Indonesia anime merchandising market report size, share, growth drivers, trends, opportunities & forecast 2025–2030

The Indonesia anime merchandising market, worth USD 410 million, is growing due to rising anime culture, streaming platforms, and events in key cities like Jakarta and Bandung.

Region:Asia

Author(s):Dev

Product Code:KRAA8328

Pages:97

Published On:November 2025

About the Report

Base Year 2024

Indonesia Anime Merchandising Market Overview

  • The Indonesia Anime Merchandising Market is valued at USD 410 million, based on a five-year historical analysis and regional share of the Asia-Pacific anime merchandising sector. This growth is primarily driven by the increasing popularity of anime culture, fueled by the rise of streaming platforms and social media, which have significantly expanded the audience base. Additionally, the growing number of anime conventions and events in the country has further stimulated demand for various merchandise, including apparel, collectibles, and accessories.
  • Key cities such asJakarta, Bandung, and Surabayadominate the market due to their large populations and vibrant youth culture. These urban centers are hubs for anime-related activities, including conventions and specialty stores, which cater to the growing fanbase. The presence of educational institutions and a tech-savvy demographic also contribute to the high consumption of anime merchandise in these regions.
  • The Indonesian government introducedMinister of Finance Regulation No. 31/PMK.010/2023in 2023, providing tax incentives for creative industry sectors, including local anime merchandise producers. This regulation offers reduced income tax rates and import duty exemptions for qualifying domestic producers, aiming to encourage local production and reduce reliance on imported goods, thereby fostering a more sustainable and competitive market environment for anime merchandising.
Indonesia Anime Merchandising Market Size

Indonesia Anime Merchandising Market Segmentation

By Product Category:The product category segmentation of the Indonesia Anime Merchandising Market includes various subsegments such as Apparel, Accessories, Collectibles, Home & Living, Toys & Plushies, Stationery, Digital Merchandise, and Others. Among these,Apparel, which includes T-shirts, hoodies, and cosplay costumes, is the leading subsegment. The growing trend of wearing anime-themed clothing in everyday life, coupled with the rise of cosplay culture and collaborations between anime brands and local fashion designers, has significantly boosted the demand for apparel. Consumers are increasingly seeking unique and stylish clothing that reflects their favorite anime characters, making this subsegment a dominant force in the market.

Indonesia Anime Merchandising Market segmentation by Product Category.

By End-User:The end-user segmentation of the Indonesia Anime Merchandising Market includes Individual Consumers, Retailers, Online Marketplaces, Event Organizers, and Others.Individual Consumersrepresent the largest segment, driven by the increasing number of anime fans who actively seek out merchandise to express their fandom. The rise of online shopping and mobile commerce platforms has also made it easier for consumers to access a wide range of products, further boosting this segment's growth. Retailers and online marketplaces are also significant contributors, as they provide platforms for fans to purchase their favorite items.

Indonesia Anime Merchandising Market segmentation by End-User.

Indonesia Anime Merchandising Market Competitive Landscape

The Indonesia Anime Merchandising Market is characterized by a dynamic mix of regional and international players. Leading participants such as Tokopedia, Bukalapak, Shopee Indonesia, Blibli, Lazada Indonesia, Kaskus, Anime Merchandise Indonesia, Otaku Store Indonesia, Coswalk Indonesia, Mizuho Anime Store, Anime House Indonesia, J-Store Indonesia, Anime Corner Indonesia, Kawaii Shop Indonesia, Manga Station Indonesia contribute to innovation, geographic expansion, and service delivery in this space.

Tokopedia

2009

Jakarta, Indonesia

Bukalapak

2010

Jakarta, Indonesia

Shopee Indonesia

2015

Jakarta, Indonesia

Blibli

2011

Jakarta, Indonesia

Lazada Indonesia

2012

Jakarta, Indonesia

Company

Establishment Year

Headquarters

Company Size (Large, Medium, Small)

Annual Revenue (USD/IDR)

Revenue Growth Rate (%)

Market Share (%)

Number of SKUs/Products Offered

Online vs Offline Sales Ratio

Indonesia Anime Merchandising Market Industry Analysis

Growth Drivers

  • Increasing Popularity of Anime Culture:The anime culture in Indonesia has seen a significant surge, with over 30 million anime fans reported in future. This growing interest is reflected in the increasing viewership of anime series, which reached 1.5 billion streaming hours in future. The rise of local anime production, with 15 new titles launched in future, further fuels this trend, creating a robust demand for related merchandise, including figures, apparel, and collectibles.
  • Rise of E-commerce Platforms:E-commerce in Indonesia has expanded rapidly, with online retail sales projected to reach $53 billion in future. This growth is driven by increased internet penetration, which stands at 77% in future, and the proliferation of mobile payment solutions. Anime merchandise sales through e-commerce platforms have surged, with a 40% increase in online transactions for anime products in future, making it easier for fans to access a wide range of products.
  • Expansion of Anime Conventions and Events:The number of anime conventions in Indonesia has increased significantly, with over 20 major events held in future, attracting more than 500,000 attendees. These events not only promote anime culture but also serve as platforms for merchandise sales, with vendors reporting an average revenue increase of 30% during conventions. The growing popularity of these gatherings fosters community engagement and boosts merchandise demand among fans.

Market Challenges

  • Intense Competition from Global Brands:The Indonesian anime merchandising market faces fierce competition from established global brands, which dominate approximately 60% of the market share. Local brands struggle to compete with the marketing budgets and distribution networks of these global players. This competition often leads to price wars, which can erode profit margins for local businesses, making it challenging for them to sustain operations and innovate.
  • Counterfeit Merchandise Issues:The prevalence of counterfeit anime merchandise poses a significant challenge, with estimates suggesting that counterfeit products account for 25% of the total market. This not only undermines the revenue of legitimate businesses but also damages brand reputation. The lack of stringent enforcement of intellectual property laws in Indonesia exacerbates this issue, making it difficult for consumers to distinguish between authentic and counterfeit products.

Indonesia Anime Merchandising Market Future Outlook

The future of the Indonesia anime merchandising market appears promising, driven by the increasing integration of technology and fan engagement strategies. As the market evolves, businesses are likely to adopt innovative approaches, such as augmented reality experiences and interactive merchandise. Additionally, the growing trend of sustainability will push companies to develop eco-friendly products, aligning with consumer preferences. The combination of these trends is expected to create a dynamic environment for growth and expansion in the coming years.

Market Opportunities

  • Collaborations with Local Artists:Collaborating with local artists presents a unique opportunity to create exclusive merchandise that resonates with Indonesian consumers. By leveraging local talent, brands can tap into cultural narratives and aesthetics, potentially increasing sales by 20% as fans seek unique, culturally relevant products that reflect their identity and preferences.
  • Customization of Merchandise:Offering customizable merchandise can significantly enhance consumer engagement. With 70% of consumers expressing interest in personalized products, brands that implement customization options can expect a boost in customer loyalty and repeat purchases. This trend aligns with the growing demand for unique, one-of-a-kind items that cater to individual tastes and preferences.

Scope of the Report

SegmentSub-Segments
By Product Category

Apparel (T-shirts, Hoodies, Cosplay Costumes)

Accessories (Bags, Keychains, Jewelry, Phone Cases)

Collectibles (Figurines, Model Kits, Limited Editions)

Home & Living (Posters, Bedding, Mugs, Decor)

Toys & Plushies (Action Figures, Plush Toys)

Stationery (Notebooks, Pens, Stickers)

Digital Merchandise (NFTs, In-game Items)

Others

By End-User

Individual Consumers

Retailers (Anime Shops, Comic Stores)

Online Marketplaces

Event Organizers (Conventions, Pop-up Events)

Others

By Distribution Channel

Online Retail (E-commerce Platforms, Brand Websites)

Physical Stores (Specialty Anime Shops, Department Stores)

Pop-up Shops & Temporary Stalls

Events and Conventions

Others

By Price Range

Low-End (Mass Market, Entry-Level)

Mid-Range (Branded, Licensed Products)

Premium (Limited Editions, Imported Goods)

Others

By Consumer Age Group

Children (Below 13)

Teenagers (13-19)

Young Adults (20-35)

Adults (36+)

Others

By Brand Loyalty

Brand Loyal Customers

Price-Sensitive Customers

Trend-Following Customers

Others

By Product Origin

Domestic Brands

Imported Brands (Japanese, International)

Others

Key Target Audience

Investors and Venture Capitalist Firms

Government and Regulatory Bodies (e.g., Ministry of Trade, Ministry of Communication and Information Technology)

Manufacturers and Producers

Distributors and Retailers

Content Creators and Artists

Event Organizers and Convention Planners

Online Marketplaces and E-commerce Platforms

Brand Collaborators and Licensing Agents

Players Mentioned in the Report:

Tokopedia

Bukalapak

Shopee Indonesia

Blibli

Lazada Indonesia

Kaskus

Anime Merchandise Indonesia

Otaku Store Indonesia

Coswalk Indonesia

Mizuho Anime Store

Anime House Indonesia

J-Store Indonesia

Anime Corner Indonesia

Kawaii Shop Indonesia

Manga Station Indonesia

Table of Contents

Market Assessment Phase

1. Executive Summary and Approach


2. Indonesia Anime Merchandising Market Overview

2.1 Key Insights and Strategic Recommendations

2.2 Indonesia Anime Merchandising Market Overview

2.3 Definition and Scope

2.4 Evolution of Market Ecosystem

2.5 Timeline of Key Regulatory Milestones

2.6 Value Chain & Stakeholder Mapping

2.7 Business Cycle Analysis

2.8 Policy & Incentive Landscape


3. Indonesia Anime Merchandising Market Analysis

3.1 Growth Drivers

3.1.1 Increasing Popularity of Anime Culture
3.1.2 Rise of E-commerce Platforms
3.1.3 Growing Youth Demographic
3.1.4 Expansion of Anime Conventions and Events

3.2 Market Challenges

3.2.1 Intense Competition from Global Brands
3.2.2 Counterfeit Merchandise Issues
3.2.3 Limited Distribution Channels
3.2.4 Regulatory Compliance Hurdles

3.3 Market Opportunities

3.3.1 Collaborations with Local Artists
3.3.2 Customization of Merchandise
3.3.3 Expansion into Untapped Regions
3.3.4 Leveraging Social Media for Marketing

3.4 Market Trends

3.4.1 Rise of Subscription Box Services
3.4.2 Increased Focus on Eco-Friendly Products
3.4.3 Integration of Augmented Reality in Merchandise
3.4.4 Growth of Online Communities and Fan Engagement

3.5 Government Regulation

3.5.1 Intellectual Property Protection Laws
3.5.2 Import Tariffs on Merchandise
3.5.3 Consumer Protection Regulations
3.5.4 E-commerce Regulations

4. SWOT Analysis


5. Stakeholder Analysis


6. Porter's Five Forces Analysis


7. Indonesia Anime Merchandising Market Market Size, 2019-2024

7.1 By Value

7.2 By Volume

7.3 By Average Selling Price


8. Indonesia Anime Merchandising Market Segmentation

8.1 By Product Category

8.1.1 Apparel (T-shirts, Hoodies, Cosplay Costumes)
8.1.2 Accessories (Bags, Keychains, Jewelry, Phone Cases)
8.1.3 Collectibles (Figurines, Model Kits, Limited Editions)
8.1.4 Home & Living (Posters, Bedding, Mugs, Decor)
8.1.5 Toys & Plushies (Action Figures, Plush Toys)
8.1.6 Stationery (Notebooks, Pens, Stickers)
8.1.7 Digital Merchandise (NFTs, In-game Items)
8.1.8 Others

8.2 By End-User

8.2.1 Individual Consumers
8.2.2 Retailers (Anime Shops, Comic Stores)
8.2.3 Online Marketplaces
8.2.4 Event Organizers (Conventions, Pop-up Events)
8.2.5 Others

8.3 By Distribution Channel

8.3.1 Online Retail (E-commerce Platforms, Brand Websites)
8.3.2 Physical Stores (Specialty Anime Shops, Department Stores)
8.3.3 Pop-up Shops & Temporary Stalls
8.3.4 Events and Conventions
8.3.5 Others

8.4 By Price Range

8.4.1 Low-End (Mass Market, Entry-Level)
8.4.2 Mid-Range (Branded, Licensed Products)
8.4.3 Premium (Limited Editions, Imported Goods)
8.4.4 Others

8.5 By Consumer Age Group

8.5.1 Children (Below 13)
8.5.2 Teenagers (13-19)
8.5.3 Young Adults (20-35)
8.5.4 Adults (36+)
8.5.5 Others

8.6 By Brand Loyalty

8.6.1 Brand Loyal Customers
8.6.2 Price-Sensitive Customers
8.6.3 Trend-Following Customers
8.6.4 Others

8.7 By Product Origin

8.7.1 Domestic Brands
8.7.2 Imported Brands (Japanese, International)
8.7.3 Others

9. Indonesia Anime Merchandising Market Competitive Analysis

9.1 Market Share of Key Players

9.2 KPIs for Cross Comparison of Key Players

9.2.1 Company Name
9.2.2 Company Size (Large, Medium, Small)
9.2.3 Annual Revenue (USD/IDR)
9.2.4 Revenue Growth Rate (%)
9.2.5 Market Share (%)
9.2.6 Number of SKUs/Products Offered
9.2.7 Online vs Offline Sales Ratio
9.2.8 Average Order Value (AOV)
9.2.9 Customer Retention Rate (%)
9.2.10 Social Media Engagement (Followers, Engagement Rate)
9.2.11 Brand Recognition Score
9.2.12 Distribution Network Coverage (Cities/Regions Served)
9.2.13 Licensing Partnerships (Number/Type)
9.2.14 Product Diversification Index
9.2.15 Pricing Strategy (Positioning: Low, Mid, Premium)

9.3 SWOT Analysis of Top Players

9.4 Pricing Analysis

9.5 Detailed Profile of Major Companies

9.5.1 Tokopedia
9.5.2 Bukalapak
9.5.3 Shopee Indonesia
9.5.4 Blibli
9.5.5 Lazada Indonesia
9.5.6 Kaskus
9.5.7 Anime Merchandise Indonesia
9.5.8 Otaku Store Indonesia
9.5.9 Coswalk Indonesia
9.5.10 Mizuho Anime Store
9.5.11 Anime House Indonesia
9.5.12 J-Store Indonesia
9.5.13 Anime Corner Indonesia
9.5.14 Kawaii Shop Indonesia
9.5.15 Manga Station Indonesia

10. Indonesia Anime Merchandising Market End-User Analysis

10.1 Procurement Behavior of Key Ministries

10.1.1 Ministry of Education
10.1.2 Ministry of Culture and Tourism
10.1.3 Ministry of Trade
10.1.4 Others

10.2 Corporate Spend on Infrastructure & Energy

10.2.1 Corporate Sponsorships
10.2.2 Event Funding
10.2.3 Merchandise Procurement
10.2.4 Others

10.3 Pain Point Analysis by End-User Category

10.3.1 Individual Consumers
10.3.2 Retailers
10.3.3 Event Organizers
10.3.4 Others

10.4 User Readiness for Adoption

10.4.1 Awareness Levels
10.4.2 Accessibility of Products
10.4.3 Price Sensitivity
10.4.4 Others

10.5 Post-Deployment ROI and Use Case Expansion

10.5.1 Customer Feedback Mechanisms
10.5.2 Repeat Purchase Rates
10.5.3 Expansion into New Categories
10.5.4 Others

11. Indonesia Anime Merchandising Market Future Size, 2025-2030

11.1 By Value

11.2 By Volume

11.3 By Average Selling Price


Go-To-Market Strategy Phase

1. Whitespace Analysis + Business Model Canvas

1.1 Market Gaps Identification

1.2 Business Model Framework


2. Marketing and Positioning Recommendations

2.1 Branding Strategies

2.2 Product USPs


3. Distribution Plan

3.1 Urban Retail vs Rural NGO Tie-ups


4. Channel & Pricing Gaps

4.1 Underserved Routes

4.2 Pricing Bands


5. Unmet Demand & Latent Needs

5.1 Category Gaps

5.2 Consumer Segments


6. Customer Relationship

6.1 Loyalty Programs

6.2 After-sales Service


7. Value Proposition

7.1 Sustainability

7.2 Integrated Supply Chains


8. Key Activities

8.1 Regulatory Compliance

8.2 Branding

8.3 Distribution Setup


9. Entry Strategy Evaluation

9.1 Domestic Market Entry Strategy

9.1.1 Product Mix
9.1.2 Pricing Band
9.1.3 Packaging

9.2 Export Entry Strategy

9.2.1 Target Countries
9.2.2 Compliance Roadmap

10. Entry Mode Assessment

10.1 JV

10.2 Greenfield

10.3 M&A

10.4 Distributor Model


11. Capital and Timeline Estimation

11.1 Capital Requirements

11.2 Timelines


12. Control vs Risk Trade-Off

12.1 Ownership vs Partnerships


13. Profitability Outlook

13.1 Breakeven Analysis

13.2 Long-term Sustainability


14. Potential Partner List

14.1 Distributors

14.2 JVs

14.3 Acquisition Targets


15. Execution Roadmap

15.1 Phased Plan for Market Entry

15.1.1 Market Setup
15.1.2 Market Entry
15.1.3 Growth Acceleration
15.1.4 Scale & Stabilize

15.2 Key Activities and Milestones

15.2.1 Milestone Planning
15.2.2 Activity Tracking

Research Methodology

ApproachModellingSample

Phase 1: Approach1

Desk Research

  • Analysis of industry reports and publications on anime merchandising trends in Indonesia
  • Review of online marketplaces and e-commerce platforms for sales data and product offerings
  • Examination of social media trends and fan communities to gauge consumer preferences

Primary Research

  • Interviews with key stakeholders in the anime merchandise supply chain, including manufacturers and distributors
  • Surveys targeting anime fans to understand purchasing behavior and preferences
  • Focus group discussions with collectors and enthusiasts to gather qualitative insights

Validation & Triangulation

  • Cross-validation of findings through multiple data sources, including sales figures and consumer feedback
  • Triangulation of insights from primary interviews with secondary data trends
  • Sanity checks conducted through expert reviews from industry analysts and market specialists

Phase 2: Market Size Estimation1

Top-down Assessment

  • Estimation of total market size based on national consumer spending on entertainment and merchandise
  • Segmentation of the market by product categories such as figures, apparel, and accessories
  • Incorporation of growth rates from related sectors, such as gaming and streaming services

Bottom-up Modeling

  • Collection of sales data from leading anime merchandise retailers and e-commerce platforms
  • Estimation of average transaction values and purchase frequencies among consumers
  • Analysis of inventory turnover rates and supply chain efficiencies in the anime merchandise sector

Forecasting & Scenario Analysis

  • Development of market forecasts using historical growth trends and consumer behavior analytics
  • Scenario modeling based on potential shifts in consumer interests and economic conditions
  • Creation of baseline, optimistic, and pessimistic projections through 2028

Phase 3: CATI Sample Composition1

Scope Item/SegmentSample SizeTarget Respondent Profiles
Anime Merchandise Retailers60Store Owners, Retail Managers
Online Anime Merchants50E-commerce Managers, Digital Marketing Specialists
Anime Convention Organizers40Event Coordinators, Marketing Directors
Anime Collectors and Enthusiasts100Active Community Members, Social Media Influencers
Manufacturers of Anime Merchandise45Production Managers, Supply Chain Analysts

Frequently Asked Questions

What is the current value of the Indonesia Anime Merchandising Market?

The Indonesia Anime Merchandising Market is valued at approximately USD 410 million, reflecting significant growth driven by the rising popularity of anime culture, streaming platforms, and social media engagement among fans.

What factors are driving the growth of the anime merchandising market in Indonesia?

Which cities are the main hubs for anime merchandising in Indonesia?

How has the Indonesian government supported the anime merchandising industry?

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