The Europe Anime Market would witness market growth of 9.1% CAGR during the forecast period (2024-2031).
The Germany market dominated the Europe Anime Market by Country in 2023, and would continue to be a dominant market till 2031; thereby, achieving a market value of $3,876 million by 2031. The UK market is exhibiting a CAGR of 8.2% during (2024 - 2031). Additionally, The France market would experience a CAGR of 10.1% during (2024 - 2031).
Merchandising has become a significant application for this market, with items such as figures, posters, clothing, and accessories generating billions in revenue. Iconic characters like Pikachu from Pokémon, Naruto Uzumaki from Naruto, and Goku from Dragon Ball Z have become cultural icons, making them highly marketable across various consumer products.
This has also found its place in educational contexts, with several schools and universities using it to teach various subjects. For example, historical anime such as Rurouni Kenshin and The Rose of Versailles offer insights into Japan’s history. In contrast, anime like Science Ninja Team Gatchaman and Cells at Work have been employed to engage students in learning about science and biology.
This market is expanding globally and is influenced by various cultural and entertainment trends. In Europe, the rapid growth of the video games industry is playing a pivotal role in shaping the future of their consumption. With a significant portion of the European population actively engaged in video games, the synergy between gaming and anime creates new opportunities for market expansion. As the European video games industry thrives, the appetite for anime content rises, making Europe an increasingly important region in the global market. The European video games industry, generating €23.48 billion in revenue in 2022, is witnessing a gaming popularity and engagement surge. Over half of the population in the EU27 now regularly plays video games, with younger audiences particularly immersed in gaming culture. This demographic overlap between gamers and anime fans drives a new wave of their consumption in Europe. Video games often draw heavily from anime themes and aesthetics, with numerous titles based on anime series or featuring anime-inspired art. In conclusion, the robust growth of the European video games industry is acting as a catalyst for this market.
Based on Genre, the market is segmented into Action & Adventure, Sci-Fi & Fantasy, Romance & Drama, Sports, and Other Genre. Based on Type, the market is segmented into Merchandising, Internet Distribution, Pachinko, T.V., Live Entertainment, Video, Movie, and Other Type. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.
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