TTRPG industry is a "little fish" but I guess the complete entertaiment industry, comics, Hollywood and videogames are going to change radically in a comingsoon future. Japanese manga is sold better than Marvel and DC.
Manga covers a dozen different genres... Marvel and DC barely step outside the Supers Genre. (not that they don't have any. Marvel has Star Wars again.
Meanwhile, Manga (and it's video partner, Anime) is a medium label, not a genre. It's the same type of term as "Four-Color Comics" or "Black and White Comics".
I've seen manga that are romances (including straight, homosexual, and even pushing into porn), that are non-supers action-adventure, non-supers modern comedies, limited supers in a normals setting (Oh My Goddess, Urusei Yatsura), Several flavors of Sci-Fi (including some of the best Star Trek comics).
The Comics Code being truly dead now, more and more manga are becoming available.
The IPs of the TTRPG have got a great potential in the digital market. Maybe some videogame studios or movie producers will buy TTRPG publishers to be "laboratories of ideas". Some parents will buy TTRPGs for their children to stop always playing videogames and promoting creativity.
Which is, at least in the US, not nearly as common as gamers would like to think. There is a significant minority of the religious/political right wing in the US that's still anti-game. Some of the kids locally in college mention that their parents not only don't know, but would shun them if they found out about their playing D&D. And their parents are members of large sects in the US. Several sects still preach against games of all kinds, save those specific few that help with learning scripture or specific life skills.
Some of the folk who moved to Oregon for or just after college have done so to escape religious social oppression in small towns in the "Deep South" (Georgia, Tennessee, Kentucky, Virginia, Alabama), including anti-gaming sentiments and anti-gamer violence. I've met kids who were exposed to anti-gamer violence in Alaska as recently as 2014. Mostly at home.