Anime industry
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The anime industry has grown significantly over the last few years, especially outside of Japan. It has spread rapidly across the world, resulting in an increase in the licensing of various series, movies, and OVAs at an increased rate across multiple regions. Animax is acknowledged as the largest and the only 24-hour anime network in the world,[1] broadcasting its anime programs across Japan, Taiwan, Hong Kong, Southeast Asia, the Indian subcontinent, Latin America, Europe and South Korea.
Anime industry size
Year of production | Number produced | Source |
---|---|---|
2000 | 124 | [2] |
2006 | 306 | [2] |
2008 | 288 | [2] |
Year | Sales value | Source |
---|---|---|
2005 | 97.1 billion yen[note1 1] | [2] |
2006 | 95 billion yen[note1 2] | [2] |
2007 | 89.4 billion yen[note1 3] | [2] |
2008 | 77.9 billion yen[note1 4] | [2] |
2011[note1 5] | 19.6 billion yen[note1 6] 17.1 billion yen[note1 7] |
[3] |
2012 | 61.062 billion yen[note1 8] | [4] |
2013 | 78.99 billion yen[note1 9] | [5] |
Licensing
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 of 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 US 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 use of source material from several original series.
In the early 1990s, several companies began to experiment with the licensing of less children-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.
Licenses are expensive, often hundreds of thousands of dollars for one series and tens of thousands for one movie.[6] The prices vary widely; for example, Jinki: Extend cost only $91,000 to license while Kurau Phantom Memory cost $960,000.[6] Simulcast Internet streaming rights can be less expensive, with prices around $1,000-$2,000 an episode.[7]
See also
- The Association of Japanese Animations
- Japanese Animation Creators Association
- List of Japanese animation studios
Notes
References
- ↑ The Anime Biz - By Ian Rowley, with Hiroko Tashiro, Chester Dawson, and Moon Ihlwan, BusinessWeek, June 27, 2005.
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 "Industry Group Head Says Anime is a Bubble that Burst (Update 2)". Anime News Network. 2009-05-04. Retrieved 2013-12-18.
- ↑ "Anime Makes Up 57% of Blu-Ray Sales in Japan in 1st Half of 2011". Anime News Network. 2011-07-21. Retrieved 2013-12-18.
- ↑ "Anime Video Sales Jump 6.5% in Japan in 2013". Anime News Network. 2014-03-29. Retrieved 2015-03-27.
- ↑ "Anime Video Sales Jump 6.5% in Japan in 2013". Anime News Network. 2014-03-29. Retrieved 2015-03-27.
- ↑ 6.0 6.1 ADV Court Documents Reveal Amounts Paid for 29 Anime Titles
- ↑ The Anime Economy Part 3: Digital Pennies
Further reading
- Morisawa, T. (19 August 2014). "Managing the unmanageable: Emotional labour and creative hierarchy in the Japanese animation industry". Ethnography. doi:10.1177/1466138114547624.
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