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{{Short description|Japanese animation}}
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{{Infobox comics nationality|lang1=Japanese|related articles={{flatlist}}
{{nihongo|'''Anime'''|アニメ||literally - "Anima", taken from half of "animation"}} ({{pronounced|anime}} {{Audio|Anime.ogg|''listen''}} in Japanese, but typically {{pronEng|ˈænɪmeɪ}} or {{IPA|/ˈænɪmə/}} in English) is animation in Japan and considered to be "Japanese animation" in the rest of the world.<ref>{{cite web|url=http://www.merriam-webster.com/dictionary/anime|title=www.merriam-webster.com/dictionary/anime<!--INSERT TITLE-->}}</ref> Anime dates from about 1917.<ref name="anime1917"> ''Daily Yomiuri Online.'' March 28, 2008.</ref>
* ]
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{{endflatlist}}|image=]|caption=Trailer for the 2022 anime '']''
|notable publishers=]|notable series=]}}{{Anime and manga|Anime}}
{{Culture of Japan}}
{{Nihongo|'''Anime'''|アニメ||{{IPA|ja|aꜜɲime|IPA|Ja-Anime.oga}}{{efn|{{IPAc-en|lang|ˈ|æ|n|ɪ|m|eɪ}}}}; derived from a shortening of English ''animation''|lead=yes}} is ] and ] ] originating from ]. Outside Japan and in English, ''anime'' refers specifically to animation produced in Japan.<ref>{{Cite web |last=Ashcraft |first=Brian |date=2021-05-18 |title=What "Anime" Means |url=https://kotaku.com/what-anime-means-1689582070 |access-date=2022-03-02 |website=] |language=en |archive-date=March 2, 2022 |archive-url=https://web.archive.org/web/20220302020009/https://kotaku.com/what-anime-means-1689582070 |url-status=live }}</ref> However, in Japan and in Japanese, {{lang|ja-latn|anime}} describes all animated works, regardless of style or origin. Many works of animation with a ] are also produced outside Japan. ] sometimes also feature themes and art styles that are sometimes labelled as anime.


The earliest commercial Japanese animation dates to 1917. A characteristic art style emerged in the 1960s with the works of cartoonist ] and spread in following decades, developing a large domestic audience. Anime is distributed theatrically, through television broadcasts, ], and ]. In addition to original works, anime are often adaptations of Japanese comics (]), ], or ]. It is classified into numerous genres targeting various broad and niche audiences.<ref>{{cite web|author=]|url=https://artsandculture.google.com/story/0QXxgxls0jJ5Kg|title=Manga and Anime|website=]|date=2020|access-date=October 27, 2023|archive-date=October 27, 2023|archive-url=https://web.archive.org/web/20231027160025/https://artsandculture.google.com/story/0QXxgxls0jJ5Kg|url-status=live}}</ref>
Anime, in addition to manga (Japanese comics), is extremely popular in Japan and well known throughout the world. <!-- Insert Numbers here with references. Also money references--> Anime itself is considered a form of limited animation. Anime can be released either by television broadcast or released directly to video, in which case it is often called OVA or OAV (Original Animation Video).


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.{{sfn|Craig|2000|pp=139–140}} 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.{{sfn|Craig|2000|pp=139–140}} Diverse art styles are used, and character proportions and features can be quite varied, with a common characteristic feature being large and emotive eyes.<ref>{{cite news |last=Ashcraft |first=Brian |date=21 September 2016 |title=A Serious Look at Big Anime Eyes |url=https://kotaku.com/a-serious-look-at-big-anime-eyes-1737751337 |work=] |access-date=4 January 2020 |archive-date=February 4, 2021 |archive-url=https://web.archive.org/web/20210204054308/https://kotaku.com/a-serious-look-at-big-anime-eyes-1737751337 |url-status=live }}</ref>
Anime can be hand-drawn or ]. It is used in ], ]s, ], ], ], and ]-based releases, and represents most, if not all, ]s of ].

The anime industry consists of ], including major studios such as ], ], ], ], ], ], ], ], ], ], ], ], ] and ]. Since the 1980s, the medium has also seen widespread international success with the rise of foreign ], ] programming, and since the 2010s due to the rise of ] and a widening demographic embrace of anime culture, both within Japan and worldwide.<ref>{{cite web |last=Brzeski |first=Patrick |date=16 May 2022 |title=How Japanese Anime Became the World's Most Bankable Genre |url=https://www.hollywoodreporter.com/business/business-news/cannes-japanese-anime-worlds-most-bankable-genre-1235146810/ |url-status=live |archive-url=https://web.archive.org/web/20221206221632/https://www.hollywoodreporter.com/business/business-news/japanese-anime-worlds-most-bankable-genre-1235146810/ |archive-date=Dec 6, 2022 |website=]}}</ref><ref>{{cite web|url=https://www.vfxvoice.com/decades-of-growth-rise-of-vod-and-streaming-trigger-anime-avalanche/|title=Decades of Growth, Rise of VOD and Streaming Trigger Anime Avalanche|website=]|date=October 3, 2022 }}</ref> {{As of|2016|post=,}} Japanese animation accounted for 60% of the world's ].<ref>{{cite book |last1=Napier |first1=Susan J. |title=Anime from Akira to Howl's Moving Castle: Experiencing Contemporary Japanese Animation |date=2016 |publisher=] |isbn=9781250117724 |page=10 |url=https://books.google.com/books?id=UnuLCwAAQBAJ&pg=PR10 |access-date=February 14, 2019 |archive-date=September 24, 2023 |archive-url=https://web.archive.org/web/20230924132817/https://books.google.com/books?id=UnuLCwAAQBAJ&pg=PR10 |url-status=live }}</ref>

== Etymology ==
As a type of ], anime is an art form that comprises many ]s found in other mediums; it is sometimes mistakenly classified as a genre itself.{{sfn|Poitras|2000|p=7}} In Japanese, the term ''anime'' is used to refer to all animated works, regardless of style or origin.<ref>{{cite web|year=2007 |title=Tezuka: The Marvel of Manga - Education Kit |url=http://www.artgallery.nsw.gov.au/__data/page/9842/Tezuka_Kit_1.pdf |url-status=dead |archive-url=https://web.archive.org/web/20070830033821/http://artgallery.nsw.gov.au/__data/page/9842/Tezuka_Kit_1.pdf <!--DASHBot--> |archive-date=30 August 2007 |access-date=28 October 2007 |publisher=Art Gallery New South Wales}}</ref> English-language dictionaries typically define ''anime'' ({{IPAc-en|ˈ|æ|n|ɪ|m|eɪ}})<ref>{{cite web |title=Anime - Meaning |url=https://dictionary.cambridge.org/dictionary/english/anime |access-date=4 July 2019 |work=] |archive-date=July 2, 2019 |archive-url=https://web.archive.org/web/20190702192632/https://dictionary.cambridge.org/dictionary/english/anime |url-status=live }}</ref> as "a style of Japanese animation"<ref name="lexico">{{cite web |title=Anime |url=https://www.lexico.com/en/definition/anime |archive-url=https://web.archive.org/web/20200303181402/https://www.lexico.com/en/definition/anime |url-status=dead |archive-date=March 3, 2020 |website=] |publisher=] |access-date=7 September 2020 |language=en}}</ref> or as "a style of animation originating in Japan".<ref>{{cite web |title=Anime |url=https://www.merriam-webster.com/dictionary/anime |publisher=] |access-date=7 September 2020 |language=en |archive-date=February 2, 2013 |archive-url=https://web.archive.org/web/20130202013521/http://www.merriam-webster.com/dictionary/anime |url-status=live }}</ref> Other definitions are based on origin, making production in Japan a requisite for a work to be considered "anime".<ref name="anna">{{cite web |title=Lexicon - Anime |url=https://www.animenewsnetwork.com/encyclopedia/lexicon.php?id=45 |url-status=live |archive-url=https://web.archive.org/web/20200830144913/https://www.animenewsnetwork.com/encyclopedia/lexicon.php?id=45 |archive-date=August 30, 2020 |access-date=12 September 2020 |website=]}}</ref>

The etymology of the term ''anime'' is disputed. The English word "animation" is written in Japanese '']'' as {{lang|ja|アニメーション}} ({{transliteration|ja|Hepburn|animēshon}}) and as {{lang|ja|アニメ}} ({{transliteration|ja|Hepburn|anime}}, {{IPA|ja|a.ɲi.me|pron|Anime.ogg}}) in its shortened form.<ref name=anna /> Some sources claim that the term is derived from the French term for animation {{lang|fr|dessin animé}} ("cartoon", literally 'animated drawing'),<ref>{{cite book|first=Richard W.|last=Kroon|title=A/V A to Z: An Encyclopedic Dictionary of Media, Entertainment and Other Audiovisual Terms|publisher=]|year=2010|isbn=978-0-7864-5740-3|page=48|url=https://books.google.com/books?id=HjmNAgAAQBAJ&pg=PA48|access-date=May 15, 2023|archive-date=May 15, 2023|archive-url=https://web.archive.org/web/20230515215928/https://books.google.com/books?id=HjmNAgAAQBAJ&pg=PA48|url-status=live}}</ref> but others believe this to be a myth derived from the popularity of anime in France in the late 1970s and 1980s.<ref name=anna/>

In English, ''anime''—when used as a common ]—normally functions as a ]. (For example: "Do you watch anime?" or "How much anime have you watched?")<ref>{{cite encyclopedia|dictionary=] |edition=4th |title=Anime}}</ref><ref>{{cite web |title=Anime |url=https://www.dictionary.com/browse/anime |website=] Unabridged (v 1.1) |access-date=21 March 2023 |archive-date=March 31, 2023 |archive-url=https://web.archive.org/web/20230331214659/https://www.dictionary.com/browse/anime |url-status=live }}</ref> As with a few other Japanese words, such as '']'' and '']'', English texts sometimes spell ''anime'' as ''animé'' (as in French), with an ] 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'', a ] of ] and animation, was prevalent throughout the 1970s and 1980s. In the mid-1980s, the term ''anime'' began to supplant ''Japanimation'';{{sfn|Patten|2004|pp=85–86}} in general, the latter term now only appears in period works where it is used to distinguish and identify Japanese animation.{{sfn|Patten|2004|pp=69–70}}


== History == == History ==
{{main|History of anime}} {{Main|History of anime}}


=== Precursors ===
]'' (1944), the first ] anime film.]]
{{Lang|ja-latn|]}} and ]s (''kage-e'') are considered precursors of Japanese animation.<ref name=":1">{{cite book|last=Novielli |first=Maria Roberta |url=https://www.worldcat.org/oclc/1020690005 |title=Floating worlds: a short history of Japanese animation |date=2018 |isbn=978-1-351-33482-2 |location=Boca Raton |oclc=1020690005}}</ref> {{Lang|ja-latn|Emakimono}} was common in the eleventh century. Traveling storytellers narrated legends and anecdotes while the {{lang|ja-latn|emakimono}} was unrolled from the right to left in chronological order, as a moving panorama.<ref name=":1" /> ''Kage-e'' was popular during the Edo period and originated from the shadow plays of China.<ref name=":1" /> ]s from the Netherlands were also popular in the eighteenth century.<ref name=":1" /> The paper play called '']'' surged in the twelfth century and remained popular in the street theater until the 1930s.<ref name=":1" /> Puppets of the ] theater and '']'' prints are considered ancestors of characters of most Japanese animation.<ref name=":1" /> Finally, manga were a heavy inspiration for anime. Cartoonists ] and ] used film elements in their strips.<ref name=":1" />


=== Pioneers ===
Anime began at the start of the 20th century, when Japanese ] experimented with the ] techniques that were being explored in France, Germany, the United States, and Russia.<ref name="manga!">{{cite book |last=Schodt |first=Frederik L. | title=Manga! Manga!: The World of Japanese Comics |publisher=] International |date=Reprint edition (August 18, 1997) |location =ToKyo, Japan |isbn=ISBN 0-87011-752-1 }}</ref> The oldest known anime in existence was screened in 1917 - a two minute clip of a samurai trying to test a new sword on his target, only to suffer defeat.<ref> ''ImprintTALK.'' March 31, 2008; {{cite web | url = http://www.hdrjapan.com/japan/japan-news/historic-91%11year%11old-anime-discovered-in-osaka// | title = Historic 91-year-old anime discovered in Osaka | publisher = HDR Japan | date = 2008-03-30 | accessdate = 2008-05-12}}</ref>
]'' (1917), the oldest surviving Japanese animated short film made for cinemas]]


Animation in Japan began in the early 20th century, when ] started to experiment with techniques pioneered in France, Germany, the United States, and Russia.{{sfn|Schodt|1997}} A claim for the earliest Japanese animation is '']'' ({{circa|1907}}),<ref>{{cite web|last=Litten |first=Frederick S. |title=Japanese color animation from ca.&nbsp;1907 to 1945 |url=http://litten.de/fulltext/color.pdf |date=29 June 2014 |access-date=23 September 2020 |page=14 |archive-url=https://web.archive.org/web/20200918032148/http://litten.de/fulltext/color.pdf |archive-date=18 September 2020}}</ref> a private work by an unknown creator.{{sfn|Clements|McCarthy|2006|p=169}} In 1917, the first professional and publicly displayed works began to appear; animators such as ], ], and ] (considered the "fathers of anime") produced numerous films, the oldest surviving of which is Kōuchi's '']''.<ref>{{cite web |url=http://litten.de/fulltext/ani1917.pdf |title=Some remarks on the first Japanese animation films in 1917 |last=Litten |first=Frederick S. |access-date=11 July 2013 |archive-url=https://web.archive.org/web/20140810001217/http://litten.de/fulltext/ani1917.pdf |archive-date=10 August 2014 |url-status=live |df=mdy-all }}</ref> Many early works were lost with the destruction of Shimokawa's warehouse in the ].{{sfn|Clements|McCarthy|2006|p=170}}
By the 1930s, animation became an alternative format of storytelling compared to the underdeveloped live-action industry in Japan. Unlike in the United States, the live-action industry in Japan remained a small market and suffered from budgeting, location, and casting restrictions. The lack of Western-looking actors, for example, made it next to impossible to shoot films set in Europe, America, or fantasy worlds that do not naturally involve Japan. Animation allowed artists to create any characters and settings.<ref name="manga characters look white">{{cite web|title=Do Manga Characters Look "White"?|url=http://web.archive.org/web/20060517194357sh_re_/www.matt-thorn.com/mangagaku/faceoftheother.html <!-- (] backup) --> | accessmonthday = December 11 | accessyear = 2005 }}</ref>


By the mid-1930s, animation was well-established in Japan as an alternative format to the ] industry. It suffered competition from foreign producers, such as ], and many animators, including ] and ], continued to work with cheaper ] rather than ].<ref>{{cite web|url=http://www.midnighteye.com/features/pioneers-of-anime.shtml |title=Pioneers of Japanese Animation (Part 1) |last=Sharp |first=Jasper |date=23 September 2004 |publisher=] |access-date=11 December 2009 |archive-url=https://web.archive.org/web/20100117151328/http://www.midnighteye.com/features/pioneers-of-anime.shtml |archive-date=17 January 2010 |url-status=live}}</ref> Other creators, including ] and ], nevertheless made great strides in technique, benefiting from the patronage of the government, which employed animators to produce educational shorts and ].<ref>{{cite book|author-last1=Yamaguchi |author-first1=Katsunori |author-first2=Yasushi |author-last2=Watanabe |title=Nihon animēshon eigashi |publisher=Yūbunsha |year=1977 |pages=26–37}}</ref> In 1940, the government dissolved several artists' organizations to form the {{nihongo foot|''Shin Nippon ] Kyōkai''.|新日本漫画家協会||{{lit}} "New Japan Manga Artist Association"|group=lower-alpha|lead=yes}}{{sfn|Kinsella|2000|p=22}} The first ] anime was '']'' (1933), a short film produced by Masaoka.{{sfn|Baricordi|2000|page=12}}<ref name="kodanasha1993">{{cite book |title=Japan: An Illustrated Encyclopedia |url=https://archive.org/details/japanillustrated01koda |url-access=registration |year=1993 |publisher=] |location=Tokyo, Japan |isbn=978-4-06-206489-7}}</ref> The first feature-length anime film was '']'' (1945), produced by Seo with a sponsorship from the ].<ref>{{cite AV media |title=Official booklet, ''The Roots of Japanese Anime'' |type=DVD |publisher=Zakka Films |date=2009}}</ref> The 1950s saw a proliferation of short, animated advertisements created for television.<ref>{{cite book |last1=Douglass |first1=Jason Cody |title=Beyond Anime? Rethinking Japanese Animation Through Early Animated Television Commercials |date=2019 |publisher=] |isbn=9783030279394 |page=213 |url=https://books.google.com/books?id=7_rEDwAAQBAJ&q=animation+and+advertising}}</ref>
The success of ] 1937 feature film '']'' influenced Japanese animators.<ref>{{cite web|url=http://www.corneredangel.com/amwess/papers/history.html|title=A Brief History of Anime|year=1999|accessdate=2007-09-11|work=Michael O'Connell, Otakon 1999 Program Book}}</ref> ] adapted and simplified many Disney animation techniques to reduce the costs and number of frames in the production. This was intended to be a temporary measure to allow him to produce material on a tight schedule with an inexperienced animation staff.


===Modern era===
During the 1970s, there was a surge of growth in the popularity of ]—which were often later animated—especially those of ], who has been called a "legend"<ref>{{cite web| url = http://www.asahi.com/english/Herald-asahi/TKY200605110157.html| archiveurl = http://web.archive.org/web/20060520053910/http://www.asahi.com/english/Herald-asahi/TKY200605110157.html| archivedate=2006-05-20| title = 5 missing manga pieces by Osamu Tezuka found in U.S.| accessdate = 2006-08-29| last = Ohara| first = Atsushi| authorlink = | coauthors = ]| date = May 11, 2006| publisher = Asahi.com}}</ref> and the "god of manga".<ref>{{cite web| url = http://www.abcb.com/ency/t/tezuka_osamu.htm| title = Dr. Osamu Tezuka| accessdate = 2006-08-29| date = 2000-03-14| work = The Anime Encyclopedia| publisher = The Anime Café}}</ref><ref>{{cite web| url = http://www.paulgravett.com/articles/006_tezuka/006_tezuka.htm| title = Osamu Tezuka: The God of Manga| accessdate = 2006-08-29| last = Gravett| first = Paul|year = 2003}}</ref> His work and that of other pioneers in the field, inspired characteristics and genres that are fundamental elements of anime today. The giant ] genre (known as "]" outside Japan), for instance, took shape under Tezuka, developed into the ] genre under ] and others, and was revolutionized at the end of the decade by ] who developed the ] genre. Robot anime like the '']'' and '']'' series became instant classics in the 1980s, and the robot genre of anime is still one of the most common in Japan and worldwide today. In the 1980s, anime became more accepted in the ] in Japan (although less than ]), and experienced a boom in production. Following a few successful adaptations of anime in overseas markets in the 1980s, anime gained increased acceptance in those markets in the 1990s and even more in the ].
]'']]


In the 1960s, ] artist and animator ] adapted and simplified Disney animation techniques to reduce costs and limit frame counts in his productions.{{sfn|Brenner|2007|p=6}} Originally intended as temporary measures to allow him to produce material on a tight schedule with inexperienced staff, many of his ] practices came to define the medium's style.<ref>{{cite web|url=http://novaonline.nvcc.edu/eli/evans/his135/Events/Anime62/Anime62.html |title=The History of Anime & Manga |last=Zagzoug |first=Marwa |date=April 2001 |publisher=] |access-date=22 November 2012 |archive-url=https://web.archive.org/web/20130519110530/http://novaonline.nvcc.edu/eli/evans/his135/Events/Anime62/Anime62.html |archive-date=19 May 2013 |url-status=live}}</ref> '']'' (1960) was the first anime film broadcast on television;{{sfn|Patten|2004|p=271}} the first anime television series was '']'' (1961–64).{{sfn|Patten|2004|p=219}} An early and influential success was ] (1963–66), a television series directed by Tezuka based on ]. Many animators at Tezuka's ] later established major anime studios (including ], ], and ]).
== Terminology ==
In Japanese, the English term animation is written in ] as アニメーション (''animēshon,'' {{pronounced|ɑnimeːɕoɴ}}). The term, anime (アニメ), emerged in the 1970s. This most likely derived from the French ''l'animé''. <ref>{{cite web|url=http://www.etymonline.com/index.php?search=anime|title=Etymology Dictionary Reference: Anime|date=|accessdate=2007-09-13|work=Etymonline}}</ref><ref name="manga!" /> Both the original and abbreviated forms are valid and interchangeable in Japanese, but the shorter form is more commonly used.


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 "]"), for instance, took shape under Tezuka, developed into the ] genre under ] and others, and was revolutionized at the end of the decade by ], who developed the ] genre.{{sfn|Patten|2004|p=264}} Robot anime series such as '']'' and '']'' became instant classics in the 1980s, and the genre remained one of the most popular in the following decades.{{sfn|Patten|2004|pp=306–307}} The ] of the 1980s spurred a new era of high-budget and experimental anime films, including '']'' (1984), '']'' (1987), and '']'' (1988).{{sfn|Le Blanc|Odell|2017|page=56}}
The pronunciation of ''anime'' in Japanese, {{IPA|ɑnime}}, differs significantly from the ] {{IPAEng|ˈænɪmeɪ}} which have different vowels and ]. (In Japanese each ] carries equal stress.) As with a few other Japanese words such as ''], ],'' and ''],'' ''anime'' is sometimes spelled ''animé'' in English (as in French), with an ] over the final ''e'', to cue the reader that the letter is pronounced, not silent as would be expected in English. However, this accent does not appear in any commonly used system of ] and is not in frequent enough use to be recognised by the Oxford English Dictionary.


'']'' (1995), a television series produced by ] and directed by ], began another era of experimental anime titles, such as '']'' (1995) and '']'' (1998). In the 1990s, anime also began attracting greater interest in Western countries; major international successes include '']'' and '']'', both of which were ] into more than a dozen languages worldwide. In 2003, '']'', a ] feature film directed by ], won the ] at the ]. It later became the ],{{efn|''Spirited Away'' was later surpassed as the highest-grossing anime film by '']'' (2016).}} earning more than $355&nbsp;million. Since the 2000s, an increased number of anime works have been adaptations of ]s and ]s; successful examples include '']'' and '']'' (both 2006). '']'' became the ] and one of the world's highest-grossing films of 2020.<ref name="bbc1">{{cite web|url=https://www.bbc.com/news/world-asia-54730487 |title=How a demon-slaying film is drawing Japan back to the cinemas |date=31 October 2020 |website=] |archive-url=https://web.archive.org/web/20201103161257/https://www.bbc.com/news/world-asia-54730487 |archive-date=3 November 2020}}</ref><ref name="bbc">{{cite web |date=October 31, 2020 |title=How a demon-slaying film is drawing Japan back to the cinemas |url=https://www.bbc.com/news/world-asia-54730487 |archive-url=https://web.archive.org/web/20201103161257/https://www.bbc.com/news/world-asia-54730487 |archive-date=November 3, 2020 |website=BBC}}</ref> It also became the fastest grossing film in Japanese cinema, because in 10 days it made 10 billion yen ($95.3m; £72m).<ref name="bbc"/> It beat the previous record of '']'' which took 25 days.<ref name="bbc"/><ref>{{cite web |date=November 14, 2020 |title=The world is watching more anime and streaming services are buying |url=https://www.wsj.com/articles/the-world-is-watching-more-animeand-streaming-services-are-buying-11605365629 |website=] |access-date=November 9, 2021 |archive-date=April 22, 2022 |archive-url=https://web.archive.org/web/20220422222339/https://www.wsj.com/articles/the-world-is-watching-more-animeand-streaming-services-are-buying-11605365629 |url-status=live }}</ref><ref>{{cite news |date=June 5, 2021 |title=Streaming and covid-19 have entrenched anime's global popularity |newspaper=] |url=https://www.economist.com/business/2021/06/05/streaming-and-covid-19-have-entrenched-animes-global-popularity |access-date=November 9, 2021 |archive-date=November 9, 2021 |archive-url=https://web.archive.org/web/20211109124437/https://www.economist.com/business/2021/06/05/streaming-and-covid-19-have-entrenched-animes-global-popularity |url-status=live }}</ref><ref>{{cite web |date=11 May 2023 |title=Streaming giants battle for anime supremacy |url=https://www.straitstimes.com/life/entertainment/streaming-giants-battle-for-anime-supremacy |website=] |access-date=November 4, 2023 |archive-date=June 7, 2023 |archive-url=https://web.archive.org/web/20230607235146/https://www.straitstimes.com/life/entertainment/streaming-giants-battle-for-anime-supremacy |url-status=live }}</ref><ref>{{cite web |date=12 May 2023 |title=Streaming giants battle to be top platform for Japanese anime |url=https://www.scmp.com/video/asia/3220322/streaming-giants-battle-be-top-platform-japanese-anime |website=] |access-date=November 4, 2023 |archive-date=May 29, 2023 |archive-url=https://web.archive.org/web/20230529161703/https://www.scmp.com/video/asia/3220322/streaming-giants-battle-be-top-platform-japanese-anime |url-status=live }}</ref>
=== Word usage ===
In Japan, the term does not specify an animation's nation of origin or style; instead, it is used as a ] to refer to all forms of animation from around the world.<ref>{{cite web|url=http://www.bellaonline.com/articles/art4260.asp|title=What is Anime?|date=|publisher=Bellaonline|accessdate=2007-10-28|work=Lesley Aeschliman}}</ref><ref>


In 2021, the anime adaptations of '']'', '']'' and '']'' were among the top 10 most discussed TV shows worldwide on Twitter.<ref>{{cite web|url=https://blog.twitter.com/en_us/topics/insights/2021/2021--onlyontwitter|title=2021 #OnlyOnTwitter|date=9 December 2021|website=Twitter|access-date=November 4, 2023|archive-date=December 9, 2021|archive-url=https://web.archive.org/web/20211209171456/https://blog.twitter.com/en_us/topics/insights/2021/2021--onlyontwitter|url-status=live}}</ref><ref name="ktops">{{cite news|url=https://www.cbr.com/jujutsu-kaisen-squid-game-wandavision-twitter-2021/|title=Jujutsu Kaisen Tops Squid Game, Wandavision in Social Media's 2021 Discussions|date=9 December 2021|website=CBR|access-date=December 16, 2021|archive-date=March 10, 2022|archive-url=https://web.archive.org/web/20220310061915/https://www.cbr.com/jujutsu-kaisen-squid-game-wandavision-twitter-2021/|url-status=live}}</ref> In 2022, '']'' 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 '']'' and '']''.<ref name="WFMZ-TV">{{Cite web|title=Anime and Asian series dominate 4th Annual Global TV Demand Awards, highlighting industry and consumer trends towards international content|url=https://www.wfmz.com/news/pr_newswire/pr_newswire_entertainment/anime-and-asian-series-dominate-4th-annual-global-tv-demand-awards-highlighting-industry-and-consumer/article_28591ec0-befe-57c6-99c3-eebe66ad66c5.html|date=January 25, 2022|access-date=January 27, 2022|publisher=]|archive-date=March 28, 2022|archive-url=https://web.archive.org/web/20220328045603/https://www.wfmz.com/news/pr_newswire/pr_newswire_entertainment/anime-and-asian-series-dominate-4th-annual-global-tv-demand-awards-highlighting-industry-and-consumer/article_28591ec0-befe-57c6-99c3-eebe66ad66c5.html|url-status=live}}</ref> In 2024, ''Jujutsu Kaisen'' broke the ] for the "Most in-demand animated TV show" with a global demand rating 71.2 times than that of the average TV show, previously held by ''Attack on Titan''.<ref>{{cite web|url=https://www.guinnessworldrecords.com/world-records/566389-most-in-demand-animated-tv-show|title=Most in-demand animated TV show|work=]|access-date=April 5, 2024|archive-date=April 5, 2024|archive-url=https://web.archive.org/web/20240405002815/https://www.guinnessworldrecords.com/world-records/566389-most-in-demand-animated-tv-show|url-status=live}}</ref><ref>{{cite web|last=Mateo|first=Alex|title=Guinness World Records Names Jujutsu Kaisen 'Most In-Demand Animated TV Show'|url=https://www.animenewsnetwork.com/interest/2024-04-05/guinness-world-records-names-jujutsu-kaisen-most-in-demand-animated-tv-show/.209592|website=]|date=April 5, 2024|access-date=April 5, 2024|archive-date=April 5, 2024|archive-url=https://web.archive.org/web/20240405204400/https://www.animenewsnetwork.com/interest/2024-04-05/guinness-world-records-names-jujutsu-kaisen-most-in-demand-animated-tv-show/.209592|url-status=live}}</ref>
{{cite web|url=http://www.artgallery.nsw.gov.au/__data/page/9842/Tezuka_Kit_1.pdf|format=pdf|title=Tezuka: The Marvel of Manga - Education Kit|year=2007|publisher=Art Gallery New South Wales|accessdate=2007-10-28|work=}}</ref> In English, dictionary sources define ''anime'' as "a Japanese style of motion-picture animation" or "a style of animation developed in Japan".<ref>{{cite web|url=http://dictionary.reference.com/browse/anime|title=Anime Dictionary Definition|accessdate=2006-10-09|work=]}}</ref> Non-Japanese works that borrow stylization from anime is commonly referred to as "]" but it is not unusual for a viewer who does not know the country of origin of such material to refer to it as simply "anime". Some works are co-productions with non-Japanese companies, such as the ] and ] series '']'' or '']'', which may or may not be considered anime by different viewers.


== Attributes ==
In English, ''anime'' can be used as a common ] ("Do you watch anime?") or as a ] ] ("The anime '']'' is different from the movie '']''"). It may also be used as a ], as in "How much anime have you collected?" and therefore is not pluralized as ''animes''.
]'', '']'', '']'', '']'', '']'', '']'', '']'', and '']''.]]


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.{{sfn|Brenner|2007|p=231}} While no single art style predominates anime as a whole, they do share some similar attributes in terms of animation technique and character design.
=== Synonyms ===
Anime is occasionally referred to as '''Japanimation''', but this term has fallen into disuse.<ref>{{cite web|url=http://www.animenewsnetwork.com/encyclopedia/lexicon.php?id=46|title=ANN: Japanimation|date=|publisher=Anime News Network|accessdate=2007-11-11|work=}}</ref> ''Japanimation'' saw the most usage during the 1970s and 1980s, but was supplanted by ''anime'' in the mid-1990s as the material became more widely known in English-speaking countries.<ref name="bookref2">{{cite book|last=Patten|first=Fred|title=Watching Anime, Reading Manga: 25 Years of Essays and Reviews|publisher=Stone Bridge Press|year=2004|isbn=1880656922}}</ref> In general, the term now only appears in nostalgic contexts.<ref name="bookref2" /> Although the term was coined outside Japan to refer to animation imported from Japan, it is now used primarily ''in'' Japan, to refer to domestic animation; since ''anime'' does not identify the country of origin in Japanese usage, ''Japanimation'' is used to distinguish Japanese work from that of the rest of the world.<ref name="bookref2" />


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.<ref>{{Cite journal |last=Horno Lopez |first=Antonio |year=2012 |title=Controversia sobre el origen del anime. Una nueva perspectiva sobre el primer dibujo animado japonés |url=https://polipapers.upv.es/index.php/CAA/article/view/1055 |journal=Con a de animación |location=Spain |publisher=] |issue=2 |pages=106–107 |doi=10.4995/caa.2012.1055 |issn=2173-3511 |doi-access=free |hdl=10251/14879 |hdl-access=free |access-date=March 31, 2022 |archive-date=April 22, 2022 |archive-url=https://web.archive.org/web/20220422112422/https://polipapers.upv.es/index.php/CAA/article/view/1055 |url-status=live }}</ref><ref>{{cite thesis |last=Horno Lopez |first=Antonio |year=2014 |title=Animación japonesa: análisis de series de anime actuales |trans-title=Japanese Animation: Analysis of Current Anime Series" |url=https://digibug.ugr.es/handle/10481/34010 |hdl=10481/34010 |type=Doctoral thesis |publisher=] |page=4 |isbn=9788490830222 |access-date=March 29, 2022 |archive-date=March 29, 2022 |archive-url=https://web.archive.org/web/20220329222830/https://digibug.ugr.es/handle/10481/34010 |url-status=live }}</ref>
In Japan, manga can additionally refer to both animation and comics (although the use of manga to refer to animation is mostly restricted to non-fans).{{Fact|date=February 2008}} Among English speakers, manga usually has the stricter meaning of "Japanese comics".{{Fact|date=February 2008}} An alternate explanation is that it is due to the prominence of ], a distributor of anime to the US and UK markets. Because Manga Entertainment originated in the UK the use of the term is common outside of Japan.{{Fact|date=February 2008}} The term "]" has been used to collectively refer to anime and manga, though it is also a term used to describe comics produced from animation cels.


=== Technique ===
== Visual characteristics ==
Modern anime follows a typical animation production process, involving ]ing, ], ], and ]. Since the 1990s, animators have increasingly used ] to improve the efficiency of the production process. Early anime works were experimental, and consisted of images drawn on blackboards, ] animation of paper cutouts, and ].<ref name="Jouvanceau2004"/><ref name="Cinémathèque2008">{{cite web|year=2008|title=Tribute to Noburō Ōfuji|url=http://www.cinematheque.qc.ca/animation_japonaise.pdf|url-status=dead|archive-url=https://web.archive.org/web/20080819214736/http://www.cinematheque.qc.ca/animation_japonaise.pdf|archive-date=August 19, 2008|access-date=July 21, 2008|work=To the Source of Anime: Japanese Animation|publisher=Cinémathèque québécoise}}</ref> 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 ],<ref name="Sharp2003">{{cite web|last=Sharp|first=Jasper|title=Beyond Anime: A Brief Guide to Experimental Japanese Animation|work=]|year=2003|url=http://www.midnighteye.com/features/beyond_anime.shtml|access-date=July 21, 2008| archive-url= https://web.archive.org/web/20080725193748/http://www.midnighteye.com/features/beyond_anime.shtml| archive-date= July 25, 2008 | url-status=live}}</ref> including the stop motion puppet animation work produced by ], ] and Tomoyasu Murata.<ref name="Sharp2004">{{cite web|last=Sharp|first=Jasper|title=Interview with Kihachirō Kawamoto|work=]|year=2004|url=http://www.midnighteye.com/interviews/kihachiro_kawamoto.shtml|access-date=July 21, 2008|archive-url=https://web.archive.org/web/20080919075703/http://www.midnighteye.com/interviews/kihachiro_kawamoto.shtml|archive-date=September 19, 2008|url-status=live}}</ref><ref>{{cite web|last=Munroe Hotes|first=Catherine|title=Tomoyasu Murata and Company|work=]|year=2008|url=http://www.midnighteye.com/features/tomoyasu-murata-and-company.shtml|access-date=July 21, 2008|archive-url=https://web.archive.org/web/20080527065156/http://www.midnighteye.com/features/tomoyasu-murata-and-company.shtml|archive-date=May 27, 2008|url-status=live}}</ref> Computers were integrated into the animation process in the 1990s, with works such as '']'' and '']'' mixing cel animation with computer-generated images.{{sfn|Poitras|2000|p=29}} ], 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.{{sfn|Poitras|2000|p=29}}
{{Expert-subject|Anime and manga|section|date=March 2008}}
]
]


Prior to the digital era, anime was produced with ] methods using a pose to pose approach.<ref name="Jouvanceau2004">{{cite book|last=Jouvanceau |first=Pierre |translator=Clare Kitson |title=The Silhouette Film |publisher=Le Mani |year=2004 |location=Genoa |page=103 |url=http://www.heeza.fr/description.php?lang=2&path=64&sort=Article&page=0&id=296 |archive-url=https://web.archive.org/web/20080320051512/http://www.heeza.fr/description.php?lang=2&path=64&sort=Article&page=0&id=296 |url-status=dead |archive-date=March 20, 2008 |isbn=88-8012-299-1 |access-date=August 8, 2009 }}</ref> The majority of mainstream anime uses fewer expressive ]s and more ] animation.<ref name=ANNKeyAnimation>{{cite news |url=https://www.animenewsnetwork.com/chicks-on-anime/2008-11-04 |last1=Dong |first1=Bamboo |last2=Brienza |first2=Casey |last3=Pocock |first3=Sara |title=A Look at Key Animation |series=Chicks on Anime |work=] |date=November 4, 2008 |access-date=September 30, 2012 |archive-url=https://web.archive.org/web/20121110054551/http://www.animenewsnetwork.com/chicks-on-anime/2008-11-04 |archive-date=November 10, 2012 |url-status=live }}</ref>
Anime is commonly referred as an art form.<ref>{{cite web|url=http://www.animenation.net/news/askjohn.php?id=1292|title=Ask John: Do Japanese Viewers Treat Anime Shows as Fads?|date=2006-04-07|publisher=AnimeNation|accessdate=2008-01-23|work=Ask John}}</ref> As a visual medium, it naturally places a large emphasis on visual styles. The styles can vary from artist to artist or by studio to studio. Some titles make extensive use of common stylization: '']'', for example, is known for its wild, exaggerated stylization. In contrast, titles such as '']'' or '']'' take much more realistic approaches, featuring few stylistic exaggerations.


Japanese animation studios were pioneers of many ] techniques, and have given anime a distinct set of conventions. Unlike ] 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.<ref name="ChicksOnAnimeSep2008">{{cite news |url=https://www.animenewsnetwork.com/chicks-on-anime/2008-09-16 |last1=Dong |first1=Bamboo |last2=Brienza |first2=Casey |last3=Pocock |first3=Sara |last4=Sevakis |first4=Robin |title=Chicks on Anime - Sep 16th 2008 |series=Chicks on Anime |work=] |date=September 16, 2008 |access-date=September 30, 2012 |archive-url=https://web.archive.org/web/20121108150611/http://www.animenewsnetwork.com/chicks-on-anime/2008-09-16 |archive-date=November 8, 2012 |url-status=live }}</ref> Anime scenes place emphasis on achieving three-dimensional views, and backgrounds are instrumental in creating the atmosphere of the work.{{sfn|Schodt|1997}} The backgrounds are not always invented and are occasionally based on real locations, as exemplified in '']'' and '']''.<ref>{{cite web| url= http://www.rinku.zaq.ne.jp/p_v/haruhi.html| title= Reference pictures to actual places| access-date= January 25, 2007| archive-url= https://web.archive.org/web/20070126012418/http://www.rinku.zaq.ne.jp/p_v/haruhi.html| archive-date= January 26, 2007| url-status=dead| df= mdy-all}}</ref>{{better source needed|date=June 2024}} Oppliger stated that anime is one of the rare mediums where putting together an all-star cast usually comes out looking "tremendously impressive".<ref>{{cite web|last=Oppliger|first=John|date=October 1, 2012|title=Ask John: What Determines a Show's Animation Quality?|url=http://www.animenation.net/blog/2012/10/01/ask-john-what-determines-a-shows-animation-quality/|url-status=dead|archive-url=https://web.archive.org/web/20121015212153/http://www.animenation.net/blog/2012/10/01/ask-john-what-determines-a-shows-animation-quality/|archive-date=October 15, 2012|access-date=October 28, 2012|publisher=]}}</ref>
While different titles and different artists have their own artistic styles, many stylistic elements have become so common such that they are described as being definitive of anime in general. However, this does not mean that all modern anime share one strict, common art style. Many anime have a very different art style from what would commonly be called "anime style", yet fans still use the word "anime" to refer to these titles. Generally, the most common form of anime drawings are "exaggerated physical features such as large eyes, big hair and elongated limbs... and dramatically shaped speech bubbles, speed lines and onomatopoeic, exclamatory typography."<ref>; accessed February 6, 2008.</ref>
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The influences of ] and ] also characterize linear qualities of the anime style. The round ] traditionally used for writing ] and for painting produces a stroke of widely varying thickness.


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.{{sfn|Poitras|2000|p=58}}<ref name="production">{{cite web|url=http://www.huitula.com/productionIG2_page2.htm|title=Anime production process - feature film|year=2000|access-date=August 27, 2007|work=PRODUCTION I.G| archive-url= https://web.archive.org/web/20070815101432/http://www.huitula.com/productionIG2_page2.htm| archive-date= August 15, 2007 | url-status=live}}</ref><ref>{{cite web|url=http://www.understandinganime.com/cinematography.php |archive-url=https://web.archive.org/web/20070122113832/http://www.understandinganime.com/cinematography.php |url-status=dead |archive-date=January 22, 2007 |title=Cinematography: Looping and Animetion Techniques |year=1999 |access-date=August 29, 2007 |work=Understanding Anime}}</ref> In anime, the animation is produced before the voice acting, contrary to American animation which does the voice acting first.{{sfn|Poitras|2000|p=59}}
Anime also tends to borrow many elements from ] including text in the background, and borrowing panel layouts from the manga as well. For example, an opening may employ manga panels to tell the story, or to dramatize a point for humorous effect. This is best demonstrated in the anime '']''.


=== Character design === === Characters ===
]'' (1970), '']'' (1984), '']'' (1995), '']'' (2009), '']'' (2016), '']'' (2021), '']'' (2001), and '']'' (1996). ]]
{{POV-section|date=May 2008}}
Body proportions emulated in anime come from proportions of the human body. The height of the head is considered as the base unit of proportion. Head heights can vary as long as the remainder of the body remains proportional. Most anime characters are about seven to eight heads tall, and extreme heights are set around nine heads tall.<ref name="headheight">{{cite web|url=http://animeworld.com/howtodraw/bodies1.html|title=Body Proportion|accessdate=2007-08-16|work=Akemi's Anime World}}</ref>


Variations to proportion can be modded. ] characters feature a non-proportionally small body compared to the head. Sometimes specific body parts, like legs, are shortened or elongated for added emphasis. Mostly super deformed characters are two to four heads tall. Some anime works like '']'' completely disregard these proportions. It is enough such that it resembles a Western cartoon. For exaggeration, certain body features are increased in proportion.<ref name="headheight" /> 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 to height ratios vary drastically by art style, with most anime characters falling between 5 and 8 heads tall. Anime artists occasionally make deliberate modifications to body proportions to produce ] characters that feature a disproportionately small body compared to the head; many chibi characters are two to four heads tall. Some anime works like '']'' completely disregard these proportions, in such a way that they resemble ]d Western ]s.


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 ], who was drawn with disproportionately large eyes.{{sfn|Brenner|2007|pp=6–7}} 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.{{sfn|Poitras|2000|p=60}} 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.<ref>{{cite web |url=http://www.biorust.com/tutorials/detail/141/en/ |title=Basic Anime Eye Tutorial |access-date=August 22, 2007 |work=Centi, Biorust.com |archive-url=https://web.archive.org/web/20070824072700/http://biorust.com/tutorials/detail/141/en/ |archive-date=August 24, 2007 |url-status=dead }}</ref><ref>{{cite web|author=Carlus|date=June 6, 2007|title=How to color anime eye|url=https://www.youtube.com/watch?v=VyJ9yfYl_Fc |archive-url=https://web.archive.org/web/20111211111545/http://www.youtube.com/watch?v=VyJ9yfYl_Fc|archive-date=December 11, 2011|access-date=August 22, 2007|publisher=]}}</ref> However, not all anime characters have large eyes. For example, the works of ] are known for having realistically proportioned eyes, as well as realistic hair colors on their characters.{{sfn|Poitras|1998}}
A common approach is the large ]s style drawn on many anime and ] characters. ] was inspired by the exaggerated features of American cartoon characters such as ], ], and Disney's '']''.<ref name="manga!" /><ref name="Dreamland">{{cite book |last=Schodt |first=Frederik L. | title=Dreamland Japan: Writings on Modern Manga |publisher=Stone Bridge Press |year=1996 |location=Berkeley, California |isbn=1-8806562-3-X }}</ref> Tezuka found that large eyes style allowed his characters to show emotions distinctly. When Tezuka began drawing '']'', the first manga specifically targeted at young girls, Tezuka further exaggerated the size of the characters' eyes. Indeed, through ''Ribbon no Kishi'', Tezuka set a stylistic template that later ''shōjo'' artists tended to follow.


Hair in anime is often unnaturally lively and colorful or uniquely styled. The movement of hair in anime is exaggerated and "hair actions" is used to emphasize the action and emotions of characters for added visual effect.{{sfn|Poitras|2000|pp=61–62}} ] traces hairstyle color to cover illustrations on manga, where eye-catching artwork and colorful tones are attractive for children's manga.{{sfn|Poitras|2000|pp=61–62}} Some anime will depict non-Japanese characters with specific ethnic features, such as a pronounced nose and jutting jaw for European characters.<ref name="do1">{{cite web |title=Do Manga Characters Look 'White'? |last=Thorn |first=Rachel |author-link=Rachel Thorn |url=http://www.matt-thorn.com/mangagaku/faceoftheother.html |access-date=December 11, 2005 |archive-url=https://web.archive.org/web/20110717060459/http://www.matt-thorn.com/mangagaku/faceoftheother.html |archive-date=July 17, 2011 |url-status=dead }}</ref> In other cases, anime feature characters whose race or nationality is not always defined, and this is often a deliberate decision, such as in the '']'' animated series.{{sfn|Tobin|2004|page=88}}
Coloring is added to give eyes, particularly the cornea, and some depth. The depth is accomplished by applying variable color shading. Generally, a mixture of a light shade, the tone color, and a dark shade is used.<ref>{{cite web|url=http://www.biorust.com/tutorials/detail/141/en/|title=Basic Anime Eye Tutorial|accessdate=2007-08-22|work=Centi, Biorust.com}}</ref><ref>{{cite web|url=http://www.youtube.com/watch?v=VyJ9yfYl_Fc|title=How to color anime eye (YouTube)|date=2007-06-06|accessdate=2007-08-22|work=Carlus}}</ref> Cultural anthropologist ] argues that Japanese animators and audiences do not perceive such stylized eyes as inherently more or less foreign.<ref name="manga characters look white">{{cite web|title=Do Manga Characters Look White"?|url=http://web.archive.org/web/20060517194357sh_re_/www.matt-thorn.com/mangagaku/faceoftheother.html <!-- (] backup) --> | accessmonthday = December 11 | accessyear = 2005 }}</ref>


Anime and manga artists often draw from a common canon of iconic facial expression illustrations to denote particular moods and thoughts.<ref>{{cite web |url=http://www.mangatutorials.com/tut/expressions.php |title=Manga Tutorials: Emotional Expressions |access-date=August 22, 2008 |work=Rio |archive-url=https://web.archive.org/web/20080729175352/http://www.mangatutorials.com/tut/expressions.php |archive-date=July 29, 2008 |url-status=dead }}</ref> These techniques are often different in form than their counterparts in Western animation, and they include a fixed ] that is used as shorthand for certain emotions and moods.<ref name="bloody" /> For example, a male character may develop a ] when aroused.<ref name="bloody">{{cite web |url=http://www.umich.edu/~anime/info_emotions.html |title=Emotional Iconography in Animae |author=University of Michigan Animae Project |access-date=August 8, 2009 |archive-url=https://web.archive.org/web/20090402130601/http://www.umich.edu/~anime/info_emotions.html |archive-date=April 2, 2009 |url-status=live }}</ref> A variety of visual symbols are employed, including sweat drops to depict nervousness, visible blushing for embarrassment, or glowing eyes for an intense glare.{{sfn|Brenner|2007|p=52}} Another recurring sight gag is the use of ] (deformed, simplified character designs) figures to comedically punctuate emotions like confusion or embarrassment.<ref name="bloody" />
However, not all anime have large eyes. For example ] is known for not having large eyes and having realistic hair colors on his characters.<ref name="companion">{{cite book |last=Poitras |first=Gilles | title=Anime Companion |publisher=Stone Bridge Press |year=1998 |location =Berkeley, California |isbn=ISBN 1-880656-32-9 }}</ref> In addition many other productions also have been known to use smaller eyes. This design tends to have more resemblance to traditional Japanese art. Some characters have even smaller eyes, where simple black dots are used.
<!-- However, many western audiences associate anime with large detailed eyes as many ] or boy comics and ] young girl comics are the comics being imported over the ] or women's comics and adult, but not pornographic comics. (relevance?) -->


=== Music ===
A wide variety of facial expressions are used by characters to denote moods and thoughts.<ref>{{cite web|url=http://www.mangatutorials.com/tut/expressions.htm|title=Manga Tutorials: Emotional Expressions|accessdate=2008-08-22|work=Rio}}</ref> Anime uses a different set of facial expressions in comparison to western animation.
{{See also|Anime composer|Anime song}}
]
The opening and credits sequences of most anime television series are accompanied by ] or ] 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.<ref>{{cite web|title=Original Soundtrack (OST)|url=https://www.animenewsnetwork.com/encyclopedia/lexicon.php?id=74|website=Anime News Network|publisher=ANN|access-date=October 15, 2014|archive-url=https://web.archive.org/web/20141017134333/http://www.animenewsnetwork.com/encyclopedia/lexicon.php?id=74|archive-date=October 17, 2014|url-status=live}}</ref>{{Better source needed|reason=per WP:A&M/RS#Situational, Anime News Network's encyclopedia is not a reliable source|date=February 2022}}


], a musical ] that evolved in the early 2010s from ] with a ] ] influence, heavily uses anime visuals and samples along with Japanese ] to build an aesthetic.<ref>{{cite web |date=2021-02-24 |title=The Endless Life Cycle of Japanese City Pop |url=https://pitchfork.com/features/article/the-endless-life-cycle-of-japanese-city-pop/ |access-date=2021-11-09 |website=Pitchfork |language=en-US |archive-date=February 24, 2021 |archive-url=https://web.archive.org/web/20210224152747/https://pitchfork.com/features/article/the-endless-life-cycle-of-japanese-city-pop/ |url-status=live }}</ref>
Other stylistic elements are common as well; often in comedic anime, characters that are shocked or surprised will perform a "]", in which they display an extremely exaggerated expression. Angry characters may exhibit a "vein" or "stressmark" effect, where lines representing bulging veins will appear on their forehead. Angry women will sometimes summon a mallet from nowhere and strike someone with it, leading to the concept of ] and ]. Male characters will develop a ] around their female love interests (typically to indicate arousal, based on an old wives' tale).<ref name="bloody">{{cite web|url=http://www.umich.edu/~anime/info_emotions.html|title=Emotional Iconography in Animae|author=University of Michigan Animae Project|date=Current}}</ref> Embarrassed characters either produce a massive ] (which has become one of the most widely recognized stereotype motifs of anime) or produce a visibly red blush beneath the eyes, especially as a manifestation of repressed romantic feelings. While common, the use of face faults is optional. Some anime, usually with political plots and other more serious subject matters, have abandoned the use of face faults such as '']'' and '']''.


Since the 2020s ] have experienced a rapid growth in global online popularity due to their widened availability on music streaming services like ] and promotion by fans and artists on social media.<ref>{{cite web|title=What are Anisongs? How Music for Anime Became a Growing Global Sensation|url=https://blog.chartmetric.com/anisongs-anime-music-growing-global-sensation/|website=Chartmetric|date=28 June 2023|access-date=August 31, 2023|archive-date=August 31, 2023|archive-url=https://web.archive.org/web/20230831134713/https://blog.chartmetric.com/anisongs-anime-music-growing-global-sensation/|url-status=live}}</ref> In 2023, the opening theme "]" by ] of the anime series '']'' topped the ] Excl. U.S. charts with 45.7 million streams and 24,000 copies sold outside the U.S. "Idol" has become the first Japanese song and anime song to top the Billboard Global chart as well as taking the first spot on the ]'s Top 100: Global chart.<ref>{{cite magazine |last1=Trust |first1=Gary |title=YOASOBI's 'Idol' Surges to No. 1 on Billboard Global Excl. U.S. Chart |url=https://www.billboard.com/music/chart-beat/yoasobi-idol-tops-billboard-global-excl-us-chart-1235346245/ |access-date=June 6, 2023 |magazine=] |date=June 5, 2023 |archive-date=June 12, 2023 |archive-url=https://web.archive.org/web/20230612151453/https://www.billboard.com/music/chart-beat/yoasobi-idol-tops-billboard-global-excl-us-chart-1235346245/ |url-status=live }}</ref><ref>{{cite web|url=https://www.hindustantimes.com/entertainment/anime/yoasobis-idol-tops-global-charts-creating-a-new-streaming-milestone-for-japanese-music-101687344690614.html|title=YOASOBI's 'Idol' tops global charts, creating a new streaming milestone for Japanese music|website=]|date=21 June 2023|access-date=August 19, 2023|archive-date=June 30, 2023|archive-url=https://web.archive.org/web/20230630225419/https://www.hindustantimes.com/entertainment/anime/yoasobis-idol-tops-global-charts-creating-a-new-streaming-milestone-for-japanese-music-101687344690614.html|url-status=live}}</ref>
===Animation technique===
{{main|Animation}}


=== Genres ===
Like all ], the production processes of ]ing, ], character design, cel production and so on still apply. With improvements in computer technology, ] increased the efficiency of the whole production process.
Anime are often classified by target demographic, including {{Nihongo|children's|子供|]}}, {{Nihongo|girls'|少女|]}}, {{Nihongo|boys'|少年|]}}, {{Nihongo|young men|青年|]}}, {{Nihongo|young women|女性|]}} and a diverse range of genres targeting an adult audience. Shōjo and shōnen anime sometimes contain elements popular with children of all genders 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.{{sfn|Poitras|2000|pp=44–48}} A subset of adult anime works featuring pornographic elements are labeled "R18" in Japan, and are internationally known as '']'' (originating from {{Nihongo|pervert|変態|hentai}}). By contrast, some anime subgenres incorporate '']'', sexual themes or undertones without depictions of ], as typified in the comedic or ] genres; due to its popularity among adolescent and adult anime enthusiasts, the inclusion of such elements is considered a form of ].<ref name="askjohn">Ask John: {{webarchive|url=https://web.archive.org/web/20080409032645/http://www.animenation.net/blog/2005/05/20/ask-john-why-do-americans-hate-harem-anime/ |date=April 9, 2008 }}. animenation.net. May 20. 2005. ''Note: fan service and ecchi are often considered the same in wording.''</ref>{{sfn|Brenner|2007|p=89}} Some genres explore homosexual romances, such as '']'' (male homosexuality) and '']'' (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.{{sfn|Poitras|2000|p=50}}


Anime's genre classification differs from other types of animation and does not lend itself to simple classification.{{sfn|Poitras|2000|p=34}} ] compared the labeling of '']'' and its complex depiction of war as a "giant robot" anime akin to simply labeling '']'' a "war novel".{{sfn|Poitras|2000|p=34}} ] is a major anime genre and includes important historical works like Tezuka's '']'' and ]'s '']''. A major subgenre of science fiction is ], with the ''Gundam'' ] being iconic.{{sfn|Poitras|2000|p=35}} The diverse ] includes works based on Asian and Western traditions and folklore; examples include the Japanese feudal fairytale '']'', and the depiction of Scandinavian goddesses who move to Japan to maintain a computer called ] in '']''.{{sfn|Poitras|2000|pp=37–40}} Genre crossing in anime is also prevalent, such as the blend of fantasy and comedy in '']'', and the incorporation of slapstick humor in the crime anime film '']''.{{sfn|Poitras|2000|pp=41–43}} Other subgenres found in anime include ], harem, sports, martial arts, literary adaptations, ],<ref>{{Cite journal|author=E. L. Risden|title=Miyazaki's Medieval World: Japanese Medievalism and the Rise of Anime|journal=The Year's Work in Medievalism|issue=28|year=2013|url=https://ywim.net/wp-content/uploads/2021/09/YWiM-28-2013_07_Risden.pdf|access-date=April 7, 2023|archive-date=April 9, 2023|archive-url=https://web.archive.org/web/20230409150215/https://ywim.net/wp-content/uploads/2021/09/YWiM-28-2013_07_Risden.pdf|url-status=live}}</ref> and war.{{sfn|Poitras|2000|pp=45–49}}
Anime is often considered a form of ]. That means that stylistically, even in bigger productions the conventions of limited animation are used to fool the eye into thinking there is more movement than there is.<ref name="manga!" /> Many of the techniques used are comprised with cost-cutting measures while working under a set budget.


=== Formats ===
Anime scenes place emphasis on achieving three-dimensional views. Backgrounds depict the scenes' atmosphere.<ref name="manga!" /> For example, anime often puts emphasis on changing seasons, as can be seen in numerous anime, such as ]. Sometimes actual settings have been duplicated into an anime. The backgrounds for the '']'' are based on various locations within the suburb of ], Japan.<ref>{{citeweb|url=http://www.rinku.zaq.ne.jp/p_v/haruhi.html|title=Reference pictures to actual places|accessdate=2007-01-25}}</ref>
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, ] aired ''Mogura no Abanchūru'' ("]"), both the first televised and first color anime to debut.<ref>{{cite news|url=https://www.animenewsnetwork.com/news/2013-06-19/oldest-tv-anime-color-screenshots-posted|title=Oldest TV Anime's Color Screenshots Posted|work=]|date=June 19, 2013|access-date=July 17, 2013|archive-url=https://web.archive.org/web/20130726055523/http://www.animenewsnetwork.com/news/2013-06-19/oldest-tv-anime-color-screenshots-posted|archive-date=July 26, 2013|url-status=live}}</ref> It was not until the 1960s when the first televised series were broadcast and it has remained a popular medium since.{{sfn|Poitras|2000|p=13}} Works released in a direct-to-video format are called "]" (OVA) or "original animation video" (OAV); and are typically not released theatrically or televised prior to home media release.{{sfn|Poitras|2000|p=14}}<ref>{{cite news | url=https://www.animenewsnetwork.com/encyclopedia/lexicon.php?id=35 | title=Original Animation Video (OAV/OVA) | work=Anime News Network | access-date=September 5, 2013 | archive-url=https://web.archive.org/web/20080215085311/http://www.animenewsnetwork.com/encyclopedia/lexicon.php?id=35 | archive-date=February 15, 2008 | url-status=live | df=mdy-all }}</ref>{{Better source needed|reason=per WP:A&M/RS#Situational, Anime News Network's encyclopedia is not a reliable source|date=February 2022}} The emergence of the Internet has led some animators to distribute works online in a format called "]" (ONA).<ref>{{cite news | url=https://www.animenewsnetwork.com/encyclopedia/lexicon.php?id=37 | title=Original Net Anime (ONA) | work=Anime News Network | access-date=September 5, 2013 | archive-url=https://web.archive.org/web/20131002014105/http://www.animenewsnetwork.com/encyclopedia/lexicon.php?id=37 | archive-date=October 2, 2013 | url-status=live | df=mdy-all }}</ref>{{Better source needed|reason=per WP:A&M/RS#Situational, Anime News Network's encyclopedia is not a reliable source|date=February 2022}}


The home distribution of anime releases was popularized in the 1980s with the VHS and ] formats.{{sfn|Poitras|2000|p=14}} The VHS ] video format used in both Japan and the United States is credited with aiding the rising popularity of anime in the 1990s.{{sfn|Poitras|2000|p=14}} 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.{{sfn|Poitras|2000|p=15}} The DVD format also has its drawbacks in its usage of ]; adopted by the industry to solve licensing, piracy and export problems and restricted region indicated on the DVD player.{{sfn|Poitras|2000|p=15}} The ] (VCD) format was popular in Hong Kong and Taiwan, but became only a minor format in the United States that was closely associated with ] copies.{{sfn|Poitras|2000|p=15}}
Camera angles, camera movement, and lighting play an important role in scenes. Directors often have the discretion of determining viewing angles for scenes, particularly regarding backgrounds. In addition, camera angles show ].<ref name="production">{{citeweb|url=http://www.huitula.com/productionIG2_page2.htm|title=Anime production process - feature film|date=2000|accessdate=2007-08-27|work=PRODUCTION I.G}}</ref> Directors can also choose camera effects within ], such as panning, zooming, facial closeup, and panoramic.<ref>{{citeweb|url=http://www.understandinganime.com/cinematography.php|title=Cinematography: Looping and Animetion Techniques |date=1999|accessdate=2007-08-29|work=Understanding Anime}}</ref>


A key characteristic of many anime television shows is serialization, where a continuous ] stretches over multiple episodes or seasons. Traditional ] had an episodic format, with each episode typically consisting of a self-contained story. In contrast, anime shows such as '']'' 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 ] shows during the "]" era.<ref>{{cite book |last1=Ziegler |first1=John R. |last2=Richards |first2=Leah |title=Representation in Steven Universe |date=9 January 2020 |publisher=] |isbn=978-3-030-31881-9 |page=10 |url=https://books.google.com/books?id=1m_JDwAAQBAJ&pg=PA10 |access-date=November 10, 2021 |archive-date=September 28, 2023 |archive-url=https://web.archive.org/web/20230928172717/https://books.google.com/books?id=1m_JDwAAQBAJ&pg=PA10#v=onepage&q&f=false |url-status=live }}</ref>
The large majority of anime is ], which better allows for the ], ] approach and checking of drawings before they are shot favoured by the industry.<ref name="Jouvanceau2004">{{cite book
| last = Jouvanceau
| first = Pierre
| authorlink = Pierre Jouvanceau
| coauthors = Clare Kitson (translator)
| title = The Silhouette Film
| publisher = ]
| year = 2004
| location = Genoa
| pages = 103,
| url = http://www.heeza.fr/description.php?lang=2&path=64&sort=Article&page=0&id=296
| doi =
| id =
| isbn = 88-8012-299-1}}
</ref> Other mediums are mostly limited to independently-made ],<ref name="Sharp2003">{{cite web
| last = Sharp
| first = Jasper
| authorlink = Jasper Sharp
| title = Beyond Anime: A Brief Guide to Experimental Japanese Animation
| work = Midnight Eye
| publisher =
| year = 2003
| url = http://www.midnighteye.com/features/beyond_anime.shtml
| format =
| doi =
| accessdate = 2008-07-21}}</ref> examples of which are the ] and other ] of ],<ref name="Jouvanceau2004"/><ref name="Cinémathèque2008">{{cite web
| last =
| first =
| authorlink =
| title = Tribute to Noburo Ofuji
| work = To the Source of Anime: Japanese Animation
| publisher = Cinémathèque québécoise
| year = 2008
| url = http://www.cinematheque.qc.ca/animation_japonaise.pdf
| format =
| doi =
| accessdate = 2008-07-21}}</ref> the ] puppet animation of ], ]<ref name="Sharp2004">{{cite web
| last = Sharp
| first = Jasper
| authorlink = Jasper Sharp
| title = Interview with Kihachirō Kawamoto
| work = Midnight Eye
| publisher =
| year = 2004
| url = http://www.midnighteye.com/interviews/kihachiro_kawamoto.shtml
| format =
| doi =
| accessdate = 2008-07-21}}</ref> and ]<ref>{{cite web
| last = Hotes
| first = Catherine
| authorlink = Catherine Munroe Hotes
| title = Tomoyasu Murata and Company
| work = Midnight Eye
| publisher =
| year = 2008
| url = http://www.midnighteye.com/features/tomoyasu-murata-and-company.shtml
| format =
| doi =
| accessdate = 2008-07-21}}</ref> and the ] of ]<ref>{{cite book
| last = Walters
| first = Helen
| authorlink = Helen Walters
| coauthors =
| title = Animation Unlimited: Innovative Short Films Since 1940
| publisher = Laurence King
| year = 2004
| location = London
| pages =
| url = http://lib.leeds.ac.uk/record=b2662684
| doi =
| id =
| isbn = 18-5669-346-5}}</ref> (most famously '']'').<ref>{{cite web
| last =
| first =
| authorlink =
| title = Works
| work = KANABAN-Web
| publisher = Kanaban Graphics
| year = 2008
| url = http://www.kanaban.com/html/Kanaban_E.html
| format =
| doi =
| accessdate = 2008-07-21}}</ref>


== Distribution == == Industry ==
{{See also|List of anime companies|List of Japanese animation studios}}
{{seealso|Anime licensing}}
] district of Tokyo is popular with anime and manga fans as well as '']'' subculture in Japan.]]
While anime had entered markets beyond Japan in the 1960s, it grew as a major cultural export during its market expansion during the 1980s and 1990s. The anime market for the United States alone is "worth approximately $4.35 billion, according to the ]".<ref>{{citeweb|url=http://online.wsj.com/article/SB118851157811713921.html?mod=googlenews_wsj|title=Manga Mania|date=2007-08-31|accessdate=2007-08-31|work=Bianca Bosker (Wall Street Journal)}}</ref> Anime has also been a commercial success in Asia, Europe and Latin America, where anime has become even more mainstream than in the United States. For example, the '']'' video game was released in Europe due to the popularity of the show even years after the series has been off-air.


The animation industry consists of more than 430 production companies with some of the major studios including ], ], ], ], ], ], ], ], ], ], ], ] and ].{{sfn|Brenner|2007|p=17}} Many of the studios are organized into a ], ]. There is also a labor union for workers in the industry, the ]. Studios will often work together to produce more complex and costly projects, as done with Studio Ghibli's '']''.{{sfn|Brenner|2007|p=17}} An anime episode can cost between US$100,000 and US$300,000 to produce.<ref>{{cite web|url= https://www.animenewsnetwork.com/feature/2012-03-05|title= The Anime Economy - Part 1: Let's Make An Anime!|author= Justin Sevakis|date= March 5, 2012|access-date= January 3, 2014|work= ]|archive-url= https://web.archive.org/web/20120929131718/http://www.animenewsnetwork.com/feature/2012-03-05|archive-date= September 29, 2012|url-status=live|df= mdy-all}}</ref> In 2001, animation accounted for 7% of the Japanese film market, above the 4.6% market share for live-action works.{{sfn|Brenner|2007|p=17}} The popularity and success of anime is seen through the profitability of the DVD market, contributing nearly 70% of total sales.{{sfn|Brenner|2007|p=17}} According to a 2016 article on ''Nikkei Asian Review'', Japanese television stations have bought over {{JPY|60 billion}} worth of anime from production companies "over the past few years", compared with under {{JPY|20 billion}} from overseas.<ref name="Kobayashi">{{cite web|url= http://asia.nikkei.com/Business/Trends/Movie-version-of-Osamu-Tezuka-s-Black-Jack-coming-to-China|title= Movie version of Osamu Tezuka's 'Black Jack' coming to China|first= Akira|last= Kobayashi|date= September 5, 2016|access-date= September 10, 2016|work= Nikkei Asian Review|archive-url= https://web.archive.org/web/20160910062313/http://asia.nikkei.com/Business/Trends/Movie-version-of-Osamu-Tezuka-s-Black-Jack-coming-to-China|archive-date= September 10, 2016|url-status=live|df= mdy-all}}</ref> There has been a rise in sales of shows to television stations in Japan, caused by ] with ].<ref name="Kobayashi"/> This type of anime is less popular outside Japan, being considered "more of a ]".<ref name="Kobayashi"/> '']'' (2001) was the ] until overtaken by '']'' in 2020.<ref name="gross">
Anime distribution companies handled the ] of anime beyond Japan. Licensed anime is modified by distributors through ] into the language of the country and adding language subtitles to the Japanese language track. Using a similar ] as ], the world is divided into ].
;Gross
*{{cite web |title=Spirited Away (2002)&nbsp;– International Box Office Results |work=] |url=https://boxofficemojo.com/movies/?page=intl&id=spiritedaway.htm |access-date=July 1, 2014 |archive-url=https://web.archive.org/web/20141129013240/http://boxofficemojo.com/movies/?page=intl&id=spiritedaway.htm |archive-date=November 29, 2014 |url-status=live }}
::North American gross: $10,055,859
::Japanese gross: $229,607,878 (March 31, 2002)
::Other territories: ${{formatnum:{{#expr:215307+154349+241829+292529+6326294+1981457+307200+2958139+804985+749529+106667+103488+27787+11382770+822940+1044866+36860+1383023}}}}


;Japanese gross
Some ] of cultural references may occur to better follow the references of the non-Japanese culture.<ref>{{cite web|url=http://w3.salemstate.edu/~poehlkers/Emerson/Pokemon.html|title=Pokemon Case Study<!-- Bot generated title -->}}</ref> Certain companies may remove any objectionable content, complying with domestic law. This editing process was far more prevalent in the past (e.g. '']''), but its use has declined because of the demand for anime in its original form. This "light touch" approach to localization has favored viewers formerly unfamiliar with anime. The use of such methods is evident by the success of '']'' and ]'s ] programming block, both of which employ minor edits.{{Fact|date=August 2007}}
*{{cite news |first=Lukas |last=Schwarzacher |title=Japan box office 'Spirited Away' |date=February 17, 2002 |work=] |url=https://variety.com/2002/digital/awards/japan-box-office-spirited-away-1117860800/ |access-date=August 21, 2014 |archive-url=https://web.archive.org/web/20140826123724/http://variety.com/2002/digital/awards/japan-box-office-spirited-away-1117860800/ |archive-date=August 26, 2014 |url-status=live }}
::End of 2001: $227&nbsp;million
*{{cite news |first=Lukas |last=Schwarzacher |title=H'wood eclipses local fare |date=February 16, 2003 |work=] |url=https://variety.com/2003/scene/markets-festivals/h-wood-eclipses-local-fare-1117880584/ |access-date=August 21, 2014 |archive-url=https://web.archive.org/web/20140826123741/http://variety.com/2003/scene/markets-festivals/h-wood-eclipses-local-fare-1117880584/ |archive-date=August 26, 2014 |url-status=live }}
::Across 2001 and 2002: $270&nbsp;million
*{{cite news |first=Mark |last=Schilling |title=Miyazaki's animated pic to open this summer |date=May 16, 2008 |work=] |url=https://variety.com/2008/scene/markets-festivals/ponyo-likely-to-heat-up-japan-1117985910/ |access-date=July 2, 2014 |archive-url=https://web.archive.org/web/20140715010653/http://variety.com/2008/scene/markets-festivals/ponyo-likely-to-heat-up-japan-1117985910/ |archive-date=July 15, 2014 |url-status=live }}
::As of 2008: $290&nbsp;million
</ref><ref>{{cite web |url=http://www.canime.co/ |access-date=November 1, 2015 |title=7 Animes |archive-url=https://web.archive.org/web/20160131004126/http://www.canime.co/ |archive-date=January 31, 2016 |url-status=dead }}</ref><ref>{{Cite web |last=Harding |first=Daryl |date=2020-12-27 |title=Demon Slayer: Mugen Train Dethrones Spirited Away to Become the No. 1 Film in Japan of All Time |url=https://www.crunchyroll.com/anime-news/2020/12/27-1/demon-slayer-mugen-train-dethrones-spirited-away-to-become-the-no-1-film-in-japan-of-all-time |access-date=2023-05-23 |website=Crunchyroll |language=en-us |archive-date=December 29, 2020 |archive-url=https://web.archive.org/web/20201229114208/https://www.crunchyroll.com/anime-news/2020/12/27-1/demon-slayer-mugen-train-dethrones-spirited-away-to-become-the-no-1-film-in-japan-of-all-time |url-status=live }}</ref> It was also the ] until it was overtaken by ]'s 2016 film '']''.<ref>{{cite web|url= https://www.animenewsnetwork.com/news/2017-01-17/shinkai-your-name-tops-spirited-away-as-highest-grossing-anime-film-worldwide/.111141|title= Shinkai's 'your name.' Tops Spirited Away as Highest Grossing Anime Film Worldwide|date= January 17, 2017|access-date= January 17, 2017|work= ]|archive-url= https://web.archive.org/web/20170118030221/http://www.animenewsnetwork.com/news/2017-01-17/shinkai-your-name-tops-spirited-away-as-highest-grossing-anime-film-worldwide/.111141|archive-date= January 18, 2017|url-status=live|df= mdy-all}}</ref> Anime films represent a large part of the highest-grossing Japanese films yearly in Japan, with 6 out of the top 10 in ], ] and also in ].


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 '']'' and '']'' 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 '']'' and the 'creation' of new series such as '']'' through the use of source material from several original series.{{sfn|Brenner|2007|p=11}}
With the advent of ], it was possible to include multiple language tracks into a simple product. This was not the case with ], in which separate VHS media were used and with each VHS cassette priced the same as a single DVD. The "light touch" approach also applies to DVD releases as they often include both the dubbed audio and the original Japanese audio with ], typically unedited. Anime edited for television is usually released on ] "uncut," with all scenes intact.


In the early 1990s, several companies began to experiment with the licensing of less child-oriented material. Some, such as ], and ] 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 ], 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.
TV networks regularly broadcast anime programming. In Japan, major national TV networks, such as ] broadcast anime regularly. Smaller regional stations broadcast anime under the ]. In the United States, cable TV channels such as ], ], ], and others dedicate some of their time slots for anime. Then the ] specifically shows anime. ] based ] and Disney's ] channel broadcast anime within many countries in the world. ] solely broadcast's Anime in the UK.


Licenses are expensive, often hundreds of thousands of dollars for one series and tens of thousands for one movie.<ref name="ADVcourt">'' {{Webarchive|url=https://web.archive.org/web/20120423194657/http://www.animenewsnetwork.com/news/2012-01-30/adv-court-documents-reveal-amounts-paid-for-29-anime-titles |date=April 23, 2012 }}''</ref> The prices vary widely; for example, '']'' cost only $91,000 to license while '']'' cost $960,000.<ref name="ADVcourt"/> Simulcast Internet streaming rights can be cheaper, with prices around $1,000–2,000 an episode,<ref>"" {{Webarchive|url=https://web.archive.org/web/20150502060952/http://www.animenewsnetwork.com/feature/2012-03-09 |date=May 2, 2015 }}</ref> but can also be more expensive, with some series costing more than {{USD|200,000}} per episode.<ref>{{cite web|url= https://www.animenewsnetwork.com/answerman/2016-09-09/.106251|title= Why Are Funimation And Crunchyroll Getting Married?|first= Justin|last= Sevakis|date= September 9, 2016|access-date= September 10, 2016|publisher= ]|archive-url= https://web.archive.org/web/20160910033129/http://www.animenewsnetwork.com/answerman/2016-09-09/.106251|archive-date= September 10, 2016|url-status=live|df= mdy-all}}</ref>
Although it is a violation of ] laws in many countries, some fans add subtitles to anime on their own. These are distributed as ]. The ethical implications of producing, distributing, or watching fansubs are topics of much controversy even when fansub groups do not profit from their activities. Once the series has been licensed outside of Japan, fansub groups often cease distribution of their work. In one case, ] requested that no fansubs of their material be made, which was respected by the fansub community.<ref>{{cite web|title=Anxious times in the cartoon underground|work=CNet|url=http://www.news.com/Anxious-times-in-the-cartoon-underground/2100-1026_3-5557177.html | accessdate=2007-09-06|date=2005-02-01}}</ref> In another instance, Bandai specifically thanked fansubbers for their role in helping to make '']'' popular in the English speaking world.<ref>{{cite web | title=Adventures of the ASOS Brigade Episode 00: Made by Fans for Fans | work= | url=http://asosbrigade.com/ | accessdate=2006-12-23}}</ref>


The anime market for the United States was worth approximately $2.74&nbsp;billion in 2009.<ref>{{cite web|url= https://www.animenewsnetwork.com/news/2011-04-15/america-2009-anime-market-pegged-at-us%242.741-billion|title= America's 2009 Anime Market Pegged at US$2.741&nbsp;Billion|date= April 15, 2011|access-date= December 29, 2013|work= ]|archive-url= https://web.archive.org/web/20131228095646/http://www.animenewsnetwork.com/news/2011-04-15/america-2009-anime-market-pegged-at-us%242.741-billion|archive-date= December 28, 2013|url-status=live|df= mdy-all}}</ref> Dubbed animation began airing in the United States in 2000 on networks like ] and ]'s ].{{sfn|Brenner|2007|p=18}} In 2005, this resulted in five of the top ten anime titles having previously aired on Cartoon Network.{{sfn|Brenner|2007|p=18}} As a part of localization, some ] of cultural references may occur to better follow the references of the non-Japanese culture.<ref>{{cite web |url=http://w3.salemstate.edu/~poehlkers/Emerson/Pokemon.html |title=Pokemon Case Study |publisher=W3.salemstate.edu |access-date=November 1, 2010 |archive-url=https://web.archive.org/web/20080820181118/http://w3.salemstate.edu/%7Epoehlkers/Emerson/Pokemon.html |archive-date=August 20, 2008 |url-status=live }}</ref> The cost of English localization averages US$10,000 per episode.<ref>{{cite web|last=Oppliger|first=John|date=February 24, 2012|title=Ask John: Why Does Dubbing Cost So Much?|url=http://www.animenation.net/blog/2012/02/24/ask-john-why-does-dubbing-cost-so-much/|url-status=dead|archive-url=https://web.archive.org/web/20120619020459/http://www.animenation.net/blog/2012/02/24/ask-john-why-does-dubbing-cost-so-much/|archive-date=June 19, 2012|access-date=October 29, 2012|publisher=]}}</ref>
The ] had played a significant role in the exposure of anime beyond Japan. Prior to the 1990s, anime has had limited exposure beyond Japan's borders. Coincidentally, as the popularity of the Internet grew, so did interest in anime. Much of the fandom of anime grew through the Internet. The combination of internet communities and increasing amounts of anime material, from video to images, helped spur the growth of fandom.<ref name="anime-internet">{{cite web|url=http://comipress.com/article/2006/07/20/489|title=100 Questions About Anime & Manga Overseas|date=2006-07-20|accessdate=2007-08-23|work=Comipress}}</ref> As the Internet gained more widespread use, Internet advertising revenues grew from 1.6 billion yen to over 180 billion yen between 1995 and 2005.<ref>{{cite web|url=http://en.j-cast.com/2005/12/21000171.html|title=Free Anime: Providers Bear Losses to Build Business|date=2005-12-21|accessdate=2007-08-27|work=J-Cast Business News}}</ref>


The industry has been subject to both praise and condemnation for ], the addition of unlicensed and unauthorized subtitled translations of anime series or films.{{sfn|Brenner|2007|p=206}} Fansubs, which were originally distributed on VHS bootlegged cassettes in the 1980s, have been freely available and disseminated online since the 1990s.{{sfn|Brenner|2007|p=206}} 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.{{sfn|Brenner|2007|p=207}} Even so, the laid back regulations of the Japanese animation industry tend to overlook these issues, allowing it to grow underground and thus increasing its popularity until there is a demand for official high-quality releases for animation companies. This has led to an increase in global popularity of Japanese animation, reaching $40&nbsp;million in sales in 2004.<ref name=fansubbingimpact>{{cite web|last=Wurm|first=Alicia|title=Anime and the Internet: The Impact of Fansubbing|date=February 18, 2014|url=http://www.reflexivehorizons.com/2014/02/18/anime-and-the-internet-the-impact-of-fansubbing/|access-date=December 12, 2015|archive-url=https://web.archive.org/web/20151222111644/http://www.reflexivehorizons.com/2014/02/18/anime-and-the-internet-the-impact-of-fansubbing/|archive-date=December 22, 2015|url-status=live}}</ref> Fansub practices have rapidly declined since the early-2010s due to the advent of legal streaming services which ] new anime series often within a few hours of their domestic release.<ref>{{Cite web |last=Ho |first=Soleil |date=January 9, 2019 |title=The future of anime fansubs in a simulcast world |url=https://www.polygon.com/2019/1/9/18171014/anime-fansubs-translation-streaming-crunchyroll |access-date=June 2, 2024 |website=Polygon |language=en-US}}</ref>
== Influence on World culture ==
Anime has become commercially profitable in western countries as early commercially successful western adaptations of anime, such as ''Astro Boy'', have revealed.<ref name="commercially successful">{{cite web | title = Progress Against the Law: Fan Distribution, Copyright, and the Explosive Growth of Japanese Animation | url = http://www.swiss.ai.mit.edu/6805/student-papers/fall03-papers/Progress_Against_the_Law.html | accessmonthday = May 1 | accessyear = 2006 }}</ref><!-- This appears to be a student paper that was not peer reviewed or published in a journal or conference proceeding. --> The phenomenal success of ]'s multi-billion ] '']'' franchise<ref>{{cite news | title = Pokemon (sic) Franchise Approaches 150 Million Games Sold | url = http://sev.prnewswire.com/entertainment/20051004/LATU06404102005-1.html | publisher = PR Newswire | date = 2005-10-04|accessdate = 2006-09-16 }}</ref> was helped greatly by the ] that, first broadcast in the late 1990s, is still running worldwide to this day. In doing so, anime has made significant impacts upon Western culture. Since the 19th century, many Westerners have expressed a ]. Anime dramatically exposed more Westerners to the culture of Japan. Aside from anime, other facets of Japanese culture increased in popularity<!-- need better word -->.<ref>{{cite news | last = Faiola| first = Anthony| title = Japan's Empire of Cool| work = ]| pages = A1| publisher = ]|date=2003-12-27| url = http://www.washingtonpost.com/ac2/wp-dyn/A33261-2003Dec26?language=printer| accessdate = 2007-08-17 }}</ref> Worldwide, the number of people studying Japanese increased. In 1984, the ] was devised to meet increasing demand.<ref>{{cite web|url=http://momo.jpf.go.jp/jlpt/e/about_e.html|title=JLPT Communication Square|accessdate=2007-08-17|work=Japan Foundation}}</ref> ] refers to non-Japanese works of animation that emulate the visual style of anime.<ref name="whatisanime">{{cite web|url=http://www.animenewsnetwork.com/editorial/2002-07-26|title=What is anime?|date=2002-07-26|accessdate=2007-08-18|work=ANN}}</ref> Most of these works are created by studios in the United States, Europe, and non-Japanese Asia; and they generally incorporate stylizations, methods, and gags described in ], as in the case of '']''. Often, production crews either are fans of anime or are required to view anime.<ref>{{cite web|url=http://www.scifi.com/sfw/anime/sfw12366.html|title=SciFi Channel Anime Review|accessdate=2006-10-16|work=SciFi}}</ref> Some creators cite anime as a source of inspiration with their own series.<ref>{{cite web|url=http://www.ugo.com/ugo/html/article/?id=17924|title=Aaron McGruder - The Boondocks Interview|date=|accessdate=2007-10-14|work=Troy Rogers|publisher=UnderGroundOnline}}</ref><ref>, ''Ten Minutes with "Megas XLR"'', October 13, 2004</ref> Furthermore, a French production team for '']'' moved to Tokyo to collaborate with a Japanese production team from ].<ref name="company">{{cite web|url=http://www.savtheworld.com/eng/company.php|title=''STW company background summary''}}</ref> Critics and the general anime fanbase do not consider them as anime.<ref>{{cite web|url=http://www.animenation.net/blog/2006/05/15/ask-john-how-should-the-word-anime-be-defined/|title=How should the word ''Anime'' be defined?|date=2006-05-15|accessdate=2008-09-26|work=AnimeNation}}</ref>


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.<ref>{{cite web|url=https://edition.cnn.com/style/article/japan-anime-global-identity-hnk-intl/index.html|title=Japanese anime: From 'Disney of the East' to a global industry worth billions|website=CNN|date=29 July 2019|access-date=January 20, 2022|archive-date=February 7, 2022|archive-url=https://web.archive.org/web/20220207140801/https://edition.cnn.com/style/article/japan-anime-global-identity-hnk-intl/index.html|url-status=live}}</ref> 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).<ref>{{cite web|title=Japan's anime goes global:Sony's new weapon to take on Netflix|url=https://ft.com/content/9b7c1670-89b1-484c-ae25-61a500369dc3|work=Financial times|date=24 January 2021|access-date=November 1, 2021|archive-date=November 1, 2021|archive-url=https://web.archive.org/web/20211101223921/https://ft.com/content/9b7c1670-89b1-484c-ae25-61a500369dc3|url-status=live}}</ref> By 2025 the anime industry is expected to reach a value of $30 billion with over 60% of that revenue coming from
Some American animated television series have singled out anime styling with satirical intent, for example '']'' (with "]" and "]"). ''South Park'' has a notable drawing style, which was itself parodied in "]", the fifth episode of the anime '']'', released several months after "Chinpokomon" aired. This intent on satirizing anime is the springboard for the basic premise of '']'', a Nicktoons Network original cartoon. Even cliches normally found in anime are parodied in '']''. Also, in the episode "]" of '']'' parodies anime with an appearance by ] and his trainer. The two speak in poorly-dubbed English, with every phrase punctuated by a "Ha-HA!". ]s began to appear in the early 1990s, during the Anime boom, starting with ], ], ], and ]. Currently anime conventions are held annually ] across the Americas, Asia, and Europe.<ref>{{cite web|url=http://www.animecons.com/events/|title=Convention Schedule|accessdate=2007-09-06|work=AnimeCons}}</ref> Many attendees participate in ], where they dress up as anime characters. Also, guests from Japan ranging from artists, directors, and music groups are invited. In addition to anime conventions, ]s have become prevalent in colleges, high schools, and community centers as a was to publicly exhibit anime as well as broadening ] cultural understanding.<ref>{{cite web|url=http://daily.stanford.edu/article/2002/5/21/animeAchievesGrowingPopularityAmongStanfordStudents|title=Anime achieves growing popularity among Stanford students<!-- Bot generated title -->}}</ref>
overseas.<ref>{{cite web|title=Is There Anything in the Way of Japanese Anime Becoming a Global $30B Market in the Next 5 Years?|url=https://www.linkedin.com/pulse/anything-way-japanese-anime-market-becoming-global-30b-john-evershed|work=Linkedin|date=21 May 2020|access-date=November 12, 2021|archive-date=November 12, 2021|archive-url=https://web.archive.org/web/20211112182515/https://www.linkedin.com/pulse/anything-way-japanese-anime-market-becoming-global-30b-john-evershed|url-status=live}}</ref>


=== Markets ===
== Anime and American Audiences ==
] (JETRO) valued the domestic anime market in Japan at {{JPY|2.4 trillion}} ({{US$|{{#expr:2400/100}} billion|long=no}}), including {{JPY|2 trillion}} from licensed products, in 2005.<ref name="J-Marketing">{{cite news|title=Scanning the Media|url=http://www.jmrlsi.co.jp/english/inthemedia/scan/2005/01.html|access-date=March 10, 2005|work=J-Marketing|publisher=JMR生活総合研究所|date=February 15, 2005|archive-url=https://web.archive.org/web/20050310035337/http://www.jmrlsi.co.jp/english/inthemedia/scan/2005/01.html|archive-date=March 10, 2005|url-status=dead}}</ref> JETRO reported sales of overseas anime exports in 2004 to be {{JPY|2 trillion}} ({{US$|18 billion|long=no}}).<ref>{{cite book|last=Kearns|first=John|title=Translator and Interpreter Training: Issues, Methods and Debates|date=2008|publisher=]|isbn=9781441140579|page=159|url=https://books.google.com/books?id=7ewPDjORphEC&pg=PA159|access-date=May 29, 2018|archive-url=https://web.archive.org/web/20190211015650/https://books.google.com/books?id=7ewPDjORphEC&pg=PA159|archive-date=February 11, 2019|url-status=live}}</ref> JETRO valued the anime market in the United States at {{JPY|520 billion}} ({{US$|{{#expr:520/100}} billion|long=no}}),<ref name="J-Marketing"/> including {{US$|500 million|long=no}} in ] sales and over {{US$|4 billion|long=no}} from licensed products, in 2005.<ref name="ann-market"/> JETRO projected in 2005 that the worldwide anime market, including sales of licensed products, would grow to {{JPY|10 trillion}} ({{US$|100 billion|long=no}}).<ref name="J-Marketing"/><ref name="ann-market">{{cite news|title=World-wide Anime Market Worth $100 Billion|url=https://www.animenewsnetwork.com/news/2005-02-19/world-wide-anime-market-worth-$100-billion|work=]|date=February 19, 2005|access-date=May 28, 2018|archive-url=https://web.archive.org/web/20180526042937/https://www.animenewsnetwork.com/news/2005-02-19/world-wide-anime-market-worth-$100-billion|archive-date=May 26, 2018|url-status=live}}</ref> The anime market in China was valued at {{US$|21 billion|long=no}} in 2017,<ref>{{cite news|title=Anime a $21bn market {{ndash}} in China|url=https://asia.nikkei.com/Life-Arts/Arts/Anime-a-21bn-market-in-China|work=]|date=May 2, 2017|access-date=May 28, 2018|archive-url=https://web.archive.org/web/20180529054224/https://asia.nikkei.com/Life-Arts/Arts/Anime-a-21bn-market-in-China|archive-date=May 29, 2018|url-status=live}}</ref> and is projected to reach {{US$|31 billion|long=no}} by 2020.<ref>{{cite news|last1=Chen|first1=Lulu Yilun|title=Tencent taps ninja Naruto to chase China's $31 billion anime market|url=https://www.japantimes.co.jp/news/2016/03/18/business/tencent-taps-ninja-naruto-chase-chinas-31-billion-anime-market/|work=]|date=March 18, 2016|access-date=May 28, 2018|archive-url=https://web.archive.org/web/20180529055350/https://www.japantimes.co.jp/news/2016/03/18/business/tencent-taps-ninja-naruto-chase-chinas-31-billion-anime-market/|archive-date=May 29, 2018|url-status=live}}</ref> In ] the anime ] market was valued at about $950 million with the ] segment accounting for most of the share and is expected to reach a value of over $2 billion by 2030.<ref>{{cite web|url=https://finance.yahoo.com/news/europe-anime-merchandising-market-analysis-103300984.html|title=Europe Anime Merchandising Market Analysis Report 2023-2030 - Market Poised for Substantial Growth with Expansion of Figurine and E-commerce Sectors|website=]|date=24 January 2024|access-date=February 28, 2024|archive-date=February 28, 2024|archive-url=https://web.archive.org/web/20240228211620/https://finance.yahoo.com/news/europe-anime-merchandising-market-analysis-103300984.html|url-status=live}}</ref> The global anime market size was valued at $26.055 billion in 2021 with 29% of the revenue coming from ]. It is expected that the global anime market will reach a value of $47.14 billion by 2028.<ref>{{cite web|url=https://finance.yahoo.com/news/global-anime-market-generate-revenue-150900749.html|title=Global Anime Market to Generate Revenue of $47.14 Billion by 2028-Over 29% Anime Market Revenue Came from Selling Merchandise-SkyQuest Technology|website=]|date=20 September 2022|access-date=May 4, 2023|archive-date=May 4, 2023|archive-url=https://web.archive.org/web/20230504195742/https://finance.yahoo.com/news/global-anime-market-generate-revenue-150900749.html|url-status=live}}</ref><ref>{{cite web|url=https://www.skyquestt.com/report/anime-market|title=Global Anime Market Size, Share, Growth Analysis, By Type(Video, T.V.) - Industry Forecast 2022-2028|website=skyquestt.com|date=October 2022|access-date=May 4, 2023|archive-date=May 4, 2023|archive-url=https://web.archive.org/web/20230504195746/https://www.skyquestt.com/report/anime-market|url-status=live}}</ref> In 2023 the anime industry generated a $19.8 billion in total global revenue, including $5.5 billion from streaming and $14.3 billion from merchandising sales. North America and Asia contributed a combined $14.3 billion in total revenue, accounting for over 72% of anime's global impact.<ref>{{cite web|url=https://www.parrotanalytics.com/announcements/japanese-anime-captured-dollar198-billion-in-2023-global-revenue-cementing-japans-role-as-a-global-entertainment-leader/|title=Japanese Anime Captured $19.8 Billion in 2023 Global Revenue, Cementing Japan’s Role as a Global Entertainment Leader|website=Parrot Analytics|date=19 December 2024}}</ref><ref>{{cite web|url=https://japan-forward.com/the-global-rise-of-anime-and-its-untapped-potential/|title=The Global Rise of Anime and Its Untapped Potential|website=]|date=25 December 2024}}</ref> By 2030 the global anime market is expected to reach a value of $48.3 Billion with the largest contributors to this growth being ], Europe, ] and ].<ref>{{cite press release|url=https://www.globenewswire.com/news-release/2021/10/22/2319206/0/en/Anime-Market-Size-to-Worth-Around-US-48-3-Billion-by-2030.html|title=Anime Market Size to Worth Around US$ 48.3 Billion by 2030|website=]|date=22 October 2021|access-date=January 20, 2022|archive-date=January 20, 2022|archive-url=https://web.archive.org/web/20220120182202/https://www.globenewswire.com/news-release/2021/10/22/2319206/0/en/Anime-Market-Size-to-Worth-Around-US-48-3-Billion-by-2030.html|url-status=live}}</ref> The global anime market size was valued at $25.8 Billion in 2022 and is expected to have a market size of $62.7 Billion by 2032 with a ] of 9.4%.<ref>{{cite web|url=https://www.marketplace.org/shows/make-me-smart/why-anime-is-everywhere-all-at-once/|title=Why anime is everywhere all at once|website=]|date=27 February 2024|access-date=February 28, 2024|archive-date=February 28, 2024|archive-url=https://web.archive.org/web/20240228211619/https://www.marketplace.org/shows/make-me-smart/why-anime-is-everywhere-all-at-once/|url-status=live}}</ref><ref>{{cite web|url=https://finance.yahoo.com/news/anime-market-reach-usd-62-120000412.html|title=Anime Market to Reach USD 62.7 Billion by 2032 CAGR: 9.4% DataHorizzon Research|website=]|date=18 September 2023|access-date=February 28, 2024|archive-date=February 28, 2024|archive-url=https://web.archive.org/web/20240228211619/https://finance.yahoo.com/news/anime-market-reach-usd-62-120000412.html|url-status=live}}</ref><ref>{{cite web|url=https://datahorizzonresearch.com/anime-market-2172|title=Anime Market Size, Growth, Share, Statistics Report, By Type (T.V., Movie, Video Games, Internet Distribution, Merchandising, Music, Pachinko, Live Entertainment), By Age Group (Adults and Teens), By Region, and Segment Forecasts, 2023-2032|website=datahorizonresearch.com|access-date=February 28, 2024|archive-date=February 28, 2024|archive-url=https://web.archive.org/web/20240228211619/https://datahorizzonresearch.com/anime-market-2172|url-status=live}}</ref>
The Japanese term ''otaku'' is used in America as a term for anime fans, more particularly the obsessive ones. The negative connotations associated with the word in Japan have also been lost in its American context, where it instead connotes the pride of the fans. Only in the recent decade or so has there been a more casual viewership outside the devoted ''otaku'' fan base, which can be attributed highly to technological advances. Also, shows like ] and ] provided a pivitol introduction of anime's conventions, animation methods, and ] influences to many American children. Because anime is highly influenced by ancient Japanese myths often deriving from the animistic nature worship of Shinto, most American audiences not accustomed to anime are wholly unfamiliar to these foreign texts and customs. For example, an average American viewing the live-action TV show ''Hurcules'' will be no stranger to the Greek myths and legends it is based on, while the same person watching the show '']'' might not understand that the pleated ropes wrapped around the "space trees" are influenced by the ancient legend of ''Amaterasu and Susano''<ref>Levi, Antonia (1996). ''Samurai from Outer Space: Understanding Japanese Animation.'' Peru, Illinois: Open Court Publishing Company. ISBN 0-8126-9332-9</ref>.
In 2019, the annual overseas exports of Japanese animation exceeded $10 billion for the first time in history.<ref>{{cite web|title=The export value of anime has more than quadrupled "under the Abe administration" and reached the first trillion yen scale|url=https://m-dojo.hatenadiary.com/entry/2019/12/16/095922|website=Hatena Blog(In Japanese)|date=15 December 2019|access-date=January 29, 2022|archive-date=January 29, 2022|archive-url=https://web.archive.org/web/20220129174938/https://m-dojo.hatenadiary.com/entry/2019/12/16/095922|url-status=live}}</ref>


=== Awards ===
It is also important to note that the Western world abandoned their ancient pagan beliefs during the middle ages, whereas Shinto has remained relatively unchanged in modern Japanese culture. Because of this, Shinto has been able to provide over eight million dieties and their surrounding folklore for anime creators to utilize. A Japanese audience is thus more aware of the these Shinto influences since they have existed consistantly throughout Japanese society. American media creators are often confined with the most popular or basic myths to draw upon, like Adam and Eve<ref>Levi, Antonia (1996). ''Samurai from Outer Space: Understanding Japanese Animation.'' Peru, Illinois: Open Court Publishing Company. ISBN 0-8126-9332-9</ref>. These cultural gaps limit anime's potential impact on it's foreign audience, but as anime integrates into American pop-culture the newer generations will be more in tune with anime conventions and the ideals behind Shinto.
The anime industry has several annual awards that honor the year's best works. Major annual awards in Japan include the ], the ], the ] Awards, the ] animation awards, the ] for voice actors, the ] and the ]. In the United States, anime films compete in the ]. There were also the ], which were designed to recognize excellence in anime titles nominated by the industry, and were held only once in 2006.{{sfn|Brenner|2007|pp=257–258}} Anime productions have also been nominated and won awards not exclusively for anime, like the ] or the ].


=== Working conditions ===
==See also==
In recent years, the anime industry has been accused by both Japanese and foreign media of underpaying and overworking its animators.<ref>{{cite web|title=The dark side of Japan's anime industry|url=https://www.vox.com/culture/2019/7/2/20677237/anime-industry-japan-artists-pay-labor-abuse-neon-genesis-evangelion-netflix|website=Vox|date=2 July 2019|access-date=January 20, 2022|archive-date=July 2, 2019|archive-url=https://web.archive.org/web/20190702142722/https://www.vox.com/culture/2019/7/2/20677237/anime-industry-japan-artists-pay-labor-abuse-neon-genesis-evangelion-netflix|url-status=live}}</ref><ref>{{cite news|title= Anime is Booming. So Why Are Animators Living in Poverty?|url=https://www.nytimes.com/2021/02/24/business/japan-anime.html |archive-url=https://ghostarchive.org/archive/20211228/https://www.nytimes.com/2021/02/24/business/japan-anime.html |archive-date=2021-12-28 |url-access=limited|work=The New York Times|date=24 February 2021}}{{cbignore}}</ref><ref>{{cite news|title=Despite global anime market's explosive growth, Japan's animators continue to live in poverty|url=https://www.firstpost.com/entertainment/despite-global-anime-markets-explosive-growth-japans-animators-continue-to-live-in-poverty-9365001.html|work=Firstpost|date=2 March 2021|access-date=November 27, 2021|archive-date=November 27, 2021|archive-url=https://web.archive.org/web/20211127132118/https://www.firstpost.com/entertainment/despite-global-anime-markets-explosive-growth-japans-animators-continue-to-live-in-poverty-9365001.html|url-status=live}}</ref> In response the Japanese Prime Minister ] promised to improve the working conditions and salary of all animators and creators working in the industry.<ref>{{cite web |last1=Liu |first1=Narayan |title=Japan's New Prime Minister Is a Demon Slayer Fan, Plans to Support Manga and Anime |url=https://www.cbr.com/japan-prime-minister-demon-slayer-fan-support-manga-anime/ |publisher=] |access-date=6 October 2021 |date=3 October 2021 |archive-date=October 5, 2021 |archive-url=https://web.archive.org/web/20211005233923/https://www.cbr.com/japan-prime-minister-demon-slayer-fan-support-manga-anime/ |url-status=live }}</ref> A few anime studios such as ] have taken actions to improve the working conditions of their employees.<ref>{{cite web|url=https://www.cbr.com/chainsaw-man-animators-mappa-pay/|title=MAPPA Offers Chainsaw Man Animators Higher Pay, Better Benefits|website=CBR|date=19 August 2021|access-date=January 20, 2022|archive-date=January 20, 2022|archive-url=https://web.archive.org/web/20220120185545/https://www.cbr.com/chainsaw-man-animators-mappa-pay/|url-status=live}}</ref> There has also been a slight increase in production costs and animator pays during the COVID-19 pandemic.<ref>{{Cite web |title=Anime Industry Report 2020 Summary |url=https://aja.gr.jp/download/anime-industry-report-2020-summary |access-date=2022-03-17 |website=日本動画協会 |language=ja |archive-date=March 28, 2022 |archive-url=https://web.archive.org/web/20220328045557/https://aja.gr.jp/download/anime-industry-report-2020-summary |url-status=live }}</ref> Throughout 2020 and 2021 the American streaming service ] announced that it will greatly invest and fund the anime industry as well as support training programs for new animators.<ref>{{cite web|url=https://about.netflix.com/en/news/netflix-animeslate|title=Netflix Bets Big on Aspirational and Diverse Anime Adding Five Major Projects|date=28 October 2020|website=Netflix}}</ref><ref>{{cite web|url=https://about.netflix.com/en/news/teaming-with-wit-studio-to-support-the-craftsmanship-of-anime|title=Teaming With WIT Studio to Support the Craftsmanship of Anime|date=12 February 2021|website=Netflix}}</ref><ref>{{cite web|url=https://about.netflix.com/en/news/netflix-festival-japan-2021|title=Netflix Bets Big On Japanese Content And Creators With Growing Slate Across Both Anime & Live Action|website= Netflix|date=9 November 2021}}</ref> On April 27, 2023, ] (NAFCA) was officially founded. The association aims to solve problems in the industry, including the improvement of conditions of the workers.<ref>{{Cite web |last=Kuroda |first=Kenro |date=2023-06-17 |title=Group founded to improve work conditions in anime industry |url=https://www.asahi.com/ajw/articles/14919481 |website=] |access-date=June 30, 2023 |archive-date=June 28, 2023 |archive-url=https://web.archive.org/web/20230628055218/https://www.asahi.com/ajw/articles/14919481 |url-status=live }}</ref><ref>{{cite web|url=https://www.crunchyroll.com/news/latest/2023/5/18/nippon-anime-film-culture-association-established-to-solve-problems-in-anime-industry|title=Nippon Anime & Film Culture Association Established to Solve Problems in Anime Industry|date=18 May 2023|website=]|access-date=June 30, 2023|archive-date=June 30, 2023|archive-url=https://web.archive.org/web/20230630171359/https://www.crunchyroll.com/news/latest/2023/5/18/nippon-anime-film-culture-association-established-to-solve-problems-in-anime-industry|url-status=live}}</ref>
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== Global popularity and cultural impact ==
===Other===
{{see also|Japanese pop culture in the United States|History of anime in the United States|List of anime theatrically released in the United States|List of anime distributed in India|Japanese influence on Chinese culture|Japanese influence on Korean culture|Anime in hip hop|List of highest-grossing anime films}}
* ]
] in ], ], United States – one of the largest ] in the Western world<ref>{{cite web|url=https://overmental.com/content/22-biggest-geek-culture-conventions-in-the-world-170/2|title=The 25 Biggest Geek Culture Conventions in the World|website=overmental.com|date=14 August 2015|access-date=September 19, 2022|archive-date=September 20, 2022|archive-url=https://web.archive.org/web/20220920173205/https://overmental.com/content/22-biggest-geek-culture-conventions-in-the-world-170/2|url-status=live}}</ref>]]
* ]
Anime has become commercially profitable in ],<ref>{{cite web|url=https://www.bbc.com/news/entertainment-arts-60865649|title=Anime: How Japanese animation has taken the West by storm|website=]|date=26 March 2022|access-date=May 4, 2023|archive-date=May 4, 2023|archive-url=https://web.archive.org/web/20230504114115/https://www.bbc.com/news/entertainment-arts-60865649|url-status=live}}</ref><ref>{{cite web|url=https://pro.morningconsult.com/trend-setters/anime-rise-dragonball-z-crunchyroll|title=Inside Anime's Rise to the Top of American Pop Culture|date=11 October 2022|website=]|access-date=June 30, 2023|archive-date=June 30, 2023|archive-url=https://web.archive.org/web/20230630232437/https://pro.morningconsult.com/trend-setters/anime-rise-dragonball-z-crunchyroll|url-status=live}}</ref> as demonstrated by early commercially successful Western adaptations of anime, such as '']'' and '']''. 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 ], '']'' and '']'', which aired in various countries. ], ], and ]<ref>{{cite journal |title=Neojaponism and pop culture. New Japanese exoticism in France |journal=Regioninės Studijos. 2012, &#91;No.&#93; 6, the Development of 'Japan' in the West: Comparative Analysis, P. 67-88 |url=https://www.vdu.lt/cris/handle/20.500.12259/32357 |publisher=] |date=2012 |last1=Clothilde |first1=Sabre |volume=6 |pages=67–88 |access-date=June 30, 2023 |archive-date=December 27, 2021 |archive-url=https://web.archive.org/web/20211227203626/https://www.vdu.lt/cris/handle/20.500.12259/32357 |url-status=live }}</ref><ref>{{cite web|title=France's love affair with Japanese culture|url=https://www.euronews.com/culture/2021/12/07/europe-s-biggest-manga-launch-france-prints-250-000-copies-of-one-piece-s-100th-edition|website=]|date=7 December 2021|access-date=June 30, 2023|archive-date=December 9, 2021|archive-url=https://web.archive.org/web/20211209221014/https://www.euronews.com/culture/2021/12/07/europe-s-biggest-manga-launch-france-prints-250-000-copies-of-one-piece-s-100th-edition|url-status=live}}</ref> grew a particular interest in Japan's output, due to its cheap selling price and productive output. As of 2014, Italy imported the most anime outside Japan.<ref>{{Cite journal|title = The Italian anime boom: The outstanding success of Japanese animation in Italy, 1978–1984|url = https://www.researchgate.net/publication/264089012|journal = Journal of Italian Cinema & Media Studies|pages = 363–381|volume = 2|issue = 3|doi = 10.1386/jicms.2.3.363_1|first = Marco|last = Pellitteri|date = 2014|access-date = February 22, 2016|archive-url = https://web.archive.org/web/20160126192751/https://www.researchgate.net/publication/264089012_The_Italian_anime_boom_The_outstanding_success_of_Japanese_animation_in_Italy_1978-1984|archive-date = January 26, 2016|url-status=live|df = mdy-all| issn=2047-7368 }}</ref> Anime and manga were introduced to France in the late 1970s and became massively popular in spite of a ] led by French politicians in the 1980s and 1990s.<ref>{{Cite web |last=Hoad |first=Phil |date=March 29, 2023 |title=Manga-nifique! How France became obsessed with Japanese anime |url=https://www.theguardian.com/film/2023/mar/29/france-manga-anime-murakami-macron |access-date=July 11, 2023 |website=] |archive-date=July 11, 2023 |archive-url=https://web.archive.org/web/20230711033110/https://www.theguardian.com/film/2023/mar/29/france-manga-anime-murakami-macron |url-status=live }}</ref> These mass imports influenced anime popularity in ], ] and ] markets.{{sfn|Bendazzi|2015|p=363}}
* ] (for long-running series)

* ]
The beginning of 1980 saw the introduction of Japanese anime series into the American culture.<ref name="Ruh">{{cite journal |last1=Ruh |first1=Brian |date=2010 |title=Transforming U.S. Anime in the 1980s: Localization and Longevity |url=https://www.academia.edu/1472869 |journal=Mechademia |volume=5 |access-date=March 28, 2020}}</ref> 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.<ref>{{cite journal|last=Leonard|first=Sean|title=Progress against the law: Anime and fandom, with the key to the globalization of culture|journal=International Journal of Cultural Studies|date=September 1, 2005|volume=8|issue=3|pages=281–305|doi=10.1177/1367877905055679|s2cid=154124888}}</ref> The 1988 film '']'' is largely credited with popularizing anime in the Western world during the early 1990s, before anime was further popularized by television shows such as '']'' and '']'' in the late 1990s.<ref name="vice">{{cite web|url=https://www.vice.com/en_uk/article/kwk55w/how-akira-has-influenced-modern-culture|title=How 'Akira' Has Influenced All Your Favourite TV, Film and Music|work=]|date=September 21, 2016|access-date=November 7, 2018|archive-url=https://web.archive.org/web/20170730204751/https://www.vice.com/en_uk/article/kwk55w/how-akira-has-influenced-modern-culture|archive-date=July 30, 2017|url-status=live}}</ref><ref name="filmschoolrejects">{{cite web |title='Akira' Is Frequently Cited as Influential. Why Is That? |url=https://filmschoolrejects.com/akira-influence-12cb6d84c0bc/ |website=] |date=April 3, 2017 |access-date=November 7, 2018 |archive-url=https://web.archive.org/web/20181107205951/https://filmschoolrejects.com/akira-influence-12cb6d84c0bc/ |archive-date=November 7, 2018 |url-status=live }}</ref> By 1997, Japanese anime was the fastest-growing genre in the American video industry.<ref>{{Cite magazine|last=Phipps|first=Lang|date=6 October 1997|title=Is Amano the Best Artist You've Never Heard Of?|url=https://books.google.com/books?id=QugCAAAAMBAJ&pg=PA47|magazine=]|volume=30|issue=38|pages=45–48 (47)|issn=0028-7369|access-date=26 December 2021}}</ref> The growth of the Internet later provided international audiences with an easy way to access Japanese content.<ref name="fansubbingimpact" /> Early on, online piracy played a major role in this, through over time many legal alternatives appeared which significantly reduced illegal practices. Since the 2010s streaming services have become increasingly involved in the production, licensing and distribution of anime for the international markets.<ref>{{Cite web|url = https://www.forbes.com/sites/olliebarder/2017/10/18/netflix-is-currently-funding-thirty-original-anime-productions/|title = Netflix is Currently Funding 30 Original Anime Productions|website = ]|access-date = January 21, 2022|archive-date = October 18, 2017|archive-url = https://web.archive.org/web/20171018215755/https://www.forbes.com/sites/olliebarder/2017/10/18/netflix-is-currently-funding-thirty-original-anime-productions/|url-status = live}}</ref><ref>{{Cite news|url=https://www.theverge.com/2019/12/23/21003549/anime-streaming-wars-netflix-amazon-att-sony-crunchyroll-funimation|title=Anime is one of the biggest fronts in the streaming wars|website=The Verge|date=23 December 2019|access-date=January 21, 2022|archive-date=March 28, 2022|archive-url=https://web.archive.org/web/20220328045549/https://www.theverge.com/2019/12/23/21003549/anime-streaming-wars-netflix-amazon-att-sony-crunchyroll-funimation|url-status=live}}</ref> This is especially the case with net services such as ] and ] which have large catalogs in Western countries, although until 2020 anime fans in multiple developing countries, such as India<ref>{{cite web|url=https://english.jagran.com/entertainment/the-rise-and-rise-of-anime-culture-in-india-and-it-is-here-to-stay-10083378|title=The Rise and Rise of 'Anime' Culture in India and Why It Is Here To Stay|website=]|date=18 June 2023|access-date=April 21, 2024|archive-date=April 21, 2024|archive-url=https://web.archive.org/web/20240421171218/https://english.jagran.com/entertainment/the-rise-and-rise-of-anime-culture-in-india-and-it-is-here-to-stay-10083378|url-status=live}}</ref> and the ], had fewer options for obtaining access to legal content, and therefore would still turn to online piracy.<ref name=":2">{{Cite web|last=Van der Sar|first=Ernesto|date=15 August 2020|title=Piracy Giants KissAnime and KissManga Shut Down|url=https://torrentfreak.com/piracy-giants-kissanime-and-kissmanga-shut-down-200815/|access-date=2020-08-16|website=TorrentFreak|language=en|archive-date=August 15, 2020|archive-url=https://archive.today/20200815214915/https://torrentfreak.com/piracy-giants-kissanime-and-kissmanga-shut-down-200815/|url-status=live}}</ref><ref name=":0">{{Cite web|last=Morrissy|first=Kim|date=2020-08-19|title=Southeast Asia, India Fans Disproportionately Affected by Pirate Site KissAnime Closure|url=https://www.animenewsnetwork.com/interest/2020-08-19/southeast-asia-india-fans-disproportionately-affected-by-pirate-site-kissanime-closure/.163071|access-date=2020-08-25|website=Anime News Network|language=en|archive-date=August 20, 2020|archive-url=https://web.archive.org/web/20200820195257/https://www.animenewsnetwork.com/interest/2020-08-19/southeast-asia-india-fans-disproportionately-affected-by-pirate-site-kissanime-closure/.163071|url-status=live}}</ref> However beginning with the 2020s anime has been experiencing yet another boom in global popularity and demand due to the ] and streaming services like Netflix, ], ], ], ] and anime-only services like Crunchyroll and ], increasing the international availability of the amount of new licensed anime shows as well as the size of their catalogs.<ref>{{cite web |url= https://www.wsj.com/articles/the-world-is-watching-more-animeand-streaming-services-are-buying-11605365629 |title= The world is watching more anime and streaming services are buying |date= November 14, 2020 |website= ] |access-date= November 9, 2021 |archive-date= April 22, 2022 |archive-url= https://web.archive.org/web/20220422222339/https://www.wsj.com/articles/the-world-is-watching-more-animeand-streaming-services-are-buying-11605365629 |url-status= live }}</ref><ref>{{cite news |url= https://www.economist.com/business/2021/06/05/streaming-and-covid-19-have-entrenched-animes-global-popularity |title= Streaming and covid-19 have entrenched anime's global popularity |date= June 5, 2021 |newspaper= ] |access-date= November 9, 2021 |archive-date= November 9, 2021 |archive-url= https://web.archive.org/web/20211109124437/https://www.economist.com/business/2021/06/05/streaming-and-covid-19-have-entrenched-animes-global-popularity |url-status= live }}</ref><ref>{{cite web|url=https://www.brandwatch.com/blog/anime-manga-global-interest/|title=Exploring the Anime and Manga Global Takeover|website=Brandwatch|date=24 August 2021|access-date=December 5, 2021|archive-date=December 5, 2021|archive-url=https://web.archive.org/web/20211205220906/https://www.brandwatch.com/blog/anime-manga-global-interest/|url-status=live}}</ref><ref>{{cite web|url=https://www.animenewsnetwork.com/news/2021-06-19/funimation-expands-streaming-service-to-colombia-chile-peru/.174064|title=Funimation Expands Streaming Service to Colombia, Chile, Peru|website=Anime News Network|date=19 June 2021|access-date=November 9, 2021|archive-date=November 9, 2021|archive-url=https://web.archive.org/web/20211109124437/https://www.animenewsnetwork.com/news/2021-06-19/funimation-expands-streaming-service-to-colombia-chile-peru/.174064|url-status=live}}</ref><ref>{{cite web|url=https://www.crunchyroll.com/anime-news/2020/02/22-1/crunchyroll-expands-one-piece-territories-to-europe-and-mena|title=Crunchyroll announces major One Piece catalog expansion across international regions|website=Crunchyroll|date=22 February 2020|access-date=November 9, 2021|archive-date=November 9, 2021|archive-url=https://web.archive.org/web/20211109125902/https://www.crunchyroll.com/anime-news/2020/02/22-1/crunchyroll-expands-one-piece-territories-to-europe-and-mena|url-status=live}}</ref>
Netflix reported that, between October 2019 and September 2020, more than {{nowrap|100 million}} member households worldwide had watched at least one anime title on the platform. Anime titles appeared on the streaming platform's top-ten lists in almost 100 countries within the one-year period.<ref>{{cite news |last1=Frater |first1=Patrick |title=Japanese Anime Is Growing Success Story for Netflix |url=https://variety.com/2020/streaming/asia/japanese-anime-is-growing-success-netflix-1234816488/ |access-date=13 January 2021 |work=Variety |date=27 October 2020 |archive-date=February 12, 2021 |archive-url=https://web.archive.org/web/20210212045242/https://variety.com/2020/streaming/asia/japanese-anime-is-growing-success-netflix-1234816488/ |url-status=live }}</ref>
As of 2021, anime series are the most demanded foreign-language television shows in the United States accounting for 30.5% of the market share. (In comparison, Spanish-language and Korean-language shows account for 21% and 11% of the market share, respectively.)<ref>{{cite news |title=US audiences can't get enough of Japan's anime action shows |url=https://www.bloomberg.com/news/articles/2021-05-11/u-s-audiences-can-t-get-enough-of-japan-s-anime-action-shows |work=Bloomberg |date=12 May 2021 |access-date=October 21, 2021 |archive-date=November 10, 2021 |archive-url=https://web.archive.org/web/20211110233558/https://www.bloomberg.com/news/articles/2021-05-11/u-s-audiences-can-t-get-enough-of-japan-s-anime-action-shows |url-status=live }}</ref> In 2021 more than half of Netflix's global members watched anime.<ref>{{cite news|title= 'Ghost in the Shell SAC_2045,' 'JoJo's Bizarre Adventure' Return as Netflix Reveals 40 Anime Titles for 2022|url= https://variety.com/2022/tv/asia/ghost-in-the-shell-netflix-anime-1235216752/|website= Variety|date= 28 March 2022|access-date= April 3, 2022|archive-date= April 3, 2022|archive-url= https://web.archive.org/web/20220403175754/https://variety.com/2022/tv/asia/ghost-in-the-shell-netflix-anime-1235216752/|url-status= live}}</ref><ref>{{cite news|title= Netflix: More Than Half of Members Globally Watched 'Anime' Last Year|url= https://www.animenewsnetwork.com/daily-briefs/2022-03-30/netflix-more-than-half-of-members-globally-watched-anime-last-year/.184167|website= Anime News Network|date= 30 March 2022|access-date= April 3, 2022|archive-date= April 3, 2022|archive-url= https://web.archive.org/web/20220403175754/https://www.animenewsnetwork.com/daily-briefs/2022-03-30/netflix-more-than-half-of-members-globally-watched-anime-last-year/.184167|url-status= live}}</ref>
In 2022, the anime series '']'' 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 '']'' and '']''.<ref name="WFMZ-TV"/><ref>{{cite news|url= https://www.parrotanalytics.com/announcements/anime-and-asian-series-dominate-4th-annual-global-tv-demand-awards/|title= Anime and Asian series dominate 4th Annual Global TV Demand Awards, highlighting industry and consumer trends towards international content|website= Parrot Analytics|date= 25 January 2022|access-date= February 7, 2022|archive-date= February 7, 2022|archive-url= https://web.archive.org/web/20220207160322/https://www.parrotanalytics.com/announcements/anime-and-asian-series-dominate-4th-annual-global-tv-demand-awards/|url-status= live}}</ref> In 2024, the anime series '']'' won the award of "Most In-Demand TV Series in the World 2023" in the Global TV Demand Awards.<ref>{{cite news|url=https://todotvnews.com/en/parrot-analytics-unveils-winners-of-6th-annual-global-demand-awards/|title=Parrot Analytics Unveils Winners of 6th Annual Global Demand Awards|website=todotvnews|date=30 January 2024|access-date=February 1, 2024|archive-date=January 31, 2024|archive-url=https://web.archive.org/web/20240131053114/https://todotvnews.com/en/parrot-analytics-unveils-winners-of-6th-annual-global-demand-awards/|url-status=live}}</ref>

Rising interest in anime as well as ] has led to an increase of university students in the ] wanting to get a degree in the ].<ref>{{cite news|title=Anime and K-pop fuel language-learning boom|url=https://www.taipeitimes.com/News/feat/archives/2021/12/30/2003770413|website=Taipei Times|date=30 December 2021|access-date=January 2, 2022|archive-date=February 7, 2022|archive-url=https://web.archive.org/web/20220207195813/https://www.taipeitimes.com/News/feat/archives/2021/12/30/2003770413|url-status=live}}</ref> The word ''anime'' alongside other Japanese pop cultural terms like ''shonen'', ''shojo'' and '']'' have been added to the ].<ref>{{cite web|url=https://public.oed.com/blog/japanese-words-in-the-oed/|title=From anime to zen: Japanese words in the OED|website=Oxford English Dictionary|date=4 August 2021|access-date=June 30, 2023|archive-date=June 9, 2023|archive-url=https://web.archive.org/web/20230609012226/https://public.oed.com/blog/japanese-words-in-the-oed/|url-status=live}}</ref><ref>{{cite web|url=https://www.gamesradar.com/anime-and-manga-strongarm-their-way-into-the-oxford-dictionary-as-isekai-and-mangaka-become-official-english-words/|title=Anime and manga strongarm their way into the Oxford dictionary as 'Isekai' and 'Mangaka' become official English words|website=]|date=28 March 2024|access-date=April 21, 2024|archive-date=April 21, 2024|archive-url=https://web.archive.org/web/20240421171217/https://www.gamesradar.com/anime-and-manga-strongarm-their-way-into-the-oxford-dictionary-as-isekai-and-mangaka-become-official-english-words/|url-status=live}}</ref>

Various anime and manga series have influenced ] in the making of numerous famous movies and characters.<ref>{{cite web|url=https://screenrant.com/anime-that-inspired-hollywood-movies/|title=10 Anime That Inspired The Making Of Movies In Hollywood|website=Screenrant|date=20 January 2021|access-date=January 29, 2022|archive-date=January 30, 2022|archive-url=https://web.archive.org/web/20220130002956/https://screenrant.com/anime-that-inspired-hollywood-movies/|url-status=live}}</ref> Hollywood itself has produced ] adaptations of various anime series such as '']'', '']'', '']'' and '']''. However most of these adaptations have been reviewed negatively by both the critics and the audience and have become ]. 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.<ref>{{cite web|url=https://www.businessinsider.com/anime-movies-hollywood-adaptations-bad-flops-film-studios-2019-1|title=Why Hollywood adaptations of anime movies keep flopping|website=BusinessInsider|date=11 January 2019|access-date=January 29, 2022|archive-date=January 12, 2019|archive-url=https://web.archive.org/web/20190112185538/https://www.businessinsider.com/anime-movies-hollywood-adaptations-bad-flops-film-studios-2019-1|url-status=live}}</ref><ref>{{cite web|url= https://www.cnbc.com/2019/08/10/why-hollywood-should-stay-away-from-live-action-remakes-of-anime.html|title= Why Hollywood should leave anime out of its live-action remake obsession|website= CNBC|date= 10 August 2019|access-date= January 29, 2022|archive-date= January 30, 2022|archive-url= https://web.archive.org/web/20220130023632/https://www.cnbc.com/2019/08/10/why-hollywood-should-stay-away-from-live-action-remakes-of-anime.html|url-status= live}}</ref> One of the few particular exceptions to this includes '']'', 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 director ]'s highest-grossing film.<ref>{{cite web|url=https://screenrant.com/alita-battle-angel-box-office-success/|title=Alita: Battle Angel Was (Just) A Box Office Success|website=]|date=12 March 2019|access-date=February 1, 2022|archive-date=February 1, 2022|archive-url=https://web.archive.org/web/20220201181747/https://screenrant.com/alita-battle-angel-box-office-success/|url-status=live}}</ref><ref>{{cite web|url=https://movieweb.com/alita-2-battle-angel-box-office-success/|title=Alita Wasn't the Bomb Everyone Expected, a Sequel Is Very Possible|website=]|date=2 April 2019|access-date=February 1, 2022|archive-date=February 1, 2022|archive-url=https://web.archive.org/web/20220201183036/https://movieweb.com/alita-2-battle-angel-box-office-success/|url-status=live}}</ref>

] alongside many other imports of ] have helped Japan to gain a positive worldwide image and improve its relations with other countries<ref>{{Cite web |last=Nagata |first=Kazuaki |date=7 September 2010 |title=Anime makes Japan a cultural superpower |url=https://www.japantimes.co.jp/news/2010/09/07/reference/anime-makes-japan-superpower/ |via=Japan Times Online |access-date=June 30, 2023 |archive-date=July 7, 2018 |archive-url=https://web.archive.org/web/20180707010033/https://www.japantimes.co.jp/news/2010/09/07/reference/anime-makes-japan-superpower/ |url-status=live }}</ref><ref>{{cite journal|last1=Tamaki|first1=Taku|title=Japan has turned its culture into a powerful political tool|url=http://theconversation.com/japan-has-turned-its-culture-into-a-powerful-political-tool-72821|journal=The Conversation|date=April 26, 2017|language=en|access-date=May 5, 2023|archive-date=November 18, 2021|archive-url=https://web.archive.org/web/20211118214114/https://theconversation.com/japan-has-turned-its-culture-into-a-powerful-political-tool-72821|url-status=live}}</ref><ref>{{Cite news|title=How Japan's global image morphed from military empire to eccentric pop-culture superpower|url=https://qz.com/1806376/japans-image-has-changed-from-fierce-to-lovable-over-the-decades/|publisher=]|date=2020-05-27|access-date=January 20, 2022|archive-date=October 21, 2021|archive-url=https://web.archive.org/web/20211021121139/https://qz.com/1806376/japans-image-has-changed-from-fierce-to-lovable-over-the-decades/|url-status=live}}</ref> such as its ] neighbours China<ref>{{Cite journal |last=Wu |first=Yuqing |date=2021-08-05 |title=Can Pop Culture Allay Resentment? Japan's Influence in China Today |url=https://www.cogitatiopress.com/mediaandcommunication/article/view/4117 |journal=Media and Communication |language=en |volume=9 |issue=3 |pages=112–122 |doi=10.17645/mac.v9i3.4117 |issn=2183-2439 |doi-access=free |access-date=February 21, 2024 |archive-date=February 26, 2024 |archive-url=https://web.archive.org/web/20240226201450/https://www.cogitatiopress.com/mediaandcommunication/article/view/4117 |url-status=live }}</ref><ref>{{cite web|url=https://www.abc.net.au/news/2024-07-12/japanese-anime-soft-power-pokemon-astro-boy-military-manga/104042324|title=From military empire to pop culture phenomenon: Inside Japan's animation revolution|website=]|date=11 July 2024}}</ref> and ].<ref>{{cite web|url=https://www.scmp.com/lifestyle/arts-culture/article/3220292/new-phase-anime-j-pop-japanese-culture-grows-popularity-south-korea-new-generation-separates-arts|title='A new phase': from anime to J-pop, Japanese culture grows in popularity in South Korea, as new generation separates arts and politics|website=]|date=14 May 2023|access-date=February 21, 2024|archive-date=February 21, 2024|archive-url=https://web.archive.org/web/20240221175141/https://www.scmp.com/lifestyle/arts-culture/article/3220292/new-phase-anime-j-pop-japanese-culture-grows-popularity-south-korea-new-generation-separates-arts|url-status=live}}</ref> In 2015, during remarks welcoming Japanese Prime Minister ] to the White House, President ] thanked Japan for its cultural contributions to the United States by saying:

{{blockquote|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 ] and ]. ] and anime. And, of course, ].<ref>{{cite news|url=https://www.washingtonpost.com/news/post-politics/wp/2015/04/28/president-obama-thanks-japanese-leader-for-karaoke-emojis/|title=President Obama thanks Japanese leader for karaoke, emoji|newspaper=The Washington Post|date=28 April 2015}}</ref>}}

In July 2020, after the approval of a Chilean government project in which citizens of ] would be allowed to withdraw up to 10% of their privately held retirement savings, journalist ] celebrated by running through Congress with her arms spread out behind her, imitating the move of many characters of the anime and manga series '']''.<ref>{{Cite news|last=Laing|first=Aislinn|date=16 July 2020|title=Pink-caped Chilean deputy brings lawmakers to their feet to celebrate coronavirus bill|language=en|work=]|url=https://www.reuters.com/article/us-health-coronavirus-chile-pensions-idUSKCN24G3B4|access-date=22 April 2021|archive-date=January 20, 2022|archive-url=https://web.archive.org/web/20220120224917/https://www.reuters.com/article/us-health-coronavirus-chile-pensions-idUSKCN24G3B4|url-status=live}}</ref><ref>{{Cite web|last=Quinteros|first=Paulo|date=15 July 2020|title=Hokage Jiles: La diputada celebró la aprobación del proyecto del 10% corriendo a lo Naruto|url=https://www.latercera.com/mouse/hokage-jiles-la-diputada-celebro-la-aprobacion-del-proyecto-del-10-corriendo-a-lo-naruto/|access-date=22 April 2021|website=]|archive-date=January 20, 2022|archive-url=https://web.archive.org/web/20220120224925/https://www.latercera.com/mouse/hokage-jiles-la-diputada-celebro-la-aprobacion-del-proyecto-del-10-corriendo-a-lo-naruto/|url-status=live}}</ref> In April 2021, ]vian politicians Jorge Hugo Romero of the ] and Milagros Juárez of the ] cosplayed as anime characters to get the '']'' vote.<ref>{{cite news|url= https://www.animenewsnetwork.com/interest/2021-04-14/peruvian-politicians-cosplay-anime-characters-to-score-the-otaku-vote/.171709|title= Peruvian Politicians Cosplay Anime Characters to Score the "Otaku" Vote|website= Anime News Network|date= 14 April 2021|access-date= January 20, 2022|archive-date= January 20, 2022|archive-url= https://web.archive.org/web/20220120225847/https://www.animenewsnetwork.com/interest/2021-04-14/peruvian-politicians-cosplay-anime-characters-to-score-the-otaku-vote/.171709|url-status= live}}</ref> On October 28, 2024, ] unveiled its own anime-styled mascot, "]", in order to connect with Catholic youth through pop culture.<ref>{{Cite web |last=Peters |first=Megan |date=2024-10-28 |title=The Vatican Goes Full Anime With New Catholic Mascot: Watch Now |url=https://comicbook.com/anime/news/anime-character-the-vatican-catholic-japan/ |access-date=2024-10-28 |website=] |language=en-US}}</ref>

In April 2023, the ] laid out a proposal aiming to spur the economic growth of ] by further promoting the contents industry abroad, primarily anime, manga and ], for measures to invite industry experts from abroad to come to Japan to work, and to link with the ] to help foreign fans of manga and anime visit sites across the country associated with particular manga stories. The federation seeks on quadrupling the sales of Japanese content in overseas markets within the upcoming 10 years.<ref>{{Cite web |last=Nguyen |first=Joana |date=2023-04-10 |title=Japan's leading business lobby group says anime, manga key to economic growth |url=https://www.scmp.com/video/asia/3216598/japans-leading-business-lobby-group-says-anime-manga-key-economic-growth |website=] |access-date=June 30, 2023 |archive-date=June 29, 2023 |archive-url=https://web.archive.org/web/20230629011447/https://www.scmp.com/video/asia/3216598/japans-leading-business-lobby-group-says-anime-manga-key-economic-growth |url-status=live }}</ref><ref>{{cite web|url=https://www.dw.com/en/japan-manga-to-spearhead-nations-economic-growth/a-65393781|title=Japan: Manga to spearhead nation's economic growth|website=]|date=23 April 2023|access-date=June 30, 2023|archive-date=June 30, 2023|archive-url=https://web.archive.org/web/20230630204528/https://www.dw.com/en/japan-manga-to-spearhead-nations-economic-growth/a-65393781|url-status=live}}</ref>

A 2018 survey conducted in 20 countries and territories using a sample consisting of 6,600 respondents held by ] revealed that 34% of all surveyed people found excellency in ] more than other Japanese cultural or technological aspects, which makes this mass Japanese media the third most-liked "Japanese thing", below ] (34.6%) and ] (35.1%). The advertisement company views anime as a profitable tool for marketing campaigns in foreign countries due to its popularity and high reception.<ref>{{cite web|title= Harnessing the Power of Anime as an Outstanding Marketing Solution|url= https://www.dentsu.co.jp/en/showcase/harnessing_the_power_of_anime.html|website= Dentsu|date= 1 March 2019|access-date= January 28, 2022|archive-date= January 28, 2022|archive-url= https://web.archive.org/web/20220128170442/https://www.dentsu.co.jp/en/showcase/harnessing_the_power_of_anime.html|url-status= live}}</ref>

Anime plays a role in driving tourism to Japan. In surveys held by ] 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 ].<ref>{{cite web|url=https://www.statista.com/topics/7495/anime-industry-in-japan/#dossierKeyfigures|title=Anime industry in Japan - statistics and facts|website=Statista|date=17 January 2022|access-date=December 4, 2021|archive-date=December 4, 2021|archive-url=https://web.archive.org/web/20211204121928/https://www.statista.com/topics/7495/anime-industry-in-japan/#dossierKeyfigures|url-status=live}}</ref> In a 2021 survey held by Crunchyroll market research, 94% of ] and 73% of the general population said that they are familiar with anime.<ref>{{cite web|url=https://www.animenewsnetwork.com/interest/2021-07-09/crunchyroll-market-research-only-6-percent-of-gen-z-dont-know-what-anime-is/.174962|title=Crunchyroll Market Research: Only 6% of Gen Z Don't Know What Anime Is|website=Anime News Network|date=9 July 2021|access-date=January 18, 2022|archive-date=January 18, 2022|archive-url=https://web.archive.org/web/20220118132722/https://www.animenewsnetwork.com/interest/2021-07-09/crunchyroll-market-research-only-6-percent-of-gen-z-dont-know-what-anime-is/.174962|url-status=live}}</ref><ref>{{cite web|url=https://comicbook.com/anime/news/anime-manga-popularity-gen-z-adults/|title=Anime Poll Reveals How Popular It Has Become with Gen Z|website=CBR|date=11 July 2021|access-date=January 18, 2022|archive-date=July 16, 2022|archive-url=https://web.archive.org/web/20220716095932/https://comicbook.com/anime/news/anime-manga-popularity-gen-z-adults/|url-status=live}}</ref>

=== Fan response ===
{{see also|Anime and manga fandom|ACG (subculture)|List of anime conventions}}
] of ] and ] from '']'' during Tracon 2013 event at the ] in ], ]]]

]s gave rise to ]s in the 1990s with the "anime boom", a period marked by anime's increased global popularity.{{sfn|Poitras|2000|p=73}} These conventions are dedicated to anime and manga and include elements like ] contests and industry talk panels.{{sfn|Brenner|2007|p=211}} Cosplay, a ] of "costume play", is not unique to anime and has become popular in contests and masquerades at anime conventions.{{sfn|Brenner|2007|pp=214–215}} Japanese culture and words have entered English usage through the popularity of the medium, including '']'', an unflattering Japanese term commonly used in English to denote an obsessive fan of anime or manga.{{sfn|Brenner|2007|p=195}} 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 '']'' or ''weeb'', individuals who demonstrate an obsession with Japanese anime subculture, a term that originated from abusive content posted on the website ].<ref>{{cite web|last=Davis|first=Jesse Christian|title=Japanese animation in America and its fans|url=http://ir.library.oregonstate.edu/xmlui/bitstream/handle/1957/8736/thesis.pdf|access-date=December 12, 2015|archive-url=https://web.archive.org/web/20160304113039/http://ir.library.oregonstate.edu/xmlui/bitstream/handle/1957/8736/thesis.pdf|archive-date=March 4, 2016|url-status=live}}</ref> While originally derogatory, the terms "Otaku" and "Weeb" have been ] by the anime fandom overtime and today are used by some fans to refer to themselves in a comedic and more positive way.<ref>{{cite web|url=https://www.cbr.com/otaku-or-weeb-the-differences-insults/|title=Otaku or Weeb: The Differences Between Anime Fandom's Most Famous Insults|website=CBR|date=31 May 2020|access-date=November 22, 2021|archive-date=November 22, 2021|archive-url=https://web.archive.org/web/20211122193854/https://www.cbr.com/otaku-or-weeb-the-differences-insults/|url-status=live}}</ref>
Anime enthusiasts have produced ] and ], including computer wallpapers, and ]s (AMVs).{{sfn|Brenner|2007|p=201–205}}

Many fans visit sites depicted in anime, games, manga and other forms of otaku culture. This behavior is known as "]".<ref>{{Cite journal |last1=Liu |first1=Shang |last2=Lai |first2=Dan |last3=Li |first3=Zhiyong |date=2022-03-01 |title=The identity construction of Chinese anime pilgrims |url=https://www.sciencedirect.com/science/article/pii/S016073832200024X |journal=Annals of Tourism Research |language=en |volume=93 |pages=103373 |doi=10.1016/j.annals.2022.103373 |s2cid=246853441 |issn=0160-7383}}</ref>

As of the 2020s, many anime fans and followers use social media platforms and other sites like ], ], ],<ref>{{cite web|url=https://blog.twitch.tv/en/2017/10/05/anime-returns-to-twitch-with-two-back-to-back-marathons-73f25941fa6b/|title=Anime returns to Twitch with two back-to-back marathons|website=blog.twitch.tv|date=5 October 2017|access-date=October 6, 2023|archive-date=October 14, 2023|archive-url=https://web.archive.org/web/20231014225745/https://blog.twitch.tv/en/2017/10/05/anime-returns-to-twitch-with-two-back-to-back-marathons-73f25941fa6b/|url-status=live}}</ref> ],<ref>{{cite book | chapter-url=https://www.taylorfrancis.com/chapters/edit/10.4324/9780203117927-6/wikis-participatory-fandom-jason-mittell | doi=10.4324/9780203117927-6/wikis-participatory-fandom-jason-mittell | doi-broken-date=November 1, 2024 | title=The Participatory Cultures Handbook | chapter=Wikis and Participatory Fandom | year=2012 | publisher=Routledge | isbn=9780203117927 | access-date=April 19, 2023 | archive-date=April 19, 2023 | archive-url=https://web.archive.org/web/20230419173429/https://www.taylorfrancis.com/chapters/edit/10.4324/9780203117927-6/wikis-participatory-fandom-jason-mittell | url-status=live }}</ref> ], ],<ref>{{cite web|url=https://www.reddit.com/r/anime/|title=/r/Anime|website=Reddit|access-date=December 16, 2021|archive-date=December 16, 2021|archive-url=https://web.archive.org/web/20211216162836/https://www.reddit.com/r/anime/|url-status=live}}</ref> ],<ref>{{cite book | url=http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20514 | title=KB URN resolver | year=2020 | publisher=Malmö universitet/Teknik och samhälle | access-date=April 19, 2023 | archive-date=April 19, 2023 | archive-url=https://web.archive.org/web/20230419172754/http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20514 | url-status=live }}</ref> ],<ref>{{cite web |url=https://www.academia.edu/12388417 |title=Attack on Fandom: How Attack on Titan Fans Use Tumblr |first=Mariya |last=Shcherbinina |via=Academia.edu |access-date=5 February 2023 |archive-date=April 7, 2023 |archive-url=https://web.archive.org/web/20230407054740/https://www.academia.edu/12388417 |url-status=live }}</ref> ], ] and ]<ref>{{cite web|url=https://sproutsocial.com/insights/twitter-trending-topics/|title=Twitter trending topics: How they work and how to use them|website=Sprout Social|date=15 March 2021|access-date=December 16, 2021|archive-date=December 16, 2021|archive-url=https://web.archive.org/web/20211216162839/https://sproutsocial.com/insights/twitter-trending-topics/|url-status=live}}</ref><ref name="ktops"/> with online communities and databases such as ], ] to discuss anime, manga and track their progress watching respective series as well as using news outlets such as ].<ref name="kotakumal">{{Cite web |url=https://www.kotaku.com.au/2018/01/why-some-fans-watch-anime-at-double-speed/ |title=Why Some Fans Watch Anime At Double Speed |date=January 11, 2018 |website=] Australia |publisher=] |language=en |access-date=June 4, 2018 |archive-url=https://web.archive.org/web/20180619035944/https://www.kotaku.com.au/2018/01/why-some-fans-watch-anime-at-double-speed/ |archive-date=June 19, 2018 |url-status=dead }}</ref><ref name="forbes">{{Cite web |url=https://www.forbes.com/sites/laurenorsini/2018/05/30/myanimelist-passes-third-day-of-unexpected-downtime/ |title=MyAnimeList Passes Third Day Of Unexpected Downtime |last=Orsini |first=Lauren |website=] |language=en |access-date=June 4, 2018 |archive-url=https://web.archive.org/web/20180619040817/https://www.forbes.com/sites/laurenorsini/2018/05/30/myanimelist-passes-third-day-of-unexpected-downtime/ |archive-date=June 19, 2018 |url-status=live}}</ref>

According to Crunchyroll's research data from 2023 to 2024 provided by its President Rahul Parini, revealed that there are approximately 800 million people globally (outside of China and Japan) who are either highly aware of anime, show interest in anime or currently watch anime and identify as fans.<ref>{{cite web|url=https://www.theverge.com/2024/2/26/24081180/crunchyroll-president-purini-anime-funimation-shutdown-sony-merger-decoder-interview|title=Crunchyroll president Rahul Purini on how anime took over the world|date=26 February 2024|website=]|access-date=March 30, 2024|archive-date=March 30, 2024|archive-url=https://web.archive.org/web/20240330200505/https://www.theverge.com/2024/2/26/24081180/crunchyroll-president-purini-anime-funimation-shutdown-sony-merger-decoder-interview|url-status=live}}</ref><ref>{{cite web|url=https://www.smh.com.au/culture/movies/800-million-and-growing-why-everyone-wants-a-piece-of-the-anime-action-20240314-p5fcek.html|title=800 million and growing: Why everyone wants a piece of the anime action|date=16 March 2024|website=]|access-date=March 30, 2024|archive-date=March 30, 2024|archive-url=https://web.archive.org/web/20240330200505/https://www.smh.com.au/culture/movies/800-million-and-growing-why-everyone-wants-a-piece-of-the-anime-action-20240314-p5fcek.html|url-status=live}}</ref><ref>{{cite web|url=https://www.japantimes.co.jp/life/2023/07/15/digital/anime-crunchyroll-sony/|title=Former piracy site Crunchyroll cashes in on anime's global appeal|date=15 July 2023|website=]|access-date=March 30, 2024|archive-date=March 30, 2024|archive-url=https://web.archive.org/web/20240330200505/https://www.japantimes.co.jp/life/2023/07/15/digital/anime-crunchyroll-sony/|url-status=live}}</ref>

According to a 2024 survey conducted on anime fans by ], 65% of the surveyed anime fans said that they find anime more emotionally compelling than other forms of media and more than 3 in 4 of ] and Gen-Z fans use the medium as a form of ]. Almost two-thirds of the anime-watching Gen Z audience said they emotionally connect better with anime than they do with traditional media. Over 50% of surveyed Gen-Z anime fans said that anime influences their identity, fashion and social understanding.<ref>{{cite web|url=https://www.polygon.com/c/2024/1/22/24034466/anime-viewer-survey-research|title=Anime is huge — and here are the numbers to prove it|website=]|date=22 January 2024}}</ref>

Due to anime's increased popularity in recent years, a large number of celebrities such as ], ] and ] have come out as anime fans.<ref>{{cite web|url=https://www.cbr.com/bts-celebrities-anime-huge-fans/|title=BTS & 9 Other Celebrities Who Are Huge Anime Fans|website=CBR|date=13 March 2021|access-date=December 16, 2021|archive-date=December 16, 2021|archive-url=https://web.archive.org/web/20211216162839/https://www.cbr.com/bts-celebrities-anime-huge-fans/|url-status=live}}</ref>

=== Anime style ===
{{Main|Anime-influenced animation}}
One of the key points that differentiated anime from a handful of Western cartoons is the potential for visceral content. Once the expectation that the aspects of visual intrigue or animation are 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.{{sfn|MacWilliams|2008|p=307}}

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However, as anime itself became increasingly popular, its styling has been inevitably the subject of both satire and serious creative productions.<ref name="anna" /> '']''{{'}}s "]" and "]" episodes, ]'s '']'', and ]'s '']'' are examples of Western satirical depictions of Japanese culture and anime, but anime tropes have also been satirized by some anime such as ''].''

Traditionally only Japanese works have been considered anime, but some works have sparked debate about blurring the lines between anime and cartoons, such as the American anime-style productions '']'' and '']''.<ref name="escapist">{{cite web|last=O'Brien|first=Chris|title=Can Americans Make Anime?|url=http://www.escapistmagazine.com/articles/view/features/9829-Can-Americans-Make-Anime|work=The Escapist|access-date=July 17, 2013|date=July 30, 2012|archive-url=https://web.archive.org/web/20121018071546/http://www.escapistmagazine.com/articles/view/features/9829-Can-Americans-Make-Anime|archive-date=October 18, 2012|url-status=live}}</ref> These anime-styled works have become defined as ], in an attempt to classify all anime styled works of non-Japanese origin.<ref name="whatisanime">{{cite web |url=https://www.animenewsnetwork.com/editorial/2002-07-26 |title=What is anime? |date=July 26, 2002 |access-date=August 18, 2007 |work=ANN| archive-url= https://web.archive.org/web/20070820052800/http://www.animenewsnetwork.com/editorial/2002-07-26| archive-date= August 20, 2007 | url-status=live}}</ref> Some creators of these works cite anime as a source of inspiration, for example the French production team for '']'' that moved to Tokyo to collaborate with a Japanese production team.<ref>{{cite web|title=Aaron McGruder - The Boondocks Interview|url=http://www.ugo.com/ugo/html/article/?id=17924|url-status=dead|archive-url=https://web.archive.org/web/20071030033247/http://www.ugo.com/ugo/html/article/?id=17924|archive-date=October 30, 2007|access-date=October 14, 2007|work=Troy Rogers|publisher=UnderGroundOnline|quote=We looked at Samurai Champloo and Cowboy Bebop to make this work for black comedy and it would be a remarkable thing.}}</ref><ref>{{cite web |url=http://www.g4tv.com/screensavers/features/49962/Ten_Minutes_with_Megas_XLR.html |title=Ten Minutes with "Megas XLR" |date=October 13, 2004 |access-date=November 27, 2007 |archive-url=https://web.archive.org/web/20070929123347/http://www.g4tv.com/screensavers/features/49962/Ten_Minutes_with_Megas_XLR.html |archive-date=September 29, 2007 |url-status=live }}</ref><ref name="company">{{cite web |url=http://www.savtheworld.com/eng/company.php |archive-url=https://web.archive.org/web/20070813141936/http://www.savtheworld.com/eng/company.php |url-status=dead |archive-date=August 13, 2007 |title=STW company background summary }}</ref> 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,<ref name="escapist" /> 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."<ref name="anna" /><ref>{{cite web|date=May 15, 2006|title=How should the word ''Anime'' be defined?|url=http://www.animenation.net/blog/2006/05/15/ask-john-how-should-the-word-anime-be-defined/|url-status=dead|archive-url=https://web.archive.org/web/20081217143953/http://www.animenation.net/blog/2006/05/15/ask-john-how-should-the-word-anime-be-defined/|archive-date=December 17, 2008|access-date=September 26, 2008|work=AnimeNation}}</ref>

While some anime will depict non-Japanese characters with specific ethnic features, such as a pronounced nose and jutting jaw for European characters,<ref name="do1"/> there are some styles that deliberately forgo any identification of its characters with real-world ethnicities or nationalities, termed in criticism as '']'' (statelessness). ''Mukokuseki'' characters can significantly impact the reception of a property outside of Japan.<ref name=CuteCult>Bîrlea, Oana-Maria. “Soft Power: ’Cute Culture’, a Persuasive Strategy in Japanese Advertising.” TRAMES: A Journal of the Humanities & Social Sciences, vol. 27, no. 3, July 2023, pp. 311–24. EBSCOhost via ], https://doi.org/10.3176/tr.2023.3.07.</ref><ref name=CBRnation>Altiok, Revna. " {{Webarchive|url=https://web.archive.org/web/20240119143318/https://www.cbr.com/mukokuseki-no-nationality-importance-in-anime/ |date=January 19, 2024 }}" from '']'', 24 June 2022.</ref>

A ]-] produced TV series called ''Torkaizer'' is dubbed as the "Middle East's First Anime Show", and is currently in production<ref name="Torkaizer">{{cite web|last=Fakhruddin|first=Mufaddal|title='Torkaizer', Middle East's First Anime Show|url=http://me.ign.com/en/news/9594/-torkaizer-middle-east-s-first-anime-show|website=IGN|access-date=June 12, 2013|archive-url=https://web.archive.org/web/20130630133627/http://me.ign.com/en/news/9594/-torkaizer-middle-east-s-first-anime-show|archive-date=June 30, 2013|url-status=live|date=April 9, 2013}}</ref> and looking for funding.<ref>{{cite web|last1=Green|first1=Scott|title=VIDEO: An Updated Look at "Middle East's First Anime"|url=http://www.crunchyroll.com/anime-news/2013/12/26/video-an-updated-look-at-middle-easts-first-anime|website=Crunchyroll|access-date=August 20, 2014|date=December 26, 2013|archive-url=https://web.archive.org/web/20141103233248/http://www.crunchyroll.com/anime-news/2013/12/26/video-an-updated-look-at-middle-easts-first-anime|archive-date=November 3, 2014|url-status=live}}</ref>{{Update inline|date=July 2024|reason=These citations are over 10 years old. Did Torkaizer gets its funding or not? What exactly happened here?}} Netflix has produced multiple anime series in collaboration with Japanese animation studios,<ref>{{cite web|last1=Schley|first1=Matt|title=Netflix May Produce Anime|url=http://www.otakuusamagazine.com/LatestNews/News1/Netflix-May-Produce-Anime-7035.aspx|website=OtakuUSA|date=November 5, 2015|access-date=November 17, 2015|archive-url=https://web.archive.org/web/20151107204830/http://otakuusamagazine.com/LatestNews/News1/Netflix-May-Produce-Anime-7035.aspx|archive-date=November 7, 2015|url-status=live}}</ref> and in doing so, has offered a more accessible channel for distribution to Western markets.<ref>{{cite web|last1=Barder|first1=Ollie|title=Netflix Is Interested In Producing Its Own Anime|url=https://www.forbes.com/sites/olliebarder/2015/11/04/netflix-is-interested-in-producing-its-own-anime/|work=Forbes|access-date=November 17, 2015|archive-url=https://web.archive.org/web/20170729115913/https://www.forbes.com/sites/olliebarder/2015/11/04/netflix-is-interested-in-producing-its-own-anime/|archive-date=July 29, 2017|url-status=live}}</ref> Similar initiatives have been enacted by the US-based streaming service Crunchyroll,<ref name=CrunchyOriginals>{{cite web|url=https://www.animenewsnetwork.com/news/2020-02-25/crunchyroll-unveils-7-crunchyroll-originals-works-including-tower-of-god-noblesse-god-of-high-school/.156748|title=Crunchyroll Unveils 7 'Crunchyroll Originals' Works Including Tower of God, Noblesse, God of High School|publisher=]|date=February 25, 2020|access-date=July 25, 2020|archive-date=February 25, 2020|archive-url=https://web.archive.org/web/20200225153220/https://www.animenewsnetwork.com/news/2020-02-25/crunchyroll-unveils-7-crunchyroll-originals-works-including-tower-of-god-noblesse-god-of-high-school/.156748|url-status=live}}</ref> producing titles such as '']'' and an adaptation of '']''.

The web-based series '']'', produced by ]-based company ], is produced using an anime art style, and the series has been described as "anime" by multiple sources. For example, '']'', in the headline to one of its articles, described the series as "American-made anime",<ref name = "AdweekRWBY">{{cite web|last1=Castillo|first1=Michelle|title=American-Made Anime From Rooster Teeth Gets Licensed In Japan|url=http://www.adweek.com/news/technology/american-made-anime-rooster-teeth-gets-licensed-japan-159528|website=AdWeek|access-date=August 20, 2014|date=August 15, 2014|archive-url=https://web.archive.org/web/20140819090314/http://www.adweek.com/news/technology/american-made-anime-rooster-teeth-gets-licensed-japan-159528|archive-date=August 19, 2014|url-status=live}}</ref> and in another headline, '']'' described it as simply "anime", without referencing its country of origin.<ref>{{cite web|last=Lazar|first=Shira|title=Roosterteeth Adds Anime RWBY To YouTube Slate (WATCH)|url=https://www.huffingtonpost.com/shira-lazar/roosterteeth-adds-anime-r_b_3720316.html|publisher=Huffingtonpost|access-date=August 15, 2013|date=August 7, 2013|archive-url=https://web.archive.org/web/20131029134907/http://www.huffingtonpost.com/shira-lazar/roosterteeth-adds-anime-r_b_3720316.html|archive-date=October 29, 2013|url-status=live}}</ref> In 2013, ], 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."<ref name="rwby">{{cite web|last=Rush|first=Amanda|title=FEATURE: Inside Rooster Teeth's "RWBY"|url=http://www.crunchyroll.com/anime-news/2013/07/12/feature-inside-rooster-teeths-rwby|publisher=Crunchyroll|access-date=July 18, 2013|date=July 12, 2013|archive-url=https://web.archive.org/web/20130716153934/http://www.crunchyroll.com/anime-news/2013/07/12/feature-inside-rooster-teeths-rwby|archive-date=July 16, 2013|url-status=live}}</ref> ''RWBY'' has been released in Japan with a Japanese language dub;<ref>{{cite web|title=海外3DCGアニメ『RWBY』吹き替え版BD・DVD販売決定! コミケで発表|url=http://kai-you.net/article/7931|website=KAI-YOU|access-date=August 19, 2014|date=August 16, 2014|archive-url=https://web.archive.org/web/20140819232942/http://kai-you.net/article/7931|archive-date=August 19, 2014|url-status=live}}</ref> the CEO of ], ], 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."<ref name = "AdweekRWBY" />

=== Media franchises ===
{{Further|Media mix|List of highest-grossing media franchises}}
] in Singapore at the ]]]

In ] and entertainment, media mix is a strategy to disperse content across multiple representations: different ], gaming technologies, cell phones, toys, ]s, and other methods.<ref name=jen>], ''Convergence Culture: Where Old and New Media Collide'', </ref> It is the Japanese term for a ].<ref name="Steinberg">Marc Steinberg, ''Anime's Media Mix: Franchising Toys and Characters in Japan''</ref><ref>{{cite journal|last=Denison|first=Rayna|url=https://www.academia.edu/3693690|title=Manga Movies Project Report 1 - Transmedia Japanese Franchising|journal=Academia.edu|access-date=July 31, 2015|archive-date=March 18, 2022|archive-url=https://web.archive.org/web/20220318040903/https://www.academia.edu/3693690|url-status=live}}</ref> 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.<ref name=amm>Steinberg, {{Webarchive|url=https://web.archive.org/web/20221031111347/https://books.google.com/books?id=rzGqyHaUGYkC&printsec=frontcover#v=onepage&q=%22media%20mix%22 |date=October 31, 2022 }}</ref>

A number of anime and manga ]s such as '']'', '']'' and '']'' have gained considerable global popularity, and are among the world's ]. '']'' in particular is estimated to be the highest-grossing media franchise of all time.<ref name="licensing">{{cite news |last=Hutchins |first=Robert |title='Anime will only get stronger,' as Pokémon beats Marvel as highest grossing franchise |url=https://www.licensing.biz/entertainment/anime-will-only-get-stronger-as-pok%C3%A9mon-beats-marvel-as-highest-grossing-franchise |work=] |date=June 26, 2018 |access-date=September 5, 2018 |archive-url=https://web.archive.org/web/20181106145711/https://www.licensing.biz/entertainment/anime-will-only-get-stronger-as-pok%C3%A9mon-beats-marvel-as-highest-grossing-franchise |archive-date=November 6, 2018 |url-status=dead }}</ref>

== See also ==
<!--{DEAD: {Misplaced Pages books|Anime and Manga|position=right}}-->
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{{div col|colwidth=20em}}
* ]
* ]
* ]
* ]
* ]
* ]
* ]
* ]
* ]
* ]
* ]
* ]
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* '']''
* ]
* ]
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* ]
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<!-- Please keep entries in alphabetical order. -->

== Notes ==
{{notelist}}


== References == == References ==
{{reflist|2}} {{Reflist}}


==External links== === Sources ===
{{refbegin|30em}}
<!--===========================({{NoMoreLinks}})===============================
* {{cite book |title=Anime: A Guide to Japanese Animation (1958–1988) |last=Baricordi |first=Andrea |author2=de Giovanni, Massimiliano |author3=Pietroni, Andrea |author4=Rossi, Barbara |author5=Tunesi, Sabrina |date=December 2000 |publisher=] |location=], ], Canada |isbn=2-9805759-0-9 |ref={{SfnRef|Baricordi|2000}}}}
| DO NOT ADD MORE LINKS TO THIS ARTICLE. WIKIPEDIA IS NOT A COLLECTION OF |
* {{Cite book |title=Animation: A World History: Volume II: The Birth of a Style - The Three Markets |url=https://books.google.com/books?id=0azMCgAAQBAJ |publisher=CRC Press |date=October 23, 2015 |isbn=978-1-3175-1991-1 |language=en |first=Giannalberto |last=Bendazzi }}
| LINKS. If you think that your link might be useful, do not add it here, |
* {{cite book |title=Understanding Manga and Anime |publisher=Libraries Unlimited |last=Brenner |first=Robin |year=2007 |isbn=978-1-59158-332-5}}
| but put it on this article's discussion page first or submit your link |
* {{cite book |last1=Clements |first1=Jonathan |author-link1=Jonathan Clements |last2=McCarthy |first2=Helen |author-link2=Helen McCarthy |title=The Anime Encyclopedia: A Guide to Japanese Animation Since 1917 |publisher=Stone Bridge Press |location=Berkeley, Calif |isbn=978-1-933330-10-5 |year=2006}}
| to the appropriate category at the Open Directory Project (www.dmoz.org)|
* {{cite book |last1=Craig |first1=Timothy J. |title=Japan Pop!: Inside the World of Japanese Popular Culture |date=2000 |publisher=Sharpe |location=Armonk, NY |isbn=978-0-7656-0561-0 |url-access=registration |url=https://archive.org/details/japanpopinsidew00crai }}
| and link back to that category using the {{dmoz}} template. |
* {{cite book |last=Drazen |first=Patrick |title=Anime Explosion!: The What? Why? & Wow! of Japanese Animation |date=2003 |publisher=Stone Bridge Press |location=Berkeley, California |isbn=978-1611720136}}
| |
* {{cite book |last=Kinsella |first=Sharon |title=Adult Manga: Culture and Power in Contemporary Japanese Society |date=2000 |publisher=University of Hawaii Press |location=Honolulu, Hawaii |isbn=978-0824823184}}
| Links that have not been verified WILL BE DELETED. |
* {{cite book |last1=Le Blanc |first1=Michelle |last2=Odell |first2=Colin |title=Akira |date=2017 |publisher=Bloomsbury Publishing |location=London |isbn=978-1844578108}}
| See ] and ] for details |
* {{cite book |last=MacWilliams |first=Mark W. |title=Japanese Visual Culture: Explorations in the World of Manga and Anime |date=2008 |publisher=M. E. Sharpe |location=Armonk |isbn=978-0-7656-1602-9 |url-access=registration |url=https://archive.org/details/japanesevisualcu0000unse }}
===========================({{NoMoreLinks}})===============================-->
* {{cite book |last=Napier |first=Susan J. |title=Anime from Akira to Howl's Moving Castle: Experiencing Contemporary Japanese Animation |date=2005 |publisher=St. Martin's Press |location=New York |isbn=1-4039-7051-3}}
* {{dmoz|Arts/Animation/Anime}}
* {{cite book |title=Watching Anime, Reading Manga: 25 Years of Essays and Reviews |publisher=Stone Bridge Press |last=Patten |first=Fred |year=2004 |isbn=1-880656-92-2}}
* {{cite book |last=Poitras |first=Gilles |title=Anime Companion |url=https://archive.org/details/animecompanionwh0000poit |url-access=registration |publisher=Stone Bridge Press |year=1998 |location=Berkeley, California |isbn=1-880656-32-9 }}
* {{cite book |title=Anime Essentials: Every Thing a Fan Needs to Know |publisher=Stone Bridge Press |last=Poitras |first=Gilles |year=2000 |isbn=978-1-880656-53-2}}
* {{cite book |last=Ruh |first=Brian |year=2014 |title=Stray Dog of Anime |location=New York, NY |publisher=Palgrave Macmillan |isbn=978-1-137-35567-6}}
* {{cite book |last=Schodt |first=Frederik L. |title=Manga! Manga!: The World of Japanese Comics |publisher=] International |date=August 18, 1997 |edition=Reprint |location=Tokyo, Japan |isbn=0-87011-752-1 |url-access=registration |url=https://archive.org/details/mangamanga00fred }}
* {{cite book |last=Tobin |first=Joseph Jay |year=2004 |title=Pikachu's Global Adventure: The Rise and Fall of Pokémon |publisher=Duke University Press |isbn=0-8223-3287-6}}
* {{Cite news |last1=Green |first1=Ronald S. |last2=Beregeron |first2=Susan J. |date=2021 |title=Teaching Cultural, Historical, and Religious Landscapes with the Anime |pages=48–53 |work=Education About ASIA}}
* {{Cite news |last1=Chan |first1=Yee-Han |last2=wong |first2=Ngan-Ling |last3=Ng |first3=Lee-Luan |date=2017 |title=Japanese Language Student's Perception of Using Anime as a Teaching Tool |pages=93–104 |work=Indonesian Journal of Applied Linguistics 7.1 |url=https://ejournal.upi.edu/index.php/IJAL/article/view/6862 |access-date=April 29, 2022 |archive-date=August 15, 2022 |archive-url=https://web.archive.org/web/20220815031924/https://ejournal.upi.edu/index.php/IJAL/article/view/6862 |url-status=live }}
* {{Cite news |last1=Han |first1=Chan Yee |last2=Ling |first2=Wong Ngan |date=2017 |title=The Use of Anime in Teaching Japanese as a Foreign Language |pages=66–78 |work=Malaysian Online Journal of Educational Technology 5.2 |url=https://eric.ed.gov/?id=EJ1142396 |access-date=April 29, 2022 |archive-date=April 7, 2023 |archive-url=https://web.archive.org/web/20230407054740/https://eric.ed.gov/?id=EJ1142396 |url-status=live }}
* {{Cite news |last1=Junjie |first1=Shan |last2=Nishihara |first2=Yoko |last3=Yamanishi |first3=Ryosuke |date=2018 |title=A System for Japanese Listening Training Support With Watching Japanese Anime Scenes |pages=947–956 |work=Procedia Computer Science 126 |series=Knowledge-Based and Intelligent Information & Engineering Systems: Proceedings of the 22nd International Conference, KES-2018, Belgrade, Serbia |volume=126 |doi=10.1016/j.procs.2018.08.029 |url=https://www.sciencedirect.com/science/article/pii/S1877050918313073 |access-date= |archive-date=April 29, 2022 |archive-url=https://web.archive.org/web/20220429034955/https://www.sciencedirect.com/science/article/pii/S1877050918313073 |url-status=live }}
{{refend}}



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Latest revision as of 16:55, 5 January 2025

Japanese animation For the sap called animé, see Hymenaea courbaril. Not to be confused with Amine.

Anime
Trailer for the 2022 anime Heroines Run the Show
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Anime (Japanese: アニメ, IPA: [aꜜɲime] ; derived from a shortening of English animation) is hand-drawn and computer-generated animation originating from Japan. Outside Japan and in English, anime refers specifically to animation produced in Japan. However, in Japan and in Japanese, anime describes all animated works, regardless of style or origin. Many works of animation with a similar style to Japanese animation are also produced outside Japan. Video games sometimes also feature themes and art styles that are sometimes labelled as anime.

The earliest commercial Japanese animation dates 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. 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. Diverse art styles are used, and character proportions and features can be quite varied, with a common characteristic feature being large and emotive eyes.

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, Madhouse, Inc., TMS Entertainment, Pierrot, Production I.G, Nippon Animation 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 due to the rise of streaming services and a widening demographic embrace of anime culture, both within Japan and worldwide. As of 2016, Japanese animation accounted for 60% of the world's animated television shows.

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. In Japanese, the term anime is used to refer to all animated works, regardless of style or origin. English-language dictionaries typically define anime (/ˈænɪmeɪ/) as "a style of Japanese animation" or as "a style of animation originating in Japan". Other definitions are based on origin, making production in Japan a requisite for a work to be considered "anime".

The etymology of the term anime is disputed. The English word "animation" is written in Japanese katakana as アニメーション (animēshon) and as アニメ (anime, pronounced [a.ɲi.me] ) in its shortened form. Some sources claim that the term is derived from the French term for animation dessin animé ("cartoon", literally 'animated drawing'), but others believe this to be a myth derived from the popularity of anime in France in the late 1970s and 1980s.

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 watched?") 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, a portmanteau of Japan and animation, was prevalent throughout the 1970s and 1980s. In the mid-1980s, the term anime began to supplant Japanimation; in general, the latter term now only appears in period works where it is used to distinguish and identify Japanese animation.

History

Main article: History of anime

Precursors

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

Pioneers

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. A claim for the earliest Japanese animation is Katsudō Shashin (c. 1907), a private work by an unknown creator. 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. Many early works were lost with the destruction of Shimokawa's warehouse in the 1923 Great Kantō earthquake.

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. 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. In 1940, the government dissolved several artists' organizations to form the Shin Nippon Mangaka Kyōkai. The first talkie anime was Chikara to Onna no Yo no Naka (1933), a short film produced by Masaoka. The first feature-length anime film was Momotaro: Sacred Sailors (1945), produced by Seo with a sponsorship from the Imperial Japanese Navy. The 1950s saw a proliferation of short, animated advertisements created for television.

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. Originally intended as temporary measures to allow him to produce material on a tight schedule with inexperienced staff, many of his limited animation practices came to define the medium's style. Three Tales (1960) was the first anime film broadcast on television; the first anime television series was Instant History (1961–64). 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. 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. 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).

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, 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. It also became the fastest grossing film in Japanese cinema, because in 10 days it made 10 billion yen ($95.3m; £72m). It beat the previous record of Spirited Away which took 25 days.

In 2021, the anime adaptations of Jujutsu Kaisen, Demon Slayer: Kimetsu no Yaiba and Tokyo Revengers were among the top 10 most discussed TV shows worldwide on Twitter. In 2022, 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. In 2024, Jujutsu Kaisen broke the Guinness World Record for the "Most in-demand animated TV show" with a global demand rating 71.2 times than that of the average TV show, previously held by Attack on Titan.

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. 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.

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. 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, including the stop motion puppet animation work produced by Tadahito Mochinaga, Kihachirō Kawamoto and Tomoyasu Murata. 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. 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.

Prior to the digital era, anime was produced with traditional animation methods using a pose to pose approach. The majority of mainstream anime uses fewer expressive key frames and more in-between animation.

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. Anime scenes place emphasis on achieving three-dimensional views, and backgrounds are instrumental in creating the atmosphere of the work. 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. Oppliger stated that anime is one of the rare mediums where putting together an all-star cast usually comes out looking "tremendously impressive".

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. In anime, the animation is produced before the voice acting, contrary to American animation which does the voice acting first.

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 to height ratios vary drastically by art style, with most anime characters falling between 5 and 8 heads tall. Anime artists occasionally make deliberate modifications to body proportions to produce chibi characters that feature a disproportionately small body compared to the head; many chibi 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.

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. 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. 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. 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.

Hair in anime is often unnaturally lively and colorful or uniquely styled. The movement of hair in anime is exaggerated and "hair actions" is used to emphasize the action and emotions of characters for added visual effect. Gilles Poitras traces hairstyle color to cover illustrations on manga, where eye-catching artwork and colorful tones are attractive for children's manga. Some anime will depict non-Japanese characters with specific ethnic features, such as a pronounced nose and jutting jaw for European characters. In other cases, anime feature characters whose race or nationality is not always defined, and this is often a deliberate decision, such as in the Pokémon animated series.

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

Music

See also: Anime composer and Anime song
An example of a 2022 anime video with 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.

Future funk, a musical microgenre that evolved in the early 2010s from Vaporwave with a French house Euro disco influence, heavily uses anime visuals and samples along with Japanese City pop to build an aesthetic.

Since the 2020s anime songs have experienced a rapid growth in global online popularity due to their widened availability on music streaming services like Spotify and promotion by fans and artists on social media. In 2023, the opening theme "Idol" by Yoasobi of the anime series Oshi no Ko topped the Billboard Global 200 Excl. U.S. charts with 45.7 million streams and 24,000 copies sold outside the U.S. "Idol" has become the first Japanese song and anime song to top the Billboard Global chart as well as taking the first spot on the Apple Music's Top 100: Global chart.

Genres

Anime are often classified by target demographic, including children's (子供, kodomo), girls' (少女, shōjo), boys' (少年, shōnen), young men (青年, Seinen), young women (女性, josei) and a diverse range of genres targeting an adult audience. Shōjo and shōnen anime sometimes contain elements popular with children of all genders 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. 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. 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.

Anime's genre classification differs from other types of animation and does not lend itself to simple classification. Gilles Poitras compared the labeling of Gundam 0080 and its complex depiction of war as a "giant robot" anime akin to simply labeling War and Peace a "war novel". 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. 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. 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. Other subgenres found in anime include magical girl, harem, sports, martial arts, literary adaptations, medievalism, and war.

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. It was not until the 1960s when the first televised series were broadcast and it has remained a popular medium since. 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. The emergence of the Internet has led some animators to distribute works online in a format called "original net animation" (ONA).

The home distribution of anime releases was popularized in the 1980s with the VHS and LaserDisc formats. The VHS NTSC video format used in both Japan and the United States is credited with aiding the rising popularity of anime in the 1990s. 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. 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. 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.

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.

Industry

See also: List of anime companies and List of Japanese animation studios
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. 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. An anime episode can cost between US$100,000 and US$300,000 to produce. In 2001, animation accounted for 7% of the Japanese film market, above the 4.6% market share for live-action works. The popularity and success of anime is seen through the profitability of the DVD market, contributing nearly 70% of total sales. 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. 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. This type of anime is less popular outside Japan, being considered "more of a niche product". Spirited Away (2001) was the all-time highest-grossing film in Japan until overtaken by Demon Slayer: Kimetsu no Yaiba – The Movie: Mugen Train in 2020. It was also the highest-grossing anime film worldwide until it was overtaken by Makoto Shinkai's 2016 film Your Name. Anime films represent a large part of the highest-grossing Japanese films yearly in Japan, with 6 out of the top 10 in 2014, 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 the use of source material from several original series.

In the early 1990s, several companies began to experiment with the licensing of less child-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. The prices vary widely; for example, Jinki: Extend cost only $91,000 to license while Kurau Phantom Memory cost $960,000. Simulcast Internet streaming rights can be cheaper, with prices around $1,000–2,000 an episode, but can also be more expensive, with some series costing more than US$200,000 per episode.

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

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. Fansubs, which were originally distributed on VHS bootlegged cassettes in the 1980s, have been freely available and disseminated online since the 1990s. 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. Even so, the laid back regulations of the Japanese animation industry tend to overlook these issues, allowing it to grow underground and thus increasing its popularity until there is a demand for official high-quality releases for animation companies. This has led to an increase in global popularity of Japanese animation, reaching $40 million in sales in 2004. Fansub practices have rapidly declined since the early-2010s due to the advent of legal streaming services which simulcast new anime series often within a few hours of their domestic release.

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. 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). By 2025 the anime industry is expected to reach a value of $30 billion with over 60% of that revenue coming from overseas.

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. JETRO reported sales of overseas anime exports in 2004 to be ¥2 trillion ($18 billion). JETRO valued the anime market in the United States at ¥520 billion ($5.2 billion), including $500 million in home video sales and over $4 billion from licensed products, in 2005. JETRO projected in 2005 that the worldwide anime market, including sales of licensed products, would grow to ¥10 trillion ($100 billion). The anime market in China was valued at $21 billion in 2017, and is projected to reach $31 billion by 2020. In Europe the anime merchandising market was valued at about $950 million with the figurine segment accounting for most of the share and is expected to reach a value of over $2 billion by 2030. The global anime market size was valued at $26.055 billion in 2021 with 29% of the revenue coming from merchandise. It is expected that the global anime market will reach a value of $47.14 billion by 2028. In 2023 the anime industry generated a $19.8 billion in total global revenue, including $5.5 billion from streaming and $14.3 billion from merchandising sales. North America and Asia contributed a combined $14.3 billion in total revenue, accounting for over 72% of anime's global impact. 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, Asia–Pacific and The Middle East. The global anime market size was valued at $25.8 Billion in 2022 and is expected to have a market size of $62.7 Billion by 2032 with a CAGR of 9.4%. In 2019, the annual overseas exports of Japanese animation exceeded $10 billion for the first time in history.

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 Seiyu Awards for voice actors, 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. 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 of underpaying and overworking its animators. 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. A few anime studios such as MAPPA have taken actions to improve the working conditions of their employees. There has also been a slight increase in production costs and animator pays during the COVID-19 pandemic. Throughout 2020 and 2021 the American streaming service Netflix announced that it will greatly invest and fund the anime industry as well as support training programs for new animators. On April 27, 2023, Nippon Anime Film Culture Association (NAFCA) was officially founded. The association aims to solve problems in the industry, including the improvement of conditions of the workers.

Global popularity and cultural impact

See also: Japanese pop culture in the United States, History of anime in the United States, List of anime theatrically released in the United States, List of anime distributed in India, Japanese influence on Chinese culture, Japanese influence on Korean culture, Anime in hip hop, and List of highest-grossing anime films
Anime Expo in Los Angeles, California, United States – one of the largest fan conventions in the Western world

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 in Japan's output, due to its cheap selling price and productive output. As of 2014, Italy imported the most anime outside Japan. Anime and manga were introduced to France in the late 1970s and became massively popular in spite of a moral panic led by French politicians in the 1980s and 1990s. These mass imports influenced anime popularity in Latin American, Arabic and German markets.

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. 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. By 1997, Japanese anime was the fastest-growing genre in the American video industry. The growth of the Internet later provided international audiences with an easy way to access Japanese content. Early on, online piracy played a major role in this, through over time many legal alternatives appeared which significantly reduced illegal practices. Since the 2010s streaming services have become increasingly involved in the production, licensing and distribution of anime for the international markets. This is especially the case with net services such as Netflix and Crunchyroll which have large catalogs in Western countries, although until 2020 anime fans in multiple developing countries, such as India and the Philippines, had fewer options for obtaining access to legal content, and therefore would still turn to online piracy. However beginning with the 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, Disney+, Hulu and anime-only services like Crunchyroll and Hidive, increasing the international availability of the amount of new licensed anime shows as well as the size of their catalogs. 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 platform's top-ten lists in almost 100 countries within the one-year period. As of 2021, anime series are the most demanded foreign-language television shows in the United States accounting for 30.5% of the market share. (In comparison, Spanish-language and Korean-language shows account for 21% and 11% of the market share, respectively.) In 2021 more than half of Netflix's global members watched anime. 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. In 2024, the anime series Jujutsu Kaisen won the award of "Most In-Demand TV Series in the World 2023" in the Global TV Demand Awards.

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. The word anime alongside other Japanese pop cultural terms like shonen, shojo and isekai have been added to the Oxford English Dictionary.

Various anime and manga series have influenced Hollywood in the making of numerous famous movies and characters. 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. One of the few particular exceptions to this includes 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 director Robert Rodriguez's highest-grossing film.

Anime and manga alongside many other imports of Japanese pop culture have helped Japan to gain a positive worldwide image and improve its relations with other countries such as its East Asian neighbours China and South Korea. 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.

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. 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. On October 28, 2024, The Vatican unveiled its own anime-styled mascot, "Luce", in order to connect with Catholic youth through pop culture.

In April 2023, the Japan Business Federation laid out a proposal aiming to spur the economic growth of Japan by further promoting the contents industry abroad, primarily anime, manga and video games, for measures to invite industry experts from abroad to come to Japan to work, and to link with the tourism sector to help foreign fans of manga and anime visit sites across the country associated with particular manga stories. The federation seeks on quadrupling the sales of Japanese content in overseas markets within the upcoming 10 years.

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 third 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 to its popularity and high reception.

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. 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.

Fan response

See also: Anime and manga fandom, ACG (subculture), and List of anime conventions
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. These conventions are dedicated to anime and manga and include elements like cosplay contests and industry talk panels. Cosplay, a portmanteau of "costume play", is not unique to anime and has become popular in contests and masquerades at anime conventions. 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 or manga. 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 with Japanese anime subculture, a term that originated from abusive content posted on the website 4chan.org. While originally derogatory, the terms "Otaku" and "Weeb" have been reappropriated by the anime fandom overtime and today are used by some fans to refer to themselves in a comedic and more positive way. Anime enthusiasts have produced fan fiction and fan art, including computer wallpapers, and anime music videos (AMVs).

Many fans visit sites depicted in anime, games, manga and other forms of otaku culture. This behavior is known as "Anime pilgrimage".

As of the 2020s, many anime fans and followers use social media platforms and other sites like YouTube, Bilibili, Twitch, Fandom, Facebook, Reddit, Discord, Tumblr, 4chan, TikTok and Twitter with online communities and databases such as IMDb, MyAnimeList to discuss anime, manga and track their progress watching respective series as well as using news outlets such as Anime News Network.

According to Crunchyroll's research data from 2023 to 2024 provided by its President Rahul Parini, revealed that there are approximately 800 million people globally (outside of China and Japan) who are either highly aware of anime, show interest in anime or currently watch anime and identify as fans.

According to a 2024 survey conducted on anime fans by Polygon, 65% of the surveyed anime fans said that they find anime more emotionally compelling than other forms of media and more than 3 in 4 of Millennial and Gen-Z fans use the medium as a form of escapism. Almost two-thirds of the anime-watching Gen Z audience said they emotionally connect better with anime than they do with traditional media. Over 50% of surveyed Gen-Z anime fans said that anime influences their identity, fashion and social understanding.

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.

Anime style

Main article: Anime-influenced animation

One of the key points that differentiated anime from a handful of Western cartoons is the potential for visceral content. Once the expectation that the aspects of visual intrigue or animation are 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.

"Japanese animation is so different from what airs here. It's far edgier, more adult and violent."

Mike Lazzo of the American Cartoon Network

However, as anime itself became increasingly popular, its styling has been inevitably the subject of both satire and serious creative productions. 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 about blurring the lines between anime and cartoons, such as the American anime-style productions Avatar: The Last Airbender and Avatar: The Legend of Korra. These anime-styled works have become defined as anime-influenced animation, in an attempt to classify all anime styled works of non-Japanese origin. 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. 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, 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."

While some anime will depict non-Japanese characters with specific ethnic features, such as a pronounced nose and jutting jaw for European characters, there are some styles that deliberately forgo any identification of its characters with real-world ethnicities or nationalities, termed in criticism as mukokuseki (statelessness). Mukokuseki characters can significantly impact the reception of a property outside of Japan.

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 and looking for funding. Netflix has produced multiple anime series in collaboration with Japanese animation studios, and in doing so, has offered a more accessible channel for distribution to Western markets. Similar initiatives have been enacted by the US-based streaming service Crunchyroll, producing titles such as High Guardian Spice and an adaptation of Tower of God.

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

Media franchises

Further information: Media mix and List of highest-grossing media franchises
Pokémon Center in Singapore at the Jewel Changi Airport

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. It is the Japanese term for a transmedia franchise. 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.

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.

See also

Notes

  1. English: /ˈænɪmeɪ/
  2. Japanese: 新日本漫画家協会, lit. "New Japan Manga Artist Association"
  3. Spirited Away was later surpassed as the highest-grossing anime film by Your Name (2016).

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