Anime
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Anime (
The earliest commercial Japanese animation dates to 1917. A characteristic art style emerged in the 1960s with the works of cartoonist
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.[3] 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.[3] Diverse art styles are used, and character proportions and features can be quite varied, with a common characteristic feature being large and emotive eyes.[4]
The anime industry consists of
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.[8] In Japanese, the term anime is used to refer to all animated works, regardless of style or origin.[9] English-language dictionaries typically define anime (/ˈænɪmeɪ/)[10] as "a style of Japanese animation"[11] or as "a style of animation originating in Japan".[12] Other definitions are based on origin, making production in Japan a requisite for a work to be considered "anime".[13]
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.[13] Some sources claim that the term is derived from the French term for animation dessin animé ("cartoon", literally 'animated drawing'),[14] but others believe this to be a myth derived from the popularity of anime in France in the late 1970s and 1980s.[13]
In English, anime—when used as a common
History
Precursors
Emakimono and shadow plays (kage-e) are considered precursors of Japanese animation.[19] 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.[19] Kage-e was popular during the Edo period and originated from the shadow plays of China.[19] Magic lanterns from the Netherlands were also popular in the eighteenth century.[19] The paper play called kamishibai surged in the twelfth century and remained popular in the street theater until the 1930s.[19] Puppets of the Bunraku theater and ukiyo-e prints are considered ancestors of characters of most Japanese animation.[19] Finally, manga were a heavy inspiration for anime. Cartoonists Kitzawa Rakuten and Okamoto Ippei used film elements in their strips.[19]
Pioneers
Animation in Japan began in the early 20th century, when
By the mid-1930s, animation was well-established in Japan as an alternative format to the
Modern era

In the 1960s,
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 "
In 2021, the anime adaptations of
Attributes

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.[50] 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.[51][52]
Technique
Modern anime follows a typical animation production process, involving
Prior to the digital era, anime was produced with traditional animation methods using a pose to pose approach.[53] The majority of mainstream anime uses fewer expressive key frames and more in-between animation.[59]
Japanese animation studios were pioneers of many
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.[63][64][65] In anime, the animation is produced before the voice acting, contrary to American animation which does the voice acting first.[66]
Characters

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.[67] 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.[68] 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.[69][70] 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.[71]
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.
Anime and manga artists often draw from a common canon of iconic facial expression illustrations to denote particular moods and thoughts.[75] 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.[76] For example, a male character may develop a nosebleed when aroused.[76] A variety of visual symbols are employed, including sweat drops to depict nervousness, visible blushing for embarrassment, or glowing eyes for an intense glare.[77] Another recurring sight gag is the use of chibi (deformed, simplified character designs) figures to comedically punctuate emotions like confusion or embarrassment.[76]
Music
The opening and credits sequences of most anime television series are accompanied by
Since the 2020s
Genres
Anime are often classified by target demographic, including children's (子供,
Anime's genre classification differs from other types of animation and does not lend itself to simple classification.
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,
The home distribution of anime releases was popularized in the 1980s with the VHS and LaserDisc formats.[95] 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.[95] 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.[98] 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.[98] 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.[98]
A key characteristic of many anime television shows is serialization, where a continuous
Industry

The animation industry consists of more than 430 production companies with some of the major studios including
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
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.[108] The prices vary widely; for example, Jinki: Extend cost only $91,000 to license while Kurau Phantom Memory cost $960,000.[108] Simulcast Internet streaming rights can be cheaper, with prices around $1,000–2,000 an episode,[109] but can also be more expensive, with some series costing more than US$200,000 per episode.[110]
The anime market for the United States was worth approximately $2.74 billion in 2009.
The industry has been subject to both praise and condemnation for
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.[119] 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).[120] By 2025 the anime industry is expected to reach a value of $30 billion with over 60% of that revenue coming from overseas.[121]
Markets
Awards
The anime industry has several annual awards that honor the year's best works. Major annual awards in Japan include the
Working conditions
In recent years, the anime industry has been accused by both Japanese and foreign media of underpaying and overworking its animators.[138][139][140] 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.[141] A few anime studios such as MAPPA have taken actions to improve the working conditions of their employees.[142] There has also been a slight increase in production costs and animator pays during the COVID-19 pandemic.[143] 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.[144][145][146] 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.[147][148]
Global popularity and cultural impact
Anime has become commercially profitable in the
The beginning of 1980 saw the introduction of Japanese anime series into the American culture.
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.[188] The word anime alongside other Japanese pop cultural terms like shonen, shojo and isekai have been added to the Oxford English Dictionary.[189][190]
Various anime and manga series have influenced
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
emojis.[199]
In July 2020, after the approval of a Chilean government project in which citizens of
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.[204][205]
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.[206]
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.[207] 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.[208][209]
Fan response

Many fans visit sites depicted in anime, games, manga and other forms of otaku culture. This behavior is known as "Anime pilgrimage".[217]
As of the 2020s, many anime fans and followers use social media platforms and other sites like YouTube, Bilibili, Twitch,[218] Fandom,[219] Facebook, Instagram, Reddit, Discord,[220] Tumblr,[221] 4chan, TikTok and Twitter[222][46] 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.[223][224]
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.[225][226][227]
According to a 2024 survey conducted on anime fans by
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.[229]
Anime style
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.[230]
"Japanese animation is so different from what airs here. It's far edgier, more adult and violent."
However, as anime itself became increasingly popular, its styling has been inevitably the subject of both satire and serious creative productions.[13] 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
While some anime will depict non-Japanese characters with specific ethnic features, such as a pronounced nose and jutting jaw for European characters,[73] 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.[238][239]
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[240] and looking for funding.[241][needs update] Netflix has produced multiple anime series in collaboration with Japanese animation studios,[242] and in doing so, has offered a more accessible channel for distribution to Western markets.[243] Similar initiatives have been enacted by the US-based streaming service Crunchyroll,[244] 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",[245] and in another headline, The Huffington Post described it as simply "anime", without referencing its country of origin.[246] 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."[247] RWBY has been released in Japan with a Japanese language dub;[248] 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."[245]
Media franchises

In
A number of anime and manga media franchises such as Demon Slayer: Kimetsu no Yaiba, Dragon Ball, Fate/stay night, Yu-Gi-Oh!, Neon Genesis Evangelion 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.[253]
See also
Notes
References
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- Gross
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- North American gross: $10,055,859
- Japanese gross: $229,607,878 (March 31, 2002)
- Other territories: $28,940,019
- Japanese gross
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- End of 2001: $227 million
- Schwarzacher, Lukas (February 16, 2003). "H'wood eclipses local fare". Variety. Archived from the original on August 26, 2014. Retrieved August 21, 2014.
- Across 2001 and 2002: $270 million
- Schilling, Mark (May 16, 2008). "Miyazaki's animated pic to open this summer". Variety. Archived from the original on July 15, 2014. Retrieved July 2, 2014.
- As of 2008: $290 million
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{{cite book}}
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