
Region:Europe
Author(s):Paribhasha Tiwari
Product Code:KROD9365
November 2024
96

By Content Type: The Europe anime market is segmented by content type into TV series, movies, OVAs, and web series. Recently, TV series have dominated the market, primarily due to their serialization, which retains viewer engagement over a prolonged period. Streaming platforms like Netflix and Crunchyroll offer a wide array of popular TV anime titles such as Attack on Titan and Naruto, which enjoy high popularity due to consistent updates, high-quality storytelling, and extensive global fanbases. This sustained viewership creates a loyal fan community that drives the dominance of TV series in this segment.

By Distribution Channel: The market is segmented by distribution channels into streaming platforms, TV channels, DVDs & Blu-Rays, and theatrical releases. Streaming platforms lead the market, driven by the increasing digital consumption habits of European audiences. With platforms like Netflix, Crunchyroll, and Funimation offering anime through affordable subscription models, anime content is easily accessible to millions of European users. The convenience of streaming, along with the availability of simultaneous airing or simulcasting of popular Japanese shows, has propelled this sub-segment to dominate the distribution landscape.

The Europe anime market is dominated by a mix of local distributors and global media companies, who have established strong partnerships with Japanese production houses. Companies such as Netflix, Crunchyroll, and Funimation are pivotal in distributing anime content to European viewers. This consolidation of power among key players highlights their significant influence on content distribution and localization efforts. European-based companies, like Wakanim and Kaz, continue to play crucial roles in localizing content for specific regions within Europe.
|
Company |
Establishment Year |
Headquarters |
Key Titles |
Subscribers |
Global Reach |
Localization Efforts |
Partnerships |
Revenue |
|
Netflix |
1997 |
Los Gatos, USA |
- | - | - | - | - | - |
|
Crunchyroll |
2006 |
San Francisco, USA |
- | - | - | - | - | - |
|
Funimation |
1994 |
Texas, USA |
- | - | - | - | - | - |
|
Wakanim |
2009 |
Paris, France |
- | - | - | - | - | - |
|
Kaz |
1994 |
Berlin, Germany |
- | - | - | - | - | - |
Over the next five years, the Europe anime market is expected to experience robust growth, driven by increased collaborations between European and Japanese production companies, expanding consumer access to streaming platforms, and growing attendance at anime conventions and fan events. The advent of digital collectibles such as anime-themed NFTs and growing interest in anime-based video games will further contribute to market expansion. Additionally, the shift toward localized production for European audiences will foster greater engagement, providing avenues for growth across various distribution channels.
|
By Content Type |
TV Series Movies OVAs Web Series |
|
By Distribution Channel |
Streaming Platforms TV Channels DVDs & Blu-Rays Theatrical Releases |
|
By Genre |
Action & Adventure Fantasy Mecha & Sci-Fi Romance Horror |
|
By Audience Type |
Shonen (Teens) Seinen (Adults) Shojo (Young Girls) Kodomomuke (Children) |
|
By Region |
West East North South |
1.1. Definition and Scope
1.2. Market Taxonomy
1.3. Market Growth Rate
1.4. Market Segmentation Overview
2.1. Historical Market Size
2.2. Year-On-Year Growth Analysis
2.3. Key Market Developments and Milestones
3.1. Growth Drivers
3.1.1. Cultural Adoption Across Europe
3.1.2. Expansion of Streaming Platforms
3.1.3. Rising Demand for Licensed Merchandise
3.1.4. Growth in Fan Conventions & Events
3.2. Market Challenges
3.2.1. Piracy and Unauthorized Distribution
3.2.2. Cultural Barriers in Non-Japanese Productions
3.2.3. High Production Costs of Quality Content
3.3. Opportunities
3.3.1. Increasing Popularity of Digital Collectibles (NFTs)
3.3.2. Rising Global Collaborations and Co-Productions
3.3.3. Integration with Augmented and Virtual Reality
3.4. Trends
3.4.1. Rising Popularity of Simulcasting
3.4.2. Growth of Anime-Based Video Games
3.4.3. Increasing Localization and Dubbing in European Languages
3.5. Government Regulation
3.5.1. Content Classification Regulations
3.5.2. Streaming Service Regulations
3.5.3. Intellectual Property and Copyright Laws
3.6. SWOT Analysis
3.7. Stakeholder Ecosystem
3.8. Porters Five Forces
3.9. Competition Ecosystem
4.1. By Content Type (In Value %)
4.1.1. TV Series
4.1.2. Movies
4.1.3. OVAs (Original Video Animations)
4.1.4. Web Series (ONA)
4.2. By Distribution Channel (In Value %)
4.2.1. Streaming Platforms
4.2.2. TV Channels
4.2.3. DVDs & Blu-Rays
4.2.4. Theatrical Releases
4.3. By Genre (In Value %)
4.3.1. Action & Adventure
4.3.2. Fantasy
4.3.3. Mecha & Sci-Fi
4.3.4. Romance
4.3.5. Horror
4.4. By Audience Type (In Value %)
4.4.1. Shonen (Teens)
4.4.2. Seinen (Adults)
4.4.3. Shojo (Young Girls)
4.4.4. Kodomomuke (Children)
4.5. By Region (In Value %)
4.5.1. Western Europe
4.5.2. Eastern Europe
4.5.3. Northern Europe
4.5.4. Southern Europe
5.1 Detailed Profiles of Major Companies
5.1.1. Crunchyroll
5.1.2. Funimation
5.1.3. Netflix
5.1.4. Amazon Prime Video
5.1.5. Viz Media Europe
5.1.6. Toei Animation Europe
5.1.7. Aniplex
5.1.8. Sentai Filmworks
5.1.9. Wakanim
5.1.10. Manga Entertainment
5.1.11. Kaz
5.1.12. Bandai Namco Entertainment
5.1.13. Madman Entertainment
5.1.14. Sunrise Inc.
5.1.15. Studio Ghibli
5.2 Cross Comparison Parameters (Revenue, No. of Licensed Titles, Streaming Subscribers, Market Penetration, Popular Anime Titles, Global Reach, Localization Efforts, Partnerships)
5.3 Market Share Analysis
5.4 Strategic Initiatives
5.5 Mergers and Acquisitions
5.6 Investment Analysis
5.7 Venture Capital Funding
5.8 Government Grants
5.9 Private Equity Investments
6.1. Content and Distribution Laws
6.2. Licensing and Copyright Requirements
6.3. Advertising Standards
7.1. Future Market Size Projections
7.2. Key Factors Driving Future Market Growth
8.1. By Content Type (In Value %)
8.2. By Distribution Channel (In Value %)
8.3. By Genre (In Value %)
8.4. By Audience Type (In Value %)
8.5. By Region (In Value %)
9.1. TAM/SAM/SOM Analysis
9.2. Consumer Cohort Analysis
9.3. Marketing Initiatives
9.4. White Space Opportunity Analysis
Disclaimer Contact UsIn the initial phase, the research team constructs a comprehensive ecosystem map of the Europe anime market, incorporating key stakeholders, including streaming platforms, anime studios, and merchandise retailers. This phase involves extensive desk research utilizing secondary databases to identify the critical variables influencing market dynamics.
Historical data related to content distribution, audience demographics, and subscription numbers are collected and analyzed. This process includes evaluating the penetration rates of streaming services and their corresponding influence on market revenues, ensuring the accuracy and reliability of market estimates.
Market hypotheses are validated through structured interviews with industry experts, including representatives from major anime production houses and distribution channels. These consultations provide insights into operational practices and growth strategies, further strengthening the analysis.
Finally, the research integrates inputs from anime industry stakeholders and manufacturers to ensure the accuracy of product-specific data, such as sales performance and content preferences. This ensures a thorough and validated analysis of the Europe anime market.
The Europe anime market was valued at USD 4.5 billion, driven by increasing accessibility to streaming platforms, consumer demand, and large-scale fan conventions.
Challenges in the Europe anime market include high competition between streaming platforms, piracy concerns, and the cost of content localization across different languages.
Major players in the Europe anime market include Netflix, Crunchyroll, Funimation, Wakanim, and Kaz, who dominate the distribution and licensing of anime content across the region.
Key growth drivers include the rising popularity of streaming platforms, fan engagement through conventions, and the growing demand for anime merchandise and collectibles across Europe.
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