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