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1 & Only Japanese Anime Industry Report Thread

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  • [DVD/BD] 1 & Only Japanese Anime Industry Report Thread

    Widgets Magazine
    Database Working Group, Association of Japanese Animations
    Anime Industry Report 2015


    Some actual real anime industry numbers: http://imgur.com/a/PmUFR



    - 2015: http://aja.gr.jp/?wpdmdl=869 (PDF)
    - 2014: http://aja.gr.jp/?wpdmdl=739 (PDF)
    Last edited by WTK; 06-10-2016, 11:02 PM.

  • #2
    Re: 1 & Only Japanese Animation Industry Report Thread

    Industry market value estimated at 1.83 trillion yen

    Report: Anime Industry Up 12% in 2015
    posted on 2016-09-29 16:20 EDT

    Industry market value estimated at 1.83 trillion yen
    The Association of Japanese Animations (AJA) published its "Anime Industry Report 2016," which examines industry trends from 2015, on Friday.

    According to the report, the total market value of the anime industry in 2014 was 1.83 trillion yen (about US$18.1 billion), up about 12% from 2014's 1.63 trillion yen. This continues the industry's upward trend; the total market value in 2014 was up 10% from 2013.

    Last year, the AJA attributed part of the industry's success to the sale of streaming rights in China, and in 2013 the report noted an increase in anime-related events and exhibits. This year, the AJA reported a 78.7% rise in the sale of streaming rights in China and a 68.2% growth in the live events field.

    The AJA has been publishing annual reports since 2009, when the anime industry was in decline.

    Source: animeanime.biz

    Comment


    • #3
      Re: 1 & Only Japanese Animation Industry Report Thread

      Originally posted by WTK View Post
      http://4NN.cx/.107055
      Report: Anime Industry Up 12% in 2015
      posted on 2016-09-29 16:20 EDT

      Industry market value estimated at 1.83 trillion yen
      The Association of Japanese Animations (AJA) published its "Anime Industry Report 2016," which examines industry trends from 2015, on Friday.

      According to the report, the total market value of the anime industry in 2014 was 1.83 trillion yen (about US$18.1 billion), up about 12% from 2014's 1.63 trillion yen. This continues the industry's upward trend; the total market value in 2014 was up 10% from 2013.

      Last year, the AJA attributed part of the industry's success to the sale of streaming rights in China, and in 2013 the report noted an increase in anime-related events and exhibits. This year, the AJA reported a 78.7% rise in the sale of streaming rights in China and a 68.2% growth in the live events field.

      The AJA has been publishing annual reports since 2009, when the anime industry was in decline.

      Source: animeanime.biz
      For perspective, in case anyone thinks 18 billion seems high--the US movie industry did about 564 billion in the same period. Fascinating thing about those stats? The leading box office in that period by revenue was China, which includes their domestic and foreign (mostly Hollywood) imports.

      Some ancillary commentary on the Funi/CR partnership that referenced the rippling influence of China on the decision are worth appraising.
      Last edited by bctaris; 09-29-2016, 10:47 PM.
      Avatar: Tsumugi, Sweetness & Lightning
      TFP Forum Rules

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      • #4
        Re: 1 & Only Japanese Animation Industry Report Thread

        Also, China is set to overtake North America as the top movie movie market in the near future.
        With China currently on track to surpass North America as the world's largest movie market by the end of 2017, Warcraft serves as the most recent example of just how important it is for studios to think globally when it comes to their high-priced blockbusters. In fact, just last year Paramount's Terminator: Genisys brought into only $89.7 million domestically before bringing in over $113 million from China alone. Additionally, this past February, China saw its monthly gross top a record $1 billion, far more than the $798.9 million earned at the domestic box office during the same period of time.
        http://www.boxofficemojo.com/news/?id=4196&p=.htm
        Last edited by BigOnAnime; 09-29-2016, 10:52 PM.
        Anime DVD/BD Easter Egg Index | MyAnimeList | Anime-Planet | Anime Blu-rays | Anime DVDs | Manga | MyFigureCollection

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        • #5
          Re: 1 & Only Japanese Animation Industry Report Thread

          2016: http://aja.gr.jp/?wpdmdl=1005 (PDF)

          Comment


          • #6
            Rise to 2.0009 trillion yen credited to Chinese streaming, live events, your name.

            Anime Industry Takes in Record 2.0 Trillion Yen in 2016
            posted on 2017-10-25 01:07 EDT

            Rise to 2.0009 trillion yen credited to Chinese streaming, live events, your name.

            The Association of Japanese Animations (AJA) published its "Anime Industry Report 2017," which examines industry trends from 2016, on Tuesday.

            The report confirms the previous reports that the total market value of the anime industry in 2016 was a record 2.0009 trillion yen (about US$17.5 billion), up about 9% from 2016's 1.83 trillion yen. This continues the industry's upward trend; the total market value in 2014 was up 10% from 2013, and in 2015 was up 12% from 2014.

            Since 2014, the AJA has attributed the growth in the market to success in the sales of streaming rights to China, a trend that has not changed in 2016. The AJA attributes a 34.9 billion yen (about US$306 million) export value to overseas sales, up from 2015's 19.5 billion yen, and China constitutes more than half of the increase. The figure now exceeds the former peak of overseas sales in 2005's 31.3 billion yen value. The report cautions that it is possible that this is a bubble; it mentions geopolitical tensions in the East Asian region and the potential online enforcement of a 2006 Chinese law (that prohibits foreign animation from airing during primetime) as possible reasons for future decline.

            The report also attributes live events as another source of the growth. Live events have seen a year-on-year increase in market value since the AJA began surveying it in 2013, reaching recorded revenues of 52.3 billion yen (about US$459 million) in 2015. The category counts revenues from concerts, anime events, stage plays and musicals, live viewings, museums and exhibitions, and anime cafes, but does not count revenue from merchandise sold on site.

            The report also cites the success of Makoto Shinkai's your name. film as a factor for the growth, but also indicates that the industry had already been seeing record revenues even before the film. The report notes that the film has earned 16.4 billion yen (about US$144 million) in the Japanese box office as of Tuesday.

            The AJA has been publishing annual reports since 2009, when the anime industry was in decline.

            Source: NHK
            EDIT: https://twitter.com/Anime/status/923581892380839936
            As ANN posted, anime industry was 2.0 trillion yen in 2016, not 2.9 trillion as posted elsewhere. Please pass it on:
            Last edited by WTK; 10-27-2017, 12:42 AM.

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            • #7
              Revenue at animation houses climbed by nearly 10 percent, but a lack of capacity is likely to hamper further growth, with most studios now fully booked for years.

              Japan's Anime Industry Grows to Record $17.7B, Boosted by 'Your Name' and Exports

              Revenue at animation houses climbed by nearly 10 percent, but a lack of capacity is likely to hamper further growth, with most studios now fully booked for years.
              The Japanese anime industry pulled in a record $17.7 billion (¥2.01 trillion) last year, boosted by the smash hit Your Name, growing exports and revenue from mobile game licensing.

              Revenue was up just under 10 percent to take the total past the ¥2 trillion mark for the first time, the culmination of seven years of consecutive growth for the industry, according to the annual report from The Association of Japanese Animations (AJA).

              Domestic box office with anime features was up 14 percent to $585 million (¥66.3 billion), with nearly half of that accounted for by Makoto Shinkai's Your Name.

              Total revenue from overseas sales, which includes broadcast rights, box office, DVD/Blu-ray sales and merchandising, jumped almost a third to $6.79 billion (¥768 billion) over the previous year. Sales to China increased, an AJA spokesperson confirmed, but figures for individual countries aren't compiled for the report.

              TV series broadcast on Japanese networks brought in $936 million (¥106 billion). Revenue from Netflix and Amazon, which are ordering more original series, is broken down differently by the 52 anime production houses that make up the AJA, and therefore divided between domestic and overseas revenue.

              Licensing fees from mobile games are proving an increasingly lucrative revenue stream for anime, including the highly profitable Fate/Grand Order. The game is operated by Sony Music in Japan and has been bringing in so much money that Sony Corp. has been citing it in its quarterly earnings reports. Licensing anime characters for use on the machines used for pachinko, a Japanese gambling game, is also highly lucrative, with both types of gaming delivering billions of dollars to the industry.

              The anime industry is currently operating at full capacity, with many studios fully booked until 2020. A general shortage of young workers in Japan caused by its aging demographics is exacerbated by the low wages paid to junior animators, leaving limited room for further growth.

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              • #8
                2017 (Revision): http://aja.gr.jp/?wpdmdl=1202 (PDF)

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                • #9
                  That is some interesting bits of information there, and it goes to show just how much it has grown. And now, there are as many shows per season as there were an a year back in the old days. 1998 saw the first huge spike, which is the time Pokemon and One Piece first aired, and then thing peaked in 2006 before oversaturation and piracy became a problem, and then came Crunchyroll that answered the question of how to legalize fansubs, and from there things really took off. The Fall 2013 season is when the lineup expanded to the capacity it is today, and that is quite a huge jump.
                  Avatar: Mahiru Shiina, The Angel Next Door Spoils Me Rotten
                  Watching: Dai-Guard, Black Summoner, Vermeil in Gold, Rumble Garanndoll
                  Simulcasts: MSG, TYE, BLE, GKY, CSM, EOC, ESW, MOB, DIY, AMW, UYA, ARK, MHA, ALB, UZC, SXF, KKR, BTR, UWM, BLK
                  A dedicated anime fan fan since 1997.

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                  • #10
                    Just noting this here...


                    Anime Busience - Animation Business and Science Magazine is now available in English (produced by GENCO): http://anime-busience.jp/en/index.html

                    Comment


                    • #11
                      Lack of films by prominent directors last year likely contributed to decrease; anime market overall increased 8.1%


                      Anime Film Industry Revenue Dropped by 38.3% in 2017

                      Lack of films by prominent directors last year likely contributed to decrease; anime market overall increased 8.1%

                      The Association of Japanese Animations (AJA) held its seminar for its "Anime Industry Report 2018," which examines industry trends from the year 2017, on December 5. The AJA already released a preview for the report on November 28, but the AJA posted the full report summary on December 10. The Anime! Anime! Biz website also posted a report about the event on December 10.

                      Drop in Anime Film Sales

                      Revenue from anime films dropped by 38.3% in 2017. Meanwhile, the streaming market grew by 13.0% and the live event market grew by 16.3%.

                      Journalist Tadashi Sudo, a panelist at the seminar and co-author of the report, commented on anime films' reduced total revenue of 41 billion yen (about US$362 million) in 2017. He clarified that the dramatic decline was largely due to the influence of Makoto Shinkai's breakout hit your name. in 2016, and that excluding the film from the 2016 revenue would result in a more average figure for that year. However, he added that the 2017 revenue was still not necessarily a good number, and noted that creators such as Shinkai, Mamoru Hosoda, and Hayao Miyazaki did not release films in 2017.

                      Increase in Overseas Sales

                      Dentsu Consulting president, CEO, and senior managing director Yūji Mori noted that overseas revenue has tripled in the past three years. He noted that the figure for overseas revenue does not include overseas-funded projects that only premiered overseas, and it may not include overseas revenue from smartphone games or live events. Therefore, he believes true foreign growth may be higher.

                      In 2017, the overseas market grew 29.6% over the previous year and the domestic market had a 5.5% decrease. The chart below shows the domestic market with the solid line and the overseas market with the dotted line.

                      Last year's report noted the growth of the overseas market, particularly in China, the country with the most contracts with the Japanese animation industry. After China, the countries with the most contracts were South Korea, Taiwan, and the United States.

                      Number of Works Created

                      The speakers also noted that the number of anime produced in 2017 went down to 340 works from 356 in 2016. Asatsu-DK content strategy director Naofumi Itō speculated that the production capacity for anime in Japan may have been reached. Itō also said that the companies funding anime production might have become more cautious due to a general lack of clarity on how to recoup rising production costs. He cited that home video sales of 20,000 units was a benchmark for recouping production costs in past years, but that such sales are now difficult to achieve for most productions.

                      Character Goods

                      Revenue for physical character goods amounted to 523.2 billion yen (about US$4.62 billion) in 2017. The figure represents a 7.0% decrease for the category since the revenue of 627.4 billion yen (about US$5.54 billion) in 2010.

                      Overall Increase

                      The overall anime market was valued at 2.1527 trillion yen (about US$19 billion) in 2017, an 8.1% increase from last year.

                      As the chart above shows, the industry has seen growth for the past eight years, and has reached a record high for the fifth consecutive year. The values in the chart represent the market value for each year in units of 100 million yen. (Note: The AJA has updated the numbers for 2015 and 2016. Last year's report said the market value for these two years was 1.8207 trillion yen and 2.0009 trillion yen, respectively. The organization's 2017 report states the numbers as 1.8215 trillion yen and 1.9923 trillion yen, respectively. However, the report's editor Hiromichi Masuda stated at the seminar that the market for 2016 was actually 1.9954 trillion yen.)

                      The AJA has been publishing annual reports since 2009, when the anime industry was in decline. The AJA also publishes the reports in English a few months after the Japanese report. The association published the 2017 report (for the year 2016) in English in March 2018.

                      Sources: AJA, Anime! Anime! Biz

                      Comment


                      • #12
                          Every year, the Association of Japanese Animations puts together a report detailing the state of the anime industry in Japan from the previous year. The full 2019 Anime Industry Report &ndas


                        Anime Industry Grows Again in 2018, Overseas Makes Up “Almost Half” of the Entire Market

                        2019 summary of the previous year shows 6th year of consecutive record revenue

                        Every year, the Association of Japanese Animations puts together a report detailing the state of the anime industry in Japan from the previous year. The full 2019 Anime Industry Report – detailing the state of the industry in 2018 – has just been released, and the NHK summarised the report which details some interesting areas of growth for the industry, and well as declines.

                        NHK reports that the anime industry broke the 2 trillion yen mark again in 2018, with the total market valued at 2.181 trillion yen (US$19.93 billion), up from 2017’s 2.152 trillion yen (US$19.66 billion). The growth of 19 billion yen (US$173.5 million) marks the sixth year of continuous record-breaking growth for the anime industry since 2013.

                        Domestically the anime industry has grown to 1.172 trillion yen (US$10.69 billion) from 2017’s 1.167 trillion yen (US$10.64 billion), the first time the industry has increased in Japan in 3 years but still not close to the 1.309 trillion yen (US$11.94 billion) high of 2014. For the first time, domestic streaming revenue at 59.5 billion yen (US$542.7 million) has surpassed that of home video releases at 58.7 billion yen (US$535.4 million).

                        The main source of growth for the anime industry has come from international markets where sales have topped 1 trillion yen for the first time at 1.009 trillion yen (US$9.201 billion). This makes international sales – such as overseas anime film screenings and licensing to streaming companies – the single biggest revenue source for the anime industry in 2018. In the report, the domestic market is split into different categories (like ‘pachinko’ and ‘film’) while international sales are combined into ‘overseas.’

                        While growth for the anime industry has slowed down in 2017 and 2018 – mostly due to the decreases on the domestic side–, after the rapid increase from 2013 to 2017, the anime industry is larger than it’s ever been, with new trends – such as streaming – finally being reflected in the numbers. The full report is available now for 11,000 yen (US$100) if you want to dive more into the data behind how your favorite anime come about.

                        Source: NHK, Anime Industry Report 2018

                        Comment


                        • #13
                          Pretty interesting read there, though I didn't think that the overseas market was this big. Seeing that Amazon and Netflix are getting heavily involved in the anime industry, as well as Funimation and HIDIVE upping the exclusive content (as far as shows go) on their streaming services that it's no wonder streaming revenue has surpassed that from home video.
                          Avatar: Mahiru Shiina, The Angel Next Door Spoils Me Rotten
                          Watching: Dai-Guard, Black Summoner, Vermeil in Gold, Rumble Garanndoll
                          Simulcasts: MSG, TYE, BLE, GKY, CSM, EOC, ESW, MOB, DIY, AMW, UYA, ARK, MHA, ALB, UZC, SXF, KKR, BTR, UWM, BLK
                          A dedicated anime fan fan since 1997.

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                          • #14


                            ^ Anime Industry Report 2019 Summary in English (PDF) is up now.

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                            • #15
                              Overseas, commodities segments rise; TV, home video segments decline

                              Anime Industry Rose 15% in 2019 to 2.51 Trillion Yen

                              Overseas, commodities segments rise; TV, home video segments decline

                              The Association of Japanese Animations (AJA) released its preliminary Anime Industry Report 2020 findings on Friday, and plans to release its full findings in a report on November 30. The preliminary report found that the anime industry rose 15.1% to 2.5112 trillion yen (about US$24.18 billion) in 2019. The market was at 1.2661 trillion yen in 2009, so the 2019 numbers represent almost a doubling of the industry in the last decade.

                              The authors of the report stated they worried that the anime industry would shrink in 2019, due to the declining birthrate in Japan, the shrinking of the domestic market, and China's tightening of regulations starting in April 2019. However, the anime film market rose 62.4% from the year before to 69.2 billion yen (about US$666.2 million). Additionally, internet distribution rose 15.1% to 68.5 billion yen (about US$659.5 million), and live entertainment rose 9.0% to 84.4 billion yen (about US$812.5 million).

                              By segment, the overseas market made up the largest share with 1.2009 trillion yen (about US$11.56 billion), up 19.0% from 2018, and a record high. The commodities market made up the next largest share with 581.3 billion yen (about US$5.596 billion), up 16.2% from 2018. The arcade and amusement center business made up the third-largest share with 319.9 billion yen (about US$3.08 billion), up 12.8% from 2018. The authors of the report gave credit to the anime adaptations for the Rilakkuma and Sumikko Gurashi franchises for some of the boost in the commodities market, and gave credit to increasing collaborations between anime franchises and pachinko and slot machines for the rise in the arcade and amusement center business.

                              Anime market segments that decreased in 2019 include TV, home video, and music, continuing a trend from previous years. The television segment decreased by 15.2% and the home video market decreased by 4.1%.

                              The authors of the report stated that due to the ongoing new coronavirus disease (COVID-19) pandemic likely causing a large decrease in numbers for the report on 2020, it will take until they can release 2021 numbers to fully understand the impact of the 2019 numbers on the overall market.

                              [...]

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