Application segmentation delineates how anime statues and collectibles are employed across consumer environments, directly shaping revenue streams. Home decor represents the largest share, accounting for roughly 35 % of total sales; these pieces are purchased to accentuate personal living spaces, driving demand for mid‑range priced, aesthetically versatile figures. Display & exhibition follows with about 30 % of the market, encompassing museum‑type showcases, retail vitrines, and dedicated collector cabinets, where premium‑priced, high‑detail resin or metal statues dominate due to their visual impact. The gaming & merchandise category, contributing roughly 20 %, links figures to video‑game franchises and related merchandise, encouraging cross‑sell opportunities and often favoring licensed PVC figures that balance cost and recognizability. Finally, event & convention sales, estimated at 15 %, are tied to temporary venues such as anime expos and pop‑culture fairs, where limited‑run, exclusive releases generate scarcity premiums. Together, these application segments constitute the full Anime Statues and Collectibles segmentation framework, each adding distinct value to the overall market size.