.

Risks and Future Outlook

Sustainable Competition Requirements: Success requires a combination of licensing capability, product-planning judgment, supply-chain execution, global distribution, and collector-community management.

Key Risks:

  • IP heat-cycle volatility and rising licensing costs.
  • Consumer budget pressures.
  • Delivery delays and inventory mismatch.
  • Counterfeit products.
  • Environmental-compliance requirements.

Regional Competitive Outlook:

  • Japan: Continued dominance in IP planning and brand systems.
  • China/Hong Kong: Increasing influence via manufacturing depth and domestic brands.
  • North America/Europe: Selective competition in video game statues, licensed action figures, and premium collectibles.

Market Segmentation

By IP Source

  • Anime & Manga IP
  • Video Game IP
  • VTuber / Virtual Talent IP
  • Other / Mixed IP

By Material & Process

  • PVC/ABS Pre-painted
  • Resin / Polystone
  • Vinyl / Sofubi
  • Mixed Media

By Channel

  • Hobby Retail & E-commerce
  • Arcade / Prize Channel
  • Official IP Store / Direct-to-Fan
  • Conventions & Limited Events

By Application

  • Scale Figures
  • Articulated Action Figures
  • Premium Statues
  • Prize & Entry Collectibles

By Geography

  • Americas: United States, Canada, Mexico, Brazil
  • APAC: China, Japan, Korea, Southeast Asia, India, Australia
  • Europe: Germany, France, UK, Italy, Russia
  • Middle East & Africa: Egypt, South Africa, Israel, Turkey, GCC Countries

Key Players

  • Bandai Spirits Co., Ltd.
  • Good Smile Company, Inc.
  • POP MART INTERNATIONAL GROUP LIMITED
  • 52TOYS
  • JoyToy
  • Queen Studios
  • ThreeA
  • Mattel, Inc.
  • Hasbro, Inc.
  • Spin Master Corp.
  • Mondo
  • Kotobukiya Co., Ltd.
  • MegaHouse Corporation
  • Kaiyodo Co., Ltd.
  • ALTER Co., Ltd.
  • Max Factory Inc.
  • FuRyu Corporation
  • Taito Corporation
  • SEGA FAVE CORPORATION
  • Square Enix Co., Ltd.
  • Prime 1 Studio Co., Ltd.
  • KADOKAWA CORPORATION
  • Aniplex Inc.
  • Medicos Entertainment Co., Ltd.
  • P.M. Office A Co., Ltd. / PLUM
  • Wave Corporation
  • BellFine Co., Ltd.
  • ques Q
  • Union Creative International Ltd.
  • Phat! Company
  • Flare Co., Ltd.
  • Hobby
  • Bushiroad Creative Inc.
  • Sentinel Co., Ltd.
  • Shanghai Apex Culture Technology Development Co., Ltd. / APEX-TOYS
  • MYETHOS LIMITED
  • Hobby Max
  • AniMester
  • Snail Shell Studio
  • RIBOSE
  • Reverse Studio
  • CCSTOYS
  • Hot Toys Limited
  • threezero
  • Storm Collectibles
  • Beast Kingdom Co., Ltd.
  • XM Studios Pte Ltd
  • Mighty Jaxx International Pte. Ltd.
  • Blitzway Co., Ltd.
  • 5PRO Studio
  • Funko, Inc.
  • Sideshow Collectibles
  • Dark Horse Direct
  • NECA
  • McFarlane Toys
  • JAKKS Pacific, Inc.
  • Jazwares, LLC
  • Super7
  • Youtooz
  • PureArts Limited
  • PCS Collectibles
  • Diamond Select Toys
  • First 4 Figures Ltd.
  • Tsume SA
  • Oniri Créations
  • Numskull Designs
  • Gaming Heads
  • Figurama Collectors
  • Wētā Workshop
  • Iron Studios

Report Information

Source: LP Information, Inc. (LPI) Report Title: Anime & Video Game Collectible Figures Industry Forecast Scope: Provides a comprehensive analysis of past sales and reviews total world sales in 2025, with projected sales analysis for 2026 through 2032. The report includes detailed breakdowns by region, market sector, sub-sector, IP source, application, and geography, presented in US$ millions.

Key Questions Addressed:

  • What is the 10-year outlook for the global Anime & Video Game Collectible Figures market?
  • What factors are driving Anime & Video Game Collectible Figures market growth, globally and by region?
  • Which technologies are poised for the fastest growth by market and region?
  • How do Anime & Video Game Collectible Figures market opportunities vary by end market size?
  • How does Anime & Video Game Collectible Figures break out by IP Source, by Application?

Table of Contents

  • 1 Scope of the Report

    • 1.1 Market Introduction
    • 1.2 Years Considered
    • 1.3 Research Objectives
    • 1.4 Market Research Methodology
    • 1.5 Research Process and Data Source
    • 1.6 Economic Indicators
    • 1.7 Currency Considered
    • 1.8 Market Estimation Caveats
  • 2 Executive Summary

    • 2.1 World Market Overview
      • 2.1.1 Global Anime & Video Game Collectible Figures Annual Sales 2021-2032
      • 2.1.2 World Current & Future Analysis for Anime & Video Game Collectible Figures by Geographic Region, 2021, 2025 & 2032
      • 2.1.3 World Current & Future Analysis for Anime & Video Game Collectible Figures by Country/Region, 2021, 2025 & 2032
    • 2.2 Anime & Video Game Collectible Figures Segment by IP Source
      • 2.2.1 Anime & Manga IP
      • 2.2.2 Video Game IP
      • 2.2.3 VTuber / Virtual Talent IP
      • 2.2.4 Other / Mixed IP
      • 2.2.5 Anime & Video Game Collectible Figures Sales by IP Source
        • 2.2.5.1 Global Anime & Video Game Collectible Figures Sales Market Share by IP Source (2021-2026)
        • 2.2.5.2 Global Anime & Video Game Collectible Figures Revenue and Market Share by IP Source (2021-2026)
        • 2.2.5.3 Global Anime & Video Game Collectible Figures Sale Price by IP Source (2021-2026)
    • 2.3 Anime & Video Game Collectible Figures Segment By Material & Process
      • 2.3.1 PVC/ABS Pre-painted
      • 2.3.2 Resin / Polystone
      • 2.3.3 Vinyl / Sofubi
      • 2.3.4 Mixed Media
      • 2.3.5 Anime & Video Game Collectible Figures Sales By Material & Process
        • 2.3.5.1 Global Anime & Video Game Collectible Figures Sales Market Share By Material & Process (2021-2026)
        • 2.3.5.2 Global Anime & Video Game Collectible Figures Revenue and Market Share By Material & Process (2021-2026)
        • 2.3.5.3 Global Anime & Video Game Collectible Figures Sale Price By Material & Process (2021-2026)
    • 2.4 Anime & Video Game Collectible Figures Segment By Channel
      • 2.4.1 Hobby Retail & E-commerce
      • 2.4.2 Arcade / Prize Channel
      • 2.4.3 Official IP Store / Direct-to-Fan
      • 2.4.4 Conventions & Limited Events
      • 2.4.5 Anime & Video Game Collectible Figures Sales By Channel
        • 2.4.5.1 Global Anime & Video Game Collectible Figures Sales Market Share By Channel (2021-2026)
        • 2.4.5.2 Global Anime & Video Game Collectible Figures Revenue and Market Share By Channel (2021-2026)
        • 2.4.5.3 Global Anime & Video Game Collectible Figures Sale Price By Channel (2021-2026)
    • 2.5 Anime & Video Game Collectible Figures Segment by Application
      • 2.5.1 Scale Figures
      • 2.5.2 Articulated Action Figures
      • 2.5.3 Premium Statues
      • 2.5.4 Prize & Entry Collectibles
      • 2.5.5 Anime & Video Game Collectible Figures Sales by Application
        • 2.5.5.1 Global Anime & Video Game Collectible Figures Sale Market Share by Application (2021-2026)
        • 2.5.5.2 Global Anime & Video Game Collectible Figures Revenue and Market Share by Application (2021-2026)
        • 2.5.5.3 Global Anime & Video Game Collectible Figures Sale Price by Application (2021-2026)
  • 3 Global by Company

    • 3.1 Global Anime & Video Game Collectible Figures Breakdown Data by Company
      • 3.1.1 Global Anime & Video Game Collectible Figures Annual Sales by Company (2021-2026)
      • 3.1.2 Global Anime & Video Game Collectible Figures Sales Market Share by Company (2021-2026)
    • 3.2 Global Anime & Video Game Collectible Figures Annual Revenue by Company (2021-2026)
      • 3.2.1 Global Anime & Video Game Collectible Figures Revenue by Company (2021-2026)
      • 3.2.2 Global Anime & Video Game Collectible Figures Revenue Market Share by Company (2021-2026)
    • 3.3 Global Anime & Video Game Collectible Figures Sale Price by Company
    • 3.4 Key Manufacturers Anime & Video Game Collectible Figures Producing Area Distribution, Sales Area, Product Type
      • 3.4.1 Key Manufacturers Anime & Video Game Collectible Figures Product Location Distribution
      • 3.4.2 Players Anime & Video Game Collectible Figures Products Offered
    • 3.5 Market Concentration Rate Analysis
      • 3.5.1 Competition Landscape Analysis
      • 3.5.2 Concentration Ratio (CR3, CR5 and CR10) & (2024-2026)
    • 3.6 New Products and Potential Entrants
    • 3.7 Market M&A Activity & Strategy
  • 4 World Historic Review for Anime & Video Game Collectible Figures by Geographic Region

    • 4.1 World Historic Anime & Video Game Collectible Figures Market Size by Geographic Region (2021-2026)
      • 4.1.1 Global Anime & Video Game Collectible Figures Annual Sales by Geographic Region (2021-2026)
      • 4.1.2 Global Anime & Video Game Collectible Figures Annual Revenue by Geographic Region (2021-2026)
    • 4.2 World Historic Anime & Video Game Collectible Figures Market Size by Country/Region (2021-2026)
      • 4.2.1 Global Anime & Video Game Collectible Figures Annual Sales by Country/Region (2021-2026)
      • 4.2.2 Global Anime & Video Game Collectible Figures Annual Revenue by Country/Region (2021-2026)
    • 4.3 Americas Anime & Video Game Collectible Figures Sales Growth
    • 4.4 APAC Anime & Video Game Collectible Figures Sales Growth
    • 4.5 Europe Anime & Video Game Collectible Figures Sales Growth
    • 4.6 Middle East & Africa Anime & Video Game Collectible Figures Sales Growth
  • 5 Americas

    • 5.1 Americas Anime & Video Game Collectible Figures Sales by Country
      • 5.1.1 Americas Anime & Video Game Collectible Figures Sales by Country (2021-2026)
      • 5.1.2 Americas Anime & Video Game Collectible Figures Revenue by Country (2021-2026)
    • 5.2 Americas Anime & Video Game Collectible Figures Sales by IP Source (2021-2026)
    • 5.3 Americas Anime & Video Game Collectible Figures Sales by Application (2021-2026)
    • 5.4 United States
    • 5.5 Canada
    • 5.6 Mexico
    • 5.7 Brazil
  • 6 APAC

    • 6.1 APAC Anime & Video Game Collectible Figures Sales by Region
      • 6.1.1 APAC Anime & Video Game Collectible Figures Sales by Region (2021-2026)
      • 6.1.2 APAC Anime & Video Game Collectible Figures Revenue by Region (2021-2026)
    • 6.2 APAC Anime & Video Game Collectible Figures Sales by IP Source (2021-2026)
    • 6.3 APAC Anime & Video Game Collectible Figures Sales by Application (2021-2026)
    • 6.4 China
    • 6.5 Japan
    • 6.6 South Korea
    • 6.7 Southeast Asia
    • 6.8 India
    • 6.9 Australia
    • 6.10 China Taiwan
  • 7 Europe

    • 7.1 Europe Anime & Video Game Collectible Figures by Country
      • 7.1.1 Europe Anime & Video Game Collectible Figures Sales by Country (2021-2026)
      • 7.1.2 Europe Anime & Video Game Collectible Figures Revenue by Country (2021-2026)
    • 7.2 Europe Anime & Video Game Collectible Figures Sales by IP Source (2021-2026)
    • 7.3 Europe Anime & Video Game Collectible Figures Sales by Application (2021-2026)
    • 7.4 Germany
    • 7.5 France
    • 7.6 UK
    • 7.7 Italy
    • 7.8 Russia
  • 8 Middle East & Africa

    • 8.1 Middle East & Africa Anime & Video Game Collectible Figures by Country
      • 8.1.1 Middle East & Africa Anime & Video Game Collectible Figures Sales by Country (2021-2026)
      • 8.1.2 Middle East & Africa Anime & Video Game Collectible Figures Revenue by Country (2021-2026)
    • 8.2 Middle East & Africa Anime & Video Game Collectible Figures Sales by IP Source (2021-2026)
    • 8.3 Middle East & Africa Anime & Video Game Collectible Figures Sales by Application (2021-2026)
    • 8.4 Egypt
    • 8.5 South Africa
    • 8.6 Israel
    • 8.7 Turkey
    • 8.8 GCC Countries
  • 9 Market Drivers, Challenges and Trends

    • 9.1 Market Drivers & Growth Opportunities
    • 9.2 Market Challenges & Risks
    • 9.3 Industry Trends
  • 10 Manufacturing Cost Structure Analysis

    • 10.1 Raw Material and Suppliers
    • 10.2 Manufacturing Cost Structure Analysis of Anime & Video Game Collectible Figures
    • 10.3 Manufacturing Process Analysis of Anime & Video Game Collectible Figures
    • 10.4 Industry Chain Structure of Anime & Video Game Collectible Figures
  • 11 Marketing, Distributors and Customer

    • 11.1 Sales Channel
      • 11.1.1 Direct Channels
      • 11.1.2 Indirect Channels
    • 11.2 Anime & Video Game Collectible Figures Distributors
    • 11.3 Anime & Video Game Collectible Figures Customer
  • 12 World Forecast Review for Anime & Video Game Collectible Figures by Geographic Region

    • 12.1 Global Anime & Video Game Collectible Figures Market Size Forecast by Region
      • 12.1.1 Global Anime & Video Game Collectible Figures Forecast by Region (2027-2032)
      • 12.1.2 Global Anime & Video Game Collectible Figures Annual Revenue Forecast by Region (2027-2032)
    • 12.2 Americas Forecast by Country (2027-2032)
    • 12.3 APAC Forecast by Region (2027-2032)
    • 12.4 Europe Forecast by Country (2027-2032)
    • 12.5 Middle East & Africa Forecast by Country (2027-2032)
    • 12.6 Global Anime & Video Game Collectible Figures Forecast by IP Source (2027-2032)
    • 12.7 Global Anime & Video Game Collectible Figures Forecast by Application (2027-2032)
  • 13 Key Players Analysis

    • 13.1 Bandai Spirits Co., Ltd.
      • 13.1.1 Bandai Spirits Co., Ltd. Company Information
      • 13.1.2 Bandai Spirits Co., Ltd. Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.1.3 Bandai Spirits Co., Ltd. Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.1.4 Bandai Spirits Co., Ltd. Main Business Overview
      • 13.1.5 Bandai Spirits Co., Ltd. Latest Developments
    • 13.2 Good Smile Company, Inc.
      • 13.2.1 Good Smile Company, Inc. Company Information
      • 13.2.2 Good Smile Company, Inc. Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.2.3 Good Smile Company, Inc. Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.2.4 Good Smile Company, Inc. Main Business Overview
      • 13.2.5 Good Smile Company, Inc. Latest Developments
    • 13.3 POP MART INTERNATIONAL GROUP LIMITED
      • 13.3.1 POP MART INTERNATIONAL GROUP LIMITED Company Information
      • 13.3.2 POP MART INTERNATIONAL GROUP LIMITED Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.3.3 POP MART INTERNATIONAL GROUP LIMITED Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.3.4 POP MART INTERNATIONAL GROUP LIMITED Main Business Overview
      • 13.3.5 POP MART INTERNATIONAL GROUP LIMITED Latest Developments
    • 13.4 52TOYS
      • 13.4.1 52TOYS Company Information
      • 13.4.2 52TOYS Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.4.3 52TOYS Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.4.4 52TOYS Main Business Overview
      • 13.4.5 52TOYS Latest Developments
    • 13.5 JoyToy
      • 13.5.1 JoyToy Company Information
      • 13.5.2 JoyToy Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.5.3 JoyToy Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.5.4 JoyToy Main Business Overview
      • 13.5.5 JoyToy Latest Developments
    • 13.6 Queen Studios
      • 13.6.1 Queen Studios Company Information
      • 13.6.2 Queen Studios Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.6.3 Queen Studios Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.6.4 Queen Studios Main Business Overview
      • 13.6.5 Queen Studios Latest Developments
    • 13.7 ThreeA
      • 13.7.1 ThreeA Company Information
      • 13.7.2 ThreeA Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.7.3 ThreeA Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.7.4 ThreeA Main Business Overview
      • 13.7.5 ThreeA Latest Developments
    • 13.8 Mattel, Inc.
      • 13.8.1 Mattel, Inc. Company Information
      • 13.8.2 Mattel, Inc. Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.8.3 Mattel, Inc. Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.8.4 Mattel, Inc. Main Business Overview
      • 13.8.5 Mattel, Inc. Latest Developments
    • 13.9 Hasbro, Inc.
      • 13.9.1 Hasbro, Inc. Company Information
      • 13.9.2 Hasbro, Inc. Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.9.3 Hasbro, Inc. Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.9.4 Hasbro, Inc. Main Business Overview
      • 13.9.5 Hasbro, Inc. Latest Developments
    • 13.10 Spin Master Corp.
      • 13.10.1 Spin Master Corp. Company Information
      • 13.10.2 Spin Master Corp. Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.10.3 Spin Master Corp. Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.10.4 Spin Master Corp. Main Business Overview
      • 13.10.5 Spin Master Corp. Latest Developments
    • 13.11 Mondo
      • 13.11.1 Mondo Company Information
      • 13.11.2 Mondo Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.11.3 Mondo Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.11.4 Mondo Main Business Overview
      • 13.11.5 Mondo Latest Developments
    • 13.12 Kotobukiya Co., Ltd.
      • 13.12.1 Kotobukiya Co., Ltd. Company Information
      • 13.12.2 Kotobukiya Co., Ltd. Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.12.3 Kotobukiya Co., Ltd. Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.12.4 Kotobukiya Co., Ltd. Main Business Overview
      • 13.12.5 Kotobukiya Co., Ltd. Latest Developments
    • 13.13 MegaHouse Corporation
      • 13.13.1 MegaHouse Corporation Company Information
      • 13.13.2 MegaHouse Corporation Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.13.3 MegaHouse Corporation Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.13.4 MegaHouse Corporation Main Business Overview
      • 13.13.5 MegaHouse Corporation Latest Developments
    • 13.14 Kaiyodo Co., Ltd.
      • 13.14.1 Kaiyodo Co., Ltd. Company Information
      • 13.14.2 Kaiyodo Co., Ltd. Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.14.3 Kaiyodo Co., Ltd. Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.14.4 Kaiyodo Co., Ltd. Main Business Overview
      • 13.14.5 Kaiyodo Co., Ltd. Latest Developments
    • 13.15 ALTER Co., Ltd.
      • 13.15.1 ALTER Co., Ltd. Company Information
      • 13.15.2 ALTER Co., Ltd. Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.15.3 ALTER Co., Ltd. Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.15.4 ALTER Co., Ltd. Main Business Overview
      • 13.15.5 ALTER Co., Ltd. Latest Developments
    • 13.16 Max Factory Inc.
      • 13.16.1 Max Factory Inc. Company Information
      • 13.16.2 Max Factory Inc. Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.16.3 Max Factory Inc. Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.16.4 Max Factory Inc. Main Business Overview
      • 13.16.5 Max Factory Inc. Latest Developments
    • 13.17 FuRyu Corporation
      • 13.17.1 FuRyu Corporation Company Information
      • 13.17.2 FuRyu Corporation Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.17.3 FuRyu Corporation Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.17.4 FuRyu Corporation Main Business Overview
      • 13.17.5 FuRyu Corporation Latest Developments
    • 13.18 Taito Corporation
      • 13.18.1 Taito Corporation Company Information
      • 13.18.2 Taito Corporation Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.18.3 Taito Corporation Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.18.4 Taito Corporation Main Business Overview
      • 13.18.5 Taito Corporation Latest Developments
    • 13.19 SEGA FAVE CORPORATION
      • 13.19.1 SEGA FAVE CORPORATION Company Information
      • 13.19.2 SEGA FAVE CORPORATION Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.19.3 SEGA FAVE CORPORATION Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.19.4 SEGA FAVE CORPORATION Main Business Overview
      • 13.19.5 SEGA FAVE CORPORATION Latest Developments
    • 13.20 Square Enix Co., Ltd.
      • 13.20.1 Square Enix Co., Ltd. Company Information
      • 13.20.2 Square Enix Co., Ltd. Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.20.3 Square Enix Co., Ltd. Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.20.4 Square Enix Co., Ltd. Main Business Overview
      • 13.20.5 Square Enix Co., Ltd. Latest Developments
    • 13.21 Prime 1 Studio Co., Ltd.
      • 13.21.1 Prime 1 Studio Co., Ltd. Company Information
      • 13.21.2 Prime 1 Studio Co., Ltd. Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.21.3 Prime 1 Studio Co., Ltd. Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.21.4 Prime 1 Studio Co., Ltd. Main Business Overview
      • 13.21.5 Prime 1 Studio Co., Ltd. Latest Developments
    • 13.22 KADOKAWA CORPORATION
      • 13.22.1 KADOKAWA CORPORATION Company Information
      • 13.22.2 KADOKAWA CORPORATION Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.22.3 KADOKAWA CORPORATION Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.22.4 KADOKAWA CORPORATION Main Business Overview
      • 13.22.5 KADOKAWA CORPORATION Latest Developments
    • 13.23 Aniplex Inc.
      • 13.23.1 Aniplex Inc. Company Information
      • 13.23.2 Aniplex Inc. Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.23.3 Aniplex Inc. Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.23.4 Aniplex Inc. Main Business Overview
      • 13.23.5 Aniplex Inc. Latest Developments
    • 13.24 Medicos Entertainment Co., Ltd.
      • 13.24.1 Medicos Entertainment Co., Ltd. Company Information
      • 13.24.2 Medicos Entertainment Co., Ltd. Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.24.3 Medicos Entertainment Co., Ltd. Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.24.4 Medicos Entertainment Co., Ltd. Main Business Overview
      • 13.24.5 Medicos Entertainment Co., Ltd. Latest Developments
    • 13.25 P.M. Office A Co., Ltd. / PLUM
      • 13.25.1 P.M. Office A Co., Ltd. / PLUM Company Information
      • 13.25.2 P.M. Office A Co., Ltd. / PLUM Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.25.3 P.M. Office A Co., Ltd. / PLUM Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.25.4 P.M. Office A Co., Ltd. / PLUM Main Business Overview
      • 13.25.5 P.M. Office A Co., Ltd. / PLUM Latest Developments
    • 13.26 Wave Corporation
      • 13.26.1 Wave Corporation Company Information
      • 13.26.2 Wave Corporation Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.26.3 Wave Corporation Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.26.4 Wave Corporation Main Business Overview
      • 13.26.5 Wave Corporation Latest Developments
    • 13.27 BellFine Co., Ltd.
      • 13.27.1 BellFine Co., Ltd. Company Information
      • 13.27.2 BellFine Co., Ltd. Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.27.3 BellFine Co., Ltd. Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.27.4 BellFine Co., Ltd. Main Business Overview
      • 13.27.5 BellFine Co., Ltd. Latest Developments
    • 13.28 ques Q
      • 13.28.1 ques Q Company Information
      • 13.28.2 ques Q Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.28.3 ques Q Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.28.4 ques Q Main Business Overview
      • 13.28.5 ques Q Latest Developments
    • 13.29 Union Creative International Ltd.
      • 13.29.1 Union Creative International Ltd. Company Information
      • 13.29.2 Union Creative International Ltd. Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.29.3 Union Creative International Ltd. Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.29.4 Union Creative International Ltd. Main Business Overview
      • 13.29.5 Union Creative International Ltd. Latest Developments
    • 13.30 Phat! Company
      • 13.30.1 Phat! Company Company Information
      • 13.30.2 Phat! Company Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.30.3 Phat! Company Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.30.4 Phat! Company Main Business Overview
      • 13.30.5 Phat! Company Latest Developments
    • 13.31 Flare Co., Ltd.
      • 13.31.1 Flare Co., Ltd. Company Information
      • 13.31.2 Flare Co., Ltd. Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.31.3 Flare Co., Ltd. Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.31.4 Flare Co., Ltd. Main Business Overview
      • 13.31.5 Flare Co., Ltd. Latest Developments
    • 13.32 Hobby
      • 13.32.1 Hobby Company Information
      • 13.32.2 Hobby Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.32.3 Hobby Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.32.4 Hobby Main Business Overview
      • 13.32.5 Hobby Latest Developments
    • 13.33 Bushiroad Creative Inc.
      • 13.33.1 Bushiroad Creative Inc. Company Information
      • 13.33.2 Bushiroad Creative Inc. Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.33.3 Bushiroad Creative Inc. Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.33.4 Bushiroad Creative Inc. Main Business Overview
      • 13.33.5 Bushiroad Creative Inc. Latest Developments
    • 13.34 Sentinel Co., Ltd.
      • 13.34.1 Sentinel Co., Ltd. Company Information
      • 13.34.2 Sentinel Co., Ltd. Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.34.3 Sentinel Co., Ltd. Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.34.4 Sentinel Co., Ltd. Main Business Overview
      • 13.34.5 Sentinel Co., Ltd. Latest Developments
    • 13.35 Shanghai Apex Culture Technology Development Co., Ltd. / APEX-TOYS
      • 13.35.1 Shanghai Apex Culture Technology Development Co., Ltd. / APEX-TOYS Company Information
      • 13.35.2 Shanghai Apex Culture Technology Development Co., Ltd. / APEX-TOYS Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.35.3 Shanghai Apex Culture Technology Development Co., Ltd. / APEX-TOYS Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.35.4 Shanghai Apex Culture Technology Development Co., Ltd. / APEX-TOYS Main Business Overview
      • 13.35.5 Shanghai Apex Culture Technology Development Co., Ltd. / APEX-TOYS Latest Developments
    • 13.36 MYETHOS LIMITED
      • 13.36.1 MYETHOS LIMITED Company Information
      • 13.36.2 MYETHOS LIMITED Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.36.3 MYETHOS LIMITED Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.36.4 MYETHOS LIMITED Main Business Overview
      • 13.36.5 MYETHOS LIMITED Latest Developments
    • 13.37 Hobby Max
      • 13.37.1 Hobby Max Company Information
      • 13.37.2 Hobby Max Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.37.3 Hobby Max Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.37.4 Hobby Max Main Business Overview
      • 13.37.5 Hobby Max Latest Developments
    • 13.38 AniMester
      • 13.38.1 AniMester Company Information
      • 13.38.2 AniMester Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.38.3 AniMester Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.38.4 AniMester Main Business Overview
      • 13.38.5 AniMester Latest Developments
    • 13.39 Snail Shell Studio
      • 13.39.1 Snail Shell Studio Company Information
      • 13.39.2 Snail Shell Studio Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.39.3 Snail Shell Studio Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.39.4 Snail Shell Studio Main Business Overview
      • 13.39.5 Snail Shell Studio Latest Developments
    • 13.40 RIBOSE
      • 13.40.1 RIBOSE Company Information
      • 13.40.2 RIBOSE Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.40.3 RIBOSE Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.40.4 RIBOSE Main Business Overview
      • 13.40.5 RIBOSE Latest Developments
    • 13.41 Reverse Studio
      • 13.41.1 Reverse Studio Company Information
      • 13.41.2 Reverse Studio Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.41.3 Reverse Studio Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.41.4 Reverse Studio Main Business Overview
      • 13.41.5 Reverse Studio Latest Developments
    • 13.42 CCSTOYS
      • 13.42.1 CCSTOYS Company Information
      • 13.42.2 CCSTOYS Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.42.3 CCSTOYS Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.42.4 CCSTOYS Main Business Overview
      • 13.42.5 CCSTOYS Latest Developments
    • 13.43 Hot Toys Limited
      • 13.43.1 Hot Toys Limited Company Information
      • 13.43.2 Hot Toys Limited Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.43.3 Hot Toys Limited Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.43.4 Hot Toys Limited Main Business Overview
      • 13.43.5 Hot Toys Limited Latest Developments
    • 13.44 threezero
      • 13.44.1 threezero Company Information
      • 13.44.2 threezero Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.44.3 threezero Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.44.4 threezero Main Business Overview
      • 13.44.5 threezero Latest Developments
    • 13.45 Storm Collectibles
      • 13.45.1 Storm Collectibles Company Information
      • 13.45.2 Storm Collectibles Anime & Video Game Collectible Figures Product Portfolios and Specifications
      • 13.45.3 Storm Collectibles Anime & Video Game Collectible Figures Sales, Revenue, Price and Gross Margin (2021-2026)
      • 13.45.4 Storm Collectibles Main Business Overview
      • 13.45.5 Storm Collectibles Latest Developments
  • 14 Research Findings and Conclusion

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