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Europe Anime Merchandising Market Size, Share & Trends Analysis Report By Distribution Channel (Online, and Offline), By Product, By Country and Growth Forecast, 2024 - 2031

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    Report

  • 73 Pages
  • January 2025
  • Region: Europe
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 6053241
The Europe Anime Merchandising Market is expected to witness market growth of 8.7% CAGR during the forecast period (2024-2031).

The Germany market dominated the Europe Anime Merchandising Market by country in 2023, and is expected to continue to be a dominant market till 2031; thereby, achieving a market value of $1.01 billion by 2031. The UK market is exhibiting a CAGR of 7.8% during 2024-2031. Additionally, the France market is expected to experience a CAGR of 9.6% during 2024-2031.



Anime-themed apparel, including T-shirts, hoodies, and footwear, has become a significant trend, particularly among younger demographics. Integrating anime-inspired designs into mainstream fashion reflects its increasing influence on pop culture. Beyond collectibles, the market has expanded into household items such as bedding, kitchenware, and decorations.

Anime merchandising extends to gaming, where anime-inspired characters, skins, and accessories enrich user experiences. Furthermore, virtual reality (VR) and augmented reality (AR) applications have paved the way for digital collectibles and immersive merchandising solutions. Major anime conventions and events often feature exclusive merchandise, including limited-edition products and collaboration items, providing fans with unique and rare collectibles.

The rapid growth of the video games industry in Europe, as highlighted by the European Commission, is significantly influencing this market. With the EU27 video games market generating €23.48 billion in revenue in 2022 and over half of the European population regularly playing video games, the intersection of gaming and anime has created a fertile environment for anime-related merchandise to thrive. As European gamers continue to embrace anime-themed games, the demand for related merchandise is rising. Many European video game franchises feature characters and aesthetics drawn from anime culture, which introduces a large, diverse audience to anime and its associated products. The growing number of anime adaptations in the gaming industry and the rise of anime-inspired titles in popular gaming platforms further fuel this trend. In conclusion, the rise of the European video games industry is creating a powerful boost for this market.

List of Key Companies Profiled

  • Bandai Namco Holdings Inc.
  • Good Smile Company, Inc.
  • Diamond Select Toys
  • Studio Ghibli, Inc.
  • Crunchyroll, LLC
  • Bioworld Merchandising, Inc.
  • Bushiroad Inc.
  • Medicom Toy Corporation
  • Atomic Flare

Market Report Segmentation

By Distribution Channel

  • Online
  • Offline

By Product

  • Figurine
  • Clothing
  • Board Games & Toys
  • Posters
  • Books
  • Other Product

By Country

  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Europe Anime Merchandising Market, by Distribution Channel
1.4.2 Europe Anime Merchandising Market, by Product
1.4.3 Europe Anime Merchandising 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 Merchandising Market by Distribution Channel
4.1 Europe Online Market by Country
4.2 Europe Offline Market by Country
Chapter 5. Europe Anime Merchandising Market by Product
5.1 Europe Figurine Market by Country
5.2 Europe Clothing Market by Country
5.3 Europe Board Games & Toys Market by Country
5.4 Europe Posters Market by Country
5.5 Europe Books Market by Country
5.6 Europe Other Product Market by Country
Chapter 6. Europe Anime Merchandising Market by Country
6.1 Germany Anime Merchandising Market
6.1.1 Germany Anime Merchandising Market by Distribution Channel
6.1.2 Germany Anime Merchandising Market by Product
6.2 UK Anime Merchandising Market
6.2.1 UK Anime Merchandising Market by Distribution Channel
6.2.2 UK Anime Merchandising Market by Product
6.3 France Anime Merchandising Market
6.3.1 France Anime Merchandising Market by Distribution Channel
6.3.2 France Anime Merchandising Market by Product
6.4 Russia Anime Merchandising Market
6.4.1 Russia Anime Merchandising Market by Distribution Channel
6.4.2 Russia Anime Merchandising Market by Product
6.5 Spain Anime Merchandising Market
6.5.1 Spain Anime Merchandising Market by Distribution Channel
6.5.2 Spain Anime Merchandising Market by Product
6.6 Italy Anime Merchandising Market
6.6.1 Italy Anime Merchandising Market by Distribution Channel
6.6.2 Italy Anime Merchandising Market by Product
6.7 Rest of Europe Anime Merchandising Market
6.7.1 Rest of Europe Anime Merchandising Market by Distribution Channel
6.7.2 Rest of Europe Anime Merchandising Market by Product
Chapter 7. Company Profiles
7.1 Bandai Namco Holdings, Inc.
7.1.1 Company Overview
7.1.2 Financial Analysis
7.1.3 Segmental and Regional Analysis
7.2 Good Smile Company, Inc.
7.2.1 Company Overview
7.2.2 SWOT Analysis
7.3 Diamond Select Toys
7.3.1 Company Overview
7.3.2 SWOT Analysis
7.4 Studio Ghibli, Inc.
7.4.1 Company Overview
7.5 Crunchyroll, LLC
7.5.1 Company Overview
7.6 Bioworld Merchandising, Inc.
7.6.1 Company Overview
7.7 Bushiroad Inc.
7.7.1 Company Overview
7.8 Medicom Toy Corporation
7.8.1 Company Overview
7.9 Ufotable
7.9.1 Company Overview

Companies Mentioned

  • Bandai Namco Holdings Inc.
  • Good Smile Company, Inc.
  • Diamond Select Toys
  • Studio Ghibli, Inc.
  • Crunchyroll, LLC
  • Bioworld Merchandising, Inc.
  • Bushiroad Inc.
  • Medicom Toy Corporation
  • Atomic Flare

Methodology

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