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2015 Anime Industry Summary (English) PDF
2015 Anime Industry Summary (English) PDF
AnimeIndustryReport2015
Summary
Authors
Hiromichi Masuda
Ryusuke Hikawa
Tadashi Sudo
Kazuo Rikukawa
Yuji Mori
Editors
Hiromichi Masuda
(editor in chief)
Masahiro Hasegawa
HUMANMEDIA Inc.
Cooperation
Yasuo Kameyama
Mitsuru Soda
January,2016
DatabaseWorkingGroup,AssociationofJapaneseAnimations
TrendsinJapaneseAnimationMarket2015version
The upper part shows Japanese animation market trends in a broad sense (i.e. market size based on estimated sales in animation and animationrelated product markets). The lower part shows Japanese animation market trends in a limited sense (i.e. market size
based on the estimated sales revenues of all domestic commercial animation studios). Its obvious that the animation market in a broad sense is overwhelmingly larger than in a limited sense. This is because the animationrelated businesses including character
merchandising have significant leverage effects.
Japaneseanimationmarkettrendsinabroadsense(i.e.marketsizebasedonestimatedsalesinanimationandanimationrelatedmarkets)<20022014>
TV
Movie
Video
Internet Distribution
Merchandising
Music
Overseas
Live Entertainment
1,476billion
1,600billion yen
1,303billion
1,400billion yen
1,380billion
1,350billion
1,314billion
1,254billion
1,221billion
1,200billion yen
1,630billion
1,095billion
122.6
202.6
166.5
439.0
520.4
521.5
254.4
421.2
800billion yen
23.5
9.1
27.0
600billion yen
435.0
433.7
461.7
0.2
129.4
1.0
117.6
1.8
103.1
19.8
19.6
38.0
124.1
116.5
2002
2003
597.4
530.5
504.9
29.7
26.3
26.1
12.0
1,333billion
29.6
298.1
227.2
326.5
286.7
413.7
482.7
13.8
1,330billion
242.7
152.8
1,119billion
1,000billion yen
372.5
1,313billion
30.8
30.7
627.4
536.4
559.7
10.2
111.3
12.3
105.2
108.5
33.8
29.9
33.8
94.6
95.5
89.5
282.3
266.9
240.8
24.6
23.7
24.5
23.0
594.3
573.2
16.0
106.7
105.9
28.5
90.0
40.9
47.0
41.7
95.1
102.0
110.7
598.5
655.2
Note1:DomesticTVanimationsaleswere
calculatedbasedonthefollowingformula:(the
sumofcommercial TVbroadcaststations
revenuesandNHKsbroadcastrevenues)x(the
ratioofanimationprogramtooverallprogram
broadcastminutes)+(salesrevenueof
animationchannels)
Note2:PachinkoandPachinkoslotmachine
withanimationcharactervalueswereestimated
basedontheirpercentageoftotalPachinkoand
Pachinkoslotmachineshipments.
Note3:ThesurveyforPachinkoandPachinko
slotmachinestartedfrom2008.
Note4:ThesurveyforLiveEntertainment
startedfrom2013
Note 5:ThesalesamountsforMerchandising
from2007 to2013 wererecalculatedin2014.
400billion yen
200billion yen
billion
0 yen
4.1
8.4
138.8
135.8
127.8
28.4
110.0
17.8
104.1
100.3
21.2
92.4
2004
2005
2006
9.8
2007
2008
2009
14.9
2010
2011
27.2
2012
34.0
40.8
115.3
102.1
2013
2014
BasedonquestionnairesconductedbytheAssociationofJapaneseAnimationsandotherpubliclyavailablestatistics
TrendsinJapaneseanimationmarketinalimitedsense(i.e.marketsizebasedontheestimatedsalesrevenuesofalldomesticcommercialanimationstudios<20022014>)
Movie
Video
Internet Disribution
223.2billion
17.3
54.7
includepachinkoandthelike
includepachinkoandthelike
200billion yen
136.6billion
11.3
8.3
includepachinkoandthelike
0includepachinkoandthelike
0
22.4
100billion yen
2.4
21.6
0.1
50billion yen
140.6billion
53.6
includepachinkoandthelike
0
0
25.3
1.6
29.0
4.1
29.2
25.4
0.5
0.3
27.7
35.8
33.5
8.8
6.8
37.2
36.4
31.3
2.1
31.2
7.5
35.4
34.5
2.1
1.0
37.3
34.9
16.9
45.9
47.8
Note6:ThesurveysforPachinkoandPachinko
slotmachinestartedfrom2008.Figuresforthis
industrywereincludedinOthersuntil2007.
Others
187.2billion
181.2billion
26.0
includepachinkoandthelike
0
26.8
3.1
58.4
12.4
3.1
24.8
3.3
30.7
36.3
2.5
2.6
30.1
21.8
18.0
31.0
50.0
45.9
22.8
18.4
Music Overseas
212.billion
208.4billion
150billion yen
Merchandising
164.3billion
145.7billion
11.7
4.5
15.3
4.0
27.4
3.1
17.9
18.6
148.8billion
153.2billion
8.5
9.7
5.0
10.9
7.2
2.5
17.2
3.4
16.0
3.1
26.0
24.4
6.8
3.7
4.0
16.2
15.3
16.4
25.2
43.2
47.2
2009
2010
15.3
14.4
2.9
26.7
20.7
61.6
56
183.4billion
184.7billion
9.1
11.6
14.2
16.9
3.1
26.5
8.5
15.5
24.8
10.8
19.5
3.0
26.6
10.2
16.1
22.6
67.4
61.7
2013
2014
billion0 yen
yen
2002
2003
2004
2005
2006
2007
2008
2011
2012
BasedonquestionnairesconductedbytheAssociationofJapaneseAnimationsandstatisticsreleasedtopublic
Fiveconsecutiveyearsofpositivegrowth,recordingthe
largestmarketsize
As shown in Trends in Japanese Animation Market (2015 version), the Japanese animation industry recorded its best year in 2014, earning 1 trillion 269.7 billion yen (9.2 % growth from the previous year), and experiencing growth for five years
running. While sales in Movie, Video, and Music categories shrunk, those in TV, Internet Distribution, Merchandising, Overseas, Pachinko and Pachinkoslot machine, and Live Entertainment categories increased. The market became too big to hold that
shrunk once in 2007 and recovered from 2010, and then achieved historic records two years in a row.
Japaneseanimationexploitedinnewmedium
The Japanese animation market has been expanding since 2010 thanks to the arrival of new media and
other merkets which promote opportunities to exploit animation content. It took 46 years before
animation content, which was screened only theatrically first, came to be broadcast on TV, and another
17 years until it was distributed in the form of videograms. After the mid2000s new media and other
markets including Pachinko, Internet Distribution, and Live Entertainment were established. Those
media promoted dissemination of animation content to all generations, including adults, and expanded
the viability of various genres.
TopicsinJapaneseanimationindustryfrom2014to2015
The following are the major topics covered in Anime Industry Report 2015.
<ArrivalofMegahits>
Chart:Top10domesticboxofficehitsin2014 (yeninbillion)
Title
BoxOffice
Distributor
25.48billionyen
Disney
BigHero6(Japanesetitle:Baymax)
9.00billionyen
Disney
STANDBYMEDoraemon
8.38billionyen
Toho
YoKaiWatch:TanjnoHimitsudaNyan!
7.40billionyen
Toho
Maleficent
5.22billionyen
Disney
RurouniKenshin:KyotoInferno
5.22billionyen
WB
ThermaeRomaeII
4.42billionyen
Toho
RurouniKenshin:TheLegendEnds
4.35billionyen
WB
DetectiveConan:IjigennoSunaip
4.11billionyen
Toho
10
DoraemonShinNobitanoDaimakyo~Pekoto5ninnoTankentai~
3.58billionyen
Toho
Frozen(Japanesetitle:anatoyukinojoou)
BasedonthesurveysconductedbyMotionPictureProducersAssociationofJapan,TheBunkaNewsandtheDatabaseWorkingofAJA:
2014 was the year for Frozen and YoKai Watch. Frozen recorded the second largest boxoffice revenue
in Japan, and YoKai Watch became a megahit unrivaled since Pocket Monster. Their theme songs were
played everywhere and products with their characters flooded various markets. Both were ubiquitous,
creating phenomenon known to all ages nationwide. Their unanticipated success may be because people
have tended to focus on new character or story developments in existing content, or perhaps its because
this is some form of turning point. Both also made us think of the revival of the age of animations.
Actually six of top ten domestic box office hits in 2014 were animations, and the influence of animation
and manga was also seen in liveaction films. Maleficent would have been an animation work if it had
been produced in the time before CG. Ruroni Kenshin, which was firstly turned into TV animation series,
was based on a manga with the same title. Thermae Romae II was also based on a manga with the same
title. Thus all the films ranked in the Japanese top 10 were somehow related to animation or manga
contents, which shows how animation and manga are ingrained in Japanese culture.
(AcceptanceandincreasingdemandforCG)
The second topic in the Anime Industry Report 2015 is the advancement of Computer Graphics in two
different aspects. First is consumer acceptance for photorealistic CG animation as typified by Pixar
animation contents, and the other is increasing demand for CG in nonphotorealistic traditional
Japanese animation. In Japan it was taken as a truism that Japanese animation was a culture of 2D
expressions with clear outlines, thanks to the historical background of Japanese art, from scroll painting
to Ukiyoe to manga, and that therefore Japanese people were somehow resistant to photorealistic 3DCG
animation works represented by Pixar animation, which are mainstream in Western countries now. In
2014 however, the top 3 domestic box office animation films were all 3D CG animations: Frozen, Big
Hero 6 and STAND BY ME Doraemon. Maybe Japanese audiences finally became accustomed to 3DCG
animations (its been 20 years since Toy Story produced with 3DCG was firstly released in Japan) or
maybe the digitalnative generation, grown up on video games full of CG animations are now in the
majority of the market.
On the other hand, the demands for CG animation techniques realizing celllook (solid color with
outlines) but not photorealistic expressions increased among Japanese animation producers who tended
to stick to the taste of traditional animation. Still now most conventional studios, which are not ready for
full 3DCG production yet, are hesitant to shift from handdrawn animation to 3DCG; however, animation
production methods or expressions diversified from CG are becoming popular even under such
circumstances.
In 2014, several 3DCG animation works with celllook got attention. Among them were KNIGHTS of
SHIDONIA and Ronjya Rovardotter (directed by Goro Miyazaki) produced by CG POLYGON PICTURES
(the largest Japanese CG animation studio involved in a variety of projects in the U.S.), and Expelled from
Paradise coproduced by Toei Animation and Graphinica. On the production site, animators are
exhausted due to the increase of projects and volume, as shown in the chart on the next page. The 2016
Crisis for Japanese animation industry is that each project requires twice as many animation
supervisors, from 5 to now 10 . Within this, Studio Gibuli, a stronghold of handwritten animation,
announced it would produce a 3DCG short animation Kemushi no Boro under the direction of Hayao
Miyazaki to be screened at the Ghibli Museum. It is considered a move which suggests the future of
Japanese animation studios. It is only a matter of time before the animation production process in
place since 1963 will undergo significant innovations.
<Videodistributionplatforms>
Another topic from 2014 to 2015 is video distribution services via the Internet, which received a lot of
attention not only for the remarkable market growth, but also for the expansion of flatrate subscription
services, and fierce competition among new comers. 2015 appears to have been be the real start of the
video distribution era. On video distribution platforms animations are strong content, popular among
users, and for animation studios, they are essential platforms enabling them direct access to their
consumers.
As shown in Trends in Animation Distribution Market below, a second distribution boom started
around 2010 thanks to the dissemination of smart phones, led by communication companies, especially
by video distribution services provided by NTT DoCoMo. Nippon Television purchased Hulu in February,
2014, announcing the integration of broadcasting and video distribution, and stimulating other
broadcasting stations to take sides in this industry realignment.
In 2015, Netflix, the U.S video distribution giant (69 million subscribers as of the 3rd quarter in 2015)
finally entered into Japanese market, as had been rumored since late 2014, reconfiguring video
distribution in Japan. The arrival of Netflix and Hulu provide a substantial challenge to existing Japanese
distribution platforms and TV stations.
In terms of overseas markets, it was obvious videograms were replaced by online distribution, as video
content distributed via the Internet can be seen on any devices, including PC, smartphones, tablets, and
devices with larger monitors, and the service also has the potential to reach to pay TV markets, and
other advertising revenuedriven markets beyond. Indeed, the industry recognized clearly in 2015 that
this service promises to not only take the place of or be integrated with TV, but moreover become a new
transmission medium. .
313.0
290.0
300.0
Chart:TrendsinAnimationDistributionMarket(yeninbillion)
the beginning
[the first distribution
boom]
2006:
TV-asahi douga
niconico douga
videomarket
400
300
250
2003:
Anitele Theater
200
2007:
acTVila
iphone on sale
Netflix)
Hulu
Ustream
2005:
YouTube
dai2ntv
fujitv on demand
TBS on demand
Yahoodouga
Gyao!
J:COM on demand
350
2002:
BANDAI CHANNEL
150 ShowTime
2009:
2010:
2011:
BeeTV
iTunes douga
D video
iPad on sale Android douga Hulu Japan
combination of
149
84
100
50
2008:
hikaritv
NHK on demand
TSUTAYA TV
android on sale
98
102
18
2002
2003
2004
2006
2007
2008
2011
195.0
200.0
153.0
172.0
160.0
150.0
169.0
144.0
20.0
15.0
100.0
10.0
50.0
5.0
0.0
123
2009
25.0
272
0
2005
248.0
224.0
340
160
41
10
250.0
30.0
268.0
253.0
with the dissemination
of smart phones
[the second distribution
2013:
boom]
Amazon
2012:
Instant
Video
GooglePlay
d animestore
408
au videopass
SB UULA
35.0
312.0
2012
2013
2014
BasedonthesurveyconductedbyAssociationofJapaneseAnimations
(million$)
17.86
21.82
26.8
28.4
26.83
22.76
23.99
16.35
21.1
20.59
16.63
16.05
16.18
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
0.0
(billion)
CalculatedbyMr.YujiMoribasedonthesurveyconductedAssociationofJapaneseAnimations
TrendsinJapaneseAnimationMarket(2015version)
StrongearninginTV,Movie,Merchandising,andInternetDistributionwhiledownturninVideopackagesales
ProductionminutesofTVanimation(2000-2014)
Boxofficerevenueoftheatricalanimations(2000-2014)
Recordproductionminutesoflatenightanimationprogramsapproach
theproductionminutesofdaytimeanimationprograms
60,000
75,890
85,439
92,724
98,687
136,407
124,648
110,046107,919
106,335109,459
90,445 95,098
Increaseoftheatricalanimationsduetodigitalization
The number of theatrical animation works increased remarkably since 2012, and the annual
production minutes exceeded 4700 production minutes for three years running. This trend
indicates that the animation industry became more theatrical animationsbased which, though
risky, considering the stagnation of videogram businesses as its secondary revenue stream still
brings ancillary profits. Another contributing factor was the digitalization of production and
screening, which served to spur theatrical animation.
The total box office revenue of theatrical animations was 4.17 billion yen in 2014 supported by
some big hits, including STAND BY ME DORAEMON, and Yokai Watch, though Studio Ghibli
released just one movie, When Marnie Was There. Annual box office revenue from nonGhibli
theatrical animations was 38.2 billion yen, which indicates that theatrical animations have been
strong since 2012. However, only 8 theatrical animations earned over 1 billion yen in 2014,
compared to records set in previous years (9 works in 2010, 10 works in 2011, 8 works in 2012,
and 14 works in 2013) .
production minuets
(title)
119,962
112,169
105,070
6,000
40.0
5,000
30.0
4,000
50.5
20.0
40.2
10.0
28.9
21.8
19.2
19.1
18.8
34.8
33.7
31.1
47.0
40.9
41.7
01
02
03
04
05
06
07
08
09
10
11
12
13
33
70
60
31
40
25
1,000
2,730
1,900 2,035
1,728
2,249 2,257
3,041
3,728
00
01
02
03
04
05
06
07
08
09
10
11
12
13
30
20
2,586
10
14
14
00
01
02
03
04
05
EditedbasedonthedataprovidedbyMotionPictureProducersAssociationofJapan,Inc.,KinemaJunpo,andBunkatsushin
(editedbyMindbase,Inc.from2000 to2008 andbyTheAssociationofJapaneseAnimationsfrom2009 to2014).
BasedonthesurveyconductedbyTheAssociationofJapaneseAnimations.
54
80
63
50
36
31
59
46
45
2,000
28.5
21.6
31
55
51
46
3,000
0.0
74
(minute)
50.0
30,000
00
number of works
90,000
(2000-2014)
Strongtheatricalanimationthankstobighits,inspiteofadropin
revenuefromGhibliworks
The total production minutes of TV animations have increased for four years running (6.9%
increase over 2014). In 2014, the production minutes of latenight animation programs were
57,868 minutes, a recordhigh in the history, while those of daytime kids & family animation
programs were 62,094 min., almost unchanged compared to the previous year. The total
production minutes of all animation programs broadcast per year. which had dramatically
increased since the mid 90s, set a record in 2006. The minutes decreased, and bottomed out in
2010, but again increased, showing a Vshape recovery. In 2014, the production minutes were
the 3rd highest in history, next to those of 2007, when the industry still could enjoy leftover from
the animationbubble of the previous year.
120,000
(minute)
Numberoftheatricalanimationworksandtheirproductionminutes
Alltheatricalanimationmoviesreleasednotonlyviaordinarydistributionroutesbutalsoindependentlyareincludedinthissurvey.
*Figuresfor2011havebeenrecalculated,increasingfromthefiguresinthe2014 report.
06
07
08
09
10
11
12
13
14
BasedonthesurveyconductedbyTheAssociationofJapaneseAnimations.
OtherdatarelatedtotheJapaneseanimationindustry
Animationvideograms (2000-2014)
NumberofTVanimationprograms (1963-2014)
300
(title)
TVanimationprogramsthathavebeenbroadcast/serializedcontinuously
TVanimationprogramsnewlybroadcastintheyear
200
In 1963, TV animation broadcasting began with only seven animation programs, including Astro
Boy. In 2014, a total of 322 TV animation programs were broadcast (232 among them new), forty
five times the number in the first year and the largest in history, breaking the record of 279 in
2006 (195 were new among them). While content industries are generally stagnating, as seen in
the music industry, the field of TV animation made a miraculous recovery. Still the total
production minutes in 2014 were less than the peak of 2006. This was because the number of five
to fifteen minuets short animation shows such as Kamiusagi Rope increased in order to avoid the
financial risk of 30 min. animation shows. It was also because the spread of digitalization made
the production of such short animations easier. Also, the improved accuracy of the survey thanks
to the introduction of Perfect Data was reflected.
232
193
159
155
152
136
139
123
138.8
135.8
127.8
(million)
159
164
120.0
129.4
135
128103
37 39 45
25
42 43
41
24 37 33
40 50
35
60.0
48 49
53
54
108.5106.7
105.2
93.3
67
50
400
641.9
570.0
435.0
200
433.7
565.2
530.5
504.9
461.7
588.1
642.1
604.1
612.0
614.6
671.8
0
01
02
03
04
05
06
07
08
09
10
11
12
13
14
EditedbyHUMANMEDIAINC.basedonthedatafromCharaBizDATApublishedbyCHARACTERDATABANKLtd.(2001-2013).
Themarketexpandedalongwiththedisseminationofsmartphones,toachievenear
paritywiththetheatricalanimationmarket
115.3
111.3
103.1
90.0
92
43 48 50
600
(billionyen)
AnimationdistributionviatheInternet (2002-2014)
117.6
103
In 2014, Japanese merchandising market related to animation characters expanded significantly, recording
655.2 billion yen in sales, a 9.5% growth from the previous year. This result reflected the profound impact of
YoKai Watch, the big hit of the year, which developed in crossmedia involving games, animations, manga
and merchandise. Also, merchandising related to animations targeted for adults and core animation fans
continued to increase. Thus overall merchandising market related to animation did well.
195
150
100
Salesofthetop100Japaneseanimationcharactersalesrankingweretallied.
Salesarisingfromtheuseofcharactersinadvertisements,promotionsandPachinkoandPachinkoslotmachineswerenotsubject tothe
survey.
Totalsfrom2007to2013wererecalculatedin2014.
9.5%Marketgrowthfromthepreviousyear,ledbyYoKaiWatch
Almostflatfor6 yearsrunning
TVanimationprograms,animationsinsertedinotherTVprograms,TVanimationcombinedwithliveactionprogramsareallincluded
Since2014 thedatahasbeencloselyexaminedintheNenkanPerfectData
Therecordhighin2014,breakingtherecordin2006
250
Merchandisingrelatedtoanimations (2000-2014)
SalesofanimationvideogramsincludesrevenuefromJapaneseanimationforadultsand
children(basedonthereportissuedbyJapanVideoSoftwareAssociation).
102.1
105.9
77.3
In 2014, revenue from the animation distribution market via the Internet was 40.8 billion yen, a 20% increase
from the previous year. This brought it to near parity with the theatrical animation market, meaning that the
Internet distribution market may surpass that of theatrical animations in 2015. The dramatic growth of the
market since 2012 is due to the dissemination of smart phones as well as the entry of communication
platformcapital into the market. It remains to be seen whether the existing videogram businesses now
declining is taken over by Internet distribution services.
40
30
66 64 72
51
20 21 22
46 42
42
15 19 16 16 16 18
41
40
15
39
39
37 31
37
36 32
35 33
12
27 26 22 24 32 32
26 28 30 27
6 3 14
15 13 10 14 14 15 20
1 6 5 11 12 13 11 12
84
91
76
66 60
63
56
78
90
63 65 70 75 80 85 90 95 00 05 10 11 12 13 14
BasedonthesurveyconductedbyTheAssociationofJapaneseAnimations.
34.0
40.8
13
14
27.2
(billionyen)
30
30.0
20
10
0.0
00
01
02
03
04
05
06
07
08
09
10
11
12
13
14
BasedonthereportpublishedbytheJapanVideoSoftwareAssociation.
0.2
1.0
1.8
02
03
04
8.4
9.8
10.2
06
07
08
12.3
14.9
16.0
10
11
4.1
0
05
09
12
BasedonthesurveyconductedbyTheAssociationofJapaneseAnimations.
ThesummaryoflatestmovementsinJapaneseanimationindustry
AnimeIndustry2015
The Association of Japanese Animations is engaged in conducting research, maintaining statistics and analyzing data in
connection with the Japanese animation industry and has released annual reports since 2009 in order to broadly
disseminateinformationathomeandabroad.
Now, the 2015 report is ready. With the increase of merchandising market and distribution rights business, in this new
report,thesizeofJapaneseanimationindustryin2014isreportedas1.6296trillionyen.
Thisyear,wealsopublishedasupplementAnnualPerfectDataofalltheanimein2014.
Thereportisforstudentsinterestedintheanimationindustry,animationresearchers,andpeopleinvolvedintheanimation
industry.Wehopethereportwillbehelpfultoyou.
Outline
Title
AnimeIndustry2015
language
Japanese
Publisher
TheAssociationofJapaneseAnimations
Releaseday
September18, 2015
Size/Pages
AnnualPerfectDataA4 / 70pages
Price
AnimeInfustry20153,000yen(taxexcluded)
AnimeInfustry2015+AnnualPerfectData5,000yen(taxexcluded)
Contents
1.Generaloverviewofanimationindustry 2014
Overview of the market trends/Japanese animation industry tide of business and investment in animation related
entities/hottopicsintheindustry
2. Explanationofeachsection
TVanimation/Theatricalanimation/Videoanimation/Distribution/Secondaryexploitationincludingmerchandising/
Animationmusic/Liveentertainment
3.Overseastrends
Japaneseanimationintheinternationalmarket
PointofSale
Internet PurchaseavailableatSPIInformationswebsite:http://www.spiinformation.com/
Downloadableversion
http://www.spiinformation.com/report/09621.html
Paperversion
http://www.spiinformation.com/report/09622.html
PointofSale
Bricksandmortar
TokyoAnimeCenterOfficialShop@akibainfo
Address:AkihabaraUDX2F,4-14-1 Sotokanda,Chiyodaku,Tokyo
TheAssociationofJapaneseAnimations
Address:AkihabaraUDX4F, 4-14-1Sotokanda,Chiyodaku,Tokyo
URL:http//www.aja.gr.jp/ Email:office@aja.gr.jp Phone:+81-3-5298-7501
Fax:+81-3-5298-0041