Europe Anime Market Size, Share & Trends Analysis Report By Genre (Action & Adventure, Sci-Fi & Fantasy, Romance & Drama, Sports, and Other Genre), By Type, By Country and Growth Forecast, 2024 - 2031

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.

List of Key Companies Profiled

  • Good Smile Company, Inc.
  • Studio Ghibli, Inc.
  • Crunchyroll (Sony Pictures Entertainment Inc.)
  • Pierrot Co., Ltd.
  • Production I.G, Inc.
  • Kyoto Animation Co., Ltd.
  • MADHOUSE, Inc.
  • Progressive Animation Works Co., Ltd.
  • VIZ Media, LLC
Europe Anime Market Report Segmentation

By Genre
  • Action & Adventure
  • Sci-Fi & Fantasy
  • Romance & Drama
  • Sports
  • Other Genre
By Type
  • Merchandising
  • Internet Distribution
  • Pachinko
  • T.V.
  • Live Entertainment
  • Video
  • Movie
  • Other Type
By Country
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe


Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Europe Anime Market, by Genre
1.4.2 Europe Anime Market, by Type
1.4.3 Europe Anime Market, by Country
1.5 Methodology for the research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.2.3 Market Opportunities
3.2.4 Market Challenges
3.3 Porter Five Forces Analysis
Chapter 4. Europe Anime Market by Genre
4.1 Europe Action & Adventure Market by Country
4.2 Europe Sci-Fi & Fantasy Market by Country
4.3 Europe Romance & Drama Market by Country
4.4 Europe Sports Market by Country
4.5 Europe Other Genre Market by Country
Chapter 5. Europe Anime Market by Type
5.1 Europe Merchandising Market by Country
5.2 Europe Internet Distribution Market by Country
5.3 Europe Pachinko Market by Country
5.4 Europe T.V. Market by Country
5.5 Europe Live Entertainment Market by Country
5.6 Europe Video Market by Country
5.7 Europe Movie Market by Country
5.8 Europe Other Type Market by Country
Chapter 6. Europe Anime Market by Country
6.1 Germany Anime Market
6.1.1 Germany Anime Market by Genre
6.1.2 Germany Anime Market by Type
6.2 UK Anime Market
6.2.1 UK Anime Market by Genre
6.2.2 UK Anime Market by Type
6.3 France Anime Market
6.3.1 France Anime Market by Genre
6.3.2 France Anime Market by Type
6.4 Russia Anime Market
6.4.1 Russia Anime Market by Genre
6.4.2 Russia Anime Market by Type
6.5 Spain Anime Market
6.5.1 Spain Anime Market by Genre
6.5.2 Spain Anime Market by Type
6.6 Italy Anime Market
6.6.1 Italy Anime Market by Genre
6.6.2 Italy Anime Market by Type
6.7 Rest of Europe Anime Market
6.7.1 Rest of Europe Anime Market by Genre
6.7.2 Rest of Europe Anime Market by Type
Chapter 7. Company Profiles
7.1 Crunchyroll (Sony Pictures Entertainment Inc.)
7.1.1 Company Overview
7.2 Pierrot Co., Ltd.
7.2.1 Company Overview
7.3 Production I.G, Inc.
7.3.1 Company Overview
7.4 Kyoto Animation Co., Ltd.
7.4.1 Company Overview
7.5 MADHOUSE, Inc.
7.5.1 Company Overview
7.6 Progressive Animation Works Co., Ltd.
7.6.1 Company Overview
7.7 VIZ Media, LLC
7.7.1 Company Overview
7.8 Ufotable Co., Ltd.
7.8.1 Company Overview
7.9 Good Smile Company, Inc.
7.9.1 Company Overview
7.10. Studio Ghibli, Inc.
7.10.1 Company Overview

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