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2016日本动画产业报告(英文版)
2017-06-22 | 阅:  转:  |  分享 
  




Anime?Industry?Report?2016

Summary?







HiromichiMasuda

AnimeIndustryResearcher

Auditor,VideoMarketCorporation

RyusukeHikawa

AnimationSFXResearcher

GuestProfessor,GraduateSchoolofMeijiUniversity

TadashiSudoJournalist

KazuoRikukawa

President,CharacterDesignDatabank,Ltd.

Director/Secretary-General,CharacterBrandLicensingAssociation

YujiMori

SeniorDirector,DentsuConsultingInc.

SpeciallyAppointedProfessor,GraduateSchoolofAsiaUniversity

MasahiroHasegawaProducer,HUMANMEDIAInc.







HiromichiMasuda

(editorinchief)

AnimeIndustryResearcher

Auditor,VideoMarketCorporation

MasahiroHasegawaProducer,HUMANMEDIAInc.







YasuoKameyamaPh.D.Student,GraduateSchoolofMediaDesign,KeioUniversity

MitsuruSodaJuGeMuCo.,Ltd.







NaofumiIto

DepartmentDirector,ContentStrategicPlanningOfficeContentDivision,

ASATSU-DKINC.

HirokoUehara

Part-timeLecturer,JapanElectronicsCollege

Part-timeLecturer,ShobiUniversityGraduateSchool

MegumiOnouchiPresident,HUMANMEDIAInc.

WenfangGuo

MasterofGraduateSchoolinCulturalStudiesonCorporealandVisual

Representation,GakushuinUniversity



March,?2016

The?Association?of?Japanese?Animations

Authors?

Editor?

Cooperation?in?Material?Research?

Cooperation?in?Editing?



Trends?in?Japanese?Animation?Market?(2016?version)?

The upper part shows Japanese animation market trends in a broad sense (i.e. market size based on estimated revenues in animation and animation‐related product markets). The lower part shows Japanese animation market trends in a more limited sense (i.e.

market size based on the estimated revenues of all domestic commercial animation studios). It’s obvious that the animation market in a broad sense is overwhelmingly larger than in a limited sense. This is because the animation‐related businesses including

character merchandising have significant leverage effects.

Japanese?animation?market?trends?in?a?broad?sense?(i.e.?market?size?based?on?estimated?revenues?in?animation?and?animation‐related?markets)a2002?–?2015??



































Based?on?questionnaires?conducted?by?the?Association?of?Japanese?Animations?and?other?publicly?available?statistics?

Trends?in?Japanese?animation?market?in?a?limited?sense?(i.e.?market?size?based?on?the?estimated?revenues?of?all?domestic?commercial?animation?studiosa2002?–?2015?)?





























Based?on?questionnaires?conducted?by?the?Association?of?Japanese?Animations?and?statistics?released?to?public.

124.1116.5

110.0104.1100.3

92.494.695.589.590.095.1102.0

110.7107.2

19.8

19.638.0

17.828.4

21.2

33.829.933.8

28.5

40.9

47.041.746.9

129.4

117.6103.1138.8135.8

127.8111.3105.2108.5106.7

105.9

115.3102.192.8

0.2

1.01.8

4.18.4

9.810.2

12.314.916.0

27.2

34.040.8

43.7

435.0

433.7

461.7

504.9

530.5

597.4

536.4559.7

627.4

594.3

573.2

598.5

655.2

579.4

13.8

9.1

23.5

12.0

26.1

26.3

27.0

30.7

29.7

24.523.0

24.6

23.7

25.8

372.5421.2

482.7

521.5

520.4439.0

413.7

254.4

286.7

266.9

240.8

282.3

326.5

583.3

152.8

166.5

122.6

202.6

227.2

242.7

298.1

294.1

24.5

31.1

52.3

1,095billion

1,119billion

1,221billion

1,303billion

1,350billion

1,314billion

1,380billion

1,254billion

1,313billion

1,330billion1,333billion

1,471billion

1,630billion

1,826billion

billionyen

200billionyen

400billionyen

600billionyen

800billionyen

1,000billionyen

1,200billionyen

1,400billionyen

1,600billionyen

1,800billionyen



1)?TV:?domestic?TV?animation?revenues?

2)?Movie:?domestic?theatrical?animation?box?office?revenues??

3)?Video:?domestic?videogram?animation?revenues?(DVD,?etc.?

media)?

4)?Internet?Distribution:?domestic?online?animation?revenues??

5)?Merchandising:?domestic?animation‐related?merchandise?

revenues

6)?Music:?domestic?animation‐related?music?revenues?

7)?Overseas:?overseas?Japanese?animation?revenues?(movie,?

TV,?videogram,?MD,?etc.)?

8)?Pachinko?and?Pachinko‐slot?machine:?estimated?shipment?

value?of?animation?character‐themed?Pachinko?and?Pachinko‐

slot?machine?machines.

9)?Live?Entertainment:?animation‐related?live‐performance,?

event,?exhibition,?and?cafe?revenues?(Note?4)?

Definition?of?each?item(end‐user?basis)

Note?1:?Domestic?TV?animation?revenues?were?calculated?based?

on?the?following?formula:?(the?sum?of?commercial?TV?broadcast?

stations’?revenues?and?NHK’s?broadcast?revenues)?x?(the?ratio?of?

animation?program?to?overall?program?broadcast?minutes)?+?

(revenue?of?animation?channels)?

Note?2:?Pachinko?and?Pachinko‐slot?machine?with?animation?

character?values?were?estimated?based?on?their?percentage?of?

total?Pachinko?and?Pachinko‐slot?machine?shipments.??

Note?3:?The?survey?for?Pachinko?and?Pachinko‐slot?machine?

started?from?2008.?

Note?4:?The?survey?for?Live?Entertainment?started?from?2013.?

The?amount?is?the?sum?of?the?revenues?of?the?following:?anime?

song/voice?actor?appearances,?events,?2.5D?musicals,?museums,?

exhibitions,?cafés.?

Note?5:?The?revenues?for?Merchandising?from?2007?to?2013?were?

recalculated?in?2014.?

ù?)+ù?.PWJFù?7JEFPù?OUFSOFU%JTUSJCVUJPOù?.FSDIBOEJTJOHù?.VTJDù?0WFSTFBTù?5IF1BDIJOLPBOEUIFMJLFù?-JWF&OUFSUBJONFOU

0yen

37.236.4

45.947.8

58.4

50

45.9

43.2

47.2

56

61.6

67.4

61.760.5

8.8

6.8

18.4

16.9

22.8

18

31

18.6

25.2

15.3

20.7

24.8

22.623.1

35.8

33.5

27.7

34.9

37.3

30.1

21.8

17.9

16.416.2

15.3

15.5

16.1

14.5

0.1

0.3

0.5

1

2.1

2.52.6

3.1

3.7

4

6.8

8.5

10.2

11

21.6

25.4

29.2

34.5

35.4

30.7

36.3

27.4

26

24.4

26.7

26.5

26.6

25.8

2.4

1.6

4.1

2.1

7.5

3.1

3.3

4

3.4

3.1

2.9

3.1

3

3.3

22.425.3

29

31.3

31.2

26.8

24.8

15.3

17.2

16

14.4

16.9

19.5

34.9

00

0

0

0

03.1

4.5

2.59.7

10.9

11.6

14.2

13.9

1.21.6

2.6

8.3

11.3

53.6

54.7

17.3

2612.4

11.7

7.2

8.5

5

9.1

10.8

11.1

137billion

141billion

208billion

223billion

212billion

187billion

181billion

146billion

149billion

153billion

164billion

185billion

186billion

201billion

billionyen

50billionyen

100billionyen

150billionyen

200billionyen



1)?TV:?revenue?from?TV?animation?production?and?

broadcasting?right?fees?

2)?Movie:?revenue?from?production?and?profit?distribution?of?

theatrical?animations

3)?Video:?revenue?from?production?and?profit?distribution?of?

animation?videograms

4)?Internet?Distribution:?revenue?from?the?Internet?

distribution?and?profit?distribution?related?to?animation?

content

5)?Merchandising:?revenue?from?character?licensing,?

advertisement,?promotion,?events?etc.?related?to?animation?

content

6)?Music:?revenue?from?music?related?to?animation?content

7)?Overseas:?revenue?from?overseas?markets?including?license?

fees?related?to?animation?content

8)?Pachinko?and?the?like:?revenue?from?animation?production?

and?profit?distribution?for?Pachinko?and?Pachinko‐slot?

machines?

9)?Others:?revenue?from?services/businesses?other?than?above

Definition?of?each?item?

(animation?studio?basis)?

0yen

/PUF5IFTVSWFZGPS1BDIJOLPBOE1BDIJOLPTMPU

NBDIJOFTUBSUFEGSPN''JHVSFTGPSUIJTJOEVTUSZXFSF

JODMVEFEJOl0UIFSTzVOUJM

ù?)+ù?.PWJFù?7JEFPù?OUFSOFU%JTUSJCVUJPOù?.FSDIBOEJTJOHù?.VTJDù?0WFSTFBTù?5IF1BDIJOLPBOEUIFMJLFù?-JWF&OUFSUBJONFOUù?0UIFST

include?pachinko?and?the?like

include?pachinko?and?the?like

include?pachinko?and?the?like

include?pachinko?and?the?like

include?pachinko?and?the?like

include?pachinko?and?the?like



The?4th?Anime?Boom?has?arrived??

It can be said that Japanese animation industry is now enjoying the 4th anime boom. The market,

significantly exceeding the peak in the 3rd Anime Boom (mid in 2000’s), recorded positive growth for six

consecutive years and the highest revenues for three consecutive years. However, there are no

representative animation works leading the boom (works such as Astro Boy, Yamato, Eva, Pocket

Monster, and Princes Mononoke which led previous booms). Probably “Your Name” would be

recognized as the leading work in recent years; however, the market itself already recorded record

revenues even before the arrival of this work. As specified in the report, this boom is attributed to

increases in market channels, including Internet distribution, Pachinko and Pachinko‐slot and Live

Entertainment, over the past decade.

Topics?in?Japanese?animation?Industry?from?2015?to?2016?

aLate‐night?anime?overtakes?kids/family?anime??

Late‐night anime era has come. The total production minutes of late‐night animation programs firstly

exceeded those of kid/family animation programs in Japan. Needless to say, this was also the first case in

the world where animation was yet recognized as the entertainment only for kids. Japanese animation

which disproved such accepted myth is indeed a symbolic icon of “Cool Japan”.



Production?minutes?of?TV?animation?(day?time/late?night)?(unit:?min.)?



Calculated?by?the?Association?of?Japanese?Animations?based?on?publicly?available?information/data?(ex:?Perfect?Data)??

This turnover also suggests the direction of global animation in future. Japan holds a prominent position

both in production and marketing in the field of adult animations. As explained in Overseas Trends in

the report, “not only kid’s animation works but also teen’s and family animation works are increasing”

outside Japan. However, Japan has a virtual monopoly in the filed of adult animations produced only in

Japan, which is so‐called “Blue Ocean” situation, and the industry should recognize the potential of such

adult animations in global markets especially with the emergence of new business models in which the

Internet is key. At any rate, it’s time that our recognition for adult animations should be changed. It’s

not a minor market but the business model that Japan leads ahead of others and has the potential to

penetrate global markets.

〈Significant?Revenue?Increases?in?Overseas?Market〉??

In 2015, the number of contracts quadrupled and revenues increased significantly in the category of

Overseas. Indeed, “Japanese animation industry proactively started engaging in overseas markets last

year” as specified in Overseas Trends in the report. The export values which remained hardly changed

for past three years suddenly increased, jumping from 19.5 billion yen to 34.9 billion yen, and recorded

the highest, exceeding 31.3 billion yen in 2005. The major factor of this increase is attributed to

“shopping sprees” by China. Despite revenue increases in North America and Asia countries, the

remarkable increase in Chinese market constitutes more than half of the increase. It seems the trend



Overseas?Revenues?of?Japanese?Animation?Industry?

(bars:?amount?after?exchange?conversion?($?in?million),?lines:?actual?amount?(¥?in?billion))

1

?



Based?on?a?survey?conducted?by?the?Association?of?Japanese?Animations??



1

AnnualaveragebyPrincipalGlobalIndicatorswasusedforexchangevalues

2000200120022003200420052006200720082009201020112012201320142015

Daytime66,8468,6276,2375,4267,7565,9977,3270,2262,7258,3455,7853,3362,2861,6962,0954,73

Latenight8,12016,8116,4923,2638,5843,4659,0854,4247,3249,5734,6641,7642,7850,4757,8660,80

0

10,000

20,000

30,000

40,000

50,000

60,000

70,000

80,000

(minute)

178.6218.2268.0284.0268.3227.6239.9163.5211.0205.9166.3160.5161.8288.4

224.0

253.0

290.0

313.0312.0

268.0

248.0

153.0

172.0

160.0144.0

169.0

195.0

349.0

0.0

50.0

100.0

150.0

200.0

250.0

300.0

350.0

20022003200420052006200720082009201020112012201320142015

(milliom$)

Japanese?Animation?industry?expands?continuously,?recording?positive?

growth?for?6?consecutive?years?and?the?highest?revenues?for?3?

consecutive?years?

The Japanese animation industry, which hit bottom in 2009, has expanded since 2010, recording positive growth for six consecutive years, and the highest revenues for three consecutive years. Videogram (90.9%) and Merchandising (88.4%)

revenues shrunk considerably, and TV (96.8%) and Pachinko (98.7%) revenues decreased slightly. On the other hand, Movie (112.0%), Music (108.9%) and Internet distribution (107.1%) enjoyed strong revenues, and Live Entertainment

(168.4%) and Overseas (178.7%) also made important strides.



simmering beneath in the past few years burst to the surface in 2015, which was also seen in the

answers by animation studios for open‐questions as described in “Market Outline” in the report. Of

course, Japanese animation industry welcomes the situation; however, it is undeniable this trend could

be another bubble. Especially in China, all the industries, including cultural industries, are subordinate to

the politics and bombarded with social situation of the moment. Not to mention of the Cultural

Revolution, there have been several events affecting the market so far, such as the demonstration against

Senkaku Islands dispute and retaliation for Korean entertainment industry against THAAD deployment

to Korea. Thus it is hard to consider the market shifts without any political intervention in China. If

the 2006 law that prohibits the broadcast of foreign animation programs during the prime time is

applied to the Internet distribution, the recent prosperity might well collapse.

?

Live anime‐related entertainment continued to make important breakthroughs. The market doubled in

the past three years since 2013 when the survey started, and recorded revenues of 52.3 billion yen in

2015, increasing by 68.4 % over the previous year. This increase, which may partially be attributed to

improved accuracy of surveying methods, was also significantly associated with the rapid growth of

overall domestic live entertainment markets, especially the growth of music market (i.e. revenues of

music concerts, stage performances, plays etc., including live entertainment related to animation). The

market size, which was 333.4 billion yen in 2012, became 503 billion yen, increasing by 51% over the

past three years.

At the same time, non‐staged live entertainment, such as anime museums, anime exhibitions and anime

cafés are also doing well. Although revenues of non‐staged live entertainment fall far short of those of

staged live entertainment, the field still makes constant progress. Animation is shifting from a thing to

be watched to a thing to be experienced, and the non‐staged live entertainment, which offers a feeling of

belonging to consumers, will continue to expand.

The sales amount arising from merchandise sold on‐site (i.e. concerts, events, museums and exhibitions)

is not included in the values in this report. If such revenues are included, and in some cases such they

exceed ticket revenues, the live entertainment market size may reach 10 billion yen or more..



Live?Entertainment?Market?in?2015?(unit:?¥?in?million)?

Item201320142015

Overthe

Previousyear

Outline

1Stage/Event10,78812,87525,092194.9%Asumofaandb

aAnimesongliveconcert6,8888,56514,784172.6%

Ticketrevenuesforliveconcertsmainlyfeaturing

animesongs

bAnimeevent3,9004,31010,308239.2%

Ticketrevenuesforevents/stageperformances

mainlyfeaturinganimation

22.5DMusicals8,6989,42810,395110.3%

Ticketrevenuesfor2.5Dmusical(i.e.stage

shows,plays,performancesorthelikebasedon

animation,mangaandgames)

3LiveViewings4941,3702,563187.1%

Ticketrevenuesforliveviewingeventsfeaturing

animesongs,animeeventsandmusicals

4AnimeMuseum/Exhibition4,5005,4099,289171.7%SumofCandDbelow

cAnimeMuseum─3,3586,323188.3%Ticketrevenuesforanimemuseums

dAnimeExhibition─2,0512,966144.6%

Ticketrevenuesforexhibitionsrelatedto

animation

6AnimeCafé─2,0005,000250.0%

Revenuesofcafésandrestaurantsfeaturing

animation

Total24,48031,08252,339168.4%

1a?and?2:?based?on?the?survey?by?PIA?Research?Institute??

Others:?based?on?the?survey?by?the?Association?of?Japanese?Associations??

a"SSJWBMPG1PTU(IJCMJ?

In light of the great impact on the animation industry, this report ventures to touch on the topic of “Your

Name” though it should be treated in the next report under ordinary circumstances.

As of October 24, 2016, “Your Name”, addressed as the first animation work which brought a big social

impact since “Spirited Away”, recorded 16.4 billion yen at box office. As of the 9th week from the release,

the work, still maintaining strong momentum, had recorded 10 billion yen at box office. It is the first

animation movie other than the works directed by Hayao Miyazaki, “The Wind Rises” (12.0 billion yen at

box office), and “Ponyo” (15.5 billion yen at box office) to achieve this range. “Your Name” surprised

the market not only as the first non‐Miyazaki movie to exceed 10 billion at box office but also as a

substantial leap from past works directed by Shinkai.

Director Shinkai did not achieve satisfactory results before “Your Name”. In terms of box office,

“Kotonoha no Niwa” recorded 150 million yen, which was the maximum among his past four works, and

other three works failed to merit mention. When “Princess Mononoke” exceeded 10.0 billion yen at the

box office, the industry was not astonished since Miyazaki’s two previous works already topped the box

office lists. In case of “Your Name”, however, people presumably wondered what made it such a great hit.

Furthermore, it’s sure that the impact was amplified since Director Shinkai was unknown among

non‐anime fans and people outside the industry.

The momentum of the box office was also breathtaking. “Your Name” achieved 10.0 billion at box office

only in 28 days while Princess Mononoke took four months to achieve the same result. This difference

can be attributed to the spread of cinema complexes which determine their screening schedule flexibly.

Still, the pace until the 5th week even exceeded that of “Frozen”, which recorded 25.48 billion at the box

office in 2014.

Expectations were that establishment of a post‐Ghibli era would take more time, but this hurdle was

cleared quite easily. The arrival of “Your Name” not only silenced mass media criticism that “the next

generation was not growing” but also showed the depth of the talent pool in the Japanese animation

industry. This hit undoubtedly makes Director Shinkai feel tremendous pressure for his next work, but

we would frankly like to just celebrate his success





Trends?in?Japanese?Animation?Market?(2016?version)?

Strong?earning?in?TV,?Movie,?Merchandising?and?Internet?Distribution?offsetting?decreases?in?Video?package?revenues?





























Data?&?Topics?of?Japanese?Animation?Industry?2016????????????????????????













































































































































































0

50

100

150

200

250

300

350

63



65

●●●●

70

●●●●

75

●●●●

80

●●●●

85

●●●●

90

●●●●

95

●●●●

00

●●●●

05

●●●●

10

●●●●

15

Number?of?TV?animation?programs(1963-2015)

The?record‐high?in?2015?while?studios?in?full?production?

In 2015, a total of 341 TV animation programs were broadcast (108 continuing, 233 new). New

programs increased by eighteen while continuing programs increased by one from the previous

year. Animation production shifted in a high level; however, the increase seemed not much

compared with tightness animation studios felt due to labor shortages. Even if new animation

projects are offered, animation studios now in full production have no extra capacity. It’s also

impossible to increase the number of experienced staff at once to meet the needs. Accordingly

there is little space to increase the number of TV animation programs. Another factor is an

increase of animation works other than TV animation programs. More original animation works

than ever were produced for screening at small theaters and for Internet distribution platforms,

which diversified the first distribution channels for animation. It is becoming harder to assess

the situation for animation production solely from the trend of TV animations.

(title)

ù57BOJNBUJPOQSPHSBNTOFXMZCSPBEDBTUJOUIFZFBS

ù57BOJNBUJPOQSPHSBNTUIBUIBWFCFFOCSPBEDBTUTFSJBMJ[FEDPOUJOVPVTMZ

T57BOJNBUJPOQSPHSBNT
BOJNBUJPOTJOTFSUFEJOPUIFS57QSPHSBNT
57BOJNBUJPODPNCJOFEXJUIMJWFBDUJPOQSPHSBNTBSFBMMJODMVEFE

T4JODFUIFEBUBIBTCFFODMPTFMZFYBNJOFEJOUIFl/FOLBO1FSGFDU%BUBz

Based?on?the?survey?by?the?Association?of?Japanese?Animations?

570.0

435.0433.7

461.7

504.9

530.5

597.4

536.4

559.7

627.4

594.3

573.2

598.5

655.2

579.4

0

200

400

600

010203040506070809101112131415

Merchandising?related?to?animations?(2000-2015)

MD?market?shrunk?due?to?push‐back?of?YO‐KAI?WATCH?while?women’s?market?got?activated.

Japanese merchandising market related to animation characters shrunk to 579.4 billion yen,

which was 88.4 % of the amount previously. This attributes to loss of YO‐KAI WATCH boom in

2014 and slow recovery of some other standard animation characters, though such characters

showed a sign of rebound. On the other hand, the market featuring characters targeting adult

women such as Osomatsu‐san and Sailor Moon did well. MD market where both classic and new

characters compete against each other will have room for further growth.

Calculated?by?the?Association?of?Japanese?Animations?based?on?the?data?from?“CharaBiz?DATA”?published?by?DHARACTER?DATA?BANK?Ltd.(2001-2015)

Animation?distribution?via?the?Internet(2002-2015)

Growth?of?distribution?slowed?down?while?investment?from?overseas?distribution?

increased?sharply

In 2015, Japanese animation distribution market via the Internet was 43.7 billion yen,

increasing by 7.1% over the previous year. Although the market rapidly expanded since 2012

thanks to full‐scale dissemination of smart phones, it slowed down last year due to voluntary

restraint of services and solicitation for paid contents by mobile carriers. On the other hand,

investment by overseas platforms such as Netflix, Amazon and Chinese Internet distributors

increased. It is likely the investments from overseas will exceed investment by domestic

platforms in the near future. Probably the outline of the next business model will be revealed

from 2015 to 2016.

T3FWFOVFTPGUIFUPQ+BQBOFTFBOJNBUJPODIBSBDUFSTBLFSBOLJOHTUBMMJFE

T3FWFOVFTBSJTJOHGSPNUIFVTFPGDIBSBDUFSTJOBEWFSUJTFNFOUT
QSPNPUJPOTBOE1BDIJOLPBOE1BDIJOLPTMPUNBDIJOFTXFSFOPUJODMVEFEJOUIJTTVSWFZ

T5PUBMTGSPNUPXFSFSFDBMDVMBUFEJO

#BTFEPOUIFTVSWFZCZUIF"TTPDJBUJPOPG+BQBOFTF"OJNBUJPOT

(billion?yen)

(billion??yen)

0.21.0

1.8

4.1

8.4

9.810.2

12.3

14.916.0

27.2

34.040.843.7

0

10

20

30

40

0203040506070809101112131415

















































0

30,000

60,000

90,000

120,000

150,000

00010203040506070809101112131415

Production?minutes?of

TV?animation

Production?minutes?of?TV?animation?(2000-2015)

Production?minutes?declined?slightly?from?the?previous?year.?Capacity?

of?TV?animation?production?approaches?its?limit?

The total production minutes of TV animations in 2015 were 115,533 minutes, decreasing by

3.7% (4,429 min decrease) from the previous year when it recorded its 3rd highest. This

indicates present TV animation production capacity in Japan (i.e. the capacity limit of

animation drawing) is around 120,000 min. at maximum. Also the total production minutes

of late‐night animation programs firstly exceeded those of kid/family animation programs in

day‐time (i.e. 5:00 a.m. –23:00 p.m.). This phenomenon reflected production minutes of new

kids/family animations during day‐time decreased by half from 22,278 min. to 11, 248 min.

Based?on?the?survey?by?the?Association?of?Japanese?Animations

?Production?minutes?in?2011?have?been?recalculated,?increasing?from?the?minutes?in?the?2014?

NJOVUF


































0

10

20

30

40

50

00010203040506070809101112131415

#PYPGGJDFSFWFOVF

Box?office?revenue?of?theatrical?animations?(2000-2015)

Steady?shift?thanks?to?the?hit?of?Mamoru?Hosoda’s?new?film?The?Boy?and?

the?Beast?and?YO‐KAI?WATCH?theatrical?version?

Since 2000, the total box office revenues have been greatly affected by Ghibli works which make

exceptional box office revenues. The year 2015 was the first year Ghibli had no plan to release a

new movie for some time to come, nevertheless, the total box office showed a steady growth,

recording 46.7 billion yen. The main factor was the success of “The Boy and the Beast”, the first

film directed by Mamoru Hosoda in three years, and “The Movie: YO‐KAI WATCH”. Also some

regular series such as “Detective Conan: Sunflower of Inferno” did well. In addition, “Love Live!

The School Idol Movie” and “Girls and Panzer”, both based on late‐night animations, earned more

than 2 billion yen at box office respectively by attracting fanatic fans visiting theaters repeatedly.

Edited?based?on?the?data?produced?by?Motion?Picture?Association?of?Japan,?Ind.,?Kinema‐Jumpo,?and?Bunkatsushin

(edited?by?Mindbase,?Inc.?from?2000?to?2008?and?by?the?Association?of?Japanese?Animations?from2009to?2015),

"MMUIFBUSJDBMBOJNBUJPONPWJFTSFMFBTFEOPUPOMZWJBPSEJOBSZEJTUSJCVUJPOSPVUFTCVUBMTPJOEFQFOEFOUMZBSFJODMVEFEJOUIJTTVSWFZ

(billionyen)

1,9002,035

2,730

1,728

2,2492,254

3,041

3,728

2,586

3,739

4,000

3,581

4,7134,7824,764

5,931

































0

10

20

30

40

50

60

70

80

0

1,000

2,000

3,000

4,000

5,000

6,000

00010203040506070809101112131415

1SPEVDUJPONJOVFUT/VNCFSPGXPSLT

Number?of?theatrical?animation?works?and?their?production?minutes

(2000-2015)

Theatrical?animation?works?increasing?due?to?digitalization

The The number of theatrical animation works increased significantly from 73 to 85 (a 16% increase

from 2014). Also the number of production minutes increased from 4764 min. to 6046 min. (a 27%

increase from 2014). This trend indicates that the animation industry became more theatrical

animations‐based which, though risky, is in consideration of the stagnation of videogram businesses as

secondary revenue. Another contributing factor was the digitalization of production and screening,

which served to spur theatrical animation.

Based?on?the?survey?by?the?Association?of?Japanese?Animations?

(minute)

(title)

77.3

93.3

129.4

117.6

103.1

138.8

135.8

127.8

111.3

105.2

108.5

107.6

105.9

115.3

102.1

92.8

0

30

60

90

120

150

00010203040506070809101112131415

3FWFOVFTPG"OJNBUJPO7JEFPHSBNT

Animation?videograms(2000-2015)

Animation?videogram?market?shrunk?due?to?

popularization?and?digital?consumption?

The size of animation videogram market in 2015 was 92.8 billion

yen, decreasing by 9.1 % from the previous year. So far the

animation videogram market was stable thanks to anime fans

purchasing video packages as collectables. However, anime users

who thought the Internet distribution was fine enough or hoped

to watch anime without spending much money increased while

animation was popularized mainly among young people. Under

today’s social trend of digital consumption, the market shrinkage

was unavoidable.

Based?on?the?report?published?by?the?Japan?Video?Software?Association.?

T3FWFOVFTPGBOJNBUJPOWJEFPHSBNTJODMVEJOHGSPN+BQBOFTFBOJNBUJPOXPSLTCPUIGPSBEVMUTBOEDIJMESFO

CBTFEPOUIFSFQPSUJTTVFECZ+BQBO7JEFP4PGUXBSF"TTPDJBUJPO


(million)













?

?



?

1.825?trillion?yen?market?in?2016?

Latest?Trends?of?Japanese?Animation?Industry?

Anime?Industry?2016?

We,?the?Association?of?Japanese?Animations,?are?engaged?in?research,?survey,?and?analysis?of?markets?in?connection?with?

Japanese?animation?industry.?We?have?also?published?“Anime?Industry?Report”?since?the?year?2009?in?order?to?disseminate?

the?industrial?information?to?the?world.??

In?the?year?2016?edition,?the?market?size?was?1.825?trillion?yen,?increasing?by?12.0?%?year?over?last?year,?reflecting?the?

continued?rise?in?the?sales?of?Internet?distribution?rights?to?China?(up?78.7%?over?last?year)?and?remarkable?growth?of?Live?

Entertainment?market?(up?68.4?%?over?last?year).???

The?book?also?has?“All?Animation?Works?Perfect?Data?in?2015”?as?appendix.?This?proven?and?trusted?data?has?been?adopted?

as?an?official?material?for?various?databases?including?Media?Fine?Arts?Database?by?the?Agency?for?Cultural?Affairs.???

The?Anime?Industry?Report?2015?is?the?book?useful?for?all?people?involved?in?the?animation?industry?including?researchers,?

industrial?figures?and?students?who?hope?to?work?in?the?industry?in?future.??

?

■Outline?

【Title】??Anime?Industry?2016?

【Publisher】?The?Association?of?Japanese?Animations?

【Release?day】?September?30,2016?

【Size/Pages】?A4/74?pages,?inserted?chart?sheets?(report)?+?A4/70?pages?(appendix:?All?Animation?Works?Perfect?

Data?in?2015)?+?A3/4?pages?(inserted?chart?sheets)??

【Price】??6,000?yen?(tax?excluded)?

【Index】?

1.?Overview?of?Japanese?animation?industry?in?2015??

※Overall?market?trends,?domestic?industrial?movements?and?notable?trends?

2.Explanation?of?Media??

※Animation?distribution?market?(TV?animation,?theatrical?animation,?videogram,?the?Internet?distribution),?secondary?use?

(including?merchandising),?music?and?live?entertainment???

3.?Trends?in?Overseas?Markets?

※Japanese?animation?in?global?markets?

4.?Distribution?Map?of?Japanese?Animation?Studios?

Appendix:?All?Animation?Works?Perfect?Data?in?2015?

※TV,?theatrical?animation,?OVA?

Material?

※Trends?of?Japanese?animation?market,?Recent?movement?of?Japanese?animation?industry?and?market,?Development?of?

Japanese?animations?in?overseas?market?and?Distribution?Map?of?Japanese?animation?studios?

?

Available?at?the?following:Order?via?SPI?Information?website??

??【Downloadable?version】?http://www.spi‐information.com/report/13860.html?

【Physical?book】??http://www.spi‐information.com/report/13859.html?

?????Tokyo?Anime?Center?Official?Shop@akiba?info?

Akihabara?UDX?2F,?Sotokanda?4-14-1,?Chiyoda,?Tokyo,?Japan??

?????Kyoto?International?Manga?Museum??

Karasuma‐Oike,?Nagakyo‐ku,?Kyoto?Japan?

※The?back?issues?(2009?version?–?2015?version)?are?also?available?at?the?stores?above.?

SPI?Information’s?web?site:http://www.spi‐information.com/



The?Association?of?Japanese?AnimationsAddress:?Akihabara?UDX?4F,?4-14-1?Sotokanda,?Chiyoda‐ku,?Tokyo?

URL:?http://aja.gr.jp/E‐mail:?office@aja.gr.jpPhone:?+81-3-5298-7501Fax:?+81-3-5298-0041?

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