I think the demographics are relatively similar, especially when we consider PC games. Look at the piracy to purchase ratio of Crysis or some of the other newer PC games. They seem to face the same problem. So therefore, I feel my example is very much illustrative of the issues involved, and the solutions to them. Let me explain below:
First, a brief digression- PC games are only niche now, they weren't before, and I think viewing them in context is helpful in understanding the anime market. So therefore, I am not comparing the videogame market in totality, I am comparing the PC games market.
PC games had piracy right from the start- someone carrying a case of floppies over to a friends house to copy the latest games onto, and then copy them to someone else, to someone else, etc... the scene was rampant on the C64. Many of the star programmers today got started there.
I do not see this huge difference between PC Games and anime- they are both easily pirated, they both target a similar age demographic, they both are experiencing really severe difficulties with piracy (have a look at what Epic Games have been saying lately with respect to their difficulties) and they both are affected by the new digital distribution channels.
You make an important point, "Not 30 minutes after an episode of the latest anime is aired in Japan, it'll be on the net and distributed all over the world in its raw form.", which is very true, but does not obviate my key point- people who license and produce product for people who want to buy, not pirate, are people who prosper.
This returns me to the article I posted- why bother licensing series that will be pirated, while at the same time no-one buys them? If a series gets pirated but still makes enough sales to be profitable, then there's no problem. This is what Stardock has pointed out- selling to a niche audience that buys things versus making games for a bigger audience that doesn't buy is not really selling to a niche.
Just as Stardock found an audience to sell PC games to, anime companies can and have found audiences to sell anime to. They just need to find those people. Sins of a Solar Empire is the top-selling PC game of 2008 (so far)- pretty good for a niche little title! The so-called "big name" titles didn't fare nearly as well.
It's the same for anime. Forget what-ever is new and hot on the torrents, and focus on the series that people with money who are willing to spend it will buy. Even if some piracy occurs, it'll still be alright, if enough people purchase.
If this is followed, it means a lot of shows won't be licensed here, but that's alright- fans can get them via fansubs.
I just think that the fans of series like Lucky Star and Haruhi and whatever is new and hot right now aren't the best target market. They've already got the fansubs and are moving on to the next big thing. The best target market for people who want to make money are the fans who aren't jumping from series to series, and are willing to spend cash.
I spent cash on the BGC DVD boxset, on the artbooks, and on the figures released. I spent cash on the DVD boxsets of Slayers seasons 1 and 2. There, I'm a fan to target. There are others like me, and while we're not as numerous or as flashy as the bigger numbers on the torrent sites, we buy stuff.
Edit- Scar, market targeting is a key item in all goods and services.
I'm not sure if I am understanding you correctly, but here goes:
We refer to the core market- for example, 70% of all soap is purchased by the core household market (moms). 95% of all bourbon is purchased by the core market, with 5% purchased by occasional or non-core buyers.
When a company tries to sell something, it thinks about who would likely buy it. For example, if I made a game about tricking out Honda Civics and racing them, I would target a market that would want to buy that sort of game. That means that I wouldn't run ads for "Honda Racer" in Better Homes and Gardens, because the demographic that wants that sort of game wouldn't read that magazine.
Anime is already targetted to a particular audience. Let's take a few examples, from the broad to the narrow.
Fist of the North Star:
People who will watch animation
People who will watch anime
People who like watching fighting
People who like that art style
So, we've got a progression- our primary, core market for Fist of the North Star watches anime-styled animation fighting and don't mind the art style of FOTNS.
Moetan
People who will watch animation
People who will watch anime
People who like Moe
People who like the Moetan art style
People who like FOTNS may like Moetan, and same with people who like fighting, but they are probably not in our core market. The same applies vice-versa. Maybe those moe fans don't want to see people punching each other and causing explosions. Or maybe they don't like the old art/animation style of FOTNS.
So, that's why you have target markets. Advertising FOTNS to Moetan fans may get you extra sales, but it might be better to spend those limited funds on advertising to a group more likely to buy FOTNS- maybe anime fans who like UFC or something like that.
So, that's why it's important to figure out who is most likely to watch a series- you have limited funds to promote and advertise. In a perfect world, you'd tell everyone face to face about your new show, but that would have an astronomical cost.
The problem is that the current system isn't working, as the targeted market doesn't actually buy the product, and prefers to download it.
I don't presume to speak with authority on this subject, but I do have a Bachelor of Commerce, and that allows me to have at least some insight into business functionings, especially those related to management and marketing.
First, a brief digression- PC games are only niche now, they weren't before, and I think viewing them in context is helpful in understanding the anime market. So therefore, I am not comparing the videogame market in totality, I am comparing the PC games market.
PC games had piracy right from the start- someone carrying a case of floppies over to a friends house to copy the latest games onto, and then copy them to someone else, to someone else, etc... the scene was rampant on the C64. Many of the star programmers today got started there.
I do not see this huge difference between PC Games and anime- they are both easily pirated, they both target a similar age demographic, they both are experiencing really severe difficulties with piracy (have a look at what Epic Games have been saying lately with respect to their difficulties) and they both are affected by the new digital distribution channels.
You make an important point, "Not 30 minutes after an episode of the latest anime is aired in Japan, it'll be on the net and distributed all over the world in its raw form.", which is very true, but does not obviate my key point- people who license and produce product for people who want to buy, not pirate, are people who prosper.
This returns me to the article I posted- why bother licensing series that will be pirated, while at the same time no-one buys them? If a series gets pirated but still makes enough sales to be profitable, then there's no problem. This is what Stardock has pointed out- selling to a niche audience that buys things versus making games for a bigger audience that doesn't buy is not really selling to a niche.
Just as Stardock found an audience to sell PC games to, anime companies can and have found audiences to sell anime to. They just need to find those people. Sins of a Solar Empire is the top-selling PC game of 2008 (so far)- pretty good for a niche little title! The so-called "big name" titles didn't fare nearly as well.
It's the same for anime. Forget what-ever is new and hot on the torrents, and focus on the series that people with money who are willing to spend it will buy. Even if some piracy occurs, it'll still be alright, if enough people purchase.
If this is followed, it means a lot of shows won't be licensed here, but that's alright- fans can get them via fansubs.
I just think that the fans of series like Lucky Star and Haruhi and whatever is new and hot right now aren't the best target market. They've already got the fansubs and are moving on to the next big thing. The best target market for people who want to make money are the fans who aren't jumping from series to series, and are willing to spend cash.
I spent cash on the BGC DVD boxset, on the artbooks, and on the figures released. I spent cash on the DVD boxsets of Slayers seasons 1 and 2. There, I'm a fan to target. There are others like me, and while we're not as numerous or as flashy as the bigger numbers on the torrent sites, we buy stuff.
Edit- Scar, market targeting is a key item in all goods and services.
I'm not sure if I am understanding you correctly, but here goes:
We refer to the core market- for example, 70% of all soap is purchased by the core household market (moms). 95% of all bourbon is purchased by the core market, with 5% purchased by occasional or non-core buyers.
When a company tries to sell something, it thinks about who would likely buy it. For example, if I made a game about tricking out Honda Civics and racing them, I would target a market that would want to buy that sort of game. That means that I wouldn't run ads for "Honda Racer" in Better Homes and Gardens, because the demographic that wants that sort of game wouldn't read that magazine.
Anime is already targetted to a particular audience. Let's take a few examples, from the broad to the narrow.
Fist of the North Star:
People who will watch animation
People who will watch anime
People who like watching fighting
People who like that art style
So, we've got a progression- our primary, core market for Fist of the North Star watches anime-styled animation fighting and don't mind the art style of FOTNS.
Moetan
People who will watch animation
People who will watch anime
People who like Moe
People who like the Moetan art style
People who like FOTNS may like Moetan, and same with people who like fighting, but they are probably not in our core market. The same applies vice-versa. Maybe those moe fans don't want to see people punching each other and causing explosions. Or maybe they don't like the old art/animation style of FOTNS.
So, that's why you have target markets. Advertising FOTNS to Moetan fans may get you extra sales, but it might be better to spend those limited funds on advertising to a group more likely to buy FOTNS- maybe anime fans who like UFC or something like that.
So, that's why it's important to figure out who is most likely to watch a series- you have limited funds to promote and advertise. In a perfect world, you'd tell everyone face to face about your new show, but that would have an astronomical cost.
The problem is that the current system isn't working, as the targeted market doesn't actually buy the product, and prefers to download it.
I don't presume to speak with authority on this subject, but I do have a Bachelor of Commerce, and that allows me to have at least some insight into business functionings, especially those related to management and marketing.