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2109685

디지털 코믹 시장(2026-2030년)

Global Digital Comic Book Market 2026-2030

발행일: | 리서치사: 구분자 TechNavio | 페이지 정보: 영문 294 Pages | 배송안내 : 즉시배송

    
    
    




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※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

세계의 디지털 코믹 시장은 2025-2030년 17억 4,500만 달러 증가하고, 예측 기간 중 연평균 복합 성장률(CAGR)은 5.5%를 기록할 것으로 예측됩니다.

세계 디지털 만화 시장에 관한 본 보고서는 종합적인 분석, 시장 규모 및 전망, 동향, 성장 촉진요인, 과제는 물론 약 25개 업체를 대상으로 한 업체 분석을 제공합니다.

본 보고서는 현재 시장 상황, 최신 동향 및 성장 촉진요인, 그리고 전반적인 시장 환경에 대한 최신 분석을 제공합니다. 이 시장의 성장은 인터넷에 연결 가능한 모바일 기기의 보급, 디지털 네이티브 플랫폼의 확대와 컨텐츠의 다양화, 주류 엔터테인먼트와의 시너지 효과, 그리고 지적 재산의 가치에 의해 주도되고 있습니다.

본 조사는 업계 주요 관계자로부터 얻은 정보를 포함한 1차 정보 및 2차 정보를 객관적으로 조합하여 수행되었습니다. 본 보고서에는 주요 기업에 대한 분석 외에도 종합적인 시장 규모 데이터, 지역별 분석을 포함한 부문별 데이터, 그리고 벤더 현황이 수록되어 있습니다. 또한, 과거 데이터 및 예측 데이터도 게재되어 있습니다.

시장 범위
기준연도 2025년
종료연도 2030년
조사 대상 기간 2026-2030년
성장 모멘텀 가속
YOY 2026 5.4%
CAGR 5.5%
증가액 17억 4,500만 달러

본 조사에서는 향후 수년간 세계 디지털 만화 시장의 성장을 견인할 주요 요인 중 하나로 구독형 소비 모델의 부상을 꼽고 있습니다. 또한, 세로 스크롤 방식의 세계적 확산과 크리에이터 경제의 부상, 그리고 크리에이터와 독자를 직접 연결하는 플랫폼의 부상으로 인해 시장에서 상당한 수요가 발생할 것으로 전망됩니다.

목차

제1장 주요 요약

제2장 Technavio 분석

제3장 시장 구도

제4장 시장 규모

제5장 시장 규모 실적

제6장 정성 분석

제7장 Five Forces 분석

제8장 시장 세분화 : 유형별

제9장 시장 세분화 : 장르별

제10장 시장 세분화 : 용도별

제11장 고객 현황

제12장 지역별 상황

제13장 성장 촉진요인, 과제 및 기회

제14장 경쟁 구도

제15장 경쟁 분석

제16장 부록

LSH 26.08.19

The global digital comic book market is forecasted to grow by USD 1745.0 mn during 2025-2030, accelerating at a CAGR of 5.5% during the forecast period. The report on the global digital comic book market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by widespread proliferation of internet-connected mobile devices, expansion of digital-native platforms and content diversification, synergy with mainstream entertainment and intellectual property value.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2025
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 20265.4%
CAGR5.5%
Incremental Value$1745.0 mn

Technavio's global digital comic book market is segmented as below:

By Type

  • Paid
  • Free

By Genre

  • Science-fiction
  • Manga
  • Superhero
  • Non-fiction
  • Others

By Application

  • Adult
  • Child

Geography

  • APAC
    • China
    • Japan
    • Australia
    • South Korea
    • India
    • Singapore
  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • UK
    • Germany
    • France
    • Italy
    • Spain
    • The Netherlands
  • South America
    • Brazil
    • Argentina
    • Chile
  • Middle East and Africa
    • South Africa
    • UAE
    • Turkey
  • Rest of World (ROW)

This study identifies the ascendancy of subscription-based consumption models as one of the prime reasons driving the global digital comic book market growth during the next few years. Also, global proliferation of vertical-scroll format and rise of creator economy and direct-to-audience platforms will lead to sizable demand in the market.

The report on the global digital comic book market covers the following areas:

  • Global digital comic book market sizing
  • Global digital comic book market forecast
  • Global digital comic book market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global digital comic book market vendors that include Crunchyroll, Dark Horse Comics, DC Comics, Dynamite Entertainment, GlobalComix Inc., Idea and Design Works LLC, Image Comics Inc., Kadokawa Corp, Kakao Entertainment Corp., Kodansha Ltd., Lezhin Entertainment, Marvel Entertainment LLC, NTT Solmare Corp, Panini S.p.A., Seven Seas Entertainment LLC, Shueisha Inc., Valiant Entertainment LLC, VIZ Media LLC, Webtoon Entertainment Inc., Zenescope Entertainment Inc.. Also, the global digital comic book market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Type
    • Executive Summary - Chart on Market Segmentation by Genre
    • Executive Summary - Chart on Market Segmentation by Application
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global Digital Comic Book Market 2020 - 2024
    • Historic Market Size - Data Table on Global Digital Comic Book Market 2020 - 2024 ($ million)
  • 5.2 Type segment analysis 2020 - 2024
    • Historic Market Size - Type Segment 2020 - 2024 ($ million)
  • 5.3 Genre segment analysis 2020 - 2024
    • Historic Market Size - Genre Segment 2020 - 2024 ($ million)
  • 5.4 Application segment analysis 2020 - 2024
    • Historic Market Size - Application Segment 2020 - 2024 ($ million)
  • 5.5 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ million)
  • 5.6 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ million)

6 Qualitative Analysis

  • 6.1 Impact of AI on Global Digital Comic Book Market
  • 6.2 Impact of Geopolitical Conflicts on Global Digital Comic Book Market

7 Five Forces Analysis

  • 7.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 7.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 7.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 7.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 7.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 7.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 7.7 Market condition

8 Market Segmentation by Type

  • 8.1 Market segments
  • 8.2 Comparison by Type
  • 8.3 Paid - Market size and forecast 2025-2030
  • 8.4 Free - Market size and forecast 2025-2030
  • 8.5 Market opportunity by Type
    • Market opportunity by Type ($ million)

9 Market Segmentation by Genre

  • 9.1 Market segments
  • 9.2 Comparison by Genre
  • 9.3 Science-fiction - Market size and forecast 2025-2030
  • 9.4 Manga - Market size and forecast 2025-2030
  • 9.5 Superhero - Market size and forecast 2025-2030
  • 9.6 Non-fiction - Market size and forecast 2025-2030
  • 9.7 Others - Market size and forecast 2025-2030
  • 9.8 Market opportunity by Genre
    • Market opportunity by Genre ($ million)

10 Market Segmentation by Application

  • 10.1 Market segments
  • 10.2 Comparison by Application
  • 10.3 Adult - Market size and forecast 2025-2030
  • 10.4 Child - Market size and forecast 2025-2030
  • 10.5 Market opportunity by Application
    • Market opportunity by Application ($ million)

11 Customer Landscape

  • 11.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

12 Geographic Landscape

  • 12.1 Geographic segmentation
  • 12.2 Geographic comparison
  • 12.3 APAC - Market size and forecast 2025-2030
    • 12.3.1 China - Market size and forecast 2025-2030
    • 12.3.2 Japan - Market size and forecast 2025-2030
    • 12.3.3 Australia - Market size and forecast 2025-2030
    • 12.3.4 South Korea - Market size and forecast 2025-2030
    • 12.3.5 India - Market size and forecast 2025-2030
    • 12.3.6 Singapore - Market size and forecast 2025-2030
  • 12.4 North America - Market size and forecast 2025-2030
    • 12.4.1 US - Market size and forecast 2025-2030
    • 12.4.2 Canada - Market size and forecast 2025-2030
    • 12.4.3 Mexico - Market size and forecast 2025-2030
  • 12.5 Europe - Market size and forecast 2025-2030
    • 12.5.1 UK - Market size and forecast 2025-2030
    • 12.5.2 Germany - Market size and forecast 2025-2030
    • 12.5.3 France - Market size and forecast 2025-2030
    • 12.5.4 Italy - Market size and forecast 2025-2030
    • 12.5.5 Spain - Market size and forecast 2025-2030
    • 12.5.6 The Netherlands - Market size and forecast 2025-2030
  • 12.6 South America - Market size and forecast 2025-2030
    • 12.6.1 Brazil - Market size and forecast 2025-2030
    • 12.6.2 Argentina - Market size and forecast 2025-2030
    • 12.6.3 Chile - Market size and forecast 2025-2030
  • 12.7 Middle East and Africa - Market size and forecast 2025-2030
    • 12.7.1 South Africa - Market size and forecast 2025-2030
    • 12.7.2 UAE - Market size and forecast 2025-2030
    • 12.7.3 Saudi Arabia - Market size and forecast 2025-2030
    • 12.7.4 Israel - Market size and forecast 2025-2030
    • 12.7.5 Turkey - Market size and forecast 2025-2030
  • 12.8 Market opportunity by geography
    • Market opportunity by geography ($ million)
    • Data Tables on Market opportunity by geography ($ million)

13 Drivers, Challenges, and Opportunity

  • 13.1 Market drivers
    • Widespread proliferation of internet-connected mobile devices
    • Expansion of digital-native platforms and content diversification
    • Synergy with mainstream entertainment and intellectual property value
  • 13.2 Market challenges
    • Pervasiveness of digital piracy and copyright infringement
    • Intense competition for consumer attention and market saturation
    • Complexity of monetization and fair creator compensation
  • 13.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 13.4 Market opportunities
    • Ascendancy of subscription-based consumption models
    • Global proliferation of vertical-scroll format
    • Rise of creator economy and direct-to-audience platforms

14 Competitive Landscape

  • 14.1 Overview
  • 14.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 14.3 Landscape disruption
    • Overview on factors of disruption
  • 14.4 Industry risks
    • Impact of key risks on business

15 Competitive Analysis

  • 15.1 Companies profiled
    • Companies covered
  • 15.2 Company ranking index
    • Company ranking index
  • 15.3 Market positioning of companies
    • Matrix on companies position and classification
  • 15.4 Dark Horse Comics
    • Dark Horse Comics - Overview
    • Dark Horse Comics - Product / Service
    • Dark Horse Comics - Key offerings
    • SWOT
  • 15.5 DC Comics
    • DC Comics - Overview
    • DC Comics - Product / Service
    • DC Comics - Key offerings
    • SWOT
  • 15.6 GlobalComix Inc.
    • GlobalComix Inc. - Overview
    • GlobalComix Inc. - Product / Service
    • GlobalComix Inc. - Key offerings
    • SWOT
  • 15.7 Kakao Entertainment Corp.
    • Kakao Entertainment Corp. - Overview
    • Kakao Entertainment Corp. - Product / Service
    • Kakao Entertainment Corp. - Key offerings
    • SWOT
  • 15.8 Kodansha Ltd.
    • Kodansha Ltd. - Overview
    • Kodansha Ltd. - Product / Service
    • Kodansha Ltd. - Key offerings
    • SWOT
  • 15.9 Lezhin Entertainment
    • Lezhin Entertainment - Overview
    • Lezhin Entertainment - Product / Service
    • Lezhin Entertainment - Key offerings
    • SWOT
  • 15.10 Marvel Entertainment LLC
    • Marvel Entertainment LLC - Overview
    • Marvel Entertainment LLC - Product / Service
    • Marvel Entertainment LLC - Key offerings
    • SWOT
  • 15.11 NTT Solmare Corp
    • NTT Solmare Corp - Overview
    • NTT Solmare Corp - Product / Service
    • NTT Solmare Corp - Key offerings
    • SWOT
  • 15.12 Panini S.p.A.
    • Panini S.p.A. - Overview
    • Panini S.p.A. - Product / Service
    • Panini S.p.A. - Key offerings
    • SWOT
  • 15.13 Seven Seas Entertainment LLC
    • Seven Seas Entertainment LLC - Overview
    • Seven Seas Entertainment LLC - Product / Service
    • Seven Seas Entertainment LLC - Key offerings
    • SWOT
  • 15.14 Shueisha Inc.
    • Shueisha Inc. - Overview
    • Shueisha Inc. - Product / Service
    • Shueisha Inc. - Key offerings
    • SWOT
  • 15.15 Valiant Entertainment LLC
    • Valiant Entertainment LLC - Overview
    • Valiant Entertainment LLC - Product / Service
    • Valiant Entertainment LLC - Key offerings
    • SWOT
  • 15.16 VIZ Media LLC
    • VIZ Media LLC - Overview
    • VIZ Media LLC - Product / Service
    • VIZ Media LLC - Key offerings
    • SWOT
  • 15.17 Webtoon Entertainment Inc.
    • Webtoon Entertainment Inc. - Overview
    • Webtoon Entertainment Inc. - Business segments
    • Webtoon Entertainment Inc. - Key offerings
    • Webtoon Entertainment Inc. - Segment focus
    • SWOT
  • 15.18 Zenescope Entertainment Inc.
    • Zenescope Entertainment Inc. - Overview
    • Zenescope Entertainment Inc. - Product / Service
    • Zenescope Entertainment Inc. - Key offerings
    • SWOT

16 Appendix

  • 16.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 16.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 16.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 16.4 Research methodology
    • Research methodology
  • 16.5 Data procurement
    • Information sources
  • 16.6 Data validation
    • Data validation
  • 16.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 16.8 Data synthesis
    • Data synthesis
  • 16.9 360 degree market analysis
    • 360 degree market analysis
  • 16.10 List of abbreviations
    • List of abbreviations
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