Anime
Template:Short description Template:Hatnote group Template:Pp-semi-indef Template:Pp-vandalism Template:Use American English Template:Use mdy dates Template:Infobox comics nationality Template:Infobox animation list by country
Template:Anime and manga Template:Nihongo is animation originating from Japan. Outside Japan and in English, anime refers specifically to animation produced in Japan.<ref>Template:Cite web</ref> However, Template:Lang, in Japan and in Japanese, describes all animated works, regardless of style or origin. Many works of animation with a similar style to Japanese animation are also produced outside Japan. Video games sometimes also feature themes and art styles that may be labelled as anime.
The earliest commercial Japanese animation dates to 1917. A characteristic art style emerged in the 1960s with the works of cartoonist Osamu Tezuka and spread in the following decades, developing a large domestic audience. Anime is distributed theatrically, through television broadcasts, directly to home media, and over the Internet. In addition to original works, anime are often adaptations of Japanese comics (manga), light novels, or video games. It is classified into numerous genres targeting various broad and niche audiences.<ref>Template:Cite web</ref>
Anime is a diverse medium with distinctive production methods that have adapted in response to emergent technologies. Predominantly hand-drawn, even into the modern day, anime combines graphic art, characterization, cinematography, and other forms of imaginative and individualistic techniques.Template:Sfn Compared to Western animation, anime production generally focuses less on movement and more on the detail of settings and use of "camera effects", such as panning, zooming, and angle shots.Template:Sfn Diverse art styles are used, and character proportions and features can be quite varied, with a common characteristic feature being large and emotive eyes.<ref>Template:Cite news</ref>
The anime industry consists of over 430 production companies, including major studios such as Studio Ghibli, Kyoto Animation, Sunrise, Bones, Ufotable, MAPPA, Wit Studio, CoMix Wave Films, Madhouse, Inc., TMS Entertainment, Studio Pierrot, Production I.G, Nippon Animation and Toei Animation. Since the 1980s, the medium has also seen widespread international success with the rise of foreign dubbed and subtitled programming, and since the 2010s due to the rise of streaming services and a widening demographic embrace of anime culture, both within Japan and worldwide.<ref>Template:Cite web</ref><ref>Template:Cite web</ref> Template:As of Japanese animation accounted for 60% of the world's animated television shows.<ref>Template:Cite book</ref> By 2022, anime had become one of the fastest-growing genres of content globally.<ref>Template:Cite web</ref> The medium is currently characterised by increased globalisation, expansive cross-cultural collaboration, and significant brand integration, as Japanese-produced animation continues to influence and shape media and popular culture on a global scale.<ref>Template:Cite web</ref>
Etymology
As a type of animation, anime is an art form that comprises many genres found in other mediums; it is sometimes mistakenly classified as a genre itself.Template:Sfn In Japanese, the term anime is used to refer to all animated works, regardless of style or origin.<ref>Template:Cite web</ref> English-language dictionaries typically define anime (Template:IPAc-en)<ref>Template:Cite web</ref> as "a style of Japanese animation"<ref name="lexico">Template:Cite web</ref> or as "a style of animation originating in Japan".<ref>Template:Cite web</ref> Other definitions are based on origin, making production in Japan a requisite for a work to be considered "anime".<ref name="anna">Template:Cite web</ref>
The etymology of the word anime is disputed. The English word "animation" is written in Japanese katakana as Template:Lang (Template:Transliteration) and as Template:Lang (Template:Transliteration, Template:IPA) in its shortened form.<ref name=anna /> Some sources claim that the term is derived from the French term for animation Template:Lang ("cartoon", literally 'animated drawing'),<ref>Template:Cite book</ref> but others believe this to be a myth derived from the popularity of anime in France in the late 1970s and 1980s.<ref name=anna/>
In English, anime—when used as a common noun—normally functions as a mass noun. (For example: "Do you watch anime?" or "How much anime have you watched?")<ref>Template:Cite encyclopedia</ref><ref>Template:Cite web</ref> As with a few other Japanese words, such as saké and Pokémon, English texts sometimes spell anime as animé (as in French), with an acute accent over the final e, to cue the reader to pronounce the letter, not to leave it silent as English orthography may suggest. Prior to the widespread use of anime, the term Japanimation, a portmanteau of Japan and animation, was prevalent throughout the 1970s and 1980s. In the mid-1980s, the term anime began to supplant Japanimation;Template:Sfn in general, the latter term now only appears in period works where it is used to distinguish and identify Japanese animation.Template:Sfn
History
Precursors
Template:Lang and shadow plays (kage-e) are considered precursors to Japanese animation.<ref name=":1">Template:Cite book</ref> Template:Lang was a common form of entertainment in the 11th century. Traveling storytellers narrated legends and anecdotes while the Template:Lang was unrolled from the right to left in chronological order, as a moving panorama.<ref name=":1" /> Kage-e was popular during the Edo period and originated from the shadow plays of China.<ref name=":1" /> Magic lanterns from the Netherlands were also popular in the 18th century.<ref name=":1" /> The paper play called kamishibai surged in the 12th century and remained popular in street theater until the 1930s.<ref name=":1" /> Puppets of the Bunraku theater and ukiyo-e prints are considered ancestors of characters of most Japanese animation.<ref name=":1" /> Finally, manga was a heavy inspiration for anime. Cartoonists Kitzawa Rakuten and Okamoto Ippei used film elements in their strips.<ref name=":1" />
Pioneers
File:Kouichi Jun'ichi - Namakura Gatana (1917) - 4-minute restored version.webm
Animation in Japan began in the early 20th century, when filmmakers started to experiment with techniques pioneered in France, Germany, the United States, and Russia.Template:Sfn A claim for the earliest Japanese animation is Katsudō Shashin (Template:Circa),<ref>Template:Cite web</ref> a private work by an unknown creator.Template:Sfn In 1917, the first professional and publicly displayed works began to appear; animators such as Ōten Shimokawa, Seitarō Kitayama, and Jun'ichi Kōuchi (known as the "fathers of anime") produced numerous films, with the oldest surviving one being Kōuchi's Namakura Gatana.<ref>Template:Cite web</ref> Many early works were lost in the destruction of Shimokawa's warehouse during the 1923 Great Kantō earthquake.Template:Sfn
By the mid-1930s, animation was well-established in Japan as an alternative format to live action works. It suffered competition from foreign producers, such as Disney, and many animators, including Noburō Ōfuji and Yasuji Murata, continued to work with cheaper cutout animation rather than cel animation.<ref>Template:Cite web</ref> Other creators, including Kenzō Masaoka and Mitsuyo Seo, nevertheless made great strides in technique, benefiting from the patronage of the government, which employed animators to produce educational shorts and propaganda.<ref>Template:Cite book</ref> In 1940, the government dissolved several artists' organizations to form the Template:Nihongo footTemplate:Sfn The first talkie anime was Chikara to Onna no Yo no Naka (1933), a short film produced by Masaoka.Template:Sfn<ref name="kodanasha1993">Template:Cite book</ref> The first feature-length anime film was Momotaro: Sacred Sailors (1945), produced by Seo with a sponsorship from the Imperial Japanese Navy.<ref>Template:Cite AV media</ref> The 1950s saw a proliferation of short, animated advertisements created for television.<ref>Template:Cite book</ref>
Modern era
In the 1960s, manga artist and animator Osamu Tezuka adapted and simplified Disney animation techniques to reduce costs and limit frame counts in his productions.Template:Sfn Originally intended as temporary measures to allow him to produce material on a tight schedule with inexperienced staff, many of his limited animation practices came to define the medium's style.<ref>Template:Cite web</ref> Three Tales (1960) was the first anime film broadcast on television;Template:Sfn the first anime television series was Instant History (1961–64).Template:Sfn An early and influential success was Astro Boy (1963–66), a television series directed by Tezuka based on his manga of the same name. Many animators at Tezuka's Mushi Production later established major anime studios, among those being Madhouse, Sunrise, and Studio Pierrot.
The 1970s saw growth in the popularity of manga, many of which later received animated adaptations. Tezuka's work—and that of other pioneers in the field—inspired characteristics and genres that remain fundamental elements of anime today. The giant robot genre (also known as "mecha"), for instance, took shape under Tezuka, developed into the super robot genre under Go Nagai and others, and was revolutionized at the end of the decade by Yoshiyuki Tomino, who developed the real robot genre.Template:Sfn Robot anime series such as Gundam, Space Runaway Ideon,<ref>Template:Cite web</ref> and Super Dimension Fortress Macross were influential classics in the 1980s, and the genre remained one of the most popular in the following decades.Template:Sfn The bubble economy of the 1980s spurred a new era of high-budget and experimental anime films, including Nausicaä of the Valley of the Wind (1984), Royal Space Force: The Wings of Honnêamise (1987), and Akira (1988).Template:Sfn
Experimental anime titles continued to draw attention in the 1990s, as Neon Genesis Evangelion (1995), Ghost in the Shell (1995) and Cowboy Bebop (1998) garnered international popularity. During this period, anime began attracting greater interest in Western countries; other international successes include Sailor Moon and Dragon Ball Z, both of which were dubbed into more than a dozen languages worldwide. In 2003, Spirited Away, a Studio Ghibli feature film directed by Hayao Miyazaki, won the Academy Award for Best Animated Feature at the 75th Academy Awards. It later became the highest-grossing anime film,Template:Efn grossing more than $355 million worldwide. Since the 2000s, an increased number of anime works have been adaptations of light novels and visual novels; successful examples include The Melancholy of Haruhi Suzumiya and Fate/stay night (both 2006). Demon Slayer: Kimetsu no Yaiba the Movie: Mugen Train became the highest-grossing Japanese film and one of the world's highest-grossing films of 2020.<ref name="bbc1">Template:Cite web</ref><ref name="bbc">Template:Cite web</ref> It also became the fastest-grossing film in Japanese cinema history, earning 10 billion yen ($95.3m; £72m) in 10 days.<ref name="bbc"/> It beat the previous record holder Spirited Away, which took 25 days to gross the same amount.<ref name="bbc"/><ref>Template:Cite web</ref><ref>Template:Cite news</ref><ref>Template:Cite web</ref><ref>Template:Cite web</ref>
In 2021, the anime adaptations of Jujutsu Kaisen, Demon Slayer: Kimetsu no Yaiba and Tokyo Revengers were among the top 10 most discussed TV shows worldwide on Twitter.<ref>Template:Cite web</ref><ref name="ktops">Template:Cite news</ref> In 2022, Attack on Titan won the award of "Most In-Demand TV Series in the World 2021" at the Global TV Demand Awards. Attack on Titan became the first ever non-English language series to earn the title of World's Most In-Demand TV Show, previously held by only The Walking Dead and Game of Thrones.<ref name="WFMZ-TV">Template:Cite web</ref> In 2024, Jujutsu Kaisen broke the Guinness World Record for the "Most in-demand animated TV show" with a global demand rating 71.2 times than that of the average TV show, previously held by Attack on Titan.<ref>Template:Cite web</ref><ref>Template:Cite web</ref>
Attributes
Clockwise from the top left: Dead Leaves, Flag, Serial Experiments Lain, Monster, Mind Game, Lucky Star, Cat Soup, and Gurren Lagann.
Anime differs from other forms of animation with its art styles, methods of animation, production, and process. Visually, anime works exhibit a wide variety of art styles, differing between creators, artists, and studios.Template:Sfn While no single art style predominates anime as a whole, they do share some similar attributes in terms of animation technique and character design.
Anime is fundamentally characterized by the use of limited animation, flat expression, the suspension of time, its thematic range, the presence of historical figures, its complex narrative line and, above all, a peculiar drawing style, with characters characterized by large and oval eyes, with very defined lines, bright colors and reduced movement of the lips.<ref>Template:Cite journal</ref><ref>Template:Cite thesis</ref>
Technique
Modern anime follows a typical animation production process, involving storyboarding, voice acting, character design, and cel production. Since the 1990s, animators have increasingly used computer animation to improve the efficiency of the production process. Early anime works were experimental, and consisted of images drawn on blackboards, stop motion animation of paper cutouts, and silhouette animation.<ref name="Jouvanceau2004"/><ref name="Cinémathèque2008">Template:Cite web</ref> Cel animation grew in popularity until it came to dominate the medium. In the 21st century, the use of other animation techniques is mostly limited to independent short films,<ref name="Sharp2003">Template:Cite web</ref> including the stop motion puppet animation work produced by Tadahito Mochinaga, Kihachirō Kawamoto and Tomoyasu Murata.<ref name="Sharp2004">Template:Cite web</ref><ref>Template:Cite web</ref> Computers were integrated into the animation process in the 1990s, with works such as Ghost in the Shell (1995) and Princess Mononoke (1997) mixing cel animation with computer-generated imagery.Template:Sfn Fuji Film, a major cel production company, announced it would cease cel production, causing an industry panic to procure cel imports and hastening the switch to digital processes.Template:Sfn
Prior to the digital era, anime was produced with traditional animation methods using a pose to pose approach.<ref name="Jouvanceau2004">Template:Cite book</ref> The majority of mainstream anime uses fewer expressive key frames and more in-between animation.<ref name=ANNKeyAnimation>Template:Cite news</ref>
Japanese animation studios were pioneers of many limited animation techniques, and have given anime a distinct set of conventions. Unlike Disney animation, where the emphasis is on the movement, anime emphasizes the art quality and lets limited animation techniques make up for the lack of time spent on movement. Such techniques are often used not only to meet deadlines but also as artistic devices.<ref name="ChicksOnAnimeSep2008">Template:Cite news</ref> Anime scenes often place emphasis on achieving three-dimensional views, and backgrounds are instrumental in creating the atmosphere of the work.Template:Sfn The backgrounds are not always purely fictional and are occasionally based on real locations, as exemplified in Howl's Moving Castle and The Melancholy of Haruhi Suzumiya.<ref>Template:Cite web</ref>Template:Better source needed John Oppliger stated that anime is one of the rare mediums where putting together an all-star cast usually comes out looking "tremendously impressive".<ref>Template:Cite web</ref>
The cinematic effects of anime differentiates itself from the stage plays found in American animation. Anime is cinematically shot as if by camera, including panning, zooming, and distance and angle shots to more complex dynamic shots that would be difficult to produce in reality.Template:Sfn<ref name="production">Template:Cite web</ref><ref>Template:Cite web</ref> In anime, the animation is almost always produced before the voice acting, contrary to American animation, where the voice acting typically comes first.Template:Sfn
Characters
Clockwise from the top left: Ashita no Joe (1970), Macross: Do You Remember Love? (1984), Ghost in the Shell (1995), K-On! (2009), Your Name (2016), The Hidden Dungeon Only I Can Enter (2021), Fruits Basket (2001), and Rurouni Kenshin (1996).
The body proportions of human anime characters tend to accurately reflect the proportions of the human body in reality. The height of the head is usually considered by the artist as the base unit of proportion. Head to height ratios vary drastically by art style, with most anime characters falling between 5 and 8 heads tall. Anime artists occasionally make deliberate modifications to body proportions to produce chibi characters that feature a disproportionately small body compared to the head; many chibi characters are two to four heads tall. Some anime works like Crayon Shin-chan completely disregard these proportions, in such a way that they resemble caricatured Western cartoons.
A common anime character design convention is exaggerated eye size. The animation of characters with large eyes in anime can be traced back to Osamu Tezuka, who was deeply influenced by such early animation characters such as the ones by Walt Disney and Betty Boop, who were drawn with disproportionately large eyes.Template:Sfn Tezuka is a central figure in anime and manga history, whose iconic art style and character designs allowed for the entire range of human emotions to be depicted solely through the eyes.Template:Sfn The artist may add variable color shading to the eyes and particularly to the cornea to give them greater depth. Generally, a mixture of a light shade, the tone color, and a dark shade is used.<ref>Template:Cite web</ref><ref>Template:Cite web</ref> However, not all anime characters have large eyes. For example, the works of Hayao Miyazaki are known for having realistically proportioned eyes, as well as realistic hair colors on their characters.Template:Sfn
Hair in anime is often unnaturally lively and colorful or uniquely styled. The movement of hair in anime is exaggerated and "hair actions" are used to emphasize the action and emotions of characters for added visual effect.Template:Sfn Artist Gilles Poitras traces hairstyle color to cover illustrations on manga, where eye-catching artwork and colorful tones are considered appealing for children's manga.Template:Sfn Some anime will depict non-Japanese characters with specific ethnic features, such as a pronounced nose and jutting jaw for European characters.<ref name="do1">Template:Cite web</ref> In other cases, anime feature characters whose ethnicity or nationality is not always defined, and this is often a deliberate decision, such as in the Pokémon animated series.Template:Sfn
Anime and manga artists often draw from a common canon of iconic facial expression illustrations to denote particular moods and thoughts.<ref>Template:Cite web</ref> These techniques are often different in form than their counterparts in Western animation, and they include a fixed iconography that is used as shorthand for certain emotions and moods.<ref name="bloody" /> For example, a male character may develop a nosebleed when sexually aroused.<ref name="bloody">Template:Cite web</ref> A variety of visual symbols are employed, including sweat drops to depict nervousness, symbolized red veins for anger, visible blushing for embarrassment, or glowing eyes for an intense glare.Template:Sfn Another recurring sight gag is the use of chibi (deformed, simplified character designs) figures to comedically punctuate emotions like confusion or embarrassment.<ref name="bloody" />
Music
Template:See also File:TVアニメ「ヒロインたるもの!~嫌われヒロインと内緒のお仕事~」オープニングムービー.webm The opening and credits sequences of most anime television series are accompanied by J-pop or J-rock songs, often by reputed bands—as written with the series in mind—but are also aimed at the general music market; therefore they often allude (only vaguely or not at all) to the thematic settings or plot of the series. Also, they are often used as incidental music ("insert songs") in an episode, in order to highlight particularly important scenes.<ref>Template:Cite web</ref>Template:Better source needed
Future funk, a musical microgenre that evolved in the early 2010s from vaporwave with a French house and Eurodisco influence, heavily uses anime visuals and samples along with Japanese city pop to build an aesthetic.<ref>Template:Cite web</ref>
Since the 2020s, anime songs have experienced a rapid growth in global online popularity due to their widened availability on music streaming services such as Spotify and promotion by fans and artists on social media.<ref>Template:Cite web</ref> In 2023, the opening theme "Idol" by Yoasobi of the anime series Oshi no Ko topped the Billboard Global 200 Excl. U.S. charts with 45.7 million streams and 24,000 copies sold outside the U.S. "Idol" has become the first Japanese song and anime song to top the Billboard Global chart, as well as to take the top spot on Apple Music's Top 100: Global chart.<ref>Template:Cite magazine</ref><ref>Template:Cite web</ref>
Genres
Anime are often classified by target demographic, including Template:Nihongo, Template:Nihongo, Template:Nihongo, Template:Nihongo, Template:Nihongo and a diverse range of genres targeting an adult audience. Shōjo and shōnen anime sometimes contain elements popular with children of all genders in an attempt to gain crossover appeal. Adult anime may feature a slower pace or greater plot complexity that younger audiences may typically find unappealing, as well as adult themes and situations.Template:Sfn A subset of adult anime works featuring pornographic elements are labeled "R18" in Japan, and are internationally known as hentai (originating from the Japanese word for Template:Nihongo). By contrast, some anime subgenres incorporate ecchi, sexual themes or undertones without depictions of sexual intercourse, as typified in the comedic or harem genres; due to its popularity among adolescent and adult anime enthusiasts, the inclusion of such elements is considered a form of fan service.<ref name="askjohn">Ask John: Why Do Americans Hate Harem Anime? Template:Webarchive. animenation.net. May 20. 2005. Note: fan service and ecchi are often considered the same in wording.</ref>Template:Sfn Some genres explore homosexual romances, such as yaoi (male homosexuality) and yuri (female homosexuality). While often used in a pornographic context, the terms yaoi and yuri can also be used broadly in a wider context to describe or focus on the themes or the development of the relationships themselves.Template:Sfn
Anime's genre classification differs from other types of animation and does not lend itself to simple classification.Template:Sfn Gilles Poitras compared the labeling of Gundam 0080 and its complex depiction of war as a "giant robot" anime akin to simply labeling War and Peace a "war novel".Template:Sfn Science fiction is a major anime genre and includes important historical works like Tezuka's Astro Boy and Yokoyama's Tetsujin 28-go. A major subgenre of science fiction is mecha, with the Gundam metaseries being iconic.Template:Sfn The diverse fantasy genre includes works based on Asian and Western traditions and folklore; examples include the Japanese feudal fairytale Inuyasha, and the depiction of Scandinavian goddesses who move to Japan to maintain a computer called Yggdrasil in Ah! My Goddess.Template:Sfn Genre crossing in anime is also prevalent, such as the blend of fantasy and comedy in Dragon Half, and the incorporation of slapstick humor in the crime anime film Castle of Cagliostro.Template:Sfn Other subgenres found in anime include magical girl, harem, sports, martial arts, literary adaptations, medievalism,<ref>Template:Cite journal</ref> and war.Template:Sfn
Formats
Early anime works were made for theatrical viewing, and required played musical components before sound and vocal components were added to the production. In 1958, Nippon Television aired Mogura no Abanchūru ("Mole's Adventure"), both the first televised and first color anime to debut.<ref>Template:Cite news</ref> It was not until the 1960s when the first televised series were broadcast and it has remained a popular medium since.Template:Sfn Works released in a direct-to-video format are known as "original video animations" (OVAs) or "original animation videos" (OAVs); and are typically not released theatrically or televised prior to home media release.Template:Sfn<ref>Template:Cite news</ref>Template:Better source needed The emergence of the Internet has led some animators to distribute works online in a format called "original net animation" (ONA).<ref>Template:Cite news</ref>Template:Better source needed
The home distribution of anime releases was popularized in the 1980s with the VHS and LaserDisc formats.Template:Sfn The VHS NTSC video format used in both Japan and the United States is credited with aiding the rising popularity of anime in the 1990s.Template:Sfn The LaserDisc and VHS formats were transcended by the DVD format which offered unique advantages, including multiple subtitling and dubbing tracks on the same disc.Template:Sfn The DVD format also had its drawbacks in its usage of region coding, adopted by the industry to combat licensing, piracy and exporting, as well as usage in restricted regions indicated on the DVD player.Template:Sfn The Video CD (VCD) format was popular in Hong Kong and Taiwan, but became only a minor format in the United States that was closely associated with bootleg copies.Template:Sfn
Whereas many American television series had an episodic format, with each episode typically consisting of a self-contained story, anime series, such as Dragon Ball Z, had a serialization format, where continuous story arcs stretch over multiple episodes or seasons, thus distinguishing them from traditional American shows; serialization has since also become a common characteristic of American streaming television shows during the "Golden Age of Television" era.<ref>Template:Cite book</ref>
Industry

The animation industry consists of more than 430 production companies, with some of the major and most prominent studios including Toei Animation, Madhouse, Gonzo, Sunrise, Bones, TMS Entertainment, Nippon Animation, P.A. Works, Studio Pierrot, Production I.G, Ufotable and Studio Ghibli.Template:Sfn Many of the studios are organized into a trade association, The Association of Japanese Animations. There is also a labor union for workers in the industry, the Japanese Animation Creators Association. Studios will often work together to produce more complex and costly projects, as done with Studio Ghibli's Spirited Away.Template:Sfn An anime episode can cost between US$100,000 and US$300,000 to produce.<ref>Template:Cite web</ref> In 2001, animation accounted for 7% of the Japanese film market, above the 4.6% market share for live action works.Template:Sfn The popularity and success of anime is seen through the profitability of the DVD market, contributing nearly 70% of total sales.Template:Sfn According to a 2016 article on Nikkei Asian Review, Japanese television stations have bought over Template:JPY worth of anime from production companies "over the past few years", compared with under Template:JPY from overseas.<ref name="Kobayashi">Template:Cite web</ref> There has been a rise in sales of shows to television stations in Japan, caused by late night anime with adults as the target demographic.<ref name="Kobayashi"/> This type of anime is less popular outside Japan, being considered "more of a niche product".<ref name="Kobayashi"/> Spirited Away (2001) was the all-time highest-grossing film in Japan until it was overtaken by Demon Slayer: Kimetsu no Yaiba – The Movie: Mugen Train in 2020.<ref name="gross">
- Gross
- North American gross: $10,055,859
- Japanese gross: $229,607,878 (March 31, 2002)
- Other territories: ${{#expr:215,307+154,349+241,829+292,529+6,326,294+1,981,457+307,200+2,958,139+804,985+749,529+106,667+103,488+27,787+11,382,770+822,940+1,044,866+36,860+1,383,023}}
- Japanese gross
- End of 2001: $227 million
- Across 2001 and 2002: $270 million
- As of 2008: $290 million
</ref><ref>Template:Cite web</ref><ref>Template:Cite web</ref> It was also the highest-grossing anime film worldwide until it was overtaken by Makoto Shinkai's 2016 film Your Name.<ref>Template:Cite web</ref> Anime films represent a large part of the highest-grossing Japanese films yearly in Japan, with 6 out of the top 10 in 2014, 2015 and 2016.
Anime has to be licensed by companies in other countries in order to be legally released. While anime has been licensed by its Japanese owners for use outside Japan since at least the 1960s, the practice became well-established in the United States in the late 1970s to early 1980s, when such TV series as Gatchaman and Captain Harlock were licensed from their Japanese parent companies for distribution in the American market. The trend towards American distribution of anime continued into the 1980s with the licensing of titles such as Voltron and the 'creation' of new series such as Robotech through the use of source material from several original series.Template:Sfn
In the early 1990s, several companies began to experiment with the licensing of less child-oriented material. Some, such as A.D. Vision, and Central Park Media and its imprints, achieved fairly substantial commercial success and went on to become major players in the now very lucrative American anime market. Others, such as AnimEigo, achieved limited success. Many companies created directly by Japanese parent companies did not do as well, most releasing only one or two titles before completing their American operations.Template:Citation needed
Licenses are expensive, often costing hundreds of thousands of dollars for one series and tens of thousands for one movie.<ref name="ADVcourt">ADV Court Documents Reveal Amounts Paid for 29 Anime Titles Template:Webarchive</ref> The prices vary widely; for example, Jinki: Extend costed only $91,000 to license while Kurau Phantom Memory costed $960,000.<ref name="ADVcourt"/> Simulcast Internet streaming rights can be cheaper, with prices around $1,000–2,000 an episode,<ref>"The Anime Economy Part 3: Digital Pennies" Template:Webarchive</ref> but can also be more expensive, with some series costing more than Template:USD per episode.<ref>Template:Cite web</ref>
The anime market for the United States was worth approximately $2.74 billion in 2009.<ref>Template:Cite web</ref> Dubbed animation began airing in the United States in 2000 on networks like The WB and Cartoon Network's Adult Swim.Template:Sfn In 2005, this resulted in five of the top ten anime titles having previously aired on Cartoon Network.Template:Sfn As a part of localization, some editing of cultural references may occur to better follow the references of the non-Japanese culture.<ref>Template:Cite web</ref> The cost of English localization averages US$10,000 per episode.<ref>Template:Cite web</ref>
The industry has been subject to both praise and condemnation for fansubs, the addition of unlicensed and unauthorized subtitled translations of anime series or films.Template:Sfn Fansubs, which were originally distributed on bootlegged VHS cassettes in the 1980s, have been freely available and disseminated online since the 1990s.Template:Sfn Since this practice raises concerns for copyright and piracy issues, fansubbers tend to adhere to an unwritten moral code to destroy or no longer distribute an anime once an officially translated or subtitled version becomes licensed. They also try to encourage viewers to buy an official copy of the release once it comes out in English, although fansubs typically continue to circulate through file-sharing networks.Template:Sfn Even so, the laid back regulations of the Japanese animation industry tend to overlook these issues, allowing it to grow underground and thus increasing its popularity until there is a demand for official high-quality releases for animation companies. This has led to an increase in global popularity of Japanese animation, reaching $40 million in sales in 2004.<ref name=fansubbingimpact>Template:Cite web</ref> Fansub practices have rapidly declined since the early-2010s due to the advent of legal streaming services which simulcast new anime series, often within a few hours of their domestic release.<ref>Template:Cite web</ref>
Since the 2010s, anime has become a global multibillion-dollar industry, setting a sales record in 2017 of ¥2.15 trillion ($19.8 billion), driven largely by demand from overseas audiences.<ref>Template:Cite web</ref> In 2019, Japan's anime industry was valued at $24 billion a year, with 48% of that revenue coming from overseas (which is now its largest industry sector).<ref>Template:Cite web</ref> By 2025, the anime industry is expected to reach a value of $30 billion, with over 60% of that revenue coming from overseas.<ref>Template:Cite web</ref>
Markets
The Japan External Trade Organization (JETRO) valued the domestic anime market in Japan at Template:JPY (Template:US$), including Template:JPY from licensed products, in 2005.<ref name="J-Marketing">Template:Cite news</ref> JETRO reported sales of overseas anime exports in 2004 to be Template:JPY (Template:US$).<ref>Template:Cite book</ref> JETRO valued the anime market in the United States at Template:JPY (Template:US$),<ref name="J-Marketing"/> including Template:US$ in home video sales and over Template:US$ from licensed products, in 2005.<ref name="ann-market"/> JETRO projected in 2005 that the worldwide anime market, including sales of licensed products, would grow to Template:JPY (Template:US$).<ref name="J-Marketing"/><ref name="ann-market">Template:Cite news</ref> The anime market in China was valued at Template:US$ in 2017,<ref>Template:Cite news</ref> and was projected to reach Template:US$ by 2020.<ref>Template:Cite news</ref> In Europe, the anime merchandising market was valued at about $950 million with the figurine segment accounting for most of the share and is expected to reach a value of over $2 billion by 2030.<ref>Template:Cite web</ref> The global anime market size was valued at $26.055 billion in 2021 with 29% of the revenue coming from merchandise. It is expected that the global anime market will reach a value of $47.14 billion by 2028.<ref>Template:Cite web</ref><ref>Template:Cite web</ref> In 2023, the anime industry generated $19.8 billion in total global revenue, including $5.5 billion from streaming and $14.3 billion from merchandise sales. North America and Asia contributed a combined $14.3 billion in total revenue, accounting for over 72% of anime's global impact.<ref>Template:Cite web</ref><ref>Template:Cite web</ref> By 2030, the global anime market is expected to reach a value of $48.3 billion, with the largest contributors to this growth being North America, Europe, Asia–Pacific and the Middle East.<ref>Template:Cite press release</ref> The global anime market size was valued at $25.8 billion in 2022 and is expected to increase to $62.7 billion by 2032, with a CAGR of 9.4%.<ref>Template:Cite web</ref><ref>Template:Cite web</ref><ref>Template:Cite web</ref> In 2019, the annual overseas exports of Japanese animation exceeded $10 billion for the first time in history.<ref>Template:Cite web</ref> According to Dentsu’s 2025 Global Research Report “Anime: A Growing Opportunity for Brands”, data collected between October 2024 and March 2025 from 8,600 consumers across 10 countries (the United States, United Kingdom, Poland, Spain, France, Italy, Japan, China, Indonesia, and Thailand) showed that the anime fandom is continuing to expand markedly worldwide. Globally, 3 in 10 consumers reported watching anime weekly, with that proportion rising to 50% among Gen Z viewers. In Southeast Asia in particular, enthusiasm is strong: in Thailand, nearly one-third (31%) of anime viewers spent over US$200 on merchandise in the past year, while in Indonesia the figure is about 23%. Moreover, in Indonesia about 1 in 5 Gen Z anime fans say they post about anime on social platforms or participate in anime-related Discord communities, indicating high active engagement rather than passive consumption. In the EMEA markets surveyed (UK, France, Spain, Italy, Poland), around 20% in France and 19% in Italy of respondents report watching anime weekly. In the United States, the global survey found that 40% of anime consumers reported spending more than US$200 on related merchandise over the past year, with Netflix identified as the most widely used platform for anime viewing in the country alongside Europe and parts of Asia.<ref>Template:Cite web</ref>
Awards
The anime industry hosts several annual awards that honor the year's best works. Major annual awards in Japan include the Ōfuji Noburō Award, the Mainichi Film Award for Best Animation Film, the Animation Kobe Awards, the Japan Media Arts Festival animation awards, the Seiyu Awards for voice actors, the Tokyo Anime Award, and the Japan Academy Prize for Animation of the Year. Internationally, anime TV series and films compete in shows such as the Crunchyroll Anime Awards and The Astra Awards. There were also the American Anime Awards, which were designed to recognize excellence in anime titles nominated by the industry, though it was held only once in 2006.Template:Sfn Anime productions have also been nominated and won awards not exclusively for anime, like the Academy Award for Best Animated Feature or the Golden Bear.
Working conditions
In recent years, the anime industry has been accused by both Japanese and foreign media of overworking and underpaying its animators.<ref>Template:Cite web</ref><ref>Template:Cite newsTemplate:Cbignore</ref><ref>Template:Cite news</ref> In response, Japanese Prime Minister Fumio Kishida promised to improve the working conditions and salary of all animators and creators working in the industry.<ref>Template:Cite web</ref> A few anime studios such as MAPPA have taken actions to improve the working conditions of their employees.<ref>Template:Cite web</ref> There was a slight increase in production costs and animator salaries during the COVID-19 pandemic.<ref>Template:Cite web</ref> Throughout 2020 and 2021, the American streaming service Netflix announced that it would greatly invest and fund the anime industry, as well as support training programs for new animators.<ref>Template:Cite web</ref><ref>Template:Cite web</ref><ref>Template:Cite web</ref> On April 27, 2023, the Nippon Anime Film Culture Association (NAFCA) was officially founded. The association aims to address and solve problems in the industry, including the improvement of working conditions for animators.<ref>Template:Cite web</ref><ref>Template:Cite web</ref> The Japanese government is actively working to improve the working conditions within the anime industry as part of its broader initiative to support and further expand the sector in order to sustain its growing global demand.<ref>Template:Cite web</ref>
Global popularity and cultural impact

Anime has become commercially profitable in the Western world,<ref>Template:Cite web</ref><ref>Template:Cite web</ref><ref>Template:Cite web</ref> as demonstrated by early commercially successful Western adaptations of anime, such as Astro Boy and Speed Racer. Early American adaptions in the 1960s made Japan expand into the continental European market, first with productions aimed at European and Japanese children, such as Heidi, Vicky the Viking and Barbapapa, which aired in various countries. Italy, Spain, and France<ref>Template:Cite journal</ref><ref>Template:Cite web</ref> developed a particular interest in Japan's output, due to its cheap selling price and productive output. As of 2014, Italy imported the most anime outside Japan.<ref>Template:Cite journal</ref> Anime and manga were introduced to France in the late 1970s and became massively popular in spite of a moral panic led by French politicians in the 1980s and 1990s.<ref>Template:Cite web</ref> These mass imports influenced anime's popularity in East Asian,<ref>Template:Cite journal</ref><ref>Template:Cite web</ref><ref>Template:Cite web</ref> Southeast Asian,<ref>Template:Cite web</ref> South Asian,<ref>Template:Cite web</ref><ref>Template:Cite web</ref> Latin American,<ref>The Latin American Appetite for Asian Content. Ark One Studios.</ref><ref>Exploring Asian Heritage in Latin America. Luz Media.</ref> Arabic,<ref>Template:Cite web</ref><ref>Template:Cite web</ref> Israeli<ref>Template:Cite web</ref> and German markets.Template:Sfn
The beginning of 1980 saw the introduction of Japanese anime series into the American market.<ref name="Ruh">Template:Cite journal</ref> In the 1990s, Japanese animation slowly gained popularity in the United States, as media companies such as Viz and Mixx began publishing and releasing animated works into the American market.<ref>Template:Cite journal</ref> The 1988 film Akira is largely credited with popularizing anime in the Western world during the early 1990s, before anime was further popularized by television shows such as Pokémon and Dragon Ball Z in the latter part of the decade.<ref name="vice">Template:Cite web</ref><ref name="filmschoolrejects">Template:Cite web</ref> By 1997, Japanese anime was the fastest-growing genre in the American video industry.<ref>Template:Cite magazine</ref> The growth of the Internet later provided international audiences with an easy way to access Japanese content.<ref name="fansubbingimpact" /> Early on, online piracy played a major role in this, through over time legal alternatives appeared, which significantly reduced illegal practices.<ref>Template:Cite web</ref> Since the 2010s, streaming services have become increasingly involved in the production, licensing and distribution of anime for international markets.<ref>Template:Cite web</ref><ref>Template:Cite news</ref> This is especially the case with net services such as Netflix, Crunchyroll and others which have large catalogs in many countries, although until 2020, anime fans in multiple developing countries had fewer options for obtaining access to legal content, and therefore would still turn to online piracy.<ref name=":2">Template:Cite web</ref><ref name=":0">Template:Cite web</ref> However, beginning with the 2020s, anime has been experiencing yet another boom in global popularity and demand due to the COVID-19 pandemic and streaming services like Netflix, Amazon Prime Video, HBO Max, Disney+, Hulu and anime-only services like Crunchyroll and Hidive, increasing the international availability of the amount of newly licensed anime shows, as well as the size of their catalogs.<ref>Template:Cite web</ref><ref>Template:Cite news</ref><ref>Template:Cite web</ref><ref>Template:Cite web</ref><ref>Template:Cite web</ref> Netflix reported that between October 2019 and September 2020, more than Template:Nowrap member households worldwide had watched at least one anime title on the platform. Anime titles appeared on the streaming platform's top-ten lists in almost 100 countries within the one-year period.<ref>Template:Cite news</ref> By 2025, Netflix reported that more than 150 million member households, representing an estimated 300 million viewers, commonly watched anime on the platform.<ref>Template:Cite web</ref> Template:Quote box As of 2021, anime series are the most demanded foreign-language television shows in the United States, accounting for 30.5% of the market share. (In comparison, Spanish-language and Korean-language shows account for 21% and 11% of the market share, respectively.)<ref>Template:Cite news</ref> In 2021, more than half of Netflix's global members watched anime.<ref>Template:Cite news</ref><ref>Template:Cite news</ref> In 2022, the anime series Attack on Titan won the award for "Most In-Demand TV Series in the World 2021" in the Global TV Demand Awards. Attack on Titan became the first ever non-English language series to earn the title of "World's Most In-Demand TV Show", previously held by only The Walking Dead and Game of Thrones.<ref name="WFMZ-TV"/><ref>Template:Cite news</ref> In 2024, the anime series Jujutsu Kaisen won the award of "Most In-Demand TV Series in the World 2023" in the Global TV Demand Awards.<ref>Template:Cite news</ref>
Rising interest in anime as well as Japanese video games has led to an increase of university students in the United Kingdom aspiring to get a degree in the Japanese language.<ref>Template:Cite news</ref> The word anime, alongside other Japanese pop cultural terms like shonen, shojo and isekai, have been added to the Oxford English Dictionary.<ref>Template:Cite web</ref><ref>Template:Cite web</ref>
Various anime and manga series have influenced Hollywood in the making of numerous famous movies and characters.<ref>Template:Cite web</ref> Hollywood itself has produced live action adaptations of various anime series such as Ghost in the Shell, Death Note, Dragon Ball and Cowboy Bebop. However most of these adaptations have been received negatively by both critics and audiences and became box-office bombs. The primary reasons for the unsuccessfulness of Hollywood's adaptions of anime are due to change of plot and characters from the original source material and the limited capabilities a live action movie or series has in comparison to an animated counterpart.<ref>Template:Cite web</ref><ref>Template:Cite web</ref> One of the few particular exceptions to this trend is Alita: Battle Angel, which became a moderate commercial success and received generally positive reviews from both critics and audiences for its visual effects and faithfulness to the source material. The movie grossed $404 million worldwide, making it director Robert Rodriguez's highest-grossing film.<ref>Template:Cite web</ref><ref>Template:Cite web</ref>
Anime has significantly influenced fashion by blending bold visual storytelling with distinctive character aesthetics, inspiring everything from streetwear and cosplay culture to high-fashion collaborations.<ref>Template:Cite web</ref>
Anime and manga, alongside many other imports of Japanese pop culture, have helped build a positive worldwide image toward Japan and improve its relations with other countries.<ref>Template:Cite web</ref><ref>Template:Cite journal</ref><ref>Template:Cite news</ref> In 2015, during remarks welcoming Japanese Prime Minister Shinzo Abe to the White House, President Barack Obama thanked Japan for its cultural contributions to the United States by saying:
In July 2020, after the approval of a Chilean government project in which citizens of Chile would be allowed to withdraw up to 10% of their privately held retirement savings, journalist Pamela Jiles celebrated by running through Congress with her arms spread out behind her, imitating the move of many characters of the manga and anime series Naruto.<ref>Template:Cite news</ref><ref>Template:Cite web</ref> In April 2021, Peruvian politicians Jorge Hugo Romero of the PPC and Milagros Juárez of the UPP cosplayed as anime characters to get the otaku vote.<ref>Template:Cite news</ref> On October 28, 2024, the Vatican unveiled its own anime-styled mascot, "Luce", in order to connect with Catholic youth through pop culture.<ref>Template:Cite web</ref>
In April 2023, the Japan Business Federation laid out a proposal aiming to spur the economic growth of Japan by further promoting the contents industry abroad, primarily anime, manga and video games, for measures to invite industry experts from abroad to come to Japan to work, and to link with the tourism sector to help foreign fans of manga and anime visit sites across the country associated with particular manga stories. The federation seeks on quadrupling the sales of Japanese content in overseas markets within the upcoming 10 years.<ref>Template:Cite web</ref><ref>Template:Cite web</ref>
A 2018 survey conducted in 20 countries and territories using a sample consisting of 6,600 respondents held by Dentsu revealed that 34% of all surveyed people found excellency in anime and manga more than other Japanese cultural or technological aspects, which makes this mass Japanese media the third most-liked "Japanese thing", below Japanese cuisine (34.6%) and Japanese robotics (35.1%). The advertisement company views anime as a profitable tool for marketing campaigns in foreign countries due to its popularity and reception.<ref>Template:Cite web</ref>
Anime plays a role in driving tourism to Japan. In surveys held by Statista between 2019 and 2020, 24.2% of tourists from the United States, 7.7% of tourists from China and 6.1% of tourists from South Korea said they were motivated to visit Japan because of Japanese popular culture.<ref>Template:Cite web</ref> In a 2021 survey held by Crunchyroll market research, 94% of Gen Z and 73% of the general population said that they were familiar with anime.<ref>Template:Cite web</ref><ref>Template:Cite web</ref>
Fan response

Anime clubs gave rise to anime conventions in the 1990s with the "anime boom", a period marked by anime's increased global popularity.Template:Sfn These conventions are dedicated to anime and manga and include elements like cosplay contests and industry talk panels.Template:Sfn Cosplay, a portmanteau of "costume play", is not unique to anime and has become popular in contests and masquerades at anime conventions.Template:Sfn Japanese culture and words have entered English usage through the popularity of the medium, including otaku, an unflattering Japanese term commonly used in English to denote an obsessive fan of anime or manga.Template:Sfn Another word that has arisen describing obsessive fans in the United States is wapanese, referring to white individuals who want to be Japanese, or later known as weeaboo or weeb, individuals who demonstrate an obsession with Japanese anime, a term that originated from abusive content posted on the website 4chan.org.<ref>Template:Cite web</ref> While originally derogatory, the terms "otaku" and "weeb" have been reappropriated by the anime fandom overtime and today are used by some fans to refer to themselves in a comedic and more positive way.<ref>Template:Cite web</ref> Anime enthusiasts have produced fan fiction and fan art, including computer wallpapers, and anime music videos (AMVs).Template:Sfn Many fans visit sites depicted in anime, games, manga and other forms of otaku culture. This behavior is known as "anime pilgrimage".<ref>Template:Cite journal</ref>
By the 2020s, anime had firmly established itself as a major global cultural force, resonating with audiences far beyond its origins in Japan. Over half of Generation Z worldwide identified as anime fans, reflecting the medium’s widespread appeal across cultures and languages. The growing international enthusiasm for anime has been attributed to its emotional depth, distinctive visual style, and ability to explore universal themes such as identity, friendship, and perseverance. Its influence can be seen in global entertainment, fashion, and online communities, demonstrating how anime has evolved from a regional art form into a defining element of modern pop culture.<ref>Template:Cite web</ref><ref>Template:Cite web</ref>
As of the 2020s, many anime fans and followers use social media platforms and other sites like YouTube, Bilibili,<ref>Template:Citation</ref> Twitch,<ref>Template:Cite web</ref> Fandom,<ref>Template:Cite book</ref> Facebook, Instagram, Reddit, Discord,<ref>Template:Cite book</ref> Tumblr,<ref>Template:Cite web</ref> 4chan, TikTok and Twitter,<ref name="ktops" /> with online communities and databases such as IMDb and MyAnimeList to discuss anime, manga, and track their progress watching respective series, as well as using news outlets such as Anime News Network.<ref name="kotakumal">Template:Cite web</ref><ref name="forbes">Template:Cite web</ref>
According to Crunchyroll's research data from 2023 to 2024 provided by its President Rahul Parini, there are approximately 800 million people globally (outside of China and Japan) who are either highly aware of anime, show interest in anime, or currently watch anime and identify as fans.<ref>Template:Cite web</ref><ref>Template:Cite web</ref><ref>Template:Cite web</ref> According to a 2024 survey conducted on anime fans by Polygon, 65% of the surveyed anime fans said that they find anime more emotionally compelling than other forms of media and more than 3 in 4 of millennial and Gen Z fans use the medium as a form of escapism. Almost two-thirds of the anime-watching Gen Z audience said they emotionally connect better with anime than they do with traditional media. Over 50% of surveyed Gen Z anime fans said that anime influences their identity, fashion and social understanding.<ref>Template:Cite web</ref>
Due to anime's increased popularity in the 21st century, a large number of celebrities such as Elon Musk, BTS and Ariana Grande have stated that they are anime fans.<ref>Template:Cite web</ref>
Anime style
Template:Main One of the key points that differentiated anime from a handful of Western cartoons is the potential for visceral content. Once the expectation that the aspects of visual intrigue or animation are just for children is put aside, the audience can realize that themes involving violence, suffering, sexuality, pain, and death can all be storytelling elements utilized in anime just as much as other media.Template:Sfn
However, as anime itself became increasingly popular, its styling has been inevitably the subject of both satire and serious creative productions.<ref name="anna" /> South ParkTemplate:'s "Chinpokomon" and "Good Times with Weapons" episodes, Adult Swim's Perfect Hair Forever, and Nickelodeon's Kappa Mikey are examples of Western satirical depictions of Japanese culture and anime, but anime tropes have also been satirized by some anime such as KonoSuba.
Traditionally only Japanese works have been considered anime, but some works have sparked debate about blurring the lines between anime and cartoons, such as the American anime-style productions Avatar: The Last Airbender and The Legend of Korra.<ref name="escapist">Template:Cite web</ref> These anime-styled works have become defined as anime-influenced animation, in an attempt to classify all anime styled works of non-Japanese origin.<ref name="whatisanime">Template:Cite web</ref> Some creators of these works cite anime as a source of inspiration; for example the French production team for Ōban Star-Racers moved to Tokyo to collaborate with a Japanese production team.<ref>Template:Cite web</ref><ref>Template:Cite web</ref><ref name="company">Template:Cite web</ref> When anime is defined as a "style" rather than as a national product, it leaves open the possibility of anime being produced in other countries,<ref name="escapist" /> but this has been contentious amongst fans, with John Oppliger stating, "The insistence on referring to original American art as Japanese "anime" or "manga" robs the work of its cultural identity."<ref name="anna" /><ref>Template:Cite web</ref>
While some anime will depict non-Japanese characters with specific ethnic features, such as a pronounced nose and jutting jaw for European characters,<ref name="do1"/> there are some styles that deliberately forgo any identification of its characters with real-world ethnicities or nationalities, termed in criticism as mukokuseki (statelessness). Mukokuseki characters can significantly impact the reception of a property outside of Japan.<ref name=CuteCult>Bîrlea, Oana-Maria. “Soft Power: ’Cute Culture’, a Persuasive Strategy in Japanese Advertising.” TRAMES: A Journal of the Humanities & Social Sciences, vol. 27, no. 3, July 2023, pp. 311–24. EBSCOhost via Wikipedia Library, https://doi.org/10.3176/tr.2023.3.07.</ref><ref name=CBRnation>Altiok, Revna. "What Is Mukokuseki in Anime – And Why Is It Important? Template:Webarchive" from Comic Book Resources, 24 June 2022.</ref>
A U.A.E.-Filipino produced TV series called Torkaizer is dubbed as the "Middle East's First Anime Show", and is currently in production<ref name="Torkaizer">Template:Cite web</ref> and looking for funding.<ref>Template:Cite web</ref>Template:Update inline Netflix has produced multiple anime series in collaboration with Japanese animation studios,<ref>Template:Cite web</ref> and in doing so, has offered a more accessible channel for distribution to Western markets.<ref>Template:Cite web</ref> Similar initiatives have been enacted by the US-based streaming service Crunchyroll,<ref name=CrunchyOriginals>Template:Cite web</ref> producing titles such as High Guardian Spice and an adaptation of Tower of God.
The web-based series RWBY, produced by Texas-based company Rooster Teeth, is produced using an anime art style, and the series has been described as "anime" by multiple sources. For example, Adweek, in the headline to one of its articles, described the series as "American-made anime",<ref name = "AdweekRWBY">Template:Cite web</ref> and in another headline, The Huffington Post described it as simply "anime", without referencing its country of origin.<ref>Template:Cite web</ref> In 2013, Monty Oum, the creator of RWBY, said "Some believe just like Scotch needs to be made in Scotland, an American company can't make anime. I think that's a narrow way of seeing it. Anime is an art form, and to say only one country can make this art is wrong."<ref name="rwby">Template:Cite web</ref> RWBY has been released in Japan with a Japanese dub;<ref>Template:Cite web</ref> the CEO of Rooster Teeth, Matt Hullum, commented "This is the first time any American-made anime has been marketed to Japan. It definitely usually works the other way around, and we're really pleased about that."<ref name = "AdweekRWBY" />
Media franchises

In Japanese culture and entertainment, the term media mix refers to a strategy to disperse content across multiple representations: different broadcast media, gaming platforms, cell phones, toys, amusement parks, and other methods.<ref name=jen>Henry Jenkins, Convergence Culture: Where Old and New Media Collide, p. 110</ref> It is the Japanese term for a transmedia franchise.<ref name="Steinberg">Marc Steinberg, Anime's Media Mix: Franchising Toys and Characters in Japan</ref><ref>Template:Cite journal</ref> The term gained circulation in the late 1980s, but the origins of the strategy can be traced back to the 1960s with the proliferation of anime, with its interconnection of media and commodity goods.<ref name=amm>Steinberg, p. vi Template:Webarchive</ref>
A number of anime and manga media franchises such as Demon Slayer: Kimetsu no Yaiba, Dragon Ball, Fate/stay night, Yu-Gi-Oh!, Neon Genesis Evangelion and Gundam have gained considerable global popularity, and are among the world's highest-grossing media franchises. Pokémon in particular is estimated to be the highest-grossing media franchise of all time.<ref name="licensing">Template:Cite news</ref>
See also
- Template:Annotated link
- Template:Annotated link
- History of anime
- Japanese popular culture
- Template:Annotated link
- Template:Annotated link
- Lists of anime
- Template:Annotated link
- Template:Annotated link
- Template:Annotated link
- Template:Annotated link
- Template:Annotated link
- Television in Japan
- Template:Annotated link
- Template:Annotated link
- Template:Annotated link
Notes
References
Sources
- Template:Cite book
- Template:Cite book
- Template:Cite book
- Template:Cite book
- Template:Cite book
- Template:Cite book
- Template:Cite book
- Template:Cite book
- Template:Cite book
- Template:Cite book
- Template:Cite book
- Template:Cite book
- Template:Cite book
- Template:Cite book
- Template:Cite book
- Template:Cite book
- Template:Cite news
- Template:Cite news
- Template:Cite news
- Template:Cite news
Template:Animation industry in Japan Template:Animation Template:Japan topics Template:Film genres Template:Media franchises Template:Subject bar Template:Authority control