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Anime

Anime (Japanese: アニメ, IPA: [aɲime]


( listen)) is hand-drawn and computer-
generated animation originating from
Japan. Outside of Japan and in English,
anime refers specifically to animation
produced in Japan.[1] However, in Japan
and in Japanese, anime (a term derived
from a shortening of the English word
animation) describes all animated works,
regardless of style or origin. Animation
produced outside of Japan with similar
style to Japanese animation is commonly
referred to as anime-influenced animation.
The earliest commercial Japanese
animations date to 1917. A characteristic
art style emerged in the 1960s with the
works of cartoonist Osamu Tezuka and
spread in 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.

Anime is a diverse medium with distinctive


production methods that have adapted in
response to emergent technologies. It
combines graphic art, characterization,
cinematography, and other forms of
imaginative and individualistic
techniques.[2] 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.[2] Diverse art styles are used,
and character proportions and features
can be quite varied, with a common
characteristic feature being large and
emotive eyes.[3]

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,
Production I.G and Toei Animation. Since
the 1980s, the medium has also seen
widespread international success with the
rise of foreign dubbed, subtitled
programming, and since the 2010s its
increasing distribution through streaming
services and a widening demographic
embrace of anime culture, both within
Japan and worldwide.[4] As of 2016,
Japanese animation accounted for 60% of
the world's animated television shows.[5]

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.[6] In
Japanese, the term anime is used to refer
to all animated works, regardless of style
or origin.[7] English-language dictionaries
typically define anime (/ˈænɪmeɪ/)[8] as "a
style of Japanese animation"[9] or as "a
style of animation originating in Japan".[10]
Other definitions are based on origin,
making production in Japan a requisite for
a work to be considered "anime".[11]
The etymology of the term anime is
disputed. The English word "animation" is
アニメー
written in Japanese katakana as
ション (animēshon) and as アニメ (anime,
pronounced [a.ɲi.me] ( listen)) in its
shortened form.[11] Some sources claim
that the term is derived from the French
term for animation dessin animé
("cartoon", literally 'animated drawing'),[12]
but others believe this to be a myth
derived from the popularity of anime in
France in the late 1970s and 1980s.[11]

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
collected?")[13][14] 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 was
prevalent throughout the 1970s and
1980s. In the mid-1980s, the term anime
began to supplant Japanimation;[15] in
general, the latter term now only appears
in period works where it is used to
distinguish and identify Japanese
animation.[16]

History

Precursors

Emakimono and kagee are considered


precursors of Japanese animation.[17]
Emakimono was common in the eleventh
century. Traveling storytellers narrated
legends and anecdotes while the
emakimono was unrolled from the right to
left with chronological order, as a moving
panorama.[17] Kagee was popular during
the Edo period and originated from the
shadows play of China.[17] Magic lanterns
from the Netherlands were also popular in
the eighteenth century.[17] The paper play
called Kamishibai surged in the twelfth
century and remained popular in the street
theater until the 1930s.[17] Puppets of the
bunraku theater and ukiyo-e prints are
considered ancestors of characters of
most Japanese animations.[17] Finally,
mangas were a heavy inspiration for
anime. Cartoonists Kitzawa Rakuten and
Okamoto Ippei used film elements in their
strips.[17]
Pioneers

A frame from Namakura Gatana (1917), the oldest surviving Japanese animated short film made for cinemas

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.[12] A claim for the earliest
Japanese animation is Katsudō Shashin
(c. 1907),[18] a private work by an unknown
creator.[19] In 1917, the first professional
and publicly displayed works began to
appear; animators such as Ōten
Shimokawa, Seitarō Kitayama, and Jun'ichi
Kōuchi (considered the "fathers of anime")
produced numerous films, the oldest
surviving of which is Kōuchi's Namakura
Gatana.[20] Many early works were lost
with the destruction of Shimokawa's
warehouse in the 1923 Great Kantō
earthquake.[21]

By the mid-1930s, animation was well-


established in Japan as an alternative
format to the live-action industry. 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.[22] 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.[23] In 1940, the
government dissolved several artists'
organizations to form the Shin Nippon
Mangaka Kyōkai.[a][24] The first talkie anime
was Chikara to Onna no Yo no Naka (1933),
a short film produced by Masaoka.[25][26]
The first feature-length anime film was
Momotaro: Sacred Sailors (1945),
produced by Seo with a sponsorship from
the Imperial Japanese Navy.[27] The 1950s
saw a proliferation of short, animated
advertisements created for television.[28]

Modern era

Frame from the opening sequence of Tezuka's 1963 TV series Astro Boy
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.[29] Originally intended as
temporary measures to allow him to
produce material on a tight schedule with
an inexperienced staff, many of his limited
animation practices came to define the
medium's style.[30] Three Tales (1960) was
the first anime film broadcast on
television;[31] the first anime television
series was Instant History (1961–64).[32]
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 (including Madhouse,
Sunrise, and Pierrot).
The 1970s saw growth in the popularity of
manga, many of which were later
animated. 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.[33] Robot anime series such
as Gundam and Super Dimension Fortress
Macross became instant classics in the
1980s, and the genre remained one of the
most popular in the following decades.[34]
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).[35]

Neon Genesis Evangelion (1995), a


television series produced by Gainax and
directed by Hideaki Anno, began another
era of experimental anime titles, such as
Ghost in the Shell (1995) and Cowboy
Bebop (1998). In the 1990s, anime also
began attracting greater interest in
Western countries; major 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,[b] earning more than
$355 million. 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.[36] It also became
the fastest grossing film in Japanese
cinema, because in 10 days it made 10
billion yen ($95.3m; £72m).[36] It beat the
previous record of Spirited Away which
took 25 days.[36]
Attributes

Anime artists employ many distinct visual styles.


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 by its art styles, methods of
animation, its production, and its process.
Visually, anime works exhibit a wide
variety of art styles, differing between
creators, artists, and studios.[37] 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.[38][39]

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.[40][41] 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,[42]
including the stop motion puppet
animation work produced by Tadahito
Mochinaga, Kihachirō Kawamoto and
Tomoyasu Murata.[43][44] Computers were
integrated into the animation process in
the 1990s, with works such as Ghost in the
Shell and Princess Mononoke mixing cel
animation with computer-generated
images.[45] Fuji Film, a major cel
production company, announced it would
stop cel production, producing an industry
panic to procure cel imports and hastening
the switch to digital processes.[45]

Prior to the digital era, anime was


produced with traditional animation
methods using a pose to pose
approach.[40] The majority of mainstream
anime uses fewer expressive key frames
and more in-between animation.[46]

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 let 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.[47] Anime scenes
place emphasis on achieving three-
dimensional views, and backgrounds are
instrumental in creating the atmosphere of
the work.[12] The backgrounds are not
always invented and are occasionally
based on real locations, as exemplified in
Howl's Moving Castle and The Melancholy
of Haruhi Suzumiya.[48][49] Oppliger stated
that anime is one of the rare mediums
where putting together an all-star cast
usually comes out looking "tremendously
impressive".[50]

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, distance and
angle shots to more complex dynamic
shots that would be difficult to produce in
reality.[51][52][53] In anime, the animation is
produced before the voice acting, contrary
to American animation which does the
voice acting first.[54]

Characters

Anime character design is diverse, but often incorporates common elements depending on the target demographic and
era. These are representative samples.
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 considered by
the artist as the base unit of proportion.
Head heights can vary, but most anime
characters are about seven to eight heads
tall.[55] Anime artists occasionally make
deliberate modifications to body
proportions to produce super deformed
characters that feature a
disproportionately small body compared
to the head; many super deformed
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.
Wikipe-tan portrayed in various anime art styles.
Counting from No. 1 to 9, each art style base: original work, Kyoto Animation, Naruto, Type-Moon, Case Closed, Sailor
Moon, Fujiko Fujio, Studio Ghibli, and Makoto Shinkai.

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 as Betty
Boop, who was drawn with
disproportionately large eyes.[56] 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.[57] The artist adds
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.[58][59] Cultural
anthropologist Matt Thorn argues that
Japanese animators and audiences do not
perceive such stylized eyes as inherently
more or less foreign.[60] 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.[61]

Hair in anime is often unnaturally lively and


colorful or uniquely styled. The movement
of hair in anime is exaggerated and "hair
action" is used to emphasize the action
and emotions of characters for added
visual effect.[62] Poitras traces hairstyle
color to cover illustrations on manga,
where eye-catching artwork and colorful
tones are attractive for children's
manga.[62] Despite being produced for a
domestic market, anime features
characters whose race or nationality is not
always defined, and this is often a
deliberate decision, such as in the
Pokémon animated series.[63]

Anime and manga artists often draw from a shared iconography to represent particular emotions.

Anime and manga artists often draw from


a common canon of iconic facial
expression illustrations to denote
particular moods and thoughts.[64] 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.[65] For example, a male
character may develop a nosebleed when
aroused.[65] A variety of visual symbols are
employed, including sweat drops to depict
nervousness, visible blushing for
embarrassment, or glowing eyes for an
intense glare.[66] Another recurring sight
gag is the use of chibi (deformed,
simplified character designs) figures to
comedically punctuate emotions like
confusion or embarrassment.[65]

Music

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.[67]

Genres

Anime are often classified by target


demographic, including children's (子供,
kodomo), girls' (少女, shōjo), boys' (少年,
shōnen) and a diverse range of genres
targeting an adult audience. Shoujo and
shounen anime sometimes contain
elements popular with children of both
sexes 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.[68] A subset of adult anime
works featuring pornographic elements
are labeled "R18" in Japan, and are
internationally known as hentai
(originating from pervert ( 変態, hentai )). 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.[69][70]
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.[71]

Anime's genre classification differs from


other types of animation and does not
lend itself to simple classification.[72]
Gilles Poitras compared the labeling
Gundam 0080 and its complex depiction of
war as a "giant robot" anime akin to simply
labeling War and Peace a "war novel".[72]
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.[73] 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.[74] 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.[75] Other subgenres
found in anime include magical girl, harem,
sports, martial arts, literary adaptations,
medievalism,[76] and war.[77]

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.[78] It was not
until the 1960s when the first televised
series were broadcast and it has remained
a popular medium since.[79] Works
released in a direct-to-video format are
called "original video animation" (OVA) or
"original animation video" (OAV); and are
typically not released theatrically or
televised prior to home media
release.[80][81] The emergence of the
Internet has led some animators to
distribute works online in a format called
"original net animation" (ONA).[82]

The home distribution of anime releases


were popularized in the 1980s with the
VHS and LaserDisc formats.[80] The VHS
NTSC video format used in both Japan
and the United States is credited as aiding
the rising popularity of anime in the
1990s.[80] The LaserDisc and VHS formats
were transcended by the DVD format
which offered the unique advantages;
including multiple subtitling and dubbing
tracks on the same disc.[83] The DVD
format also has its drawbacks in its usage
of region coding; adopted by the industry
to solve licensing, piracy and export
problems and restricted region indicated
on the DVD player.[83] 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.[83]

A key characteristic of many anime


television shows is serialization, where a
continuous story arc stretches over
multiple episodes or seasons. Traditional
American television had an episodic
format, with each episode typically
consisting of a self-contained story. In
contrast, anime shows such as Dragon Ball
Z had a serialization format, where
continuous story arcs stretch over multiple
episodes or seasons, which distinguished
them from traditional American television
shows; serialization has since also
become a common characteristic of
American streaming television shows
during the "Peak TV" era.[84]

Industry

Akihabara district of Tokyo is popular with anime and manga fans as well as otaku subculture in Japan.

The animation industry consists of more


than 430 production companies with some
of the major studios including Toei
Animation, Gainax, Madhouse, Gonzo,
Sunrise, Bones, TMS Entertainment,
Nippon Animation, P.A.Works, Studio
Pierrot, Production I.G, Ufotable and Studio
Ghibli.[85] 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.[85] An anime
episode can cost between US$100,000
and US$300,000 to produce.[86] In 2001,
animation accounted for 7% of the
Japanese film market, above the 4.6%
market share for live-action works.[85] The
popularity and success of anime is seen
through the profitability of the DVD market,
contributing nearly 70% of total sales.[85]
According to a 2016 article on Nikkei
Asian Review, Japanese television stations
have bought over ¥60 billion worth of
anime from production companies "over
the past few years", compared with under
¥20 billion from overseas.[87] 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.[87] This type of anime is less
popular outside Japan, being considered
"more of a niche product".[87] Spirited Away
(2001) is the all-time highest-grossing film
in Japan.[88][89] It was also the highest-
grossing anime film worldwide until it was
overtaken by Makoto Shinkai's 2016 film
Your Name.[90] Anime films represent a
large part of the highest-grossing
Japanese films yearly in Japan, with 6 out
of the top 10 in 2014, in 2015 and also in
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 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.[91]
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.[92] The
prices vary widely; for example, Jinki:
Extend cost only $91,000 to license while
Kurau Phantom Memory cost $960,000.[92]
Simulcast Internet streaming rights can be
cheaper, with prices around $1,000-$2,000
an episode,[93] but can also be more
expensive, with some series costing more
than US$200,000 per episode.[94]

The anime market for the United States


was worth approximately $2.74 billion in
2009, today in 2022 the anime market for
the United States is worth approximately
$25 billion.[95] Dubbed animation began
airing in the United States in 2000 on
networks like The WB and Cartoon
Network's Adult Swim.[96] In 2005, this
resulted in five of the top ten anime titles
having previously aired on Cartoon
Network.[96] As a part of localization, some
editing of cultural references may occur to
better follow the references of the non-
Japanese culture.[97] The cost of English
localization averages US$10,000 per
episode.[98]

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.[99] Fansubs, which were originally
distributed on VHS bootlegged cassettes
in the 1980s, have been freely available
and disseminated online since the
1990s.[99] 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 official
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.[100]
Even so, the laid back regulations of the
Japanese animation industry tend to
overlook these issues, allowing it to grow
underground and thus increasing the
popularity until there is a demand for
official high-quality releases for animation
companies. This has led to an increase in
global popularity with Japanese
animations, reaching $40 million in sales
in 2004.[101]

Since the 2010s anime has become a


global multibillion industry setting a sales
record in 2017 of ¥2.15 trillion ($19.8
billion), driven largely by demand from
overseas audiences.[102] 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).[103] By 2025 the anime industry is
expected to reach a value of $30 billion
with over 60% of that revenue to come
from overseas.[104]

Markets

Japan External Trade Organization


(JETRO) valued the domestic anime
market in Japan at ¥2.4 trillion
($24 billion), including ¥2 trillion from
licensed products, in 2005.[105] JETRO
reported sales of overseas anime exports
in 2004 to be ¥2 trillion ($18 billion).[106]
JETRO valued the anime market in the
United States at ¥520 billion
($5.2 billion),[105] including $500 million in
home video sales and over $4 billion from
licensed products, in 2005.[107] JETRO
projected in 2005 that the worldwide
anime market, including sales of licensed
products, would grow to ¥10 trillion
($100 billion).[105][107] The anime market in
China was valued at $21 billion in
2017,[108] and is projected to reach
$31 billion by 2020.[109] 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, China and The Middle
East.[110] In 2019, the annual overseas
exports of Japanese animation exceeded
$10 billion for the first time in history.[111]

Awards

The anime industry has 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 Tokyo
Anime Award and the Japan Academy
Prize for Animation of the Year. In the
United States, anime films compete in the
Crunchyroll Anime Awards. There were
also the American Anime Awards, which
were designed to recognize excellence in
anime titles nominated by the industry, and
were held only once in 2006.[112] 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 for underpaying and
overworking its animators.[113][114][115] In
response the Japanese Prime Minister
Fumio Kishida promised to improve the
working conditions and salary of all
animators and creators working in the
industry.[116] A few anime studios such as
MAPPA have taken actions to improve the
working conditions of their employees.[117]
There has also been a slight increase in
production costs and animator pays
during the COVID-19 pandemic.[118]

Globalization and cultural


impact

Anime Expo – one of the largest fan conventions in the Western world[119]

Anime has become commercially


profitable in Western countries, 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 grew a
particular interest into Japan's output, due
to its cheap selling price and productive
output. In fact, Italy imported the most
anime outside of Japan.[120] These mass
imports influenced anime popularity in
South American, Arabic and German
markets.[121]

The beginning of 1980 saw the


introduction of Japanese anime series into
the American culture. In the 1990s,
Japanese animation slowly gained
popularity in America. Media companies
such as Viz and Mixx began publishing
and releasing animation into the American
market.[122] 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 late 1990s.[123][124] By
1997, Japanese anime was the fastest-
growing genre in the American video
industry.[125] The growth of the Internet
later provided international audiences an
easy way to access Japanese content.[101]
Early on, online piracy played a major role
in this, through over time many legal
alternatives appeared. Since the 2010s
various streaming services have become
increasingly involved in the production and
licensing of anime for the international
markets.[126][127] This is especially the
case with net services such as Netflix and
Crunchyroll which have large catalogs in
Western countries, although as of 2020
anime fans in many developing non-
Western countries, such as India and
Philippines, have fewer options of
obtaining access to legal content, and
therefore still turn to online piracy.[128][129]
However beginning with the early 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, Hulu and anime-only services
like Crunchyroll, increasing the
international availability of the amount of
new licensed anime shows as well as the
size of their catalogs.[130][131][132][133][134]
Netflix reported that, between October
2019 and September 2020, more than
100 million member households
worldwide had watched at least one anime
title on the platform. Anime titles appeared
on the streaming platforms top 10 lists in
almost 100 countries within the 1-year
period.[135] As of 2021, Japanese anime
are the most demanded foreign language
shows in the United States accounting for
30.5% of the market share(In comparison,
Spanish and Korean shows account for
21% and 11% of the market share).[136] In
2021 more than half of Netflix's global
members watched anime.[137][138] In 2022,
the anime series Attack on Titan won the
award of "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.[139][140]

Rising interest in anime as well as


Japanese video games has led to an
increase of university students in the
United Kingdom wanting to get a degree in
the Japanese language.[141]

Various anime and manga series have


influenced Hollywood in the making of
numerous famous movies and
characters.[142] Hollywood itself has
produced live-action adaptations of
various anime series such as Ghost in the
Shell, Death Note, Dragon Ball Evolution and
Cowboy Bebop. However most of these
adaptations have been reviewed negatively
by both the critics and the audience and
have become box-office flops. The main
reasons for the unsuccessfulness of
Hollywood's adaptions of anime being the
often change of plot and characters from
the original source material and the limited
capabilities a live-action movie or series
can do in comparison to an animated
counterpart.[143][144] One particular
exception however is Alita: Battle Angel,
which has become a moderate
commercial success, receiving generally
positive reviews from both the critics and
the audience for its visual effects and
following the source material. The movie
grossed $404 million worldwide, making it
directors Robert Rodriguez's highest-
grossing film.[145][146]

Anime alongside many other parts of


Japanese pop culture has helped Japan to
gain a positive worldwide image and
improve its relations with other
countries.[147] 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:

This visit is a celebration of the


ties of friendship and family that
bind our peoples. I first felt it
when I was 6 years old when my
mother took me to Japan. I felt it
growing up in Hawaii, like
communities across our
country, home to so many proud
Japanese Americans... Today is
also a chance for Americans,
especially our young people, to
say thank you for all the things
we love from Japan. Like karate
and karaoke. Manga and anime.
And, of course, emojis.[148]

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 anime and manga series
Naruto.[149][150] 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.[151]

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 3rd 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 its
popularity and high reception.[152] 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.[153]
In a 2021 survey held by Crunchyroll
market research, 94% of Gen-Z's and 73%
of the general population said that they are
familiar with anime.[154][155]

Fan response

Cosplay of Madoka Kaname and Kyubey from Puella Magi Madoka Magica during Tracon 2013 event at the Tampere Hall
in Tampere, Finland

Anime clubs gave rise to anime


conventions in the 1990s with the "anime
boom", a period marked by anime's
increased global popularity.[156] These
conventions are dedicated to anime and
manga and include elements like cosplay
contests and industry talk panels.[157]
Cosplay, a portmanteau of "costume play",
is not unique to anime and has become
popular in contests and masquerades at
anime conventions.[158] 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 and/or
manga.[159] Another word that has arisen
describing obsessive fans in the United
States is wapanese meaning 'white
individuals who want to be Japanese', or
later known as weeaboo or weeb,
individuals who demonstrate an obsession
in Japanese anime subculture, a term that
originated from abusive content posted on
the website 4chan.org.[160] While originally
derogatory, the terms "Otaku" and "Weeb"
have been reappropriated by some in the
anime fandom overtime and today are
used by some fans to refer to themselves
in a comedic and more positive way.[161]
Anime enthusiasts have produced fan
fiction and fan art, including computer
wallpapers and anime music videos
(AMVs).[162]

Many fans will visit sites depicted in


anime, games, manga and other forms of
otaku culture, this behavior is known as
Anime pilgrimage[163]

As of the 2020s, many anime fans and


followers use social media platforms and
other sites like YouTube, Facebook,
Reddit[164] Tumblr, 4chan[165] and Twitter
(which has added an entire "anime and
manga" category of topics)[166][167] with
online communities and databases such
as MyAnimeList to discuss anime, manga
and track their progress watching
respective series as well as using news
outlets such as Anime News
Network.[168][169]

Due to anime's increased popularity in


recent years, a large number of celebrities
such as Elon Musk, BTS and Ariana
Grande have come out as anime fans.[170]

Anime style

"Japanese animation is so different from what


airs here. It's far edgier, more adult and violent."

Mike Lazzo of the American Cartoon


Network[171]

One of the key points that made anime


different from a handful of Western
cartoons is the potential for visceral
content. Once the expectation that the
aspects of visual intrigue or animation
being 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.[172]

However, as anime itself became


increasingly popular, its styling has been
inevitably the subject of both satire and
serious creative productions.[11] South
Park '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 for blurring the lines
between anime and cartoons, such as the
American anime-style production Avatar:
The Last Airbender.[173] These anime-styled
works have become defined as anime-
influenced animation, in an attempt to
classify all anime styled works of non-
Japanese origin.[174] Some creators of
these works cite anime as a source of
inspiration, for example the French
production team for Ōban Star-Racers that
moved to Tokyo to collaborate with a
Japanese production team.[175][176][177]
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,[173] 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."[11][178]

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[179] and looking for funding.[180]
Netflix has produced multiple anime series
in collaboration with Japanese animation
studios,[181] and in doing so, has offered a
more accessible channel for distribution to
Western markets.[182]

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",[183] and in another headline, The
Huffington Post described it as simply
"anime", without referencing its country of
origin.[184] 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."[185]
RWBY has been released in Japan with a
Japanese language dub;[186] 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."[183]
Media franchises

In Japanese culture and entertainment,


media mix is a strategy to disperse
content across multiple representations:
different broadcast media, gaming
technologies, cell phones, toys,
amusement parks, and other methods.[187]
It is the Japanese term for a transmedia
franchise.[188][189] The term gained its
circulation in 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.[190]

A number of anime and manga media


franchises such as Demon Slayer: Kimetsu
no Yaiba, Dragon Ball 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.[191]

See also
Anime
and
manga
portal
Animation
portal
Japan
portal

Animation director
Chinese animation
Aeni
Cinema of Japan
Cool Japan
Culture of Japan
History of anime
Japanophilia
Japanese language
Japanese popular culture
Lists of anime
Manga
Mechademia

Otaku
Vtuber
Voice acting in Japan

Notes
a. Japanese: 新日本漫画家協会, lit. "New

Japan Manga Artist Association"

b. Spirited Away was later surpassed as the


highest-grossing anime film by Your Name
(2016).

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187. Henry Jenkins, Convergence Culture: Where


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189. Denison, Rayna. "Manga Movies Project


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External links
Anime
at Wikipedia's sister projects

Definitions
from
Wiktionary
Media from
Commons
News from
Wikinews
Anime (https://curlie.org/Arts/Animatio
n/Anime) at Curlie
Anime and manga in Japan travel
guide from Wikivoyage

Retrieved from
"https://en.wikipedia.org/w/index.php?
title=Anime&oldid=1133716418"

This page was last edited on 15 January 2023, at


05:06 (UTC). •
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