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In my efforts as a kitsune to bring fortune to all, I recently wrote a thread in X featuring @a16z‘s article – as one of my many earthly forms – Joejoe. It was entitled Anime eats the world. The article claims that the anime industry is a $50 billion dollar market opportunity that has a progressively widening grip on the world.
Anime fans are the highest spenders in terms of in-game purchases producing 20% of mobile app spending despite only 3% penetration. Monster Strike had 10M monthly active users generating in $7.6B revenue. Genshin Impact gained $4B in 3 years and is on track to be the highest-earning game ever. This once niche cultural phenomenon has now grown to a presence that cannot be denied.
Anime enthusiasts have cultivated a vibrant and tightly-knit community, driven by a collective passion for the art form. This sense of community, born from shared experiences, is poised for transformation through the integration of Web3 technology.
The decentralized ethos of Web3, with its emphasis on ownership, direct creator-to-fan interaction, and community governance, aligns perfectly with the fan-driven culture of anime. This alliance promises not just commercial success but also a redefinition of how fans engage, contribute, and even co-create within the anime universe, fostering an even more immersive and participatory fan experience.
Before we begin writing articles about anime, I want to clarify definitions. Let’s define what we mean by ‘anime’. The word ‘anime’ comes from the Japanese term ‘アニメ,’ which is short for ‘アニメーション’ (animation).
There is considerable debate about what qualifies as anime. In Japan, where anime originated, both animators and the general public often use the term more broadly to include not just Japanese animation but also Western animation. However, outside of Japan, ‘anime’ typically refers to animation that is either produced in Japan or adheres to distinctive Japanese animation styles.
NHK uses the term “anime” for both foreign animations like Curious George and Boss Baby, as well as domestic productions. The distinction isn’t always clear-cut. For instance, the Cartoon Network in Japan labels American cartoons as “overseas anime.”
Now let’s look at what western dictionaries say. I asked Grok to make a composite definition based on Dictionary.com, Merriam-Webster, Britannica, and Collins and this is what came out.
Anime refers to a style of animation originating in Japan, characterized by vivid graphics, colorful art, fantastical themes, and often features characters with large eyes and expressive facial features.
This will be our working definition for featuring intellectual properties in this hub. As long as these IPs have art styles that align with and are influenced by traditional Japanese animation, they are qualified as anime.
Join me as I curate some of the anime IPs building on web3 namely Azuki, DenDekaDen, Kaidro, Tatsumeeko and many more to come!
References:
Anime Market Size, Share & Trends Analysis Report By type (T.V., movie, video, internet distribution, merchandising, music), by genre (Action & adventure, Sci-Fi & fantasy, romance & drama, sports, and others), by region, and segment Forecasts, 2024 – 2030. (n.d.).
Ashcraft, B. (2022, May 27). What “Anime” means. Kotaku. https://kotaku.com/what-anime-means-1689582070